Dragonfly's Swamp Lounge
Dragonfly's Swamp Lounge
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Guilty Gear Xrd Combo Difficulty Tier List + Discussion
Deranged thumbnail because tier lists are not to be taken seriously. You'll probably enjoy this more if you listen on 1.25x speed.
I recorded this over several days, so that's why the order changes around I-No's section.
Timestamps:
0:00:00 Intro + Difficulty Tiers
0:03:57 Raven
0:05:43 Answer
0:08:40 Axl
0:12:26 Baiken
0:16:40 Bedman
0:21:06 Chipp
0:31:33 Elphelt
0:34:33 Faust
0:38:14 Jam
0:44:26 Kum Haehyun
0:49:04 Ky
0:51:17 Leo
0:55:24 May
1:05:48 Millia
1:15:47 Potemkin
1:27:38 Sin
1:33:14 Jack-O
1:40:57 Slayer
1:52:35 Dizzy
2:00:54 I-No
2:10:28 Johnny
2:25:07 Ramlethal
2:35:31 Sol
2:44:00 Venom
2:50:33 Zato
3:08:50 Don't give people reasons not to play your game
Переглядів: 512

Відео

Raven's Secret While-Rising Move
Переглядів 3492 місяці тому
I have solved the matchup.
It's Not a Read Unless You Commit
Переглядів 2 тис.3 місяці тому
Analysis video on a recent SSBM set with a red arrow in the thumbnail? Hell yeah. I used to be a filthy Smash player before discovering the Good Word of Guilty Gear, so I occasionally peek my head in the door to see what's going on with the community. They've adopted some FGC lingo like "in the corner" or "whiff punish" but they still talk about the game like teenagers who don't know how to des...
Small Update - Guilty Gear is Weird
Переглядів 6133 місяці тому
Rev2 Reversal Tool: github.com/Iquis/rev2-wakeup-tool In short: - I am working on the Raven video. Sometime this month ideally. - Guilty Gear has so many inconsistent things related to hitbox/hurtbox interactions that it had led me to invent rules about how things would interact. - Accounting for these inconsistencies can be fun and organic, but it can also lead people to believe completely unt...
Bothered. Dry. Sad. Scatterbrained. Starving.
Переглядів 3015 місяців тому
A serious contender for the dumbest Xrd I have ever played. This clip was a bit longer than most of the others, so I didn't want it to get buried in a montage.
A Spot of Xrd
Переглядів 4677 місяців тому
Blitz war, getting air thrown out of a needle, backdash becoming a forward dash, baiting a burst, and a cool scratch RRC combo.
Crypt Custodian Demo Review [Indie Game Metroidvania]
Переглядів 8387 місяців тому
A cat ghost with a broom vs the afterlife. Crypt Custodian on Steam: store.steampowered.com/app/2394650 If the volume sounded inconsistent, that's because I tried to boost the audio of clips without much action so that the music and atmospheric sounds could come through. The music doesn't sound very good when muffled so I recommend trying the game for yourself to hear how nice it is. 0:00 Intro...
The Definition of InsanAKI...
Переглядів 2377 місяців тому
...is trying the same anti-projectile move repeatedly and expecting a different result. No hard feelings. The AKI buffs would have had me doing the same thing.
Pida's Top 8 Run at UFA 2023 [Match Analysis]
Переглядів 6658 місяців тому
This was one of the sickest tournament runs I've seen in a long time. Probably the best run from a Raven I've ever seen. Original video: ua-cam.com/video/PYOiVEqMmyk/v-deo.html
Nice anti-projectile move, Potemkin
Переглядів 2,9 тис.Рік тому
I was messing around with Xrd's hitbox viewer when I discovered that Ky's hurtbox during the recovery frames of Charged Stun Edge lifts up above the floor for a few frames. Normally this doesn't make any kind of difference, but Potemkin's Slide Head is low enough to the ground and only active for a couple frames, so if you time the two moves properly then Ky will simply ignore the shockwave and...
[Match Analysis] I Finally Learned the Millia Matchup
Переглядів 957Рік тому
A Raven player attempts to use his brain for once. It goes surprisingly well.
Tournament Report: TREEsports Invitational
Переглядів 492Рік тому
As in Dollar Tree budget. I got a bit lazy with the music for this one, but I figured it would be better than just hearing my voice on silence for an hour. Music: F-Zero GX OST - Shop Bug Fables OST - Termite Capitol Timestamps: 00:00 Intro 01:02 Round 1 vs SunnyD (Sin) 03:56 Round 2 vs Deku (Millia) 08:52 Round 3 vs Zorro (Haehyun) 14:05 Round 4 vs Pott8o (Sin) 23:33 Round 5 vs ID Unknown (Pot...
Methods in Madness - Slayer vs Haehyun at Combo Breaker 2022
Переглядів 1,7 тис.2 роки тому
Methods in Madness - Slayer vs Haehyun at Combo Breaker 2022
Tournament Report - UWFGC Xrd Rollback Celebration
Переглядів 8962 роки тому
Tournament Report - UWFGC Xrd Rollback Celebration
Snowfield 13 & More Thoughts on +R
Переглядів 1,1 тис.2 роки тому
Snowfield 13 & More Thoughts on R
Tournament Report & Match Review: Snowfield 12
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Tournament Report & Match Review: Snowfield 12
Tournament Report & Match Review: Snowfield 11
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Tournament Report & Match Review: Snowfield 11
Tournament Report & Match Review: Snowfield 8-10
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Tournament Report & Match Review: Snowfield 8-10
[Ramble] Video Update, Quitting SFV, GG vs Other Airdashers
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[Ramble] Video Update, Quitting SFV, GG vs Other Airdashers
SFV Gill - Awesome and Awful [Time Capsule Before SFV Definitive Update]
Переглядів 4,1 тис.2 роки тому
SFV Gill - Awesome and Awful [Time Capsule Before SFV Definitive Update]
[Ramble] Channel Updates, Thoughts on +R, Comparison to Xrd
Переглядів 1,8 тис.2 роки тому
[Ramble] Channel Updates, Thoughts on R, Comparison to Xrd
Guilty Gear Xrd Rev2 - All Win Quotes
Переглядів 48 тис.3 роки тому
Guilty Gear Xrd Rev2 - All Win Quotes
Melty Blood Character Designs - Plain vs Bland
Переглядів 13 тис.3 роки тому
Melty Blood Character Designs - Plain vs Bland
Match Analysis - Nage's Comeback Round at MikaTen 2017
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Match Analysis - Nage's Comeback Round at MikaTen 2017
Guilty Gear Xrd - Raven's Dash
Переглядів 10 тис.3 роки тому
Guilty Gear Xrd - Raven's Dash
Balance History: Guilty Gear Xrd Raven ("Why do people hate Raven so much?")
Переглядів 232 тис.3 роки тому
Balance History: Guilty Gear Xrd Raven ("Why do people hate Raven so much?")
ArcRevo Online 2020 GGXrdR2 Top 8 Semifinals - Ruki (Dizzy) vs Nakamura (Millia)
Переглядів 1,3 тис.4 роки тому
ArcRevo Online 2020 GGXrdR2 Top 8 Semifinals - Ruki (Dizzy) vs Nakamura (Millia)
ArcRevo Online 2020 GGXrdR2 Top 8 Semifinals - Nenokabe (May) vs Tomo/T5M7 (Leo)
Переглядів 3664 роки тому
ArcRevo Online 2020 GGXrdR2 Top 8 Semifinals - Nenokabe (May) vs Tomo/T5M7 (Leo)
ArcRevo Online 2020 GGXrdR2 Top 8 Finals - Nakamura (Millia) vs Tomo/T5M7 (Leo)
Переглядів 2 тис.4 роки тому
ArcRevo Online 2020 GGXrdR2 Top 8 Finals - Nakamura (Millia) vs Tomo/T5M7 (Leo)
ArcRevo Online 2020 GGXrdR2 Top 8 Quarterfinals - Tomo/T5M7 (Leo) vs TY (Slayer)
Переглядів 1,2 тис.4 роки тому
ArcRevo Online 2020 GGXrdR2 Top 8 Quarterfinals - Tomo/T5M7 (Leo) vs TY (Slayer)

