Last Stock Legends Recount the History of the Wombo Combo in Their Latest Documentary Episode

The Wombo Combo has been enshrined in esports history now, expanding out from the initial legendary Super Smash Bros. Melee combo, to being common parlance in MOBAs like League of Legends and DOTA 2. Yet, outside of the old school Melee community, it’s doubtful that many people know the history, the intentions and the players that were involved in this historic combo. To enlighten the world and flesh out the story surrounding one of Melee’s most influential clips on its seventh birthday, Last Stock Legends have devoted their latest documentary episode to the Wombo Combo.

From talking to the unfortunate recipient of the combo to discussing its legacy, Last Stock Legends spin out the intricacies of the Wombo Combo and show the myriad of factors that went into this now legendary exchange. While it may seem on the surface like a few seconds of spontaneous combo creativity, the Wombo Combo was a set play, designed to humiliate a certain player. Find out all of the details and the work that went into one of Melee’s first viral videos below.

Source: Last Stock Legends

My Hands-On Experience with Tekken 7 at Wizard World Austin

Editor’s note: The views expressed in this article are solely those of the writer, and do not reflect Shoryuken.com as a whole.

Wizard World has been producing successful fan conventions for nearly a decade. I have to assume, then, that they are very good at it–but truthfully, I wouldn’t know. For me these things are usually too loud, too crowded, and too easy to get sick at. (Also, no one enjoys driving in downtown Austin, TX. No one. NO ONE.) Their recent partnership with Namco, however, has certainly drawn myself and others out of the woodwork. Who wants to try Tekken 7 early?

It turns out a lot of people did, from all across the country. No one was surprised to see RIP, or Sajam, or TastySteve–popular individuals who have been mainstays in the FGC for quite a while. But there were four pools worth of players there! MysticBill came from Louisiana. Another player I talked to was from New York. Needless to say, every major city of Texas had someone show up. It was a surprisingly full tournament for a game that’s not out, for a subgenre that’s not the most represented, or understood, in the US.

The Tekken Area was set up to the side of the main tournament stage, and was already full of people the moment I arrived. When I finally got to play the game that Friday afternoon, it was clear to see why: it looks great, and it’s fun.

Tekken 7 is a familiar experience for fans of the series and the genre as a whole. Though the days of “Bound” are over (the midpoint extension of combos in the previous two games), it’s replacement is not a big change. The new juggle system uses “Screw Attacks (SAs),” which is frankly just ‘Bound’ by another name. The system itself is as creative and loose as it was before, but the primary difference is that SA sends your opponent further away. In a weird sort of way, this makes combo enders that were previously very difficult (think: King’s instant Shining Wizard) now much more do-able for the mid-level Tekken Player.

Execution monsters may dislike this change, but it’s really a small detail in an otherwise very open, freeform system. The new damage/gravity scaling does tend to open up for a different type of execution now, as harder combos tend to involve mini-dashes in-between hits. Or, you may have to dash towards your SA’d opponent and hit them with a complex input move before the spinning animation from the SA ends. For example, the “high damage” and “correct” ender for the Kazumi combos seemed to be:

Combo Starter, Filler, SA!, dash, b,f+2,1,1+2

At least, according to the footage I had been watching prior to Wizard World.

Without time to play in training mode, though, the timing for forward dash into a back-forward input seemed a little tricky. Replacing it with Kazumi’s running 2 gave me decent damage and wall carry: a quick, on-the-fly option that would work for me now. And, likely, for the first time Kazumi player that just wants to jump online. As with any Tekken, you’ll start to use different optimal combos for damage, combos for wall carry, combos for wake up pressure… it’s really the same game we’ve been playing for a little while now, but polished and prettified with 2016 graphics.

Outside of this tweak to the combo system, it’s really a stone’s throw from anything Tekken has done in the past. The biggest selling points Namco will throw at you–slow-mo finishes! Supers! Rage Drives!–are largely cosmetic, or incredibly situation-specific. Slow-Mo finishes–when both players press a button when one person is in danger of dying–never failed to get gasps and laughter. The pop from the crowd was noticeable every time, in every match.

Supers–known as Rage Arts–are the odd inclusion in Tekken 7. These one-time activation attacks are likely the main attraction to the outside world, but I think in actual competitive play they will have limited use. Though all of them have startup and armor, they are all unsafe. You cannot use the Rage Art armor versus another Rage Art. You only get them when you are low on health, but since you take damage if you armor attacks, you can still die before the Rage Art comes out. Some are slow enough that you can “check” them with a jab and then block.

