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Video examines some of Super Street Fighter 4's new Ultras

Posted by Jonathan 'Catalyst' Grey • March 25, 2010 at 5:38 p.m. PDT
The JAVS gang posted another video examining some of the gameplay questions fans have had about Super Street Fighter 4.

In this video they mostly show how Cammy, Gen, Vega and M. Bison's new Ultras do and don't work, but they also show Gen's Rapid Slap and how it function in the new version.

Comments

Shoryuken said on March 25, 2010 at 5:43 p.m.

Great stuff thanks.

#1
Bison said on March 25, 2010 at 5:47 p.m.

Great Video. Thank you very much for the info. It's a shame that the Psycho Punisher doesn't have anti-air properties. Psycho Crusher is looking better though.

#2
FraggleRock said on March 25, 2010 at 6:06 p.m.

Sick Psycho Crusher goes through fire balls now in the Ex version.

I don't quite understand what was going on with all those trials with his new ultra however. I'm assuming one was at least a cross over the others because I dont understand what the guy is asking the other to do I didn't quite get but still looks amazing. Heard it can be linked from J.mp/mp as well

#3
FlashExplosion said on March 25, 2010 at 6:14 p.m.

good video
but what has happened to the ultras damage??
the highest was 470??
theres ultras that do 600 wtf??
psycho punisher only did 420 :(
have i missed something??

#4
Q80Warlock said on March 25, 2010 at 6:24 p.m.

EX Psycho Crusher goes through fireballs in SFIV already, the 1st hit nullifies fireballs.

#5
Bison said on March 25, 2010 at 6:29 p.m.

At #5, it wasn't consistent. Sometimes it worked, sometimes it didn't.

#6
MokiSenpai said on March 25, 2010 at 6:31 p.m.

Yes, they increased Bison's stun to 1000. :)

#7
MokiSenpai said on March 25, 2010 at 6:33 p.m.

Hm, or not? XD Damn, against Vega is only 900...

#8
Jaf said on March 25, 2010 at 6:37 p.m.

Okay Vega's slide goes full screen? Wow I'm unsure whether to use his revamped Ultra I or Ultra II now

#9
GrimmjawJin said on March 25, 2010 at 6:40 p.m.

Useless counter ultra is still useless.

#10
General_Awesomo said on March 25, 2010 at 6:54 p.m.

I wish they would've shown Cosmic Heel > Bloody High Claw or Cosmic Heel > Splendid Claw for Vega.

I wasn't expecting Cammy to counter a Hadoken, but how about a point blank Hadoken? It could work.

#11
Pusha_T said on March 25, 2010 at 6:54 p.m.

Hmm the counter ultras dont seem so useless. They will be more useful than people think. Cammy, vega and bison's ultras do some decent damage too.

#12
MamaWeegee64 said on March 25, 2010 at 6:57 p.m.

@10 I hate to agree but it really does look pathetic, I still don't see the point of them.

Lvl3 Focus > Counter Ultra
Special moves with Armor Break > Counter Ultra
Projectiles > Counter Ultra
Normal Ultras > Counter Ultra
Cross-ups > Counter Ultra

I wanna see what would happen if someone grabs.

#13
NA said on March 25, 2010 at 7:01 p.m.

I feel very badly for Cammy and Fei Long.
And double very badly for Fei Long, whose original utlra was no picnic to combo into anyway.

#14
EnglishKidChin said on March 25, 2010 at 7:12 p.m.

R.I.P GEN.... right to the bottom with u old man.

#15
xnj said on March 25, 2010 at 7:19 p.m.

looks like bison's new ultra is a 50/50 guessing game.

#16
ricefarmer said on March 25, 2010 at 7:26 p.m.

(This user was banned.)

#17
guile_makoto said on March 25, 2010 at 7:33 p.m.

a counter ultra is stupid i can jump over u and hit u and it wont be countered but then yet again goukens counter in game counters both ways thats unfair i dont like to complian but wow that sucks

#18
archer said on March 25, 2010 at 7:33 p.m.

So the psycho punisher works like fuerte's ultra1 in the way that you can slightly move it, but it doesn't have its antiair property and the hit is determined by the radius of the cloud on landing. Am I getting that right? Also it's a 2 qcf move right?