КОМЕНТАРІ

  • @bigmetalhead1210
    @bigmetalhead1210 Годину тому

    I'd say Jack-O' should still be the "1-2 exceptions" category. One of the few notable exceptions is for one of her BnB, where she connects 6P into 6H(1) at midscreen without minions. This works on most characters except some lightweights like Jam. With that being said, yeah her combo game isn't too complex and they generally just end with 4D or 2H.

  • @protolad2458
    @protolad2458 21 годину тому

    I don't play guilty gear, I'm just a casual viewer(Ignore my avatar) and I was actually shocked to learn how simple the combos in this game are for a lot of characters, I literally looked up dustloop pages while watching this video and sure enough, tons of bnbs are just gatling into sweep or gatling into special. My impression from trying to get into french bread games (and blazblue) was that anime fighters typically have high combo execution floors and your introductory bnb will be a 15 hit affair including launchers, microdashes and manual delays. Though ultimately that perception was fueled by my own biases and choices of characters over the years. I just looked c-tohno's basic combo in Actress Again and its literally just 5C 2C 6B into air gatlings into air throw and it does appreciable damage.

    • @DragonflySwamp
      @DragonflySwamp 20 годин тому

      Yep. That was one of the biggest lies SF and Tekken propagated about anime games over the years. Even in MBAACC, there are lots of characters in different moon styles who do buttons > special move or F-moon characters who literally do jBC > jBC > air throw for 4500. Having combos be easy opens up so much more mental room for complexity in mixups and pressure, which is what I will always love about airdashers compared to other types of fighting games.

  • @kholdkhaos64ray11
    @kholdkhaos64ray11 День тому

    (Disclaimer: I play Sol in every GG but mostly play +R over Xrd so I can still be corrected) Your read on Sol is pretty solid for the most part. The only correction I'd suggest is that for Xrd specifically, Sol's max damage corner combos that give good oki don't actually want you to do the Dustloop. It's actually about trying to squeeze in some rotation of Bandit Bringer, Fafnir, and Gunflame or just j.D > divekick loops. The Dustloop is usually used as just a bridge to get into that situation/higher damaging routes off a solid hit while still providing decent damage and corner carry (you can stick in just about everything like usual lol). You still should learn it, but for a different purpose in this game. It's a slight change of pace from Dustloop actually being THE hardest hitting combos for him most of the time. TLDR: You're right, but you technically can be more right I guess lol.

    • @DragonflySwamp
      @DragonflySwamp 23 години тому

      Interesting. Most of the tournament Sols I've seen tend to do dustloops a lot, or IAD j.D > divekick. The little variations like Fafnir > BB seemed like they were more likely to drop.

    • @kholdkhaos64ray11
      @kholdkhaos64ray11 17 годин тому

      @DragonflySwamp Yeah. You're still right. They do perform those to perform better/more rewarding combos. My main sticking point was just the "max damage/most damaging" point you had stated in the vid. The Dustloop just enables the better/more damaging parts of his routing across the board on all of his hits because it's basically a bridge/filler but ideally you'd want to use his other moves as much as you can to increase damage at the risk of being harder/inconsistent. (The site says something similar to this too in his combo section but I'm pretty sure you know that since you used to edit there). Technically there are some hits that you could convert into big damage that don't require a DLoop, give or take some meter, without having them be "chump check" or counter hits. Basically, I'm just being pedantic or whatever the word is I'm looking for.

    • @DragonflySwamp
      @DragonflySwamp 14 годин тому

      @ Don't worry about being pedantic. It's interesting.

