What is the Strongest Archetype in Fighting Games?

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  • Опубліковано 27 чер 2024
  • Today we're ranking the STRONGEST vs the WEAKEST character archetypes across Fighting Games. In games like Street Fighter, Marvel vs Capcom, and DNF Duel, which character types reign supreme? Let's find out!
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    0:00 intro
    1:13 grappler
    3:01 zoner
    5:10 shoto
    7:55 rushdown
  • Ігри

КОМЕНТАРІ • 960

  • @TheDivineSeven
    @TheDivineSeven Рік тому +1262

    Bro you're not telling me Scrimblo Bimblo isn't top tier

    • @jmcrofts
      @jmcrofts  Рік тому +362

      Hard to swallow pills

    • @AdamSmasherReal
      @AdamSmasherReal Рік тому +44

      The lovable scrunkus himself

    • @eGEORGE
      @eGEORGE Рік тому +28

      Pls nerf scrimblo bimblo

    • @whiteblacklight9603
      @whiteblacklight9603 Рік тому +17

      I think Scrimblo Bimblo for the Scrungtendo 48 SUCKS

    • @kickasscowell5654
      @kickasscowell5654 Рік тому +7

      Found myself replaying that bit like 5 times, and the first comment I see talks about it. I love it

  • @YouGuessIGuess
    @YouGuessIGuess Рік тому +593

    Part of what makes grapplers weak is that they often require a detailed understanding of every other character's options. They're usually so slow that they spend most of the match blocking everything the opponent feels like throwing at them before finally getting their turn.
    Then you have "evolved" grapplers like Potemkin, who have enough options to actually play the game from the get-go.

    • @bofi1280
      @bofi1280 Рік тому

      Who's Potemkin?

    • @dragonfire634
      @dragonfire634 Рік тому +72

      @@bofi1280 a grappler from the guilty gear series.

    • @bofi1280
      @bofi1280 Рік тому +2

      @@dragonfire634 Thanks.

    • @YouGuessIGuess
      @YouGuessIGuess Рік тому

      @@bofi1280 This big guy: ua-cam.com/video/hzd-TtC4HoA/v-deo.html

    • @giannisxalkis1965
      @giannisxalkis1965 Рік тому +4

      Being hard = being weak sure buddy

  • @landonbryson4400
    @landonbryson4400 Рік тому +196

    Really interestingly, near the end of Smash Wii U's competitive lifespan, almost every top player picked up a secondary grappler in either DK or Bowser. The general thought behind it was that the prime meta threats in Cloud and Bayonetta, both more or less rushdown characters, won neutral with about the same degree of consistency whether it was against a grappler, zoner, or rushdown character. DK and Bowser allowed you to take games from Cloud an Bayo in 6 total interactions rather than the 20 another top tier would require.

    • @YouAlreadyKnowBabi
      @YouAlreadyKnowBabi Рік тому +36

      What a garbage ass game that was. Thank God for Ultimate.

    • @aprinnyonbreak1290
      @aprinnyonbreak1290 Рік тому +14

      I know, Bowser in both 4 and Ultimate is also kind of a stasised, meta-proof consistent pick, because he has really good defensive burst options, and always has a resting chance of just killing someone in a couple interactions, even if he's getting his spiky ass handed to him.
      Less in Ultimate, Bowser with Rage in 4 was silly.
      In Ultimate, he couples that with a pretty neat rushdown/grappler(esque) hybrid thing. Ultimate Bowser is FAST, and surprisingly difficult to zone out.

    • @Thorognah
      @Thorognah Рік тому

      Bayonetta could kill either in one interaction lol. Cloud struggled more, but even then it was a winning matchup simply because he could just not interact.

    • @landonbryson4400
      @landonbryson4400 Рік тому +4

      @@Thorognahbayo's side and upb both ignored the weight value of the character they hit, so superheavies objectively faired better into bayo combos than a character like jiggs.

    • @ktk44man
      @ktk44man Рік тому +4

      Smash isn't a fighting game

  • @GM_Lemmy
    @GM_Lemmy Рік тому +459

    The main problem with grapplers is the same thing that make pixies too good... Devs overestimate the value of health bars and single hit damage.
    Grapplers often effectively lose access to lots of game mechanics to compensate for their high hp... While pixies are given more and more tools to compensate for their low health... but then, the health bar barely makes a difference.
    What devs for any game have to keep in mind is that what make a character powerful is how many (effective) options they have. Not how high are their raw numbers.

    • @v_i_pizza1700
      @v_i_pizza1700 Рік тому +25

      I'm with you on that one. Damage numbers are more easily adjusted, getting a character's options right on the first run of implementation often determines where they'll end up tier-wise.

    • @MiscFightVids
      @MiscFightVids Рік тому +30

      Balancing based on life is always a terrible idea. See: Phoenix, Akuma, Seth, Vergil etc etc

    • @axelmiramontes409
      @axelmiramontes409 Рік тому +4

      yeah you're right but Grapplers sometimes makes extreme damage but the problem is that they have to get close to you and they are slow and hard to play

    • @TheGreektrojan
      @TheGreektrojan Рік тому +22

      Yup. And when they do get in, they often have the hardest to execute moves (360 motions/buffering anyone?). Way too much work for too little payoff. Meanwhile most rushdown/pixie characters can do more damage with simple BNB combos and its widely considered fine gameplay. Zoners also get hurt because they are given low health, slow moves, and limited options for the benefits of range (which is fine but often a bit over tuned).
      I am also a bit dubious about the claims of a high-tiered grappler being inherently unfun. I'm not sure why fighting a grappler is inherently more frustrating than any number of rushdown characters who can 50/50/vortex you at will. Characters like Broly, Potemkin, Clark etc... show you can have fun and effective grapplers that don't destroy popularity/the meta all that much.
      I think your premise about the overvaluing of single hits and HP bars hits close to the real reason. Its a fighting game 'truism' that people have repeated forever that just really isn't true (outside of a rare few like Potemkin who actually hits like a truck).

    • @RedPirateMercenaries
      @RedPirateMercenaries Рік тому +5

      They also tend to focus on mistakes of the opponent, if they are really good then it’s extremely hard to get anything going

  • @RanOutOfSpac
    @RanOutOfSpac Рік тому +171

    So the first grappler character that comes to mind that’s generally really strong is King from Tekken. I don’t think he’s ever been top tier, but I’m fairly certain he’s ranged from mid to high in every game he’s been in. That said, it’s rarely his grab game that makes him so good. He’s also insanely fun to play/watch.

    • @ryanmartin4037
      @ryanmartin4037 Рік тому +27

      In Tekken 1 he had a +90 something on block mid poke for some reason but aside from that he's definitely never been top tier

    • @ddublu
      @ddublu Рік тому +3

      I have very limited tekken experience, so bear with me:
      I'm assuming wavedashing and kbds are your preferred way of moving. Do characters have different dash startups/distances/qualities and does that translate to character categories?
      asked differently, is king less mobile than other - specifically non-grappler - characters?

    • @GodOfOrphans
      @GodOfOrphans Рік тому +22

      Tekken also doesn't really have projectiles, they still have zoners in a way with some attacks having big hitboxes but in general grapplers are better in Tekken just cause they don't have to deal with projectiles as much. Then even in 7 which added a lot of projectile characters you can still use the z axis to sidestep them much easier than in a 2D fighter

    • @RanOutOfSpac
      @RanOutOfSpac Рік тому +4

      @@ddublu If I remember correctly KBD’s are universal except on characters that have a back sway like Paul or Bryan (they can still KBD but it’s harder). Wave Dashing is exclusive to characters that have special steps like the Mishimas and Bruce. I don’t think King can Wave Dash, but he has other mobility tools like this neat little spin jump. As for dash startup, I actually have no idea.