All in all, their primary purpose seems to be big whiff punishes, or (often times) needless gambles versus button presses. They can also be used to shut down mix-up up situations, i.e. Gigas’s Walk Mixup. Damage scaling makes comboing into them not always worth it. But! There’s an alternative to Rage Arts.

Rage Drives, which also consume your one-time super activation, don’t give the big damage of a Rage Art on their own, nor are they as flashy as their cinematic counterparts. They are, however, typically very good–many are safe, some are combo starters, some are even frame traps. A few can push you into the wall on block, forcing you to take chip damage. In the long run, it really feels like Rage Drives are the biggest defining “new” mechanic of Tekken 7. Seeing people commit to Rage Arts over Rage Drives will likely be a big indicator of how confident, or competent, that player is.

Movement feels close enough to TTT2 and T6 that I was able to run in without it feeling foreign. Stepping was perhaps a little weaker compared to TTT2, but I still had mostly no trouble getting around and stepping that-which-is-stepable. Backdash Canceling felt exactly the same. I don’t torture myself with sway characters so I can’t tell you if the “true” Korean Backdash is any easier or harder, but I pretty much always got the movement that I wanted, when I wanted it. If you didn’t learn BDC before, you’re still going to need to spend a little time with it.

The only other thing I can immediately think of that was “new” was the Power Crush system. Each character has at least one move that absorbs attacks during its armor frames, at the cost of health. It didn’t show up as often as I thought it would–likely because it’s new to everyone, and unlike Rage stuff the game never outlines what your Power Crush moves are. What I did pick up on was that, generally, if your Power Crush move hit high, it was safe on block. If it hit mid, it was unsafe, and in some cases wildly so. Katarina’s was launch punishable. Kazumi had two–a high, safe one, and a mid one that didn’t even turn into an attack unless you came into contact with the armor frames. I can see some of the high, safe ones being pretty annoying–Lucky Chloe’s really irritated me, unsurprisingly. The health drawback hurts it’s use a bit but it’s going to still be a big thing people will need to learn to deal with.

In short, if you like Tekken prior to this, I really see little reason for you to dislike Tekken 7. The new mechanics don’t drastically change most moments in the game, and currently work pretty well. Sadly, the version we ended up playing was Arcade Version C–pretty disappointing since D had just been announced a few days prior, with some pretty big changes. (For example, standardized backdash speeds and distances across the cast. Also, Rage triggers later in Version D–probably for the best.) Still, it’s a good sign that, as solid as the build we played was, they are still fine-tuning and perfecting the game itself.

Now let’s talk about the bad.

803730838_64451_5711804936845979282

TastySteve vs. JustFrameJames. Note the camera differences on each monitor.

Tekken 7, as it stands right now, is incorporating head-to-head setups that attempt to synchronize with each other. When you start to play, you are given the option of selecting the position you’d like to default to–Left or Right. Tekken 6 did something similar, as well, though it would still force both players to share one camera. In that game, sometimes you just didn’t get the side that you wanted. Now, each player maintains their own camera–so, for example, if both players choose to play on the left hand side, they will have different camera positions when they play to reflect that.

This asymmetrical camera preference is a not new invention for Namco, and it is not conceptually a bad thing. Pokkén did it. In hindsight, I have to wonder if some of the architecture was built upon Pokkén’s code. The problem comes with the “solution” to implementing this. Pokkén forced a bizarre 30 FPS lock on local games, putting tournament organizers through the nightmarish hell of getting 2 Wii U’s per setup just to play the game properly. Once in game, however, it works pretty much as expected.

Tekken’s cameras don’t.

On a much more frequent basis then ever should be acceptable, both cameras on both setups will simply freeze. You have likely already seen this. The camera stops, the characters stop, but “physics” continue, like the swaying of clothes or bursting particle effects. This phenomenon is caused by both cameras trying to sync. It’s almost always brief and probably preferable to lag, but one too many times I’ve seen this interrupt combos, prevent players from blocking reactable lows, etc. I am also convinced that this occurs more frequently on some stages then others. Dragon’s Nest seemed like the worst offender, stuttering right out of the gate the first time I played on it, then repeatedly sync-freezing for the next 5 seconds.

