It’s Ryu in his classic garb, versus Chun-Li in the rarest of all costume options.
Last week we reported on the appearance of the exclusive Chun-Li costume awarded to RAGE Master League Suzuku Cup’s champion YamadaTaro, a crimson and gold outfit with glowing red eyes. You can see more footage of this Chun-Li alternate in action in this first-to-two online Ranked Match set against none other than Twitch.Hx.CYG BST|Daigo Umehara, using his regular Ryu main.
Not only is this a chance to see more of this rare Chun-Li color scheme, it’s a showcase of high-level play between two classic characters, and competitors that know how to push them to their limits!
We might not see as much of Umehara’s Ryu this year, as word is circulating he may switch over to Guile.
Since Chaos Code: New Sign of Catastrophe released for the western audiences on Steam and PlayStation 4, there’s never a better time to pick up a new character. One of the wackier characters is in the cast is Cait & Sith, two siblings who creatively string their attacks together. With moves like “Suicide Little Sister Set,” how could one overlook them?
According to Crimefighter, who compiled several video tutorials for the character, Cait & Sith is vastly underplayed. Here’s a practical combo primer to get started. The YouTube description includes a Wiki link for transcription of the moves:
A guide to performing unblockables:
Here, Crimefighter goes through explaining an unblockable safe jump with the character:
There’s also a video explaining a tech that works against rolls.
Be sure to follow Crimefighter’s YouTube channel for more videos and ask him questions on Twitter if you’re looking to get into the game.
If you tuned into the finals of Frostbite 2017, you got to see a Grand Finals which many have heralded as the greatest in Super Smash Bros. for Wii U’s history. Seeing the world number one hanging on for dear life against a Japanese player on his first trip outside of his home country was like something out of a TV show: commentators could barely catch their breath, there were constant gasps from the in-house audience, while online spectators were setting Twitch chat and Twitter ablaze. People who don’t even play Smash 4 were getting swept up in the excitement, showing just how engaging Smash 4 can be at the highest level.
But for all that positivity, there is a glowing blue elephant in the room. For those who aren’t clued up on tsu’s character of Lucario, he has a mechanic called Aura which makes him more powerful based on how much damage he has taken. As he goes past the 100% mark, Lucario’s damage output skyrockets. When combined with Smash 4’s Rage mechanic, which increases the knockback of attacks as you accrue damage, Lucario enters a super-powered state where he can kill enemies with a single move, from as low as 30%. You put a talented player like tsu behind the controls, and you’ve got something truly terrifying. While this makes for tense viewing, it creates a one-sided interaction between players, as Lucario can essentially punish the opponent for gaining a lead. Anyone who has played a decent Lucario knows how toxic Aura and Rage are when combined, as players can feel like they hardly ever have control of a match.
Comeback mechanics are nothing new for fighting games though, as players have had to deal with the threat of X-Factor and Ultra Combos in over the past eight or so years. Ultras in Street Fighter IV are probably the closest thing to Aura mechanically, as both fill up as players take damage in the match. However, you can actively waste your Ultra by dropping a combo, and you will not always get the best bang for your buck, due to combo damage scaling. While it did essentially reward players for getting hit—we all remember the influx of constantly-healing Elenas—there was active counterplay involved with Ultras, as both players had access to them, and you often had to change your Ultra pick based on the matchup.
Compare this to Aura, which essentially has no counterplay besides zero-to-deathing your opponent for both stocks. Even then, when Lucario loses a stock, his Aura attack multiplier increases if he is behind in the match. When you consider that Smash 4 is played with 2 stock, this creates a situation where Lucario is almost always in a powered-up state following a stock loss. He is either in front and at high percent, sitting on a nice fat stack of Aura and Rage, or he is on a fresh stock with an increased attack multiplier, with the chance to build up into his high-powered state even faster.
