Running on autopilot too much? Frabisaur explains how to escape the cycle in Street Fighter V

One of the worst things you can do in any fighting game is go on “autopilot.” If you are not consciously thinking of your decisions, you’ll often find yourself making more mistakes than good decisions. In Street Fighter V — or any fighting game — the situation is always in flux, and if you aren’t paying attention, you set yourself up for easy reads and painful punishes.

In the latest episode of The Fighter’s Dojo, Frabisaur explains the mentality of doing things on autopilot — in that we if see that something is good, it’s easy to try to abuse it too much. However, learning how to not autopilot — which can create obvious patterns — is a very difficult, but valuable task. He explains this process in the video below.

Source: Frabisaur

Tekken 7 Version 1.11 update is live, fixes Forgotten Realms juggle scaling glitch

Those that have been enjoying the unintentional juggle-scaling bug that Tekken 7‘s 1.10 patch break will be sorely disappointed to know that version 1.11 is now live.

This minor patch fixes the juggle scaling on this stage, as you can see in the above video. After 1.10, the juggle-scaling reset to 0 after floor break only on this stage — this has been reverted to standard scaling as it was prior to 1.10. As no other patch notes have been released with 1.10, this is likely the only change in the update.

Source: fuuchikurinSTV

ETCChile pushes the combo potential of Kairi and Allen in Fighting EX Layer’s 0.2.4 update

Fighting EX Layer‘s beta run has proven popular among combo makers, for obvious reasons: its flexible juggle system combined with chains and links means the sky’s the limit for anyone creative enough to push its engine. Since this ultimately lead to several infinities and loops (which is to be expected from a beta!), developer ARIKA saw fit to bring the combo system a little bit closer to earth in its latest 0.2.4 update.

That didn’t stop ETCChile from trying to push combos with Allen and Kairi as far as possible though, in terms of both damage and style. There’s even some new ideas I have not seen in any combo video yet — such as using Allen’s overhead as mid-juggle combo filler.

Source: ETCChile

Sayonara, Shun Goku Satsu: BornFree discusses Akuma’s V-Trigger II for Street Fighter V: Arcade Edition

Get a closer look at Akuma’s new abilities in Street Fighter V: Arcade Edition.

BornFree was at PlayStation Experience, and naturally had to get some hands-on time with Akuma in the demonstration build of Street Fighter V: Arcade Edition — in particular, to try out Akuma’s upcoming V-Trigger II: Shiretsu Hasshi.

In the video below, BornFree shares some footage from PlayStation Experience and talks about what’s he’s learned about Akuma’s V-Trigger II. It’s a 2-bar V-Trigger that grants Akuma the ability to utilize EX special moves that consume V-gauge, instead of EX meter — but only off of certain cancels (grounded heavy normals, or regular special moves). This new ability comes with a trade-off: you can’t use the Raging Demon Critical Art in Shiretsu Hasshi. BornFree goes on to talk about some other details, and also shares some potentially useful combos for the new V-Trigger.

And in case you missed it, you’ll also want to check out BornFree’s thoughts on SFV’s Season 3 reveal:

Source: BornFree

Pokkén Tournament DX has an insane new glitch that allows Duel Phase moves to be used in Field Phase

The Pokkén Tournament DX community is currently toying and pushing a new, bizarre glitch in the game’s engine.

Sometime ago, a glitch was discovered by a Japanese player that found a way to use Scizor’s Bullet Punch — normally a Duel-exclusive move, in Field Phase. Developers quickly patched this out of DX, but it turns out the technique used for this was not exclusive to Bullet Punch — or to Scizor.

All you have to do is be in a dash state while Phase Shifting. As long as you can maintain the dash state, you can apply your new duel phase moves onto your opponent as they recover from the Phase Shift. For some characters, this opens up a wide world of options they didn’t have before, such as the command grab using Sceptile:

Pokkén player Burnside has put together an exhaustive list of techniques found using this exploit thus far. Because the dash state is a giant flag for set-ups, it’s tough to say how useful this will actually be, but it’s incredibly fun to input and watch. Who will be the first to apply this in tournament?

Sources: BurnsideBHGinGintrax

SoulCalibur VI producer Motohiro Okubo interviewed by Gamereactor, shows off new footage

SoulCalibur VI and Tekken 7 producer Motohiro Okubo was interviewed by one of Europe’s largest gaming websites, Gamereactor.se, and showed off new game-play footage of SoulCalibur VI in the process.

The interview itself doesn’t shed too much new information on the SCVI’s newest mechanics, although Okbuo does shed some new light on the “Reversal Edge” mechanic. He seems to confirm that the mechanic is chargeable by holding a button, by admitting that the attack does not come out until it’s “released.”

