Flex with Antonov in Persona Entertainment’s latest The King of Fighters XIV combo video

There was a consensus that Antonov wasn’t quite complete in Version 1.00 of The King of Fighters XIV. The self-proclaimed King of Fighters had the long limbs of a poking monster, but his versatility and damage conversions were lacking. As the patch notes for version 2.00 rolled out, it became clear that developer SNK agreed.

The King of Fighters XIV‘s cigar-munching strongman is now sporting an extra 100 health (despite his smoking habit!), several new OTG combo opportunities, and the ability to super cancel his overhead hitting crouching heavy kick. As Persona Entertainment‘s latest combo video demonstrates, the Boss now hits like one.

Source: Persona Entertainment

Combo your opponent into submission with I-no’s new routes in Guilty Gear Xrd REV 2

Guilty Gear Xrd REV 2’s recent release still has us learning new things about every character. While most received fairly subtle changes, many fighters have entirely new routes that vary depending on whom you’re comboing. If you’re looking to learn how to do the fancy REV 2 stuff with Guilty Gear’s guitar mistress I-no, look no further than these videos from I-no expert Mynus.

Mynus explains in the video description: “I-no in Rev 2 can now combo into her ground-based command throw, Shoudoku Method (SM). This is great for combo extensions and generates amazing meter gain. Tradeoffs are that it now no longer grabs.”

Generally, it looks like I-no combos into SM off of 6HS.

On Ramlethal:

On Bedman:

On Slayer:

On Faust:

On Sol:

You can also view the playlist of REV 2 I-no combos here. There’s a couple more characters included beyond the ones embedded in this article. Don’t forget to subscribe to Mynus for more I-no tech in the future.

If you’re a Sin Kiske main, don’t forget to check out our coverage of new REV 2 Sin combos.

Source: Mynus

SNK reveals secret easter egg in The King of Fighters XIV that unlocks frame display for inputs

SNK revealed via their KOF WORLD facebook page that there’s a secret command to unlock a frame counter for inputs. Not only that, but the command has been in the game since release, and no one found it!

Quoted directly from the original post:

Enter the following command in the Main Menu:
, then press X and △ simultaneously.

* Keys: X and △ in the case of a default configuration on PS4.
* For other controllers and configurations, please use the buttons assigned to the “Light Kick” and “Heavy Punch” attacks.

If done correctly, then this is what you see:

Note that this is not frame data for moves, and the two should not be confused. This is a running frame counter between your own inputs.

Source: KOF WORLD

Core-A Gaming sits down with Korean legends Saint and JDCR to talk Tekken

Korea has long been synonymous within the fighting game community for their prowess in Tekken, with players from the country being perennial favorites in international competition for the game. Two of the recent names that have stood out from the country’s elite players have been Echo Fox|JDCR — the Evo 2014 champion for Tekken Tag Tournament 2, who just recently won Tekken 7 titles at Combo Breaker and Rage Art — and Echo Fox|Saint–the reigning Evo champion for both Tekken 7 and The King of Iron Fist.

Recently, Gerald “mintcheerios” Lee of Core-A Gaming sat down with the two players for an interview featuring questions fielded by the community at large. These questions range from the zany (asking which Tekken character would be their “waifu”) to the technical (asking which Korean levers the players prefer). They also discussed the execution, and the necessity of Korean Backdashing — with JDCR saying that it’s less important given that much like Street Fighter, backdashing too often in Tekken can be easily punished — and whether the changes in Tekken 7 to make it more accessible to newcomers were necessary.

Source: Core-A Gaming

Ketchup and Mustard go under the Red Hood with their latest Injustice 2 character breakdown

As Injustice 2’s first DLC character, Ketchup and Mustard have hit the lab to break down everything Red Hood has in his arsenal. As a hyper-mobile mixup character, Red Hood excels at moving between his strong grounded strings and flashy special moves to defeat his opponent.

Red Hood’s ground mine is one of his best tools as it not only controls space, but can be meter-burned to start a combo. The meter-burned version of Gotham Stars can also be used to combo off an opponent’s unsafe jump-in, thanks to its incredibly fast recovery time. As for getting out of trouble or closing the gap, Fatal Drop and Lethal Lunge have Red Hood either rolling forward or away from the opponent. Fatal Drop is Red Hood’s only wakeup attack, so be careful about backrolling out of danger.

