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  1. Poor Vega. They really do not like that guy one bit.
  2. Eventhubs have done a silhouette breakdown here:
  3. So Them's Fightin' Herds is utterly fantastic and I love it to bits. It's like Skullgirls for people like me who cannot do Skullgirls. It looks lovely, the dynamic music is wonderful and the character builds are all excellent fun to play and distinct enough that they offer completely different playstyles. It also has really satisfying game feel about it. All the hits feel solid and thwacky and this adds a lot to the fun of doing the combos. Makes me hit the buttons harder than necessary, which, as I've mentioned before, is a very important quality for me in a fighting game. One utterly EXCELLENT feature it has is that you can save any combo you do in training mode and then export it for other people to download and add to the list of trial combos in their game. There was some guy in a lobby asking for help learning one of the characters and another dude said "I've made my own set of what I think are the five most important combos you need to get started with her, I'll send them over". Also if you find a Youtube video with combos, some smart folks have included a link to download the little file you need to add it to your game. How great is that? That needs to be in all fighting games. Earlier in the week I played against a guy online who was doing a b'n'b combo with my character that was so much more efficient and useful than mine that I have stolen it outright. The problem is I had already clocked about 40 hours of gameplay using my previous combo. So I played against my friend offline on Monday evening and lost 45-15, never landing more than half a combo on any given hit and getting incredibly frustrated. So yesterday I practised. I made a playlist, I went into training mode and did nothing but that combo the whole time I was in there. I kept doing reps of it from left to right until I mentally tuned out and couldn't do it any more. I then went into a lobby and beat up some guy and hit it every time I went for it. Then I get a rage message "oohhh, really skilled guy, I hope you enjoyed doing the same fucking combo five times". I don't think he could possibly know how happy that message made me. I resisted the urge to reply, but wanted to say "I did! I did enjoy it! I've really been struggling with it and this is the first time I've landed it consistently in a match. My practise has paid off. ". I like the fight games.
  4. Brooklyn Nine-Nine

    So I got annoyed about this thread being bumped and still no return date for Season 5. This keeps happening to me, so I decided to conduct my own research.
  5. Ultra Street Fighter IV

    In honour of Dems Fightin' Herds, the recently released equine fighter, I have had horse fighting puns rattling about in my head all day: Hoovesies Salty Red Rumbacks Saltlicks Canter hit combos Pick your mane, scrub Tiger Kneigh Shergar Uppercut Haymakers Apologies if this is not an acceptable thread bump but for me this is where these belong.
  6. Unfortunately you wouldn't be able to cancel in that instance. The move has to connect (either hit or block) for you to be able to VT cancel it. Also yes, watch as much Gunfight as possible, he is an absolute monster. He recently got sponsored as well and is part of the brilliantly named team Atlas Bear along with StormKubo (Abigail) and Kichima-pu (Zangief). They're obviously fans of big body wrasslers. Love it. The result of this is that we'll finally see Gunfight attending majors in America, starting with Final Round in Atlanta next month. He also has a Twitch channel: https://www.twitch.tv/gunfight A Youtube channel where he uploads useful bits of tech. as well as longer sets against other strong players: https://www.youtube.com/user/gunfight57 And many highlight reels of him doing amazing Alex tings:
  7. @Down by Law Round 1: I liked opening with a little walk back and forth to see what the guy does. I still think the stand heavy kick is a tad risky as he neutral jumped, then forward jumped. If he'd have jumped again that would have been bad news. I like that move better for meaty pressure or if the opponent is at a slightly closer range where it'll catch them flinching/stuff their button. Would try just a few standing light kicks, crouching light kicks, crouching jabs and maybe the odd standing medium kick during the early feeling out process. You're still active enough that you can challenge his advance but you're not massively committing to anything. You should find that pressing smaller buttons also helps you split your attention between the opponent's ground and air approaches. You can press stand light kick and also be pre-buffering anti-air knee, ready to do it at shorter notice if they jump. If you've whiffed stand heavy kick and they jump, you are screwed. You give up a lot of space walking back after blocking his red fireball. After blocking that, if you take a small step forward you're at a great range to threaten buttons/forward dash and still have a good spot for anti-airing if he jumps forwards. After the fireball/elbow trade you