Some Tips on Improving at Rivals of Aether, from the Beefy Aether Doods

Bettering one’s gameplay and climbing the skill ladder is undoubtedly challenging in any fighting game. The abstract nature of “improvement” and the fear of being “bad” hold a lot of players back. While the topic has been tread time and again, it’s an ever-present necessary talking point–especially with the influx of players into the community, keeping up dialogue on improvement is essential.

Today, the problem is tackled again–this time the Beefy Aether Doods discuss how to get better at Rivals of Aether. They include talking points on recognizing when you are no longer improving, when to know you should take a breather, and how to find mentors to help improve your game.

Source: Beefy Aether Doods

Some Tips on Improving at Rivals of Aether, from the Beefy Aether Doods

Bettering one’s gameplay and climbing the skill ladder is undoubtedly challenging in any fighting game. The abstract nature of “improvement” and the fear of being “bad” hold a lot of players back. While the topic has been tread time and again, it’s an ever-present necessary talking point–especially with the influx of players into the community, keeping up dialogue on improvement is essential.

Today, the problem is tackled again–this time the Beefy Aether Doods discuss how to get better at Rivals of Aether. They include talking points on recognizing when you are no longer improving, when to know you should take a breather, and how to find mentors to help improve your game.

Source: Beefy Aether Doods

Ultra Combo Chats to F3 HollywoodSleep about His Victory at Evo 2016

The dust has well and truly settled after that crazy weekend in July. Riding high off of his victory in Killer Instinct, the team over at Ultra Combo caught up with Evo champion F3 HollywoodSleep to talk about his history with KI, his character choice, and plans going forward.

His switch from Kan-Ra and Aria to Gargos and Arbiter was one that naturally fit Sleep’s playstyle as he likes “characters that play keep away, or that can trap you.” With Arbiter’s reset capabilities off grenades, and Gargos’ mental pressure with the minions and his almost unlimited armor, this character combination seemed like the perfect pick for Sleep. As for the Gargos pick in Grands, this choice was to exploit UA|Bass’ lack of match-up experience, seeing as Gargos was still a great unknown going into Evo. According to Sleep, Gargos is “a fun character but not really a great character on paper,“ so this tactical counterpick was to mess with Bass’ familiarity with Sleep’s Arbiter. Clearly it paid off.

Sleep’s next goal is to take the big prize by winning the KI World Cup in March, cementing his place as the true master of Killer Instinct.

Sources: Ultra Combo; evo2kvids

Ultra Combo Chats to F3 HollywoodSleep about His Victory at Evo 2016

The dust has well and truly settled after that crazy weekend in July. Riding high off of his victory in Killer Instinct, the team over at Ultra Combo caught up with Evo champion F3 HollywoodSleep to talk about his history with KI, his character choice, and plans going forward.

His switch from Kan-Ra and Aria to Gargos and Arbiter was one that naturally fit Sleep’s playstyle as he likes “characters that play keep away, or that can trap you.” With Arbiter’s reset capabilities off grenades, and Gargos’ mental pressure with the minions and his almost unlimited armor, this character combination seemed like the perfect pick for Sleep. As for the Gargos pick in Grands, this choice was to exploit UA|Bass’ lack of match-up experience, seeing as Gargos was still a great unknown going into Evo. According to Sleep, Gargos is “a fun character but not really a great character on paper,“ so this tactical counterpick was to mess with Bass’ familiarity with Sleep’s Arbiter. Clearly it paid off.

Sleep’s next goal is to take the big prize by winning the KI World Cup in March, cementing his place as the true master of Killer Instinct.

Sources: Ultra Combo; evo2kvids

General: Ex-Runic / Blizzard Devs Form New Studio for MMO ARPG

Ex-Runic Studios developer Max Schaefer, ex-Blizzard developers Tyler Thompson (Project Lead on Diablo: Lord of Destruction) and David Glenn (Art Director on Diablo 1 and 2 and art for Hellgate: London) have formed a new studio called Echtra Inc. Our own Bill Murphy spoke with the new team to find out more.

The Impossible Made Possible in These Street Fighter V Combos from desk

Call it a glitch, or a quirk, or even an exploit: something unusual that Street Fighter V shares with some of its classic predecessors is the ability to remove the knockdown property of certain attacks by connecting another attack in the same frame. This allows combos that should be “impossible”–because of the opponent’s impending knockdown state–to become possible to perform.

In his latest video, desk demonstrates and explains this aspect of the game’s mechanics in detail, showing off such combos from M. Bison, Juri, Guile, Dhalsim–and one from Ibuki that pushed him to his limits!

On the more musical side, desk also recently remixed Juri’s Street Fighter V theme.

Source: desk