Frabisaur teaches us how to beat Street Fighter V’s grapplers on episode 11 of The Fighter’s Dojo

After a month-long absence, due to the opening of Marshall’s Dojo, as well as traveling to CEO, Genex|Frabisaur is finally back with another episode of The Fighter’s Dojo. This episode he tackles the topic of dealing with the grapplers of Street Fighter V, specifically the trio of Zangief, Laura and Rainbow Mika.

With the Red Cyclone and the heiress to Matsuda Jiu-Jitsu seeing massive power-ups in Season 2 and R. Mika still managing to put in work despite her nerfs, these three have been proven to be quite the challenge for players of all skill levels.

After giving a brief overview of their design–noting their high life totals, lack of ranged damage and weaknesses to zoning–Frabisaur advises players to backdash during the inevitable grab guessing game. He then provides some character-specific tips on how to best handle these three, starting with Zangief.

Touching on tools such as his Charged Heavy Punch, his Double Lariat, as well as his Variable System abilities, Frabisaur demonstrates universal counters to each option, with varying punishes depending on your character and available resources.

For Laura, Frabisaur feels she is a bit overrated, with Thunder Clap being arguably the worst fireball in the game. He advises players to not fear her Volty Line V-Skill, as it leads to no true pressure after she moves forward.

Finally, he touches on the “crazy” Rainbow Mika, specifically speaking about ways to deal with her infamous Charged Dropkick and crouching Heavy Punch. You can see the full video, with full demonstrations, below.

As always, you can contact Frabisaur on Twitter for additional questions and information, as well as catching his stream on Twitch, where he hosts weekly Battle Lounges to allow players to apply these concepts in actual matches.

Source: Frabisaur

NEV explains the use and application of the Rush System for ARMS

Last time at ARMS University, NEV taught us how to effectively build meter. Today, he shows us how we can spend it wisely.

ARMS’s Rush System is its equivalent of a super meter. There’s a wide variety of offensive and defensive applications using the Rush System, which NEV shows in his latest ARMS University tutorial series.

He’s also got a few more bite sized trivia for you on Slide Punching…

…and how to effectively setup training mode.

NEV’s channel, in addition to providing great ARMS information, houses a deep resource of Street Fighter V information. Be sure to check it out!

Source: Andrew David Murphy

Tekken 7 video roundup: Law Dragon Stance cancels, King and Nina okizeme, Gigas Goliath Traps and more

Another day, another torrent of Tekken 7 tech. It’s probably not surprising that a legacy series like Tekken is still inspiring tech from players, especially now that it seems like more and more content creators are escaping the combo vortex of training mode.

King Gaming Marks shows us that if you have your Dragon Stance cancels down, Law’s WS+3 will force the opponent to deal with DSS 2 both on block and hit. And if for whatever reason you don’t have your DSS down…

…. then cheezy217 will show you everything you need to know about executing this important Law technique!

Dedicated King expert BoxeR-King shows off King’s wakeup options after landing his coveted Shining Wizard command grab.

Be careful how you get up after Xiaoyu’s 1+3 grab. As AV Game demonstrates, she can murder you if you choose the wrong option.

And lastly, xMTSento shows us some frightening wake up options for Nina.

Final Fantasy YouTube channel releases tutorial video for Dissidia Final Fantasy NT

The official Final Fantasy YouTube channel has just uploaded a tutorial video for Dissidia Final Fantasy NT, the 3v3 action fighter that was recently announced at E3 2017. Though a breakdown of the game’s mechanics was provided at the the official E3 Dissidia Final Fantasy NT panel, this newer tutorial is more comprehensive and is easier to refer to.

The video starts by introducing Character Types, Battle Sets, Summons, and explaining exactly what all of those things are. You also get a solid look at the button layout, and the combo, targeting, and spawning mechanics are all explained in on-screen text while the player acts things out in real time.

