This has already been briefly mentioned in the current FGC thread, but as one of the self-appointed fighting game ambassadors on this site I thought it might be cool to bring some broader awareness to the fact that MCZ Daigo Umehara from Japan has decided to donate the entirety of his $60,000 prize for finishing in second place at Capcom Cup to the Evo Scholarship for FGC members looking to study game design at the NYU Game Center.
With ~20 years of top-level competitive fighting game play under his belt, Daigo has one of the longest-running histories with competitive gaming (*coff* eSports) in any genre. He is easily the most well-known fighting game player, and possibly the only professional gamer with an ongoing manga series detailing his exploits. Even if you pay zero attention to fighting games, as a visitor of video-game-enthusiast websites, it's highly unlikely that you haven't at some point come across the most infamous Daigo moment, Evo Moment 37 (which also has its own book by the way). If, by some miracle, it has eluded you to this point, here it is:
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As part of the announcement on Shoryken.com, Daigo issued a statement thanking the community that grew up alongside him and enabled him to enjoy the wealth of experiences and opportunities in his career as a professional gamer. While the majority of mainstream games coverage is only interested in fighting games when people are being vitriolic/vulgar/sexist and yelling about censorship/butt-slaps, a vast majority of the FGC is made up of really great people and Daigo is a shining example that hopefully more people will pay attention to. His full statement can be read in the official article.
Since it was founded in 2013, The Evo Scholarship has been funded entirely by stream subscription during the yearly Evolution Tournament held in Las Vegas in July. Compared to the $20,000 raised in 2013, Daigo's donation has greatly magnified the scholarship which will make attending NYU Game Center a real possibility for a much wider breadth of fighting game players. Because of this late-breaking development, NYU Game Center has extended their deadline for fall 2016 applications to January 15th. If this is something you might be interested in, you can find more information on how to apply on the Evo section of the NYU Game Center website.
With Street Fighter V releasing as the official game of the Capcom Pro Tour in February, 2016 could prove to be an explosively big year for fighting games. As a brand-new game that lowers the barrier to entry and has information about the tournament series incorporated into the game UI itself, the potential for expanding the audience for professional Street Fighter play is massive. Hopefully we'll be seeing more of you guys join us on those occasions when we convince the mods to open the chat for us to watch the biggest fighting game tournaments as a community.
I cannot express my gratitude to the community. But I would like to say that I’m looking forward to seeing you next year again. Hope you all have happy holidays.
Ended up 25-12 with Sim (plus an accidental 1-0 with Gief since I didn't know it chose your character based on your favorite, not on who you are playing in training mode). For a day 0 play with a character as weird and new as that, I feel pretty alright, even if most of it came from TP shenanigans that will never work at high level. Major problems were Karin, Chun and Laura. They all have strong, consistent pressure that gives Sim basically zero room to poke his way out. Up-close, I think Sim is even worse butt than in IV so it's real fucking rough.
Another potentially horrible matchup might actually be Ryu. With no real projectile, Sim has a real tough time dealing with Hadokens. It seems like Sim's fireball has about double the animation frames of a Hadoken. If Ryu throws an HP Hadoken at the same time as Sim throws a fire, Sim barely recovers in time to block while Ryu has all the time in the world to maneuver around the fire.
The 1/2-2/3 screen range where Sim has the most control is just real tough to fight for. His HP can be jumped on reaction like a Hadoken, and his other normals just don't seem to have the reach of SFIV Sim. Maybe it's supposed to be some weird air-footsies thing, but even out of float most buttons still seem to leave Sim at a disadvantage when he lands, even on hit. Also I've been thrown out of the startup on TP which is nice.
He seems ok, but zoning is still really fucking hard. His lack of a normal that threatens the horizontal space with a little bit of height so it can still catch early jumps is a huge fucking deal. Also his lack of solid options after an AA to push the opponent out makes jumping in on Sim seem even more viable than in IV. Like other people said in the past, feels like he's missing one or two things to really make the opponent think twice about just bulldogging their way in.
@swampwalk: Not sure. They've incorporated a little story-mode/tutorial thing that teaches you the various mechanics of how to play SFV from the most basic stuff up through the new V systems, but there's been no indication yet about any sort of per-character training. I'd expect the usual challenge mode teaching you combos, although hopefully it will be more practical/useful stuff than previous games have had.
@fredchuckdave: I always back tech, seems so much stronger like obviously the best option. Also can't test it but I'm thinking you can get super-lethal chip setups if you combo into Sim V-Trigger then set up meaty super. Hm.
EDIT: Winning more now that I'm just going dumb and doing endless TP mixups since people don't seem to quick-rise.
EDIT2: Being able to special-cancel all of his AA normals is kinda defeated by the fact that the opponent always lands too close for a FB to be a threat and also puts Sim at the disadvantage because that move has crazy bad recovery.
EDIT3: I'm exaggerating, you can do MP flame to have it land meaty which isn't the worst thing. Sets them up to get pushed back out. Just gotta get used to doing it.
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