both end up at a weird spacing, but this is a better spot for Akuma than it is for Alex. From here I'd be looking to walk or forward dash a bit, as you have very limited effective tools here but Akuma can still harass with fireballs. The jump heavy kick there is a bit random, as the Akuma had moved into a space where it wouldn't hit and alex has no cross up buttons. Alex has a terrible jump arc, so it has to be a really hard read on a fireball for a raw jump-in to connect. Fortunately you only get anti-air jabbed. Pressing buttons after Akuma's towards + fierce on hit is an enormous risk. He is hugely at advantage when this hits, so he could have crush countered you there had he pressed a bigger button. It got changed in Arcade Edition so it's now your turn if you block it successfully, but on hit without any kind of invincible reversal option you need to respect it. He only does cr.MK into fireball but it could have been a lot worse. Really liked the option of not quick rising and then patiently blocking when you got up. The increased push back on a lot of buttons in Arcade Edition makes it a much better option in this version. Notice how after you block his crouching medium punch and then his standing medium kick, he's then out of range to keep pressing and you're out of the situation. If you'd tried to move or throw tech you'd have eaten a combo there. Instead, you're safely out of it with only a tiny bit of white life lost. As I mentioned earlier, I'm not saying to take the opponent's pressure every single time and never challenge because people will take enormous liberties, but just get used to blocking and weathering the storm as well, particularly as Alex doesn't have a legit reversal option. I liked taking some space after he backed off, but try not to walk backwards in response to him jumping. There is nothing Akuma can hit you with from there, so you could have walked in and got back into that spot where your anti-airs will work if he jumps again. The knee after that was a massive read. Try to react to the jump rather than predicting it. Again, going with quicker, safer options on the ground will give you more time to think about your DP input and even have it partially buffered before the jump. Predicting it is a huge gamble that better players will hurt you for. He only punished with low jab, but it couldn't have been much worse. His jump after that was entirely random and not many people would be ready for it. Good blocks afterwards though. Pressing your button after blocking his crouching middle kick is a good choice, though against Akuma I'd wait a moment to see if he cancels into fireball first. He's pushed himself out to a range where his standard pressure buttons won't reach any more, plus he's at disadvantage on block after cr. MK, so it's your turn on that basis as well. Still don't entirely agree with the stomp after pushing him out there. Once again, you were at a nice range there and didn't need to make such a big read. That said, you do have to represent your more weird and surprising options at times, so I don't think it's a terrible option either. Don't agree with the choice of pressure after the stomp because neutral jumping does not make Akuma's EX DP whiff. So to run through his options vs your pressure: Neutral jump button: If he does EX DP, you get hit. If he back dashes, he escapes for free. If he throw techs, you hit him. If he blocks, he blocks and you get some pressure, though if he's on the ball he can see that you've neutral jumped and still do EX DP. If he wakes up with a light button he'll still have time to hit your neutral jump. Alternatively, if you do meaty lariat: If he does EX DP, you get hit. If he back dashes he eats a crush counter. If he throw techs he eats a crush counter If he blocks, you are at significant advantage and can continue pressure. If he wakes up with a light button, he eats a crush counter. So if you want to go in, the towards fierce is easily a better option. If you want to bait a DP, it has to be block. The neutral jump fierce is a sort of middle ground between going in and not going in, but it only works if the opponent has a strong option that loses to neutral jump. In this scenario he does block, then you do stand fierce into flash chop. This is the end of your turn when it shouldn't have been. After the jump fierce, if you don't think he's going to DP and you're pressing another button, that button should be lariat. It's almost as fast as stand fierce, you can still combo off it if it hits, and it keeps your pressure going if they block because you're at huge advantage. On the next wake up you wakeup with jump back roundhouse. Would not recommend this. Can always quick rise/backwards quick rise if you want to wake up with different timing and throw the opponent off. The stand roundhouse you did there is a much better use of it. The opponent was well inside its range and it would tag him jumping/dashing and also potentially stuff his next attack. Lariat after it connected is a good choice as well. Again though, the fierce into flash chop there is the end of your pressure when it could have been possible to keep him locked