Catch Japan’s best Super Street Fighter II Turbo action with the X-EST 2017 replay

Japan’s most exciting team event for Super Street Fighter II Turbo came back for another year, and X-EST 2017 — ran by community member Mattsun — certainly provided for a lot of excitement for those that tuned in. However, given the massive time difference between Japan and the West, not everyone is going to forego sleep to watch Super Turbo.

For those of us that were busy catching sleep instead of hands overnight, the replay has made its way to YouTube. Also included is a full list (as a screenshot) of the teams that competed in the annual event this year, and there are timestamps on YouTube page, so you can jump to whatever match you want.

X-EST Team List

Sources: Aymane Farissi; Anssi Niem

Capcom Fighters shares their top 5 moments from Japan Cup 2017

Japan Cup 2017 has concluded. After the smoke cleared, the results showed a surprisingly diverse character selection in top 8, with countries represented by their top players. It was a good showing for Capcom’s flagship fighter, and its community.

The official YouTube account of the CPT tour, Capcom Fighters, has compiled their top 5 moments from the event. There’s big comebacks, Daigo camera-aware goofiness, clutch parries, and Poongko’s inspiring Kolin, all on display here.

Source: Capcom Fighters

VesperArcade discusses the current Season 2 tier list for Street Fighter V

Shortly after Evo 2017, top players from the Topanga League (which includes some of world’s best players, such as former Street Fighter IV Evo champion GRPT|Fuudo) revised their personal tier list for Street Fighter V. In some places, the Topanga tier list has a considerably different selection of high tiers compared to American tier placements. VesperArcade decided to go through their tier list and contrast it with his own selections for top tier.

VesperArcade also shares his own requirements for what tools a character needs in order to make his top tier: such as throw loops, reversals, and matchup spread. Do you agree with his barometer?

Source: VesperArcade

Shoryuken review: Nidhogg II is a bizarre, hilarious, and fun indie fighter

Return to a world of glory, sacrifice, and divekicks.

Full disclosure: the original Nidhogg is one of my favorite games. The blend of simplicity, accessibility, and technical play, with the stark old-school visuals and moody soundtrack — it won me over immediately. So, while I have some positive bias toward the game’s concept as a result, that also means I had pretty high expectations for the sequel. It just hit Steam and PlayStation 4 today… Does Nidhogg II from MESSHOF prove to be worthy of sacrifice to the great wurm?

An all-new Nidhogg?

Nidhogg_20170815121952This game is essentially the core gameplay mechanics of the original Nidhogg, transplanted into a completely new, vibrant world. As a reminder to those unfamiliar with the original: Nidhogg‘s gameplay is based on one-on-one fencing combat. The levels are comprised of multiple screens, mirroring each level’s terrain from the center point. It utilizes only directional inputs and two buttons — attack and jump. You fight using a number of attack options (thrusting, guarding, throwing your sword, melee attacks) and movement options (walking/running/crouching/crawling/jumping/divekicking), and your attack/guard system is based on holding your sword at one of three different heights — attacks at the same height are guarded, while sword interactions at different heights result in disarming, or death. All sword attacks are one-hit lethal, and killing the opponent allows you to run forward along your side of the level to get closer to the end goal — until they respawn in front of you, to fight again. This tug-of-war continues until a fencer has reached their end screen, proving their worth to be sacrificed to the glorious Nidhogg.

This gameplay system is retained almost to the letter in Nidhogg II, with some slight adjustments that I’ll go into more detail about below. The biggest change is the visual presentation, leaving behind the bare-bones retro aesthetic for a much more colorful and richly-detailed look. If Nidhogg‘s look was Atari 2600, then Nidhogg II is Super NES.

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With the simpler pixel art left behind for this bright new gooey and comical look, some fans will be immediately put off — I was too, to a degree. But once you get into the game, see it in motion, and start exploring the new levels, you quickly see that the original’s grim sense of humor remains — now even weirder and more surreal than before. An incredible amount of detail is stuffed into every screen — and where the original retained a medieval theme throughout, Nidhogg II exists in some bizarre timeless world of cruelty and wurm-worship. Surreal is a fitting word for it: it’s a cartoony, gory, bright and shiny — but dark and twisted — mess that somehow comes together to form its own weirdly coherent universe.

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Evolution of the wurm.

Aside from the graphical facelift, the gameplay in Nidhogg II still feels like the original: easy to pick up and play, but precise and technical as you get more familiar with it. The new graphics and background make the combat feel more frenetic, as there’s so many on-screen distractions now that it can make it more difficult to stay focused on the fight. But mechanically, the heart of the Nidhogg is unchanged — although perhaps slightly improved with some new mechanics.