    • @RanOutOfSpac
      @RanOutOfSpac Рік тому +7

      @@GodOfOrphans Yeah, the only characters that had projectiles throughout the series were the Devil characters. At high level though, even those lasers were useless because of side stepping, like you said, and cause slow startup.

  • @MrCactuar13
    @MrCactuar13 Рік тому +82

    I think it's important to note that for old school fighters, zoners were by far and away the strongest archetypes. SF2 was always dominated by Guile, Dhalsim, and Sagat and it wasn't until later games like Dark Stalkers and everything that came after where mobility started to matter more and rush down characters could start showing their strength. As for a game with a strong grappler, how could you have forgotten Jupiter from Sailor Moon S?

    • @gargervon8697
      @gargervon8697 Рік тому +6

      I think a lot of the reason zoners are a little poorer now is because devs remember how strong they used to be in games like SF2. Like, Balrog has several re-dizzy combos in Champion Edition, but he ranks at the very bottom in most tier lists for the game because it is so easy for most characters to keep him from ever getting close enough to unleash his fury. Just updating his Turn Punch to allow it to go through projectiles in Hyper Fighting made a lot of difference in how usable he was against zoners. Still considered low-tier, though, even in HF.

    • @Rambo-lv9hu
      @Rambo-lv9hu Рік тому +3

      @@gargervon8697 Yeah way weaker fireballs now compared to say SF2 World Warrior

    • @naejimba
      @naejimba 11 місяців тому

      "how could you have forgotten Jupiter from Sailor Moon S?"
      The forbidden game

  • @chkmte1304
    @chkmte1304 Рік тому +111

    My observation is that grapplers as an archetype are not designed for both players to have fun at all points of the match. It's a very different type of grind than other characters but it can be exhilarating to make the right reads and kill your opponent in a few hits. Ironically, grapplers are probably the most realistic archetype in terms of how people fight (think brazilian ju jitsu)

    • @azechase6597
      @azechase6597 Рік тому +25

      When grapplers are done right they are my favorite archetype bar none. I love the feeling of out thinking my opponent or commiting to a risky move and having it pay off. when you're losing your losing pretty badly but winning makes it worth it. As someone who does actually fight and do some martial arts I wish more game would make grappling accurate to how it is irl. Grapplers aren't big slow heavy guys. They're big fast heavy guys. Grappling is fast not slow.

    • @jackredfield5993
      @jackredfield5993 Рік тому +7

      @@azechase6597 exactly, and instead of ridiculous damage there could be a trade off for unique movement options and better oki. I love ramon for this in KOF but he is still bottom tier somehow...

    • @michaelpowell3204
      @michaelpowell3204 Рік тому +3

      Figuring out how to do well with a grappler is incredibly rewarding, for sure. I almost always have a secret-best character and they're almost always grapplers where I've figured out something degenerate. You have to keep them in your pocket most of the time lest you anger your friends though...

    • @davidpineda9160
      @davidpineda9160 Рік тому +6

      Just like in real MMA everyone hates grapplers lol

    • @AstralTaurus
      @AstralTaurus Рік тому +2

      @@azechase6597 There are a few "fast" grapplers that focus on using grabs for resets rather than pure damage (Android 16 and Kouma from Melty come to mind)

  • @PsychicJaguar19
    @PsychicJaguar19 Рік тому +74

    Very interesting, loaded question. A strong deciding factor is the game that the characters are in and the mechanics that govern those characters. Let’s look at Injustice2, a game notorious for strong zoning because of the chip damage, lack of fast movement, the pushback on projectiles, and the large screen size. Zoning was the meta of that game whether it’s strong zoning or strong counter zoning, every top tier could zone or could get around zoning. Then you look at MKX where there’s a run button, everybody does 30-40% damage for one bar, and everybody has 50/50 mix, the rush down characters are the dominating archetype in that game. It just really depends on the game and mechanics

    • @RoyArkon
      @RoyArkon Рік тому +7

      Indeed, it's all about the game and the mechanics, and the characters will get stronger accordingly.

    • @fumoffu_l
      @fumoffu_l Рік тому +3

      He said all of that though. He mentioned that Nether Realm games typically have stronger zoners, and he specifically mentioned the Injustice series.
      His point is that in most games zoners aren't great. We can look at the zoner characters in SF2 (pick your favorite version) and they're very strong. Then 3 came out and they became irrelevant due to the parry mechanic. MVC has only had one decent zoner in their entire lineup and that's Megaman from MVC2. But that was more cheese (jump backwards and spam heavy punch) than anything else. Even in MKX, the two best (and frankly only viable) characters were a zoner and a rush down. Even in a Nether Realm game where they like to have strong zoners, the other broken character is rush down. Even the exceptions have broken rush down characters.
      TLDR; other than a few outliers, zoners have become weak, grapplers have almost always been weak, and rush down is the strongest. That's the new normal for fighting games.

    • @RoyArkon
      @RoyArkon Рік тому +1

      @@fumoffu_l Not only you didn't add anything new, but you only gave wrong information. In MKX, all types of the 4 types of archetypes (Zoning, Rushdown, Balanced and Grapplers) are viable, it's just that Rushdown is the most accessible one, but all 4 of them had at least some chars with Variations for that archetypes that were viable. Also in MVC games there were other strong Zoners besides Megaman, there were Magneto (outside of MVC2), Morrigan (MVC3), Sentinel, Dr. Doom and more. Having Zoning chars not strong is only in the last few years. Yes there are more and more games that purposefully make Rushdown chars the strongest, but it's only really in recent years that this trend is going on, and just like you said SF3 had way back in the late 90's. At the end of the day, it's all about the game and the mechanics, and the characters will get stronger accordingly.

    • @egekazkayas8968
      @egekazkayas8968 Рік тому

      @@RoyArkon I mean I wouldn’t count doom , magneto and sentinel good for their zoning. With doom and sentinel they have amazing assist games. Doom also has great air play and sentinel has a bunch of armor . Magneto will just bash you from the air. They have good zoning but its not what makes them top tier.

    • @RoyArkon
      @RoyArkon Рік тому

      @@egekazkayas8968 Magneto and Doom are both well-rounded characters, they both can play Zoning and Rushdown (again, aside from MVC2 as in this game Magneto is indeed not a Zoner) and Sentinel is 100% Zoner, pretty much his entire moveset are projectiles that cover the screen from so many different angles.

  • @ArcienPlaysGames
    @ArcienPlaysGames Рік тому +16

    I main a character in Killer Instinct called Kan-Ra, who falls into the - I guess - unique category of a "trappler". He plays like - and has the damage output of - a zoner, he can attack like a grappler, he has the respective weaknesses of these two archetypes, but makes up for it via his trap setup game. The opponent can't just run into him and unga-bunga if he has used his distance to make setups. He's such an interesting character because of this.

    • @ytm23ak
      @ytm23ak Рік тому +1

      You’d love playing as Ness in smash ultimate 👉🔥

    • @naejimba
      @naejimba 11 місяців тому +2

      Everything is fast in Vampire Savior (well, besides Victor and Anakaris) but I really feel like Fish is a trap character mixed with a rush down (possibly the first "trap" archetype ever?)... his dash is good and he has a lot of offensive tools. It's just that he shines when he gets the opponent in a corner and starts throwing out bubbles to trap them. He's the closest thing to a zoner in this game and really interesting.