Red Hood’s trait is Electric Hammers, where he activates the tasers on the bottom of his gun to shock the opponent. The main bonus of this trait is that it can be special-canceled into, meaning you can covert into pressure on many special-cancelable normals. When you consider there are four different ways to end the Electric Hammer-specific string, you can get some devious mixups by canceling into this trait.

Source: PNDK&M

Nintendo announces free DLC plans for ARMS

With ARMS now available around the world, players will naturally be looking forward to what new updates and DLC will be coming to this stretchy-limbed fighter in the future. Announced during their final Treehouse Live presentation at E3, producer Kosuke Yabuki revealed the first batch of free updates coming to ARMS.

The first update will come at the end of this month, adding a special spectator mode for players wanting to analyze ARMS matches. This feature was seen briefly during the ARMS E3 Invitational, and will allow viewers to watch matches from multiple angles.

The other update will come in July, adding boss character Max Brass to the ARMS roster. As the current ARMS champion, Max Brass appears as the final opponent in ARMS‘ Grand Prix mode. Much like Spring Man, Max Brass also gains permanently charged punches when his health reaches 25%, and can deflect incoming attacks by dashing when his punches are charged. He can also bulk himself up, allowing him to armor through non-charged punches like Master Mummy and Mechanica.

Source: Nintendo

Bandai Namco releases two new E3 2017 gameplay videos for Dragon Ball FighterZ

As the hype continues to mount for Dragon Ball FighterZ, and the excitement level has gone well over 9,000. Thankfully, Bandai Namco has released two gameplay videos that were captured during E3 2017. This gameplay footage gives us a better glimpse at what was revealed in the first look videos we got of the demo version. Whoever the players are controlling the teams in this new gameplay footage, they seem to have a decent grasp of the game’s combat system, and they pull off some of the most impressive combos we’ve seen thus far.

In addition to a few authentic battles, we also get a better look at the game’s cinematic elements — like the stage transitions, battle damage effects, win poses, and interactive sequences that occur when a new fighter takes the place of a fallen one.

Check out the two E3 gameplay videos below!

Source: Bandai Namco via Siliconera

VesperArcade’s here to help you get started with Green Arrow, Atrocitus, and Deadshot in Injustice 2

A trio of videos to help you dive in to NetherRealms’ new fighter.

If you’re looking to get started in Injustice 2, or are already tearing it up and are interested in taking on a new main or pocket character, VesperArcade has got you covered with these beginner combo guides for Green Arrow, Atrocitus, and Deadshot. Aimed at newcomers to the characters, these videos provide a foundation for you to build your game on. Give these fighters a try, if you haven’t already!

Source: VesperArcade

Rise to rule Neo Shadaloo with these Ed basics for Street Fighter V

Tried out the Young Commander yet?

Ed is still the most recent addition to the Street Fighter V roster (unless Abigail suddenly gets announced at E3), and he shakes the formula up with his buttons-only control scheme. If you haven’t tried your own hand at Psycho Boxing yet, The Prince has prepared a basics video that will help you quickly pick up some techniques for this unusual fighter. It includes frame traps, okizeme, and an assortment of other things. Check it out below:

Check out more entry-level Ed tech in our prior look at Ed basics.

Source: The Prince

How long does it take to get good at fighting games? Novril’s video series answers

Here’s a question that your non-FGC friend might be asking you: how long exactly will it take me to get as good as you? When you’ve put in years of work on your fighting game resume, you may not even have a clear idea of how long would it take for a new person to “git gud.” Novriltataki, in his “Exploring Fighting Games” video-documentary series, tackles the query with a surprisingly straightforward answer.

“20 hours.” That sounds too good to be true, doesn’t it? Admittedly though, getting someone new to sit through a solid total of 20 hours learning a new game is quite a lot, actually. Novril (using mathematical graphs, no less) explains why that is. At first, one would improve significantly in those 20 hours, reaching a certain turning point where progress slows down. That first period is marked by some frustration and confusion as there’s a lot of new information to absorb. After that, however, the post-20-hour mark is easier and more enjoyable, as one can taste the finer nuances of the fighting game title.

Novril delves deeper into the specifics of how to divide and organize time to get the most out of learning a new fighting game. Check it out below:

Source: novriltataki