Rango’s Smash Column: Georgia Smash Tournaments Return!

Disclaimer: If you play competitive Smash in the state of Georgia and want to come to one of these tournaments, 4o4 esports is located at 6035 Peachtree Rd Suite C-220, Atlanta, GA 30360. Every Thursday, 4o4 esports hosts a Smash Ultimate tournament and adheres to the COVID CDC guidelines. Visit their page to learn more.

Welcome to Rango’s Smash Column and what a week it’s been! While I initially planned to write a column on salt, frustration, and how to deal with it, I feel a more pressing matter has come to mind: the return of Georgia Smash local tournaments!

While 4o4 esports has been hosting smaller-level local tournaments in an attempt to bring back the offline competitive Smash Bros. scene, last week’s April 29th tournament brought in 64 entrants and 720 viewers in its Twitch chat. Among those in chat included tournament organizers and talent  across the country, including Benny, 2GG Strides, and Dabuz. Meanwhile, players in attendance included Fatality, LordMix, Kola, and Mugen (formerly known as HyperKirby).

You can watch the full tournament here.

What it Means for Tournaments to Return.

The most pressing part of this tournament comes from two factors. One, the return to offline tournaments in other regions draws nearer. Tournament organizers and players will surely take note of this successful event. Following COVID guidelines, such as wearing masks in the venue, other scenes across the U.S. will surely be able to run tournaments safely before long. Thanks to the rising availability of the COVID vaccinations, players should be allowed to attend and compete in tournaments sooner than later.

However, the more pressing and long-term consequence of this tournament comes from all the eyes on the stream. Years ago, during the Smash 4 era, the most prominent scenes in the country included Tristate (NY, NJ, PA), SoCal (Southern California), and Florida. The Midwest, NorCal, and Texas began to grow in strength over the course of Smash 4’s prominence and into the dawn of Ultimate. However, Georgia was considered a state with limited talent with the outside looking in. Save for the most prominent members of the Georgia’s Power Rankings (PR), Georgia had some talented players but was largely overlooked as one of the major threats in the Smash scene.

Georgia’s Rise to Prominence.

Although Georgia had incredibly daunting players, such as Fatality and ScAtt, the state’s talent quickly began to grow during the beginning of Ultimate. Kola (formerly known as SaltOne) and HyperKirby began to take out the state’s PR players. Among these also included Sonido who quickly rose in the ranks as a top Sonic main. Several of these players were either considered for the Panda Global Rankings or entered Area 51 which heralded the honorable mention section. Before long, numerous players across Georgia began challenging the top players of the state and landing upsets in the process.

Numerous players called the 4o4’s tournament stacked. After all, the bracket included 64 players including a number of proficient players. But perhaps even more pressing was the number of times I saw “Georgia is the best scene in the U.S.” While the state’s top-level talent has proven to show effective results in national tournaments, such as Fatality’s #2 placing at 2GG Civil War in Smash 4, these same players are laying it on the line against the new standard of competition within the state.

Long story short, Georgia’s talented players are constantly on the rise. The current PR extends to a Top 15 with an honorable mentions section. However, this only showcases the tip of the iceberg among the Georgia state talent. Previously, it was not uncommon for state scenes to have roughly 5 high-level players ranked before a skill gap separated them from the rest of their state’s talent. However, as time went on, players practiced the game, got better, and continued to enter competitions. Compared to the mid-to-late 2010s, Georgia is brimming with talented, high-level players.

Moving Forward.

Among the notable rising talent in Georgia includes Kevetex, a Chrom main, and Fallen Thunder, who mains Steve. Both of these players successfully eliminated Fatality in Winner’s and Loser’s bracket, respectively. Preem, an Inkling main, also made his way to Top 16 and took a game off of Mugen in Winner’s. Meanwhile, Dusk, a Roy main, brought his way to Top 8 before his elimination by Vivid, a  Toon Link.

Despite the rise of new talent in the scene, both Winner’s Finals and Grand Finals featured Mugen vs. Kola. The two players that dominated the Ultimate tournaments in the first year of Georgia tournaments retained their reputation by making it to the final match in this tournament. Two of the greatest rivals in Georgia’s history, also quite possibly Georgia’s best doubles team, continue to pave the way forward for the rest of the state’s rising talent to follow.

However, Mugen and Kola only number two of the dozens of players rising up the ranks in Georgia. Among the many players that competed, worked their asses off, and achieved the highest results they have in their tournament careers, the crown is up for grabs. It’s anyone’s game and if there’s one thing Georgia players do well, it brings out the best in each other in competition. We love to compete and we hate to lose.

The Key to Victory.

As long as Georgia players continue to foster growth, we can become the greatest Smash scene in history. With the spark ignited by 4o4 esports’ tournament, this state could become a major hub with new eyes set on Georgia’s Smash events. As a competitor myself, I feel excited returning to tournaments as well.

Are you keeping up with Smash Ultimate tournaments during the pandemic? If you keep up with watching tournaments or compete in them, let us know in the replies below. Keep up with All Cool Things on social media to stay updated with the latest content. We’ll keep you posted on the Georgia Super Smash Bros. Ultimate tournament scene!

Until next time!

 

Please be sure to Like our main page, too.  Just click here.  -HERETICPRIME

The Game Corner: March 2021. What are you playing featuring Xenoblade Chronicles 2.

Welcome to the Game Corner! This month, I’ll cover a bit of my backlog featuring Xenoblade Chronicles 2 and a few other quality titles. If you like JRPGs and Fighting Games, you’ll surely find a favorite here!

Thanks to Pyra and Mythra’s inclusion in Super Smash Bros. Ultimate’s Fighter Pass 2, I hopped back onto the Xenoblade Chronicles 2 hype train. Having played them a bit, I gotta say I enjoy their playstyle. They may have what it takes to become my new secondaries. But in addition to trying them out on Smash online, I figured it would be worth exploring the stories they’re from as well.

In the meantime, I also managed to beat a Zelda title after a 10-year span and even jumped back into an old fighting favorite: Dragon Ball FighterZ. In the meantime, I continue my playthrough of Final Fantasy XV. Though to be fair, I haven’t touched it in a week so I’ll be omitting it from this list. Rest assured, I will have it beat before Final Fantasy XVI comes out.

Speaking of Final Fantasy, I postponed my playthrough of Final Fantasy VII Remake. Since I’m less than halfway through the game and Square-Enix announced the Intergrade and PS5 version enhancements, I’ve decided to wait until its release to resume my playthrough.

For those of you Final Fantasy fans looking to bite into a classic type experience, though, I recommend checking out Bravely Default II for Nintendo Switch. I watched my girlfriend beat this game and it really strikes the right chord for classic Final Fantasy fans. If you love the Job system of Final Fantasy V, you’ll surely want to sink your fangs right into this one.

With that being said, let’s get into this week’s Game Corner, shall we?