  • @TheOxiongarden
    @TheOxiongarden Рік тому +31

    I think Street Fighter 5 has a good variety of characters :
    -Dhalsim is an excellent zoner
    -Ken and Luke are excellent Shotos
    -Alex and G are very good Grapplers
    -Cammy and Rashid excellent rushdown
    -Karin and Kolin good neutral characters

    • @theworldlywarrior
      @theworldlywarrior Рік тому

      R mika is amazing too

    • @TheOxiongarden
      @TheOxiongarden Рік тому

      @@theworldlywarrior Mika used to be very good yes. But she ate a LOT of nerfs. And she's not that good anymore unfortunately.

    • @theworldlywarrior
      @theworldlywarrior Рік тому

      @@TheOxiongarden oof, i left at the right time then. She had a great mixture of pokes and grapples.

  • @basanova22
    @basanova22 Рік тому +38

    I really enjoyed this video. I like when you tackle these topics across the entire fighting game genre. To be honest I don't know how much of that you can really do. Logistically I think you're gonna have to go into specific games a lot more. But I enjoyed this.

  • @v_i_pizza1700
    @v_i_pizza1700 Рік тому +33

    "Grapplers aren't fun for others to play against"...
    I've heard this argument before, like Catalyst on event hubs said in one of their podcasts "grapplers should NEVER be top tier." when talking about the end of Street fighter 5 going into street fighter 6. But i disagree...
    I'll predicate this statement by saying that I do not like to play as grapplers, but I know plenty of people that do. But I think the aforementioned statement is a pretty poor excuse to have grapplers nerfed. Just because their play style doesn't conform to how you want to play the game doesn't mean that they shouldn't be able to take advantage their toolkits. As long as they're balanced, and not unbeatable, there's no reason there shouldn't be variety. Those people that don't like fighting against grapplers have to put in the time to learn how to play around them. I feel it's important to have matchup knowledge and experience against all archetypes.

    • @Guitar-Dog
      @Guitar-Dog Рік тому

      I see the same argument for '2D characters' in Tekken 7...

    • @GM_Lemmy
      @GM_Lemmy Рік тому +9

      I agree. Besides, holding down back while the opponent's pixie goes crazy on you isn't fun either.

    • @jackredfield5993
      @jackredfield5993 Рік тому +19

      @@GM_Lemmy 100% this weird fgc philosophy that there is one specific honest and fun way to play the game, wether it be rushdown or neutral based shoto (it really just depends on the game) is kind of annoying. It's honestly just majority consensus, people just don't like losing, which makes sense, but that's an individual battle and not one indicative of game design. The majority of a playerbase gravitates towards shoto and rushdown characters, and because of that, their interpretation of what is and isn't fun eventually becomes the accepted one. But in reality, the grappler is having just as little fun when they're holding down back all game, and the zoner isn't enjoying your full screen burst options whenever they try to get their fireball pressure going. People who complain are going to complain, there just happens to be a larger sample size of complainers in the playerbases for more standard archetypes.

    • @angiestrowbridge2157
      @angiestrowbridge2157 Рік тому +6

      @@jackredfield5993 I have to say I have more fun being zoner out as a rushdown character than rushed down as a zoner.
      I find space control more interesting part of the game than mix ups. Mix ups and combos get glorified as the most important part of fighting games but we are all different

    • @Zevox87
      @Zevox87 Рік тому +1

      The problem is that "playing around them" basically means playing like a zoner - don't let them get close to you so they can't threaten you with their grab. Which, unless you're playing a zoner already, might not be a play style you enjoy. In which case, makes sense that fighting them would be something you don't enjoy doing, regardless of their power level competitively, no?

  •  Рік тому +31

    A pretty interesting video (series), I think, would be a deep dive into less common archetypes. Not so much how strong they are, but _what_ they are, what makes them cool and interesting, maybe showing some iconic examples.

    • @PlatinumMage
      @PlatinumMage 11 місяців тому

      Some guy started one called archetype archive but it’s not that good imo.

  • @absoul112
    @absoul112 Рік тому +32

    zoners are an interesting case. I'd say that in a vacuum, zoners are the strongest archetype, but in the context of basically every modern game they're pretty weak. If nothing else, I don't think the others mentioned needed mechanics added to deal with them specifically.
    I wish more grapplers were like Shermie or Ramon (in theory).

    • @zaneburgess2375
      @zaneburgess2375 Рік тому +8

      Well all modern games unless made by neverrealm.

    • @yurin4402
      @yurin4402 Рік тому +11

      He picked frieza, worst example imo , bcs dbzfighters are almost FULL of rushdowns , I think zoners are pretty strong , also because this archetype is famous with being salt-inducing , people can't deal with them when they're not skilled enough 💀

    • @Upsetkiller456
      @Upsetkiller456 Рік тому +4

      @@yurin4402 "Why're you so bad at video games?"

    • @fumoffu_l
      @fumoffu_l Рік тому

      What does "in a vacuum" even mean in this context? It sounds like you're saying "if you take away everything that isn't a zoner, then zoner is the strongest"

    • @absoul112
      @absoul112 Рік тому +6

      @@fumoffu_l “in a vacuum” referred to game mechanics. I thought that was made clear based on the rest of my comment.

  • @Zadamanim
    @Zadamanim Рік тому +13

    Before I watch the video, we all know the pecking order is rushdown/mixup, shotos, zoners, and lastly grapplers.

    • @vance4172
      @vance4172 Рік тому +1

      I agree

    • @agni2051
      @agni2051 Рік тому +3

      Season 1 R.Mika would like a word with you

  • @Agent_Funk
    @Agent_Funk Рік тому +4

    The irony of this list is that as a grappler I'd much rather fight rush down characters than zoners or shotos. Like rush down characters are often top tier, but it's the one archetype that a grappler can actually hang with pretty decently.

  • @timhorton8085
    @timhorton8085 Рік тому +18

    I wish the "brawler" archetype was more well represented in fighting games. Close range, trouble getting in, but with short combo strings that do really good damage. Someone that plays like a grappler but uses short strings instead of throws.

    • @hoodedstreetmonk352
      @hoodedstreetmonk352 Рік тому +1

      What would be your favourite brawler?

    • @Luigi777888
      @Luigi777888 Рік тому +7

      I think this is also called "footsies" archetype as well. Rekka characters usually fit here as well.

    • @timhorton8085
      @timhorton8085 Рік тому +2

      @@hoodedstreetmonk352 third strike alex. I know he was low tier, but his move set, aesthetics, and mind game were the most fun I've ever had with a fighter. Psyching out your opponent by swapping between weak, fast grapples and really strong 3 hit strings always made him feel so much more violent than the rest of the cast.

    • @tedjomuljono3052
      @tedjomuljono3052 Рік тому +1

      Sounds like Maxima

    • @BonzoDrummer
      @BonzoDrummer Рік тому

      3S Alex?

  • @RX7jkr
    @RX7jkr Рік тому +15

    From my experience, I’d say that zoners and rushdown characters have the potential to be the most powerful depending on the game. Grapplers are definitely on the lower end. Shotos/balance types are usually high tier/mid because their arsenal just lets them deal with all the other archetypes and rarely have almost impossible to win match-ups like a grappler vs a zoner.
    Then you have the absolutely borderline broken characters like Swiftmaster who have every tool to win a match, ridiculous damage off any hit, and the pros of their respective archetype, in this case: speed, mix-up, and setplay (rushdown). If they had given him a command throw then that would have just been adding insult to injury.

  • @smokelingers9857
    @smokelingers9857 Рік тому +4

    Scrimblo Bimblo would like a word, Mr Crofts.

  • @jjwrx8
    @jjwrx8 Рік тому +23

    What i hate is the grappler issues of them losing a lot of the other characters main tools/functions is almost exclusively 2d fighters meanwhile in 3d games like tekken they don't cut off a characters leg just because you want to play a grappler.

