Sharpen up your aim with Ketchup and Mustard’s Deadshot guide for Injustice 2

Following on from their last episode on Gorilla Grodd, PND|Ketchup and PND|Mustard are back with yet another character guide as part of their “Getting Started” series for Injustice 2. Moving from a brawler to a zoner, this episode is focused on the gun-toting assassin Deadshot and his arsenal of long-range weaponry. As with the other guides in this series, all of the footage was taken from a pre-release build, so some combos and damage values are subject to change.

As his name suggests, Deadshot’s kit is centered around his guns. His combat trait has him loading specific ammo into his wrist-mounted cannons, augmenting his specials and some of his combo strings. His incendiary rounds do the most damage, his poison rounds drain your opponent’s meter on hit and his explosive rounds do greater knockback. Deadshot players will have to learn which round is best for which situation, so head down the gun range and get practicing.

His rifle packs more of a punch, pushing opponents back even on block and dealing considerable chip damage. If you looking to frustrate your opponent at full screen, use a combination of both rifle and explosive shots to keep them locked in place. As a keep-away character through and through, expect quite a few Deadshots looking to bag a quick bounty when Injustice 2 launches on May 16th.

Source: PNDK&M

Learn how Whip’s Crescent Swatter interacts with certain moves and projectiles in The King of Fighters XIV

The King of Fighters XIV players may already be familiar with Whip’s Crescent Swatter projectile reflector, and the unique properties of the wind ball that it spawns. The ball isn’t treated like a regular projectile, leading to some interesting interactions with other projectiles and moves.

It is these interactions that Gatoray explores in this new video, showing what happens when certain moves collide with it. The most interesting parts here involve moves with projectile properties–that will interact with the wind ball–as well as certain projectiles that will still go through the ball, due to their own unique properties.

Source: Gatoray

Tatsunoko vs. Capcom Summer League gives players a chance to win a copy of Marvel vs. Capcom: Infinite

With Marvel vs. Capcom: Infinite coming in a few months, the community behind another Versus game is coming together on the hype train. The Tatsunoko vs. Capcom Netplay Community on Discord is putting together a special online summer league for the game.

Called Tatsunoko vs. Capcom: Infinite, this online round robin league starts on May 21, and will run all the way until September 17–just a couple of days before Marvel vs. Capcom: Infinite hits consoles. The last bit is important, because on the line in this league are two copies of Marvel vs. Capcom: Infinite for PC.

For anyone interested in joining, registration for Tatsunoko vs. Capcom: Infinite is now open. Interested players can head on over to the league’s Challonge page or the  Tatsunoko vs. Capcom Netplay Community Discord channel.

In the meantime, here’s the trailer for the league:

Source: Tatsunoko vs. Capcom Netplay Community

Beware the one-punch KO: More tips on facing Balrog’s deadly TAP in Street Fighter V

Sudden, surprising, and seriously dangerous!

Balrog: he WANTS THAT FIGHT MONEY. And he’ll catch you with a charged Turn Around Punch–taking that round you thought you were about to win–to get it, if you aren’t careful. Sometimes even if you are!

Ominous_ offers up some more information on the TAP in this video, detailing the charge time and frame data for each level of the TAP, and discussing where and when you need to watch out for its application.

Balrog master Brian_F recently uploaded an in-depth examination of Balrog’s Turn Around Punch that you’ll also want to check out!

YogaFlame24 had a bit of fun recently, showing off some nasty TAP interactions that knocked the opponent down for the count–and reminding us that it was scary in Street Fighter IV, too. Indeed, Balrog is One Punch Man: doomed to wander the Earth until he finds some chump that isn’t flattened by a Final TAP.

Sources: Ominous_; YogaFlame24

A quick look at Elphelt’s changes in Guilty Gear Xrd REV 2

As the Guilty Gear Xrd REV 2 demo just dropped in North America, console owners finally can get a taste of the latest arcade version. As we’re eager to test out changes for all characters, let’s take a quick look at Elphelt, one of the most hated/loveliest brides in fighting games.

The Prince has provided a quick breakdown video which shows Elphelt in action. We see some hitbox and hurtbox tests as they try out various normals on Sol. One change that really stands out is the ability to now do a command roll into the Shotgun stance. It seems to be a fairly effective reversal, so this should boost the bride’s defensive options a bit.

Here are the translated REV 2 patch notes from one of the loketests, but keep in mind that there are more changes that aren’t listed.