Xenoblade Chronicles 2

While I’ve been regularly playing Xenoblade Chronicles 2 since the beginning of the year, the Pyra/Mythra Smash release hype bug bit me. I’ve only just now reached Mor Ardain, however, and am about 30 hours in.

Can I just stop to say how much I love this official artwork by Matsusugu Saito?

When Shulk was announced for Super Smash Bros. 4, it prompted me to finish my long-delayed playthrough of Xenoblade Chronicles for Wii. I guess you could say history repeats itself here. Speaking of which, my girlfriend also started her playthrough of Xenoblade Chronicles: Definitive Edition for Nintendo Switch. While I’ve beaten the original game and don’t intend to play it, I look forward to watching her discover the worlds of Bionis and Mechonis for the first time!

While I intend to finish the storyline of Xenoblade Chronicles 2, however, I don’t see myself finishing the side-quests. I’ve heard they become quite repetitive and to the point that it would lose my interest. However, since I purchased it pre-emptively, I have a mind to do the Torna – The Golden Country DLC episode once I beat the game.

The Legend of Zelda: Spirit Tracks

Beating Spirit Tracks was an adventure 11 years in the making. Having gotten this game in 2010, I never beat this game on my DS. I ended up losing it in late 2011 and never found it until recently. Or rather, my girlfriend found my lost copy several months ago. With that said, I finally got to beat the one Zelda game that I never finished. Despite my last entry being in the Fire Temple, I picked the game back up relatively quickly.

Spirit Tracks really brought me back to another era. The blocky, low-resolution character models still charmed me with their glorious facial expressions and animations. The dated touch-screen controls were fairly gratuitous with Link being able to tap-and-hit enemies. I do recall it being a quality improvement over its predecessor, The Legend of Zelda: Phantom Hourglass, and it held up even a decade later.

Overall, I wouldn’t say it was the most special or must-play Zelda title by a long margin. Despite the long train rides and some annoying padding, though, Spirit Tracks can win over any Zelda fan.

The beautiful soundtrack harmonized perfectly with the unique story and writing in the final chapter of the Wind Waker era. However, in spite of the good dungeon design, boss battles, and funny moments, I would be okay with Nintendo never releasing another Zelda game with touch controls.

Dragon Ball FighterZ

What’s this? I’m playing another fighting game? Since several of my friends are doing it, I figured I may as well join in. Dragon Ball FighterZ resonates with largely balanced gameplay, long-strung combos, and entertainment to all player levels without ever being BS. Though if you follow the competitive scene, you might disagree after the release of the latest DLC character: Super Saiyan 4 Gogeta.

While I’m playing online in worldwide matchmaking, I’m  rather upset that casual battles aren’t sorted by rank. This makes fighting people on my level more difficult outside of friend battles. In other words, either I get bodied by players well above my level or I fight a player who ragequits after losing one character.

I’ve been experimenting with a number of characters and team choices. But to make it short, basically any variation of Goku, Vegeta, Gogeta, Vegito, Gohan, and Trunks are on my team along with the occasional Piccolo. While I said I would main Vegito or Gogeta at one point, I’ve been chugging along at my own pace. I’m trying out Blue Vegeta right now and some of his combos make me feel like I might have a future in this game after all. On top of that, I’m also only 4,000,000 zeni away from unlocking the final trophy!

Ghosts ‘n Goblins Resurrection

Speaking of challenging titles, this one brings me back. You love 2D platformers and Capcom games, Ghosts ‘n Goblins Resurrection sends the perfect love letter on Nintendo Switch. It brings me right back to Super Ghouls ‘n Ghosts on SNES albeit without a double-jump ability.

Despite that, it’s way more forgiving than most of the past games. You have no lives or continues and multiple checkpoints. You can adjust the difficulty between deaths and use a skill tree to learn new magic spells.

I’m not gonna lie. I’m playing on Squire and enjoying it just fine. I don’t even play this series for getting destroyed repeatedly. I love the art style, music, and overall gameplay. Dying a dozen times per stage is just a side-effect to me.

Speaking of art, this has some of the creepiest yet most charming artwork, monster design, and backgrounds you will ever see in a side-scroller. And despite what I’ve seen from some reviews, this game isn’t really any cheaper than past entries and, like I said, a bit more forgiving. More like Contra than Castlevania, it does rely greatly on pattern-recognition and memorization. But if you’re fine with that, I think you will like this game.

Pokemon Sword

Finally, after all these years, I’m back on Pokemon once again. I think the 25th-anniversary presentation struck a chord with me to get back into Pokemon. I loved this series as a kid, grew out of it as a teen and came back into it as an adult. Granted, I was never as obsessed and hype about it as I was back then. Still, I like to keep up.

The upcoming releases of Brilliant Diamond and Shining Pearl, as well as the Pokemon Legends Arceus, got me wanting to finally start my run of Pokemon Sword. Well, I’m in Galar with my Raboot, Stufful, Corvisquire, and a few others. I’m on Route 4 and about ready to enter my first gym battle.

I’m not saying I’m partial to Fire-type starters, but…

As it stands, I’m not sure when I’m going to transfer my Pokemon to Sword. Part of me wants to finish my Pokedex in past entries while the other says to just transfer my favorites to the game, like Sylveon and Pangoro. Not like I would be able to use them until I get gym badges but I still want to build a team around my favorites.

Anyway, the game is quite fun so far and I like the open-world landscapes of each route. It’s structured much better than the samey, minimal paths between major areas like in other JRPGs such as Tales of Xillia. Battling moves fast, character design remains strong as always, and I’m looking forward to my next Pokemon adventure!

Final Thoughts

Believe it or not, I also started a playthrough of Yakuza 3, Last Window: Secret of Cape West, and Persona 5 Strikers. I also started up The Champion’s Ballad DLC in The Legend of Zelda: Breath of the Wild. Since I finished Twilight Princess HD and Spirit Tracks, I figured it was time. But I suppose discussion on those will have to wait till next time.

Right now, I want to focus on clearing a number of backlog titles. Xenoblade Chronicles 2 and Final Fantasy XV top my list of games I want to finish before moving onto others. Plus I want to keep my skills in Smash polished. Since I got my first COVID vaccine, I’ll be getting my second one next month. I would love for tournaments to return around May or June.

Until my next entry, feel free to share your journal in the comments. Whether you’re playing a new hit or an older classic, or you’re keeping your skills ahead of the curve in a competitive game, share your current play log in the replies!

Also, be sure to follow our social media links and stay up to date with our gaming and anime features. Until next time!

Rango’s Smash Column: March 2021. How Are Pyra and Mythra Looking?

Welcome to Rango’s Smash Column!

