Another reason that slayer is more in control of his vampirism is that his wife gives him an infinite amount of blood, so he just doesn't have to deal with the hunger like Nago does.
@@kosmonaft Yep, his wife Sharon is immortal, one of Eddie's endings in x2 had him perish by trying to use her as a host, and slayer otherwise finds blood drinking barbaric.
@@kosmonaft To add on to that, i think the way it works specifically is that the fabric of reality doesn't really know what she is or what to do with her, so it kinda tries to keep her in a fixed state. So whenever she dies, the world realizes that her alive status is set to [0] when it should be set to [1], and so it flips it back at the next refresh.
on the one hand: near-infinite magical mastery the likes of which haven't been seen on Earth for hundreds of years, if ever on the other hand: guns are cool and fun to shoot
All that you said about Happy Chaos having never been in a fight is disproven by him being canonically Irish, and his 6S proves he absolutely knows how to DECK someone in the face, he has been on a bar fight ow two before
@@huefell the potato famine came from their hubris and over-use of their power, and so they forgot to check their rations before unloading their potato cannons
I don't think it's fair to say Miguel doesn't know how to fight, he clearly does. He just doesn't use any formally recognized martial art. He's a street fighter in every sense of the term. His "style" is something he made himself over his many experiences in street fights, and it works for him.
Ok, the last two of the lightning round where phenomenal. With the long explanation of Zato 1 and the slow fade-in of "let me carve your way" contrasted by the blunt and simple explanation of Broli right after.
I like how charge inputs being put on a character by itself makes them generally feel like a more steadfast, patient fighter. Or it can also make them feel like a rampaging brute who swings for the fences (like Boxer, Urien, May, Ralf, etc.). And then there's Dee Jay, who has charge inputs because ???
@@tedjomuljono3052 Well, for characters with mixed inputs I think they're decided on a move-by-move basis and oftentimes that's what dictates the general feel you get from them. Motion inputs feel more dynamic and are what people tend to be used to so they're common and especially in faster games (since they're easier for people to do on reaction). In Terry's case, his charge moves fall into the style of the "rampage" style. The feel those inputs give me, in more depth, is like the character is getting ready to really burst out their power which is why they are for more wild moves in this style. Terry's go-to charge move is Rising Tackle, which has that feel because it's like he's planting his feet and REALLY making sure that he's going to jump powerfully. SNK really likes using weird, nontraditional inputs on characters regardless of what most of their specials are linked to, to give the move a "feel" that makes sense.
3:45 Funny you mention that. Have you heard of a guy named Iori Yagami? No relation to Light Yagami. He's a KOF character who fights with purple flames (lore reasons). At the end of KOF 11, his power was stolen from him, so in KOF 12 and 13 we get Claw Iori, who fights bare handed. Later he gets his power back and Flame Iori became DLC for KOF13.
Also, slim bob in TTT2 i still dont get why ultra powerful characters lore wise like Oni & Kage throws Gadoukens and Sakura Hadoken as their normal dookens tho
Another one is kyo kusanagi from kof 95 to kof 96. Just after kof 95 kyo fought and nearly got killed by goenitz and after that kyo changed his entire fighting style to get back at him which is how we now have rekka kyo
This is why I actually really like Ken’s V design. It’s just that the exception of the model and art style wasn’t great. But the idea fits not just his more stylish style but also lore, living in the city with his family, the polar opposite of ryu.
Another thing about Nago is that he's a samurai. Samurai are known to specialize in single, fatal strikes-which is why Nago's attacks do even more damage than the rest of the cast.
@@dullinator1059 even then, overall, the concept of an actual sword fight is far more precise and with his character, fits the bill to bring in the style into a fantasy fighter
@@dullinator1059 And that's exactly why @cise3895 is correct here. If they had to engage in close quarters combat, it meant that they got knocked off their horse or something similar. You're likely exhausted and won't stay alive if you don't deal with your opponent quickly.
For plat fighters, this is just what Smash design aims to do in a nutshell. Almost every character is designed in a way that either feels like how you’d expect X character to play (like Marth having a delicate/dance-like swordfighting style or DK being a ol’ unga-bunga gorilla), or feels as close as possible to playing whatever game they come from (best seen through any of the outside fighting game characters like Ryu/Ken, Terry, Min-min, and Kazuya). This sometimes comes at the cost of proper fighting game balance (not like it was ever Smash’s biggest concern to begin with), but how it represents a majority of its characters through playstyle is pretty solid, and they play like how you’d expect them to if you know the character (except probably Ganon and Sonic lmao)
Mega Man and/or the Belmonts also come to mind for characters feeling close to their home series-though I admittedly have only watched parts of their games. But from the games I _have_ played, there's definitely been some duds, as well. Inkling imo is one of the worse offenders, with a small handful of decently accurate details, but damn near none of the feel of Splatoon.
Which is weird, because Ultimate is weirdly balanced, like, there's no truly unviable character in the game, a guy called Peanut has been able to match the best players in the world with the 2nd worst character (Little Mac) and still get his W. Also yes Sonic, Ganon, and Daisy are the exception to all of this, and are terribly designed in their own ways. Pls rework them going foward. There's also the opposite of this, with characters such as the spacies (Fox, Falco and Wolf) and ROB and SPECIALLY Captain Falcon don't have much at all to pull from, yet they have been made pretty iconic inside Smash with well thought design choices (exceptfoROBdtiltwhydoesazonerneedthefastestdtiltinthegame)
@@anormalhumanhopefully8570 I feel like at the same time there’s other games that handle that balance a lot better than Ultimate? While there isn’t an unviable character in Ultimate, there’s definitely characters that are leagues more viable than like 90% of the cast (Aegis, Pikachu, etc). There’s also a lot of characters, even if they’re not top tier, that have pretty unbalanced design in terms of how fighting game characters are typically balanced? Stuff like how zoners struggle at close range/disadvantage, but then characters like Samus and Min-Min have fast out of shield options. Or how especially in past games, certain characters just straight up can’t win against others because a complete lack of mobility (Ganon, Little Mac, etc)
@@crinsombone5380 I kinda agree that DK could represent his series a bit better, but I also really like the idea of DK as this intimidating grappler-ish gorilla with crazy cargo throw combos? There’s stuff people *want* on the character purely because of representation, but a lot of them don’t stop to think about whether or not it’s a good idea for a platform fighter lol (like do you *really* wanna give Donkey Kong a homing coconut projectile?)
I appreciate that it might not be your speed, but BlazBlue has some nice examples of this too, imo. The Drive button mechanics alone help to sell what characters are all about.
I like the Terumi/Hazama/Susanoo situation Hazama has a gameplay based on moving arruond the screen freely and mixing the opponent up, IE he's a troll Terumi for lore reasons is an unstable existance, so not only is he weaker in power, he also can't spare the change to fuck arround with people; his gameplay is based on stealing meter from the opponent, so he can get more powerr while not giving the opponent a chance Then Susanoo has his full power, so he just says fuck it and obliterates you in 4 seconds with a gorilla playstlie Same character, different gameplay due to different situations.
