Create engagement and extend watch time by giving your viewers some control over your stream. Through activities such as subs, Bits, and Channel Points, it’s possible for these events to trigger scene changes, new camera angles, sound effects, animations, or even turn off the stream!
Admittedly, initial setup and ongoing configuration can be a pain. However, the effort is worth it, as it unlocks a whole new level of interactivity on your stream. Follow this guide and give the people what they want!
When I first got Marvel vs. Capcom: Infinite, one of the first things to catch my eye was Gamora’s gun loops. After a few weeks of practice and research, I finally got one variation down and decided to make a tutorial video to teach others how to do it. If you’re hoping to add the gun loop to your arsenal, check this out!
Version 1.05 of the Street Fighter V Beta adds a tutorial mode to its package. It covers the basics, from how to move and jump, up until how to use your V-Trigger. Since none of this was present in Street Fighter IV, this is a good sign.
More interesting are the story ramifications on display. The cutscenes take place very early in the Street Fighter story, as Ryu and Ken are being taught by Gouken while Ken is sporting his Street Fighter Alpha ponytail. They even fight each other in their classic costumes, which could be a sign of what’s to come in terms of DLC costumes.
This fundamental Decapre combo took me forever to learn, as it requires the use of the piano rolling input technique. I break it down in a way that makes sense for me in hopes that it’ll make sense for you too! Hope this helps you master one of her bread and butter combos while developing a transferable input skill in the process!
Fighting games are some of the most difficult and intimidating to learn. It’s very easy to get overwhelmed by all of the variables at play, from complex button inputs, to a seemingly endless stream of online competition ready to beat you to a pulp and brag about it. Even fights against the computer can prove difficult when it appears to have a counter to all of your tactics. How does one get better at fighting games?
Before the advent of training mode, all you could do was suck until you eventually didn’t suck. Then training modes became standard on console fighters, though it was mostly used as a place to practice combos rather than actually learning the nuances of combat. As a means of addressing this shortcoming, fighting game developers have implemented tutorial-like modes into their games. However, I still feel like they’ve all fallen short in some way or another. The end result is the fact that most games in the genre do an inadequate job of teaching players how to actually play, which will drive those dedicated enough to seek information elsewhere, or drive others (maybe most) away.
What can fighting game creators do to help players become better grasp their games? I think they’re almost there, but not quite. Why?