Beat Guilty Gear Xrd’s Sin Kiske with these pro tips

Sin Kiske has been a fairly dominating character in Xrd -REVELATOR- and remains one of the stronger ones in REV 2, despite some nerfs. It’s not surprising — he’s got great range, confirms into huge damage, and controls the screen easily with Beak Driver. The only thing holding him back is his appetite. If his reach and insufferably cool attitude have been preventing you from ascending in tournaments, these video tips on how to deal with Sin might be the recipe for triumph.

Kizzie Kay is one of the strongest Sin players in the United States, and fortunately for the rest of us, he decided to make some videos that showcase methods to deal with Sin. Check out some of the clips he created below, and there is additional tech provided by other FGC members.

Zidane also stepped up to provide some Leo punishes on Sin:

Silva also contributed a Jack-O’-specific tech:

Have you found any more videos or want to share some tips? Let us know in the comments below!

Source: @Kizzie_Kay310; @zidanel33t; @silva_hime

Overcome tricky overheads with episode 8 of “Exploring Fighting Games”

Successfully reacting to an overhead can be one of the toughest things to do in a fighting game. Even when you know one is coming after a knockdown, a combination of fear, doubt and panic can mean you’re eating that 28-frame overhead. Sometimes these moves feel too quick to react to, especially when playing online.

To stop players getting hit by these reactable overheads, the Chemical Lovers have dedicated the latest episode of “Exploring Fighting Games” to dealing with these moves. Rather than speeding up your reaction time or beating yourself up every time you get hit, they advocate learning the attributes of each of these command overheads so you know when someone is going to throw one out.

This means looking at your range relative to the opponent, learning whether the overhead can lead into a follow-up, if the overhead has a drastically different animation to other command moves, whether it’s punishable on block and so on. You can also take stock of your opponent’s habits and notice if they have a pattern of throwing out overheads if they are ahead/panicking. It may be hard to keep track of all of these things during a tense set, but just keeping track of two or three of these factors can mean you dodge that overhead that would have lost you the set.

The next episode of “Exploring Fighting Games” is going to ruffle some feathers as the Chemical Lovers try to answer a question that has caused no end of flame wars: is Super Smash Bros. a fighting game? And why is it so important that it is or isn’t?

Source: novriltataki

Learn the basics of Earth Romancer’s frenetic battle system in this pre-release tutorial

Announced earlier this year, Lunar Hare Studios have released a special pre-release tutorial for their anime/platform fighter hybrid, Earth Romancer. As this experimental fighter blends aspects of both genres together, this tutorial introduces prospective players into the core mechanics which sets Earth Romancer apart from other platform fighters like Super Smash Bros. or Rivals of Aether.

Projectiles play a massive part in Earth Romancer‘s neutral game, with it having a dedicated ranged attack button. Each ranged attack uses Energy, indicated by the green gauge underneath your character portrait. While projectile attacks are a great way of covering your approaches or anti-airing opponents, almost all projectiles in Earth Romancer can be nullified by dashing, jumping or diving through them.

Damage calculation works a little differently when compared to Smash and even from the explanation given in this tutorial, I’m not quite sure on how it works. Rather than just having one base damage counter, Earth Romancer splits damage taken between a Vitality and Shield counter. The Shield counter works like the traditional damage counter in Smash; the higher the number, the further you fly when hit. Unlike Smash though, this gauge slowly depletes if you avoid getting hit.

The level to which it depletes is based on your Vitality gauge, which is the white number next to your character portrait. Attacks in Earth Romancer do different rates of Vitality and Shield damage, and you can instantly drop your Shield gauge to the same number as your Vitality gauge if you hit your opponent with a melee attack. While it’s the first time I’ve seen a “recoverable red health” style mechanic in a platform fighter, I feel that this system is too complicated at present — with it not helped by it using the word “shield”, which will make players think of Super Smash Bros’ shield mechanic.