@@TheAuthorStudios True, true. I’m also reminded of some ways Kokonoe/Tager/Bullet and Kokonoe/Nine/Jubei/Taokaka relate in their Drive mechanics. I’ll try and be brief, lol, but Tager’s magnetism is functionally derivative of Kokonoe’s Gravitational Drivers. This makes sense, as she Robo-Copped his near-dead ass into the grappler he is. Bullet’s tech gauntlet relates to Sector 7 science in general, but her grapple-variant Drive and specials share similarities to Tager, her old CO. Even her Astral ends in a crater, like Tager, albeit shallower. Kokonoe shares magic and meteor summoning with her mom, Nine, though not as much, as she dislikes it. She also wields her wrench command normals like swords, like her dad Jubei, and “paw attacks” similar to her… I guess cousin (?) Tao. There’s plenty more, like Carl and Relius, or Jin and Hakumen/Ragna and Jubei, but I’ll stop for now, lol.
@@TJK10 One of Tao's distortions is called Hexa Blade, and Jubei has basically the same attack, only his is just a normal special So what Tao needs a lot of... whatever Heat is supposed to imply in-universe to do, Jubei can do easily.
@@TheAuthorStudios i'll just add this here. Makoto's Drive is so simple. You charge up your next blow and depending on how much you charged, you do more dmg. This fits Makoto's Character because she isnt a magic user but a person who just punches. The only Ars Magus abilities she use in a fight is her big bang smash and barriers. Other than that, she just beats you up with her fists
@@muchluck7981 True enough, and you might even extrapolate a layer of skill on top of the simplicity, as there is a sweet spot to release the charge for maximum effect. BTW, wouldn't her clones and orb count as semi-Magus related abilities?
May, Anji and Baiken all have superpowers despite being 'normal' people in GG because they're Japanese, who are generally superhuman in the GG world. All three handle this in different ways. Baiken doesn't care about using Ki much, or even about her 'special Japanese' status, so her moveset is very grounded. She's superstrong, and that's about the main advantage she uses to keep up with the rest of the cast. She still uses hidden weapons and gadgets like a claw launcher to compensate for her missing arm, a tatami mat that she might have supernatural control over, and her sword. May's on the other end, she didn't even KNOW she was Japanese at first, but didn't question why she was strong enough to carry an anchor. She is also literally summoning dolphins and whales to do her bidding with her supernatural powers, and also didn't question how she could do this. She is basically a child-like demigod. Anji stole/borrow Zessen, which is one of the Outrages that Sol made, and his controls wind magic and manifests as his fans. Anji resents the 'rare caged bird' status of the Japanese people in the current time, but still expresses his culture in his dancing style moves. But he also doesn't want to flaunt the superstrength much at all, instead he reverses people's strength back at them with his spinning parries. Even his 'throw' is him tripping people with Zessen, not physically throwing them himself even though he, like both Baiken and May, has superstrength. This links back to his character of being a 'trickster', who hides his real strength behind distracting dances. Pretty much the only thing he's willing to show-off is how goddamn swole he is, and never wearing a shirt. Ever. Actually he might be using his chest to distract people too.
In the story, Nago's blood rage not only has no downside, but going full blood rage makes him insanely powerful instead of making him explode into a shattered health bar. That's purely balance reasons. Case in point, Level 9 (Boss) Nago is a thing in arcade mode and is far more accurate to what its really supposed to be and as a Nago main, I think I speak for all of us when I say that would be an amazing install super, but they should never do it because its unbalanced as all fuck.
You do know level 9 Nago is also the ONLY CHARACTER IN THE GAME THAT CAN BE STUNNED... let me rephrase that. So when fighting level 9 Nago, you can essentially hit him so many times he just gets dizzy, meaning again he doesn't fully understand how to use his powers. Balance wise yes, it makes sense to punish a Characters that can do bs no one else can, but even in boss mode they still emphasize that he isn't perfect at being a nightwalker aka vampire
Honestly surprised there was no Yu and Adachi comparison here. If you played Persona 4, you can spend an hour talking about what it means that they have the same persona and blah blah blah, but from the fighting game gameplay perspective, they have the same general ability set and just use it differently. Yu tends to have Izanagi support him while he charges in, throwing in combination attacks at times. Adachi has instead has his Izanagi do the heavy lifting while he trips up and smacks around the opponent, giving his persona opportunities for massive damage. To put it simply, Yu takes fights very seriously and uses his persona like a partner, while Adachi barely cares to be involved. I know Ryu and Ken cover the "two characters with variations on a style" but YOU USE ADACHI'S THEME FOR THE OUTROS MAN
"Slayer is the fighting game equivalent of fighting with one hand tied on the back" funny how you didn't mention Oro from SF3/SF5 who literally does that
what about susano'o in blazblue he's the closest to a "boss character" i've ever seen a balanced character be, he starts the match with all of his special moves but one locked, and has to unlock them over time by hitting the opponent with his D attacks, meaning he starts the match weak but becomes more powerful and gets access to new attacks over time, like a video game boss.
Zato song is about his feeling not reaching millia, you will also never hear the final part in a round of strive but for the first few seconds even if you stall all 3 rounds
Azrael from BlazBlue is a great example, playing him is basically playing a gorilla simulator which makes sense because he is a big muscle man who lives only to fight strong people. He has a couple specials and a Drive that have fairly strategic uses, which tells you he’s not unintelligent just because he loves punching things. Also in the lore he got out of a dimensional prison make specifically for him by RIPPING IT APART WITH HIS BARE HANDS
Hadoukens across street fighter are GREAT examples of this. I wish I remembered where I learned this from - but only a select few SF characters can shoot a fireball with one hand, and only a few can do it airborne. The ones who can do both are canonically REALLY strong.
@@Micha-Hil Wasn't there a fan canon that claimed Dan was actually incredibly powerful but unintentionally gimps himself by trying to pursue a mimickry of Ryu and Ken's styles? Like, Dan had some other frighteningly great power but he didn't learn to use it in lieu of copycatting the others?
@@Gender_Ascender I think it's more about Dan actually having potential as a fighter, but his arrogance and tendence for flashiness getting the better of him. I mean, after all, he was able to join Gouken's dojo before he was eventually expelled for planning on getting revenge on Sagat.
