Capcom Cup 2017 wins & losses: How did it stack up, and where can it improve for 2018?

Another Capcom Cup is in the books, and what a doozy it was. We crowned our first champion from the Latin America region, in what was a true Cinderella story that will likely be talked about for a long time to come. This event was one of the best Capcom has put on, and certainly has reminded us of why we play these games in the first place.

After huge snafus last year with Capcom Cup qualifiers and even issues with the event itself, it’s important to look back on the changes implemented by Capcom to this year’s Capcom Pro Tour, and see how effective their changes were. I would also like to once again address any issues that the tour had, and how it could change for the better going into 2018.

Capcom Pro Tour Logo

The Qualification System Worked

I was one of the biggest critics of this process last year when I wrote my post-Capcom Cup article. One of the biggest issues in 2016 was how many people dropped out due to visa issues. I had mentioned doing auto qualifiers the entire way through, and have someone on hand in Capcom’s office to help players with securing visas for Capcom Cup.

They opted to go a different direction by doing away with regional points qualifiers, but doing global leaderboard qualifiers, with regional finals winners getting an auto qualifier spot. I wasn’t sure how this it would pan out, but Capcom executed this perfectly. The regional qualifiers were scheduled enough in advance that problematic regions had ample time to secure their visas. The point system made it very clear for whoever was on the cusp to begin their visa application process if it was needed. As a result, while last year featured multiple players bowing out to visa issues, this year featured no such problems. This prevented last-minute scrambles on Capcom’s — as well as the players’ — side to get a full roster in Anaheim.

The last chance qualifier slot was definitely a great addition to the lineup. While there were a ton of players involved, grand finals came down to two players who had seriously good odds of taking Capcom Cup — Infiltration and Nemo. Nemo won, and proved how great this position could be by finishing third overall after a marathon session of matches in Anaheim.

Further, giving the regional qualifiers those slots allowed players who were hindered by travel the opportunity to showcase their talent to the world. While three of the four regional qualifiers were won by players who were already in on points, the one who wasn’t already qualified showed up and truly shined. If it weren’t for the Regional Qualifiers, DidimoKOF wouldn’t have had a chance to show how strong Brazil and Latin America was beyond Brolynho and MenaRD — both of whom were already well-established threats.

There was only one issue I had with this, though…

At Least Be 100% Forthright

This is not to say Capcom wasn’t forthright with the fact that regional qualifiers earned slots at Capcom Cup. But it wasn’t totally apparent just by skimming the rules. Even if you read the rules for a while, you wouldn’t know it unless you read their rules head-to-toe.

On the infographic posted at the top of the rules regarding the qualification process, Capcom explicitly stated that there would be one slot given automatically to the previous champion, one slot given to the last chance qualifier winner, and thirty slots determined by points. It’s only later in the rules that you find out that the regional qualifiers — if all four of them weren’t already qualified through points — could make for only twenty-six points-only qualifiers.

CPT-2017-CPT-Qualification-Tree-Slide-2
This infographic that was prominently featured was nothing like the reality we saw at the end of the season.

This left a player like NL — who worked very hard all season — confused as to where he needed to place at Canada Cup to secure a slot. If it had been made more clear from the beginning, he could have aimed for rank #30 on the CPT leaderboard, as it had been announced that Brolynho and MenaRD had opted out of attending the Latin America Regional Finals, thus ensuring he would be ousted at #31. Note that I have nothing against this process, so long as players on the bubble know coming in that they have to get to rank #26 or above to ensure they are in Capcom Cup. This was not made abundantly clear, and thus I feel like a more concise rewriting of the rules is in order.

Change the Champion Slot Ruling

capcom_cup_2016_winner_nuckledu_espnI have no problem with offering a slot to the returning champion. Someone winning the biggest tournament of the year is not likely to drop off the face of the FGC after the win, and will likely be in pursuit of a title defense.

