Catch up on Mikado Arcade’s Street Fighter Carnival 9: Fighting Layer, Virtua Fighter 3tb, Art of Fighting 3

World-famous Japanese arcade Mikado continues its month-long, multi-game tournament series: Street Fighter Carnival 9. If you have missed any events in the past, they have already run a number of tournaments for some great arcade titles. The level play is high, the commentary is hype, and the games are classic.

Their most recent events include Arika’s Fighting Layer, Sega’s Virtua Fighter 3tb and SNK’s Art of Fighting 3. If you enjoy the tournaments above, be sure to subscribe to their channel for more SFC9 action. You can get a sneak peek at a few of the games they plan on playing here on their tournament leaderboard! You can also try to catch them live on their UStream.

Source: Mikado Arcade

Catch up with E3’s Injustice 2 events, including exhibition matches with Scar, SonicFox, Kitana Prime and more

Nether Realm Studio’s presentation at E3 was predictably focused on one of their most successful and well received fighting games to date, Injustice 2. If you happened to miss any of these interviews or matches and wanted to catch up on the DC Fighter, Body Count Fighting has released all their videos for your viewing entertainment.

The King of the Hill tournament provides us with 45 minutes of battles between Kitana Prime, Michaelangelo, and E3 patrons.

There was an interview Ed Boon and Tyler Lansdown on the way Injustice 2 is shaping up right now, both competitively and in it’s single player campaigns.

Interviews with SonicFox, Scar, and Echo Fox owner Rick Fox, followed by an exhibition with the two NRS pros.

Ed Boon and Tyler Lansdown discussing Injustice 2’s latest DLC characters: Red Hood and Sub Zero.

Comic book artist Jim Lee and Ed Boon talk character design for Injustice 2.

And lastly, here’s an interview with Kari Wahlgren, voice actress of Starfire.

Body Count Fighting regularly puts out great FGC interviews and game-play footage, and most recently provided us with the excellent documentary on Commander Jesse. Be sure to check out their channel!

Source: Body Count Fighting

Injustice 2 Red Hood roundup: combos, tips, tricks, and intros

For owners of the Ultimate/Digital Deluxe editions or “Fighter Pack 1,” Injustice 2‘s first DLC character, Red Hood, has been available for a few days now — and many players are scrambling to see what the revived assassin can do in these early days of “exclusive access.”

ElChakotay brings us a combo video featuring some very stylish sequences, including placing two mines, as well as two meter burn shurikens in a single combo, along with some great usage of his Trait — which allows the former Jason Todd to add shock pads to his dual pistols — granting him access to a rekka chain to extend his combos and notably increase his damage output.

LOSTyGIRL has compiled all of Hood’s intro dialogue, and shows off some Premiere skins.

As he’s done with other characters, rooflemonger brings us both a bread & butter combo guide — covering multiple situations and difficulty levels — as well as a tips & tricks video going over applications for his tools and early findings.

Cody Dickson bring us a video “encompassing all of Red Hood’s abilities,” showing off combos from jump-ins, mine setups, meterless and metered options, Trait juggles, air throw setups, and even a full combo into his super.

Lastly, Shujinkydink shows us combos for mid-screen and  corner situations, as well as a potentially impractical-yet fancy sequence off of his F3 overhead, involving a Trait cancel.

We’re sure to see more tech for the character emerge in the coming days and weeks — especially since he releases for all players this Tuesday, July 20th — so stay tuned to Shoryuken.

Sources: ElChakotay; rooflemonger; Cody Dickson; Shujinkydink; LOSTyGIRL

BornFree talks to Filipino Champ about Marvel vs. Capcom: Infinite at E3

Throughout the whole week of E3, one of the players who had been giving out a lot of information and footage of Marvel vs. Capcom: Infinite at the show was Splyce’s Ryan “Filipino Champ” Ramirez. The Evo 2012 champion was talking enthusiastically about MvC:I over social media, sharing information, and footage from the game. However, this led to some negative accusations of him “shilling” the game from a number of folks critical of it.

Mark “BornFree” Sheridan was also at E3 and he caught up with Filipino Champ where they talked about Marvel vs. Capcom: Infinite as well as the accusations of “shilling”.  According to FChamp, his enthusiasm for the game comes mostly from relief about how good it plays. “I had a very negative cloud over my head. ” states Ramirez, who continues by listing some of the negative things that were being stated “This will be the worst game ever. I’m gonna switch to Dragon Ball. We wanted an upgrade from UMVC3, and we got it.”  His overly excited tweets then were a “big sigh of relief.”

Indeed, the gameplay, the freedom and creativity that the new tag system allows is one of the things that many players who’ve tried either the E3 build or the story demo, have praised. FChamp and BornFree discuss this freedom and creativity as well as other aspects of Marvel vs. Capcom: Infinite’s gameplay.

That said, FChamp is aware that the game in it’s current state has some aesthetic issues. He speaks specifically about the Capcom side of the roster and how some of the models (such as Dante and Chun-Li) “looks very ugly” compared to the Marvel side.

Of course, that’s just part of what they talk about. Check out the full interview below for more on Marvel vs. Capcom: Infinite, including FChamp’s character picks, as well as some of his thoughts on Dragon Ball FighterZ.