Meanwhile you have dan who tries to do it with one hand and it just fails or oni who isn't a master of his new power so when he tries to do a one handed fireball it doesnt got as far or even akuma in 4 his ground fireball went fullscreen cause he uses two hands but he can one hand air fireball easily
guilty gear, especially strive, is seriously a master class in how to design characters. not only are they all visually appealing and extremely unique (what other game do you know with black samurai cyborg vampires, time-traveling sickle-wielding British gangsters, THE ACTUAL AMERICAN SECRETARY OF DEFENSE wielding a coffin no less, etc), they all have strong ties to lore and the personality of each character, and the gameplay reflects this. Axl is another one of my favorite examples. canonically, he can stop and move through time whenever he wants, and for however long he wants. he could be a god, and could probably use One Vision without super to just obliterate any opponent immediately, but he doesn't do that. his whole arc is about learning to appreciate life and what he has, so while fighting him/playing as him, you kind of get the impression that he's just sparring or considering the fight like a game. many characters have loss quotes lamenting their failures, and heavily implying that they die (Ky, Baiken, etc.) but Axl just gets frustrated that he can't seem to win. his win quotes and taunt quotes are similarly playful: "Need me to escort you home?," "We've gotta do this again sometime!," "I'm pretty cool, right?" etc. and "Come on, let's make this fun!," "God, you're lame.," etc. most of his moves are also very casual and stylish (look at standing slash/close slash, aerial snail, rainwater, etc for some good examples) and it gives his combos a really specific sort of flow and rhythm as he practically dances around, that I don't really think exists elsewhere in the game. I meant to make a general comment but it turned into gushing about my favorite British boy, oh well
Yeah. I also really like how they were able to differentiate between the two broly's in fighterz. While Z broly tends to be quite arrogant by tanking your hits with more armor than his S counterpart as if he was saying to the opponent 'That's it? Really?' And by holding you by the scruff of your neck and looking at you dead in the eye momentarily before he rocks your shit. As well as all the maniacal laughing he does. This makes him seem powerful and shows you he KNOWS he's powerful. While S broly is a lot more savage because he isn't in control of his power like Z broly. He headbutts you, drags you through the ground, can tank hits but not as much as Z, and his attacked are more like angry flailing compared to Z broly's. Couple that with all his voice lines are emotional screams This shows that he's doesn't really know his power too well nor can he control it and is quite frankly scared of it.
One of my favorite examples of character design influencing gameplay is Elizabeth from Persona 4 Arena. She has the strongest non-instant kill move of most of the other character's, as special moves. Yu needs to be awakened in order to use Maziodyne but she just needs 236C. Its perfect cause she was the secret boss from Persona 3 and notoriously difficult, especially since she would just spam Megadaloan on you instantly and infinitely if you didnt follow her rules. Its stuff like this that makes me disappointed when a character is built around calling someone else for help or summoning stuff out of thin-air. Yeah, sometimes its 100% necessary like with Phoenix Wright, but just letting the character summon anyone or anything they were even remotely associated with means you dont have to work within 'how would this character fight' or 'how do I reflect this character's personality' and more just 'lets put a thing in here cause I think its cool.' It bothers me specifically when I see people come up with movesets for whatever character they like and they go "Bro, wouldnt it be hype if Sigma was in Smash, but he summoned all the other Robot masters for his special moves and Smash attacks, and final smash?" Like, sure, you can do that, but I dont think you'd capture his personality nearly as well if you're also trying to fit all these other personalities into his kit.
3rd Strike has my 2 of my favorite instances of this with Oro and Akuma. They're canonically the strongest characters in the series and represent this by just breaking the rules of their game. Why can Oro double jump and use EX Supers? Because fuck you, thats why. There's also the implication that Akuma doesn't have EX specials because all of his basic specials are ALREADY EX tier. Their weaknesses are also pretty funny. Akuma's goal isn't to win every fight, but to find someone who's strong enough to kill him, so he's just all offense, no defense. Akuma mirror matches last for all of 20 seconds. Oro didn't take a shortcut to power by embracing Satsui no Hado and just worked to become that strong so his 50 hit, 80% damage combos are just ridiculously hard to do and impractical.
@@harryvpn1462 Eh. I feel like if they truly were Oro would see more top level play than he does. I guess if you interpret impractical as "not worth doing" it's wrong to call them impractical. I moreso meant that a lot of people just straight up can't.
Roa literally used to be Ciel. So they share very similar characteristics with a ranged rekka, dp, and a super that doubles as a movement tool and hits the entire screen before ending behind you. Meanwhile Noel belongs to the same order as Ciel but isn't as strong so unlike Ciel who throws about 70 black keys for her level one and normally throws six at a time. Even using all her strength Noel can only throw two in one move, and has a black key use cap of 10.
2:03 Julia's Baji Quan and most of Kung Fu isn't actually very practical in real life fights while Muay Thai (which is what Fahkumram practices) is literally one of the most effective and most practiced martial art in MMA in terms of striking.
I thought this video was going to be about how people play their characters based on their design. Ken players are more aggressive and go for big attacks, whereas Ryu players tend to keep control and punish (see Flowchart Ken + wakeup DP). Characters like May and Bridget are playful, and are played more freely and flexibly than say Potemkin or Zato-1. Miguel players are forced to go all in on things because he's so unpracticed, Ling and Yoshi players screw with you to make you question what to do next, Lee players style on you even if they don't get good damage from it, and Kaz players go through one of their three attacks because Kazuya is a dumb brute only wanting to be in control of everything.
Mira from KI is the most fun vampire character I've played, since you pretty much have to concede 2/3 of your life bar to keep your offense going, then just bite them and take all that grey life back. It's one of the most intentional BM play styles I've experienced and I love it.
So, i had two weapons that are pretty much the same stats in Warframe, but one was a Revolver and the other was a Rifle. I took more time to aim with the Revolver, but always felt like i packed a better punch because i aimed for the head everytime even in close range, while with the riffle i tended to use it to crowd control. In Nioh i tend to go all in with the Tonfas and parry insted of dodging, while i dodge everything with the Odachi and use the faster stance just because i like how it feels, so yeah, design and movement expression rocks.
Newer Smash Bros characters also have gret design based off their characters/origins: Joker has the hearts of the Twisted, so he's top tier busted; Inkling wants to preserve her Ink Tank to buff her specials, and Richter has the B button, like he does in Castlevania.
I think you missed some details with Nagoriyuki and Happy Chaos. Nago, like Slayer, is intentionally holding himself back to get a more interesting fight. In the story mode it's shown that be can activate Bloodrage at will and it's a pure buff with no downside, and the only time he lost a fight was when he intentionally threw it to spite Chaos. Playable Nago is him clearly not giving a shit about the fight, he's pretty sloppy and even apologizes for not one-shotting you. Meanwhile, arcade boss Nago is actually putting in some effort and it's closer to the story mode. His attacks get stronger (projectile has two hits, his flash step can crossup and Shizuriyuki is invincible on startup) and he doesn't lose health or specials in bloodrage. Extreme boss Nago is him actually putting his all into the fight, with permanent Bloodrage and massively increased health, this is what Nagoriyuki could do if he tried. Happy Chaos, meanwhile, is arguably the most powerful magic user in history, as well as being the first. However, he prefers stories to be interesting and nuanced, so he intentionally leaves gaps in his plans for people to exploit. In gameplay, he uses almost no magic, and what he does use isn't offensive. His normals are garbage because he's not a skilled fighter and he even admits that he's not good with guns either. He handicaps himself HARD to make the fight as interesting as possible, refusing to use the magic he's good at and limiting himself to melee and guns, which he's really bad at. His one explicitly magical attack, however, has a perfect name. Deus Ex Machina is very powerful, it hits anywhere and reloads his gun, you can't juke it and it leaves him in a more advantageous position. The term Deus Ex Machina refers to a storytelling device where a previously unknown factor saves the day. His offensive magic is never seen before and you can read it as him pulling it out to save himself from a sticky situation.