What should happen in the event that the champion chooses not to defend their title, as Du “NuckleDu” Dang did this year? Certainly not what happened this year. As a result of Capcom’s rules in place for the champion vacating his spot, the spot then fell to #84 ranked Ricki Ortiz, who had done next to nothing of note all season and — as a surprise to nobody — finished Capcom Cup 0-2. This made a slot that would normally generate hype do the exact opposite.

Banking on the champion grinding the circuit to stay on top of their game is not a bad gamble. Banking on second place last year doing the same is a horrible one. Seeing Ricki Ortiz struggle all year and then feel compelled to take NuckleDu’s slot not only was bad for her, but bad for Capcom and the FGC in general.

Ricki had not worked for the slot and — in all honesty — did not deserve it and only earned it by a technicality. This is a slot that should have gone to NL, who was next in line on the leaderboard to enter Capcom Cup. While it could be easy to say that NL might have gone 0-2 as well — given his training partner Verloren’s results — he certainly had a better chance of a win or two than Ricki, as he was sharp and had produced remarkable results this season.

Even Michael Martin’s video regarding Capcom Cup weekend used the word “unfortunately,” carefully positioned so it wasn’t mistaken that he was talking about NuckleDu’s withdrawal, but the addition of Ricki Ortiz. Whether this was Capcom’s official acknowledgement that they messed up in their rules or him attempting to empathize with the fans, one thing is clear: replacing a withdrawing champion should not be handled by looking at the past.

The Marathon Shortened

One of the smartest things Capcom did this year was abbreviate the tournament’s timespan by running on two streams, making matches go faster and keeping players alert throughout the day. Last year’s biggest complaints, spoken by both Infiltration and Luffy, was how long they had to wait between matches to play again due to every match being on stream.

While it made it tougher for spectators to watch — I had both my laptop and PS4 streaming and had a hard time panning between screens for matches — the competitors looked sharper this year than last. I feel like this format will be the one they should adhere to going forward, and I don’t think anyone will disagree with this.

Fix the Regional Disparities

Here’s the deal; unless you’re in Asia, Europe, or North America, or can regularly travel to these regions, you are out of luck when it comes to Premiers. Latin American players are relegated mainly to playing for regional points, unless you are as fortuitous as Brolynho or MenaRD to be sponsored by American teams that can help you travel. This needs to change.

After the success of MenaRD and DidimoKOF, I would be surprised if the CPT 2018 does not feature at least one Premier event in the Latin American region. These guys have shown that they deserve to be showcased on that level, and enticing all the top players to travel there will give these players exposure to the highest level of players and can only help their communities grow stronger.

Further, given some of the issues that Chinese players have with travel and internet, having just one Premier event in the mainland — and one in Hong Kong — is simply not enough. Banking on them making it out to Korea, Japan, Thailand, and Vietnam to qualify even for Asia regional finals is foolhardy as well. There are still strong players in China that aren’t getting showcased due to Capcom turning a blind eye to them. I feel like a couple of Chinese ranking events could do wonders for the mainland scene.

SFVChun-Li

Logistics

On the subject of China, one of the biggest problems Capcom faced was at Dueling Dragons Dojo in Chengdu. There were TO issues where matches were getting misreported, and entire brackets being replayed as a result. I’m sure Capcom will be looking into that and addressing it, but from a spectator’s standpoint, D3 was a failure in that Capcom didn’t predict the logistical nightmare that streaming in China — known for internet censorship — would be.

twitch-622There were multiple outages on their Twitch channel, including a stretch of the event where only audio was coming through. Twitch has notoriously been bandwidth-throttled in China for a while, and it was obvious that Capcom was oblivious to that. Further, lack of VPN access made it difficult for the people on the ground there to take to social media to discuss the issues happening.

For the streaming side, one solution could be having the English team positioned in Hong Kong watching the stream from Douyu — a known Chinese streaming service for gaming — and providing commentary there. This is something Capcom already does for their Japanese, Mandarin, Korean, and Cantonese restreams of CPT events, and is something they should definitely look into for their Chinese events.

Obviously, running an event in Mainland China can be logistical nightmare. Hosting it in a more remote area in Chengdu, as opposed to areas with larger scenes, such as Shanghai, Beijing, or Guangzhou, made this harder. Capcom worked with what they had on the ground there, but working with TOs and players in established scenes would be a much better idea.