Furthermore, only Lucario has this Aura mechanic. Unless you are playing a mirror match, the Lucario will naturally control the pace of the game, as you constantly have to account for Aura. Combine this with Lucario’s great ability to hold onto a stock at high percent due to a powerful projectile, and you have a situation where the opponent is never safe. As a result, you create a stressful and one-sided player interaction, where the non-Lucario player is under constant pressure due to the threat of Aura. You only have to listen to ZeRo’s post-tournament interview, where he states that he had to have a five-minute break just to stop his hands from shaking. Playing against Lucario is not an enjoyable experience.
Yet it is that innate stressfulness which made the set so thrilling to watch. Knowing that tsu could come back at any moment makes for action you can’t draw your eyes away from. Factor in the narrative going into the match, and you have the perfect storm for what many have called the greatest Smash 4 set of all time. Obviously, the players do themselves factor into why the set was so well received–but the constant danger of Aura does hook spectators into the action. Comeback mechanics are going to liven up the spectator experience, by showing a player quickly regaining ground, but in the majority of cases both players have access to these mechanics regardless of their character choice. Aura is toxic to the player experience, yet it heightens the drama of matches and automatically create tension, regardless of player rivalries or outside story factors.
You can class Aura as a sort of “spectator mechanic,” then: an element of the game which offers more to players watching, as opposed to the players playing. Comeback mechanics generally fall under this umbrella, as they allow for those backs-against-the-wall, magic-pixel-style comebacks which get the crowd on their feet, but certain characters can fall under this umbrella too. While Lucario may be an extreme example, a character like Captain Falcon is a great example of a well-made spectator character. He is designed to be a flashy character with fast movement, and moves like the knee and the Falcon Punch which are satisfying to hit for both spectator and player. All of Captain Falcon’s moves are simple for a spectator to understand after a minute of watching, with animations that exude power and style. With there being a greater focus on esports and a growing audience of people who just watching fighting games, it’s fair to expect more of these spectator mechanics going forward.
It doesn’t mean that haven’t been done right already. Just look at what Capcom did with the change from Street Fighter IV and Street Fighter V. The Ultra system was stripped out and replaced with the V-System, which vastly increases character options and individuality. As each character has their own V-Trigger, V-Reversal and V-Skill, it creates a system where the spectator is intrigued by seeing how each of these systems interact, while feeling less contrived to the players. While many of the effects of V-Trigger give players a fighting chance, by buffing their damage or giving them a way out of a bad situation, it never feels like you’re constantly fighting the mechanic, like it does with Aura. While something like Aegis Reflector can be annoying to deal with, you can fight against it. Moreover, the V-System still keeps some of the coolness of an Ultra—which Ono sees as something that brought a lot of hype that had previously not been in Street Fighter—while being more active and strategic than simply getting wailed on and then expending your Ultra.
Tekken 7’s Rage system is getting there, and it is a sight better than Smash 4’s Rage, but they are essentially Ultras by another name. You cannot generate them any other way besides getting hit, so there is still a situation where one player will never get to use their Rage Art, while the other is relying on it to make a comeback. It is certainly better than the old system and does create some strategy as to whether you gamble all of your Rage on a single move, but it’s not quite there yet. The important thing is creating systems where all parties are engaged, rather than creating one-sided situations that allows one player to set the pace of a match, regardless if they are winning or losing.
As spectatorship and viewing figures start to become a pressing issue for big budget studios trying to make a fighting game, there needs to be some thought given to designing systems which benefit all fans. While the play experience is the most important, I can’t help feel that there will be situations where mechanics may be added in that are geared more towards enlivening the spectator’s experience alone. As such, we should try to learn from Aura and consider how to make games exciting without relying on such divisive mechanics to add tension.
During this past weekend’s Final Round 20, BornFree caught up with Echo Fox’s Hajime “Tokido” Taniguchi to question the Murderface on a variety of assorted topics. Earlier this week, we learned that his main character, Akuma, will be receiving a health increase in the next balance patch (bringing him up to 900) as well as seeing his medium and heavy Goshoryuken properties changed to function more like Necalli’s Raging Lights. However, Tokido has a different direction in mind for the “Raging Demon.”