    • @uandresbrito5685
      @uandresbrito5685 Рік тому +1

      That's why they're good in KOF. They are just like everything else but don't block

  • @husknoun
    @husknoun Рік тому +5

    In KOF 98 Goro Daimon is the strongest character by far, you should see more of him, he is the true boss.

  • @BlahNetworkBro
    @BlahNetworkBro Рік тому +24

    I think “level up” characters (susanoo, Zappa, ss4gogeta, etc…) in fighting games usually end up being very polarizing, the strongest or the weakest.
    Personally though I’m a big fan of the resource management characters! They can also be pretty polarizing in terms of balance. Some of my mains are Jack-o, Umbrella, and Rachel alucard.

    • @PushoverMediaCritic
      @PushoverMediaCritic Рік тому +6

      I think Adult Gohan is a better example of a "level up" character from FighterZ than Gogeta 4 is.

    • @rah8693
      @rah8693 Рік тому +4

      I’m pretty sure they’re called “Snowball” characters as opposed to “level up”

    • @Senketsujin
      @Senketsujin Рік тому +1

      @@rah8693 I was about to come here and say that as well.

    • @miguelcoverstristes3589
      @miguelcoverstristes3589 Рік тому +2

      Amy from soul calibur is a perfect level up character

  • @bageltime8983
    @bageltime8983 Рік тому +8

    Cyberbots is one of the few games where a grappler(Vise) is the best character in the game,but it's a really balanced game.

  • @spreadlove8946
    @spreadlove8946 Рік тому +6

    Another reason for pixies being the strongest archetype is that they tend to have good matchup spreads. They have the easiest getting in the zoner thanks to their movement, but the same movement advantage allows them to run away from/ run circles around the grappler allowing for easy whiffpunishes. Even against shoto/midrange characters the high speed of pixies allows them to compete in footsies despite usually having worse normals in terms of range

  • @FoolsGil
    @FoolsGil Рік тому +20

    I detest fighting Potkemin from GG. But he's a great grappler because he has a counter for everything. I play Cerebella in Skullgirls, she is like a rush down mix, and has plenty of options to get past even projectiles.

    • @AstralTaurus
      @AstralTaurus Рік тому +4

      If it makes you feel better, most of the high level pro Pot players just don't even bother competing in big tournaments because he also has some of the worst matchups in strive lol. Hell even other Pot mains like myself don't like the Pot mirror

    • @TheVenerableMrKrieg
      @TheVenerableMrKrieg Рік тому +5

      @@AstralTaurus I love the Pot mirror for being absolute chaos. I don't think the better Pot wins with any consistency unless the gap is enormous but damn if it ain't always an absolutely silly spectacle. That said, you're dead-on about high level play, and while he was generally in a okay spot for most of season 1 (only Goldlewis proved functionally insurmountable), season 2 seems to have only made Pot even worse while making some of his worst MUs *worse for him.* He now has a bit most silliness in areas he was already doing okay, but Goldlewis got massive buffs for example while Potemkin lost his only reversal (even if it was a pretty bad one), all while they pushed Potemkin even further in terms of execution demands.
      I was out here throwing karas all over the place already, but now they want me to 236236S, hold for no more than 11 frames, RC, and then 632146K~P just for a half decent reversal to get out of pressure? Is it hilarious when you do it perfectly? Absolutely. Does it put the fear of god in your opponent when you just facetank through their oki and grab them for a Buster instead? Absolutely. Is it also literally 16 inputs in less than a quarter of a second and if you mess up your super timing you die, if you RC too early, you die and it takes your meter, you RC too late and it takes your meter and you fire into the sky at best resetting to neutral but maybe just dying instead, or you mess up your kara or the buster input and you randomly Megafist (50/50 on dying) or whiff the Buster and then definitely die? *Yep.*
      I feel like giving complex characters complex inputs is fair (Zato) since you just have the logistical issue of cramming all those things onto the controller, but I'm guessing a huge problem with grapplers in most games is just that they, for some reason, often have extremely taxing and unintuitive inputs. Tager in BB for example has 720 inputs on his regular grabs, part of his basic gameplan, and you can either roll those in to your play and do them more or less at will or you aren't allowed to play Tager, to say nothing of having to often understand underlying buffer mechanics so you can work around the limitations (buffering it while landing from a jump, etc) to do these things in the first place which is often extremely unintuitive. To say nothing of his 1080 input Astral Heat. There are a lot of weird old, misguided, design decisions that have stuck with us for way too long.

    • @AstralTaurus
      @AstralTaurus Рік тому

      @@TheVenerableMrKrieg god 360s/720s still scare me so much and i've been playing potemkin for a few years now and can honestly say just mastering the potbuster input took so much time (i'm also stupit).

    • @paatwo
      @paatwo Рік тому

      @@AstralTaurus Good thing potbuster isnt a 360 eh? :)

    • @AstralTaurus
      @AstralTaurus Рік тому

      @@paatwo those were 2 semi related thoughts put awkwardly together i already told you i was stupit ;-;
      -i find 360s hard
      -i still mess up the potbuster input on occasssion despite practicing it for a few years
      -inb4 "git gud"

  • @omarvladimirlopezramos999
    @omarvladimirlopezramos999 Рік тому +3

    Well, this depends a lot of the gamer, for example in skullgirls Beowulf, that Is a grappler, is pretty broker as far as i remember.

  • @vOddy75
    @vOddy75 Рік тому +2

    Top tier grappler: Goro Daimon in KoF 98. There's a small group of viable chacaracters, and he's one of them.

  • @jmrsdn6907
    @jmrsdn6907 Рік тому +2

    Cool video! I think it’s very tough to discern these things, especially because characters change in “goodness” from low level to high level play. For instance it’s easy to stomp your fellow scrubs as Potemkin, but going against high level players puts Pot at a disadvantage. Would love to see more examples, in-depth analysis of other, less common archetypes!

  • @dantepatel
    @dantepatel Рік тому +6

    I really wish there were breakdowns for archetypes in fighting games. I feel like it would lead to a better understanding of the game in general. I'm curious what all the archetypes in MvC2 are, for example.

  • @Floomis
    @Floomis Рік тому +45

    Nice vid! Some other archtypes that i think are worth discussion are characters who have a gameplan around using armored moves such as Vaseraga from GBVS and also 'puppet' characters you see mostly in anime fighters like Zato and Zappa etc.
    You can argue that these characters fall into the catagories you've listed, but i think their gameplan is different enough for them to merit a seperate discussion.

    • @leithaziz2716
      @leithaziz2716 Рік тому +5

      Puppet Fighters are weird in meta, as small changes can make them either very strong or very weak.
      Zappa was not as powerfull in AC untill later revisions added stuff like the sword that he can pressure with fullscreen (including an overhead) and the dog. Zato in Xrd SIGN started out very strong, but by the end of Xrd Rev 2 (the final revision for Xrd), Zato was almost near the bottom, beat by Potemkin. I think what was changed among other stuff was how his drill attack, Invite Hell, worked. DEB went into more detail on her video on Arcsys balance.
      Allthough, from my research, they're more often really good.

    • @thefrankiepalmeri
      @thefrankiepalmeri Рік тому +2

      Zoning is puppet. Puppet is zoning.

    • @TurboMoist
      @TurboMoist Рік тому +8

      @@thefrankiepalmeri you’re telling me Zato is a zoner?

    • @mohdnazri7126
      @mohdnazri7126 Рік тому

      puppet is more like 'playstyle' rather than 'archetype'. for example, dhalsim/axl is a zoner with long limbs. launcher is a zoner with projectiles. zato is a zoner with his puppets. whenever the character is able to put pressure while maintaining distance, they are what we call zoners.

