Study up on the Mewtwo matchup in Super Smash Bros. for Wii U, with the help of Zinoto’s Cram School

Continuing his series of matchup guides for Super Smash Bros. for Wii U, Zinoto has turned his attention to the psychic Pokémon Mewtwo. With strong true combos, a great projectile to camp with, the best air dodge in the game and his odd jump trajectory, Mewtwo can be quite the roadblock for many players. By breaking down his neutral game, his advantage and disadvantage state, this episode of Cram School should help those who are struggling to defeat the psychic cat.

Seeing as Mewtwo is a pseudo-floaty character, Zinoto suggests that your combos should be focused around keeping Mewtwo in the air, rather than going for the most damage. He uses the analogy of passing a beach ball around; your goal is not to spike the beach ball, but to keep it in the air for as long as possible. As Mewtwo’s neutral can be so frustrating to deal with, thanks to Shadow Ball and down tilt, you need to maximize the character’s disadvantage state by continuing juggles whenever possible.

The Mewtwo player will most likely spam air dodge once in the air, so your goal should be punishing their landings rather than pursuing them relentlessly. Remember the beach ball and knock them back into the skies.

Source: Zinoto

Nemo puts his Street Fighter V matchup notes to good use against top-ranked Ibuki player Narikun

After witnessing RZR|Xian’s amazing Ibuki at Final Round 20, Alienware’s Naoki “Nemo” Nemoto decided to share some notes about the match up to help players fight the nimble ninja. However, Nemo himself got the chance to put his own notes to good use in an extended online set against the highest-ranked Ibuki online (as of this writing): Narikun. In the video below, recorded by Fighting Game Replays, we can see Nemo applying his own notes, especially regarding Ibuki’s EX kunai usage. Now, while Narikun responds in kind and doesn’t get baited out into wasting his kunai, this allows Nemo to get close up and bully him for the win.

Source: Fighting Game Replays

Learn how to avoid Leona’s frustrating mixups in this King of Fighters XIV tutorial

Leona is a very strong character, that sees a lot of usage at high-level play on a lot of teams. Many players have trouble countering the character; if she scores a knockdown, she has a plethora of options to lock you down, and any incorrect guess can lead to nearly your entire health bar being diminished. She not only has a low that can be special canceled, an instant overhead that can be special canceled, but also an option select off of the low that can catch rolls.

However, as explained in this video, people are missing one of the most vital options on wake-up against Leona–that not only lets you escape her mixup, but also punish her should she attempt the 50/50–and that is backdash. Outside of characters such as Goro, Kim, K’, Hein, Chin, and Verse, every character can backdash and counter the mixup attempt. This forces Leona to dig a little deeper into her tool box to take rounds off of you.

Source: PlsX

Secondaries, system changes, and the Street Fighter V seasons: BornFree interviews PR Balrog

Cygames Beast’s new competitor talks about his characters counterpicks and more at Final Round 20.

At Final Round 20, BornFree caught up with Eduardo “PR Balrog” Perez–newly signed to Cygames Beast–to chat him up on a variety of topics. PR Balrog revealed he’s got two secondary fighters for Street Fighter V waiting in the wings for counterpicks: Kolin to handle Cammy’s aerial attacks, and Alex to grapple with Zangief. PR Balrog also describes how Season 2 of SFV is both “more hype to watch” but more stressful to play, and heavily favors rushdown play after the nerfing of meterless invincible DPs.

In this detailed interview, they also talk about what overall system changes Perez would like to see for SFV, as well as his expectations for Balrog after the next balance patch, his worst matchups as the Crazy Buffalo (F.A.N.G, Cammy, Laura, and Zangief), his favorite player of all time (Twitch.Hx.CYG BST|Daigo Umehara), and much more. Check it out below!

Source: BornFree

desk exploits an obscure Street Fighter II: The World Warrior glitch for some brand new combos

We all know there’s some truly insane stuff waiting to be found in older titles, and Street Fighter II is no exception. As displayed in the video uploaded today by desk, there is one glitch in particular involving Vega (Claw) that allows him to be hit after a sweep knockdown.

This glitch can be exploited for all sorts of normally impossible combos, such as double fireball combos, mid-combo jump-ins, and sweep loops. desk also takes advantage of another very specific glitch: one that adds a few additional hitstun frames when sweeping someone who is outside of the corner, causing them to be knocked into the corner.

For a full breakdown on how all this works, be sure to check the video description–where desk goes over the details on how he learned about this glitch, and just how long it took to discover this.