  • @RapunzelRed
    @RapunzelRed День тому

    Having a Raven player tell me my character isn’t hard pushes all my buttons, but sure I’ll bite and step up to the plate for the dark Johnny kabal. There has absolutely been a phsyop among Johnny players to say that he’s harder than he actually is. I’ve gone back and played rev 1.0 Johnny and that character is a fucking joke. I’m not surprised his +r player base was not impressed by that iteration of the character. The plausibility of not getting one hit zwei is nonexistent against most of the cast. In all iterations of the character, his dash is a weakness in character specific matchups at best. It makes for a frustrating learning curve, but in reality isn’t a weakness that means much of anything. Although I’m glad people are coming around on not giving Johnny the pass for being perceived as hard, I’ve seen an over correction in the other direction about how he’s actually easy and that Johnny players are CHOOSING to do the hard shit to look cool. My argument is two fold. One, if you want any meaningful success with this character you have to do at least some of the hard non-stable shit. Two, the reason he’s not actually that hard is because fucking any of the hard stuff up doesn’t matter (which I thought you were going to bring up since you mentioned it with chipp but maybe it slipped your mind). Johnny is mega stupid busted because he can end every combo that does a million damage in a hard KD with at least one level. But getting that from any hit anywhere on screen takes a ton of combo variation that changes across a majority of the cast. And even with the same character, different combos are going to be the best choice in similar looking situations based on starting hit and screen position. I think a lot of people conflate his combo structure being busted to it being easy. Just because I CAN end every combo with the most damage in the best position with levels, does not mean that it’s easy to execute that. Also the sheer amount of memoization of every combo for every situation across the entire cast is no easy feat (at least for me. Maybe you’re a god at memorizing and the answer is just memorize 4head in which case fair enough). You may have a combo that you know stabilizes a conversion for this specific character in this specific situation, but you got a wonky initial hit and now that combo work anymore. Can you, in that moment, remember another confirm that’s still going to give you the same outcome of a level and hard KD?Cause it definitely exists, but it’s up to you to remember, make that decision, and then execute. Ok but that’s all the hard stuff right. That’s just what the best players or combo monsters are doing you don’t have to do any of that to be competent with the character. Sometimes you don’t always get a level you just take your hard KD and be happy. Even that isn’t true because he has mandatory character specific routes on a fair amount of the cast. They’re not that different, nor that hard, but they are mandatory. Sometimes the harder to execute combo is the one that’s the same throughout the cast and if you want to do the easier more consistent version you have to learn the character specific route. Even if you argue that he’s not actually hard, your placement of him on the tier list is fundamentally flawed because he doesn’t have a “one combo fits all” for most common situations across the entire cast. I’m not choosing to change my combo in this situation, I’m changing my combo in this situation because that’s the only way to enable the broken aspects of my character and keep my game plan going. Character specific combos/more executionally heavy combos are not a choice. Now with practice you can do them relatively consistently but then the memorization factor comes back in. You may have practiced this situation a thousand times but in the chaos of the match do you remember it during that moment? Side note, but I don’t see how the act of practicing something makes it fundamentally easy? A challenging combo becomes muscle memory because you do it a lot because that’s what practice is. “Just practice lol” can be used for any difficult technique mentioned in this video. The act of practicing something over time making it easier does not make it easy to do in the first place. It’s only easy because you practiced it for a hundred hours first. That’s literally the meaning of practice. The reason why Johnny is actually easy, in my opinion, is because fucking up with him doesn’t matter. He has a million health so you have a million chances. He does a million damage so you can come back from any situation. His neutral is godlike so missing your hard KD isn’t punishing. Johnny is theoretically a difficult character to play, but the risk reward is so heavily skewed in his favor that none of that matters because you can beat your head against the problem over and over and at some point you’ll out damage the issue. There is no risk for messing up and the reward is monumentally higher than any other character (except maybe elphelt). Yes, this character/screen specific combo that is the only way to get my win condition in this specific situation is hard to execute, but who cares if I fuck it up because I just get to try it again without much consequence. I’ll admit I’m being a little hyperbolic in how much the combos differ by character and by situation (and also how hard they are to execute compared to the rest of the cast), but there’s no escaping that there are differences and you have to learn them. And these differences become more and more mandatory as you get better because good players will punish you harder for messing up, or take more advantage of you in neutral (character dependent). For me, the hard aspect of Johnny’s combos is having the knowledge of what works in every situation. Even if executionally they’re not that bad, the mental stack of doing the correct thing in the correct situation often leads to drops. I could also explain how the hard parts of level three dust loops are the mist cancel double jumps and how that’s mandatory for specific characters in specific situations, but at that point I’d just be going in circles. If you refuse to learn anything beyond the few mandatory character specifics you’re massively handicapping your potential with this character. You don’t HAVE to learn stance cancel treasure hunt character specifics, but you should. If you don’t you’re not going to get very far. The reason Omito was so good is because he had a combo for every situation, on every character, remembered all of them, and was able to execute them all in high intensity matches. And in the cases when he would fuck up or had to scramble, Johnny having a million chances with fucked risk reward always kept him in contention. If I had to place him on the list it would probably be in the same tier as Dizzy, but as you get better and face better players, he leans more towards the Answer tier. That is my opinion. Good video and thanks for starting this discussion.

    • @DragonflySwamp
      @DragonflySwamp 22 години тому

      I appreciate you taking the time to express all of this and invigorate my calcified Raven player brain. The notion of your only option from a stray hit being an easy but character-specific combo is really funny; is this something that happens only at lvl1 MF? I'd figure that if you have a higher level you can just do MF and stabilize things. >over correction in the other direction about how he’s actually easy and that Johnny players are CHOOSING to do the hard shit to look cool I haven't seen that opinion and it isn't what I believe, so I'm sorry if I gave that impression. I don't think he's "easy, actually" but I really wanted to emphasize that, given how good MF is at stabilizing combos and how hard he is to contain, it isn't hard to play towards situations where the hit is going to be within stable ranges and you can do whatever combo is most reliable and consistent. The number of times I've been hit by some stray poke on the ground > lvl 2 KMF > dash me into the corner > stable corner combo > Johnny corner jail is astronomical. Regarding the notion of practice making things easy... I should have phrased this better, but I wanted to distinguish between genuinely hard execution (long delays into small manually timed windows, for instance) and stuff that is just a quirk of the character (Haehyun's Shinken input). The first time I ever tried Johnny in trial mode I found it nearly impossible to do a standard coin > PMF loop because I was just so bewildered by how the moves even worked together, and the difference in rhythm between the two felt really strange. Coin has barely any duration and no hitstop on Johnny, as does MF, so going from the heavier gatlings into those moves and back felt like I was playing two different characters. Of course, when I came back to him months later and the notion that his moves felt strange no longer fazed me, it was much easier to put things together. I mention a similar thing about May with her dolphins, and I think that initial "whoa... this doesn't make sense to me" even for veteran players makes Johnny seem much harder. >if you fuck up, it doesn't matter Yes, absolutely. I should have hammered this point home a lot more, but I really wanted to focus on combo difficulty exclusively to show how the actual matchup tier list and combo difficulty are not necessarily related. Johnny's asinine, SAFE defensive options (PLUS ON BLOCK DEAD ANGLE WOOOOOO) and his ability to convert every scramble into a game-winning combo + knockdown no matter how much he flails or panics are all huge reasons why he's so hard to fight. There are some zoners or footsie characters like Raven who can actually compete with Johnny in neutral and not instantly lose to 5K/fS/6H/whatever, but even when you do get a knockdown you're RPSing on your own offense because it's hard/impossible to cover: - reversal backdash - reversal super - FD for half a second, then mash 5K/backdash - delayed dead angle And even if you do choose the correct option to bait, your punish is like... fS > 2D > bad oki. Raven normally gets good oki from that, but Johnny builds so much fucking meter that he can just see me do a glide and choose to reversal super whenever he wants. Even when he's on the back foot things are in his control, and I have to hit him 9 times to kill him. I honestly did get a little sidetracked when talking about Johnny because of salt, lol. One of the guys in my local scene is a Johnny player and his habits are so incredibly obvious, yet because of Johnny's normals and health and backdash and coin and level 2/3 MF off every knockdown and other aneurysm-inducers, I seem to lose to him a lot more than I think I would. I've had way more success playing Sin against him simply because he has zero mental defense and plus frames are his kryptonite. >just remember it 4head Personally I find memorizing combo chunks way easier than doing even simple links or manual delays. I can tell you, from memory, what Merkava's hardest combo trial in UNIST was but if you wanted me to time the 5HP, 2MP link in SF4 with Gouken then I'd probably fuck it up more often than not (I have vivid memories of both!). Ultimately this varies a lot from one person to another which is why I didn't go into it much. It also relates to the "quirks vs difficulty" thing. Back when I played MTG in 2017, I was playing Legacy Elves - a deck that involves a lot of 2-3 layer deep Boolean decisions to maximize how much mana you can generate with your little green dudes before activating Gaea's Cradle (which produces mana equal to the number of creatures you have) to put more green dudes on the board and generate more mana. I found this really easy and fluid to do because it was essentially solitaire and only required me to think about a small number of hoser cards on the other side of the board. Something more interactive like Death & Taxes (small disruptive creatures that are good at attacking) which most people considered easier would tie my brain into knots because I'd actually need to look at the other guy, examine his plays, and figure out which card in my hand was the best option against what he was likely trying to do. Again, thanks so much for taking the time to write all this out. It's really nice to get a measured opinion about this, especially in a game where people fixate into their own little character niches. I have to remind myself of that every time I absorb something with Raven's armor stance and get "only" a small punish on a move that's normally plus on block.