    • @vanillafella4893
      @vanillafella4893 Рік тому +4

      @@mohdnazri7126 just wanted to mention that all puppet characters arent zoners, Devo in Jojo Hftf for example is only made more vulnerable when his puppet is out but if you can get your puppet behind the enemy your combos triple in damage output

  • @michaelcollins4534
    @michaelcollins4534 Рік тому +1

    S1 Android 16 made me so happy as a grappler enjoyer. Bless these dunks

  • @JuJu-109
    @JuJu-109 Рік тому

    I just want to say that you have motivated me on wanting to do fighting games you and dotodoya are definitely the best fgc content creator and most versatile

  • @ThatGuy-nv1nu
    @ThatGuy-nv1nu Рік тому +48

    Good video but you forgot about the footsies archetype. Someone like Karin from street fighter 5 obviously isn't a grappler, she has no full screen play so she isn't a zoner, she is definitely more offensive then defense so she isn't a shoto and she doesn't really want to get upp in your face so she isn't a rush down character. She is however really strong in the mid range, that's where she want to be, so she's a footsies character

    • @twistedgambit9084
      @twistedgambit9084 Рік тому +3

      I wouldnt really call her a footsie archetype, she's more or less rush down and a mix of a grappler.

    • @RX7jkr
      @RX7jkr Рік тому +2

      I have never heard of a “footsie” archetype lol. I do get what you mean tho, Vanguard in DNF Duel dominates mid screen with his giant normals. Not quite a zoner but definitely not rushdown either.

    • @stolensentience
      @stolensentience Рік тому +7

      Sounds like a Karin main’s reasoning

    • @havaltherock
      @havaltherock Рік тому +3

      Thats a zoner.... a zoner is someone who wants to keep you in a specific range...full screen zoners are called keep aways.

    • @chillpill1649
      @chillpill1649 Рік тому

      @@stolensentience facts lol

  • @Mene0
    @Mene0 Рік тому +5

    How could you have forgotten the puppet-rushdown-footsies-zoner hybrid?

  • @djmajesticeclectic
    @djmajesticeclectic Рік тому +2

    Thanks for the breakdown. I’m trying to get back into fighting games again and videos like these really help out a lot.
    Now that I’m 40 I tend to really want to learn grapplers but settle in most games for rushdowns.

    • @markmessi9020
      @markmessi9020 Рік тому +1

      Do you play on controller or arcade stick? I always like asking what older players use to play fighting games and why

    • @pleaseshutup7053
      @pleaseshutup7053 Рік тому +1

      What games do you jam on?

    • @djmajesticeclectic
      @djmajesticeclectic Рік тому

      @@markmessi9020 Normally I play with a controller but I found a pre owed Xbox fight stick today for the series. Now I can learn with fighting games on Xbox and arcade. I am very excited for this late stage journey.

    • @djmajesticeclectic
      @djmajesticeclectic Рік тому

      @@pleaseshutup7053 the Capcom fighting collection especially darkstalkers got me back playing hard again. I’ve always played fighting games but dropped out quickly. The collection has me installing everything I own again.
      The other would be Muktiverse and I picked up Melty Blood Type Lyle lumina on a recent sale but I’m still learning that one.
      Thanks everyone!
      It’s cool for the hobby to be fun again.

    • @pleaseshutup7053
      @pleaseshutup7053 Рік тому

      @@djmajesticeclectic I assume this will be more than a hobby for you and I can expect to see you at Evo?

  • @antonsimmons8519
    @antonsimmons8519 Рік тому +22

    I've always had the easiest time with shotos, followed a close second by projectile zoners, once I learned to zone. Rushdown, I'm 50/50 with, because the designs of that particular style vary REALLY widely in my experience.
    *Also, Launcher main. Yeah, life's rough, but when they fail to stop my momentum from building, I am a wall of explosive death that is salt-inducing at the very least.

  • @solusuniversi8786
    @solusuniversi8786 Рік тому +16

    I consider grapplers to be like Megaman boss characters. Gimmicky and punishing, but once you learn how to beat them, they simply cannot win without their opponents making a mistake, and there is usually one character that exploits the grappler’s weaknesses exceptionally well, usually zoners. Strong against newbies or early in a game’s lifespan.
    Similarly, zoners generally are annoying to fight, but once you understand how to get in they have few tools to turn the fight back around. They’re like late-game megaman bosses that require patience and have no particular weakness, but you can win against them once you get the pattern. There are exceptions of course, but I digress. Strong against newbies as well, but also annoying to face at all stages of a game’s lifespan.
    Stoto characters are like X in the megaman games, safe and easy to play with a basic tool for everything. Characters like akuma and evil ryu count as super-stoto imo, and are like X with his armor upgrades, but some weakness to balance it, that is unlike anything x would have.
    Rushdown characters are usually the Zero in the megaman x games, dangerous to use at first, but once you know how to beat the grapplers and zoners that give x a bit of trouble, it’s the most efficient type of character you can play, and usually only slightly struggles against strong shoto characters and over-tuned characters of any given archetype, which everyone would struggle against.
    TLDR: fighting games are just megaman games without stages to run through, except totally different.

    • @daikaji3833
      @daikaji3833 Рік тому

      Unorthodox, and surprisingly extremely great comparison

    • @GiveGodCredit
      @GiveGodCredit Рік тому

      Aren’t all megaman bosses zoners?

    • @solusuniversi8786
      @solusuniversi8786 Рік тому

      @Ben Thompson
      Not within the context I provided, but I get what you’re saying.

    • @misteralien8313
      @misteralien8313 Рік тому +1

      Totally Love the Megaman Analogy. It's how I learned to play fighting games as well (atleast the arcade mode) I treated them as boss fights in Megaman. I got the idea when I realized Magma Dragoon is a Shoto

  • @Zetact_
    @Zetact_ Рік тому +16

    There is the unmentioned fifth general character archetype that is debatably on par with rushdown, the Midrange character. The ones that have big buttons, usually a fast walk speed, focus less on mixups and more on good conversions. Often they differ from shotos in that the major tools that the Shoto has are ones that the midrange character doesn't get, at least not so easily. They usually don't have projectiles, or if they do they're rather weak and often piddle out without some sort of resource investment. They usually don't have DPs so getting strong anti-air options and reversals isn't quite as common for them. Instead of a Tatsu, a tool they use for getting in usually only moves them forward a little bit and is intended to be used after landing a whiff punish or it might be something like a command dash.
    Characters like Karin, Strive Ramlethal, Chun-Li, Hitman, possibly Nova in MVC3... In any case, it's a character archetype that not many people talk about because it's hard to pin down exactly what it is but something that you can tell it's characters who can't be classed as "Shoto, Zoner, Grappler, or Rushdown" since they don't actually have the right characteristics to fit into any of them. Yet it's a character type you can probably think of at least one character in any fighting game to fit inside. It also tends to be extremely powerful, dependent on what sort of mechanics a game has.
    IMO midrange characters are better in a game where there is more player expression, because the midrange character is a total mystery at the beginning of a match since they can play in so many different ways.

    • @danimarques2011
      @danimarques2011 Рік тому +1

      You described Scorpion, Kung Lao, Johnny Cage and Fujin in MK11

    • @naejimba
      @naejimba 11 місяців тому

      I think Claw from Super Turbo is where this started. Everyone talks about the wall dives (which are busted, don't get me wrong) but to have a character with a fast walk speed and the 2nd longest normals in the game is a DEADLY combo. I honestly think if his wall dive was removed completely he would still be a top tier character. There are some matchups he might not want to go into the air much against, and in those his speed and range makes him amazing at footsies (let alone most of what he can do is safe on block).

