Thanks Mr F. Was really trying to just get my boy Sagat buffed, but alas they nerfed Luke. I think I should work on a " How powerful is Dhalsim" video next ....
The weird thing about Luke is that the type of character he is feels like he shouldn’t even have a fireball. If he was a character with good anti airs, damage, buttons, but no fireball, at least that’d be something, and he’d still be able to supplement neutral with his forward moving buttons. It definitely feels like they gave him a fireball because “easy to play” characters need to have a fireball at Capcom
@@cymtastique probably because he might be replacing ken as a face of street fighter and ken has a fireball, so main character needs a fireball because street fighter reasons
@@ultimaterecoil1136 the comment was about how far his moves send him forward, not the damage. Every other attack in that game sends you sliding across the screen
seeing content creators continually run up against commenters/chatters who perpetually dont understand what a casual player is always so funny. it was downright cathartic for brian to bust out a calculator to demonstrate that the vast, vast majority of purchasers for FGs dont have the slightest idea that there is more to learn than what they see at face value
Though at the same time... That 0.0000000000000000000000001% (exaggerating of course, or is it lol?) hardcore audience are the only ones affected by these subtle details. If it won't affect the casual who stops playing after 2 weeks, then there is no need for anyone (devs and hardcore crowd) to focus on them too much except just having enough content for 2 weeks lol. It's almost like the opposite of gacha games: the hardcore should thank the casuals' money to help keep the machine oiled and running after they've moved on to another game... And the necessary attention for the casual should stop there.
Luke's Fireball is like old Nash's dash. The startup doesn't matter because the reactable motion is so late and quick. It's why they ended up nerfing his dash.
I've learned so much from total sagat. From fundamentals, defense, fireball game,, footsies etc. He's by far one of the most underrated youtubers in the FGC glad you showed him some love brian.
on ps, 5% of the players got the "win a ranked match" trophy. there's a higher percentage of elden ring players who got ALL trophies. people mash. and people dont like street fighter because you feel like a doofus when you mash. mashing in tekken and mk is hella fun
A lot of people also forget that offline play is actually strongest with casuals. Tons of people buy fighting games never to play online, but as a game on their system to pull out when their friends are over, just like Smash Ultimate
@@PotatoRankEX I got 31 hrs of SFV just playing vs CPU, arcade and survival. I got 61 hrs in MK11 just in towers and training. And I got 70 hrs in Tekken mostly in treasure battles. I can't wait for World Tour in SF6. Hopefully fighting games devs will see that the games of the genre can be a complete package, not only online competition.
I feel like Luke was an experiment in how necessary it actually is to make execution easier. Because of how his Flash Knuckle combos work, he has plenty of routes that you can’t buffer, and I think Capcom was basically trying to test “In the modern era of fighting games, is player execution outside of bottom level so bad that those combos are a balancing factor, or are we pushing execution to be too unimportant in the name of accessibility that isn’t actually achieved?” If I’m right about this, then I actually really like what Luke implies for SF6. I do think it’s funny though how if you take Luke’s fireball away completely, he suddenly becomes a completely balanced character since he still has the best of almost every tool but he can’t deal with fireball pressure outside of VT.
If I understand what you mean, you mean that Luke is testing if a character having to have merciless combos will balance out being OP. In this case, no, harder combos will not negate good tools?
100% agree with.Tekken being a more casual friendly game same with the soul series can just mash and do cool stuff haha. But both def crazy hard to get really good at
"I tried Tekken as a beginner and I couldn't understand anything" Yah but that criticism can be applied to virtually any fighting game. It isn't an accident that Tekken 7 is absurdly popular compared to other fighting games.
I honestly just didn't agree with his take on how mashing in Tekken yields you better results vs mashing in SF, when that's ALWAYS been character dependent. And in a general sense, Tekken has 3 planes to move on, I don't see how button mashing could be generally more effective in one game vs the other, when one requires you to move between 3 planes vs the other which is only 2, and both games have similar inputs, Tekkens I'd say easily has the higher skill ceiling and way more options in general, but in terms of mashing most fighting games are pretty much on par in that regard unless you're a "smash player" ofc. I don't have any inherent bias twords either, but to to say Tekken is "easier" for mashing or being KNOWN for being hyperagressive is just silly and shows bias.