Basic movement options have been tweaked — you can now run and slide into your opponent to surprise and disarm them. The ledge grasping-climbing mechanics are more forgiving. The jump and divekick are a little more floaty, making them easier to control but easier to dodge as well.

The way weapons are handled in Nidhogg II is the biggest change to gameplay. There are now four different weapons: the rapier, the broadsword, the dagger, and the bow. Arcade mode introduces them to you gradually as you progress, but versus modes let you use all (or none) of them immediately, cycling through in that order as you get killed and respawn. Each has different properties that require you to adjust your gameplay to attack and defend with them.

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The rapier is the same as the sword from the original game, and is the “default” weapon. It has three guard/thrust heights, and can be thrown. The broadsword is slower, and is swung in an upward/downward arc. It has only two guard heights, making it tricky to defend lighter weapons with it — but it crushes opponents, always disarming or smashing them on contact. The dagger is similar to the rapier in controls, but is very quick with short range.

The bow is the most interesting new addition — I didn’t like it at first (and the CPU can be wicked with it) but I came to appreciate it after more practice. It can’t guard (unless your loosed arrow intercepts an attack), and is very vulnerable at close range, but your arrows provide unlimited ranged attacks, at two heights. You need to press the attack button to nock your arrow, and release to fire. But arrows can be deflected back at you by your opponent’s attacks — even other arrows! Throwing the bow is also non-lethal, working as a melee attack on contact.

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On losing your weapon, you have to rely on unarmed combat techniques until you can retrieve one (dropped weapons remained on the stage to be picked up at will by either player, one of the interesting back-and-forth aspects of Nidhogg‘s gameplay!) or die and respawn. All melee attacks cause a disarm effect if they hit in Nidhogg II; and the arrival of new weapons comes with weapon “continuity” between screens. In the original, even if you lost your sword, it would return when you ran forward to your next screen. Now, you keep whatever weapon you’re carrying — and if you have none, you don’t get a new one automatically. All melee attacks have also been changed from the original game; rather than desperate punches and a neck-break if you manage to knock down the opponent, all fighters in Nidhogg II have become Taekwondo experts. Melee attacks are now a flurry of super-fast kicks, and they will knock weapons right out of your opponent’s grasp at certain heights. Score a knockdown, and you’ll be stomping your opponent into a fine pulp.

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The mix of new weapons — and the changes to melee attacks — add an extra dimension to the combat, and accommodating them into your game plan provides an extra challenge. As a result, Nidhogg II‘s gameplay feels more interesting overall, though less tightly-focused as the original.

The fencer is no longer a generic pixel person — now you can customize your fighter’s color, outfit, and gender before the fight. The options are fairly varied, and allow a little bit of extra self-expression.

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Back to the gorgeous (and bizarre, and sometimes rather gross) stages, Nidhogg II has a total of ten locales, over the original’s four. Some are updated versions of the originals, but most are all-new forays into madness.

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The game offers a few different playable modes; Arcade mode is a straight run through all ten stages; it isn’t tough to beat, so the goal is shaving down your completion time, like in the original. You can play local versus of course, and adjust the fight rules to your liking. The original game’s eight-player tournament mode also returns. Online versus consists of one-on-one lobbies by invitation, or a new Ranked mode. I found the online play generally stable (only one unexpected disconnect), and without any noticeable lag.

A different kind of monster.

There is something lost in the transition to Nidhogg II from the original; the simplicity of the gameplay and the visuals (which were still actually quite detailed, in its own style), combined with Daedalus’ spooky electronic soundtrack, created an otherworldly atmosphere unique to Nidhogg. The revamped dark-comedy visuals take center stage in setting the mood for the sequel, with a much more subdued (but still enjoyable) soundtrack to compliment the new tone. This is not really a bad thing — another game that stayed fast the original’s formula in all respects would have made for a less-compelling follow-up. To warrant a sequel, changes had to happen. And as dramatic as the atmospheric changes appear at first, they are a natural extension of the first game’s creative concepts, at heart.

This game has the chops to carry forward its refined version of the Nidhogg gameplay formula, and deliver it to both returning and new players. While the original’s simple “purity” is lost, the gameplay in Nidhogg II is fast-paced and fun, with a bit of extra freshness. I’ll still be going back to the original now and then, but this new wurm has chewed its way into my heart as well. All glory to the Nidhogg.

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Score: 8/10


Nidhogg II is available today on Steam and the PlayStation Store. This review is based on the PlayStation 4 version.