    • @RapunzelRed
      @RapunzelRed 19 годин тому

      @@DragonflySwamp I appreciate the equaled response and giving back to me what I gave you hah. I 100% understated how much of a combo stabilizer K/P mf is off stray hits. Where it does get wonky is w/ level 1 like you said, but also mid screen confirms off of level 2 S finer. That's mainly what I was thinking about while writing that section. Level 3 S finer is very stable but knowing every conversion off of level 2 at every range takes a lot of effort. I went and tested them all on every character and then wrote them down on a spreadsheet that I refer back to regularly. I thought I had tested every stabilization of every character but then I was reminded of 2D(2) on characters like Slayer and realized I had to go back and look over the entire cast again to see if that made more sense than the combo I was currently using (still have to do that). But yes, P, K, and level 3 mf as a whole are some of the best stabilizing combo tools I have seen in any game. I should have considered that more. I understand Johnny salt, so I don't blame you for it. This character is enabling and just gets to do whatever he wants. I am very aware of how annoying it is to play against. Tbh whenever I get away with some dumb shit in a match, I'm not excited about it. I have a fellow Johnny friend that get actively angry every time they see some ignorant shit just work, but it's Johnny I can't really blame them when it does. The power fantasy of playing the hard but good character starts to slip when you realize how he's not nearly as hard as everyone tells you he is. I struggled with him for 100s of hours thinking that I was throwing myself in the deep end by choosing to learn such a hard character for my first non Strive fighting game. When I could finally play him at a competent level after actual years, I felt really proud that I proved to myself that I could do something difficult after years of effort and not giving up. All of that only to realize that he wasn't that hard comparatively to the rest of the cast and how many chances he gives you means it matters even less. I'm low key carried af. If people didn't conflate his difficulty, I wonder how much differently I would have approached the game or how differently I would have looked at myself. Idk just fels kinda deflating and lame. I imagine a lot of Johnny players realize this at some point and perpetuate the lie to make themselves feel better. There's a reason I refer to us as the dark Johnny kabal. I certainly partake in a bit of it myself for those exact reasons.

    • @DragonflySwamp
      @DragonflySwamp 18 годин тому

      @ Man, I started playing Raven after he got nerfed into mid tier. You know how many people still despise him because they think he's top 4? At the major offline event I went to in February last year, I was playing a bracket match against Sol while two guys behind me were having a loud conversation about how much one of them hated Raven. He got more upset and louder the more rounds I won. Ultimately, don't tie your self-worth to something you do in a video game. It's all transient, after all. At this point, Xrd is a legacy game that is for people who already fell in love with it and are willing to accept it for its insane mechanical decisions. Despite how fucking miserable the Johnny matchup can feel, I'd still rather fight him in Xrd than several of the high/top tiers in +R like Testament or Zappa or Baiken or Dizzy. I'd much rather have a cool guy like Johnny and a babe like Elphelt be the best rather than have Zato be broken yet again or go back to Bedman being a hidden top tier in Rev1. Could you imagine if Bedman were the best character in this game? The horror, the horror... Regardless, you rock for playing Johnny and you should be kind to yourself for sticking with both him and Xrd for years. Xrd has some of the shittiest online infrastructure and overall experience I've ever seen in any game, let alone a fighting game, and I've seen people quit simply because getting games is a pain in the ass. Toughing it out to play a character you like is unequivocally a good thing. Johnny might not be as hard as people claim him to be, but I cannot deny that he IS a very cool character and (when I'm not being salty) it's pretty sick to be turned into combo video fodder.

    • @RapunzelRed
      @RapunzelRed 17 годин тому

      @@DragonflySwamp I appreciate it man. Raven is maybe my least favorite character, let alone match up, in the game but I do find some amount of solace in hearing that Raven players despise the Johnny MU too. Even if I have very little respect for how the character plays, I do respect the people that pick up the character because they think he's cool. They take all that shit that character gets and brush it off because playing the character they think is cool and fun is the most important thing to them. I envy that level of self-assurance and personal happiness that doesn't let anything else get in the way. Even if I really really don't like him, I think his inclusion in the game is worth it if someone else really loves the character. And no matter how angry I get over him, I really try (and sometimes fail) to not step over the line of shitting on someone personally for playing a character they truly enjoy. I think that's an awful way to treat someone over something like that. Also, his theme is sick and gave me a bit of an appreciation for the character. I'm just glad that I didn't have to play when he was stupid mega busted. I wish they grew that same pair of balls for Johnny and were willing to beat him over the head with the nerf bat, but here we are. As I ponder how belligerent Johnny is I often find myself thinking about what could have been if they were just willing to nerf him, but I have to remind myself that it's a useless thought exercise and that if I love the game, which I do, I should really not let stuff like that get me down and just enjoy playing the character I love.

  • @ZachStarAttack
    @ZachStarAttack День тому

    also I agree, i dont like melee execution either. you should try rivals of aether 2, its got none of those hard meleeisms. combos are cooler too than xrd 'cause the opponent gets to interact and YOU have to account for that ON EVERY HIT thanks to di, sdi on every hit instead of only with bursts

    • @DragonflySwamp
      @DragonflySwamp День тому

      I considered trying it, but there were three major reasons I decided not to: - Interacting on every single hit is tiresome and annoying; Killer Instinct has this problem. The notion that someone can make a mistake, I whiff or block punish him, and somehow we're just back to the same floor hugging RPS situation as ever is pure Smash player brain poison. - The "small indie platform fighter" which raised 2.5 million dollars in crowdfunding money doesn't need a Fortnite level in-game skin shop and monthly battle passes. - Etalus is ugly. I think RoA2 could be fun if I did a video series about trying it out, but I'm not in a hurry.

    • @ZachStarAttack
      @ZachStarAttack День тому

      ​​@@DragonflySwamp 1. I could see the on-hit defense being annoying in killer instinct but roa2 is less like that where KI feels so arbitrary just guessing moves! Also, that floorhugging "brain poison" that you talked about is vastly nerfed compared to pm and melee. Did you know that? It requires you to TIME the down input during hitpause! It makes things much more active of a conversation between players. Plus, floorhugging is a non-factor once doing air combos, and accounting for DI during air combos is really fun 2. I understand not liking the fortnite shoppe but did you know how consumer friendly the game is? All dlc characters are free now and forever in the future (can't say the same for GG). All battlepasses can be done later. Zero FOMO, you can buy things whenever so there isnt artificial scarcity. To give you an idea, i have all the skins for my main and i spent 5 bucks. etalus is kinda ugly ig but his voice is good (nowhere near blazblue dub levels of course) thoughts?

  • @ZachStarAttack
    @ZachStarAttack День тому

    why call smash not a fighting game. 3:09:17 its a fighting game if u dont play it like a party game

  • @ZachStarAttack
    @ZachStarAttack День тому

    i just hate how bad zato is... it makes me sad.

    • @DragonflySwamp
      @DragonflySwamp День тому

      Play against Reload Zato and you'll understand why he deserves it.