And this isn't me disagreeing that Tekken doesn't have mashing at all or that it doesn't look cool at times when you do, it just a disclaimer on mashing in the general sense.
@@rawtoastgaming-GinI haven’t played tekken so I can’t speak for it specifically but that’s silly to say all fighting games are just as mashable, I mean heck sfiv is way less mashable than sfv. Some game require specific move orders to do anything special wheras some games have a lot more leniency as to what moves will combo together, but that isn’t saying there isn’t a lot of depth to the combo system or that you’ll be doing just as highly damaging combos as someone who is much more skilled, but you can at least do something cool.
Brian F strikes again explaining something that I did not know I needed to know at 5:04. SF5 Diff looks like an amazing tool but I did not question what was going on in the video. Thanks for posting!
They said they wanted Luke to be representative of the future of SF. I think this is why he lunged forward with his normals and why his VTs gain meter with damage. I think Luke is an example of the system for SF6 being shoehorned into SFV, and it does not balance well.
When Luke was revealed as being this ranged fireball monster, I was seriously surprised. I thought we were going to get Abel v.2 out of him, with his MMA background and literal grappling stance in some of his idle animations, but he turned out to be "Better Ryu" in basically every way. While I think he's a neat character, I also think this seriously limits his creativity and makes him much less interesting than he would be if my initial expectation had been correct. I definitely would've preferred a hybrid grappler than... well, _this._
I think hes fine given he might be the main character of sf6 simple easy kit similar to Ryu. They tried the Grappler thing with Alex and people hated it so im guessing they are trying something closer to home with Luke and seeing how it does. Im also kinda hoping this gives them the chance to look at Ryu and make him a much more complicated character similar to what Akuma has going on.
I totally understand what Brian is talking about Tekken and fighting games and stuff, when I first started watching competitive play I was blown away that fighting games could be played at that level
Luke in SFV sounds very similar to the first edition of Leroy in T7 in that he’s a “Jack of all trades” that really just makes other characters obsolete
As an intermediate Tekken player, I think you're mostly right. I still occasionally lose to players who are worse than me at neutral, punishment, pressure, and movement because they drop knowledge checks and the ways to pass them are obfuscated without serious labbing. Luke seems more like Fahk/Leroy/Lidia in that his tools are just overtuned and lack good counterplay.
@snugdarkly Slots? That’s a really weird take. It’s just matchmaking. Sometimes you get matched against beginners, sometimes you get matched against people who know what they’re doing. If you’re just swinging - as most do at a beginner level (it’s totally fine, it’s a part of the learning process) - yeah it’s a matter of who pressed the faster button first, but you’ll learn over time how to handle these situations, and, of course, will face less of these players as you improve. Also, please don’t focus on learning matchups when you’re new to a game. Just play the characters you want to play, refine the basics, and pick up knowledge when you come across it. Forcing yourself to “learn” a game will only burn you out.
@snugdarkly You're absolutely right on the "learning aspect". Problem is that there's just way too much to learn and there's not really an archetype in the same way that other fighting games have. There is no conventional zoner like for example, besides a few exceptions. And since most characters have tools for most situations, its hard to figure out what "weaknesses" to exploit.
@Francisco Cerpa sure that's great advice But Dr and 6 are way more fun (they have problems too ): great for learning the game too 7 has way too much moves Moves that do too much Generalised -big damage counterhit launchers They buff and Nerf without consideration 99% (4.20 was a great Nerf in retrospect) I Seriously want refinement of this game in future installments over everything at this point
@Francisco Cerpa I learned how to play properly with him but it was after losing most of my matches but he literally shows you how to play with no bullshit other than how good your vortex is
11:25 Seems like a weird thing to say to me. Considering different Street Fighters play different from each other, there's no guarantee that Luke will be as good in SF6 as he is in SFV. Or that SFV Luke would be good with whatever SF6's mechanics will be.
