What moves can Zangief’s new Tundra Storm counter in Street Fighter V? Check out this full breakdown

How to not get caught–or, how to catch your opponents–in a Tundra Storm!

Zangief enjoys a number of new additions in the latest Street Fighter V balance patch–an aerial headbutt, a new choke slam, and the somewhat unusual Tundra Storm–a counter that only catches horizontally-aligned kicking attacks, specifically. A strange move–so how is it best used? What can it catch exactly, and what can it not catch?

Vandylizer put together the comprehensive video above, and provides a full list, including timestamps (linked directly on YouTube in the video description):

  • 0:31 Akuma (LKT, MKT, EXT, V-Reversal)
  • 1:07 Alex (st.MK and st.HK, and V-Reversal)
  • 1:24 Balrog (nothing)
  • 1:29 Birdie (st.MK, st.HK)
  • 1:38 Cammy (st.MK, st.LK)
  • 1:45 Chun-Li (st.MK)
  • 1:49 Dhalsim (st.HK, B+MK)
  • 1:57 Ed (st.HK)
  • 2:02 F.A.N.G (st.MK first hit only, up close)
  • 2:07 Guile (st.MK, st.HK, F+MK)
  • 2:22 Ibuki (F+HK)
  • 2:27 Juri (st.HK, st.MK, EX QCF+KK [2nd hit only], first hit of charged HK move)
  • 2:52 Karin (st.MK, up kicks and EX up kicks)
  • 3:20 Ken (st.HK, LKT, MKT [any hit], VS step kick, V-Reversal)
  • 3:50 Kolin (B+HK)
  • 3:56 Laura (st.HK)
  • 4:03 M. Bison (st.MK)
  • 4:08 Nash (MK scythe)
  • 4:14 Necalli (st.HK)
  • 4:20 R. Mika (F+MK, B+MK, V-Reversal)
  • 4:29 Rashid (st.MK)
  • 4:33 Ryu (st.MK, LKT [hard to time], MKT/HKT [any hit], EXT)
  • 4:53 Urien (st.MK, DF+HK a.k.a. step kick)
  • 5:03 Vega (nothing)
  • 5:11 Zangief (st.MK)

For Tundra Storm, your mileage will vary based on matchup–it can prove a significant threat to some cast members, while useless against others. A number of fighters have three or four different attacks–including special moves–vulnerable to the Storm. With some good timing and guts, the Tundra Storm can be used against Tatsumaki attacks, and even some V-Reversals.

Source: Van Diesel Productions

Remember Trish’s Ultimate Marvel vs. Capcom 3 Round Trip infinite concept? Here’s some practical setups for it

Some time back, we reported on a infinite combo concept for Trish in Ultimate Marvel vs. Capcom 3. It was based on the fact that her Round Trip, a multi-hitting sword projectile, ignored the game’s hitstun scaling. Now, just a little over a week after it was revealed, we now have practical setups for it.

Finisherofwar (he developed the concept) has now shared a video showing a setup for Trish to hit the infinite. The setup itself requires Dr. Doom’s Hidden Missile assist. This helps put the opponent at the perfect height for Trish to keep circling around them, as her Round Trip sword continues to hit them over and over. The only limit is the players own execution, and how long they can keep Trish dashing around without avoiding the Round Trip sword’s attempts to return to her.

Source: Finisherofwar

Cross Counter TV’s Dr. Fatbody analyzes the weaknesses of five commonly-abused Street Fighter V tools

Cross Counter TV’s Dr. Fatbody has put together an excellent tech video analyzing some of the more common–and most frustrating–moves you may run into in Street Fighter V.

If you’re having trouble with Urien’s EX Headbutt, Birdie’s Bull Revenger, Dhalsim’s Yoga Teleport, Vega’s V-Reversal, or Zangief’s Cyclone Lariat, then this video will succinctly show you how vanquish these blind spots in your game.

Cross Counter TV regularly explores tech like this for Street Fighter V and other games, so be sure to check out their channel–if you haven’t already!

Source: Cross Counter TV

Learn how to properly use jump-in attacks to lock down your opponent in Injustice 2

Jump-ins are an important part of any fighting game, and how to properly use them is something that every player needs to learn. Injustice 2 is no different–and in fact, the way the game works makes understanding them paramount.

In his latest video, Shujunkudink does just that–demonstrating how how to properly apply jump-in pressure. The key, naturally, is finding which of a characters jump-in attacks allows them to follow up with a string afterwards. Just as important is making sure that the string in question cannot be backdashed out of.

Source: Shujinkydink

Fans modding Ultimate Marvel vs. Capcom 3 to provide “Project Marvel” balance update

For years, fans of Ultimate Marvel vs. Capcom 3 have been hoping for some form of update. Despite the desire from both fans and Capcom themselves to update the game, the patch ultimately never materialized. With Marvel vs. Capcom: Infinite on the horizon, a patch seems more unlikely than ever as Capcom moves on to the next installment.