  • @GAMEiNGSWAG
    @GAMEiNGSWAG Рік тому

    Extremely interesting and original video to my knowledge

  • @aeromangus
    @aeromangus Рік тому +1

    Thoughts on mixup-, charge-, puppet- or setplay characters and the overlap?

  • @Squittles_UwU
    @Squittles_UwU Рік тому +4

    The game is pretty niche but while we're on the topic of role reversals, most zoners in Under-Night In-birth exe: late [CL-R] are top tier characters if not just a strong pick. Vatista and Yuzuriha are s tier characters with some really unique hybrid archetypes.
    Vatista not only is a charge character through and through (as well as negative edge) with no motion inputs whatsoever but she's also a zoner/trap character. Forward and backward charge inputs are projectiles, down and up charge inputs are a invuln flash kick and an overhead dive move respectively, and negative edge places down up to 3 traps according to the button held that you can detonate with any of your attacks including projectiles. Coupled with pretty big normals, a levitate, and not being able to get counter hit, she's pretty ridiculous in the right hands. Yuzuriha on the other hand is a zoner/stance character with unreactable projectiles, multiple teleports, counters, and a dodge (both aerial and grounded). The teleports are backwards dp inputs and you can chain them together to mix the opponent up, her grab can chain into combos, and her stance (while making your walk speed mega slow) allows you to do small teleports for minor repositioning, dodge attacks, and do a flurry of projectiles.
    I've played this game pretty religiously for a couple years and the match up between these 2 is never the same. It really just depends on the player.

  • @mohdnazri7126
    @mohdnazri7126 Рік тому +13

    one other type that everyone always forgot is the "turtle". tbh, i didnt know whether it is an archetype or just playstyle. Turtle characters are more comfortable defending, their win condition revolve around reacting rather than initiating like for example counter punch, dodge and whiff punish moves, anti-airs or just straight up armored moves.

    • @Mykulveli
      @Mykulveli Рік тому +6

      You're more or less describing a traditional zoner. However, some zoners can be played aggressively. Some characters have some zoning tools, but then combine with mixup or rush down options like Ramlethal from GG Strive.

    • @mohdnazri7126
      @mohdnazri7126 Рік тому +9

      @@Mykulveli traditional zoner tend to pressure you from distance, poking you away which means they have to INITIATE. turtle characters want you to attack them first and REACT to your moves. one example that i can think of is, if you can imagine guile (probably the OG turtle) squatting all the time charging while waiting for you, thats a turtle character.

    • @TheDocbach
      @TheDocbach Рік тому +5

      A pretty under rated example of a turtle is UI Goku from DBFZ. Everyone knows he is good but no one says why. Its because he has all the defensive gimicks that no other character has.
      He can walk thorugh ki blasts. He can hop through beam attacks. He can insta teleport behind you if you time it with a normal. He can even insta counter specials with a parry. In a game where every character could be considered a rush down nightmare, its refreshing to see this kind of change up in design.

    • @kyronpitts6220
      @kyronpitts6220 Рік тому +1

      Like Elena from sf4? She was a menace lol

  • @baitbait65
    @baitbait65 Рік тому +1

    The broad stroke video archetype. Great way to flex your fighting game knowledge and appeal to wide audience.
    Great video. Thanks

  • @ActionJacksonForever
    @ActionJacksonForever Рік тому

    Hey JM, you should do a follow up video to this, I’d like to know your opinion on what the best 3 characters of each archetype are.

  • @hyakimaru
    @hyakimaru Рік тому +3

    The thing about grapplers is that even if they are top. Most games only have one or two at most so unless they are absolutely dominant the meta would never revolve around them.
    Here’s an idea for a video. How about which characters you think represent the ideal of each archetype better, also maybe add which one you think it’s the strongest and your favorite.

  • @GohTheGreat
    @GohTheGreat Рік тому +4

    I truly don’t know the reason for most grapplers jumping away after doing the command grab. I feel like getting rid of that would put most grapplers at mid tier.

    • @leithaziz2716
      @leithaziz2716 Рік тому +2

      Likely the devs want to avoid looping grabs and creating a mixup vortex.

    • @GohTheGreat
      @GohTheGreat Рік тому +2

      @@leithaziz2716 I was about to put that, but then I remembered that’s just rushdown characters, so why is it an issue for grapplers?

    • @leithaziz2716
      @leithaziz2716 Рік тому +1

      @@GohTheGreat There are usually mechanics to make mixups less effective, even if they can still be looped. FD in Guilty Gear pushes the opponent way and mixup attacks usually scale a lot, so they don't do too much damage (unless it's MVC). With Grapplers, they sometimes just make grabs do as much damage as a combo, but give no Oki to make things less "intoxicating".

    • @jackredfield5993
      @jackredfield5993 Рік тому

      @@leithaziz2716 right, and in a lot of fighting games a command grab throw loop is a true 50-50 if they don't have an invicible reversal, much more potent than your typical combo reset

    • @cerdi_99
      @cerdi_99 Рік тому

      @@jackredfield5993 typically there's a few frames if grab invul or, in blazblue's case, they just let u tech the command grab if they do it on blockstun (or a few frames after) and the window for it is way bigger.
      This probably doesnt apply to old games tho

  • @vloomn
    @vloomn Рік тому +2

    Top tiers are almost always hybrids. In the examples you gave, zbroly(zoner/grappler), swift master(rushdown/zoner).

  • @Nick-gx4oc
    @Nick-gx4oc Рік тому +1

    Oooooo very interesting topic!

  • @ajshiro3957
    @ajshiro3957 Рік тому +7

    I feel like grapplers usually feel weak because of their speed. There aren't really any fast grapplers. And with 2D games, they have trouble getting close to their opponent. especially one's with fireballs. 3D games like Tekken and VF feel a bit different with grapplers though. However their best moves are usually really hard to execute.

    • @happyvalentine4008
      @happyvalentine4008 Рік тому +3

      Dragon Ball FIghterZ has fast grapplers like Android 16 and Broly because everyone in that game is just speedy as hell but it’s compensated by grabs not doing the same amount of damage proportionally in slower fighters like Street Fighter.

    • @watermelongaming3698
      @watermelongaming3698 5 місяців тому +1

      I hope you mean DBS Broly.

  • @lizbethian
    @lizbethian Рік тому +3

    I’m sobbing as grappler main.
    I already know they’re gonna be low.

  • @MrRolout
    @MrRolout Рік тому +1

    Fun fact: Scrimblo Bimblo has been featured in 3 different franchises, and is still banned from competitive play.

  • @fernandopires135
    @fernandopires135 Рік тому +2

    Peacock from skull girls is the hellish abomination known as a rushdown zoner... She can dominate a match pretty quickly

  • @AstralTaurus
    @AstralTaurus Рік тому +7

    I always find it so funny that grapplers are without a doubt some of the most consistently bad archetypes (usually mid/bottom tier) and yet EVERYONE hates them lol

    • @drkillenger5564
      @drkillenger5564 Рік тому +2

      Even grappler players hate grapplers. And themselves usually.

    • @stolensentience
      @stolensentience Рік тому +2

      Almost like they break the core systems of the game or something

    • @AstralTaurus
      @AstralTaurus Рік тому

      @@stolensentience depends on the game but in general it's kinda the opposite. Grapplers seem scary at low levels till you play against solid intermediate+ players who know the proper OS to get out of throw set ups. Unless you're talking about DBFZ Broly

    • @stolensentience
      @stolensentience Рік тому

      @@AstralTaurus I just mean how you aren’t allowed to play up close whatsoever. You just play keep away because all the up close interactions mean nothing. And don’t get me started on the teleporting into their arms nonsense.