With Ryu being the Sf mascot and the typical all rounder character. If the intent is to make Luke take that mantle it isn't a leap to assume he'd be that games all rounder. His mechanics will probably be the baseline of SF6 if history is anything to go by. Outside of Alex of course.
11:25 - I have a feeling that he's being buffed ALOT now so people play and talk about him before the SF6 release. It's strategic, almost like a boss character. I really don't think he'll be this OP in SF6. Probably just a promotional tool
11:28 I'm in the same camp of not wanting to buff to parity, every character being strong with few weaknesses in their gameplay is why I don't play much Tekken anymore. Character flaws and asymmetrical gameplay give you a meta game to play around on top of the base game and makes winning feel more rewarding. It also gives you an opportunity to experiment with new characters to cover all your bases for tournament play.
To your point at the end, “they don’t know that there’s anything beyond that.” In regards to mashing buttons like a beat ‘em up. I’ve played street fighter since the early 90s on home console with friends only. I was oblivious to the competing scene or how to play beyond mashing buttons. I’m 38 now and only learned there was more to fighting games 4 years ago. It sucks being this old and getting it bc I’m too old to play like I used to but fuck thanks to your channel and a handful of others I’ve truly learned to appreciate fighting games on a whole new level and have been able to put into practice these concepts and have them work for me. The level of enjoyment I get when I’m getting better and winning is better than any other games I’ve sunk so many hours into. So thank you!
@@varan2412 were there more changes revealed that I'm not aware of? Only 4 attacks were changed to be more fair. Luke still has a lot of stuff that puts him above the rest. Everything from the video Brian reviews here is still relevant and accurate. St. LP having more hitstop/blockstun will make it visually easier to react to, for both players. St.MK and Cr.MK being more whiff punishable is fair but they're still very good buttons that you shouldn't be whiffinf anyway. The St.MK change from V-Trigger is the biggest nerf, but luke still has the best versions of his type of moves in the game. I don't see his position in the tiers changing.
I agree it needs to be reviewed. But I haven't found anyone saying it changes the fundamental reality of Luke being broken. Probably because it doesn't nerf 20 things-the rough number of OP abilities highlighted in Brian_F's video here.
The "emergency patch" as you called it is pretty insignificant in terms of what it's going to do to Luke. Those changes are pointed at the right areas but they're not really substantial at all. Practically nothing is going to change.
14:34 This whole discussion piece here. When Brian is talking about a fighting game baby and them wanting to have mashing do things, I completely remember this feeling. First 1v1 fighting game I played was Dead or Alive 3. Mash X and the character’s punches lead into each other. Didn’t know how to throw or block. Just focusing on attacking more than my friend. It was fun. Then later as a teen i bought myself Tatsunoko vs capcom for the Wii so I could play as Zero on the cover. No fighting game knowledge except for DoA3. I mashed a punch button as Ryu and… it didn’t lead to a string of punches. Just a dinky little punch that was weak. The command list was confusing too with all these weird arrows to do super moves. I did not have a good time. I like capcom fighting games now of course, after many years, but it’s very valid to assume there are people that buy these games that have literally ZERO concept of a learning curve being present.
The "buff don't nerf" idea has had a wild arc. I feel like today, the argument is mostly rejected (which is nice cause it sucks), but I really wonder how the hell did it even manage to get so many people behind it. I remember the first time I heard it in a very "critical" kinda of way was in A core gaming's video,. If you think about it from a game design perspective then yeah, buffing sounds good. But if you look at it from a user's experience point of view then hell no. Brian said it, not every fighting game should be marvel vs capcom, and there's a reason why not every fighting game IS marvel vs capcom.
You answered your own wonder: core A is most likely why it became so popular I love that dude's videos, don't get me wrong, but that video has long been one of their worst in my eyes.
With Luke getting nerfed yesterday, specifically the buttons you're mentioning St. MK and St. LP a saying from some time ago comes to mind in regards to people who want everyone to be broken. "Developers can generally be relied upon to try to change games in ways that will ensure the health of the game for years to come. Players can generally be relied upon to suggest changes that will have two thirds of the players quit by tomorrow if they can win today." Developers will correct missteps, players will not.