Thankfully, UMvC3 has been released on Steam, which is known for its game mods. We’ve already seen some of this modded UMvC3 content release already, but recently a huge patch titled “Project Marvel” has been in the works. This patch intends to balance every character–patch notes here–to fix some of the more glaring problems with the game. The video below is over four hours long, but goes through all the changes and why certain decisions were made.

The patch isn’t available for download quite yet, but it seems likely to be completed soon. If you’d like to see some of the game in action, the match below is played on this Project Marvel patch.

Source: e mc

Rising Up: Juri character tutorial — Optimal combos, setups, & frame traps

Street Fighter V Season 2.5 is out, and I’m back to releasing character tutorials; today’s is the sadistic taekwondo expert Juri Han. This video contains all of her bread and butter punishes and confirms, counter-hit setups and damage optimization, tools against fireballs, frame traps listed by delay, meaty pressure, setups, and more. If you want to learn Juri, everything you need to know should be right here.

My own Street Fighter V bread and butter combo videos are by far my most popular YouTube videos. However, the vast majority of them were made during the third SFV public beta test. While almost no serious balance changes were made between that beta and release, certain damage values were incorrect and the players have had a lot of time to develop. The initial videos were made based on my own training mode findings and nothing else, and were fully featured around combos. I asked around, and have decided to flesh them into full character guides, now including a basic game plan I’ve summarized from watching a lot of pro matches. This is the full scope of my observations on Juri. As usual, I’ve included an enormous guide in the video description. This video is intended as a supplement to that guide, so make sure to check it out.

Currently I’m trying to release one of these tutorials every other week, until I’ve covered all characters. I originally intend to do the characters in order of most to least popular, however I do want to prioritize characters who were heavily affected by Season 2 and Season 2.5 balance adjustments. I’ve got a secret project lined up for the alternating weeks that I can’t wait to show off. Remember to subscribe to the Shoryuken channel, and keep an eye out for future videos!

Explore your character’s strings in Tekken 7 with this video primer from Aris

For those learning Tekken with Tekken 7, working your way through a single character’s movelist can be hard going. With some characters having over 100 different moves, you may be training for a long time before you know which attacks are better than others. To help beginners out, Aris from Avoiding The Puddle has put together a super-helpful guide which runs through how you should use Tekken 7’s Training Mode, if you are just starting out.

Before you even glance at the movelist, the first thing you should do is head into the menu and change the training dummy’s second action to Guard All. By doing this, the dummy will block any attacks that aren’t part of a true combo. By doing this, you can quickly learn which of your character’s strings are combos and which aren’t.

Aris then goes onto explaining the uses of Korean Backdashing, which is a whole in-depth topic in itself. Rather than just using this movement tech for the sake of it, new players should just work on doing two Korean Backdashes in a row at first. Once you have the timing down, know the correct usage of the Korean Backdash in a match and can do it on both sides of the screen, then you can go chaining ten of them together just for the sake of it. Remember, baby steps to start. You’ll get there with practice.

Source: Avoiding The Puddle

MK REO demonstrates pushblock baits for Aquaman’s Trident Rush in Injustice 2

In the world of Injustice 1, Aquaman’s Trident Rush is a notoriously strong rushdown option due to its massive chip damage and ability to be dash cancelled. Its multiple hits, however, do make it vulnerable to be pushblocked.

There is a but though! As demonstrated by NRS specialist MK_REO, Aquaman can bait out these pushblock attempts with his dash cancels. As long as you know when the opponent will pushblock, of course. The reason why this works is because pushblocking requires a forward+R2 input, which by necessity means you aren’t blocking.

Source: MK_REO

Stretch your legs with Y. Xiao’s King of Fighters XIV Combo Video for Luong

Version 2.01 for King of Fighters XIV impacted some characters more heavily then others. For Luong, whose arsenal is centered around long range poking and pressure, her changes were mostly quality of life buffs, such as hitbox adjustments and her Close HK being given the low property it looks like it should have.

Still, the execution shown off in Y. Xiao’s latest video is impressive. Close to the ground tiger knee inputs are used for air QCB+K’s to extend damage and setup up for 50/50 resets in the corner. The biggest point in her favor though is the system wide health adjustment: now that some characters have 900 health, Luong has guaranteed kill combos various members of the cast.

Source: Y. Xiao

BoxeR-King shows off advanced stage manipulation for Tekken 7’s King

You may have your combos down for your character, but how good is your stage awareness? As BoxeR-King demonstrates in this excellent tech video, your understanding of the stage layout could make all the difference in your Tekken 7 games.

King players have obvious reasons to watch this. Anyone, however, should be able to learn about how to take advantage of breakable walls, octagon stages, and other nuances in stage awareness. In the end, this is not about pre-canned strings,but about knowing how to adapt your combos on the fly to your positioning.

Source: BoxeR-King