Just when you think she has run out of new tricks, Season 2 Juri seems to be the gift that keeps on giving when it comes to combo potential. Following up on a previous video showing how Juri could connect new combos on crouching opponents using her fireball, JusticeSoulTuna has found more combo links that work on opponents ducking low to the ground. There are also a handful of new counter-hit combos using Juri’s standing heavy punch, standing medium punch and medium kick Fuharenkyaku (MK Fuha).
Standing medium punch is the real star of the show, as it acts as a combo link on crouching opponents following a MK Fuha. This link can allow Juri to convert into decent meterless damage, or she can leave herself at +2 if she ends the combo with a light punch DP. It’s then possible to sneak in a jab or go for a grab to secure some easy damage.
However, JusticeSoulTuna points out that the real potential of this combo link is the ability to charge another MK Fuha. When done in the corner, this puts Juri in the perfect position to plan for her opponent’s wakeup. There are no doubt more bits of Juri tech that are still to be discovered, so watch out for more from JusticeSoulTuna in the near future.
Slice, Dice & Rice–an indie fighting game inspired by PSone’s classic Bushido Blade, and other PS fighters–will release at the end of April on Steam. PC gamers can look forward to slicing up their foes in this stylized fighter, where one blow may mean the end of the match.
The game features eight base characters and two secret, powerful variation fighters. Other than Training and Versus Modes, Story Mode takes the warriors through comic-book style, dialogue-driven battles. There won’t be online play at launch, but Dojo Games is “heavily considering it.”
Slice, Dice & Rice is about opening up your foes to execute them with a clean strike. Rather than long move lists, the game features intuitive abilities common across characters. Attacks can be feinted, canceled, parried, dodged, or they can clash with the opponent’s strikes.
Other than the game’s release on April 27th for Steam, a console version is planned a few months later. Check out the Slice, Dice & Rice Steam page for more details, and let us know in the comments if you’re planning on trying it out or not!
The King of Fighters XIV’s latest batch of DLC costumes are coming out today, and joining the previously showcased Kula’s sundress, Meitenkun’s pajamas, and Sylvie’s red riding hood costumes is this devilishly sexy outfit for for Angel.
This costume for Angel is an obvious play on her name, with “Diabla” meaning “she devil”–the opposite of an angel, naturally. The costume comes complete with a set of horns on her head and wings on her back. With her dangerously playful and flirtatious personality, this costume seems to be a perfect fit for Angel.
The King of Fighters XIV is getting a bunch of new DLC costumes today; we’ve already seen the first two of these: Kula Diamond’s sundress and Meitenkun’s pajamas. Now, SNK has dropped a trailer for the third costume.
Newcomer Sylvie gets ready to head to grandma’s house with a new Little Red Riding Hood costume. Of course, fighting game veterans are already aware that little girls in red hoods are big trouble, and with the recent changes brought about by the 2.0 balance patch, Sylvie promises to also be so–as the video below demonstrates.
Combos, combos, and more combos for Geese Howard’s returning son.
Of the new DLC characters now arrived in The King of Fighters XIV, Rock Howard’s jump from Garou: Mark of the Wolves to the KOF main series might be the most notable. The fan-favorite is certainly getting lots of combo-video love; here’s a few selections to help ignite the Burn to Fight!
Among others, Persona Entertainment has included a possible maximum damage combo (487) for Rock, in this video:
We’ve featured HurtboxTV’s Yamazaki combo video already; here is their Rock Howard offering, featuring combos both useful and flashy:
The COMBONAUTS are having a great time with the new DLC fighters, of course; here’s their characteristically over-the-top combo exhibition for Rock:
For more Rock Howard tech (and tech for other fighters, too), check out our prior recent roundups for The King of Fighters XIV version 2.0:
As the end of the month draws ever nearer, VespserArcade continues his series of looking at all of the changes coming to Street Fighter V in its April update. This time, he focuses on the “Headbutt-Happy Glutton,” Birdie. In their developer comments, Capcom mentioned that Birdie was initially designed to have a powerful neutral game, and though he overall improved offensively, his Season 2 changes veered away from that vision.
In an attempt to correct that, Capcom has eased up on some of Birdie’s prior nerfs, such as expanding crouching medium punch’s hitbox upwards for active frames 4-5.
Capcom is slightly buffing Birdie’s main anti-air. At the start of Season 2, Capcom actually nerfed Birdie’s cr.MP. First, they added a forward hurtbox to active frames 5-8, to stop it from beating out far jump-ins. They also shrunk the forward, back and upper hitboxes on active frames 2-5, just making it overall a weaker anti-air that will trade more with other character’s attacks, especially if they have good jump-ins. On top of this, Capcom made it knock further back in the air as well, so Birdie players had a tougher time mixing up the opponent with follow-ups afterwards. By expanding the hitbox upwards, it should help Birdie players not trade as much with the opponent’s jumping attacks, as long as it’s timed correctly.
While his crouching medium kick will still have a shrunken upper hitbox and an expanded lower htibox, it has now regained its 10-frame startup from Season 1, making it a slightly more effective tool in Birdie’s neutral game.