Kinda of a weird take when you think every broken/unhealthy character, every kusoge, every badly done mechanic that has been left on the final version of a game is the fault of a developer
Reminds me of the whole discussion of Tremor from MKX. One of the things that makes him so ridiculously strong is that his moveset has massive forward movement, so he doesn't really poke so much as constantly advance with active frames, which makes retaliating on him super risky because he can effortlessly whiff punish anything.
I like bad matchups on most days. Being the underdog and striving to overcome can be a very rewarding component of fighting games. You don’t want a character to be TOO bad or good, but a few unbalanced matchups here and there is just part of the fun.
100% agree on Tekken. I’ll be honest, Tekken was The One fighting game among me and my cousins growing up because it was just fun to press buttons and get hype. I didn’t hear about how hard it is to learn until I started paying attention to the FGC
I think the biggest thing to hammer home about Luke, the thing that makes him most problematic, isn't that he has great tools, it isn't that he has best-in-class tools in *every* class, it's not that he's the easiest character to play this side of Strive's Ramlethal, it's not even his stupid linguini hair, it's what all that says about him as a character. He wasn't designed. All of these problems tell me that he was *engineered,* in a fucking test tube by some assholes in marketing, purpose built to move units. That makes me really worried for SF6.
Yes! It hadn’t occurred to me before, but this is IT. He comes across not as anyone’s idea for a character, but as a marketing team’s product. Very much a Scrappy-Doo.
15:55 - Very real-talk, most casuals really don't see the depth in fighting games, that was definitely my experience. I've played fighting games all my life, but knew nothing of frame advantage, push-back, throw-techs, that certain buttons are specifically anti-airs, etc. Literally the only things I picked up intuitively were that sweeps are punishable and to try stay out of range of grapplers. It was only like 7-8 years ago, when I started watching pro matches with commentary, that I started to see it.
I agree that Tekken is very casual friendly because the barrier of entry is very low. It's the only game that my family friends play because it's easy for them to understand.
I agree. Buffing all characters to be OP isn't a good idea unless the game is complex enough that it's virtually impossible to master the execution of all the power at your fingertips.
Capcom learned that if you want to push a character as someone who is important to the overall franchise, you have to make them not hot garbage. I'd say they learned their lesson after making Alex and realizing just how pitifully bad he was in SF3. For the alleged main character of the game, he somehow managed to have the worst lineup of super arts compared to everybody else.
Abel was just one of the most boring fighting game characters ever created. Him being top tier likely would change nothing. I don't see him building much of a fanbase anyways. The breakout star of that game was Juri, and she was considered to be low-tier for almost all of the games run before sfv came out.
I think by "I wish every character was as good as Luke" he meant sf6 has characters that are as well defined and designed. Luke's thing is that he's designed as a very optimized sf5 character but SF5 is a game where you have characters that are successfully designed around SF5's core concepts and work well but on other hand you have characters that are basically "lost" where they are either redundant or can't keep up with SF5's meta.
Yeah, I've always been a casual when it comes to fighters. I watch videos like this because I'm really curious about this sort of game design discussion, but I never intend to put any of it into practice myself. I've been playing fighters since Champion Edition in the 90s, but the height of my skill was learning basic moves and then just throwing them out whenever it felt right, rather than learning any sorts of specific combos with them. I definitely enjoyed the feeling of having interesting looking things happen on screen, rather than getting any sort of mastery relative to my opponents. I was definitely playing checkers rather than chess. ;)
If I were to balance Luke(From a casual player view), I would make him a juggle friendly character who has many ways to start combo, but the down side is that his normals are unsafe and when they are safe, he would need to confirm the move early to get the damage. I feel like Luke was supposed to be character with precise moves and good for people who have fast reactions.