#19
bmfuller433 said on March 25, 2010 at 7:44 p.m.

LOL is @ #15

#20
Firegod said on March 25, 2010 at 8:01 p.m.

Speaking of capcom smokeing, why the frek did they take away gens chain combos.....they didnt do that much life, and it took skill to pull off........now gen doesnt even look like gen anymore.....he looks...................................slow now or something I dont know but this isnt gen anymore.

#21
SteadiestShark said on March 25, 2010 at 8:22 p.m.

@ 15

LOL

@ 21

Gen's old and therefore he was always slow.

#22
kurokiba said on March 25, 2010 at 8:22 p.m.

hmmm... for a sec i thought they comboed into Vega's U2 with only a cr. mk... wouldve made this guy very good! I believe hes moving to a high-mid tier position. He looks nearly like his old self again, the only problem being he is slower than his SF2 counterpart.

#23
SSJ3X said on March 25, 2010 at 8:38 p.m.

@21

I don't play Gen, but I can agree with you. They really took two of his best attributes out. The Standing MK to Rapid Hands link, and they made jump arc bigger. If anything, they should've kept both, maybe do a little more damage on the rapid hands and such.

I'm sure he'll still be good to play, its just that people are going to have to find other options with him now :/

#24
Jarkyttaa said on March 25, 2010 at 8:41 p.m.

Vega definitely became much better with these ultras. On these early videos, it looks like he has the highest quality average ultra between 1 and 2.

The true test of these ultras will be how they'll be combo'd in to. Dictator's looks like it will likely be pretty useless unless it can be routinely combo'd into. Gen's does decent damage and will actually be quite good if you can combo into it. (How often do you count on landing an ultra when the opponent is doing a safe jump into you, anyway?)

Regarding combo ultras, I'm sure we'll find out just how useless they are a few months into SSFIV being released. Hakan's Ultra 2 definitely appears to be the cream of the crop, as it's a counter ultra that can also be combo'd in to. I can't make out exactly how useful the Cammy stuff is, because the L3 FA appear to land in the first frame or two after her animation, which is earlier than any other attack they tried. I don't know if there's a start-up time after the animation or if she's "hot" immediately after the animation and just weak to L3 FA. Also, it only showed Ryu's EX H.Kick, so it doesn't show if it's weak to all armor breakers, or just EX armor breakers. What will be extremely important will be how easy/impossible it is to throw a combo ultra into a middle of a block string, which the video doesn't show.

#25
Douchebag said on March 25, 2010 at 8:41 p.m.

@MokiSenpai - That's not Bison's stun value that appears in both segments of the video. It's the stun value of the A.I. dummy. So Vega=900, while Ken=1000.

#26
Douchebag said on March 25, 2010 at 8:44 p.m.

@FlashExplosion - My theory is that the new Ultra damage cap in SSFIV is 510. Remember that Akuma and Zangief's old Ultra both amounted to 600 damage? Now they're reduced to 510. Just speculation, though.

#27
Dan_CiTi said on March 25, 2010 at 8:58 p.m.

It seems Vega is significantly better, but it is too bad about Gen, Fei, and Cammy who really got the short end of the stick. Guile also seems better, just not as better as everyone else.

#28
Zaruka said on March 25, 2010 at 9:03 p.m.

#24

yea they took out what was best for him in street fighter 4 which sucks because if they did not give him something to make up for it ...hopefully he has chains that he can combo into ultra in not likely, but i hope he like his alpha 3 edition

if he dont have anything to make up for it he going to get hurt real bad which sucks because i like using gen but my main 3rd strike ibuki is looking like she plays the almost the same so i dont want to give up gen but ibuki might be my main and gen my 2nd.

#29
Galm said on March 25, 2010 at 9:03 p.m.

Why're people complaining about the Counter Ultras?

It's like people complaining that parrying sucks because you can be thrown out of it.

The Counter Ultras are there as an additional option / mix-up / punishment strategy to those characters. You're not supposed to execute the move and HOPE someone is "stupid" enough to hit you. You're supposed to learn to bait people into it. If you can't, then hey, pick Ultra 1.

#30
NA said on March 25, 2010 at 9:38 p.m.

@Galm
People are upset because the counter ultras don't seem to actually counter all that much. Attacking ultras with invincibility seem far more effective at doing the same thing, except that they are more versatile besides.