I probably shouldn’t speak on behalf of Namco, but I can’t imagine they will repeat the mistake of Pokkén’s LAN requirements. Thus, this shouldn’t be a problem for offline tournaments. If this camera syncing issue finds its way into the final build, though, I can already predict the frustration of online players. You already have to fight both your opponent and their connection speed, and that’s enough to send some gamers straight into the Salt Dimension. Having to fight problems caused by their camera preference too?

Well, only time will tell how that will work out.

There’s one other very small negative to note. While playing casuals, I broke Kasumi’s Tiger. Some strange stray hit from Lili traded with my 2+3 Tiger, resulting in the tiger’s model being stuck on screen in what was very likely the model’s default pose. These things happen in beta. My opponent and I laughed about it for a little bit, circled the tiger, and tried to interact with it with attacks. We couldn’t.

I summoned another Tiger and the stuck model went away. I’m sure this will get removed, or well, not. It didn’t stop me from throwing more tigers afterwards and the move is kind of garbage anyways, so it’s not that big of a deal. There’s plenty of time for Namco to polish that. And, honestly, I’d gladly keep the dumb-looking bug for the Tiger not being -30 on block. That’s wishful thinking, though. I can accept my tiger-less fate.

All in all, the hardest pill to swallow about Tekken 7 is the knowledge that I still have to wait for it. It’s beautiful, it’s familiar, it’s fun and exciting. Slow-Mo got a intense reaction out of every person I met over the weekend. People were sharing combos and strategies with a wide-eyed enthusiasm I had not seen for a 3D game in this city in… years, honestly. To be fair, many players were out-of-towners hungry for the prize, but I would like to think some of their excitement rubbed off on the Austin SFV Players this weekend. It was the only fighting game, from the time I came in to the time I left, that always had every casual station full. Namco has built tremendous momentum with Tekken 7. They just need to cross the finish line.

I still got sick, but I thought the trip was worth it.

See How Juni’s Adapting to Life in Delta Red with Her CFN Portal Profile

For its next entry, the Shadaloo Activity Report makes history: as we have the first case of a character getting a second profile. The CFN Portal shines the spotlight on Juni once again, this time covering her current self, which you may recall seeing in Cammy’s Street Fighter V Story Prologue.

Private Nakagawa: This is the former member of the Dolls who is being protected by Delta Red. We at the Shadow Institute had released material about the Dolls in the past.; now this will cover the way she currently appears.

juni01

Basic Info:

Name: Juni
Height: 162cm
Weight: 46kg
Blood type: AB
Birthday: June 30th
Country of Origin: Germany
Favorite things: Reading, Cats
Dislikes: Car Horns

juni02

Private Nakagawa: She became interested in cats after encountering them during her stay at the hospital Cammy brought her to, and afterward she became obsessed. She looks up to–and has to rely on–Cammy as a mentor. A natural at doing things her own way and at her own pace, she has a gentle heart and genuinely cares about others. Around the same time, she began learning to cook from McCoy and also began to participate in training with Delta Red. Somehow, she looks pretty happy.

Do you think having this second profile looking into her current state increases Juni’s chances of being included in a future Season of DLC? Would you like to see her return to the series as a playable character? Are there any other characters you’d like to see get a second profile chronicling a different chapter of their story? Let us know in the comments! You can also familiarize yourself with the Kanzuki Ninja Legion here.

Source: CFN Portal

CEOtaku Set to Feature Guilty Gear Xrd -REVELATOR- and BlazBlue: Central Fiction 3v3 Team Exhibitions

As the hype continues to rise for the Orlando, FL tournament this coming Saturday and Sunday, CEOtaku is set to have an appetizer for anime fans on Friday. Guilty Gear Xrd -REVELATOR- and the upcoming BlazBlue: Central Fiction (available thanks to the Japanese early access demo) will feature streamed 3v3 team exhibitions before the mainstage events.

For Guilty Gear, there are special character rules: teams of three people using the same fighter face-off in a single elimination bracket. The teams are as following:

DIZZY: Milk_Kaichu, Breadsticks, NC-Jin
FAUST: Zinac, Malik, BigBowsa
I-NO: Ceehill, Spectryn, Essay
JAM: Doren2k, Sway, FruitPawnch
JOHNNY: KidViper, HellaBrett, Stone
KY: Ukyo Tachibana, WTHamad, Kizzercrate. Alternate: Shinobi
LEO: EvilFox, Himecut, LTL
MAY: Kedako, Bloodwolf, Aisu Kyubu
POTEMKIN: dotNova, Shine, Eva
RAMLETHAL: The Arm, Pain, Mr. Maadhum. Alternate: ShadowCLAWZero
RAVEN: Mystic, Blazeu, Lich
SIN: FaultyDefense, Dekline, Wne
SLAYER: Juggernaut, DaveO, Grant
SOL: Nakkiel, VRRaiden, Kimosabae
VENOM: Ryan Hunter, GroverDP, Naimat
ZATO: MarlinPie, BeautifulDude, Noggy

Due to time constraints, not every character could have been represented. Look forward to this event on Friday, September 30th, at 8 PM Eastern, streamed on FunkyP’s Twitch.