I want to make him much more difficult. For me, 875 is a lot of health, compared to Street Fighter IV. I’d reduce his health to 800, for much less recovery on his fireballs and much faster movement speed. This time, he’s gained weight, so I hope he can lose it and move fast again. I want to use [a] difficult character to improve my skill. That’s why I use Akuma.
On the subject of Season 1 vs. Season 2, Tokido feels that the game is very different now:
It’s a very big change. A lot of characters have a chance now. I think it’s balanced, but for me, I feel easy characters are strong, and difficult characters are O.K. But totally, I think it’s balanced. I trust my character can fight against such a character, [Laura and Balrog] but maybe it takes time? But I can improve myself with my character.
When asked about his favorite player of all time, Tokido mentioned Hx.Twitch.CYG BST|Daigo Umehara without hesitation.
Honestly, Daigo Umehara. Because, for me, he’s a boss of old-school players. Recently, the old-school players taught me a lot. Why the fighting game scene is now so big, and a long time ago, fighting games were very bad in society, and they played them with their passion. I think that emotion has made the fighting game community so big today. Daigo also knows that feeling and played at the beginning of fighting games.
Taniguchi them talked a bit about his current training schedule:
After Akuma came in with Season 2, I practiced a lot. Before, I played just 3 or 4 hours a day, which was enough in my Ryu time, but with Akuma coming out, maybe I practice at least 8 or 9 hours a day. I bought an Espresso machine, so I drink coffee and eat protein bars to recharge.
When asked if he played any other fighting games, Tokido expressed interest in trying out Marvel vs. Capcom: Infinite–and has also been playing The Last Guardian recently.
Finally, BornFree asks Tokido how he feels about potentially making top 8 at the ELEAGUE on Friday, May 26th, then having to travel to France for Red Bull Kumite on Sunday, May 28th, and if he’s worried it could impact his performance: “It’s OK. It’s just an 8 or 9 hour flight. From Japan to here is 16 hours and Japan to Europe is the same. So 8 or 9 hour flights are easy for me.”
You can see the full interview–with timestamps–below, which also covers Tokido’s thoughts on Season 2 Ryu, being signed by Echo Fox, what he’d like to see from SFV going forward (system changes, and SFV eventually releasing in Japanese arcades).
Kor–the stone golem warrior from Brawlhalla–is an interesting character to use; very competitive, he has two different variations–between gauntlets and a hammer, the latter of which add more range to his attacks. These variations cause him to play slightly differently depending on what you have equipped.
Fortunately, this guide covers both Gauntlet and Hammer versions of Kor. It provides you some of the more basic combos, as well as some amazing kill combos, for both variations.
Currently, one of the hottest topics about Street Fighter V Season 2 is the amount of high damage output that some characters can dish out, with many players complaining that characters such as Urien, Laura, Balrog, Necalli, and Ibuki can be a bit too explosive at times. SFV enthusiast and YouTuber Justin Shade believes that a lot of the complaints can be solved by reducing combo damage across the board for the entire cast. Citing other fighting games, titles like Halo 4 and Hearthstone, and even real-life sports, like Super Bowl 50, Justin notes that, “While people enjoy an intense challenge, there’s an internal threshold that exists in the average person before thoughts begin circulating about whether something is too difficult or not.”
Utilizing Ryu as an example, he explains the two conflicting perceptions players have about fighting games: players wanting to dish out large amounts of damage as an attacker, but also have and adequate amount of chances to adapt and turn the tide in a match, to overcome their opponent as a defender.