#31
MrTanooki said on March 25, 2010 at 9:40 p.m.

Sigh...

Galm, what's wrong with your logic (or lack thereof) is that by that mentality, ALL ultras already work as counter ultras. You can already "bait" people in eating your full damage with your Ultra ones, but really, how often do you see that happen in high level play? What made it worse was that Cammy and ESPECIALLY poor Fei already had piss poor Ultra Ones to begin with.

#32
Ex_Ein said on March 25, 2010 at 9:49 p.m.

The funny thing is most people forget that you can do counter ultra in the middle of some one's attack

#33
joker101 said on March 25, 2010 at 9:53 p.m.

Be quiet, Galm. Seriously.

#34
Leon said on March 25, 2010 at 9:54 p.m.

The funny thing is some people forget that you can do ultra one in the middle of someone's attack

#35
Jarkyttaa said on March 25, 2010 at 9:55 p.m.

I think counter ultras will have varied results based on the opponent. Against some match-ups, they could be fairly reliable and devastating. A Cammy vs. Rog match-up will change quite a bit, as most of his charge moves will suddenly be fairly risky once she builds meter. Match-ups like Sagat will be far less reliable, but that's how it rolls.

#36
NA said on March 25, 2010 at 9:59 p.m.

@Jarkytta
Except that the counter ultras are apparently broken by armor breaking moves, so Balrog can just use a running low, running overhead, or turn punch. Or his own ultra 1.

#37
Jarkyttaa said on March 25, 2010 at 10:05 p.m.

But that restricts rog to those moves exclusively, unless he wants to risk being countered by her ultra. I'm not saying it's a perfect counter, but it definitely limits Cammy's opponent's options when she has an ultra meter.

I'm not the biggest fan of counters and probably won't use them much (save perhaps Hakan's), but I really think people are giving them the lowest possible amount of credit at this point, and something like this can only be really measured after the community at large has their hands on it for some decent amount of time. If it turns out that you can fit the counter into some common block strings, which this video didn't show, they might be far more reliable than our first impression based on a small handful of videos.

#38
Tru1yOdd said on March 25, 2010 at 10:07 p.m.

@30
You can do the same things with a regular Ultra. If I know your gonna poke with Ryus c.MK I can do a regular Ultra and catch you with it. The thing that people are complaining about is that these characters didnt need counter Ultras. They are offensive characters that have trouble with turtles and Capcom gave them a defensive move that dosent help them at all. If it were something like Hakans that is a godly counter and limits your options severely then it might be different, but these counters cant do that. As mentioned somewhere up in the comments you can simply do a cross up and the counter is useless.

By the way comparing counter ultras to parrys is a really bad comparison and makes you sound like a total noob. No offense just trying to give you some advice that will make you sound cooler. Dont compare counter ultras and parrys for future reference.

#39
Tru1yOdd said on March 25, 2010 at 10:16 p.m.

@Jarkyttaa

See the ting is that you can already use there regular Ultras to counter things like dash punches and the sorts without the limitations of if the move is armor brake or not. Plus if people know they can be countered then people will use those move sparingly or really close were its hard to react with an Ultra. Not everyone does full screen dash punches.

It would be better is they made the counters anti air counters like Hakans. That would limit some big things your opponents can do plus give you some ability to combo into them.

#40
irrenmann said on March 25, 2010 at 10:16 p.m.

I am utterly bewildered at the idea that Counter Ultras are defeated by non-counter Ultras. I don't think they are as useless overall as most people are claiming, just less showy—they are deterrents. But what on earth is the logic underpinning the idea that they should be defeated by regular Ultras??

#41
areyouken said on March 25, 2010 at 10:37 p.m.

@13

Command Grabs > Counter Ultra

It works with E. Honda, Zangief, and Abel. You just can get to the "grab frame" before Ultra startup animation finishes. Time it so you start you command grab about 0.5 seconds before the Ultra animation stops. Normal grabs lose to a Counter Ultra.

#42
ricefarmer said on March 25, 2010 at 11:04 p.m.

(This user was banned.)

#43
Jarkyttaa said on March 25, 2010 at 11:08 p.m.