Source: BornFree

desk gets creative with these Marvel vs. Capcom: Infinite Story Demo combos

With Marvel vs. Capcom: Infinite‘s Story Demo out, a few enterprising players tried their hand at making combo videos from the battles in the demo. One of the players who’s done so is none other than desk — one of today’s top combo video creators.

Despite the limitations of the demo — it doesn’t have a mode where you can just perform combos on a dummy, for one — desk has put out some amazing combos in this video. The combos below include, among other things, a throwback to Captain America’s old Shield Slash loop, a combo while inside the Space Gem’s cube, and some high-flying stuff with Chun-Li that goes right of the screen. They give a taste of the sheer amount of creativity that Marvel vs. Capcom: Infinite allows, especially with it’s new tag system.

Source: desk

Take up ARMS with NEV’s “ARMS University” Series

Street Fighter tutorial maker Andrew ‘NEV’ David Murphy has started a new tutorial series for ARMS hopefuls! NEV’s series looks to be bringing the same strengths his SFV tutorials–quick, concise info for new players to explore.

Thus far, he’s covered meter building basics…

Using parrys…

And some examples of combos, and what you may need to do to keep them stable.

NEV runs an active channel that constantly uploaded great SFV tech, so be sure to check out some of his work in that field, too.

Source: Andrew David Murphy

NurseLee breaks down Ed’s throw loop game for Street Fighter V

It appears that Ed took a page from his mentor’s Super Turbo handbook.

Ed has a really oppressive mixup game after he lands a throw in the corner, and as NurseLee explains, this is going to be a key element in playing the character at a high-level. The severely limited get-up options the opponent has from a throw means that Ed can continually pressure with throw/attack mixups, even snuffing out 3-frame jabs after quick rise with dash > grab.

Imagine how scary it’ll be if Balrog teaches him how to do this mid-screen in Season 3.

Source: NurseLee

ComboFiend discusses the mechanics of Marvel vs. Capcom: Infinite with IFC Yipes

As part of the game’s presence at E3 2017, Capcom held an on-stream presentation of Marvel vs. Capcom: Infinite. On hand was Capcom’s Peter “ComboFiend” Rosas (who, as you may know, was a longtime competitor before joining Capcom) as well as none other than Michael “IFC Yipes” Mendoza.

For those who missed the stream, Xuses has uploaded a recording of it onto his YouTube account. We’ve embedded this below for those interested in watching it.

The stream covers a lot of minutiae that many players may not get from just watching gameplay footage alone. These include how the small details of how switching mid-combo works (from the fact that an active switch will hit an opponent, to the increased distance after each switch), how this game’s version of the Capcom “magic series” combo string works, and how Advancing Guard can reflect projectiles, when timed right. In addition to these, they also go over some advanced tricks, including some with the Infinity Stones. These include using a switch to cancel the recovery frames from an infinity surge, to be able to immediately do another one with the incoming character, and more.

The first thing they go over, however, are the game’s features for newbies — such as the auto-combos. According to ComboFiend, the auto-combos in MvC:I are designed to show new players the general flow of how combos work. This is so that players have a framework for when they begin to try to develop their own combos manually. That said, ComboFiend also mentions that these auto-combos (as well as the easy hypers) can be turned off.

Source: Capcom, via XusesGB

Blow up back roll in Street Fighter V with World Warrior’s Ken sweep setups

Since game’s release, Ken’s fiery playstyle has lent itself well to Street Fighter V‘s offense-favoring pace. Even with changes to the overall system directly impacting Ken’s shoryuken, the pressure-centered shoto remains a tournament threat.

World Warrior’s latest video examines the meaty setups you can employ if your opponent back rolls after a sweep. In a few short guesses, the strategies here allow you quickly net a stun. The timing employed allows him to land meaty standing HP for crush counter opportunities, or dash into crouching MP for pressure/combo versatility.

Source: World Warrior

desk clues us in on how Marvel vs. Capcom: Infinite’s infinite prevention works

Every time there’s a new Marvel vs. Capcom title, one of the first questions players ask: how will the game handle the infinite combos that the series has become known for? When Marvel vs. Capcom: Infinite was first announced, there was talk that the game would have some sort of system — likely the same hit-stun decay system from Marvel vs. Capcom 3.

With the Story Demo now available, players now have a chance to try to figure out exactly how the system in Marvel vs. Capcom: Infinite works. Combo wizard desk has uploaded a video showing that characters being comboed will flip out after a certain number of hits on the ground.

For series veterans, the system looks quite similar to Marvel vs. Capcom 2’s “undizzy” system. So named because it’s supposedly based on the dizzy or stun system from Street Fighter and the older Marvel games, the system had each attack deal a certain amount of “undizzy” value, that filled up a hidden meter that would flip them out when filled.

The system in Marvel vs. Capcom: Infinite however seems a bit less straightforward. As the video demonstrates, the opposing character flips out after only 20 grounded hits. However, anyone who’s tried the game out knows that combos can go on for much longer. Why this happens, no one outside of Capcom knows. It could be that grounded hits deal more “undizzy” value than aerial hits, or it could simply be — as desk postulates — that it only applies for grounded hits, or the first grounded portion of a combo.

Source: desk