100% agree on what brian says about tekken, getting into it is VERY easy, people that disagree are the ones trying to learn electrics, korean backdash and trying to memorize all the frame data while still on the lowest ranks. All you need to start playing tekken is 1 jab, df1, a low, a launcher into a combo and you are already on a HUGE advantage. Also, BRIAN, PLAY SOME TEKKEN ON STREAM! Virtua Fighter low jab video is by far my fav on the channel, if you go to tekken and do the same with snake edge i guarantee you'll get at least to red ranks fairly easy
Getting into tekken is not easy. It took me 2 years to get true tekken god and 1 month to get diamond on sfv. Only scrubs think its easy but still show 0 results
@@Lockeabout also, brian (and me also) is talking about actually getting into the game, as in just picking up the game and having fun, which is what you do at the beginner ranks (ligh blue ranks in tekken, rookie and bronze in sfv), pick eddie and spam kicks, you know? pick noctis and do 2,2,2,2,2,2,2,2,2,2,2,2 not about your precious lil true tekken god .jpg, pick that shit up, frame it, put it at your wall and cherish it there, it's not the matter of the subject here
Dude I completely agree with you Brian and share the same approach competitively when it comes to this video. Been a fan of your channel since the meaty stomp necalli vid thanks bud
Luke's HP DP is invincible to airborne strikes on frames 1-4 (effectively frames 1-10 if you include the following strike/proj invinc on frames 5-10). Compare that to Sagat's LP DP which is invincible to airborne strikes on frames 1-12 and HP DP is invincible frames 1-16. But yes, it would be nice of more characters had higher juggle limits on their non-EX DPs though, I do agree with that. It feels good ending juggles with a DP. That Sagat stHK vs Luke b+HK comparison is a bit questionable. Sagat's stHK has further range, it just hits higher (the footage he shows with Sagat isn't even properly timed, but Sagat stHK hitbox goes over Akuma's hand hurtboxes during his Gadoken). Luke's b+HK has a lower hitbox (and is a much worse anti-air than Sagat's HK) and thus it connects to Akuma's extended hand hurtboxes. And again with the stMK comparisons, Sagat's is quite a bit further range. But Luke's is still really strong because it has great priority (hitbox past hurtbox) and plenty of active frames which is great for pokes to have. Chun-Li's stMK is pretty much identical to Luke's for comparison. However, Sagat's stMK is also very strong not just because of the range, but the fact it has no hurtbox extensions whatsoever ever during start-up. That's really the strongest feature to have on a poke, since it makes you far less suspect to being counter-hit poked, and makes you far more likely to counter-hit poke the other pokes (for example Sagat stMK will always CH poke Luke's stMK, but Luke can't CH poke Sagat's stMK from the same range since Sagat's has no hurtbox extension during start-up). And it also makes Sagat's MK much more reliable to get past projectiles and trade more consistently with such moves since there's no hurtbox extension until the active frames begin. So yes, you're right, Sagat's stMK is still a top tier poke that should not be downplayed / misrepresented like this. Both their MKs have their own strengths, but I would value Sagat's over Luke's, especially now after the nerf to Luke's stMK hurtboxes and VT cancels. The rest seems about right, though. Luke's fireballs are top tier, his crLP has the furthest 3F range in the game after Chun's crLK iirc. And his stLP is crazy of course, although it is a bit worse now after the hitstop nerf, since you have more time to react to it on block now. And yes, he has easy built-in forward moving whiff punishes with his Target Combos and his standing punches, but I feel that's core to his design, and something we can probably expect to see more characters doing in SF6.
@Carlos Gabriel I'm just making the comparisons more fair. I don't actually "play" SFV but I have spent over 3000 hours working on FAT for it. So yes, I do have to look at the game in a purely objective and utmost technical way like so. I'm not "defending Luke", I'm simply elaborating further on the comparisons made since the original video omitted a lot of data and details, that I happen to be aware of and take greater care into explaining the nuances. Especially when someone starts bringing hitboxes into the discussion, it needs to be done properly and objectively.
@Carlos Gabriel I'll play it but if SF6 really starts doing this "everyone gets to punish always" thing with mashable forward moving target combos... It's not looking like a very good game
I’m honestly not sure if Luke was overturned intentionally, or if he’s strong as a result of being made for the SF6 engine. It’s possible that there are some systems that exist in SF6 which don’t exist in SFV that limit the effectiveness of Luke.
You're not wrong about Tekken. It's actually how I got into fighting games. Showed up to my friends house and destroyed him with my mashing in Tekken Tag 2. A month later I bought Tekken 7 day one.