Well, it's a good thing we know everything about the game a month before it's released when only a handful of specific players have had a chance to spend a few hours on it.

#44
chickenwings said on March 25, 2010 at 11:48 p.m.

They should have tested the counter ultra vs cross ups. I can see that giving rufus a hard time, he would have to give u some space, but tbh cammy has her cannon spike so i dont see how it would REALLY change anything. So far the only good thing about it is her little dance that she does on activation LOL.

#45
Jarkyttaa said on March 25, 2010 at 11:55 p.m.

The characters they gave counter ultras (excluding Hakan, whose counter ultra is pretty unique) are rush-downish characters who use a limited amount of footsies to set up large offensive rush-down. They both have fairly limited defensive tools and even having their ultra charged doesn't stop corner traps and counter-rushes very often. I see this as a defensive tool, with the deterrent that the charged combo meeter would impose being 50% of the effectiveness of the ultra.

With both Cammy and Fei, if you can get your opponent to play just a little more conservatively and slow down their offensive flow, then that can open some sizable gaps. While I'm not their biggest fan, we have to give counter ultras some real field tests before coming to a decision on them. It's no mistake that they gave them to these characters instead of more defensive-heavy fighters.

#46
nys said on March 26, 2010 at 1:54 a.m.

Vega's new ultra looks good. Good for us Vega players :)

#47
YoungCharly said on March 26, 2010 at 2:05 a.m.

Only 420 dmg for Bison's new ultra??? What did he do to deserve such weak ultra? It's not like it's easy to combo into nor do ppl have to try hard to evade it...not happy with this news. Oh well...let's see how it turns out.

#48
Justinbehungry said on March 26, 2010 at 2:11 a.m.

it can full screen punish any fire ball.
420 is a lot of damage in super anyway, since all ultra's have been toned down.

#49
YoungCharly said on March 26, 2010 at 2:18 a.m.

Ultra's are toned down? Didn't know that. I thought Supers increased in dmg. Mixed feelings bout the ultra then. Being the weakest in this vid (except for Gen's), but having pretty good range and being able to punish a fireball.

#50
MrGPhantome said on March 26, 2010 at 2:22 a.m.

Counter Ultra's are useless due to the input dropping that SF4 does when activating an Ultra. This inherent property will allow players to basically be safe even if they press a button while the Ultra has been activated, since the game will essentially drop it.

So unless your opponent is in mid attack ((attacking before activating the ultra)) while activating your Ultra, players will be able to react to the counter Ultra. Even in which case, ANY Ultra will hit for full damage.

NOW Counter Ultras would be SO much better if the Ultra didn't activate on command, but upon hit boxes touching. I don't understand

#51
MrGPhantome said on March 26, 2010 at 2:30 a.m.

Quick mention;

Hakan's Counter is an exception however, not only for it's combo ability, but mostly due to the fact that is punishes jumping in general. If the enemy is airborne, it'll hit, which makes Hakan's counter very effective.

This cannot be said about Cammy's or Fei-Long's

#52
Q80Warlock said on March 26, 2010 at 2:30 a.m.

It was suggested before that counter Ultra's needed to drop the start up animation and act like Gouken's counter, if successful the Ultra cinematic starts up, funny thing is Vega's U1 does that it starts as a normal special and then activates after bouncing off the wall !

Capcom loves to put specials that only the AI-CPU can fully utilize (Abel's DP AA grab for example !).

#53
TimbocClock said on March 26, 2010 at 3:01 a.m.

Fu/ck sake capcom you just love pi33ing on my parade don't ya! first the cannon spike nerf now this counter ultra that can basiclly be counterd by everything else!

#54
yes4me said on March 26, 2010 at 3:09 a.m.

I know I am making assumption but it is just an opinion based on what I see. I haven't play the game yet. Take it with a grain of salt.

The only hope Gen has is with this download setup... maybe a patch will be downloaded and make him (and Guy and Makoto) more viable...

#55
Lolento said on March 26, 2010 at 4:54 a.m.

Hakan's Oil Combination Hold is NOT a counter ultra. It's technically an air-to-ground grab. They even explained that in the SF4 Blog a while ago.

#56
jonnycbad said on March 26, 2010 at 7:57 a.m.