down. Can follow the lariat up with a crouching jab or a standing medium punch or, if you're feeling confident, a second lariat. These all lead into follow ups if he gets hit and also keep you at advantage if he blocks. You need to mix up between those options, as lariat followed by another lariat on block has a big enough gap for the opponent to sneak in a button, but the jab and medium punch will counter hit them for trying. However, the second lariat can still work depending on what their next option is and what timing they use. He crosses you up after that at a slightly awkward range. Good block on the follow up button but then you got tagged with his crouch middle kick. Again, try to wait until he's pushed himself out of range or does something negative. Sometimes you need to challenge regardless, but if your plan is to try and jump away/escape then you need to wait for an opening to do it or you'll get it. Checking him with crouching MP after the blocked demon flip is fine, though again the jump afterwards seemed a bit autopilot, as did the standing heavy kick when he was out of range for it to connect. You get him to block a lariat, but again it's followed up with standing heavy punch. This move is quite negative on block and means the end of your pressure as soon as it's blocked. Good blocking after the next jump in again, though you got hit with his cr. mk into fireball as you were a bit too keen to counter poke. Just a tiny bit more patience there and you could have taken a turn after blocking the fireball as Akuma's regular fireballs are pretty negative when blocked. Popping V-Trigger there to see what he does and then anti-airing accordingly is all fine. That said, Alex has some really nasty uses for V-Trigger cancels so I'd quite often be tempted to save it for that. Gunfight, who I'd say is currently the best Alex in the world, does some really nice stuff with cancelling a big button into v-trigger and then parrying the opponent's v-reversal etc. This guy didn't seem like the v-reversalling type and that's quite specific tech, but more generally V-Trigger cancels are quite powerful, especially for command grab characters where it can be a case of Block this button - > I cancel into trigger - > Will I do a button or will I do a command grab? Again, though, I don't think popping it to get a preview of the opponent's next move is ever a terrible idea, just throwing out some ideas. Dash up lariat after the anti-air knee is a good option. After that you do standing heavy punch again and he sneaks a button in the gap and counter hits you. Although I'd recommend using lariat instead of standing heavy punch for the reasons I mentioned before, a second lariat would also have been counter hit in this situation. The way the mix up works is: Lariat is very positive on block, so an opponent who knows this and is smart will be inclined to keep blocking after they block it. You can then land a command grab if you've convinced them to sit still, or you can apply further pressure. Because the move is really positive and many opponents will know this, you can also follow up with big buttons that they potentially could interrupt but often won't for fear of being counter hit. Agaisnt an opponent who is respecting your frame advantage, you can do lariat into a second lariat on block. This guy, however, was not respecting it. He blocked the lariat and pressed a button and counter hit your next attack. He might be stubborn, or he might just now know he shouldn't press buttons after blocked lariat. To condition people to stop doing this, you have to convince them to stop, or pre-emptively show them that it would be a bad idea. You can follow up the lariat on block with a much faster attack that will stuff their attempt to challenge you. Or instead, the first time you do the lariat on block, use the fast button follow up to either stuff their challenge or let them know that you're doing a fast move afterwards to fish for counter hits. This can then deter them from challenging the next time, allowing you to do lariat into lariat or lariat into command grab etc. Wake up parry on the next wake up was fine. He had not gone for any throws at all in the match, so a meaty normal attack on his part was a very likely option. Waiting on his wake up wasn't a bad idea. You need to go in close enough to tempt him into an uppercut but he also had full super and V-trigger so it was important to stay out of raging demon range. After he didn't wake up with anything though, you then gave him waaaay too much room. He was on his last hit of life, do or die situation, and you walked all the way back to a range where you can't threaten him and you can't anti air him. It also gave him room to air fireball, which is every Akuma's go-to option in V-trigger when they need to make a comeback. After the suplex, the range you walk up to before walking backwards was perfect. I'd have liked to see you walk to that spot and then held down-back to see what he'd do. It puts enough pressure on him that he might do something stupid, it keeps you in control and you're also safe from any wake up attacks but still in range to punish them. When