Source: desk

Kofi Kingston vs. 16-Bit in a Kitana mirror; Sasha Banks & Bayley run the Gauntlet on UpUpDownDown Plays

Last week, Kofi Kingston, Xavier Woods, Sasha Banks, Bayley and the UpUpDownDown crew visited NetherRealm Studios in Chicago for the exclusive reveal of Firestorm in Injustice 2. While they were there, they also filmed additional footage for two of the channel’s regular segments: “UpUpDownDown Plays” and “Gamer Gauntlet.”

As UpUpDownDown viewers know, Kofi Kingston prides himself on being a solid Kitana player in Mortal Kombat XL, with many victories over WWE Superstars to his credit. But now, he faces NRS quality-assurance tester and multiple Evo top 8-placer Steve “16-Bit” Brownback in a first-to-3 Kitana mirror match, with both utilizing the Royal Storm variation. Will the self-proclaimed “washed-up” former member of Galloping Ghost Arcade remind us why he was once the best player of the Edenian princess in the world–or will the power of positivity from Xavier, Sashsa, Bayley and NRS Community Specialist Tyler Lansdown lead “Mr. 24/7” to a surprising upset victory?

“Gamer Gauntlet,” features the fourth meeting between Sasha Banks and Raw Women’s Champion Bayley–following their battles for the NXT Women’s Championship–as well as a clash in MKXL. However, their battleground this time is a FT3 in Injustice 2. With Kingston, Woods, Bit and Lead Combat Designer Paulo Garcia looking on, “The Boss” chooses Black Canary, Batman, Atrocitus, Aquaman, and Supergirl, with “The Hugger” using Blue Beetle, Dr. Fate, Swamp Thing, Aquaman, and Harley Quinn. Though the gameplay isn’t the best you’ll ever see, we do get to see how Dr. Fate’s Trait works, as it makes his hands glow red until the meter depletes, likely enhancing his various spell-based attacks. There is also a noticeable graphical improvement to the character’s faces. Also included is Sasha’s punishment, where she is forced to eat two sriracha sauce-covered habanero peppers, as Bayley, Kofi, Woods, the New Day’s Big E and Titus O’Neil look on.

You can see both videos below; for more Injustice 2 content, you can check out Firestorm’s gameplay trailer–which includes footage of Green Arrow and Catwoman–here. You can also read up on the title’s in-game currency, Source Crystals, here.

The next character reveal is scheduled for March 23rd. Injustice 2 will be released for PlayStation 4 and Xbox One on May 16th.

Source: UpUpDownDown

Catch the exciting runback between Smug and NuckleDu in the SXSW Fighters Underground Grand Finals

PIE|Smug and Liquid|NuckleDu have quite the rivalry brewing on this year’s tournament circuit. After NuckleDu’s declaration that Next Level Battle Circuit is free (after defeating Smug at Final Round 20), Smug had even more than personal pride and victory at stake in going to South by Southwest’s Fighters Underground tournament: he wanted the 2016 Capcom Cup champion to eat his words.

And Smug made sure to cook up those words and serve them hot to NuckleDu in the Grand Finals. While it looked like NuckleDu–who was in the losers bracket–would reset the bracket, Smug quickly adjusted to take the win. The replay below is well worth the watch.

Source: YogaFlame24

VesperArcade explains the V-Reversal and charging changes in Street Fighter V’s upcoming balance patch

After taking a look at Capcom’s modifications for Dragon Punches and the jump/back throw tech option select that will be implemented in Street Fighter V’s late April balance patch, VesperArcade next explains the alterations that will be made to V-Reversals and charge moves.

The V-Reversal change is fairly simple to explain: for some reason, when being activated from a crouching block instead of a standing block, all V-Reversals currently take an extra frame to come out. According to VesperArcade:

Though that isn’t really a big deal, it doesn’t make sense from a gameplay standpoint. So Capcom doesn’t want to encourage players to just stand and block, leaving yourself open to low attacks, just so your V-Reversal comes out faster. That’s just silly. I guess the worst-case scenario is that one extra frame could possibly give your opponent enough time to block your V-Reversal , or even worse, bait it, jump, and land with an attack, before you would recover and not be able to block it. So the easiest solution Capcom has done is simply make V-Reversals activate 1 frame faster while crouching. Now both are the same speed, so you don’t have to worry about if you’re standing or crouching.