How come when Gen landed his rapid hand ultra it only did temporary damage? Notice Ken's health bar was faded as if he absorbed a hit with focus attack armor. That's so lame.

#57
Psycho said on March 26, 2010 at 8:25 a.m.

Poor Gen, atleast cammy has a good first ultra though

#58
Lolento said on March 26, 2010 at 9:54 a.m.

@#59
I'd say Gen has better first ultras than Cammy on SFIV. Cammy has a very hard time connecting her full ultra, so she only does pitiful damage. Gen, on the other hand, has a much easier time with both his ultras.

#59
Tru1yOdd said on March 26, 2010 at 10:06 a.m.

@56
Guy and Makoto are going to be viable. Guy has a vortex and Makoto dose lots of damage.

#60
mugen2k10 said on March 26, 2010 at 11:49 a.m.

If you get caught with cammy's counter ultra DONE!!!

#61
mugen2k10 said on March 26, 2010 at 12:03 p.m.

Guys these counter ultras will work!!It will change your opponents approach once you have meter, he will second guess his rushdowns, he will second guess his reversals. the counter ultras will be a mindfuc!!

#62
jonnycbad said on March 26, 2010 at 12:17 p.m.

Counter Ultras dont even do that much damage. 470 or something on Cammy's? And that's with full guage, and it can't be combo'd into. A lot of Ultras work as counter's anyway. Rose's Illusion Spark is absurdely useful for jump ins, so is Balrog's, Vega's etc...

#63
RA_MO said on March 26, 2010 at 12:25 p.m.

Just remember all... DLC patches can fix any problems you may have so far...

Or...

Make them worse lol.

We will just have to see how it all really plays down.

#64
mugen2k10 said on March 26, 2010 at 12:33 p.m.

Jonny I agree the counter ultas wont add much depth to your offensive tactics, but defensively if your opponent becomes to aggressive he may bite it. Good luck landing them against turtles though.

#65
Jamal_Brown said on March 26, 2010 at 2:53 p.m.

...I think they should make it so the only thing that can Beat a counter Ultra are Command Grabs, Projectiles (from A Distance), and Grab Ultras. Because cmon....Armor Breaking Moves breaking Counter Ultras? Those moves are the easiest to punish. Tatsus, SpinKnuckles, Wheel Kicks...All easy Counter. I Just think the counter ultras need to be buffed...and not Dmg wise...

I can see how its gunna limit Rushers...but what about Casual Bisons, Hondas, and Balrogs...the characters that give Cammy and Fei the most Trouble.

Cmon, Capcom...Please THink!

#66
Lolento said on March 26, 2010 at 6:11 p.m.

@#67
I don't see why command grabs and grab ultras should beat counters. That severely limits their usefulness against grapplers, since they are already very psychic-based.

#67
Lolento said on March 26, 2010 at 6:18 p.m.

Re: your second pagragraph: agreed. At first I thought counter ultras would be more useful in low- and mid-level play, where people are often reckless when going on offense with excessive jump-ins and shoryukens.

But in these levels turtle Blanka and Honda are among the toughest opponents you'll face if you don't have a projectile. The fact that their cb,f+P attacks have armor-breaking properties only made things worse in SFIV, and for all we know at the moment the counter ultras will be absolutely useless against this tactic.

#68
jhonsok said on March 26, 2010 at 6:26 p.m.

Stop complaining about new ultras. They wanted the new ultras to really have an impact on how you would play your character. Counter ultras may not be recommended for competitive play but the reward of hitting it by telegraphing feels really good. I main Honda and his Ultra isn't the best but you get better at sensing when your op is going to attack. Sometimes it's a gamble but adds a more fun challenge aspect to the game. I had a lot of fun with Remys counter ultra in 3s. I have fun playing mind games and I'm glad they added these so I can play around with them.

#69
Lolento said on March 26, 2010 at 7:51 p.m.

@#70
Remy wasn't crushed by armor-breaking moves.

#70
Jamal_Brown said on March 26, 2010 at 9:30 p.m.