Earlier this month, Nintendo released Pyra and Mythra to Super Smash Bros. Ultimate. As part of Fighter Pass 2, this duo-unit can swap on a dime akin to Zelda and Sheik in past Zelda titles. However, more in line with the Echo Fighters of Smash, Pyra and Mythra share a similar moveset albeit with major differences in frame data, properties, and their Special moves.

After a week to try them out, how do Pyra and Mythra fare in the competition? I’ve been playing them online against a number of players and I gotta say they handle incredibly well. As someone who generally favors swordfighters and melee-type battlers, I think this is one of the best DLC characters I’ve played as!

I’ve given myself a few days to work out their mechanics and understand the fundamental differences between the two. Overall, Pyra hits harder and launches much sooner. Meanwhile, Mythra moves faster, can combo off of nearly anything, and her recovery is marginally better. This is thanks both to her Side B, Photon Edge, moving across wide gaps while her Up B recovery moves can briefly launch her upwards.

Together, with her faster air speed, she’s the better choice when moving back to the stage from a disadvantage. But take note not to get launched as her weight is 92 compared to Pyra’s 98, making her easier to KO as a result. With that said, I want to take the time to cover my findings with you and show you a bit of what the latest Smash DLC fighters are capable of.

Mythra, the damage dealer.

The Aegis’ true form wields a light-elemental blade. Mythra boasts minuscule damage and KO power for an incredible combo game and her ability to get away with nearly every button press. Imagine Marth without a sweetspot but moves with Meta-Knight’s speed. Plus she has Foresight, a dodge-counter ability similar to Bayonetta’s Bat Within.

Mythra is most fond of staying up in the enemy’s face to rack up as much damage as possible. Her frame data all but ensures that she will get away with whiffs while stuffing most offense attempts with her priority. However, she won’t get a KO with anything but FSmash which, at best, kills around 90% on the ledge. While you can hit a Forward Throw tech-chase mixup into this, her KO ability feels quite limited.

In the early Mythra meta, players have found a way to use her Neutral B move, Lightning Buster, into mixups. She can use it to ledgetrap as well as followup from a platform hit. While this will boast her damage dealing a little more, Mythra is best suited to building up damage until she switches out to Pyra.

Pyra, the killer.

Whereas Mythra plays more akin to Marth and Meta-Knight, Pyra feels more comfortable to the Roy and Ike player. Her heavier weight, slower speed,and flame sword attacks will feel right at home to any players of Roy and Ike. It also goes without saying that her impactful KO game contends among them as well.

Pyra has better range on her flame sword and multiple ways to KO an opponent. Her Up Aerial can KO off the top while Forward Aerial is better suited to edgeguarding. Back Aerial can also KO off the top, as well as auto-cancel, while Down Aerial can spike opponents using a large sweetspot.

In neutral, Pyra can end matches with Foward Smash within 70%. Up Smash and Prominence Revolt, her Up B, can also end matches under 100%. Dash attack can punish landings at a distance and a charged Flame Nova will not only end stocks but break shields.  In short, Pyra will end matches with among the most reliable KO ability in the game.

And that’s not to say her combo game isn’t without strength either. Pyra’s best starters come from Down Tilt and Down Throw. Plus her Side B, Blazing End, makes for a fantastic projectile. It starts relatively quickly and lingers for over a second making it ideal for camping and ledge-trapping. In the air, it will also KO around the 130% mark to punish landings.

Final Thoughts

Until I see their meta continue, I don’t think I’m going to switch over to them as secondaries, or at least not yet. They definitely give me everything I could ask for in a fighter, or pair of fighters rather. However, given that I have most of my bases covered with Pyra’s strength, Mythra’s speed, and a little of both with my current swordsmen, they’ll largely be my casual fighters to use online.

Make your own here.

However, that’s not at all to discount their ability in competitive Smash. All DLC characters from Fighter Pass 2 have proven to be relevant choices in the meta. Pyra and Mythra, right now, I would place in A-Tier. The only things really barring them from S-Tier are their lackluster recovery. Now, while bad recovery hasn’t impeded strong characters in the past, such as Wolf or Smash 4 Cloud, Pyra and Mythra don’t have a Limit mechanic to improve their recovery either.

Pyra falls like a stone with a single vertical option which you can punish. Mythra, speaking of Cloud, does not auto-snap the ledge off of her Side B. Overshoot the ledge and you’ll land on the stage and die to a ledge-trap. Undershoot it and you’ll fall just shy of the ledge-snapping point.

Their strengths, collectively, come from their range and their incredibly useful Special move options. Their Side B moves, in particular, cover various options. Photon Edge can punish nearly anything while Blazing End functions as one of the strongest projectile damage-dealers in the game. Even though Pyra becomes unable to attack during Blazing End, she can evade enemy attacks and move freely.

I see them hitting Ike and Roy’s level being not-quite top tiers but good enough to contend with most of the roster. They might lack recovery and edgeguarding options but while Mythra deals damage without punishment, Pyra will put the competitive meta on notice with her ridiculous KO power.

Keep up with All Cool Things for our latest Smash coverage. If you enjoyed this article, consider following our social media accounts!

Until next time!

Pyra and Mythra enter Smash Bros. Could they redefine the competitive meta?

Earlier this week, Nintendo dropped the latest DLC characters for Super Smash Bros. Ultimate: Pyra and Mythra. Hailing from the Nintendo Switch JRPG, Xenoblade Chronicles 2, these two can transform into each other akin to Zelda and Sheik from previous Smash Bros. titles. Utilizing a similar moveset, however, Pyra and Mythra feature notable differences in their abilities.

The latest release also features the 11.0.0 patch. This includes an update that allows you to disconnect stray wireless controllers. For players who participated in offline tournaments, this will be a godsend once the pandemic ends. Furthermore, the latest update included a number of character balance changes. You can read the full patch notes here.

Pyra and Mythra feature a new stage as well as numerous tracks from their home game. This includes 3 new remixes for Smash. You can also find some new Spirits from Xenoblade Chronicles 2 as well as spirits from two recent Nintendo Switch releases: Ghosts ‘n Goblins Resurrection and Persona 5 Strikers.

With that being said, let’s discuss the new fighters, shall we?

Pyra and Mythra

Showcased in February’s Nintendo Direct, this duo-fighter enters with a plethora of fast and powerful sword techniques. While the two largely share the same moveset, Mythra focuses more on speed while Pyra focuses more on damage and KO launch power. While this approach is akin to an Echo Fighter, they share a single slot!

Mythra focuses on speed sword techniques similar to Roy and Marth. Her Photon Edge is a fantastic horizontal punisher that sweeps across much of the stage. Mythra can also use Forward Throw to tech-chase into multiple options including a killer Foward Smash near the ledge at just under 100%.

Pyra, on the other hand, focuses more on powerful single strikes akin to Roy and Ike. While she’s far less mobile than Mythra, she’s effective at KOing at early percents. All of her Smash attacks can KO under 100% as well as her dash attack, Flame Nova, and Prominence Revolt. Finally, Pyra’s Blazing End serves as an effective projectile that deals tremendous damage.