    • @AstralTaurus
      @AstralTaurus Рік тому

      @@stolensentience that's not really "game breaking". Actually most grapplers have pretty slow normals and lack defensive options like reversals so it's not so bad. And they kinda need big grab ranges otherwise the grab becomes kinda useless

  • @wooba4227
    @wooba4227 Рік тому +3

    so ur telling me my 3x pot buster isnt a combo?

  • @mrpinguimninja
    @mrpinguimninja Рік тому +1

    I picked up Axl in strive just to mess with a friend who plays Potemkin and Faust and I was actually amazed at how much fun he is. Also, I always wanted to learn Vatista in Uni 'cause her kit seems so fun

  • @battlericky17
    @battlericky17 Рік тому

    Love this video

  • @Vizorfam
    @Vizorfam Рік тому +3

    I always like grappler characters more

  • @GohTheGreat
    @GohTheGreat Рік тому +4

    Strive beta was funny because Potemkin was almost universally agreed top 3 at minimum, along with Sol, the other top tier, having his wild throw damage to 35%. Grappling was amazing in the beta

  • @GiuseppeRedscarf
    @GiuseppeRedscarf Рік тому +1

    I was never into grapplers in fighting games until Injustice 2. Not only is Swamp Thing one of my all time favorite comic characters (read the Alan Moore run of Saga of the Swamp Thing. Trust me), but he's so fun to play in Injustice! He quickly became my main.

  • @grimdaggz
    @grimdaggz Рік тому +1

    Where would Charge Characters (Guile) fit on your tier list?

  • @tyrantofruin
    @tyrantofruin Рік тому +3

    Day 16 of asking you to play DotoDoya in DnF Duel

  • @TheAmazingDood
    @TheAmazingDood Рік тому +5

    To name a few exceptions to this topic:
    - Thunder (KI2013) he is grappler, and also one of the best characters in the game. He does have great mixups, a DP, a half screen cmd grab and a dash that can pass through a bunch of stuff like a teleport, kinda. He can also destroy projectiles and has pretty good normals. Once he's in you're done, if you don't know the match up.
    - Nu13 (Blazblue CT) She's a zoner and THE best character in that game, she had mad damage and combo potential, and she could combo you even at full screen distances, and that's like just the tip of the iceberg. She was nerfed so hard that ArcSys actually deleted her from the next game.

  • @gavinkuipers6775
    @gavinkuipers6775 Рік тому

    Nice video wish you spoke on charge characters though

  • @Ki11Joy146
    @Ki11Joy146 Рік тому +2

    I think one of the more universal things across fighting games that makes grapplers weaker by default is the risk reward aspect and how inconsistent they are by design. Most other types of characters can run their mixup or vortex (especially in tag fighters) and the reward of guessing correctly against them either means you dont get hit and you still have to block, or you just escape the situation and reset to neutral, however, against a grappler if you guess correctly you are typically rewarded with a punish.

  • @ByrneBaby
    @ByrneBaby Рік тому +3

    JM with amazing video topics, AS USUAL.
    Funny enough, Z Broly is a grappler that has one of the best zoning tools in the game. Zoners would be great if chip kills were a thing again. The top zoners in FGs force you to play their game since, if you don't, you simply perish.
    bring back chip kills, man, I'm tryna play fighting games, not blocking games

    • @tengutribe
      @tengutribe Рік тому

      😂 you ain't lying. Can't stand this no chip kill shit. So many characters would've been badass in SFV if only chip kill for specials were there.

  • @free_playstation_2
    @free_playstation_2 Рік тому +11

    The S Tier characters tend to dominate metas in games, so they might be the best archetype

  • @mcjoules
    @mcjoules Рік тому +1

    In the smash bro's series, there is a character archetype between Zoners and rushdown/shotos. They are swordies. They have disjointed hitboxes and play a midrange game. They try to control your approaches and take advantage of their disjointed hitboxes to protect themselves until they get an opening. In smash, they are often very good.

  • @likky1
    @likky1 Рік тому

    I would love to make a comprehensive list as well, even considering those in specific types of games like the mentioned puppet characters

  • @PhillipOnTakos
    @PhillipOnTakos Рік тому +3

    Unless you're playing an NRS game the zoners will not be top tier.

  • @NeoBoneGirl
    @NeoBoneGirl Рік тому +3

    I definitely feel like Zoners are routinely worse than Grapplers now. There's the odd good or even top tier Grappler in some games, but NO game nowadays is gonna let you have a top tier Zoner, you have to go back like 20 years to find one. Not to mention that there's a lot more hybrid grapplers nowadays like Sol Badguy and R Mika showing up who are grapplers but don't have the limited movement of a regular grappler. My vote for top tier archetype is definitely puppet characters because they almost NEVER let puppet characters be bad bc they know the effort they have to put in is more. The only exception is like Rev2.1 Zato (who was top tier for basically all of the prior game) and Enchantress from DNF

    • @IntermissionVA
      @IntermissionVA Рік тому

      Dhalsim, Poison, Menat? SFV has a lot of strong zoners. That's a game in the past 20 years.

    • @neverseemstoAsh
      @neverseemstoAsh Рік тому +2

      happy chaos in GGST is an example of a modern top-tier zoner

    • @gilmarmirandadossantos6009
      @gilmarmirandadossantos6009 Рік тому

      @@IntermissionVA Yeaahh Zonners are better even if you compare them with grapplers with mobility like Rainbow Mika, Laura in SFV and Clark in KOF

    • @nnnp634
      @nnnp634 Рік тому

      Cetrion?

    • @NeoBoneGirl
      @NeoBoneGirl Рік тому

      @@nnnp634 NRS games are bad they dont count

  • @dhanocore
    @dhanocore Рік тому +1

    Some other chatacters I can think are Stance or maybe rekkas, Stance are like really technichal but someone who plays them can be amazing and rekkas kinda relay on frame traps, delaying moves, different chains of moves, all of these usually creates Mixup opportunities.

  • @TheFishman123
    @TheFishman123 Рік тому

    perfect opportunity to talk about yun for rushdown either from sf3 3s or sf4

  • @jadendiamondknight5200
    @jadendiamondknight5200 Рік тому +6

    The reason why so many people don't like to play grapplers is because of the basic nature of fighting. Our hands weren't design for striking in mind, but for grasping. There's a reason why most modern Martial Arts had evolved into some sort of grappling hussle: it's safer to throw an opponent down in the floor than it is to K.O. them.
    Of course it's gonna be frustraiting when the archetypical martial arts' fantasy of knocking down opponents, with basic punches and kicks, gets a rude awakening by the more efficient grappling. This also aplies to fighting games.

    • @whales6949
      @whales6949 Рік тому +1

      Sorry this comment just makes me laugh, calling grappling in FGs “less fantasy and more realistic” is funny when you got most grapplers like zangief and potemkin throwing you like a ragdoll 500m in the air flipping 7 times and shit, makes no sense comparing it to real life fighting 💀

  • @Liev04
    @Liev04 Рік тому +1

    Android 16 was a demon in dbzf launch, a grappler s tier is just god level

  • @pololoco89
    @pololoco89 Рік тому +1

    There’s an archetype I think exists that I call Footsie girls. Some examples of these are chun li, rose, ssj4 goku, strive may and umvc3 wesker. These are characters whose main tool is long reaching footsie normals and fast walkspeed. Usually really good low mediums. This is a really solid archetype

  • @Bonglazer333
    @Bonglazer333 Рік тому +1

    Scrimblo Brimblo WOULD have a word with you sir, tyvm

  • @jpVari
    @jpVari Рік тому +1

    I tend to play 'midrange space control as embodied by a staff'... The biggest trends I've seen are underplayed and underrated!