While the Guilty Gear teams are set, there’s still possibility to join the BlazBlue: Central Fiction team event (sign-ups available at location, capped at 32 teams). Conversely, this event doesn’t allow same characters per team and is character locked. Jyosua will stream this at 9 PM on Friday.

Reach out to @LichBB to register:

These team exhibitions work as great warmups for the main tournaments on Saturday and Sunday, as the stakes have been raised by additional pot bonuses for games like Guilty Gear Xrd -REVELATOR-. Central Fiction has just reached over 150 entrants, which means it will also earn a pot bonus from the organizers.

Sources: CEOtaku; LichBB

Square Enix Release an Extended Battle Trailer for Ace in Final Fantasy Dissidia Arcade

Announced back in August as a brand new fighter for Final Fantasy Dissidia Arcade, Square Enix and Koei Temco have released an extended trailer showing Ace in action. He throws out magic cards for his basic attacks, either as normal projectiles or slow moving orbs which track enemies in motion. Ace’s main mechanic is queuing up certain colored cards–grey, red, blue or yellow–and then expending them all at once to cast a specific spell.

Throughout the trailer, you can see this happen; near the start, Ace expends three grey cards and one red card to cast Stop on an enemy Onion Knight, while he later uses three yellows and a red to cast some kind of buff to all of his team mates within a certain area. He also has some kind of warp strike ability, which seems to use up a grey card charge based on the grey explosion that happens when he exits the warp. Ace looks like an effective support/ranged attacker who can deal damage from afar, buff friendly fighters while debuffing opponents to lead into large team attacks.

Ace is set to be added to Final Fantasy Dissidia Arcade in an update on the 28th of September so expect more information on this card-wielding fighter very soon.

Source: Square Enix Channel

Pre-Orders for the Panzer Fight Stick 3 Now Open

Last month, Jasen’s Customs announced a new version of their much lauded Panzer line of arcade sticks: the Panzer Fight Stick 3. Slated for release sometime in December, pre-orders for the Panzer Fight Stick 3 were originally supposed to open in November. However, Jasen’s Customs have moved up their timetable as pre-orders for the Panzer Fight Stick 3 are now open.

As with the previous Panzers, the Panzer Fight Stick 3 features a sturdy, all metal case that’s available in a range of colors. Inside each is none other than Brook’s Universal Fighting Board, allowing for full compatibility with PlayStation 3, PlayStation 4, Xbox 360, and Xbox One.

Interested parties can choose from a wide range of parts and colors. For the lever, players can choose from the regular Sanwa Denshi JLF and its silent version, or go for HORI’s Hayabusa. Meanwhile the push buttons come in both regular and clear crystal colors. This level of bespoke customization however comes at a price,  the full Panzer Fight Stick 3 starts at $379.95 and can go higher depending on the parts used.

For players who can’t quite afford that, a DIY kit version of the Panzer Fight Stick 3 is also available. This kit starts at $179.95 and features the base metal Panzer 3 case with the same color options as the full stick. Players can also choose to add in a Brook’s Universal Fighting Board at extra cost. This kit is perfect for those who want to build their own custom stick based on the Panzer.

Both the the DIY kit and the full Panzer Fight Stick 3 will ship in December.

Source: Jasen’s Customs

Initial Testing Shows that Street Fighter V’s Input Delay Is Now Only 6.5 Frames on PlayStation 4

When last Friday’s patch for Street Fighter V came out, one of the big changes that was announced was the normalization of the input delay on the PlayStation 4 version. Previously, native PlayStation 4 arcade sticks had an extra frame of delay over legacy controllers. However, it seems that the lag reduction has been more than just that.

DisplayLag recently conducted a preliminary test of the PlayStation 4 version of the game and, based on the results they got, it seems that game got a significant reduction on its input delay: prior to the patch, the PS4 version had a recorded 7.9 frames of input delay; after the patch however, their preliminary testing shows that the game’s input delay has been reduced to an average of 6.5 frames.