he then didn't wake up with anything, you could have won the round with a crouch middle kick/stand middle kick, or you could have jumped on reaction to his jump and been so close to him that he'd have died to your button before he could get the fireball out. It's fine to be patient on the opponent's wake up but you don't need to completely give up your advantage. Wasn't too keen on backing up to full screen at the end there as I think Alex needs to stay at a range where he's threatening. However, the EX headbutt to punish the fireball was a very good option. That is exactly the sort of thing I was getting at before with the headbutt, where if you save it for the right situation it is pretty much guaranteed to hit. He didn't have it on his mind at all that it was a threat and was content to throw fireballs. If you'd have shown him the headbutt by throwing it out at random earlier in the round, he might not have been so complacent at the end there. Good stuff. Round 2 Opening knee... Well, I grant you that it was very likely to hit against this guy as he loved to neutral jump at about that range and started the previous round with it. That said, I still think throwing it out in the neutral as a read is a big risk to take. Dash up lariat is fine after that but, as above, try to consider some of the other follow up options and work on trying to open them up with options that lead back into more pressure. Good punish on his dropped combo. Again though, note the spacing you end up at once the chop has landed. You are once again at that spot where your more rangey buttons can tag the opponent and you can still anti-air if needed. Pressing crouching medium punch there is a sort of no man's land between the two, where the poke whiffs and is enough of a commitment that you're vulnerable to the jump. Needed use standing middle kick if you're committing to the poke, or a quick standing light kick that still gives you time to anti-air if it whiffs. You have already observed that this guy is really jumpy, so you need to keep an eye on the ranges you need to be at to combat this. Good patience on wake up again. Once again, notice that this guy never goes for throws. If I'm fighting this guy, I am never, ever, ever throw tech-ing until he gives me a reason to start. Even if he grabs me once, I need to see at least one or two more out of him before I'm convinced. He has yet to do it once and you've been absolutely fine blocking all of his attempts at pressure. As in my previous feed back, throws in SFV are not a huge deal, so make your opponent establish them as a threat before you show them any respect and start tech-ing. Not sure about that trigger activation. I'd have liked to see the roundhouse on his wake up cancelled into trigger on hit/block to see what your follow up is. While it's good to have it activated, the cancel itself is such a powerful option and you only get it once per round, so this particular neutral activation felt like a waste. Bit tough to call the rest of it. The clothesline was pretty risky but he traded with it for some reason. Good confirm off that. The jump to chase his jump away was pretty likely to work against this guy. Still would have liked to see a standing medium kick to tag the jump or a reaction knee to chase it, but given the life/stun situation I think it was fine to chase him down a bit more aggressively. Final thoughts Went long again didn't I? Honestly it's mostly because I really enjoy this theory fighter business and find match analysis to be a lot of fun. I thought the performance as a whole was a huge improvement on the first game you put up, and not just because of the result. Main areas to look at would be reaction anti-airing, and making sure to keep an eye out for the right ranges to make reaction anti-airing easier. Would also recommend putting some work into your pressure/mix up options and again try to think about conditioning the opponent and taking their previous responses to various situations into account. I pointed out that you can be content to block against this guy on defense because he never threatens anything but more normals. However, I could say the same thing to him if I was telling him how to fight you. You established lariat on his wake up and not once did he wake up with a button, backdash or reversal DP. With this in mind, you could have done powerbomb on his wake up, or crouching jab into powerbomb, or regular grab, or crouching light kick into regular grab, or overhead etc. etc. Different options with different amounts of block stun that require different responses from him. Some opponents you only need to command grab them once and they will never block on wake up again, some opponents are patient enough to eat it repeatedly, some of them require more nuanced conditioning. The times you did nothing are part of this as well. If you bait him twice and he doesn't DP, it might be because your attempts to bait him have convinced him not to. Just because he didn't DP when you expected it does not mean that he didn't notice your block. Think about what your actions mean to the other player and what their decisions have told you about them.