How Mythra and Pyra Could Affect the Meta.

Mythra boasts incredible speed in the air and on the ground. She’s quite effective for dealing damage at early percents, punishing landings and whiffs with Photon Edge. I tend to use her at the start of the round to rack up damage while keeping a mobility advantage. She can soften up the foe a bit while avoiding damage and striking combos.

Pyra, on the other hand, comes out around the 60% mark, on average, to finish the job. To even consider KOing around such a mid-percent sounds insane at first. But when you use Pyra’s Forward Smash you’ll quickly see why she’s incredible. Take Roy’s Forward Smash, double the range, and lose the sourspot. While’s it’s a bit slower than the former, it makes up with its incredible range.

I’ve also found Pyra’s Down Smash to effectively break partially-weakened shields. Flame Nova, with a full charge, can also penetrate shields. Another thing is that, if you want to use Pyra throughout the match, throwing out Blazing End makes for an effective zoning tool that will force the enemy to approach. This makes up for Pyra’s lack of speed on the ground.

Mythra is overall great at approaching and her speedy attacks can often get the first hit on opponents. Her Up Moves, which include Ray of Punishment and Chroma Dust, can also edgeguard opponents. Try launching a foe, snapping the ledge, and using one of the two as your opponent attempts to recover.

On that note, I would now like to touch upon the most recent update.

Nerfs

Four of the top tiers, Palutena, Joker, Wario, and Zero Suit Samus. Palutena received nerfs to her dash attack, forward aerial, and standing grab. Joker also received endlag nerfs on both Eiha and Tetrakarn/Makarakarn, thus leaving him more susceptible to punishment on whiff. Meanwhile, Wario received shorter duration on his Up Tilt and several charge levels of his Waft ability. For players struggling with these characters in battle, surely this will come as a breath of fresh air. Finally, Zero Suit Samus is now more vulnerable when landing on Neutral Aerial, and Boost Kick starts slower than before.

Buffs

On the flipside, several characters received buffs. Captain Falcon and Ganondorf can now act after using their respective Up B moves. Until recently, if they used their Up B against opponents offstage, they could tech the move and edgeguard Falcon/Ganondorf before they could react. Known as “rockcrocking” or “tech-checking,” this left them at a disadvantage. This recent patch will allow them to act faster to avoid the counterattack.

Furthermore, Pichu received minor buffs. He got intangibility on his ears for Neutral Aerial which will give him more attack range without getting punished up close. Plus his recoil damage was lessened considerably on several of its moves. While Pichu was initially seen as a top tier in the early meta, several nerfs brought him down a bit while Pikachu climbed to the top tier. However, perhaps these new buffs might close the gap between the two Pokemon once more.

But perhaps the most startling change involved Byleth. After a year since their release in Fighter Pass 1, Byleth’s Down Aerial and Down Smash, both of which use the axe Aymr, will launch opponents to the blast zone sooner. Down Aerial will also break shields sooner. These slow moves now feel less like “high risk, low reward” moves and will prove to be major tools thanks to their superior launching power. Byleth’s Up B, Sword of the Creator, will also KO sooner and starts up faster. You can use it to chain into Areadbhar.

Final Thoughts

Pyra and Mythra look like dangerous characters. They’re fast, strong, and when used in harmony, might turn the tide in the meta. As a fan of sword and melee characters, I’m looking forward to using them in battle more. I would love to see how they change up the current meta.

The nerfs to the top tiers were, as always, greatly appreciated. Anything to level the playing field for Ike is welcome in my book. Meanwhile, buffs for Byleth also make my day. I was using Byleth when he first came out and wanted to use him as a potential secondary. Sad to say he ended up being a lower-end character on the tier list. But these powerful buffs to Byleth’s toolkit might make the difference in his tournament performance and future tier placement.

I also cannot get over how great it is that we can now turn off Pro Controllers that aren’t being used. Anyone who hosted a tournament, or even participated, knows the frustration this would bring. The previous player’s Pro Controller, on a tournament setup, still being active yet could not be disconnected was a major inconvenience at events. Once the COVID pandemic ends and we can enter tournaments again, this will be one of the most appreciated changes in the patch.

I’ll be keeping the Smash Column updated and may get to add some of my Pyra/Mythra matches to the feature. Be sure to stay tuned for our updates. In the meantime, follow our social media links. Keep up with AllCoolThings as we follow Smash Ultimate into the last 2 entries in Fighter Pass 2.

Until next time!

Rango’s Smash Column – Why Are You Not Using Wolf?

Welcome to the Smash Column! Last time, I pondered the idea that Ike might be the weakest character I use. Despite being the most skilled with him, the realization that he might be a B-Tier character with more than a handful of losing matchups dawned on me. However, he works so well against the likes of Pikachu and Bowser that even if he wasn’t already my main, I wouldn’t drop him.

This week, I want to cover the opposite side of the spectrum. Whereas many tournament players swear by Wolf being one of the best characters in the game, I’m on the verge of dropping him. While I cannot deny Wolf’s results in tournaments, thanks especially to Zackray and Larry Lurr, part of me wonders if he’s for me.

Who suits you?

While this is a topic I’ve discussed extensively in the past, I’ve learned that, naturally, you do better with characters that suit you. Just because players swear that Pikachu, Peach, and Joker are the top characters in the game doesn’t mean you’ll get top results using them. You might be more naturally inclined to use Snake, Palutena, or Wario instead. Even then, who says you need to use a top tier at all?

Ultimate is known for being considerably balanced compared to its predecessors.

With that being said, I love Wolf both in Smash and as a character in Star Fox. He’s a mercenary who answers to nobody but himself. Wolf O’Donnell is a total badass and one of the greatest rivals in gaming history.

In Smash, I love that he’s heavier than Fox and Falco, deals immense damage off his attacks, has one of the single best projectiles in the game, and KOs early off Smash attacks and his back aerial. With that being said, Wolf has been one of my secondaries since Smash Ultimate came out.

Okay, so why not use Wolf?

What’s wrong with me, right? Why not use a borderline top-tier character? Even Larry swears that Wolf is the among best characters in the game.

Truth be told, I’m kinda bad with him. I don’t exactly get Wolf. I’ve spent dozens of hours playing the likes of Roy, Chrom, Terry, and Bowser to know that they’re right for me. Likewise, I’ve spent dozens of hours playing Mario, Cloud, Lucina, and Incineroar to know they’re not right for me.

If Incineroar was a bit higher on the tier list, though, I might change my mind.

Even the few times I played Joker online, I realized that though he feels overpowered at times, I just don’t have as much fun using him as I do the rest of my characters. With that being said, I find Wolf more fun than Joker as well as the rest of the top tiers. Wolf has a fluid and flexible game with an overwhelming selection of options.