There were also things that were completely outside of Capcom’s control in the logistics department, such as players like Harumy missing their pool due to immigration issues in the airport prior to even transferring to their flight to Chengdu. I have to applaud the tournament for how they handled this situation, in shuffling her into a different pool.

Fix Australia/New Zealand: Part Deux

cpt-2016-asia-640I said this last year, and Capcom ignored it. I will restate it this year in the hopes that someone will listen. Australia and New Zealand are not part of Asia, and should not be treated as such. By combining them with the Asian leaderboard, you have essentially neutered any Oceanic representative from coming to Capcom Cup. They cannot play the online regional ranking events because they can barely connect among themselves, let alone Asia. They only have two events in their area on the CPT: OzHadou Nationals and Battle Arena Melbourne. Travel to Asian events is not only prohibitively expensive, but just as logistically difficult as an American traveling to Asian events.

They need to be split into their own Oceania region. Capcom can then run online ranking events for them, add a couple of ranking events that can be run by able TOs, and we could actually see what Oceania could do on the world stage, and given the same treatment as any other region: online ranking events, local ranking events, and even a regional one. We’re also further missing an entire region if we’re going by continent in Africa, which may have a more sparsely populated scene, but has players in South Africa and Morocco at the very least. These areas, as well as Oceania seem to slip deeply under the cracks when it comes to the CPT, and in order to truly represent every region, Capcom needs to pay more attention to them.

Final Thoughts

This year’s CPT was a huge success. That doesn’t mean it was without hiccups and issues that need to be remedied. Capcom did very well in addressing the major issues from last year, and they’re likely to continue to improve to make this event as close to perfect as possible.

It’s worth mentioning that this event has only been running since 2013. We can’t expect perfection in an event so young, and it’s hard to expect major league sports-style rules so fast. Given how short a time it’s been running, it’s amazing how well they are doing at fixing their rules every year to make it better. But given how important it is for Capcom Cup to be the standard bearer in how FGC esports series should be run, it is imperative that they aim for the excellence that the NBA, MLB, NHL, and NFL have strived for over the years. I believe that they are on that track right now, and we will continue to see such improvements.

sfv ryu arms crossed cover

Get your guaranteed resets with these backturn unblockable set-ups for Marvel vs. Capcom: Infinite

The latest tactic that players have been working on for Marvel vs. Capcom: Infinite is something people are calling the “backturn unblockable&#8221$$ this new tech can create situations where players get guaranteed resets after a combo.

These backturn unblockables work by creating a situation that causes a turn-around animation. The unblockable works because it seems that the defending character cannot block low while turning around. Now, while this tactic is still quite new, we’ve already seen a lot of people trying to develop ways to take advantage of it.

Captain America is one of the more popular characters for the backturn unblockable due to the way his shield slash helps set it up. One of the earliest examples is this one from kuuronn, showing how Cap can take out a character using it alongside the Mind Stone.

Ebisu replied to that tweet above with another set up for Cap.

This video from Lou Minaldi uses the shield slash to allow Thanos to jump over the opponent and set it up.

Meanwhile, Cranky showcases how you can use the Reality Stone’s Infinity Storm to set this up with Cap.

Aside from Captain America, his good buddy Bucky, a.k.a. the Winter Soldier, can also set it up — like in this example from Nah with some help from Strider Hiryu and his Vajra special.

Another way to set it up is by using a multi-hit beam attack, such as Ultron’s, as Marc Rodillon demonstrates with this (audio-less) video where he’s teamed up with Jedah.

Venom can also easily set this unblockable up, it seems  Here’s an example using a delayed standing heavy kick from Spiral.

Abeden on the other hand, demonstrates the unblockable for his big body Thor and Thanos team.

Of course, everyone’s favorite demon hunter can do it to. Here’s a video from cyberjapanagent demonstrating how Dante can take advantage of the unblockable by freezing his opponent.

And Shaydo shows how it gets even easier for Dante when he has Zero to help him set it up.