The change to charge attacks, however, is much more complicated; the “hold frames” for charge moves have been increased from 6 to 10 frames.

What they did was increase the input buffer window for charge moves. So this has already been changed once, in case you guys forgot. When the game first launched, the input buffer window for charge moves was 12 frames. But then they recently lowered it to 6 frames, so that’s what we’re playing with now. Basically, they cut the total time in half. This is the amount of time you have after you charge to press a button and finish the input before you lose the charge.

Utilizing Guile, Alex and Urien as examples, VesperArcade goes over the pros and cons of this decision:

One of the pros–and the main reason why Capcom changed this–is to keep unintentional charge moves from coming out when you don’t want them to. So basically, they wanted to tighten the leniency. They didn’t want you to just accidentally do charge moves if the charge was for too long. So what about the cons of this change? For one, it’s harder to pre-charge buffer, since we have less time to keep our previous Charge in the first place. Another con is that it’s a lot harder to do down charge specials into standing attacks. So for example, Canceling Guile’s standing light kick into a Flash Kick, that was hard to begin with. Now that window’s cut in half, so you’ve got to do it a lot faster now. So as you guys can see, there are a lot more cons to this change than pros, and as such, Capcom has listened and extended the window to 10 frames now. So when the game launched, it was 12, then they changed it to 6 now, then coming in April, they’re bringing it to 10. So, it’s not quite as long as when the game first came out, but I think it’s a good middle ground, a good compromise. So when the April patch comes out, players that play charge characters should feel a bit more leniency now for doing their charge attacks.

You can catch the full video–with visual examples of these changes–below. Stay tuned, as VesperArcade intends to go over the character balance changes in detail for all 20 characters that will be impacted.

Source: VesperArcade

Cheetah carves up the competition in her introductory Injustice 2 trailer

Revealed in a compilation trailer for many of Injustice 2’s female fighters and shown off in one of NetherRealm’s Watchtower streams, Cheetah has finally received her own introductory trailer. As you can imagine, Cheetah is one of the faster fighters on the Injustice roster, using her superior speed to savage her enemies with combos that rapidly switch between high and low strikes.

Mixups and resets look like Cheetah’s bread and butter, with throws that allow her to switch sides or leave her at an advantage when the opponent gets up from the ground. She has a short range crawl that hits low, alongside a huge leap which can be meter-burned to have Cheetah drop from the sky and pin her opponent to the ground with a series of brutal slashes. Like her other throws, this then gives her ample opportunity to plan a meaty setup on her opponent. Her super is quite familiar to long time fighting fans–looking a lot like Spiderman’s Maximum Spider from the Marvel series.

If you’re a fan of characters like Sabrewulf, Cheetah should be right up your street. This trailer also shows off the second screen transition for the Batcave stage, as well as a new stage which seems to be set in a museum in Wonder Woman’s homeland of Themyscira. Injustice 2 will launch for Xbox One and PlayStation 4 on May 16th.

Source: Injustice

The Beefy Smash Doods outline three of Sheik’s trickiest techniques in Super Smash Bros. for Wii U

Sheik is already quite the technical character in Smash 4, with plenty of precise perfect pivot combos and 50/50 setups which can lead into big damage or a kill. However, there is still room for Sheik to become even more technical. The Beefy Smash Doods have outlined just three difficult Sheik techs which are underused in competitive play but have untapped potential. They vary in usefulness, but they all have some utility in battle.

The first is the intangible ledge grab, where Sheik can refresh her ledge intangibility with an aerial Up B. It is somewhat similar to Shino stalling in Super Smash Bros. Melee, where Sheik can continually Up B at the ledge to slow the pace of the match. It is pretty useful, as it is a possible kill option but you need to have some precise aim to regrab the ledge, or else Sheik falls to her death.

The second is instant needle cancelling which allows Sheik players to cancel their momentum out of a dash with their neutral B, before instantly using a jab or tilt attack. To perform this, players must do the opposite of a regular needle cancel by inputting their select attack before tapping the shield button. The timing is super tight but if done correctly, it’s a great way to catch people on the ground.

Finally, the third technique is the defused grenade, where Sheik can pick up and throw the projectile without it exploding. This requires Sheik to take damage just as she begins the attack animation, dropping the grenade and allowing anyone to pick it up. You can also drop the grenade by slipping on Diddy’s banana. It isn’t particularly useful in a match but it can lead to some super situational setups which may catch your opponent off-guard.

Source: Beefy Smash Doods