Mikado Arcade’s Street Fighter Carnival 12 tournament series continues with Samurai Shodown II, The Last Blade VODs

Mikado Arcade’s Street Fighter Carnival 12 is a multi-game tournament series designed to promote high-level gameplay in a wide variety of legacy FGC titles. We’re well into a month of arcade battles and the action isn’t slowing down — here’s two more VODs, featuring Samurai Shodown II and The Last Blade!

You can follow the action of SFC12 by subscribing to Mikado’s official YouTube channel. For the night owls in the US, you can even try to catch them when they livestream.

Source: Mikado Arcade

rooflemonger shows off Cell’s new Sparking Blast corner loop in Dragon Ball FighterZ

The Perfect Being has been improved!

Despite seeing a bit of a fall from grace following some increased damage scaling and startup on some key normals in last August’s Dragon Ball FighterZ balance patch, the latest update actually slightly improved the personification of perfection by increasing the initial hitbox on his 2S, as well as making it blow the opponent back on hit. Though this seems like a very minor and inconsequential quality-of-life change on paper, it has actually granted Dr. Gero’s greatest creation access to a new Sparking Blast loop that can be performed when he has foes cornered or is even in the corner himself.

As rooflemonger explains, the new combo can build around 3 bars of Ki, can be start off of a very match-practical starter in his 6M overhead, and can be looped as long as hitstun decay will allow, but will generally allow 3 reps of 2S. Cell can also perform the sparking loop while he is in the corner, due to his Perfect Attacks having slight invulnerability to air attacks. For a full visual demonstration of the loop, complete with inputs displayed, check out rooflemonger’s video below.

Source: rooflemonger

Novriltataki tries to help us understand tier lists with Episode 19 of Exploring Fighting Games

After analyzing the issue of downloadable content from the developer’s perspective, as well as how to escape the plateau, Novriltataki and the Chemical Lovers are back with episode 19 of their “Exploring Fighting Games” series, this time tackling the subject of properly understanding tier lists.

When Street Fighter II first introduced a unique cast of 8 distinct playable characters back in 1991, Capcom created an inevitable power gap between the fighters, as their unique and individual gameplay styles meant that they could not all be truly equal in power when matched up against one another. As natural competitive spurt began to grow among the community, players began to try and decide which characters were the absolute best in the game, giving birth to character rankings known as tier lists.

Though lists are ideally created with the use of a calculated and researched match-up chart, displaying which warriors have the best and worst individual spread across the entire cast, most players simply create them off of personal feeling and power estimation — making them fallible, since it is not always based off pure battle data.

Norvil examines what determines a match-up score, as well as using titles such as Marvel vs. Capcom 2 and Super Street Fighter II Turbo to explain the differences between games with both tight and spread-out gaps in character strength, as well as advising players on how they should approach tier lists and theory in order to use them constructively.

You can see the full video below. (Upcoming Episode 20 of EFG will focus on which type of controller to use for your favorite fighting game.)

Source: Novriltataki

Dead or Alive 6’s latest trailer showcases Brad and Eliot, as well as a new stage

The new “Unforgettable” stage mashes together classic stages into one.

Following their reveal for Dead or Aive 6 in this week’s issue of Famitsu, Team NINJA has now released the trailer for Brad Wong and Eliot. In addition to showing them off, it also shows a new stage called that calls back to classic stages from previous games.

The new stage, called “Unforgettable” is seemingly set up as a movie set, with each set piece references one of the series’ past stages. These include  “Gambler’s  Paradise” from Dead or Alive 4, “Hot Zone” from Dead or Alive 5, Danger Zone” from Dead or Alive and Dead or Alive 5: Last Round, and more. The interesting thing about all these stages that are being referenced is they’re all known for the stage hazards they present, most of which are recreated here. Additionally, the footage of the stage also confirms the return of low fences, which were removed in Dead or Alive 5.

As for Brad and Eliot, the trailer lets us see them in action while rocking their new costumes for Dead or Alive 6. Interestingly enough, Eliot is wearing a costume that used to be worn by his master, Gen Fu, which may hint that the latter isn’t in the game. Indeed, you can see him pull off some of his master’s strings in the trailer below.

Dead or Alive 6 kicks its way to PlayStation 4, Xbox One, and PC on February 15, 2019.