  8. Hahaha that is the balance I was going for and exactly the quote I was worried about. It's really hard to convey in text isn't it? Like "why did you jump there?" I'm asking you to ask yourself that question, but it could just as easily be read as "nice jump , dickhead". It's a mine field I tell you. I don't mean to be horrible I swear. The bit about the horrible consequences of the jump is to emphasise that the damage etc. is why it was a bad idea in hindsight, but the take away really should be the other more theory based reasoning behind making a decision whether to jump or not. I'm tempted to start a new account and play some Alex in the wilds of Silver and Gold so I can upload some videos. I can't do it on my account as my day one Alex vs 15000LP opponents would be an embarrassing affair indeed.
  9. @Down by Law Round 1 - I'm not a fan of full screen stun gun headbutt to start, or generally using quite so frequently. It has surprise factor, but you're not making much use of the stun by throwing it out against an opponent in the neutral. You've also shown it to the opponent immediately, which kills the surprise factor of the move for later. I think it's better used when you really need the damage/stun and you haven't shown it to the opponent yet, or if the opponent is zoning you really effectively and you need to try something a bit crazy. It's good to inl It's a good move to keep in your back pocket for when the time is right rather than trying to get in with it. - Try playing a few matches where you just watch what the opponent does and respond accordingly. SFV is not an easy game to play reactively, but you still have to learn it as a skill, particularly against nutty opponents. In this match it looks like you're doing what you want to do and getting frustrated when it doesn't work, rather than responding to what your opponent is doing. This is another issue with the opening stun gun headbutt as well. It doesn't teach you anything about your opponent. If your opening move is nothing, you can quickly see if your opponent is a nutcase. By throwing out stun gun headbutt you immediately start the round in a scramble situation and it pretty much stays that way for the duration. - This guy jumps five times in the first ten seconds and doesn't get anti-aired for any of them. A big part of that is because you're doing what you were going to do next anyway, rather than noticing that he's a jumping bean. Your first headbut whiffs, you press low strong, he jumps, you do headbutt again and get hit out of it. That second headbutt was auto pilot. You had already decided you were going to do that, and were so committed that you still did it after your opponent jumped and it had no chance of connecting. - You block his jump medium kick and challenge with low jabs. This is risky as you can lose to a counter hit button, but sometimes you do have to challenge so that's fine. One of these jabs, you hit him out of the air and reset him because he was trying to jump AGAIN. You then do stun gun headbutt and it somehow hits, but I really don't like that decision as the guy has done almost nothing but jump, and was even trying to jump when he was being hit with jabs. - Based on what he's already shown, there is no chance in hell that this dude is going to sit still after that headbutt. He is going to jump again, uppercut or do something else crazy. After that headbutt hit, your best option was definitely to block. Try to keep in mind that blocking is part of the mix up. Just because it doesn't lead to direct damage, if still tells you about your opponent and also shows them that sometimes you will do nothing and let them hang themselves by jumping/whiffing a dragon punch. If you block and the opponent doesn't uppercut, don't consider this a bad read/bad decision, just take the information and apply it to future situations. - When he's jumping all over you you keep pressing standing medium punch. This could get you counter hit if he presses a fast button after you block the jump in, and also when it whiffs it allows him to jump again. You're still pressing your grounded buttons and trying to poke and apply pressure etc. but the opponent is just jumping. Again, taking a moment to do nothing and just respond to him would have helped a lot here. Against a super jumpy opponent you want to use light, low commitment, fast attacks on the ground so you recover in time to anti-air if needed. - As Goemon said, block more on wake up. In the mid-screen, most characters don't get a set up or guaranteed pressure off their throw, so if you take the throw you get neutral back. I'm not saying *never* tech. throws, but just keep in mind that being counter hit is so much worse. If in doubt, block. I know people don't like getting grabbed, but it's really not a big deal. - Mix up how you get up. You consistently back tech/kicks quick rise in this round. This is a good option a lot of the time as it can get you out of trouble, but if you do the same option every time the opponent can auto-pilot you to death. The problem with back-teching every time against an opponent who keeps jumping in like a lunatic is that you keep putting yourself back in the situation. Sometimes take the option of not quick rising. Let him jump over your head and whiff, give yourself that extra moment to see what he's doing after you're knocked down rather than standing up into it and taking more abuse. - You've already akcnowledged that EX air grab was a waste of meter there. The EX headbutt at the end was also very