For reference, the Street Fighter IV series had about 5 frames of input delay. Meanwhile, most older arcade fighting games have about 4 frames of delay depending on whether they’re on CRT monitors or LCD.

Take note however that the results DisplayLag’s testing, which you can see in the video below, are not final yet. DisplayLag are still drafting out their new testing method. There are still certain things–such as an LED connected to the button to signal activation–that have not yet been included, the lack of which could affect accuracy. That said, it’s nice to see that positive changes are being made towards this matter.

Source: DisplayLag

Warner Bros Interactive and NetherRealm Studios Add $10,000 to the SCR2016 Pot for Mortal Kombat X

To sweeten the deal for any Mortal Kombat players thinking of attending this year’s SoCal Regionals event, NetherRealm Studios and Warner Bros have added a $10,000 pot bonus to the Mortal Kombat X prize pool. This cash injection should help entice any players who were on the fence about attending SCR to start planning where they are going to be staying during that October weekend.

The winner of the Mortal Kombat X tournament at SCR2016 will be going away with at least $5,000, not including the actual money generated from signups so quite a lot of cash is on the line for this year’s event. Mortal Kombat is not the only game with a sizeable pot bonus though, as Street Fighter V has a $15,000 pot bonus as it is the last US Premier event before Capcom Cup, while Tekken 7 is getting $3,000 for being part of the road to the North American King of the Iron Fist Finals.

There will also be tournaments for Killer Instinct, King of Fighter XIV, Super Smash Bros. Melee, Super Smash Bros. for Wii U, Ultimate Marvel vs Capcom 3 and Guilty Gear Xrd -REVELATOR- so get signed up at the official SCR2016 smash.gg page to ensure your spot at one of the biggest tournaments of this year. SCR2016 will be held at the Esports Arena from October 14-16th and it is not one to be missed.

Sources: smash.gg; SoCal Regionals 2016

Challenge the Kanzuki-ryu “one hundred-man Kumite” in This Next CFN Profile

Taking a break from their coverage of the Street Fighter EX Characters, the Shadaloo Activity Report’s next bit of research focuses on a Character Profile for the Kanzuki Ninja Legion. You may have seen some of these ninja at the end of Birdie’s Character Prologue, where Karin forced him to take the challenge after allowing him to be a house guest, in order to, “help [him] digest.” They can also be found in background of the Lair of the Four Kings We previously covered the kunoichi of the Estate here.

Private Nakagawa: Today I introduce the Ninja Legion, the honorable guards of the Kanzuki household. A while back, we introduced you to the Kunoichi guard, but it’s the legion who is responsible for guarding the mansion.

kanzuki-jonin

Basic Info:

Name: Jonin
Equipment: Ninja sword, Headband, Chainmail
Duties: Mansion Security, Sparring Partners, Kumite Opponents
Techniques: Katon Goendan, [Fire Release: Great Flame Bullet] Kanzuki-ryu Suiryugeki [Kanzuki style: Water Style Strike]

kanzuki-chunin

Basic Info:

Name: Chunin
Equipment: Ninja sword, Headband, Chainmail
Duties: Mansion Security, Odd Jobs, Chores
Techniques: Katon Gohidan [“Fire Release: Great Fire Bullet”]

Private Nakagawa: The extent of their fighting power becomes apparent in a sum as opponents during the Kanzuki-ryu 100 man Kumite. They use ninjutsu as depicted in the picture, such as: Katon [“Fire Release”], Suiton [“Water Release”] and Doton [“Earth Release”. All full under Ninja Tactics.] The Genin-chan looks like this.

kanzuki-genin

Private Nakagawa: They appear in the Kanzuki family mansion, they’re the ones hanging from the ropes. They are a puckish group of playful people.

So ends another CFN Profile, as more of the Kanzuki Zaibatsu gets fleshed out further. Keep your browser locked right here on Shoryuken for more Profile coverage in the coming weeks!

Source: CFN Portal

 

Linares outpoints Crolla to win WBA lightweight title

Three-weight world champion Jorge Linares (41-3, 27 KOs) outpointed WBA lightweight champion Anthony Crolla (31-5-3, 13 KOs) on Saturday night at the Manchester Arena.
It was a close, hard-fought battle, but Linares’ combinations and counter-punching earned him a unanimous decision by scores of 115-114, 117-111 and 115-113.
Linares did the better work in the early rounds, landing hard shots to the head and body.
But the hometown fighter came back with some shots of his own in the fourth and…