Outside of that, the interview is worth watching just for its use of almost entirely new footage. Check out the new three hit stab series that leads into Mitsurugi’s Mist stance! Advancing type moves like this are typically on 6 inputs — could this be a replacement for Mitsu’s old 6B:2/6B9 moves? Where do you think this new stance transition would fit into Mitsu’s move list, input-wise?

Source: Gamereactor.se

New SoulCalibur VI footage from Namco press event reveals 20-slot character select screen & while-landing moves

Namco held a press-only event for multiple titles last week, and one of those titles was indeed the recently-announced SoulCalibur VI.

While there’s a lot of footage coming out now from the event (which we’ve gathered below), most of the gameplay isn’t of a high-enough level to reveal much to the eagle-eyed FGC. There is, however, one notable exception:

In the above Mitsurugi-centric footage, at 1:31, Mitsurugi performs what is very obviously his old “while-landing B.” While-landing moves, which are executed by jumping first and then attacking, have been a missing mechanic in the SoulCalibur series since their removal SoulCalibur IV. This will likely excite fans of SCII and III, since many characters had strong mid/low mix-ups from their while-landing attacks.

To everyone else, the most exciting bit of information was the first glimpse at SCVI’s character select screen.

SoulCalibur VI‘s first character select screen sports 20 slots — the smallest amount since SoulCalibur I. However, this is only true if we consider that the slots won’t be expanded in someway either over time or post release; SC1 starts with only 10 characters, for example, before more characters were unlocked. The Calibur series has forced players to unlock characters for years now (and I only say the following because it’s the world we live in now: there’s also the strong possibility of DLC), so it’s probably more helpful to say that SCVI will have at least 20 characters at launch.

sc6 character select demo

SCV ultimately had 30 character slots (including DLC and “random” slots like Elysium) when all was said in done, SCIV had 29 excluding the duplicate bonus characters, and SCIII had 41 including the unique custom move-sets (that were mostly inferior to main cast in terms of damage and completeness). As SCVI moves forward with revelations and information, it’s useful to keep these numbers in mind for contrast.

Sources: DestructoidCosmin Vasile

PHASE SHIFT: Pokkén Tournament Trainer Tips — Bone Rush, block stun, and option selects

Welcome to Phase Shift!

The goal of “PHASE SHIFT: Pokkén Tournament Trainer Tips” is to introduce the FGC to Pokkén Tournament DX’s meta, and examine how various skills from other games can be applied to Nintendo’s experimental Pokémon fighter.

Today, through the use of Lucario’s “Bone Rush, we learn about block stun, buffering, and option selects. “Bone Rush” is input with 6A, and for many characters this is a primary combo ender or attacking option. Lucario’s, in particular, has a multitude of options afterwards — but we can exploit Pokkén’s system to reduce the complexity of this move.

For more PHASE SHIFT, be sure to subscribe to ShoryukenTube! And if you have any specific questions about Pokkén gameplay you’d like covered in a future video, let us know in the comments!

Brand new Supers, glimpses at the Story Mode and much more feature in this Dragon Ball FighterZ gameplay blowout

Last Friday, press from around the world got a chance to go hands-on with the latest version of Dragon Ball FighterZ. While we at Shoryuken may have missed out on going, many outlets were able to get direct capture footage of the game, showing off previously-unseen features like the game’s tutorial, its Training Mode, more gameplay of Goku Black, Hit, Beerus and much more. There is a lot to go through here and it’s in several different languages so you better be taking notes!

First off, we’ve got some direct capture footage from Gamespot, showing off Goku Black, Hit, Beerus and Gotenks. The first match takes place on the Outer Space stage, with the second match happening on Doomed Namek.

From Spain, Vandal.net shows us a little bit of everything — some match footage, Story Mode cutscenes, character trials, the lot.

Also from Spain, MeriStation gives us some more match footage, along with a breakdown of all the Supers for the most recent batch of characters — being Adult Gohan, Kid Buu, Hit, Beerus and Goku Black. The coolest thing in this video has to be Gohan’s Family Kamehameha, which sees the half-Saiyan teaming up with his little brother Goten and Goku for his Level 3 super.

To round off, Game Clips and Tips has some videos showing both Dragon Ball FighterZ‘s arcade mode, along with its online hub and some more of Story Mode. One thing you’ll notice in this is a shot of the final Dragon Ball FighterZ roster, which has a suspicious looking space open below Beerus’ character portrait. When you also consider that SSB Goku and Vegeta are missing — presumably because the demo units hadn’t finished Story Mode — it stands to reason that the space is left open for a possible third unlockable fighter. My bet is still on Android 21 being the final fighter, but it could be anyone.

Don’t forget about Bandai Namco’s Dragon Ball FighterZ livestream later today! Expect loads more information and extensive character breakdowns coming from that stream.

Sources: Gamespot; Vandal.net; MeriStation; Game Clips and Tips