It’s a great primer for those who might get the chance to play Dissidia Final Fantasy NT before it launches officially.  Check it out below, and stay tuned for more updates!

Source: Final Fantasy via Dualshockers

Here are some practical applications for Marvel vs. Capcom: Infinite’s “short hop”

Last week, we put a spotlight on the super jump directional influence “short hop” that was discovered in Marvel vs. Capcom: Infinite‘s Story Demo. This bit of advanced movement unique to the game opens up a lot of possibilities for the game’s characters. Now, we can get to see some of those possibilities explored.

This new video from Ravoz11 demonstrates some practical uses for this “short hop.” Some of these include a way for Mega Man X to set up a zoning pattern with a fully-charged air buster shot close to the ground. Others involve fast overheads for some characters such as Arthur and Rocket Raccoon.

Check out the video below.

Source: Ravoz11 via r/MvCI

How to properly approach 3D fighters: Exploring Fighting Games takes you under its wing

Taking a breather from 2D fighters for a moment, let’s take a deeper look on what mechanics define the 3D titles. This episode of Exploring Fighting Games focuses on the recently-released Tekken 7.

One thing that may be intimidating about Bandai Namco’s fighter is its plentiful move list, but novril explains that in reality, not that many are used as frequently. The video goes on to explain the basic properties of all moves, such as their heights and how to block them. Mid moves tend to be fairly rewarding, so in general, it’s good to use those frequently and to throw in some lows occasionally. High moves don’t offer any mix-up, as they are evaded while crouching, however, they are usually among the faster moves in the game, which is very good against aggressive button-mashers.

It gets more complicated than that, however. Refer to the full video below to learn how to add nuance to your game. Also, Dragon Ball FighterZ enthusiasts have something to look forward to: novril teased in the comments that the next episode will be a real treat.

Wondering how long it could take you to get good? Exploring Fighting Games episode 3 tackles that.

Source: novriltataki

Fulgore and Thunder nerfs are on the way in Killer Instinct patch 3.8

To prepare Killer Instinct players ahead of Eagle’s release on Tuesday, Iron Galaxy have released the 3.8 patch notes for KI. No major system changes to report in this patch, outside of a bug fix which stops certain characters cancelling normals into specials from too far away. The main targets of the nerf bat in this patch are Thunder and Fulgore, with Jago, Shadow Jago and Rash getting a smattering of frame data changes.

The Thunder changes are meant to make his wakeup options less scary, so players can better threaten the chief on wakeup. As such, Hornbreaker no longer deals chip damage and its counter-hit damage has been reduced by 50%. All versions of Sammamish are now throw vulnerable on the first eight frames, while all versions of Ankle Slicer are throw vulnerable. Ankle Slicer is also vulnerable for its first two frames, meaning Thunder players now have to wary of meaty throws and lows. Thunder’s Murder of Crows forward dash is throw vulnerable, with MoC only being special cancellable if he is in Instinct.

As for Ultratech’s killer robot, Fulgore can no longer pip cancel while an opponent is Shadow-Countering. According to the developer notes, everyone knew “this ability was too strong” so this change should make it so Fulgore players have to respect the threat of a Shadow Counter. Along with making his crouching light and heavy kick less safe on block, Fulgore’s medium laser has received some frame data changes so it is a little more dangerous to whiff. Medium and heavy Cyber Uppercut are now vulnerable to lows on frame one, meaning characters with armor can now contest this move at close range. While it isn’t a permanent fix, Fulgore’s teleport VFX now ends four frames faster, which should make it a little easier to see on certain stages.

For all the character changes and bug fixes, check out the usual patch post over on Ultra Combo and watch the breakdown video below to see a sneak peak at Aganos’ Ultimate.

Sources: Killer Instinct; Ultra-Combo

Marvel Live! talks about Ultimate Marvel vs. Capcom 3 at CEO, and excitement for Marvel vs. Capcom: Infinite

Marvel Live! returns with a full house in their latest episode. The crew — led by host Hayden “Kinderparty” Griswold — cover two major topics: Ultimate Marvel vs. Capcom 3 at CEO 2017, and Marvel vs. Capcom: Infinite‘s story and versus demos.