However, Wolf is not without his weaknesses. You do so much as miss a confirm and your opponent will survive to 150% or higher every time. Wolf’s approach to killing moves, however, comes from a rather linear and predictable path. You either get the early KO off of his powerful killing moves or suffer while your opponent survives to ridiculous percents and KOs you under 100.

It’s the same reason I stopped using Mario.

He’s not exactly ideal at KOing off the top either as most of his best KOs come from the ledge. In other words, unless you manage to strike a kill move under 100%, don’t be surprised if your opponent survives to ridiculously high percents.

Final Thoughts

All-in-all, I feel like I’m doing well enough using my current assortment of characters. I feel Ike, Terry, Roy, and Bowser cover each other’s bad matchups well-enough to handle the roster. Even up against a threat like Greninja or another Bowser, I don’t think it’s remotely out of Ike’s league to handle if they’re his -1 matchups. However, against the likes of Samus, Palutena, ROB, and others, I feel it’s wise to cover your bases.

On the flipside, it’s like I said before. I enjoy using Wolf. He’s incredibly fun and feasible. He’ll do well against the likes of Palutena, Shulk, Zero Suit Samus, and other problem meta characters. He isn’t perfect but he can definitely bring the heat.

Regardless, just as I continue to make the mistake of playing Incineroar online, I still enjoy using my casual characters from time to time. While I love playing Wolf online, as a tourney character, he’s teetering right now. Not because he’s bad but because he might not suit me as well as the others.

That’s all for this Smash Column. I hope you find these entries to be entertaining and informative. Hopefully, you can also glean some material to help step-up your game as well.

Finally, make sure to follow us on our social media links below. I’ll keep you updated on my Smash journey with next month’s column. Until next time!

Rango’s Smash Column: Has Ike Become My Weakest Character?

Welcome to Rango’s Smash Column! This week I want to discuss the competitive meta regarding my main, Ike.

Over the last few weeks, I’ve continued to play online to keep my skills honed. While I prepare for tournaments to return, I go back and forth trying out which characters I like most. In essence, I’ve largely filtered out which characters I plan to use in the competitive long run over those I enjoy but might not fit me.

My Top 10.

For example, I love using Mario and Wolf. They’re also both high-tier characters. However, I don’t find certain parts of their top-level play to comfortably fit my style. Even though they cover certain matchups, I feel like I’m more comfortable limiting my roster to six.

ACT Current SSBU Roster
My competitive characters.

With that being said, I’ve picked up Roy and Chrom since they’re both incredibly fun. Roy predominately since he’s quite possibly a top tier character, insanely fun to use, and covers several detrimental matchups for Ike. Among these include ROB, Zero Suit Samus, Fox, and Palutena.

In particular, Ike is my main and always will be. I’ll save you the story of how this came to be. However, what I will address is that he might actually be my lowest-tiered character right now.

What happened to Ike?

Please keep in mind these are personal experiences from me and should not represent the competitive meta as a whole. This includes online play which, due to COVID, has eclipsed offline play without the availability of tournaments.

Ike initially started as a high-tier character in the Ultimate meta. He won an early wave of success when MKLeo won the Smash Conference United tournament, the first major, in January 2019. Ever since that win, however, Ike began to slip from the meta as more people learned his matchup and found stronger characters. As such, MKLeo dropped him in favor of superior top tiers such as Lucina and Joker.

However, last year, Ike received several prominent buffs in Version 8.0.0. While losing part of his important Neutral Air combo, he gained strengths in his Aether (Up B) and Forward Aerial as a prominent KO move. You can read the full patch notes here.

Unfortunately, one thing we’ve learned from buffs in Smash is that they only take a character so far. Without proper mobility fixes, buffed characters will still remain in their place. Incineroar and King K. Rool number among two who received buffs yet still play in the lower tiers. However, Cloud’s buffs may have pushed him to the high tier thanks to several key buffs to an already agile character.

Ike’s Strengths

Ike benefits from tremendous early KO power and reach. With his weight at 107, he can also survive vicious blows which can wipe out most of the roster. He also has recovery mixups to make up for his mediocre air speed. This allows him to recovery horizontally, vertically, as well as onto a platform and autocancel.

His range allows him to play keep-away using Neutral Aerials as well as heavily punish would-be approaches. Ike also does a surprisingly good job against a number of troublesome top and high tiers. Most notably includes Pikachu who many agree is among the best characters in the game.

Finally, Ike’s grab game is marginally more robust than that of most sword characters. His Down Throw can combo into Forward Aerial and Up Aerial. These combos work well until 80% on most of the roster.

Ike’s Weaknesses

Unfortunately, due to Ike’s slower mobility, he lacks proper approach options against faster characters as well as those who particularly specialize with projectiles. I’ve always found Roy and ROB to especially be among Ike’s worst matchups. You can look up my match history with HyperKirby and Benny on YouTube if you want to see how bad they can be.

Against Roy, he loses aerial exchanges to Roy’s own faster disjoints and can get juggled heavily in disadvantage state. Offstage, Roy can cripple Ike for free with Counter or easily punish his other recovery options. ROB, on the other hand, is a master of zoning and forces Ike’s approach. While Ike can win these matchups, they can become quite difficult and even more so against someone who knows the matchup.

I’ve also found Ike to struggle particularly against Marth and Lucina as well as Palutena, Pac-Man, Zero Suit Samus, Fox, and Peach. The latter are what I call the “-1” or “slightly losing” matchups. But the most recent threat comes from the latest DLC character, Sephiroth. This fighter not only cleanly outranges Ike with his Masamune blade but also excels at zoning using his two projectiles, Flare and Shadow Flare.

Moreover, his edgeguarding can bring Ike to his knees and Scintilla will act as a Counter against Aether while recovering. Finally, Sephiroth’s recovery, especially in One-Winged Form, makes Aether spike much more difficult to bring him down with.

How the Smash Team Could Buff Ike.

One thing I wish is that Ike had a bit more range on his sword, Ragnell. In the Fire Emblem series, this two-handed weapon is one of the largest swords. Yet I’ve found myself losing range battles against the likes of Marth who uses a one-handed Falchion. I don’t understand why a greatsword would lose a ranged battle to a smaller weapon. This would be like Cloud, who wields the Buster Sword, losing in exchanges against Roy for instance.

In theory, along with Cloud, the only fighters who should challenge Ike’s disjointed hitbox range are Shulk, Byleth, and Sephiroth.

I feel unless Ike gets mobility buffs, he may find himself dangling in the mid-tier of the game again. His buffs helped remedy several issues but not the more pressing matters which come from his slower mobility against projectiles. Proper counterplay can practically cripple him when using a more effective matchup. As it stands, I place Ike in B-Tier or the upper-mid tier.