Agreed! Though I dont think Nago was holding back in the story mode to make the fight more interesting so much as he was just an unwilling accomplice of Chaos, hence he wanted to be defeated. Also, I think it’s implied that Chaos put some sort of spell on him that restricts him from going all out, so that Sol and the others have a chance of winning the game that he wanted them to play.
One thing about Slayer I really liked in the old game, his EX version just let him use Gattling and that was probably the closest we'll ever get to Slayer being full powered. Also he had a dope ass super where he just snatched you with his cape and the opponent just fell from the top of the screen. Such a dope concept of the character.
I think you missed out by not mentioning Dan who was waaaay weaker in every single of his other appearances. But I'm just obsessed with Dan so that might just be me.
Asuka and Hwoarang are both aggressive hot-heads, but their fighting style feel complete opposite. At first. Asuka is a gang mediator, and part of Kazama family, so she very much knows how to subdue her opponents. That aside, compared to Jun's original style, she has few more aggressive takedowns. Meanwhile, Jun's return in tag 2 is marked with a complete aggressive revamp of her original style, which tips off that somethings wrong with her. Hwoarang is very technical, and seems hard to approach. But once mastered, it becomes obvious that he is all about being a pressure monster. Hwoarang is a confrontationalist, belittling his opponents before and after the match, while also being obsessed with Taki g down Devil Jin and Jin himself. The guy never gives up. On the other hand, one slip up of his combos can spell breakdown of his whole offense. Hwoarang's losses then come from his slip ups of the reading of situation.
not to sidestep the point of the video but unless im remembering wrong miguels command grab leaves the opponent at -5 standing in his face, that's pretty advantageous imo
Goldlewis believes the alien in his combat casket is a cryptid. They are friends but he gets very upset when people point out the obvious implication that the creature is an extraterrestrial, despite it having access to a dimension's worth of alien technology, abducting people into space every time he looks away, and being from Area 51.
I don’t think links really mean that he’s holding back (his animations do), more that Daisuke wanted to add more diversity and experiment. Links aren’t objectively harder than cancels, because people have different skills and are better at different things. I think it shows more that he’s honed his craft, not necessarily because he wants to do hard stuff (like be honest slayer isn’t gonna find 5K 2K 2S 2D hard).
While it's technically true that links aren’t objectively harder than cancels, I've never heard of a one frame cancel, but I'm aware of one frame links in a lot of games.
Yeah, designs are important in influencing playstyles. Just look at "Arcana Heart" and how its dominating playstyle is that nobody wants to play it. It's goddamn depressing man...
Another reason that slayer is more in control of his vampirism is that his wife gives him an infinite amount of blood, so he just doesn't have to deal with the hunger like Nago does.
Is that canon?
@@kosmonaft Yep, his wife Sharon is immortal, one of Eddie's endings in x2 had him perish by trying to use her as a host, and slayer otherwise finds blood drinking barbaric.
@@kosmonaft yes, and even is shown in Slayers xrd intro
@@kosmonaft Sharon’s info kinda glitched out in the backyard so she was immortal from birth. Confirmed by Daisuke btw
@@kosmonaft To add on to that, i think the way it works specifically is that the fabric of reality doesn't really know what she is or what to do with her, so it kinda tries to keep her in a fixed state. So whenever she dies, the world realizes that her alive status is set to [0] when it should be set to [1], and so it flips it back at the next refresh.
Slayer: Is OP but not taking the fight seriously.
Rachel: Is OP but lazy.
Happy Chaos: Is OP but has ADHD.
on the one hand: near-infinite magical mastery the likes of which haven't been seen on Earth for hundreds of years, if ever
on the other hand: guns are cool and fun to shoot
@@android19willpwn i think he was the one who essentially "created" magic, so "ever" would be the right one.
Bru
@@android19willpwn exactly! and don't forget, he's here for the fun more than for the win. he wants to see DRAMA!
All that you said about Happy Chaos having never been in a fight is disproven by him being canonically Irish, and his 6S proves he absolutely knows how to DECK someone in the face, he has been on a bar fight ow two before
He's using a gun to hold back his Irish power
@@lanceocana9059 if he was using a potato cannon he'd be even more powerful than he is now
@@huefell the potato famine came from their hubris and over-use of their power, and so they forgot to check their rations before unloading their potato cannons
Also His strings Turn into insane Matrix shenanigans If you know what you do
Happy chaos is Irish??? I gotta rewatch strive story imagining him speaking with a thick brogue
I don't think it's fair to say Miguel doesn't know how to fight, he clearly does. He just doesn't use any formally recognized martial art. He's a street fighter in every sense of the term. His "style" is something he made himself over his many experiences in street fights, and it works for him.
Ok, the last two of the lightning round where phenomenal.
With the long explanation of Zato 1 and the slow fade-in of "let me carve your way" contrasted by the blunt and simple explanation of Broli right after.
bro(co)ly
Where do I get the transcript of this? lol
The ending of this video is a good essay on why Zato has the best theme in Strive.
But May and Ky exist
@@-beebo they don't have a power ballad in the end of the song, immediately inferior.
Faust definitely competes for similar reasons. No one can see the colors but you...
@@arachnofiend2859 Chaos gets close as well that stuff *ROCKS.*
Jokes on you cause Faust in lore was such a good doctor that he was able to cure a naturally born blind girl of her blindness lmao
That, and it's a well known fact that things did not go well last time Faust was accused of being a bad doctor
I like how charge inputs being put on a character by itself makes them generally feel like a more steadfast, patient fighter.
Or it can also make them feel like a rampaging brute who swings for the fences (like Boxer, Urien, May, Ralf, etc.).
And then there's Dee Jay, who has charge inputs because ???
Cause he's so lost in the beat he messed up his inputs
Terry has both charge and shoto style inputs, what does that tells us about him?
@@tedjomuljono3052 Well, for characters with mixed inputs I think they're decided on a move-by-move basis and oftentimes that's what dictates the general feel you get from them. Motion inputs feel more dynamic and are what people tend to be used to so they're common and especially in faster games (since they're easier for people to do on reaction).
In Terry's case, his charge moves fall into the style of the "rampage" style.