    • @chaotixsolution5057
      @chaotixsolution5057 День тому

      What about plus R zato

    • @ZachStarAttack
      @ZachStarAttack День тому

      @@chaotixsolution5057 still low tier

    • @DragonflySwamp
      @DragonflySwamp 23 години тому

      ​@ Execution is still a pain, but he's got offense to make up for it, including unblockables and semi-unblockables that don't take the entire shadow gauge. Still struggles against anyone with a long low poke or reliable screen pollution.

    • @chaotixsolution5057
      @chaotixsolution5057 23 години тому

      @ thank you Eddie force break

  • @bryce7344
    @bryce7344 День тому

    >Bedman >Not Combo in your sleep tier Smh my head

  • @freshporkbun
    @freshporkbun День тому

    PEAK

  • @calb6109
    @calb6109 День тому

    As someone who played alot of +R Slayer and quite a bit of Xrd Slayer, I think you're hyper-fixating a bit on his air combos but I get it, its weirdly unique to Slayer how involved his air-routes are. Most characters simply do some variation on a ladder combo or they do a button into a special that lets you get back on the ground, with Slayer instead of it just being a combo piece the whole combo is in the air and he has to eyeball it for the most part, its not something you'd expect for a character with movement that rigid.

    • @DragonflySwamp
      @DragonflySwamp День тому

      Yeah, Slayer is kind of an odd case because he either gets a very simple hit into 2D, cashes out damage damage with a special move for no oki (button > mappa or H button > PB), or spends meter for a very stable combo. His corner stuff is very stable and mostly universal as far as I'm aware, so thinking about how his combos work I could only consider his air combos to go past the "do gatlings into stuff" level. I think BDC is generally one of the harder things to do in Xrd (especially if people OTG you in weird ways and get in your head), but most of the difficulty in playing Slayer comes from suffering through neutral to get a big counter hit. You'd expect him to be harder in +R given the additional options he has for links, but I don't think they're super relevant and BBU/FB PB are a hell of a drug.

  • @aaym2224
    @aaym2224 2 дні тому

    cant comment on many other characters but I'm a Millia player and her combos are actually pretty straightforward and not that hard, I agree with everything you said. The difficulty comes with converting stray hits but that's hard with pretty much every character when you're starting out. She's definitely hard not because of execution but because of the oki and knockdown systems in the game along with weight, and she interacts with these systems more than most other characters. outside of everything I dislike about strive, removing variable/ per character face up and down knockdown timings and the weight system was a great change. regarding that last tangent, I think if you played pretty much any other fighting game with that guy it would have gone exactly the same way. I'm not an undernight stan or anything but maybe you overestimate the willingness of people to learn fighting games and being okay with losing. I used to think that maybe 1v1 gamers like card games and chess players would enjoy fighting games but I honestly have not found any crossover when it comes to that.

    • @PERSONTHATISCLEVER
      @PERSONTHATISCLEVER День тому

      Yeah, I can't really imagine a world in which Undernight was replaced with Guilty Gear / Street Fighter / KOF, and the outcome would've been different in this story. Maybe if it was a 3D game there could be a tangible difference, cause for whatever reason casual flock to Tekken and reminesce about Soul Calibur, but there's a lot of what-ifs there.

    • @DragonflySwamp
      @DragonflySwamp День тому

      Quite possibly. Fighting games are a hard sell since they've been so obscure in the West for so long.

    • @DragonflySwamp
      @DragonflySwamp День тому

      @@PERSONTHATISCLEVER I think what makes airdashers vs grounded games (3D games are all grounded) is that airdashers are usually a "pick two" style where you build your own strings out of 5A > 5B or 5A > 2C to cover different options. Something like SF or KOF, you can just "pick one" and do a standing Heavy Kick and see what happens. There is less of a requirement for filtering out bad options, which makes things a bit more direct. I think this is what people are trying to key in on when they talk about Samurai Shodown as being a "pure, honest" game even though it's anything but.

  • @nikopol9713
    @nikopol9713 2 дні тому

    I play +R, but this is helpful either way. Seeing May at the bottom is interesting for a combo execution tier list.

    • @DragonflySwamp
      @DragonflySwamp День тому

      May has so many cool things she can do with the hoop dolphins and the hop on/hop off mechanic, but launcher > gatling > Ensenga does like 180 dmg for no reason and her command grab has so much less scaling than it ought to...

  • @FGC_Jules
    @FGC_Jules 2 дні тому

    1:40:18 Went and checked, yes Nagi is still posting jacko iks, 400+ combos now how tf do people do this

    • @DragonflySwamp
      @DragonflySwamp День тому

      Some people were born to conquer foreign lands. He was born to combo into Jack-O's IK.

  • @tangramman
    @tangramman 2 дні тому

    thank you for the content, mr dragonfly, i will consume over the next few days

  • @DragonflySwamp
    @DragonflySwamp 2 дні тому

    Remember to take breaks while watching this (and smash that like button (and leave a comment (and subscribe))).

  • @The_WIll_OF_D99
    @The_WIll_OF_D99 2 місяці тому

    Happy to see any XRD Content regardless of it's a meme or something I know lol

  • @KeeBlade
    @KeeBlade 2 місяці тому

    That is absolutely bonkers. Uncrouch uninterrupted being a weave feels like it could be a system mechanic

    • @DragonflySwamp
      @DragonflySwamp 2 місяці тому

      I think in a grounded game that was focused on really precise timing mixups it could be. Tekken does something pretty similar to this with ducking highs, but it's a bit less impressive there since high attacks cease to exist if your opponent is crouching.

  • @DragonflySwamp
    @DragonflySwamp 2 місяці тому

    CHANNEL UPDATE I had claimed in October that I wanted to get a video about Raven's glide/mixup game finished and uploaded by November, or perhaps the end of November. It is now December. There are reasons for this: - October is a month that contains Canadian Thanksgiving, Halloween, and some other things related to my private life. It's a busy month for me, and since Thanksgiving falls on the second Monday of October, this year it was as far into the month as it can be on Oct 14th. Normally there's a lull between the two big holidays. - In November, one of my family's cats swallowed over a foot of a shoestring, though thankfully without the aglet. We fortunately noticed this early and took him to the vet, and he got surgery to remove the string. He's spent the last two and a half weeks recovering, which has required frequent monitoring and feeding from me. He is nearly fully recovered and things can go back to normal within the next day or two. - There's an indie game I had played recently and wanted to make a video recommending, so I had recorded a couple hours of footage and written about 2,000 words. However, after looking into the devs I discovered they were people whom I didn't want to signal boost. PLANS: - Back to focusing on Guilty Gear to remind myself what making structured, well-scripted and plainly edited videos feels like. Hopefully something by the end of December. - No more unfocused rambling like in my recent Smash video. Even when I have a clear idea of what I want to say, I often veer off the mark and don't make myself clear. I don't want to dump things onto this channel and become another "hey guys" podcast channel.