For the record, the S-Tier (top) and A-Tier (high) fighters tend to have only a small handful of losing matchups. A-Tier characters are borderline top tier characters, such as Wolf, who have a few weaknesses holding them back from dominating the meta. Wolf, Mario, Link, and Pac-Man sit in A-Tier while Peach, Joker, Pikachu, and Snake sit in S-Tier.

Note that all tier placements are unofficial and based heavily around theory, hearsay. Smash Ultimate is the first title to not have an official tier list from the Smash Back Room. As such, the roster’s high tiers, such as Chrom, Snake, and Wario, tend to dance around A-Tier and S-Tier depending on who lists them.

Matchups

I once found Ike to be one of my best characters. However, I feel that he might be just a tier beneath the rest of the fighters I tend to use. Chrom, Roy, Bowser, Terry, and Cloud sit around A-Tier but I firmly believe Ike places slightly below their level now. Despite that, he’s my favorite character by a mile and there’s no way I’m dropping him. He was a low tier in Brawl and Smash 4 and completely unviable in top-level tournament play despite my persistence using him.

+2 Ike wins heavily. -2 Ike loses soundly.

Keep in mind, however, that he can win any matchup in Ultimate. He isn’t the victim of -3 matchups like Diddy, Sheik, Cloud, or Bayonetta as he was in Smash 4 or against Meta-Knight in Brawl. His chances of winning stem from proper matchup knowledge, strong fundamentals, patience, and adaptability. Ike still outplaces the likes of Little Mac, Jigglypuff, Isabelle, and K.Rool in the current metagame.

Having Trouble With Your Main? Find a Counterpick.

In the event that your main becomes nerf or the meta evolves to the point that they become weaker, one of the smartest things you can do is find a secondary. While the most important thing you can do with your main is to learn their bad matchups, sometimes you might not want to climb that uphill battle against someone with a clear advantage.

Smash players have argued before that solo-maining is important. There is some truth to this. S-Tiers and most A-Tiers, like Pikachu and Roy, can generally get by without a secondary. Even Roy’s weakness against Pikachu can be circumvented with the right counterplay and matchup mastery.

Melee pro Armada explains an argument on solo-maining. You can watch it here.

There’s a nugget of truth here. If you’re growing as a player and still grasping the fundamentals, I cannot stress enough that learning one character competitively is incredibly important. Learning new characters best comes when you’re feeling more confident with your main but you still have a couple of struggling matchups that don’t get easier anytime you play them.

However, counterpicking has saved my bacon several times both in competitive tournament matches and money matches out of bracket. It’s every bit as important to know your main as it is to sort out your tools and find what works best for you.

Importance of Counterpicking

With that being said, if you’re looking to broaden your horizons, I strongly recommend learning a new fighter. At the end of the day, your approach to the game is what counts. If you feel like your main isn’t cutting it and you could do better with another character, you’re better off learning what you’re capable of than to continue doing what isn’t working.

It’s worth noting that several prominent fighting games require you to learn more than one character.

In my case, I’ll go to Smashcords, find a character I’m struggling with, and look up their matchup charts. If I see consistently that my main is losing to that character, then I have reason to believe it’s better to find a counterpick. In such a case, I’ll see who wins against them and pick which character I like the most out of those selections.

No one I use counters Greninja. Therefore, my best bet is to learn the matchup as Ike.

In one more example, I hate fighting Samus as Ike as well as just in general. But if I sort out my winning options against Samus, maybe Roy and Chrom will do better.

Final Thoughts

However, I feel much more comfortable picking up other fighters. Not just to cover bad matchups but honestly because I no longer want to solo-main as I did in the past. I feel it’s wiser to sort out your bad matchups and find the tools that counter them. Smash is inherently a counterpicking game. Without any sole-dominating force in the meta to invalidate fighters like in past games, it’s worth picking up more than one character to fight against your bad matchups and cover your bases.

In Ike’s case, he does well against most of the roster. As an upper-tier character, I’ve seen him argued as an A-Tier fighter despite his weaknesses. He can KO incredibly fast thanks not just to his powerful launching strikes but his Aether spikes which KO at 0 and allow him to survive the fall first in most scenarios.

Ike is among the best at mounting comebacks from a stock deficit. While he works wonders against Pikachu, fights like Sephiroth, Marth, Lucina, Roy, and ROB put a damper on his potential. It’s up to you to find out what works and who you want to use to cover him if you choose to use Ike as well.

That’s all I have for this Smash Column. Be sure to follow our social media links below and stay up to date for the next Rango’s Smash Column.

Also, if you would like to learn more about my competitive history, please refer to my Smash Wiki page.

Until next time!

SNK Features Debut Trailer for The King of Fighters XV, Samurai Shodown Season 3, and more!

SNK has finally unveiled their debut trailer for The King of Fighters XV! In a recent presentation, SNK featured their newest game featuring several KOF favorites to include Kyo, Mai, and Leona. Additionally, they’ve showcased the latest Season Pass DLC for Samurai Shodown as well as included a few extra goodies: The King of Fighters XIV Ultimate Edition and The King of Fighters 2002 UM featuring rollback netcode for PS4!

I’m honestly quite stoked for KOF XV. This largely stems from how much I love using Terry in Smash Bros. and dove into the SNK rabbit hole thanks to his inclusion. I got KOF XIV only to run into a barren wasteland online which, in turn, is thanks to its lukewarm reception and poor netcode. I’ve been wanting to get into KOF for a good while now and I’m really hoping SNK will deliver with XV.

Samurai Shodown

Believe it or not, SNK introduced not one, but two, characters for Season Pass 3! The first is Cham-Cham, the cute feral girl from past SamSho titles. The second? None other than Hibiki from The Last Blade.

What I love about this is seeing The Last Blade get some love. Hibiki might be known to some fighting gamers as a character from Capcom vs. SNK 2. But The Last Blade is rarely heard of in conversation. It’s a weapons-based 2D fighting game taking place during the end of the Edo period. Anime and manga fans who might be familiar with this timeframe might associate this with Rurouni Kenshin. In fact, The Last Blade does feature several influences from the famous samurai manga series.

I only became a fan of the Last Blade titles last year when CodeMystics released them on PS4 and PC. Despite being relics from the 90s, they play amazingly well. It’s the kind of game I would love to play in tournaments. I’ve always been a fan of weapons-based fighting games like SoulCalibur. I definitely love the game’s aesthetic and music too. But as SNK likely won’t revive the series anytime soon, I’m more than happy seeing The Last Blade representation in SamSho. Perhaps this will open the gateway for more Last Blade characters to enter SamSho as well.

Truth be told, I wish I could be more hype about this. In fact, I would love to play more Samurai Shodown. Unfortunately, due to the once again terrible netcode, the game was left in a barren state online. In the worst possible time period to have bad netcode in fighting games, SNK will not add rollback and, thus, leaves Samurai Shodown on PS4 to its barren fate.