  • @TheKillingThrow
    @TheKillingThrow Рік тому +1

    IRL fighting: Grappling is king
    In fighting games: Guess I'm C tier

  • @aardm4rk
    @aardm4rk Рік тому +2

    Abigail in SFV was somewhat viable grappler until they nerfed him. If you think of the pure heavy grapplers, they are usually rough but the lighter grapplers like Abel and R.Mika they are alright. I think ppls just have always preffered rush down. I remember I'd get called certain names for playing Sim in SF4. He was pretty strong in the early iterations. I think a game where there are high tier versions of the architypes may be difficult but now that would be a fighting game.

  • @MysticColorsAttack
    @MysticColorsAttack Рік тому +1

    You're definitely right about grapplers, but i do thinks its interesting to look at the exceptions.
    In general, grapplers are big slow guys who does huge damage when they get in, but because of how good they are when they get in, the rest of their kit isnt really allowed to be good to compensate. The example I am familliar with is r mika in sfv (at least pre-season 4 before nerfs and powercreep kinda left her in the dust). She was definitely a grallper with her command grab which gave her oki, her crouch grab for oki, fast jump back punish and good damage.
    However, despite being a grappler, her neutral was actually good? Like her buttons were all pretty solid and she was pretty fast for a grappler. Her mid svreen confirms weren't the best, but hit confirm stand strong into ex peach gets her a knockdown at baciallt no risk, she was really cool. Because of this, her oki command grab (i think that was the kick one) while definitely giving her oki didnt do a ton of damage (~120 iirc) but because she had no trouble getting in a situation to use it, she was really good.
    I think its kinda interesting that an example of a good grappler is one whose main mixup tool isnt even her best source of damage, which i think reveals a fundamental flaw in the design of grapplers, where having them be so focused on landing their big commmand grab forces their kit to be gutted elsewhere to the point where the goal it to get in once or twice and make a couple reads to win, which leads to inconsistent gameplay, which generallt is bad at a higher level. Whereas the grappler where their cmd grab is a mixup tool and not the wincon is way healthier and viable.

  • @crazylegs1823
    @crazylegs1823 Рік тому

    Is charge characters a thing in fighting games still? Like Balrog, Guile, Blanka, Vega, etc from the Street Fighter series.

  • @peteypete9357
    @peteypete9357 Рік тому +1

    This guy: Zoners are bad
    Sagat in SFII in high difficulty: Allow me to introduce myself

  • @thebbcjoke
    @thebbcjoke Рік тому

    I think ground-based games where you have a cheap alternative to dodge projectiles such as the KoF series is pretty much dominated by grapplers. It also helps that there they can combo and finish with a special grapple kind of move.

  • @xDragonInstallx
    @xDragonInstallx Рік тому +2

    puppet characters tend to be really strong in most games.

  • @mizutxko
    @mizutxko 6 днів тому +1

    The strongest archetype is Meta Knight, Akuma, and Steve that's it. They are in their own league

  • @kikook222
    @kikook222 Рік тому +1

    The strongest archetype is a character who can do all of that better than characters designed for it. Nothing is harder to block and beat than a character who has the mobility of a rushdown, the zoning of a zoner, a command grab on par with a grapple, and the DP of a shoto.

    • @killerb255
      @killerb255 Рік тому

      This is the most correct answer.

  • @CenKyne
    @CenKyne Рік тому +1

    my guess was grappler low charge high but rushers are pretty good often yeah :p
    chargers just usually get really good normals in a lot of games because of their specials being defense or utility etc

  • @turdferguson2
    @turdferguson2 24 дні тому

    Are there any fast grapplers?? I feel like that would be cool if you lower their damage

  • @kyurei4478
    @kyurei4478 Рік тому +1

    The funny thing I noticed is that the Rushdown archetype revolves around speed, the Zoner archetype around attack and the Grappler type around defense.
    I totally agree with this ranking. I think the zoner archetype is sometimes the strongest in fighting games for specific reasons. It's because movement options in fighting games generally weren't that good or special for rushdowns before even if they're faster than usual until recently.
    The problem is though that when a rushdown reaches you, he could beat the shit out of the zoner if hey wouldn't have any sort of fast close range option to escape. To me that's because rushdown is naturally the strongest archetype in fighting games from a design perspective. It's the same for rushdowns when they get zoned by multiple projectiles from the other side of the screen but I think it's a bit easier to go through a barrage of projectiles to hit your opponent than it is to escape from a close range interaction if you don't have any get out of me option or a decently fast move. That's why they have it but they end up being very strong in fighting games sometimes with close and long range options. Grappler is obviously the weakest one and they're the rarest of the three. Their only tool is super armor. I think grapplers could be stronger and more interesting if they had access to a better combo game and would be a bit faster. Some grapplers already are like that but they aren't many.
    I agree zoners can be boring sometimes but fighting games as a all would just be so much more boring if it was just rushdowns.

  • @brunomenezes1410
    @brunomenezes1410 Рік тому

    i usually plays midrange fighters, with long but not that fast normals, like kollector for example, i call those midrange zoners or footsies (cause their playstyle is usually repeating this playstyle) do they have any true name?

  • @Pwrplus5
    @Pwrplus5 8 місяців тому +1

    Asuka and JP watched this video and took it personally

  • @xyzen9673
    @xyzen9673 Рік тому +1

    Something to take note about grapplers is that they excel depending on the meta of the game... Take dbzf for example, almost all of the cast have some sort of gap closer like teleportation or super dash so grapplers there excel... While on the mvc2 example theres a lot of pushback on hits so they dont excel there... And also depending on the game, like in tekken where everyone has some sort of combo/air juggle, the grapplers like the kings or marduk have options on whether they grapple or not.

  • @austingoyne3039
    @austingoyne3039 Рік тому +1

    “Fast” was my first thought. Quick characters are almost always A tier or better.

  • @m_winewood
    @m_winewood Рік тому +1

    I'm always either a shoto or rush down. I have to be someone that is cool and fun to watch fight. And while a projectile or two in the kit is always good for an opening or a mixup, at the end of the day I just gotta put the feet on you.

  • @malcolmseabrook8770
    @malcolmseabrook8770 Рік тому

    I think the gundam versus games invert the meta you're talking about. It's a 2v2 game by design so long combos tend to get interrupted by teammates. Scaling can also be quite brutal, and attacks also have a "down" value which leads to a hard knockdown during which the opponent is invulnerable. Additionally, zoning is very strong, with a lot of characters having multiple projectiles that combo, stun, track, and/or hard knockdown. The top tiers are mostly zoners or balanced suits with a lot of defensive options, and the few rushdown top tiers are usually about mobility and burst damage.

  • @Janon743
    @Janon743 Рік тому +1

    Should you have a separate category for turtle/punishment characters?

  • @modnaryug4225
    @modnaryug4225 Рік тому +2

    that kinda reveal my main issue with fighting game. Despite having a lot of different mechanics in action in a fighting game (footsies, mix up, combo, knowledges checks, frame data) in the end... it's always end up being all about combo. (not that the other mechanic don't matter, but being good at combo over being good in any other domain don't compare)

    • @ThundagaT2
      @ThundagaT2 Рік тому

      From my experience not necessarily, you can make do with a simple combo, as long as you can perform a basic b&b combo, that can carry you through a match. Not knowing some of those other things could potentially actually hold you back more. Depending on the game of course

  • @jeako777
    @jeako777 Рік тому +1

    Grapplers are usually bad due to polarizing matchups. Zoners often destroy them in neutral

  • @itsmazu8160
    @itsmazu8160 Рік тому +2

    You're missing one crucial archetype and that would be : Vergil

  • @armandojrdavila5816
    @armandojrdavila5816 Рік тому

    What about character's like fei long and adon?? Do they have one?