Pullum and V. Rosso roundup for Fighting EX Layer: Rosso fireball counter, Pullum fuzzy cross-ups, and more!

Vulcano Rosso and Pullum are out in Fighting EX Layer! The long-awaited ARIKA originals have made it to the new era and even within its first few hours of release, they show some excellent potential.

V. Rosso is for those that want to apply pressure — get the knockdown, rush their lives down. He still has setups for his multi-hitting fireball…

And he has some nice new tools to work with, too. Call out fireball-ending strings from Kairi and others with his new fireball counter!

Be careful with his parry, though. It has no invincibility once active, it seems.

Fans of Street Fighter‘s Cammy, meanwhile have a character clearly made for them. Pullum has divekicks, cannon drills, and something Cammy wishes she had: the ability to manipulate her jump arc with a double jump.

As demonstrated, she also has damage.

Air-to-air conversions hurt too, thanks to the divekick’s wide angle.

Though she has a Iori-like crossup command normal, it’s her j.MK you should probably fear (and abuse, if you’re playing as Pullum).

Things will only go up from here. If you find tech for these characters that you want to share with the world, send it to us here at SRK!

Sources: tawarazawafrionel26Iron_Tager_GodNerdJosh

Rid the world of Saiyans with Maximilian’s breakdown of Cooler in Dragon Ball FighterZ

As he has done several times in the past, Maximilian was flown out to the offices of Namco Bandai Entertainment America to get some pre-release footage and playtime with the next Dragon Ball FigherZ DLC character, Cooler. In addition to being able to enjoy the increased range of tail attacks — like his younger brother Frieza and Android 21 — Cooler also boasts a pair of unique command normals in 6H, a low-hitting stomp, and a 3H lunging strike that will go through Ki Blasts and projectiles. Though his 2L is not a low, the eldest son of the Cold family still has a trio of them with his 2M, 6H and his Death Shaker special, that hits fullscreen. Death Breaker is a Dragon Punch-style knee strike, with the medium version having complete Body invincibility, giving him a meterless reversal option that can go through certain Supers, and also serves as his Assist.

Moving on to his Super Special Moves, Death Crasher is a rushing attack with some invincibility after the start, but will force a side switch on hit — which is a unique theme with many of his attacks. The Death Drop does low damage, but is perfect for setting up Ultimate Z-Changes. Finally, his Level 3, Atomic Supernova, is unique in that it is a counter on the ground, but a command grab in the air, though it will whiff on crouching foes if Tiger Kneed. You can see the full video below — along with a second breakdown from Max and Hellpockets, and some casual matches with Max taking him for a spin alongside Hit and Goku Black, below.

For more insight on Cooler, you can check out rooflemonger’s breakdown of Japanese stream footage. Cooler — and a second, unrevealed, character — are expected for late September.

Sources: Maximilian DoodBandai Namco Entertainment America

Jump into Blade Strangers with these optimized Solange combos

When jumping into a new fighting game, particularly a new IP like Blade Strangers, it’s typically good advice to start out with the game’s on-the-box character. They usually serve as the game’s balance point and, more often than not, show off all aspects of the game’s engine.

In this game’s case it’s Code of Princess‘s Solange. A shoto archetype, Solange properly zones and hits hard when she wins in footsies. End Gang‘s optimized combo video is an excellent start for anyone choosing Solange to get the basics of Blade Strangers down quickly.

Source: End Gang

Jump into Blade Strangers with these optimized Solange combos

When jumping into a new fighting game, particularly a new IP like Blade Strangers, it’s typically good advice to start out with the game’s on-the-box character. They usually serve as the game’s balance point and, more often than not, show off all aspects of the game’s engine.

In this game’s case it’s Code of Princess‘s Solange. A shoto archetype, Solange properly zones and hits hard when she wins in footsies. End Gang‘s optimized combo video is an excellent start for anyone choosing Solange to get the basics of Blade Strangers down quickly.

Source: End Gang

Pathfinder: Kingmaker – Meet the Cast of Characters

Owlcat Games and Deep Silver have released a brand new trailer for Pathfinder: Kingmaker called “Tavern Party”. In it, viewers will meet the cast of characters players will encounter while playing the upcoming cRPG. Each has a few ideas about what their next exciting adventure may be.