The answer lies in targeting the damage scaling system in Street Fighter V for all characters. Damage reduction on combos is the only system that applies a cascading effect on everything else in the game. Both archetypal characters with higher-than-standard health values and characters with lower-than-average health, all of a sudden require more hits to defeat without directly changing their values. Thus keeping them in the fight long enough for the controlling players to learn from what’s happening and mount a plausible comeback. A player wouldn’t need to hope for an Ultra, rely on an X-Factor or impose character-specific V-Triggers. As for the attacking player, their focus becomes consistency. Ideally, both players are adapting to what the other player’s doing on a near-constant basis, and because the attacking player’s goal is winning the 2-out-of-3 set, they have to continuously outwit the defending player in order to achieve victory.
After detailing the merits of his scaling system, Justin closes by praising the direction Capcom has taken SFV in in terms of mass appeal.
Street Fighter V was developed as a product that someone did not need to devote as much time into as Street Fighter IV or III, in order to be a competent player, and I felt Capcom’s approach, to that degree, was a step in the correct direction. Fighting games are no longer as niche as they used to be, played in the recesses of dark arcades in the corner of a mall, or on the top level of a shopping center in Japan. They’re readily available in retail stores for everyone to pick up or download and play from their home with friends and family.
You can catch the video below. Be warned, some language is NSFW.
Now that Capcom has announced their next balance patch, it’s clear we can’t expect this sort of change anytime soon. Do you agree with Justin’s suggestion, or do you have another approach for addressing SFV’s current community issues? Sound off in the comments!
Jason “Mew2King” Zimmerman of Echo Fox has been synonymous with competitive Smash for a long time. But for ages, he has been unable to seal the deal on a major–typically making top 8, but falling short in the late game. With the string of close calls and heartbreak, fans are left wondering if he will ever win it all.
Tafokints states that while it was doubtful that Mew2King would in 2016–and he didn’t–the stars are aligning for him to quite possibly do just that in 2017. He explains that some of his major hurdles have been overcome–such as losing to every Ice Climbers player he came across. He also struggled against Liquid|Hungrybox and Alliance’s Armada–two players that he has started to take sets against in tournament play. He has also seen a better mentality, which has gotten him into trouble in the past–most notably if sent into loser’s bracket.
While we’ve covered a lot of combo videos in the past, very few can make the claim of being the “most complete” combo video for any character. This makes this new video from UGS’s NoctTengu fairly unique, as they have claimed to do just that: make the most complete combo video yet for Nyotengu in Dead or Alive 5: Last Round.
In fairness, if there’s anyone who’s in a position to claim to create a “most complete” combo video for Nyotengu, it is NoctTengu. Ever since Nyotengu’s release in Dead or Alive 5: Ultimate Arcade, NoctTengu has been studying the character, figuring out what she can do in terms of combos and damage. The video itself took over a year to complete, and features just about every type of combo Nyotengu can pull off, including downhill variations on some of them. The only thing missing from this are combos specific to the Danger Zone stage, as well as some uphill variations, since these would mostly be repeated variations of her other combos.
Tragedy Assault seems to be often-forgotten among Nash’s tools. Whereas a lot of Nash players banked heavily on Sonic Booms and Sonic Scythes throughout Season 1, they received major nerfs coming into Season 2. Thus the focus here lies on a move that has remained consistent.
Tragedy Assault allows for amazing corner meaty setups, due to its ability to leave the opponent in the corner, drain their meter, and act as a grab. Because of this, NurseLee goes over the various options Nash has as a meaty follow-up on both EX and regular version on quick rise, normal wake-up, and delayed wake-up.
As part of a donation drive goal, Alliance’s Armada promised an interview with Super Smash Bros. Melee player EG|PPMD if the donations reached $6500. Since the goal was indeed successfully met, the interview proceeded: and PPMD finally spoke up with an update on his medical condition.
The famed Falco player, who notably took 4th at Evo 2013, has been sidelined with a condition that has lowered his testosterone levels to a point that left him in a constant state of fatigue. He stated that the condition is improving, and he is planning on making a return to the tournament circuit. He has not decided if he will jump in full throttle, or gradually increase his tournament involvement, but it looks like PPMD may be back on his way to tournaments in the near future.