@ 70
I think i have earned my Right to QQ a lil...I havent cried about SSF4 ever...i kinda kept my mouth shut when my Main (cammy) got her SPike nerfd...and i didnt complain when i got STF4 on the first week, chose cammy and saw her Spin Knuckle was Bull...or the fact she can only Cross up Shotos and Small hit box chars in the Corner. Or the fact that i have Bust my arse to win a match...But now this is enough...Originally i was all for the counter Ultra. But come the f.U.ck on. Why? Capcom?? Why must you do this to me...I was a Fanboy, a Capcom Follower! I wouldve Followed you into the Depths of the worst Videogame ever...But i am sick and tired of all the treatment Cammy has been getting.
No way to connect Full Ultra, Below Avg Stam, Nerfd Best move, No effecient way to combo Ultras, Ultra 2 being beat out by a lvl 2 Focus, Armor Break (Sucks for Cammy Because she and a Select Few others are the only one with a Bad Armor Breaking move)? I think....its time to put Cammy Down....

Goodbye Cammy White....
Hello Makoto.

Thanks to anyone who has heard me out.
AND WHY THE FACK DOES CAMMY HAVE AN OVERHEAD!!
TICK THROWS ONLY GET YOU SO FAR!!

#71
Jamal_Brown said on March 26, 2010 at 9:31 p.m.

Cammy "NOT" HAVE AN OVERHEAD!

Hehe My Bad.

#72
Gunga said on March 27, 2010 at 1:20 a.m.

Any reason why Gens ultra gives the opponent a super bad focus attack?

#73
Lolento said on March 27, 2010 at 3:20 a.m.

@#73
I don't play Cammy, but I completely agree with you on overheads. AFAIK, Cammy has nearly zero options when the opponent crouches. Fighting turtles doesn't seem to be fun at all for her.

#74
Shoryuken25 said on March 27, 2010 at 10:44 a.m.

i wanted to see if you could combo into bisons ultra after the two punch juggle

#75
MIRACLEfool said on March 27, 2010 at 11:55 a.m.

I wanted to use Fei Long's Ultra 2 like its the sh!t, but after seeing this *sigh*

#76
HAOH_GADOKEN said on March 27, 2010 at 3:51 p.m.

Does Anyone even know how many attacks are armor breaking, if you look at the move list for each character most character have maybe one armor breaking move and not all ultras are armor breaking they just hit enough times to armor break. the ultra we see here with ryu is one of the few armor breaking ultras. So quit complaining about counter ultras until you have played the game. You have no idea how useful they might actually be.

#77
SpARelentless said on March 28, 2010 at 8:13 a.m.

Haha, Gen's Ultra 2 is like the most stupid thing in this game. deals 23 dmg, and the last hit does recoverable dmg (just like absorbing a hit with a FA).

#78
Jamal_Brown said on March 28, 2010 at 9:31 a.m.

@ 79

I'm aware of that. I'm Just saying that Some people have GOOD Armor Breaking moves making them reliable (Wheel Kick, Thunder Knuckle, Light TigerKnee, Light Tatsu from Ryu and Ken, Alot Of Balrogs Rush Punches +Turn Punch) Notice all the GOOD armor Breaking moves belong to frequently used chars in High Level Play, Hell, Even in Casual. So If they see that I am using CQC they are gunna be expecting Me to use it. Hence why Imma have to bust my ARSE EVEN MORE FOR IT TO CONNECT. But wait? Cant i just stick to Ultra 1? OMG the only Reasonable Setup for it got nerfd. Cammy, why cant you have a good overhead like Ryu or Akuma?

#79
Jamal_Brown said on March 28, 2010 at 9:32 a.m.

I Hate to be a lil bitch when it comes down to these things but...I'm just a spoiled little Chammorro Kid who loves Fighting Games to death, and i dont like repicking Mains.

#80
MANDINGO said on March 29, 2010 at 3:01 p.m.

(This user was banned.)

#81
shadow050 said on April 27, 2010 at 2:36 p.m.

@ 32...

cammy's ultra from sf4 was NOT "piss poor"... that damn thing did serious damage, and she was able to quickly recover from it.

#82
shadow050 said on April 27, 2010 at 2:39 p.m.

also, i'd like to point out that most "reversal" (or wake up attacks) will be armor breaking.

shoryuken is NOT supposed to break armor... but it will do so EVERYTIME if ken or ryu are rising from the floor.
heck, even vega's rolling claw can be armor breaking if done as he gets up - so long as it hits the armor in time, that is.

#83


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