GameSpot Versus shows off unique character choices in their recent Super Street Fighter II Turbo team battle

GameSpot versus is a perennial favorite event to watch for Super Street Fighter II Turbo enthusiasts, with good reason. The team battles that occur at the arcade always brings out amazing players with exciting new tech and unique character choices.

This episode is no exception, as we have quite a mix of characters involved. With characters like O. Fei-Long — who loses his Super and Chicken Wing in order to cancel low forward into Rekka — and O. E. Honda — who loses his Super and command grab for mobile Hand Slaps — you’ll see some interesting play that you don’t often get elsewhere.

Source: Super Street Fighter II Turbo

GimR discusses the combo potential from R.O.B.’s down throw in Super Smash Bros. Ultimate

R.O.B. has yet to be seen in playable form in any of the preview builds of Super Smash Bros. Ultimate, so what little can be guessed about the character can only be found in the official trailer. However, one bit of the trailer that caught the eye of people was R.O.B.’s down throw, which has a different grounded animation than in Super Smash Bros. for Wii U.

Using theory crafting, GimR has discussed the potential of the move in combos, and that it could potentially hold some dangerous and deadly chain grabs that could go from 0% to a lost stock very quickly.

Source: GimR’s Lab

EgyptianDarknessTeam presents Tekken 7 Season 1 finale combo video for Yoshimitsu

On the eve of Tekken 7 Season 2’s release, combo creators EgyptianDarknessTeam punctuate Season 1’s eclipse with one last sword-slinging hurrah.

As the combo collective is known for, this Yoshimitsu finale is chock full of creative, postion-specific interactions, odd gimmicks, and difficult execution. Considering they found a combo that uses two power crushes AND includes a NSS-to-Sword transition mid combo, this is an excellent bookend to a successful space octopus year. Here’s hoping that Yoshimitsu’s new wall bounce and adjustments in Season 2 allow stuff as flashy as this!

Tekken 7 Season 2 drops on September 6.

Source: EgyptianDarknessTeam

Catch high-level Street Fighter Alpha 3 action from a-cho’s recent tournament

Go for broke!

Since the release of Street Fighter 30th Anniversary Collection, more eyes have been focused on legacy titles within the Street Fighter series. Thankfully, that appreciation of older titles has never died in Japan, as Kyoto’s a-cho Game Center frequently plays host to tournaments and ranking battles in decades-old games!

Their most recent upload is that of a Street Fighter Zero 3 tournament (Street Fighter Alpha 3, outside of Japan), which features some high-level play with a mix of some interesting characters — including Sodom, Gen, Karin, Rolento, and E. Honda.

Source: GAMEacho

desk breaks down an “unstun” glitch that Ed can cause in Street Fighter V

With all the myriad of systems that running in a fighting game, it’s no surprise that many can lead to some unintended interactions or glitches. desk, everybody’s favorite combo genius, has put together a new video dedicated to one such glitch in Street Fighter V.

The glitch in question is a result of how hard knockdowns and Ed’s V-Skill work. The upward version of the latter will put opponents into a hard knockdown state. However, if the opponent gets hit before they hit the ground (something Ed can set up by using his V-Trigger I), they lose the hard knockdown state and can now quick rise.

This in itself isn’t the actual “unstun” glitch. The glitch comes from how the removal of the hard knockdown occurs. With the hard knockdown removed, this allows the opponent to quick rise, even if they’ve have been knocked out, or stunned. In the latter case, the opponent can now input any number of attacks after the quick rise, as long as they don’t return to neutral, where in their character will go into the dizzy animation.

desk calls this state after the dizzy state is applied — but before the dizzy animation — the “unstunned” state (hence the name of the glitch). During this state, the opponent cannot be hit until they enter the dizzy animation. As such, using the “unstun” glitch, they can perform any number of attacks, as long as they don’t go into a neutral state.

Of course, actually causing the glitch isn’t easy. Aside from coming from a very specific set up (hitting Ed’s V-Skill while the projectile from his V-Trigger one is active), it also requires that the opponent get dizzied by the V-Trigger, and not the V-Skill itself.

Source: desk