ELPHELT VALENTINE

  • Defense decreased.
  • No longer projects phantom hurtbox before active frames of 6P, increased stagger on 6P.
  • jS initial proration removed, hitbox shrunk.
  • jH hitbox increased.
  • jD can be YRC’d before active frames and a mid-hitting projectile will be generated.
  • Rifle takes longer to become unblockable.
  • Rifle crosshairs can be moved during RC flash.
  • Shotgun H pushback increased slightly.
  • Roll into shotgun stance added, command is 236K.
  • Judge Better Half command changed to 236236K.

Source: The Prince

Kurt Vincent’s “The Lost Arcade” pre-orders now available on iTunes, expected to release June 1st

The last time we covered Kurt Vincent’s movie The Lost Arcade around these parts, the ambitious Chinatown Fair documentary was heading towards The Metrograph theater in New York City. Now, a little shy of a year later, the Kickstarter-funded film on the famous FGC arcade will finally find its way to a mass-market release.

You can also get the soundtrack to the film, composed by Gil Talmi, here. Both the album and the pre-order for The Lost Arcade are $9.99 USD each.

Source: The Lost Arcade

VesperArcade explains the potency of throw loops in Street Fighter V

Taking a break from looking at individual character balance changes coming to Street Fighter V’s cast, VesperArcade’s latest video looks at defining throw loops and why they are particularly powerful in SFV.

After defining throw loops as “situations where a character has enough frame advantage to continuously throw an opponent before they can counter with their fastest normal,” Vesper covers the various offensive options available to the looper, as well as the defensive options that–though very risky–can be used in an attempt to counter these situations. With the removal of the jump back tech option select in the next patch, throw loops have the potential to become even more powerful. Catch the video below for Vesper’s full explanation.

Did this video clear up the concept of throw loops for you, and will you be incorporating any of these tips into your own game? Let us know in the comments!

Source: VesperArcade

Pokkén Tournament player and commentator H2 demonstrates Gardevoir okizeme changes in ver. 1.5

Gardevoir is shaping up to be a much stronger character in the latest arcade patch of Pokkén Tournament. In particular, her neutral has increased dramatically, thanks to knockdown buffs off of 8X and push-out buffs on the normally unsafe Psyshock.

But H2, a Gardevoir main and frequent face behind the commentator’s booth at several majors, wants you to know about how Garde’s wake up pressure works differently in 1.5.

The problem, as H2 notes, is that the buffs for Gardevoir’s neutral buffs in 1.5 actually mean they can’t be used in Future Shock oki setups anymore. To get the same reset potential and guaranteed chip damage, instead, you’ll need to use a properly-timed meaty 5Y. Ultimately this is better for Gardevoir, because it gives the advantages of both of her current okizeme options in one setup, but it’s much more difficult to time a meaty 5Y.

Combining all this with the fact 5Y is getting increased range, it sounds like a lot of Pokkén players are going to get slapped by these Gardevoir buffs.

Source: H2

Here’s a new horrific look at Omen of Sorrow

Last December, AOne Games officially announced Omen of Sorrow, a new horror-themed fighting game. Now, almost half a year after that announcement, they’ve released some more footage of the game.

The footage below shows three minutes worth of gameplay from the upcoming fighter. The build is specifically the same build shown at PSX 2016, and is therefore pre-alpha. Featured here are the armored warrior Gabriel and wolfman Caleb.

Omen of Sorrow is coming to PlayStation 4–sometime in the future.

Source: AOne Games

Ketchup and Mustard aren’t monkeying around with this Gorilla Grodd guide for Injustice 2

Following up on their recent Injustice 2 “Getting Started” episodes for Dr. Fate and Scarecrow, PND|Ketchup and PND|Mustard are back with a beginner guide for the Society’s primate premier, Gorilla Grodd. While not a traditional grappler, Grodd’s telepathic powers, brute strength and great mobility make him a force of nature on the battlefield. Do note that the footage in this video was taken from a pre-release build, so some combos may change on the full release.

Many of Grodd’s strings can be meter-burned to launch your opponent, allowing for extended combos. Grodd’s back 2 is an essential part of his kit, as it restands the opponent and opens up for damaging resets. As for his mobility, Grodd can quickly close the distance via his Primal Lunge or Stampede. Stampede gives Grodd a quick burst of ground speed, while Primal Lunge has the ape leaping across the stage at three different distances. He can use any of his aerial normals as he soars towards his opponents, along with a command grab for quick damage. This command grab can also be meter-burned to give Grodd access to even more damage.

If you’re struggling to deal with projectiles, Grodd’s Savage Strength allows him to be projectile invulnerable for a few seconds. In this form, Grodd is much slower but it will give him just enough time to close the gap on long range zoners.

Source: PNDK&M