Of course, this is only just the tip of the iceberg when it comes to breaking down this new tactic. Be sure to stay locked on to Shoryuken for more on this and other Marvel vs. Capcom: Infinite tricks and tactics.

Sources: kuuronnEbisuLou MinaldiCrankyNahMarc RodillonSpiralAbegencyberjapanagentShaydo

VesperArcade breaks down Juri and Alex’s second V-Trigger in Street Fighter V: Arcade Edition

With January 16th inching ever-closer, speculation continues on the changes to Street Fighter V: Arcade Edition. VesperArcade recently sat down to chronicle two of the lowest-tier characters — Alex and Juri — and what their changes and new V-Triggers bring to the table.

In his video, he comments that Alex will become more well-rounded, with characters having to block both high and low due to his option to catch high blockers from a long range. Meanwhile, Juri’s V-Trigger looks like it will be more situational, as its ability to drain meter will be more effective on some characters and not as effect on others. However, her ability to hit crouching opponents with her target combo will be a useful addition to her arsenal.

Source: VesperArcade

Open your third eye with this Tien character breakdown for Dragon Ball FighterZ

Continuing their Dragon Ball FighterZ video series, Bandai Namco Entertainment America have released a character breakdown dedicated to the Crane School triclops, Tien. With Hellpockets behind the controls, this breakdown goes over Tien’s Volleyball Attack, some of Chiaotzu’s assists, as well as how to combo into his Shin Kikoho super.

His Volleyball Attack (QCF + Light, Medium or Heavy) hits low, punts the opponent up into the air and then has Tien spiking them back down to the ground. You don’t always have to finish with the spike; you can stop the string in mid-air, allowing Tien to follow up with an air combo, a Kikoho or even a Z-Change. The Heavy version of the Volleyball Attack is actually a command grab, making it useful for finishing off a grounded string or as a hard read.

As for Chiaotzu’s assists, he has a command grab which is great for catching overly aggressive opponents, along with a special which puts opponents in a brief stun state. When stunned, you can start a combo or close the gap between you and your opponent. This attack can hit from full screen, making it perfect for re-positioning or catching a gap in your opponent’s zoning.

Finally, Hellpockets shows off Tien’s Shin Kikoho and my my, does it do a lot of damage. Similar to other Level 3 supers like Teen Gohan’s Father Son Kamehameha, you can hold down the attack button to have Tien fire multiple blasts of the Shin Kikoho. A full Level 7 Shin Kikoho is guaranteed to take 70% of your enemy’s health bar, while straight up killing any assist characters caught in the blast. Beware that like in the anime, Tien will take damage if he fires repeated Shin Kikoho shots, so only go for the full Level 7 super if you’ve got health to play with.

Source: Bandai Namco Entertainment America

C’mon X-Men! We’ve got work to do: Dezmu talks about Disney acquiring Fox & the future of Marvel vs. Capcom: Infinite

One of the biggest stories to come out of Hollywood this past year is that Disney is buying out 21st Century Fox. This naturally includes the film studio 20th Century Fox — which currently has the rights to do films based on Marvel’s X-Men franchise.

For any Marvel fans, this is a big deal — seeing as Fox having the rights to make X-Men films is seen as the biggest reason for Marvel (which is owned by Disney) downplaying said franchise. One such example of this is the lack of X-Men representation in Marvel vs. Capcom: Infinite — a game in a series noted for having started with the X-Men.

Now, with the buyout many people are wondering what this means for the X-Men, and if they’ll finally make their way back to the Marvel Vs. series and Marvel vs. Capcom: Infinite itself. It’s this possibility that Edmonton Gamers’ Dezmu talks about in this new video.

The video below first takes a look at the series’ past — going into why the X-Men are such a big part of the franchise in the first place — before talking about what the buyout could mean for its future.

Source: Edmonton Gamers

Indie fighter “Battle High 2 A+” is now available on Steam

“High school student” seems to be a popular fighting game archetype, so it’s not surprising that people would make fighting games revolving around them. The latest of these is Battle High 2 A+ from Mattrified Games and Point5Projects, which is now available on Steam.

