If there’s any player primed to take Ibuki to new heights in Street Fighter V’s second season, it’s Majorboy. We’ve already showcased some amazing play from this amazing player in a previous article. However, it seems that one article isn’t enough to showcase his talent!
In this new video, once again from XusesGB, we see Majorboy taking on Poongko from Team Secret, as well a Yu5ririn. Along the way he showcases some amazing combos and tech, the highlight of which may be a 3-bar V-Trigger combo that he does on Yu5ririn at around 9 minutes and 56 seconds into the video. That said, both Poongko and Yu5riri are no slouches either, themselves showing off some amazing moves with Urien.
A new year, a new series of the Jump-In Podcast. To kick off a year’s worth of FGC discussion, Kim1234 and Logan Sama are joined by French Laura main Saunic to talk mainly about how the elder Matsuda sibling performs in Season 2 of Street Fighter V, among other subjects. Seeing as Wolfkrone just took KiT 2017 with her, there is certainly the potential for this character to do major damage in this season.
Along with talking about the changes to Laura from Season 1 to 2, the group talks about general Season 2 changes, who to look out for in 2017 on the Capcom Pro Tour, who are the potential threats coming out of Saunic’s current home of Hong Kong, as well as a quick discussion of Cooperation Cup and the super-engaged crowd watching 3rd Strike. Let’s hope that the new characters in Season 2 can bring some of that energy to Street Fighter V.
The Street Fighter series is no stranger to unusual interactions due to weird hitboxes; as such, this new glitch discovered in Street Fighter V should come as no surprise.
In the video below, none other than Echo Fox’s Justin Wong himself demonstrates how, after blocking Nash’s crouching roundhouse sweep, Akuma’s Raging Demon critical art will somehow not connect. Akuma just stands there in his teleport pose in front of Nash.
Can someone explain this to me? Why did my Raging Demon whiff against Nash? Capcom PLZ! https://t.co/N6lXnBvj5N
Exactly why this happens is unknown. The theory is, however, is that Nash is being put into pre-jump frames by the recording. This theory is supported by this video by Tanim Ahmad showing how you can avoid the Raging Demon simply by inputting a jump as soon as Akuma speaks during the pre-critical art animation.
Other folks have theorized that it may simply be due to throw invulnerability, as a number of moves in the game do have throw invulnerability on recovery which in turn affects other moves aside from the Raging Demon.
If either of the above is the case, then this really isn’t a glitch, but rather the game working as intended, but in a way that players may find odd.
The days of Run-Stop-Fierce in Street Fighter IV may gone, but infinite-wielding luchadores are still running amok! The below dash cancel loop was discovered by KOF player Onimenodacho Rock. The combo in the video below is by KCOpedro.
Since the recent update to KOFXIV was only a graphical update, the combo should still be possible in version 1.10. The glitch appears to be due to the fact that Ramon’s crouching jab is dash cancel-able, and works from anything that lets him land a jab. Though the video above shows a HD mode cancel, it’s not necessarily required to start your jab onslaught.
With Season 2’s release, most players payed close attention to the buffs and nerfs their main character received; but with 92 pages of notes, it’s quite time-consuming to go through every single character. So, I’ll be making some short videos demonstrating some of the important changes to each character, to allow players to more rapidly brush up on their new mains and opponents.
This next batch of characters covered includes F.A.N.G, Laura, Alex, and Guile. These characters were designed later than the ones I addressed in my firstthreeroundups, so this is the first significant rebalance they’ve seen. This is not a comprehensive list of all changes, simply the ones I deemed most significant to gameplay. I might have overseen the ramifications of certain minor changes, however, so if you feel I left out something important, feel free to leave feedback on the video for me and other viewers.
I’ll try and do one of these videos a day until I’ve covered the changes for all characters. Expect more upcoming character tutorials too, so remember to subscribe to the Shoryuken YouTube channel!
While his last defensive episode dealt with blocking incoming attacks, PugilistPenguin’s latest Two Minute Tutorial covers how to combat throws in Street Fighter V. This tutorial covers dealing with techable throws, but the lessons about spacing and looking for your opponent’s movement patterns are also helpful for determining when someone is going for a command throw.