The feel those inputs give me, in more depth, is like the character is getting ready to really burst out their power which is why they are for more wild moves in this style. Terry's go-to charge move is Rising Tackle, which has that feel because it's like he's planting his feet and REALLY making sure that he's going to jump powerfully.
SNK really likes using weird, nontraditional inputs on characters regardless of what most of their specials are linked to, to give the move a "feel" that makes sense.
@@Zetact_ too bad it's the DP input in XV.
Were my killer charge moves too much for you, mon?
3:45 Funny you mention that. Have you heard of a guy named Iori Yagami? No relation to Light Yagami. He's a KOF character who fights with purple flames (lore reasons). At the end of KOF 11, his power was stolen from him, so in KOF 12 and 13 we get Claw Iori, who fights bare handed. Later he gets his power back and Flame Iori became DLC for KOF13.
Also, slim bob in TTT2
i still dont get why ultra powerful characters lore wise like Oni & Kage throws Gadoukens and Sakura Hadoken as their normal dookens tho
Another one is kyo kusanagi from kof 95 to kof 96. Just after kof 95 kyo fought and nearly got killed by goenitz and after that kyo changed his entire fighting style to get back at him which is how we now have rekka kyo
@@tobyjones7682 I was unaware that's when Kyo got his rekka version. Also, can't help but point out the irony of your pfp.
This is why I actually really like Ken’s V design. It’s just that the exception of the model and art style wasn’t great. But the idea fits not just his more stylish style but also lore, living in the city with his family, the polar opposite of ryu.
Another thing about Nago is that he's a samurai. Samurai are known to specialize in single, fatal strikes-which is why Nago's attacks do even more damage than the rest of the cast.
Samurai mostly fought with bows in battles and used the swords If they really Had to.
The samurai you speak of were romantizied by movies and so on
@@dullinator1059 even then, overall, the concept of an actual sword fight is far more precise and with his character, fits the bill to bring in the style into a fantasy fighter
@@dullinator1059 Ah, thanks for that. Now that I think about it, I might've heard something similar long ago
@@dullinator1059 And that's exactly why @cise3895 is correct here. If they had to engage in close quarters combat, it meant that they got knocked off their horse or something similar. You're likely exhausted and won't stay alive if you don't deal with your opponent quickly.
For plat fighters, this is just what Smash design aims to do in a nutshell. Almost every character is designed in a way that either feels like how you’d expect X character to play (like Marth having a delicate/dance-like swordfighting style or DK being a ol’ unga-bunga gorilla), or feels as close as possible to playing whatever game they come from (best seen through any of the outside fighting game characters like Ryu/Ken, Terry, Min-min, and Kazuya). This sometimes comes at the cost of proper fighting game balance (not like it was ever Smash’s biggest concern to begin with), but how it represents a majority of its characters through playstyle is pretty solid, and they play like how you’d expect them to if you know the character (except probably Ganon and Sonic lmao)
Mega Man and/or the Belmonts also come to mind for characters feeling close to their home series-though I admittedly have only watched parts of their games.
But from the games I _have_ played, there's definitely been some duds, as well. Inkling imo is one of the worse offenders, with a small handful of decently accurate details, but damn near none of the feel of Splatoon.
Which is weird, because Ultimate is weirdly balanced, like, there's no truly unviable character in the game, a guy called Peanut has been able to match the best players in the world with the 2nd worst character (Little Mac) and still get his W.
Also yes Sonic, Ganon, and Daisy are the exception to all of this, and are terribly designed in their own ways. Pls rework them going foward.
There's also the opposite of this, with characters such as the spacies (Fox, Falco and Wolf) and ROB and SPECIALLY Captain Falcon don't have much at all to pull from, yet they have been made pretty iconic inside Smash with well thought design choices (exceptfoROBdtiltwhydoesazonerneedthefastestdtiltinthegame)
@@anormalhumanhopefully8570 I feel like at the same time there’s other games that handle that balance a lot better than Ultimate? While there isn’t an unviable character in Ultimate, there’s definitely characters that are leagues more viable than like 90% of the cast (Aegis, Pikachu, etc).
There’s also a lot of characters, even if they’re not top tier, that have pretty unbalanced design in terms of how fighting game characters are typically balanced? Stuff like how zoners struggle at close range/disadvantage, but then characters like Samus and Min-Min have fast out of shield options. Or how especially in past games, certain characters just straight up can’t win against others because a complete lack of mobility (Ganon, Little Mac, etc)
Although you're right about DK, fans do want his moveset to be updated because it hardly reflects his series
@@crinsombone5380 I kinda agree that DK could represent his series a bit better, but I also really like the idea of DK as this intimidating grappler-ish gorilla with crazy cargo throw combos? There’s stuff people *want* on the character purely because of representation, but a lot of them don’t stop to think about whether or not it’s a good idea for a platform fighter lol (like do you *really* wanna give Donkey Kong a homing coconut projectile?)
I always thought that Slayer's lack of gatlings was a way to say he is pretty old.
Back on HIS day you couldn't just get away with piano-ing from light to heavy. You had to link all your attacks uphill, through the snow, both ways.
He came from the SF2 days
I appreciate that it might not be your speed, but BlazBlue has some nice examples of this too, imo. The Drive button mechanics alone help to sell what characters are all about.
I like the Terumi/Hazama/Susanoo situation
Hazama has a gameplay based on moving arruond the screen freely and mixing the opponent up, IE he's a troll
Terumi for lore reasons is an unstable existance, so not only is he weaker in power, he also can't spare the change to fuck arround with people; his gameplay is based on stealing meter from the opponent, so he can get more powerr while not giving the opponent a chance
Then Susanoo has his full power, so he just says fuck it and obliterates you in 4 seconds with a gorilla playstlie
Same character, different gameplay due to different situations.
@@TheAuthorStudios
True, true.
I’m also reminded of some ways Kokonoe/Tager/Bullet and Kokonoe/Nine/Jubei/Taokaka relate in their Drive mechanics.
I’ll try and be brief, lol, but Tager’s magnetism is functionally derivative of Kokonoe’s Gravitational Drivers. This makes sense, as she Robo-Copped his near-dead ass into the grappler he is. Bullet’s tech gauntlet relates to Sector 7 science in general, but her grapple-variant Drive and specials share similarities to Tager, her old CO. Even her Astral ends in a crater, like Tager, albeit shallower.
Kokonoe shares magic and meteor summoning with her mom, Nine, though not as much, as she dislikes it. She also wields her wrench command normals like swords, like her dad Jubei, and “paw attacks” similar to her… I guess cousin (?) Tao.
There’s plenty more, like Carl and Relius, or Jin and Hakumen/Ragna and Jubei, but I’ll stop for now, lol.
@@TJK10 One of Tao's distortions is called Hexa Blade, and Jubei has basically the same attack, only his is just a normal special
So what Tao needs a lot of... whatever Heat is supposed to imply in-universe to do, Jubei can do easily.