The other major mechanic in Earth Romancer is the Shift system, which changes how players control and attack with their character. Blueshift is the simpler stance, where players have increased defensive capabilities, better recovery and “familiar controls”. In Redshift, players have increased offensive options and access to more unique mechanics, in exchange for poor recovery and defensive options. Based on the “familiar controls” comment, I imagine that Blueshift has more Smash-like controls, while Redshift uses traditional fighting game motions (QCFs, DPs, 360s etc). You can choose which mode you wish to start in before each match, and you can even shift between Red and Blue mid-fight, should you need more defense/offense.

Just from this brief mechanical breakdown, Earth Romancer does look like a breath of fresh air for the platform fighter. While things like the Shield/Vitality gauge seem a little obtuse at present, its desire to remix familiar aspects of the genre should lead to something really exciting. Lunar Hare Studios are in the process of preparing for a crowdfunding campaign for Earth Romancer, so check out their fig.co page for more information on the project.

Source: Lunar Hare Studios

Mikado Arcade’s Super Street Fighter Carnival 2017 continues with Project Justice: Rival Schools 2

“Super Street Fighter Carnival 2017” marches on! SSFC2017 is the currently ongoing Japanese tournament series at Mikado Arcade for a wide variety of classic (and sometimes, obscure) arcade titles. If you missed the first few tournaments from SSFC2017, there’s a lot to catch up on!

Of all the times we’ve signal boosted Mikado’s excellent tournaments, Project Justice: Rival Schools 2 is consistently the most shared and favorably received games on our site. It’s the right combination of simplicity and nostalgia to really resonates within the FGC. There’s also a certain thrill of watching players battle with, and against, some of the hysterically strong stuff that’s developed over the years in this game’s meta — if you’ve complained about jabs in other games, oh man.

Perhaps most importantly, it’s been a very long time since Capcom took a crack at the 3D fighter genre, and it’s hard to ignore the clamoring for a new title in the series. Until that announcement day comes, though, we’ll have to wait patiently and just enjoy some high level tournament play from one of Japan’s finest arcades.

Are you enjoying SSFC2017? You can follow the action by subscribing to Mikado’s official YouTube channel. You can also try to catch them when they livestream!

Source: Mikado Arcade

Fighting EX Layer’s online beta will be available to PlayStation Plus members

ARIKA have released more information about the Fighting EX Layer beta, following its announcement earlier this week. One crucial bit of information that wasn’t covered in that announcement was how to access the beta on December 11th. Well, as long as you’re a PS Plus member with an account in one of the following countries, you’ll be able to play:

North/South America:

  • USA
  • Brazil
  • Chile
  • Ecuador
  • Honduras
  • Paraguay
  • Canada
  • Argentina
  • Colombia
  • El Salvador
  • Nicaragua
  • Peru
  • Mexico
  • Bolivia
  • Costa Rica
  • Guatemala
  • Panama
  • Uruguay

EMEA:

  • Australia
  • New Zealand
  • Austria
  • Bahrain
  • Belgium
  • Bulgaria
  • Croatia
  • Cyprus
  • Czech Republic
  • Denmark
  • Finland
  • France
  • Germany:
  • Greece:
  • Hungary
  • Iceland
  • India
  • Ireland
  • Israel
  • Italy
  • Kuwait
  • Lebanon
  • Luxembourg
  • Malta
  • Netherlands
  • Norway
  • Oman
  • Poland
  • Portugal
  • Qatar
  • Romania
  • Russia
  • Saudi Arabia
  • Slovakia
  • Slovenia
  • South Africa
  • Spain
  • Sweden
  • Switzerland
  • Turkey
  • UAE
  • UK
  • Ukraine

Unfortunately for South East Asian players, the Fighting EX Layer beta will only be available in Japan — so you will have to make a Japanese PSN account and use your free two weeks of PS Plus in order to play. The actual beta launch will be staggered, with the Americas getting access to the beta on December 11th, while the rest of the world gets in on December 12th.