Perhaps Birdie’s most significant change is his EX Bull Head, both in and out of V-Trigger, going from -2 to -5 on block, making both versions punishable.
This one is kind of strange I think, because in Season 1, EX Bull Head was -10 on block, and the V-Trigger version was -7 on block, but then in Season 2, they made it only -2 on block. Many Birdie players would just randomly throw this out during the match, and would get huge damage (even though it was reduced on both versions) and a knockdown if it landed of course, or it was just simply safe on block. What made this change even more scary, is that when Birdie’s in V-Trigger, his EX Bull Head has Armor on Frame 1, so he can use this as a reversal if he wants that’s safe when blocked.
Finally, EX Bull Horn is now fully armored from frames 1-20, like it was in Season 1, giving Birdie another defensive option. Vesper also gives his thoughts on where the Alpha veteran now stands.
My final verdict on Birdie, is overall slightly buffed. Birdie got three Season 1 nerfs reverted, and a large nerf to his EX Bull Head, making it unsafe now, but not as much as it was in Season 1. Birdie got some great offensive changes in Season 2, especially with the increased range and hit advantage of Standing Medium Punch, and his improved Crush Counter standing heavy kick, but he did lose some defensive options in return.
You can catch the entire video above, along with links to VesperArcade’s previous coverage of additional changes coming to SFV:
Injustice 2 released a new trailer for the highly-anticipated fighter, that focuses on the variety of customizations players can make on their characters. These customizations are a lot more than simply cosmetic. They alter your fighter’s stats and special moves as well. Thanks to the new system, there are nearly countless combinations leading to incredibly distinct characters, in terms of both aesthetic and playstyle. There are some gear combinations that replicate iconic looks from DC’s past, such as the Red Son Superman Battle Crest.
Those interested in looking stellar but not focusing on stat boosts will be able to play without the bonuses, if both players decide to do so before a battle. There will also be a competitive mode that focuses on the fight, not the added gear bonuses, from the get go.
Be sure to watch the new trailer below to catch a glimpse of the possible loadout customizations for your favorite DC heroes and villains!
With Ultimate Marvel vs. Capcom 3 now rereleased on a number of platforms, players new and old may find themselves drawn back into this great game. One of these players is Zeohawk, who’s decided to revisit some of his old “Practice Session” combo videos for the game.
In the video below, Zeohawk focuses on Ryu–who they previously explored as part of a community combo video, made some three years ago. Here, they showcase some damaging combos Ryu can do out of certain situations, and with specific team combinations.
Another week, another Ultimate from the Ultimates Ultra pack revealed for Killer Instinct! Iron Galaxy has promised to reveal all five of the Ultimates contained in the pack before its May 2nd release, having already showcasing Fulgore’s and Sadira’s.
Today, they move on to another Ultratech robotic creation–and one of the game’s newest characters–Kilgore, who recently became available again at a reduced price.
Beginning by launching a missile upwards into the sky, Kilgore then obliterates Maya in a manner extremely reminiscent of a legendary scene from Dragon Ball Z. You can check it out in all its glory below.
Be sure to check back next week for Riptor’s Ultimate, with ARIA’s closing out the pack in two weeks time. The Ultimates Ultra pack will be released free for all players on May 2nd.
What are your thoughts on this Ultimate? Does the DBZ nod bring back fond memories? Or are you waiting to see Riptor and ARIA’s in the coming weeks? Sound off in the comments.
In a strategic partnership between Allied Esports and the MGM Resorts group, Esports Arena is planning to open a new venue inside the Luxor Hotel and Casino on the Las Vegas strip. Taking over a 30,000 square foot nightclub within the hotel, Esports Arena Las Vegas is set to open in early 2018 and become Las Vegas’ first dedicated esports venue.
According to a press release announcing this joint venture, Esports Arena Las Vegas will come equipped with “a competition stage, LED video wall, telescopic seating, daily gaming stations, a robust food and beverage offering, and state-of-the-art streaming and television-quality production studios.” This arena will also pave the way for Esports Arena and Allied Esports’ expansion across America, with Esports Arena planning to open between 10-15 new locations across North America in the next few years. Two venues in Oakland, California and Shenzhen, China are planned to open during 2017, with a touring gaming truck starting its journey across mainland Europe.
“Esports Arena Las Vegas will be the ultimate esports environment that people from around the world will strive to experience first-hand,” said co-founder and COO of Esports Arena, Tyler Endres. “The operation and programming will be unique, as the rest of our locations are very much driven to engage and support local communities, while here in Las Vegas we are developing an approach that will also create excitement for the millions of visitors who come to the city every year.”
The Esports Arena in Santa Ana has proved to be a welcome boon to the FGC, hosting regular events like Wednesday Night Fights and Mega Smash Mondays, alongside larger events like SoCal Regionals and 2GG’s Sagas. Hopefully, this grand expansion across the USA means that more tournament organizers and players can make use of its stellar facilities to continue the growth of local scenes.