    • @ruschcoil7282
      @ruschcoil7282 2 місяці тому

      Stupid cat

    • @turlocs4812
      @turlocs4812 2 місяці тому

      I'm glad your cats okay! <3

    • @ZachStarAttack
      @ZachStarAttack 22 дні тому

      bro that's so lame Just separate the art from the artist and signal boost the game if you like the game

  • @sheesh8868
    @sheesh8868 2 місяці тому

    is no one gonna talk about the thumbmail? Where did you even find the pic 😭

    • @DragonflySwamp
      @DragonflySwamp 2 місяці тому

      I made it in digital figure mode. Several people have mentioned it.

  • @bobojr2126
    @bobojr2126 2 місяці тому

    Personally i don't mind a little bit of blind sighting in a game. I think a lot of the time it can lead to some very memorable moments and in the totality of a game some ambiguity is good for longevity of combat.

  • @Flyzo1993
    @Flyzo1993 2 місяці тому

    Best Part of this run: That wasn't even the full run. He was juggling Xrd and Granblue that were happening right next to each other, as he was in both Top8s.

  • @jorgebellidolavado6382
    @jorgebellidolavado6382 2 місяці тому

    Punching until i get something... Something coming from an actual scientist XD

  • @ruschcoil7282
    @ruschcoil7282 3 місяці тому

    I think this video is a bit overly semantic, but I definitely agree with smash commentators being bad at explaining things. I've heard the word "reversal" used to describe such a multitude of different things that I don't really know what the commentators are trying to communicate when they use it. Kinda feels like its just a hollow term that gets shoehorned into any given situation.

    • @DragonflySwamp
      @DragonflySwamp 3 місяці тому

      I often used to hear "reversal" mean that the recovering player does something that puts the edgeguarding player offstage (reversal of fortune, I guess), whereas doing something out of shield was just called "out of shield" and doing a wakeup option was just called "wakup X" or "get up X".

  • @Legendary_Honey
    @Legendary_Honey 3 місяці тому

    Looked like a hard read to me ¯\_(ツ)_/¯ If you don't think it's hype, that's fair, and I agree, but Zain predicted where Aklo would be and covered that position with an attack. In other words, he read him. I think I understand why you wanted to make this video, but you also preface it by essentially saying that "these commentators have no idea what they're talking about" which just isn't the case. And if they did in fact make one messy call, who really cares? That happens all the time on live commentary. That's just the nature of the job.

  • @juanditb
    @juanditb 3 місяці тому

    Grabbing the tech in place was a read, just like charging the f smash was a read. Your narrow definition of a "read" requires it to have a certain level of commitment. Most people's definition (probably the commentator included) is that Zain had a read on what Aklo would likely do next (tech in place and the ledgedash). Honestly, I like the analysis, but maybe work on your delivery a bit better. Just kinda sounds arrogant.

  • @SoraxTTV
    @SoraxTTV 3 місяці тому

    I am the best link Main for real but i never go on TOS ;)

  • @phoenixflower1225
    @phoenixflower1225 3 місяці тому

    dude your criticism is better elsewhere anything that deviates from popular belief in melee is torched. they will not accept someone else is correct. You'll have to beat Zain to get credibility with your comments in this community

  • @ManicTheManic
    @ManicTheManic 3 місяці тому

    I can't even get through this. It's like you don't really know what you want to say or where in the video anything is, it's like the slowest paced post meandering thing, and the point is pedantic. How is this a 17 minute video lmao.

    • @DragonflySwamp
      @DragonflySwamp 3 місяці тому

      You should see the videos where I turn going 0-2 into a 45 min ramble about the state of GGXXAC+R.

  • @TheIcedPeanut
    @TheIcedPeanut 3 місяці тому

    I feel like this video was made slightly to spite smashers but I do agree with the idea of read/reaction being used inadequately. Even if we concede the idea of it being a "read" for the commentator's sake, the risk to reward ratio is far too skewed in favor of Marth where Aklo would likely just be given the ability to return to stage and swat Marth at the same time. It feels very silly to call something like this a hard read in this case. There have been commentators that yell "HARD READ" to Puff positioning herself with a jump to cover roll and reacting to said roll with rest, but everyone knows the rest would not have happened if the opponent weren't to roll. I do agree the terminology use is definitely not great. I also believe that a hard read should be reserved for when you commit to something that isn't based on prior information and just your own conditioning of the opponent to manipulate them into falling into the option that you choose to commit to. It feels a bit silly to say something's a hard read when the option that you hit has been done for stocks/games consistently throughout the set.

  • @jogbearcool8594
    @jogbearcool8594 3 місяці тому

    I think this video is too negative to be correct. I appreciate the thoughtfulness you show in the comments. The way I would personally describe “reads” is in 3 dimensions, how much you cover, how much you get if you hit, and how much you lose if you miss. I think a “hard read” is when you get relatively close to the extreme point of “covers 1 thing, very hard hitting, and very bad if wrong.” The closer it is to that, the harder the read. In this situation he covered most options for high reward and low risk, not a particularly hard read, but possibly still some kind of read

  • @actually_well_
    @actually_well_ 3 місяці тому

    interesting video. really messy and not very well argued tho. addressing your comment specifically, because Zain probably would have won anyways it made that specific interaction less cool? I dont agree at all. It WAS a read. Even if it wasnt instrumental to his win, it was a read and it was a callout even if you didn't find it "super hype". Youre arguing that commentators hype up or misunderstand the game yet your 20 minute video starts with you misunderstanding the interaction and your defense is "well he would have won anyways probably"? Idk man.

  • @minizimi3790
    @minizimi3790 3 місяці тому

    I'd be interested in an analysis of the Hbox vs Wizzy commentary at Optic Arena. It's my favorite set to watch, mainly because the commentary is so different and more analytical on the neutral interactions.

    • @DragonflySwamp
      @DragonflySwamp 3 місяці тому

      Analysis of commentary? Damn, I might be able to become a reaction UA-camr if I can work that.

    • @DragonflySwamp
      @DragonflySwamp 3 місяці тому

      I checked the vods and it seems promising. Did you mean the winners finals or grand finals set?

    • @minizimi3790
      @minizimi3790 3 місяці тому

      @@DragonflySwamp Grand Finals. I don't understand why they never moved towards this style of commentary in Smash, especially with how positive the feedback was.

    • @DragonflySwamp
      @DragonflySwamp 3 місяці тому

      @@minizimi3790 I listened to a few games' worth, and it's definitely very fitting for the set. I wouldn't want it to become the default but it'd be nice to have a good color commentator paired with a hype beast play-by-play commentator to have different styles. That's how traditional broadcasting for sports radio/video is structured, and with good reason. Probably the biggest problem that modern esports commentary has right now is that everyone sounds the same, except for some people who sound really bad or are really stupid. I was looking for old FGC matches to compare, and I found a couple really good ones from 2010 at Season's Beatings: Steve H vs MarlinPie in grand finals, and Mike Ross vs Momochi. Good commentary that went along with the energy of the crowd while still illuminating the players' decisions.