wasteful. At that point given the life defecit I wouldn't have spent any meter on that round unless I got a massive hit and did 40% damage or so. You also don't need to make a big read with EX air grab if you think he's going to neutral jump. You can wait to see if he neutral jumps and then anti-air him. Round 2 - Against an opponent who is constantly jumping, opening with standing heavy kick is a huge, huge risk. This is another instance where you had decided you were going to do it without taking your opponent's tendencies into account. In the same way that a character with a fireball shouldn't throw them if the opponent is CONSTANTLY jumping, you shouldn't be throwing out such a massively committed normal attack that leaves you so vulnerable to jump-ins. He opened with a jump and it was pretty much luck that you didn't eat big damage for that move. - Again, block on wake up. You lose a quarter of your life in the first ten seconds by waking up with buttons, but against an opponent with better combos you'd have lost half life and be on course to lose the round. - 1:25 you block his air tatsu and then do low short and cr. MK to push him out. This is good. If you pause it there, that is exactly the range you want against this particular opponent in the neutral. You can challenge a forward dash with a button, and you are at perfect range to anti-air him if he jumps. With Alex you naturally want to get in and start your stuff, but such a huge part of Streetfighter is knowing where to stand at the situations where no one has a clear advantage. If people rushing in and jumping all the time are problems for you, you need to focus on staying at a range where you can deal with that whenever possible. Don't always move with a view to landing a hit and starting your mix ups. You know where your anti-airs are effective and where you can threaten your best options. A lot of the the attacking and movement options you choose should be with a view to achieving/maintaining the spacing you want rather than simply dealing damage to the opponent. Learn where you are most comfortable against your opponent's character and also where you are most comfortable agains the player/playstyle you're facing. This guy wants to zone me with fireballs? I need to bulldog my way to a range where I can threaten jumping over/armouring through his fireballs to make him scared to throw them, or punish him if does. If this then makes him stop throwing them, I can walk into the space I *REALLY* want, which is in range of my big buttons/command grab/mix up tools. As Laura vs Ryu, for example, if I have an EX bar, I will constantly be adjusting my positioning to be at a range where I can anti-air if he jumps and EX elbow through a fireball if he throws one. If I'm at this range, I can then see what he does in response to me being there. If he backs up to a range where he can safely fireball, I will take the space he gives up etc. This guy wants to jump all the time? I need to stand at a range where my anti-air will be most effective. This guy plays super patient and doesn't do anything? I can take space by walking and dashing and work on pushing him to the corner. - For Dragon punches, learning to observe opponents will make you so much better at baiting them. The mentality of "his DP has priority over what I'm doing" is not the right mindset to improve against this. Ken's EX DP is fully invincible. It will beat what you're doing as this is the point of the move. However, if he whiffs or you block it, he is DEAD. Utterly dead. What you need to do is: A) Take note of all the comment flashpoint moments in matches where people tend to make big decisions. There are lots of these and they are sometimes specific to the opponent, but a lot of them are extremely common. Some examples: on wake up, after blocking a jump in, after landing from an air to air, after a cancel into V-trigger on block. As well as deciding what you're going to do, take note of what the opponent's response was to that situation. B) Get involved with the mind games around these situations. The EX DP he did after the blocked jumping light attack. That is an extremely common dragon punch situation. What you need to do is keep that situation in mind for future reference and then mix up based around that. You jump jab, he blocks, you try something, he does EX DP, you get hit. Reaction 1: Ah I got hit with EX DP. Reaction 2: I did jump jab, he blocked, he had EX meter, he took a massive risk and did EX DP, I got hit by it. He has shown me that he is willing to EX DP there and risk a huge punish. I have shown him that I intended to try a follow up attack there. I have established the situation of "you block my jump in, we both now make a decision". How do I use that next time? Reaction 2 is what you need to work towards in every situation. That jump at the end of round 2 where he anti aired you and then reset you for massive damage. Why did you jump there? He wasn't throwing fireballs, he wasn't throwing out big, heavy buttons that would stop him from anti-airing, he was at a perfect range to anti-air you and had absolutely no reason to get hit. You did it because you wanted to hit him with jumping heavy kick, but all of those other factors were why it didn't work. Think about the "WHY?" of everything you do, everything the opponent does and how you can turn the information you get to your advantage. Hope that all didn't seem too harsh. It's all meant to be constructive, let me know if you don't know what I'm on about/have any questions.