The King of Fighters XIV Ultimate Edition

Remember what I said about KOF XIV? I practically rushed to go buy it on PS4 once it went on sale and I was riding that SNK high in Smash Bros. After a few trips through Arcade mode and several unsuccessful attempts to play online, that was it.

Sadly, KOF XIV will not introduce rollback netcode to this re-release. This sucks because CodeMystics, who released several of SNK’s classic 90s and 2000s titles on consoles and PC, implemented rollback into these games. KOF XIV, SNK’s last prominent entry in the series, will just have the same delay-based netcode. As such, I don’t expect people to play it online. I’ll just have to wait for KOF XV to come out.

The King of Fighters 2002 Unlimited Match

On the flipside, the game that introduced me to the KOF series is getting a re-release on PS4 and will feature rollback netcode. This alone gets me hype because, after Capcom vs. SNK 2, I bought this game on my 360 around 10 years ago. I loved KOF 2002 UM’s music so much! This was the game for me!

However, like with the PS4 releases of Garou, The Last Blade, and KOF ’97, I am a little worried that online will be barren again. Not because of netcode but because it’s the re-release of an older fighting game. If loyal KOF fans flock to the title, however, it might be popping for at least a little bit. I would love to get some matches in and prepare for KOF XV.

That being said, I’m really excited for some reason. Maybe it’s because SNK is picking up the steam and sharing the love for their classic games. I would love to see KOF XV become a mainstream fighting game hit like Street Fighter and Tekken. SNK has been quite busy with their games and new console lately. With that being said, here’s hoping their latest hit delivers!

We’ll keep you posted on upcoming news for KOF XV. Follow up with us on our social media links below! If you have anything to say about SNK’s upcoming releases, leave a note in the replies!

SNK to Release a New Console. Check Out This Brief Retrospective on Neo Geo Consoles!

SNK is a Japanese video game company known for developing titles such as Fatal Fury and The King of Fighters. Following their recent announcement of KOF XV, SNK has also announced the development of a new console.

If you’ve played Super Smash Bros. Ultimate, you may also recognize Terry Bogard as the DLC character from Fighter Pass 1. The same Terry comes from SNK’s long lineage of classic arcade fighting hits.

To this day, SNK features dozens of titles under their belt. While their online showings of The King of Fighters XIV and Samurai Shodown have been less-than-stellar, the latter did at least receive a huge following, in America, at offline tournaments. However, SNK has also focused heavily on re-releasing their classics in compilation titles as well as their Neo Geo mini-consoles.

SNK is known for the Neo Geo arcade system which was like a portable arcade cabinet that you could rent or purchase. Featuring top-notch sound quality, these machines from the early 90s played quality fighting game titles.

I recommend checking out this video. The first few minutes cover the history of the Neo Geo better than I can.

However, with the recent news, SNK plans to release a new console in the near future. This comes along with the recent announcement of The King of Fighters XV. Given their bold statement of making it the most ambitious title they’ve released, SNK seems to be attempting to define the early part of this decade with some major hitters.

Neo Geo

SNK introduced the Neo Geo in the early 90s. This arcade system offered multiple arcade titles. SNK still had some success with the Neo Geo Pocket and Neo Geo Pocket Color systems before eventually moving on strictly to hardware.

SNK released the Neo Geo Pocket in the late 90s. This featured portable titles such as SNK vs. Capcom, a fighting game that predated the successful crossover fighter, Capcom vs. SNK 2. It also featured 8-bit hits like Samurai Shodown and The Last Blade.

In 2013, SNK released the Neo Geo X. This was a portable version of the console which could play the full console-quality SNK titles. Additionally, it could be plugged into a dock to play the game on the TV. As mentioned in the above video, this concept predated Nintendo’s Switch by four years!

Impact of Terry in Super Smash Bros. Ultimate.

My personal experience from SNK came from playing Capcom vs. SNK 2 and curiously trying The King of Fighters 2002 Unlimited Match for Xbox 360. When Terry came to Smash, however, I immediately resonated with not just the character but everything that came with him.

The King of Fighters stage, the background characters, and all the music featured within motivated me to try more of SNK’s titles. The previously posted video also showcases, by Sakurai, how KoF impacted Smash Bros. with the use of dodge rolls, spot-dodge, spot-dodge attack cancels, and even Squad Strike.

Thanks to the presentation, I also ended up starting with Fatal Fury Special and The King of Fighters ’95 before moving onto Code Mystics’ ports of KOF ’97, Samurai Shodown V Special, The Last Blade 1 and 2, and Garou: Mark of the Wolves. While I was already a fan of Rock Howard in CvS2, I was more than thrilled to finally play through his home game.

While I was tempted, multiple times, to get the Neo Geo Mini microconsole, I stopped myself as I feel the cost of the system wouldn’t justify the experience. In the COVID era, it’s hard enough to find people to play with offline. Without online play, it might be better to just wait for more games to be ported with the rollback netcode implemented.

On that note, I also picked up SamSho (PS4) and KOF XIV. But unfortunately, their poor online netcode made it nearly impossible to find random online matches. No one wants to play a fighting game with poor netcode no matter how popular it is offline.

Significance of SNK

SNK was much more popular in Japan and Mexico than it was in America. While it has its own competition among other popular fighting games, such as Tekken, it never quite got off the ground in America. KOF was largely more populated by fans of Mortal Kombat, Marvel vs. Capcom, and others.

However, SNK plans to release both this new console as well as make KOF XV their most ambitious title. There’s no better way to capitalize on the latter than to add netcode, strong single-player modes, and some of the best audiovisual quality you could ask for in a fighting game. SNK music is among the most enjoyable to listen to in gaming.

The upcoming Neo Geo console will likely not be released to compete with the likes of the Nintendo Switch, PS5, and Xbox Series X as some might suggest. Rather, by following suit with their past iterations, the upcoming Neo Geo will likely give SNK their own platform to publish their own games on. For fighting game enthusiasts and SNK supporters, this likely also means re-releases of past arcade games once more. But it will also likely house one of the releases of the upcoming KOF XV.

With that being said, here’s hoping that SNK can truly make an impact on the world within the next few years. SNK enthusiasts know their games aren’t the most popular or well-known in the U.S. But if Samurai Shodown means anything, it’s that they still know how to make quality titles that resonate well with their fans. We badly want SNK and KOF to become more popular and we hope that KOF XV will become the best game SNK has ever made!

What Are You Playing? – 8/17/20

Welcome to the newest column for All Cool Things. I’m starting a new column blog where I discuss what I’m clearing off my backlog every week! If you find something you’re playing on our list, we would love to hear your thoughts.

Without further adieu…

Tekken 7

I’m no pro at Tekken. I love the character design, music, and gameplay. But I’ve never really played it competitively.