Legacy controllers will not be available to use during the beta, but ARIKA are in talks to ensure that legacy drivers will be included in the final release of Fighting EX Layer. Unlike other recent online betas, players will have access to Training Mode as well as Player Matches, meaning you can do some lab work in between games. ARIKA have even uploaded two videos to their Facebook, showing exactly how long it takes to start an online match and switch characters while in Training Mode.


Source: ARIKA EX

Learn to escape Fox’s Shine combos in Super Smash Bros. Melee

Very few things in Super Smash Bros. Melee hurt harder than a Fox Shine combo. Obviously Jigglypuff Rest confirms hurt far worse, but a well-executed Shine combo can have a similar effect.

For a lot of people, getting caught in one feels like it’s certain death with no chance of escape. There are, however, ways to get out of it — and it all depends on your character. Some characters with low to medium traction can actually slide out of the way, making it impossible for Fox to continue the combo. While characters such as Captain Falcon are high traction and can’t use this method, there are six other ways for you to counter this combo, including DI methods and fast-falling onto a ledge.

Source: SSBM Tutorials

ApocryphicV’s latest Tekken 7 guide teaches you how to setup Claudio’s Starburst

It has been about six months since Tekken 7 released for consoles, and I think that might be enough time for Claudio players to get hop-kicks out of their system. Maybe. Maybe not.

Jokes aside, the real meat behind the exorcist’s movelist is his unique Starbust mechanic, a self-buff that grants Claudio access to all of his best (non-hopkick) moves. The new moves granted to Claudio have a wide range of powerful properties including mid/low mix-ups, positive frames, combo starters and more. But he can only get this self-buff by hitting certain moves, and ApocryphicV‘s guide walks you through the various ways you can set this up.

Source: ApocryphicV

Win swiftly and stylishly with AutoMattock’s setplay strategies for Old Zeku in Street Fighter V

Street Fighter scientist AutoMattock recently shared a reasonably strong throw loop with ex-Bushinryu master Old Zeku. The throw loop did have a particular weakness though: 3 frame jabs spoiled the potential of it’s +1 frame advantage. If you were hoping for a slightly meatier wake-up option, then you’ll want to see his latest setplay ideas below!

Using crouching HP in these outlined combos allows you to cover all of opponent’s tech options, and if you score a crush combo, you get an excellent cross-up opportunity with Bushin Flip. If the opponent does not recover at all, dashing up twice after whiffing the crouching HP leaves you at frame advantage as they stand up.

Source: AutoMattock

Japanese Gundam Versus players are getting AGE-2 Gundam and Mudrock Gundam on December 5th

Continuing its schedule of post-launch content for the arena brawler, Bandai Namco have announced two more Mobile Suits that will be joining the already-extensive Gundam Versus roster. AGE-2 Gundam from Mobile Suit Gundam Age and Mudrock Gundam from Zeonic Front: Mobile Suit Gundam 0079 will be launching in Japan on December 5th, costing 602 yen.

While it’s great to see Bandai Namco supporting Gundam Versus post-launch, my heart still longs for Tequila Gundam and Nether Gundam to finally be playable. The publisher have also released some new trailers showing off Atlas Gundam from Mobile Suit Gundam Thunderbolt and Zeydra from Mobile Suit Gundam Age. These two Mobile Suits will be released on November 21st in Japan — no news on a Western release date just yet.

Source: 876TV via Gematsu

Here are 10 annoying strings you need to low parry in Tekken 7, courtesy of Scallywag93

One of the easiest ways to exploit low-level Tekken players is to simply use strings that have lows in them. Law’s Junkyard, Kazuya’s jab low, and more are all examples of common strings that seem powerful at first, but evaporate into a mist of uselessness once you discover how to low parry on reaction.

Scallywag 93‘s latest video organizes some of the most common of these “fake” strings for you, the new Tekken player, to reference and practice against. With time, patience, and a down-forward tap on your arcade stick, you can turn these seemingly annoying strings into a liability.

Source: Scallywag 93