  • @BangIsMe
    @BangIsMe 3 місяці тому

    I think the most impressive part of that fsmash is actually zain timing it. Link's cliff fall is active 4 frames earlier then the other characters for whatever reason so it's pretty unintuitive to hit

  • @Buf037
    @Buf037 3 місяці тому

    I agree with your analysis but I think the lines are blurred in a lot of situations. You say that it’s not a read if you dont commit, but what a commitment is, is difficult to define in all cases. So for example in fox falco it’s common for fox to shield a laser then full hop to the top/side platform. Falco can read this option by jumping up and shining where they’re gonna be on the platform. But is falco going for this shine a commitment? It has to be in some sense, but it’s also very difficult for fox to do anything about the shine if they do it clean enough. In that’s sense the falco isn’t really committing at all, they’re making a good risk/reward play. But then can we not call this a read? And if not then what is it?

    • @DragonflySwamp
      @DragonflySwamp 3 місяці тому

      It is definitely a blurry line. The speed of many of Melee's attacks combined with their lack of whiff recovery removes a lot of positional commitment from the game - this is personally something I find really fun and cool, but it definitely prohibits me from getting excited when I see somebody do hop > autocancel Bair six times in a row and his opponent simply run into it. I don't think I did a good job of describing this in my narration, but my issue is less with whether something is or isn't a read and more with the esports hype culture that MUST frame every interaction as this incredibly skillful, crazy thing.

  • @frogchip6484
    @frogchip6484 3 місяці тому

    I respect that you made this video, but having a go at commentators for being slightly (even debatably, not wrong at all) wrong when narrating a situation and bringing up how they're paid to this feels pretty unnecessary. Commentators aren't there to be walking talking oracles that are never wrong, they're there to fill the void of just watching the game with only the game audio to listen to. And yea I actually do think they were right to call that a read, that fsmash is NOT safe if you're charging it like that. It's not going to hit anything unless aklo ledgedashes and is vulnerable when it swings.

  • @SillyGnome
    @SillyGnome 3 місяці тому

    This was an intensely interesting video especially as someone who used to play lots of Smash but mostly plays traditional fighters nowadays It’s also somewhat cathartic because I really am not a big fan of the way Smash usually gets commentated lol

  • @aldric6923
    @aldric6923 3 місяці тому

    gonna have the commentators going "My B" when the whole crew sees this

  • @Lemmy8935
    @Lemmy8935 3 місяці тому

    This is a problem I always found with Smash and it potentially branches out to other games as well. Just because someone has a lot of experience with a game does not mean they are good at conveying advice nor does it mean they fully understand what they are talking about. I think this even goes for top players. From my experience, I rarely hear good advice from top players. It's usually from people that aren't in top 100 that I find helpful advice from. This is why coaches exist because top players can't always figure everything out on their own. Coaches are able to deduce an issue or strategy and effectively communicate that information while the top player can best bring those concepts they learn to practice.

    • @phoenixflower1225
      @phoenixflower1225 3 місяці тому

      because they don't wanna give away their secrets

  • @tupactheory3739
    @tupactheory3739 3 місяці тому

    smash major commentators lately have been borderline unlistenable on every single stream not just for reasons like this. the only way to escalate in chance to get a job like this is just to be at a ton of tournaments and have connections to everyone else who goes to every tournament. the commentators know they are soulless and will only mention anything related to themselves to chime in on "what they've seen lately" or if they've got experience playing one of the onstream players in bracket themselves. there is the understanding to need to upplay every play as it happens to build hype because we're doing esports 2! but the commentators just don't have the depth of knowledge or the awareness to know what they're talking about play by play or to know what information is actually interesting or relevant to the plays going on, especially at the top level of bracket where the gap between commentators and onstream players is especially pronounced. not to mention the generally lacking effort by our regular commentators to accommodate basic pre-specified needs like leaving an avenue for communication between production or the onstream players that isn't The Chat or Texting Each other's Phone Numbers! or just stuff like how to address the onstream players when referring to them in third person, what names they are and aren't okay with and how to pronounce them and what pronouns they use! it is blatantly repulsive they get this much money to be so needlessly frustrating at every single major

  • @mallrat395
    @mallrat395 3 місяці тому

    Wait I'm like genuinely confused though 35-40 frames is 100% long enough for aklo to wait at ledge till zain releases fsmash, then get back on stage and hit him, zain is giving up turn if he whiffs, and giving up ability to shield or move (which contributes to giving up turn) by sitting in fsmash for 35 frames after the hitbox is out. Since fsmash doesn't actually cover aklo sitting on ledge, zain is giving up options to focus on covering aklo getting up from ledge no? (don't get me wrong people say read for what is only coverage improperly all the time in smash, i just don't think this is one of those situations)

    • @DragonflySwamp
      @DragonflySwamp 3 місяці тому

      The way I figure it, Aklo getting up off the ledge is a very non-threatening punish (maybe ledge dash > tilt, or a nair into short combo) so Zain doesn't get punished hard even if the situation works out in the worst possible way. In this case, Aklo did his short ledge dash and the timing worked out for Zain, but even if Aklo had fast fallen to ledge and done an immediate ledge dash through the F-Smash, we wouldn't say Zain was an idiot to go for that option with that timing. It's tempting to say that the option was the most hardcore possible thing because it worked out well, but it's important to consider other outcomes. Zain would still be in comfortable control of the match under every practical circumstance.

    • @mallrat395
      @mallrat395 3 місяці тому

      ​@@DragonflySwamp I think (could be wrong) aklo has time to get a full punish for minimum of like 40%+good positioning with link grab. Otherwise I would agree this would be a place where zain is under no real threat therefore getting to essentially cover everything with no good response. Thought this was a good video+explanation with unfortunately a not so great example because I think zain might be under threat of losing a relatively large amount here (considering he was basically 3 stocks up) and it therefore being a read

    • @ariesomega2487
      @ariesomega2487 3 місяці тому

      @@mallrat395 he could have absolutely punished him wait for the fsmash and ledgedash grab or ledgedash shield -> shield grab I like the idea and concept of the video but the example may be a bit overexaggerated

  • @NicolasMuñoz-p8g
    @NicolasMuñoz-p8g 3 місяці тому

    i liked the analysis but i think you were biased against smash. The problem may be conceptual, i admit. That doesnt makes the smash scene bad.

  • @Smushmarth
    @Smushmarth 3 місяці тому

    This is a hard read. The fsmash doesn't cover link staying on ledge and the fsmash is punishable on reaction after he whiffs the move. You can't cancel a smash attack when you start charging it so he is commited to this option and I know you're thinking "oh well if zain was closer to ledge and covered staying on the ledge then it would cover everything", but the reason he doesn't do that is because you could get a forward air with ledge invulnerablity on reaction to him charging. I would agree if he didn't charge the smash attack, but I am absolutly certain that the commentators would not call it a hard read if he didn't charge it.

  • @murlock792
    @murlock792 3 місяці тому

    you should make more melee stuff i love it ! inside view from a FGC player is always nice

    • @DragonflySwamp
      @DragonflySwamp 3 місяці тому

      There are a few things about Melee in particular and Smash as a whole that I think very few people have put down outside of Discord messages, so it's definitely a possibility. Edgeguarding is a really cool concept that has sadly not been translated into any other type of game.