However, I live in a part of Georgia that plays it heavily. It’s one of our top 3 fighting games along with Street Fighter V and Dragon Ball FighterZ. I managed to host a 10-player tournament once but I didn’t compete in it.

Despite that, I’m on a Trophy run right now. I hate admitting that I play a fighting game casually. But I’m trying to finish collecting Trophies. I’ve done all the single-player mode achievements. The 3 Special Battles one was detestably long and random.

The only Trophies I have left are the 1 Ranked Match, 10 Ranked Matches, and win a tournament battle. I main Miguel and he’s the only one I play. I’m vaguely familiar with his style yet I haven’t even incorporated Savage Stance into it yet. Despite being new to the competitive meta, I’ve already managed to send one ragequitter packing.

Did I mention I met Katsuhiro Harada, creator of Tekken, at Final Round 2016?

Odin Sphere: Leifthrasir

Even though it came out in 2007 for PS2, I always wanted to play this game. I loved Vanillaware’s Dragon’s Crown for PS3. Ever since I played Dragon’s Crown, I’ve become a huge fan of George Kamitami’s work.

Right now I’m still only on the Valkyrie story. I love hearing all the familiar voices from the games I recently played. It might be because both Persona and Odin Sphere are developed and published by Atlus that these games share voice actors.

This game still looks beautiful as heck. Even with the remastered visuals, though, I can still tell this is a PS2 title by the mouth movement animations. That’s not a bad thing by any means.

Moreover, I can tell how much Odin Sphere influenced Dust: An Elysian Tail which is one of my favorite indie games. The hand-drawn style and 2D beat ’em up gameplay both showcase similarities between the two.

Once I beat Odin Sphere, I plan to jump onto Muramasa Rebirth for PS Vita. I had the Wii version but sold it shortly after I played it. But now I can try the definitive version of Muramasa before Atlus’ next game, 13 Sentinels: Aegis Rim comes out.

On that note, it makes me wish Princess Crown got localized.

Super Smash Bros. Ultimate

As always, I’m playing Smash. I don’t get how I can’t let this game go. Even though everyone hates online mode – and rightfully so – I can’t seem to stop logging onto Elite Smash, play a few rounds, and call it a day.

Who I’m currently playing as online.

Despite everyone’s online complaints, Nintendo did manage to patch the game’s online. However, this was honestly too vague to decipher what they meant by patching the online experience. We know it isn’t rollback netcode. But at the least, Nintendo also said they would continue patching the game’s online mode.

Fire Emblem Heroes

Did you know I enjoy gacha? Yeah, only this one and maybe a little bit of Dr. Mario World. Even as gorgeous as the Final Fantasy gacha titles look, I’m not allowing myself to get hooked on another one. That especially goes for spending any money on them.

I’m so far behind that I haven’t played much since the latest update. I’m probably missing out on a ton of orbs. Unfortunately, not only is the Pirate banner the only one that interests me, but I haven’t landed a solid 5-star in weeks now.

It’s demoralizing to the point I hardly care. Moreover, none of them give you the 40 summons + 1 free one. Why even introduce this feature if you’re not going to implement it every month? Good thing I didn’t subscribe to Feh Pass.

…Although I admit that my lazy self could also use those continuous auto-battle features. Not to mention I’ve been tempted to buy those beautiful Resplendent units.

Fist of the North Star: Lost Paradise

Finally, after beating Persona 5 Royal, I’m ready to commit to another long game. I haven’t touched a Yakuza title since Yakuza Kiwami 2. I plan on beating this one before I move onto Judgment. Then I’ll start Yakuza Remastered Collection afterward.

I love Fist of the North Star. I finished the anime series before FotNS2. Yakuza is filled with references to the series so it doesn’t surprise me that RGG Studios would want to adapt Fist of the North Star into a game.

I’m only past the intro but it’s fun so far. It’s standard Yakuza side-quests and beat ’em up action with tons of violence. Plus I’m using the Kiryu skin. Interesting fact, Kiryu’s Japanese voice actor is also Kenshiro’s. It fits perfectly all things considered.

Well, that’s a wrap for my play log this week. Maybe one day I’ll finally get back to Dragon Quest IV. I would like to play the rest of the series.

In the meantime, what are you playing this week? Reply with your games in the comments below.

Rango’s Smash Column: Melee Gets Rollback Netcode and a Farewell Until Next Time!

As COVID has kept players in quarantine for over a quarter of the year, now, Smash tournaments have shown no sign of opening back up. As someone who doesn’t follow online tournaments, I’ve since felt my motivation deteriorating from playing Smash. Opting to clear games off my backlog, or even play fighting games with better netcode, I wanted to cover a few quick subjects in the Smash community before signing off.

Therefore, I want to address Super Smash Bros. Melee. Known for hosting a lasting tournament scene, for over 18 years, Melee is one of the greatest games of all time. Years after the release of Super Smash Bros. Brawl, series creator, Masahiro Sakurai, even admitted that Melee was his sharpest work.

The title took everything from SSB64 and magnified it considerably. The newly added Side B moves, the gorgeous character models, stage design, music, extra modes, and speedy gameplay charmed everyone who played it.

Melee Netplay Gets Rollback

The Smash community is no stranger to modding. Super Smash Bros. Brawl gained a second lease in competitive life thanks to mods such as Project M. However, perhaps the biggest mod to come from the Smash community since PM is Super Smash Bros. Melee’s rollback netcode.

Codenamed “Slippi” (likely named after the Star Fox character), this new mod allows Melee players to play using a vastly enhanced form of online netplay. You can learn more about it here.

In the past, we’ve stressed the importance of rollback netcode in competitive fighting games. We’ve listed some of the more prominent titles to feature rollback, such as Killer Instinct, and the difference it makes online. Plus, with Nintendo outright refusing to fix Super Smash Bros. Ultimate’s atrocious online netcode, Smash fans are finally left with a proper alternative. In an era where players cannot compete in offline tournaments, this comes as a blessing to many.

Resource

In addition to the main site, you can also check on Reddit for a FAQ. u/Sugden_ breaks down several facets of Slippi including various modes, possibilities, and so forth. You can check the FAQ here.

If you’re skimming over the Reddit post, they’ve included a video on Slippi and Melee netplay. Make sure you view it here.

Last Words

Thanks again for coming to our Smash Column. I’m sure to be writing again when tournaments open up and I’m off competing in regionals and majors again. Until then, however, be sure to update your Smash copies on June 29th and enjoy Min-Min, the latest Smash DLC character.

I’ll keep the site updated with Smash articles. But they will not be a regular column again until offline tournaments come back. Until my motivation to play competitively returns, expect the occasional update regarding DLC characters.

Keep up with us as we provide you with more reviews, previews, and opinion pieces from your favorite games. Be sure to follow us on social media using the channels below!

Have you played Melee on Slippi? Let us know in the comments below.