@@TheAuthorStudios i'll just add this here.
Makoto's Drive is so simple. You charge up your next blow and depending on how much you charged, you do more dmg. This fits Makoto's Character because she isnt a magic user but a person who just punches.
The only Ars Magus abilities she use in a fight is her big bang smash and barriers. Other than that, she just beats you up with her fists
@@muchluck7981
True enough, and you might even extrapolate a layer of skill on top of the simplicity, as there is a sweet spot to release the charge for maximum effect. BTW, wouldn't her clones and orb count as semi-Magus related abilities?
May, Anji and Baiken all have superpowers despite being 'normal' people in GG because they're Japanese, who are generally superhuman in the GG world. All three handle this in different ways. Baiken doesn't care about using Ki much, or even about her 'special Japanese' status, so her moveset is very grounded. She's superstrong, and that's about the main advantage she uses to keep up with the rest of the cast. She still uses hidden weapons and gadgets like a claw launcher to compensate for her missing arm, a tatami mat that she might have supernatural control over, and her sword.
May's on the other end, she didn't even KNOW she was Japanese at first, but didn't question why she was strong enough to carry an anchor. She is also literally summoning dolphins and whales to do her bidding with her supernatural powers, and also didn't question how she could do this. She is basically a child-like demigod.
Anji stole/borrow Zessen, which is one of the Outrages that Sol made, and his controls wind magic and manifests as his fans. Anji resents the 'rare caged bird' status of the Japanese people in the current time, but still expresses his culture in his dancing style moves. But he also doesn't want to flaunt the superstrength much at all, instead he reverses people's strength back at them with his spinning parries. Even his 'throw' is him tripping people with Zessen, not physically throwing them himself even though he, like both Baiken and May, has superstrength. This links back to his character of being a 'trickster', who hides his real strength behind distracting dances. Pretty much the only thing he's willing to show-off is how goddamn swole he is, and never wearing a shirt. Ever. Actually he might be using his chest to distract people too.
In the story, Nago's blood rage not only has no downside, but going full blood rage makes him insanely powerful instead of making him explode into a shattered health bar. That's purely balance reasons. Case in point, Level 9 (Boss) Nago is a thing in arcade mode and is far more accurate to what its really supposed to be and as a Nago main, I think I speak for all of us when I say that would be an amazing install super, but they should never do it because its unbalanced as all fuck.
I wish it would be an install that costs 100% tension. A mastered blood rage
You do know level 9 Nago is also the ONLY CHARACTER IN THE GAME THAT CAN BE STUNNED... let me rephrase that. So when fighting level 9 Nago, you can essentially hit him so many times he just gets dizzy, meaning again he doesn't fully understand how to use his powers. Balance wise yes, it makes sense to punish a Characters that can do bs no one else can, but even in boss mode they still emphasize that he isn't perfect at being a nightwalker aka vampire
@@exnamekian You pop it like Sol pops DI, but instead of hearing *"RATED R!!!!!!!!!!! **_SOL SCREAMING"_* you hear
*_"CRAAAAAAAWWWWWWLLLLLL!!!!!!!"_*
Honestly surprised there was no Yu and Adachi comparison here. If you played Persona 4, you can spend an hour talking about what it means that they have the same persona and blah blah blah, but from the fighting game gameplay perspective, they have the same general ability set and just use it differently. Yu tends to have Izanagi support him while he charges in, throwing in combination attacks at times. Adachi has instead has his Izanagi do the heavy lifting while he trips up and smacks around the opponent, giving his persona opportunities for massive damage.
To put it simply, Yu takes fights very seriously and uses his persona like a partner, while Adachi barely cares to be involved. I know Ryu and Ken cover the "two characters with variations on a style" but YOU USE ADACHI'S THEME FOR THE OUTROS MAN
Or Jin Susanoo vs Terumi Susanoo
"Slayer is the fighting game equivalent of fighting with one hand tied on the back"
funny how you didn't mention Oro from SF3/SF5 who literally does that
technically he has one hand dedicated to just holding a turtle in sf5
Design is important to a character. If I pick a big buff wrestler guy and find out he's actually just a zoner then I'm gonna be pretty mad
what about susano'o in blazblue he's the closest to a "boss character" i've ever seen a balanced character be, he starts the match with all of his special moves but one locked, and has to unlock them over time by hitting the opponent with his D attacks, meaning he starts the match weak but becomes more powerful and gets access to new attacks over time, like a video game boss.
Zato song is about his feeling not reaching millia, you will also never hear the final part in a round of strive but for the first few seconds even if you stall all 3 rounds
6:50 You're just going to keep stringing me along into thinking that you're about to reference Oro here, aren't you?
Amazing video, both from the actual discussion of the subject to the hilarious lightning round. Loved it :)
Gekko upload and you’ve made my day already
Azrael from BlazBlue is a great example, playing him is basically playing a gorilla simulator which makes sense because he is a big muscle man who lives only to fight strong people. He has a couple specials and a Drive that have fairly strategic uses, which tells you he’s not unintelligent just because he loves punching things. Also in the lore he got out of a dimensional prison make specifically for him by RIPPING IT APART WITH HIS BARE HANDS
This is why he's my favorite BB villain right here.
Hadoukens across street fighter are GREAT examples of this. I wish I remembered where I learned this from - but only a select few SF characters can shoot a fireball with one hand, and only a few can do it airborne. The ones who can do both are canonically REALLY strong.
So Dan is strong, right?
@@Micha-Hil Wasn't there a fan canon that claimed Dan was actually incredibly powerful but unintentionally gimps himself by trying to pursue a mimickry of Ryu and Ken's styles? Like, Dan had some other frighteningly great power but he didn't learn to use it in lieu of copycatting the others?
@@Gender_Ascender I think it's more about Dan actually having potential as a fighter, but his arrogance and tendence for flashiness getting the better of him.
I mean, after all, he was able to join Gouken's dojo before he was eventually expelled for planning on getting revenge on Sagat.
@@YellowDogWithCone I do remember him somehow pulling of a Raging Demon but messing up the part where you actually reach the opponent.
Meanwhile you have dan who tries to do it with one hand and it just fails or oni who isn't a master of his new power so when he tries to do a one handed fireball it doesnt got as far or even akuma in 4 his ground fireball went fullscreen cause he uses two hands but he can one hand air fireball easily
guilty gear, especially strive, is seriously a master class in how to design characters. not only are they all visually appealing and extremely unique (what other game do you know with black samurai cyborg vampires, time-traveling sickle-wielding British gangsters, THE ACTUAL AMERICAN SECRETARY OF DEFENSE wielding a coffin no less, etc), they all have strong ties to lore and the personality of each character, and the gameplay reflects this.