Additional source: messhof

Level 482 Productions covers the last of the cast’s changes in BlazBlue Central Fiction 2.0

With BlazBlue: Central Fiction set to receive its Version 2.0 update on August 31st, Level 482 Productions have completed the last of their series of videos going over the translated patch changes coming to the game’s cast. This final set of videos, hosted by 482|Mastastef, 482|Saykin, and 482|Premium Tax, cover the final ten cast members, including:

  • Ragna The Bloodedge
  • Naoto Kurogane
  • Kagura Mutsuki
  • Bang Shishigami
  • Mai Natsume
  • Es
  • Amane Nishiki
  • Taokaka
  • Iron Tager
  • Bullet

As usual, the hosts discuss what effect they believe these changes will have on each individual character, and how they will potentially move up or down the tier list — as well as what changes may need to be made by players to get the most out of their altered character, if they choose to stay the course with them. You can see of their latest videos below.

And with that, Level 482 Productions BBCF 2.0 patch note series is complete! You can view their pervious coverage of Nine, Noel, Mu-12, Hazama, Hibiki, Izayoi, Izanami, Azrael, Susanoo, Jin, Hakumen, Rachel and Valkenhayn here, and coverage of Kokonoe, Celica, Lambda-11, Nu-13, Tsubaki, Makoto, Litchi, Arakune, Relius, Carl, Platinum and Terumi here. You can also view the full patch notes, including all of the game’s upcoming System changes, here. The patch will be free, while new DLC character Jubei will cost $8.00.

Give us your thoughts on these character changes in the comments below. Do you feel they were just what these Warriors of the Azure needed, or do you believe Team Blue could’ve done more for them?

Source: Level 482 Productions

TEKKEN TRAINING: Electric Wind God Vids — Stopping slow lows

The Tekken Training series “Electric Wind God Vids” continues with a straightforward examination of the biggest scrub-killer in the game: slow lows.

The big slow sweeps in this game, such as Law’s Dragon Tail and Bryan’s Snake Edge, are gatekeepers to your improvement in the Tekken series. They are the shotgun panic buttons of low-level players, and once you’ve put the work into defeating these on reaction, your defense will allow you to move beyond the field.

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

Pile drive the world with EX Workout’s Zangief punishment guide for Street Fighter V

In order to grow, a baby Zangief needs to learn the ways of the Spinning Pile Driver. It is the signature move the character is based around, after all! But for new players, an overlooked fact about this move is that it’s not just a mixup tool — it’s a punishment tool.

That’s where EX Workout‘s latest SPD guide comes in. In this guide, he’s painstakingly detailed what can be SPD’d, the corresponding frame data behind each move, and even details some edge cases where you may have to use a different move based off of the range.

Source: EX Workout

NCEA discovers crouch block priority on backwards wake-up in Tekken 7

If you get knocked down, the Tekken series is known for giving you a dizzying amount of options to get back up. To compensate for your large wake-up arsenal (such as side rolling, attacking off the ground, etc.), each option has a considerable amount of risk if your opponent guesses what you’ll do.

The “Wake-Up Backwards” method of getting off the ground is new to Tekken 7, and was designed as a safer replacement of the old “Back Roll” mechanic. While it is true that you recover much more quickly with the backwards wake-up option, ncea discovered that some blocks recover more quickly then others.

Basically, the backwards wake-up option allows you to crouch block before you can stand block. That means that if you know your opponent will backwards wake-up, there is no actual mixup for you to preform — you either hit your guaranteed mid (if you have one), or you don’t. This is important information for those that like to create tech traps (and those that like to defend against them!), so take heed when you head into practice mode to work on “Wake-Up Backward” tech.

Source: ncea

The Prince shares punishment options for Street Fighter V’s Ryu versus Birdie

Birdie’s quality of life versus Ryu in Street Fighter V is largely centered around his ability to navigate fireballs. This isn’t terribly surprising, since that’s the nature of the classic Shoto vs. Grappler matchup, but a part of the match-up also comes down to the Shoto understanding what they can do once the Grappler gets in.

The Prince has compiled a punishment guide for Ryu players in this exact match-up. It lays out detailed punishment options for Birdie’s movelist, and illustrates how your options change as you block moves at different ranges.

Source: ECThrowdown

Here’s everything you missed from Super Smash Con 2017

Acting as a tentpole event in the Summer of Smash, Super Smash Con 2017 saw players of all games gathering in Chantilly, Virginia, to enjoy three days of Super Smash Bros. related fun. With it being jam-packed with panels and exhibitions alongside the main tournaments, you may have missed key moments or matches from the convention. If you’re looking to catch up, here is one huge compilation of everything you may have missed.

We already covered the Smash 64 combo contest over the weekend, but you may not have seen the actual top 8 for the whole event. It was the Japanese who ended up dominating the event, with the top three players all hailing from the birthplace of the Super Smash Bros. series.