Regarding Ultimate Marvel vs. Capcom 3 at CEO 2017, the big topic of discussion was Ryan “RyanLV” Romero’s continued dominance in the game this year. With his team of Chun-Li, Morrigan, and Phoenix, RyanLV had another impressive showing at CEO 2017, where his run culminated with him beating fellow Morrigan player and Evo 2016 UMvC3 champion EG|Christopher “NYChrisG” Gonzales to win the tournament. With this in mind, the Marvel Live! crew talks about the possibility that RyanLV may ride this momentum towards a win at Evo 2017 — especially after beating the current champion at CEO.

The bigger portion of this episode however is dedicated the upcoming Marvel vs. Capcom: Infinite. Both the publicly-available Story Demo as well as the versus demo at E3 and CEO are covered here, with the crew giving their impressions of both. With the amount of time allotted here, they’re able to go into some details others may not have covered, such as the stage lengths (shorter than Ultimate Marvel vs. Capcom 3), the “height” of the game (it seems to be easier to get up higher), as well as individual characters and how they’ll fit into the new tag system (e.g. Ryu’s Tatsumaki is now a legitimate lockdown “assist” once used with tag).

More importantly, they discuss why players who tried the game have become quite hype for it. The game’s system, especially the tag system, seems to allow a nearly limitless amount of freedom and creativity. For comparison, they bring up Street Fighter V, a game that has been criticized for limiting players that space to be creative and express themselves. Marvel vs. Capcom: Infinite on the other hand seems to be doing the opposite by giving players the freedom to express themselves. Co-host Samantha “Persia” Hancock states that once she got to see people who had gotten their heads around the system (such as Echo Fox’s Justin Wong or Splyce’s Filipino Champ) play the game, she thought “This game’s gonna be ridiculous, it’s gonna be super broken,” which is really all any Marvel vs. Capcom player can ask for.

Source: Team Spooky

You cannot escape the Raging Demon! desk unleashes Akuma’s power in both Street Fighter and Tekken

The Satsui no Hado cannot be stopped! In a grand montage which spans Street Fighter 4, Street Fighter V and Tekken 7, desk has shown off the true power of the Raging Demon Akuma. In desk’s usual flashy style, this montage cuts between the three different games in rapid succession, as Akuma tears through his foes in search of a worthy opponent.

Some of the edits are super creative, with a Focus Attack in Street Fighter 4 leading to a combo in Tekken 7. desk even shows Akuma doing select combos in each game at the same time. No matter if he is in 3D or 2D, the Master of the Fist will strike his opponents down with great vengeance and furious anger.

I wonder which game Akuma will pop up in next?

Source: desk

Players, wrestlers, and even the game’s developers face off in the Tekken Royal Rumble at CEO 2017

One of the unique events at CEO 2017 this year was the Tekken Royal Rumble. In this “king of the hill” style match, players would come on stage to compete in Tekken 7 with the winner of the match remaining on stage to face the next player in line, until only one player remained.

The most interesting thing about the match, however, was the roster. Aside from players such as Reepal “Rip” Parbhoo and the memetic ShinBlade, it also featured other personages such as CEO head organizer Alex Jebailey (who started the match with Echo Fox’s Cool Gray AJ), pro-wrestlers Xavier Woods from the WWE and Kenny Omega from NJPW, and even the game’s own producer, Katsuhiro Harada.

The resulting matches are both exciting and entertaining, with moments such as Alex Jebailey coming out to “you suck” chants (even though he won his first fight), Xavier Woods competing in a King-style Jaguar mask, and more.

For those who missed it, the entire Tekken 7 Royal Rumble has now been shared onto CEO Gaming’s Youtube channel. Check out the matches below!

Source: CEO Gaming