The unique twist in Battle High 2 A+ is (aside from the fact that it isn’t set in a Japanese high school), is that every character, all either students or faculty at the “San Bruno High for the Elementally Advanced,” have some sort of super power.

The game itself is an update to the original Battle High 2 that came out in 2013 for Xbox Live Arcade, itself a sequel to the original Battle High: Elemental Revolt on the same platform. Originally released on Xbox One via XBbox Live Arcade on 2013, A+ brings with it 2 new playable characters, in addition to to the 4 added in Battle High 2.

Battle High 2 A+ can now be purchased for only $3.99 on PC via Steam, or Mattrified’s itch.io page. In the meantime, check out this trailer for the game.

Sources: SteamMattrified; via Siliconera

New DLC character for The King of Fighters XIV playable at SNK’s Evo Japan booth next month

SNK announced that a new playable DLC character would be available for the first time at their booth at next month’s Evo Japan, in a new “Version 3.0” build of the game. The free event will be held in Ikebukuro on January 26th and 27th. Most interestingly was the inclusion of a Joker playing card graphic, indicating that this will not be the Saudi Arabian female fighter contest-winning design, (which will also include a new Masmak Fort stage) we reported on previously, but an additional new challenger set to enter the fray.

 

Though no further details were given, the fact this update is being labeled “Version 3.0” could suggest a new wave of balance changes — and perhaps even more exciting content could be on the horizon in 2018. You can see the announcement tweet below, along with some examples of what Oswald and Ash — possible contenders for returning characters, considering the Joker card — were capable of in past installments.

Evo Japan takes place January 26th – 28th in Tokyo.

Sources: SNKPofficial (Twitter); KoopaKoot; majijam; Saiki Crimson

The Melee HD mod for Super Smash Bros. for Wii U now has a public beta release

Despite its age, Super Smash Bros. Melee is a game that seems like it will never die. The changes made in the intervening years means that Super Smash Bros. for Wii U doesn’t really play like Melee. But what if it did?

Making Smash 4 play like the GameCube classic is the goal of the 4XM mod — which was previously titled Melee HD as you can see in the trailer below. We reported on this mod back in November. For those who missed it the first time around, 4XM adds in Melee mechanics such as wave dashing and crouch canceling, as well as modifying Smash 4’s physics to be more like Melee.

Now, for players chomping at the bit to try this mod out, 4XM is now available to download in beta form over at their official subreddit. Take note that, since this is a beta, some things, including character balance, are still subject to change in future updates. Interested players can check out the complete patch notes here.

In the meantime, check out the beta in action with the video below.

For those looking to learn how to actually set this up on their Wii Us, Wayvern12 has posted this tutorial video that demonstrates how to do it.

Sources: r/smashbros; Melee HD; Wayvern12

Muscle Power vs. menace: Muscle Memory match-up series examines Zangief vs. Balrog in Street Fighter V

How to face the Crazy Buffalo with the Red Cyclone.

MrSlaynman’s Street Fighter V match-up analysis series Muscle Memory continues with an extensive look at the Zangief vs. Balrog fight, this time bringing in ZetaZeta to help explore the match-up options.

How much of this tech will transition into Street Fighter V: Arcade Edition remains to be seen. Check out prior match-up analysis videos in the Muscle Memory series:

Source: Mr Slaynman

Check out these anti-big-body wall combos for Tekken 7’s Leo

Sometimes, it might not seem worth it to learn a character-specific combo in a fighting game. It’s easy to think “Oh, I probably won’t run into the Bears, anyway.”

When you do that, two things happen. Number one, you ignore the existence of popular tournament pick Jack-7, who also has an oddly-shaped hurtbox that can potentially mess up standard combos. Number two — and perhaps more importantly — you might be giving up big, easy damage.

Such is the case with Scallywag 93‘s Leo wall combo. This series does good damage and converts off of a wide variety of wall heights, making its inclusion in your Leo arsenal worth the time and effort spent learning it.

Source: Scallywag 93