Throw teching, tick throws and shimmies are all covered in these informative two minutes, so this is definitely a tutorial to watch if you struggle with constantly being thrown. With tick throws and shimmies, it’s mainly a matter of proving to an opponent that you know what they are doing and making them realize that the option will not work. From there, defending actually becomes that little bit easier, as you’ve mentally shut down one of an option that an opponent may be using to open you up.
Recently, Square Enix announced that they would be adding a new character to Dissidia Final Fantasy Arcade; now, that character has been revealed. Final Fantasy IX villain Kuja will be joining the cast of Square Enix’s arena fighter.
With his announcement following the release of Sephiroth last November, it certainly seems that Square Enix is currently focusing on villains for its additions to the game.
Kuja is set to be released sometime later this month. In the meantime, check out his announcement trailer below!
Fighting games are a place where a lot of truly epic game soundtracks reside; The King of Fighters is one franchise that has a wide library of amazing music to enjoy, and one of the best ways for fans to celebrate these soundtracks is with their own remixes and covers of these iconic sounds, of course.
Here we have YouTube channel ARRANGE GAMETRACKS, which focuses on fighting game soundtrack covers. Most recently, they’ve covered The King of Fighters ’97 song Bloody, using a full band to fully appreciate the caliber of song they chose.
Next they take a shot covering KOF ’96 with Chizuru Kagura’s theme, this time cutting back the number of instruments to just guitar/bass.
They don’t strictly cover classic sounds, either; below you can hear them give the most recent King of Fighters XIV a spin, this time covering the track Belief on Guitar again.
If you like the sound of these covers they also have some other KOF covers on their channel, along with some very nice Guilty Gear covers, so be sure to check them out.
Fighting games are a place where a lot of truly epic game soundtracks reside; The King of Fighters is one franchise that has a wide library of amazing music to enjoy, and one of the best ways for fans to celebrate these soundtracks is with their own remixes and covers of these iconic sounds, of course.
Here we have YouTube channel ARRANGE GAMETRACKS, which focuses on fighting game soundtrack covers. Most recently, they’ve covered The King of Fighters ’97 song Bloody, using a full band to fully appreciate the caliber of song they chose.
Next they take a shot covering KOF ’96 with Chizuru Kagura’s theme, this time cutting back the number of instruments to just guitar/bass.
They don’t strictly cover classic sounds, either; below you can hear them give the most recent King of Fighters XIV a spin, this time covering the track Belief on Guitar again.
If you like the sound of these covers they also have some other KOF covers on their channel, along with some very nice Guilty Gear covers, so be sure to check them out.
Darkstalkers 3, or Vampire Savior, is currently approaching it’s 20th anniversary, having been released in 1997. Players have enjoyed the game for a good long while, and after all these years players are still discovering new tech. Today we’ll talk about the new way to Advancing Guard–commonly abbreviated to AG–quicker and with fewer inputs.
Really quickly, let’s cover AG first for people who never got into the game. In VSav, players can push their opponents away when defending against attacks. An AG is granted randomly after hitting between 3 and 6 buttons, with higher strength buttons pushing further away. This means when blocking, the quickest you can usually push them away is after hitting 3-6 buttons, which means that by the time you even can get breathing room you could have gotten caught by an unblockable or a nasty mixup.
With that brief exposition out of the way, the new tech that’s been discovered is apparently a way to 100% guarantee AG with only one input. This is done by buffering the inputs after getting hit–such as during a hard knockdown–without returning the stick to neutral; the game will save those inputs, then on the next blocked attack the defender can guarantee the AG on the next input without having to deal with pianoing inputs or probability, while also AGing as soon as anything touches you. Here’s what seems to be the first video showcasing the new tech, apparently discovered by player ririrililith, followed by additional example videos:
This tech seems like it will seriously impact a lot of characters that rely on knockdown into wakeup pressure. The VSav community is now seeing exactly how much of the current metagame is altered by this new tech.