  10. Marvel vs. Capcom: Infinite

    I feel like there's some middle ground between "setting the world on fire" and "dead". The vast majority of fighting games with a few rare exceptions tend to fall into said middle ground. Most fighting games fall quite far down the pages on rllmuk after a while as well, because only a small percentage of players play them for longer than the first couple of months. King of Fighters XIV is "dead" by the "is it on the Evo line up?" and "is RLLMUK talking about it?" parameters. It's not dead, though. It has new DLC on the way and a thriving tournament scene. I guess I'm looking at it from the perspective of a fighting game player though. I won't deny that MVCI has been a commercial disaster, but it's only as "dead" as the countless other fighting games that have a dedicated community keeping them alive. Killer Instinct is also "dead" but they had a world cup event last year with $30,000 prize money up for grabs. MVCI has done really badly, I'm not burying my head in the sand, but as a competitive game it isn't dead just because Evo haven't run it.
  11. Marvel vs. Capcom: Infinite

    "Nobody is playing" MVCI despite the fact that it does better numbers than Injustice 2 at every major tournament. Frosty Faustings in January it had twice as many players as Injustice and comfortably beat BlazBlue as well, even though Frosty Faustings is primarily an anime fighters event. Mr. Wizard has been itching to drop Marvel for years (see UMVC3 last time) and he's finally got his wish, but as long as all the other US majors keep running it and keep getting 150+ entrants the game is far from dead.
  12. Ultra Street Fighter IV

    I think 360 is the quietest format now sadly. It's where I had the majority of my best times playing the game and is still my favourite version, but to get a steady stream of games I've had to move to PC. Also:
  13. Infiltration's Menat is genuinely beautiful to watch. He's taken what he was developing with Decapre and Nash and found its almost perfect form. Problem X highlighted a major reason I don't like SFV so much when he said that zoning and neutral in SFV is always temporary and it's near impossible to find a playstyle where establishing and maintaining control for the whole round is the sole goal. Infiltration has, like his Nash in Season 1, shown us that if you are an absolute fucking genius it can still be done. The use of drills, the constant tempo shifts, the way he's happy to back dash four times into the corner if it gives him the spacing he's after. Incredible. His match against Humanbomb in top 8 was such a masterful display of Streetfighter that I've already watched it in full three times, two of those forcing my other local fighting game fan friends to watch it with me. The whole set is marvelous, 17:57 here: Humanbomb is such a good player and he looked utterly, utterly helpless. The sequence where Infiltration does two fierces and then dashes up to Super through Humanbomb' s fireball before Humanbomb even knew he was going to throw it was mind-blowing. He is truly 2-3 steps ahead in a game that makes it so difficult to achieve that. People will complain about Menat and her range and how she's too powerful after this, but just try picking Menat and boxing an opponent out for even one complete round and find out just how hard that is. You will get jumped/dashed in on and you will die. It's hard to express just how impressed I am with it. It's up where with watching Arturo or FChamp playing Dhalsim at their best, where they make the character look impossible to beat, but you know that if you tried it yourself you would get utterly murdered. What a fantastic player.
  14. Ultra Street Fighter IV

    Who is that Daniel I see stuffing an Ultra with a well placed crouch taunt? Also Evo Japan USF4 top 8 was fun. Lots of very rusty players but cool to see Kitasenju DJ, AiAi and some other old SF4 notable folks in there. :
  15. Ryan Reynolds wants to remake Clue

    Please cast Amy Schumer as the singing telegram.

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