Street Fighter V Final Beta Dhalsim Matches and Impressions

The stretchy master of Yoga has seen some dramatic changes in Street Fighter V. While he gains the ability to float in the air and toss looping fireballs, it comes at the cost of not being able to throw horizontal fireballs without EX. Because of this and his slow normal attacks, Dhalsim seems really vulnerable on the ground, as he appears to not have the tools to keep people out.

Maybe the community will find the optimal way of playing this new iteration of Dhalsim, though I’m scared that he doesn’t have what it takes to hang. Without a steady horizontal fireball and with his normal pokes starting up as slowly as they do, he’s going to have to work extremely hard to keep his distance. I clearly don’t have what it takes, as I spend most of the time in these videos getting bopped. However, I hope the real Street Fighter V Dhalsim players stand up and prove his viability.


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Street Fighter V Final Beta Cammy Matches and Impressions

Unlike her Street Fighter IV counterpart, Cammy in Street Fighter V isn’t nearly as dependent on dive kicks and set play. Instead, she’s been tuned for a more straight-up aggressive play style. She’s received a number of new and re-worked normal attacks that make her more functional in most situations. Her Hooligan now has homing properties, allowing her dive kick to cross over and back for what could be a tricky mix-up.

In the right hands, she can be quite dangerous. She may not have her dive kick set-ups, but she has the tools to keep you guessing in other ways. Her damage output may be lackluster and she has one of the worst V-Skills in the game, but Cammy players can overcome that with smart and aggressive play.


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Street Fighter V Final Beta Birdie Matches and Impressions

Large characters are generally not my style in any fighting game, but for some reason I really like Birdie. He has great normal moves to poke with and some really fun special moves that involve his chain. Whether he’s whipping it across the screen to grab his foe, or jumping almost full screen in order to wrap them up for a slam, he can be a threat at almost any distance.

The trade-off is that as a big body, he’s not the most mobile. Getting around fireballs and zoning can be tough. Also, he’s not necessarily the most dangerous in-close, as his combo potential is kind of limited and only his command grab are really effective at that range. However, if he’s able to control the distance and stay at about sweep range, Birdie is going to be a problem.


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Dreams of XCOM 2 Appearing on PlayStation 4 and Xbox One

XCOM: Enemy Unknown was one of my favourite games last generation. It was an excellent (and sometimes brutally difficult) turn-based strategy game that really put your skills to the test. I loved it so much that I beat it multiple times on console and then played through it a third time on iOS. While I am glad that XCOM 2 is set to be released in just a few days, I’m hugely disappointed in Firaxis and 2K’s decision to go PC-only.

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The Final Push Towards Street Fighter V

With the release of Street Fighter V just days away, I’ve got one more rush of related content to push out. During the December beta, I got in just enough time to play a few matches with 13 out of the 15 available characters. Sorry, I have no interest in playing as Chun-Li or M. Bison.

Starting February 3rd and ending on February 15th, I will publish one video per day highlighting each of the 13 characters I played in the beta, along with my impressions for each character. It’ll give you a final look and thoughts on the cast just before the game drops. Hope you enjoy the content to come!


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Jett Plays the Final Street Fighter V Beta

Capcom recently surprised us all with one more beta before the game’s release. I put in some time with Nash, freak out over some tight matches and I show off a pro-tip to help you get the most out of training mode!


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Middle Earth: Shadow of Mordor Review

Middle Earth: Shadow of Mordor had been sitting on my shelf for almost a year before finally giving it an honest try. Despite the game’s critical acclaim, I had a hard time putting it over other games in my queue due to my disinterest in the Lord of the Rings. As it turns out, the game doesn’t require a background in J.R.R. Tolkien’s classic to be enjoyed. Also, it’s awesome.

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Ways in Which Street Fighter IV Succeeded

Street Fighter IV was the biggest thing since Street Fighter II. In an era where the fighting games had laid dormant for about a decade, the success of IV rejuvenated the entire genre. It also has proven to be an amazing game that has stood as the premiere fighter for almost a decade now.

Previously, I wrote a post about this legendary game’s failings. Now it’s time to go the other way and celebrate all of the great things it did do. With the release of Street Fighter V looming, let’s look back one more time at what made Street Fighter IV so special.

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Laugh’s Theory on the Three Types of Fighting Game Players

Core-A Gaming, with the help of pro fighting game player Laugh, put together a fantastic video about Laugh’s theory of the three types of fighting game players. You should watch the whole thing, but I’ll summarize the key points here before I go into my piece. The three types are:

Mind: The player whose primary strength comes from leveraging information about the game, from frame data, to option selects, to set-ups.

Heart: The player whose primary strength comes from trying to counter their opponent’s specific approach to the fight.

Body: The player whose primary strength comes from being able to perform higher damage combos and block better due to their physical dexterity.

Everybody is a mix of these three elements. Each one has its strengths, but also its weaknesses. Mind players can get flustered when forced into a situation they haven’t prepared for. Heart players can be coerced into making bad decisions. Body players can get frozen out of being able to use their physical talents.

Using this theory, where do I fit?

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Mortal Kombat X is Getting Enhanced Online Netplay

Recently, NetherRealm Studios announced that Mortal Kombat X was getting updated with GGPO-style rollback netcode. This is a huge win for the game and its fans, as the dynamic latency model currently used leads to a less-than-ideal online combat kombat experience. As far as I know, a complete overhaul of a game’s netcode this long after launch, at least in a fighting game, is unprecedented.

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