ArcheAge – Hallowtide to Kick Off on October 21st

From October 21st through November 9th, ArcheAge players will have the opportunity to take part in the annual Hallowtide event. During the event, players can take part in special events including snail racing to earn Hallowtide Festival Tokens that can be exchanged for a number of cool prizes.

Crocketz Delves Deeper into the Mysteries of Super Smash Bros. for Wii U’s Stun Jacket Glitch

With the recent release of Rising VeXx’s video on how Marth can use the Stun Jacket glitch in Smash 4, other dedicated Marth and Lucina mains have been digging into how this glitch actually works. Through the combined research of the Marcina Discord, YouTuber Crocketz has compiled an extensive guide which details pretty much all there is to know about the Stun Jacket.

While any character with a Marth-like counter can apply the Stun Jacket, only certain characters have moves which trigger the glitch. Bayonetta was the obvious target of VeXx’s original video, but further testing has shown that Zelda, Falco, Villager, Ike, Robin, and Zero Suit Samus have moves which trigger this glitch. There may be more moves that cause the Stun Jacket effect, so keep experimenting to see if there are more characters than this glitch works on.

It has also been discovered that by activating the Stun Jacket, you set the minimum hitlag of your next move as 16 frames, meaning your opponent has to wait until frame 17 before they can strike back. It is not a cumulative process, so any move that already causes over 16 frames of hitlag is not affected by the Stun Jacket. The Stun Jacket also activates on shield, meaning an opponent has to suffer 16 frames of shieldstun before they can drop shield and retaliate. So, the best way to use this glitch is to activate it via a jab and using the extended hitlag to confirm into true combos that were previously impossible to hit.

Source: Crocketz

Relearn How to Hit-Confirm into Combos with K’ In Post-Patch King of Fighters XIV

If there’s one character that was hit quite hard with the nerf bat in The King of Fighters XIV’s 1.03 patch, it was K’. Considered by some to be the strongest character in the game before the patch (even more so than Nakoruru), K’ can no longer easily confirm into Ein Trigger’s Second Shell, to follow up his safe pressure for damaging combos.

For K’ players however, this represents a challenge–as it’s now harder to confirm into his juggles, even off crouching light normals. Luckily, Frionel has shared a video showing how K’ can still confirm into Second Shell for some decent juggles.

The key to getting Second Shell to combo after crouching lights is to do them faster and cancel into Ein Trigger earlier when K’ is much closer to his opponent, so that the former doesn’t whiff due to pushback. This however still only works on standing opponents. On crouching opponents, the K’ player needs to instead do crouching light kick into standing light punch to get the Second Shell launcher into juggle.

Source: Frionel (Twitter)