Axl is another one of my favorite examples. canonically, he can stop and move through time whenever he wants, and for however long he wants. he could be a god, and could probably use One Vision without super to just obliterate any opponent immediately, but he doesn't do that. his whole arc is about learning to appreciate life and what he has, so while fighting him/playing as him, you kind of get the impression that he's just sparring or considering the fight like a game. many characters have loss quotes lamenting their failures, and heavily implying that they die (Ky, Baiken, etc.) but Axl just gets frustrated that he can't seem to win. his win quotes and taunt quotes are similarly playful: "Need me to escort you home?," "We've gotta do this again sometime!," "I'm pretty cool, right?" etc. and "Come on, let's make this fun!," "God, you're lame.," etc.
most of his moves are also very casual and stylish (look at standing slash/close slash, aerial snail, rainwater, etc for some good examples) and it gives his combos a really specific sort of flow and rhythm as he practically dances around, that I don't really think exists elsewhere in the game.
I meant to make a general comment but it turned into gushing about my favorite British boy, oh well
IF THERE'S A MAN WHO CAN MAKE ANYTHING
GIVE ME THE TOOLS TO LIVE IN THE PAST
IT'S ALL GONE DOWN SO DEEP I CAN'T SEE ANYMORE
Yeah. I also really like how they were able to differentiate between the two broly's in fighterz.
While Z broly tends to be quite arrogant by tanking your hits with more armor than his S counterpart as if he was saying to the opponent 'That's it? Really?' And by holding you by the scruff of your neck and looking at you dead in the eye momentarily before he rocks your shit. As well as all the maniacal laughing he does. This makes him seem powerful and shows you he KNOWS he's powerful.
While S broly is a lot more savage because he isn't in control of his power like Z broly. He headbutts you, drags you through the ground, can tank hits but not as much as Z, and his attacked are more like angry flailing compared to Z broly's. Couple that with all his voice lines are emotional screams This shows that he's doesn't really know his power too well nor can he control it and is quite frankly scared of it.
Oro is basically that analogy you were saying about Slayer fighting with one hand tied behind his back
"this is contrasted with birdie, who is now fat because Capcom hates fat people" lmaoo
Same with Rufus in SF4, who is just Bob but worse
One of my favorite examples of character design influencing gameplay is Elizabeth from Persona 4 Arena.
She has the strongest non-instant kill move of most of the other character's, as special moves. Yu needs to be awakened in order to use Maziodyne but she just needs 236C. Its perfect cause she was the secret boss from Persona 3 and notoriously difficult, especially since she would just spam Megadaloan on you instantly and infinitely if you didnt follow her rules.
Its stuff like this that makes me disappointed when a character is built around calling someone else for help or summoning stuff out of thin-air. Yeah, sometimes its 100% necessary like with Phoenix Wright, but just letting the character summon anyone or anything they were even remotely associated with means you dont have to work within 'how would this character fight' or 'how do I reflect this character's personality' and more just 'lets put a thing in here cause I think its cool.' It bothers me specifically when I see people come up with movesets for whatever character they like and they go "Bro, wouldnt it be hype if Sigma was in Smash, but he summoned all the other Robot masters for his special moves and Smash attacks, and final smash?" Like, sure, you can do that, but I dont think you'd capture his personality nearly as well if you're also trying to fit all these other personalities into his kit.
3rd Strike has my 2 of my favorite instances of this with Oro and Akuma. They're canonically the strongest characters in the series and represent this by just breaking the rules of their game. Why can Oro double jump and use EX Supers? Because fuck you, thats why. There's also the implication that Akuma doesn't have EX specials because all of his basic specials are ALREADY EX tier. Their weaknesses are also pretty funny. Akuma's goal isn't to win every fight, but to find someone who's strong enough to kill him, so he's just all offense, no defense. Akuma mirror matches last for all of 20 seconds. Oro didn't take a shortcut to power by embracing Satsui no Hado and just worked to become that strong so his 50 hit, 80% damage combos are just ridiculously hard to do and impractical.
Ex tengu combos are very practical wym
@@harryvpn1462 Eh. I feel like if they truly were Oro would see more top level play than he does. I guess if you interpret impractical as "not worth doing" it's wrong to call them impractical. I moreso meant that a lot of people just straight up can't.
@@maagic2031 I learned his ex tengu stones bnb in like 2 hours, it's not that hard
7:26 Hence why I love Adult Gohan
Roa literally used to be Ciel. So they share very similar characteristics with a ranged rekka, dp, and a super that doubles as a movement tool and hits the entire screen before ending behind you. Meanwhile Noel belongs to the same order as Ciel but isn't as strong so unlike Ciel who throws about 70 black keys for her level one and normally throws six at a time. Even using all her strength Noel can only throw two in one move, and has a black key use cap of 10.
2:03 Julia's Baji Quan and most of Kung Fu isn't actually very practical in real life fights while Muay Thai (which is what Fahkumram practices) is literally one of the most effective and most practiced martial art in MMA in terms of striking.
8:31 great Bedman impersonation👌🏿
that lightning round was incredible
OK.... This video is simply inspired! Glad to be introduced to the channel with this one.
4:15 as both a Slayer Main and a Nago Main i can absolutely confirm
Aside from that, really good video as always man
Man ur videos never disappoint but are so short leaves me wanting more xD
I thought this video was going to be about how people play their characters based on their design. Ken players are more aggressive and go for big attacks, whereas Ryu players tend to keep control and punish (see Flowchart Ken + wakeup DP). Characters like May and Bridget are playful, and are played more freely and flexibly than say Potemkin or Zato-1. Miguel players are forced to go all in on things because he's so unpracticed, Ling and Yoshi players screw with you to make you question what to do next, Lee players style on you even if they don't get good damage from it, and Kaz players go through one of their three attacks because Kazuya is a dumb brute only wanting to be in control of everything.
Love your videos. tNot something I thought about much with characters like gio, or slayer and how it actually affects their playstyle and mechanics.
Sakura doesnt have a meterless invincible dp because she learned shotokan karate off recordings of Ryu instead of formal training
you cant just jumpscare me with the end of zato's theme i wasnt ready to start crying again
Broly can command grab you cause hes angry.
ZBroly can command grab you cause you're angry... that he also zoned you.
"Shinku Shoryuken". cries in Gouken
Mira from KI is the most fun vampire character I've played, since you pretty much have to concede 2/3 of your life bar to keep your offense going, then just bite them and take all that grey life back. It's one of the most intentional BM play styles I've experienced and I love it.
I'm going to go lesion to the zato theme again.
So, i had two weapons that are pretty much the same stats in Warframe, but one was a Revolver and the other was a Rifle. I took more time to aim with the Revolver, but always felt like i packed a better punch because i aimed for the head everytime even in close range, while with the riffle i tended to use it to crowd control. In Nioh i tend to go all in with the Tonfas and parry insted of dodging, while i dodge everything with the Odachi and use the faster stance just because i like how it feels, so yeah, design and movement expression rocks.
8:28
Ya can’t just *say* that about my boy so casually. Too soon, man, too soon.