RESULTS:

1. Fukurou (Kirby/Japan)
2. Kurabba (Pikachu/Japan)
3. Wangera (Jigglypuff/Japan)
4. PG|SuPeRbOoMfAN (C. Falcon, Kirby, Pikachu/Canada)
5. Fry’s|Wizzrobe (Yoshi/USA)
5. Alvin (Pikachu, C. Falcon/Peru)
7. BarkSanchez (Pikachu/USA)
7. Mariguas (Pikachu, C. Falcon, Kirby/Mexico)

This year’s Brawl tournament was a surprisingly diverse affair, with only two Meta-Knights appearing the entirety of top 8. While it has been overshadowed by its younger sibling, it’s always good to look back at the game which birthed many of the greats which now dominates Smash 4.

RESULTS:

1. NRG|Nairo (Meta-Knight/USA)
2. ADHD (Diddy Kong/USA)
3. MVG|Salem (Zero Suit Samus/USA)
4. PG|MVD (Snake/USA)
5. Player-1 (Diddy Kong/USA)
5. Cody (Meta-Knight/USA)
7. Vinnie (Ice Climbers/USA)
7. BC|Mr. R (Marth/Netherlands)

Acting as the newest kid on the platform fighter block — well, until Icons: Combat Arena comes out — Rivals of Aether has found quite the home at Super Smash Con. Along with a panel which revealed the frog monk Ranno, Rivals of Aether had a great showing with both doubles and singles events. Current Rivals number one Edax|Fullstream held his position at the top of the mountain and he looks set to continue his reign into the finals of RCS Season 2.

RESULTS:

1. Edax|FullStream (Zetterburn, Etalus, Orcane/USA)
2. T2|CakeAssault (Forsburn, Kragg, Absa/USA)
3. Fable|MSB (Kragg/USA)
4. Ceztellz (Absa/USA)
5. VexX|DolphinBrick (Orcane/Canada)
5. Edax|TurtleBox (Kragg/USA)
7. Skittles (Etalus/USA)
7. Penguin (Absa/USA)

Smash 4 at Super Smash Con never ceases to be dull, with this year’s event being full of upsets, comebacks and even choreographed dance routines. Fresh off his victory in Brawl and defending his throne after last year’s win, it was NRG|Nairo who held the SSC trophy aloft on Sunday, after defeating TSM|ZeRo in a grueling 10-game set. Nairo’s path to victory stands as one of the greatest Losers’ runs of all time, with him having to defeat players like 2GG|komorikiri, P1|Tweek, CLG|VoiD, EMP|WaDi, BC|Mr. R and Echo Fox|MVG|MKLeo to finally reach ZeRo. There must be something about the Super Smash Con crowd, as Nairo turns it up to 11 whenever he attends this supermajor.

RESULTS:

1. NRG|Nairo (Zero Suit Samus, Bowser/USA)
2. TSM|ZeRo (Diddy Kong/Chile)
3. Echo Fox|MVG|MKLeo (Cloud, Marth/Mexico)
4. BC|Mr. R (Sheik, Cloud/Netherlands)
5. EMP|WaDi (Mewtwo/USA)
5. EMG|Mistake (Bayonetta/Canada)
7. MVG|Salem (Bayonetta/USA)
7. Shoyo James (Diddy Kong/USA)

Similar to Nairo’s title defense, Cloud 9’s Mango held onto the SSC throne in Melee, managing to win the event using Falco. With no Armada in his way and Liquid|Hungrybox located on the other side of the bracket, Mango was able to win the whole event using his trusty bird. If we’re being a real stickler for the rules, he did use Mario for one match versus Axe, but Falco did all of the heavy lifting. Elsewhere in Top 8, Tempo|Axe actually pulled out his Young Link against Hungrybox and managed to take a game against the elusive puffball. He wasn’t able to finish out the set, but we may see more of the elf boy should Hungrybox and Axe meet again in tournament. The other stand-out performance of the weekend was from hometown hero Zain, who made it all the way to fifth place in a bracket of gods and demi-gods. His set versus CLG|SFAT was an absolute clinic with it acting as a masterclass in the Marth/Fox match-up. I expect Zain to be picked up by a big esports team before the year is done.

RESULTS:

1. C9|Mango (Falco, Mario/USA)
2. Echo Fox|MVG|Mew2King (Marth, Sheik/USA)
3. PG|Plup (Sheik, Fox/USA)
4. Liquid||Hungrybox (Jigglypuff/USA)
5. Tempo|Axe (Pikachu, Young Link/USA)
5. Zain (Marth/USA)
7. CLG|PewPewU (Marth/USA)
7. CLG|SFAT (Fox/USA)

Super Smash Con saw the return of the Smash Masters event as well, with an expanded roster of multi-game players fighting for the title of best all-round Smash player. Best known for his skill in 64 and Melee, it was Wizzrobe’s turn to take up the mantle of Smash Master. I do hope they eventually add a fifth game to the Smash Masters games line-up, as its rules is still a nightmare to figure out.

Sources: VGBootCamp; theSirToasty