Source: Koei TECMO

Check out the high-level Virtua Fighter 5: Final Showdown gameplay of the Railway Series Vol. 9 VODs

Over in Japan, Virtua Fighter 5: Final Showdown’s scene remains strong, largely thanks to the popularity of multiple 3v3 tournaments held in the country. 45 die-hard VF players showed up for Railway Series Volume 9, and VirtuaFighter.com admin Mike Abdow has put together an excellent highlight reel for the tournament, which you can watch below. He also put together a breakdown of character usage, which you can check out here.

If you like what you saw, you can watch the full 4-hour tournament VOD, too:

Source: Mike Abdow

GimR breaks down the new frame data behind the ledge mechanics of Super Smash Bros. Ultimate

Whether you’re just learning the deeper mechanics of the Super Smash Bros. series for the first time, or are a Wii U player looking to adjust to a new game, you need to understand the off-stage game of Super Smash Bros. Ultimate. This is ultimately (ha.) where stocks are fought for and won, and the mechanics of the ledge — which have changed quite a bit in Ultimate — are argubly the most vital part of this.

Smash Scientist GimR has put out a video detailing the exact changes of the ledge: everything from new ledge-trump options to how the ledge interacts with some of the other systems in the game, such as parrying.

Source: GimR’s Lab

VesperArcade shares his thoughts on the insanity of Street Fighter V: Arcade Edition’s new “Sponsored Content”

At some point in time, in some marketing meeting filled with starched suits and blank expressions, a Capcom executive that has never played any of his own company’s games called the now-very-real in-game advertising campaign of Street Fighter V: Arcade Edition “bold” and “innovative”. After the meeting, they went ahead with the program without discussing what the ads would look like, or considering the impact it would have on the way the game was perceived on social media. No one cared. The machine just moved on.

I just made that up, but I’m sure reality has to be close to that scenario. I can’t imagine how else the completely hideous ads in SFV came to be. It would seem VesperArcade is on a similar wavelength in his latest video: In case you somehow missed it, SFV’s character costumes are now inelegantly splattered with ads in what is likely a work-in-progress for in-game ad space for ESPN, Capcom Cup, and other future big events. Vesper breaks down all the ways the ads impact SFV from both aesthetic and gameplay perspectives — and why he, and likely all SFV players will be toggling that Sponsored Content switch to “off”.

Welcome to the future, I guess.

Source: VesperArcade

Mikado Arcade’s Street Fighter Carnival 12 tournament VODs for The King of Fighters XIII Climax, Ultra Street Fighter IV, and Art of Fighting 3

It’s not Christmas just yet, but world-famous Mikado Arcade is giving us gifts anyways! They’re back with three more VODs in their Street Fighter Carnival arcade-tournament series.

Our first two entries are more modern affairs, still beloved by the arcade scene of Japan: The King of Fighters XIII Climax and Ultra Street Fighter IV.

In some particularly cruel twist, Mikado has set the date on machines for Art of Fighting 3 to be October 22nd; characters get access to their desperation moves at the start of the round on their canonical birthdays, and Oct. 22nd just happens to be the birthday of the rightfully-maligned boss tier Wyler.

You can follow the action of SFC12 by subscribing to Mikado’s official YouTube channel. For the night owls in the US, you can even try to catch them when they livestream.

Source: Mikado Arcade

SikShot Gaming breaks down all of Maxi’s stances in SoulCalibur VI

Maxi is one of (if not the) most complicated characters you can choose to play in SoulCalibur VI. Much like Tekken‘s Lei Wulong, Maxi has a large number of stances with non-intuitive options and transitions, making him a character you must do your homework with if you want to do anything competent with him.

The trade-off for all that hard work and stance study is massive damage and the sinking feeling in your opponents gut that they are never quite sure what move is coming next. Check out sikshot gaming‘s breakdown below to jump into the art of nunchaku.

Source: sikshot gaming

Wizzrobe shows how to wavedash perfectly in Super Smash Bros. Ultimate

While this advanced mechanic is back, it’s more situational and character-specific.

One of the most contentious mechanics that has returned in Super Smash Bros. Ultimate is wavedashing. While this was something players needed to learn in Super Smash Bros. Melee, later games did their best to eliminate it — before it has finally returned, in a more limited form, in the latest game.

Limited is the key word here, as getting consistent wavedashes seems to be much harder in Super Smash Bros. Ultimate. This is part of what this new video from Wizzrobe addresses. Here, he shows an alternate way to do wavedashes to get them more consistently.

That said, this is only part of the video. Wizzrobe also discusses how wavedashing is much more character dependent: not all characters have a good wavedash, so not all players may benefit from learning how to do it.

Source: Wizzrobe