    • @murlock792
      @murlock792 3 місяці тому

      @@DragonflySwamp I would def pay for more fgc fundamentals that can make me better at melee

    • @IamPimPamPet
      @IamPimPamPet 3 місяці тому

      @@murlock792 Playing Street Fighter made my neutral a lot better. Try it out!

  • @toddacious07
    @toddacious07 3 місяці тому

    I mean, is this a smash only issue? Or is this indicative of esports mentality in general? I’m sure there are countless examples of this within the FGC as a whole, or even within competitive gaming as a whole.

    • @DragonflySwamp
      @DragonflySwamp 3 місяці тому

      Oh, definitely. But the Smash scene is practically all esports so it's a lot more pronounced there.

  • @hijster479
    @hijster479 3 місяці тому

    Disagree, RPS is a symmetrical guessing game so a distinction between Hard and Soft reads is fundamentally baked in. If I think you're going to throw Rock, but choose to hedge my bet's and throw Rock as well it's still a read, just a softer one. Fighting games have way more game states than win, lose, and tie (occasionally even check/checkmate situations) so it's not as cut and dry, but this still holds true. And to play devils advocate for commentators, there are some situations where observers or even the other player can't know the degree of specificity you're working at. For a personal example when I first started playing UNIST I liked to wake up crouch shield recklessly. Like 70% percent of the time I got knocked down I would back tech and wake up shield, even in the corner where this can be a death sentence if it gets called out. But Chaos has no DP and his only other reversals are costly and unreliable so I felt like I had to do it. Naturally I got GRD broken alot, but I was stubborn and didn't want to stop, so eventually I started waking up with 66B to add a second reckless option to my repertoire. I remember one set I played with a local Gordeau I was scoring hit's with 66B out of the right corner and the left, and after I won he said something along the lines of "Whenever I tried a mix-up you up option selected it with 3B and it beat everything I tried to do". But he was wrong, 66B wasn't an option select, the few throws I did tech actually used a 1A+D OS. He just wasn't aware that I had labbed the situation. 66B is a mediocre anti-air that's hard to input on reaction, but when done as a reversal it's actually air-borne during the period throw invincibility ends. So when does as a reversal it'll cleanly beat throws and delayed assault attempts (the most common ways to blowup 1A+D). But since it doesn't have immediate invul it loses to meaties. It's particularly relevant since Gordeau has both a command grab and a j.B that's potentially safe on shield, and Chaos doesn't have any good reversals to discourage meaties. This kind of unorthodox RPS crops up all over the place in fighting games, so on some level you can't truly know whether or not something is a hard read from the outside looking in. I'm not defending ignorant commentary it comes up all the time, but in cases with complex or rare characters (like Link) I think the commentators should be granted a fair bit of grace. Even players that have spent thousands of hours on a series have blindspots, it isn't fair to expect any different from commentators, especially since they're put on the spot a lot more.

  • @killermurad5933
    @killermurad5933 3 місяці тому

    I remember watching a yeet smash highlight video on RoA2 and a commentator said, "Ranno's Forward air spike is really hard to hit." in response to an edge guard flip where Ranno pressed Fair. This was an insanely dumb thing to say as of if you played that game as Ranno for more than 10 minutes you'd know that not only just isn't true (it's very easy) but hitting that spike Fair is a core part of his character. RoA2 has seen a lot of popularity that, as a series I enjoy (1500 hours on console and PC,) I am happy that it got. It's just that migration of these players who also seemingly don't know anything are all of a sudden on the mic and it's very frustrating. Separate note, I don't think that all Plat Fighters are smash clones (4:00.) This was just a minor sentence in a 20-minute video, but I feel the need to defend the genre even if I know a lot of the titles are smash clones. I feel like it's a square and rectangle scenario. All squares are rectangles, but not all rectangles are squares (as in not all plat fighters are smash clones.) I've revealed a bit of my bias already, but Rivals of Aether 1 is definitely a plat fighter, but not a smash clone. This genre just doesn't get a lot of innovation. There was a time where Virtual Fighter was the standard for those 3D fighting games.

    • @DragonflySwamp
      @DragonflySwamp 3 місяці тому

      I wonder if that commentator is used to covering SSBU, where spikes and any form of downward attack are annoyingly precise to hit with because children don't like getting smacked into the depths. As for games being Smash clones or not, it's true that RoA has very different mechanics from Smash but that doesn't make it not a clone (nor am I using "Smash clone" as an insult). In my view, having played and followed a lot of the indie platform fighters/smashlikes that cropped up SSBU launched (Slap City, RoA, NASB, Icons), what I noticed about them was how much they controlled like Smash and took very direct inspiration from it. There are crazy, experimental characters like Absa and Sylvanos, but the core mechanics remain: - Damage percentage only ever goes up, and affects knockback - You can DI hits to avoid being sent into the blast zone - There is no scoring system, so we only ever play stock mode - The games rely on analogue movement controls (tilts, smash inputs) and 2 attack buttons NASB's weird tilt priority system was a neat idea, but the game was too fast for it to matter in most situations. Smash has a winning formula, but it's hard to say that there can't be anything else done with it because nobody ever tries. What if you couldn't DI the first hit of a combo? What if you had 3 attack buttons with gatlings and cancel rules? What if you had Under Night's GRD system? If you watch mystery game tournaments, you'll see a few FGC-adjacent games come up like Windjammers or Puyo Puyo. There is no equivalent adjacent category for Smash, because nobody has ever though to make "Smash except it's CTF." I think Lethal League is the closest thing I've seen to a game that takes heavy inspiration from Smash but doesn't have almost identical mechanics. That's why I consider games like RoA and Slap City to be Smash clones, regardless of how fun and cool they are.

    • @ZachStarAttack
      @ZachStarAttack 22 дні тому

      ​@@DragonflySwampbro that's dumb. rivals is too far from a smash clone still

  • @redstealth5106
    @redstealth5106 3 місяці тому

    What video player are you using for this? I saw a streamer with the same volume bar etc. Looks nice, sorry if it's an obvious one.

    • @DragonflySwamp
      @DragonflySwamp 3 місяці тому

      MPV dot net, which is the Windows-friendly version of the MPV media player. It's very customizable and supports everything I throw at it.

  • @bigmetalhead1210
    @bigmetalhead1210 3 місяці тому

    My favorite kind of hard reads in Xrd is when players with a big health and round lead start throwing out big buttons at a cornered meterless opponent while having 50+ meter and full burst.

    • @DragonflySwamp
      @DragonflySwamp 3 місяці тому

      My favorite kind of read is when Sol and I-No grab my burst while doing a j.H safejump into a blockstring that covers my backdash.

  • @hoboinhoboken
    @hoboinhoboken 3 місяці тому

    i miss old school commentary where they let the player's good decision making stand for itself rather than trying to fluff it up into some hype moment when it doesnt need to be bland commentary like this also just fades into background static whereas i'll forever remember yipes screaming at the top of his lungs about meteors in ass in the kbr vs fchamp set

    • @DragonflySwamp
      @DragonflySwamp 3 місяці тому

      Mag fucking neato MAG FUCKING NEATO OOH OOH OOH OOH FUCK DA KNICKS