Your videos are all awesome.
Newer Smash Bros characters also have gret design based off their characters/origins: Joker has the hearts of the Twisted, so he's top tier busted; Inkling wants to preserve her Ink Tank to buff her specials, and Richter has the B button, like he does in Castlevania.
Banjo is nostalgia bait so he has such an easy kit that a 80 yr old with arthritis can still play him
Gekko dropped, my day is made
I think you missed some details with Nagoriyuki and Happy Chaos.
Nago, like Slayer, is intentionally holding himself back to get a more interesting fight. In the story mode it's shown that be can activate Bloodrage at will and it's a pure buff with no downside, and the only time he lost a fight was when he intentionally threw it to spite Chaos. Playable Nago is him clearly not giving a shit about the fight, he's pretty sloppy and even apologizes for not one-shotting you.
Meanwhile, arcade boss Nago is actually putting in some effort and it's closer to the story mode. His attacks get stronger (projectile has two hits, his flash step can crossup and Shizuriyuki is invincible on startup) and he doesn't lose health or specials in bloodrage. Extreme boss Nago is him actually putting his all into the fight, with permanent Bloodrage and massively increased health, this is what Nagoriyuki could do if he tried.
Happy Chaos, meanwhile, is arguably the most powerful magic user in history, as well as being the first. However, he prefers stories to be interesting and nuanced, so he intentionally leaves gaps in his plans for people to exploit. In gameplay, he uses almost no magic, and what he does use isn't offensive. His normals are garbage because he's not a skilled fighter and he even admits that he's not good with guns either. He handicaps himself HARD to make the fight as interesting as possible, refusing to use the magic he's good at and limiting himself to melee and guns, which he's really bad at.
His one explicitly magical attack, however, has a perfect name. Deus Ex Machina is very powerful, it hits anywhere and reloads his gun, you can't juke it and it leaves him in a more advantageous position. The term Deus Ex Machina refers to a storytelling device where a previously unknown factor saves the day. His offensive magic is never seen before and you can read it as him pulling it out to save himself from a sticky situation.
Agreed! Though I dont think Nago was holding back in the story mode to make the fight more interesting so much as he was just an unwilling accomplice of Chaos, hence he wanted to be defeated. Also, I think it’s implied that Chaos put some sort of spell on him that restricts him from going all out, so that Sol and the others have a chance of winning the game that he wanted them to play.
@@baresize i didn't say he's holding back in the story, I mean playable Nago in regular fights.
One thing about Slayer I really liked in the old game, his EX version just let him use Gattling and that was probably the closest we'll ever get to Slayer being full powered. Also he had a dope ass super where he just snatched you with his cape and the opponent just fell from the top of the screen. Such a dope concept of the character.
I coulda sworn we was that leon guy when he started talking
Well, no need to worry about slayer being in strive or not, since as of Baiken’s reveal, he was confirmed as the 5th dlc fighter
Z Broly can bully you because he's broken.
True, belly can command grab me because he’s angry.
I think you missed out by not mentioning Dan who was waaaay weaker in every single of his other appearances. But I'm just obsessed with Dan so that might just be me.
Miguel's a street fighter, he doesn't hold back and isn't afraid to fight dirty, doesn't mean he doesn't know how to fight.
I knew my British friends could spiral arrow they would act all coy when I would bring it up but I was always on to them!
"Shinku Shoryuken"
Excuse me _what?_
Something wrong?
@@corryjamieson3909 It's "Shin Shoryuken".
Asuka and Hwoarang are both aggressive hot-heads, but their fighting style feel complete opposite. At first.
Asuka is a gang mediator, and part of Kazama family, so she very much knows how to subdue her opponents. That aside, compared to Jun's original style, she has few more aggressive takedowns. Meanwhile, Jun's return in tag 2 is marked with a complete aggressive revamp of her original style, which tips off that somethings wrong with her.
Hwoarang is very technical, and seems hard to approach. But once mastered, it becomes obvious that he is all about being a pressure monster. Hwoarang is a confrontationalist, belittling his opponents before and after the match, while also being obsessed with Taki g down Devil Jin and Jin himself. The guy never gives up. On the other hand, one slip up of his combos can spell breakdown of his whole offense. Hwoarang's losses then come from his slip ups of the reading of situation.
ah yes the shinku shoryuken
It took me ten years to find the answer to something
not to sidestep the point of the video but unless im remembering wrong miguels command grab leaves the opponent at -5 standing in his face, that's pretty advantageous imo
True, and it fits his game plan nicely, but generally it is better to get a knockdown into Oki than frameadvantage.
Im actually confused how you dont have more views
Guilty Gear vampires are called nightless. Not night walkers.
Goldlewis believes the alien in his combat casket is a cryptid. They are friends but he gets very upset when people point out the obvious implication that the creature is an extraterrestrial, despite it having access to a dimension's worth of alien technology, abducting people into space every time he looks away, and being from Area 51.
Tekken 7: The King of Cosplay Tournament.
my man has a phd in fighting games
new gekko videooooooooo
based they/them happy chaos
“Cammy can do spiral arrows because she’s british@
Another banger video, damn
8:34 anyone know the name of this song?
"Let Me Carve Your Way" from Guilty Gear Strive
@@captainnickname293 Almost thought you were trolling at first lol
Geat video, as always
Okay but Gio also has a dog and that affects her play style by...???
Being a very good dog
part of the first 1000 viewers let's goo
We really do need Slayer back.
Already in da plalis
I literally didn't understand anything you said at the end
God I love zato
I don’t think links really mean that he’s holding back (his animations do), more that Daisuke wanted to add more diversity and experiment.
Links aren’t objectively harder than cancels, because people have different skills and are better at different things. I think it shows more that he’s honed his craft, not necessarily because he wants to do hard stuff (like be honest slayer isn’t gonna find 5K 2K 2S 2D hard).
While it's technically true that links aren’t objectively harder than cancels, I've never heard of a one frame cancel, but I'm aware of one frame links in a lot of games.
1:01 even more in SF5!
XD
The vampires in Guilty Gear are called Nightless, not Night walkers
Great video, but you forgot Tager can kill you cause magnetism.
PLEASE tell me what Gekko was saying during the Zato rant. My brain couldn’t process it, and the subtitles didn’t help.
*me being sad at no blazblue designs being dropped*
Apparently it's too "weeb" for some.
8:50
Anyone know the outro music?
Seconding this, couldn't make out the lyrics
Another banger vid
great video but there's some correction that is needed
slayer players doesn't know how to hold back
Slayer has a normal amount of gatlings in Xrd, so I think they have departed from that design choice with him.
good vid thumbs up
So someone tell me what's that lightning Music
What's the end music please ?
Yeah, designs are important in influencing playstyles. Just look at "Arcana Heart" and how its dominating playstyle is that nobody wants to play it.
It's goddamn depressing man...