Check Out August’s Offline and Online Street Fighter V Highlights from Red Bull Proving Grounds

August was full of fierce competition in Red Bull’s Proving Grounds tournament series; you can catch up on all of the action with these highlights videos direct from Red Bull eSports. Here’s a compilation of the best moments from August’s Proving Grounds qualifying stops, including a near-endless Guile loop from Tempo|NYChrisG, an impressive M. Bison comeback from SD|Pnoy, and more:

Red Bull also held their first online Proving Grounds qualifier, with Wolfkrone ultimately taking the top spots. Check out the highlight reel here:

For a more in-depth look at the final battles of the online qualifier, you can also watch the full Losers and Winners finals in these videos below:

We previously covered the grand finals as uploaded by XusesGB; the videos above are from Red Bull’s official YouTube channel.

Source: Red Bull eSports

Hand of Fate 2 Unveils Colbjorn, Hands-on at PAX West

Hand of Fate 2 is an interesting title. Picking up a hundred years after the events of the original Hand of Fate, the sequel has you acting as the protege of the Dealer intent on revenge. With a stronger emphasis on better deck building than the first game, Hand of Fate 2 aims to challenge the player like never before.

Super Smash Bros. Director Masahiro Sakurai Discusses Game Balance and Marvel vs. Capcom 3 in His Famitsu Column

The gents over at Source Gaming are back with another translation of Masahiro Sakurai’s latest Famitsu column. In the past he’s discussed some intricacies of Smash’s design and balance and compared it to other high profile games, and the subject of today’s column is none other than 2011’s FGC staple Marvel vs. Capcom 3. And he’s not just talking about the game’s design–he’s talking about how it functions in tournament-level play and how it can be compared to the Super Smash Bros. series.

“When you watch high level matches of Marvel, you will often see players start a combo, and keep it going until their opponent is KO’d,” Sakurai said. “You can convert a single stray hit into a very long combo, and it’s not rare to see a character start with full health and lose all of it from a single combo.”

It’s fair to say that there’s not been a game in the Smash series as combo-centric as any Marvel vs. Capcom game, so it might not be immediately clear that there are any parallels between these games, in tournament play or otherwise. But reflecting on some common fan feedback in regards to balance in Smash, Sakurai makes some sense of it.

“In the case of Smash, that would be people who say things like, “This character’s down-special is too strong, fix it!” They probably think that because they keep getting hit by it and can’t avoid it, or they think the move simply isn’t balanced. I think that reasoning is fairly common.” Sakurai said. However, Sakurai then goes onto state that “if someone’s using a tactic that’s giving you trouble, just adopt their tactic, and win,” rather than complaining about game balance and certain tactics being overpowered. Hearing Sakurai basically say “learn to adapt” is quite something, seeing as he has had quite the strained relationship with the competitive aspects of Smash in the past.

The whole article provides a lot of insight and Source Gaming’s translation is fantastic as usual. If you’re a fan of either series and have ever wondered about the philosophy behind balancing either of these games, it’s definitely worth a full read.

Sources: Source Gaming