James Ellsworth Wins Dark Match, Luke Harper On WWE Main Event, Tony Nese – William Regal Video
** SPOILERS ** WWE Main Event Tapings For This Week
The Rock On His SmackDown Accomplishments, Vince McMahon Getting Upset With Him, More
FloKO Unboxes the BlazBlue Central Fiction HORI Fighting Commander
Looking to buy the limited edition but not sure if it’s a worthy investment? FloKo’s ggot you covered with an unboxing video that covers all the bases. FloKO’s Paul Gandersman checks out the button feel, controller size, durability and compatibilty options of the pad while showing off the aesthetically-pleasing BlazBlue artwork. The pad is PS4/PS3/PC compatible, and is now available for purchase on Amazon individually for $39.99 USD.
You can check out the full FloKO unboxing video here.
Source: FloKO
Why Former WWE And TNA Announcer Was Backstage At SmackDown Tonight, Aiden English Note
The King of Fighters XIV Tech Roundup: Learn 4-Frame Safe Jump Setups, Mature & Nakoruru Punishes, & More from Gato Ray
With the recent implementation of the title’s latest balance patch, The King of Fighters XIV players across the globe have been scouring the game to squeeze out more tech and opportunities for their favorite characters. Gato Ray in particular,has been very hard at work, providing the community with a variety of tech videos, ranging from various safe jump setups for several cast members, to punishes to some of the peskier attacks in the game.
Let’s get started with a look at how some characters can now optimally punish Mature’s EX Despair when the demonic secretary enters MAX Mode, as its invincibility was slightly reduced. Though be warned, some reversal options still carry an element of risk, depending on your character and the situation.
Next, we have some Link Combos for Ryo Sakazaki, as he received an increased OTG window and a slightly altered hit reaction on the Light and Heavy versions of Kohou, as well as other hitbox adjustments, allowing for a variety of new pathways, particularly mid-screen with his uppercut as an ender.
We turn our attention to a variety of 4-frame safe jump setups for various cast members, starting with one of the signature grapplers of the series: Clark.
This can be preformed against Kyo, Robert and Iori’s EX DPs, as well as Kula Diamond’s C DP and K’s A DP, though some setups require the corner, and must be adjusted accordingly.
Using the same set of reversals, Gato Ray also provides us with some basic 4-frame safe jumps for Leona, Shun’ei and Love Heart.
Last up on the receiving end of some safe jumps are Team Southtown: newcomer Hein, Billy Kane, and of course, Geese Howard–utilizing Ryo, Kyo and Iori to demonstrate what would happen in both reversal and non-reversal situations.
Finally, we have a punish guide for Nakoruru’s Kamui Mutsube follow-ups. Though the Samurai Shodown warrior’s bird Mamahaha had been quite naughty, this technique was also considered an extremely powerful tool in the Ainu priestess’s arsenal. Its previous landing recovery time was so short that her follow-ups were nearly–if not outright impossible–to punish for a myriad of characters. However, it has been increased, which leads to a variety of new and (for some) large opportunities for big damage if spaced incorrectly.
Source: Gato Ray
The King of Fighters XIV Tech Roundup: Learn 4-Frame Safe Jump Setups, Mature & Nakoruru Punishes, & More from Gato Ray
With the recent implementation of the title’s latest balance patch, The King of Fighters XIV players across the globe have been scouring the game to squeeze out more tech and opportunities for their favorite characters. Gato Ray in particular,has been very hard at work, providing the community with a variety of tech videos, ranging from various safe jump setups for several cast members, to punishes to some of the peskier attacks in the game.
Let’s get started with a look at how some characters can now optimally punish Mature’s EX Despair when the demonic secretary enters MAX Mode, as its invincibility was slightly reduced. Though be warned, some reversal options still carry an element of risk, depending on your character and the situation.
Next, we have some Link Combos for Ryo Sakazaki, as he received an increased OTG window and a slightly altered hit reaction on the Light and Heavy versions of Kohou, as well as other hitbox adjustments, allowing for a variety of new pathways, particularly mid-screen with his uppercut as an ender.
We turn our attention to a variety of 4-frame safe jump setups for various cast members, starting with one of the signature grapplers of the series: Clark.
This can be preformed against Kyo, Robert and Iori’s EX DPs, as well as Kula Diamond’s C DP and K’s A DP, though some setups require the corner, and must be adjusted accordingly.
Using the same set of reversals, Gato Ray also provides us with some basic 4-frame safe jumps for Leona, Shun’ei and Love Heart.
Last up on the receiving end of some safe jumps are Team Southtown: newcomer Hein, Billy Kane, and of course, Geese Howard–utilizing Ryo, Kyo and Iori to demonstrate what would happen in both reversal and non-reversal situations.
Finally, we have a punish guide for Nakoruru’s Kamui Mutsube follow-ups. Though the Samurai Shodown warrior’s bird Mamahaha had been quite naughty, this technique was also considered an extremely powerful tool in the Ainu priestess’s arsenal. Its previous landing recovery time was so short that her follow-ups were nearly–if not outright impossible–to punish for a myriad of characters. However, it has been increased, which leads to a variety of new and (for some) large opportunities for big damage if spaced incorrectly.
Source: Gato Ray