I’ll give an example of people not mowing more when I was younger me and my dad would play mortal combat and just mash and have fun that’s it neither of us tried to get better or anything because we didn’t even think to
I think making Luke stronger was a sort of marketing tactic. It's been done in other games when they introduce new characters to make them slightly buffed to make them attractive to play.
Feels like this could also backfire if people resent him for being so op he is overplayed and he shits on all the established characters they like and put time into.
I'm impressed how people have a problem with basic interpretation, like the people in the STREAM comments, answering things that weren't what he said because they can't understand the point. They're so focused on their opinion, they don't realize he's not contradicting them. He said about people who literally just enter the game and mash, which is the massive majority and not.. is not even people you encounter online cause this people just play some games offline with friends sometimes... that IS most of players. Funny the guy saying "you underestimate FGC" xD... he is not even talk about this guys, is the same guys who just play Fifa after some street fighter games with friends.. and that where street fighter """fails"""". technically advanced and difficult to learn. Mash in Street Fighter is not fun, you can mash and have fun in marvel, tekken etc, but no Street Fighter, yes... Tekken IS technically advanced and difficult to learn. But we are not talking about learn... we talk about play with a friend without know anything or even want to learn anything.
Even people in this very comment section missed the point. It's like Brian hurt their feelings about how mash friendly Tekken is to casuals, and they went full defense mode, as if he was bashing the game.
Such a good point that a lot of beginners think fighting games are beat em ups Brian. Whenever I try to teach my gf any type of SF (she plays literally everything on the most casual level, usually what I enjoy) I gotta remind her not to mash just any button, that there are inputs, that blocking is very important lol.
Looking back on it... Everyone DID get buffed enough in the transition to SF6 to be on par with Luke. It's still very early on, of course, but the decisions capcom has made so far were quite smart, and mains of all characters were happy to have their hands on new tools in the kits.
With your lv of intellect you simply simplify the aspect of understanding.... Being non biased on playing lv or intentions u generally hit the nail on the head🔨 thx 4 ur insight 💡 #Brian-F 💣 em all with wisdom 🕵🏿👊🏿 #FGC
Everytime I see Luke explanations and gameplay after more SF6 footage has been shown, I see more of why they said Luke represents SF6(besides the fact that he's the literal main character), the way his V trigger works represents the drive gauge, having good buttons were present for all characters in the builds players got to try in SF6, and im now realizing that his fast fireball is another example, most players that tried and watched footage of SF6 said everyone with a Fireball had a very fast fireball. Im all for this stuff, I was never a fan of SFV's "ghost normals" as I like to call them, where my characters foot would not exist hitbox wise so it would just go through my opponent, Luke representing the next game just shows so many positives imo
Thanks Mr F. Was really trying to just get my boy Sagat buffed, but alas they nerfed Luke. I think I should work on a " How powerful is Dhalsim" video next ....
Agreed
We need a Sim and Cody Video
I knew the second I saw v-shift that Sim was gonna be OP. V-Shift against sim helps him. V-shift as Sim negates all his flaws.
you are pretty damn cool guy
You seem slightly biased towards sagat.
@@trevorsamuel1114 lol he's a sagat main
The weird thing about Luke is that the type of character he is feels like he shouldn’t even have a fireball. If he was a character with good anti airs, damage, buttons, but no fireball, at least that’d be something, and he’d still be able to supplement neutral with his forward moving buttons. It definitely feels like they gave him a fireball because “easy to play” characters need to have a fireball at Capcom
Why DOES Luke have a fireball?
This is the real question.
@@cymtastique probably because he might be replacing ken as a face of street fighter and ken has a fireball, so main character needs a fireball because street fighter reasons
@@perhaps9460 since when is ken the face of sf i thought ryu was more of a main character than ken
@@beegyoshi1685 Clearly Alex is the face of Street Fighter.
Perfect topic. Luke would still be top tier without a fireball. It's absolutely an icing on a cake for him
a year later and luke wasn't broken, he was just a sf6 character in sf5
He is still stupid good tho
Never realized that so many of Luke's moves send him hurtling forward. He's like they migrated a DBFZ character to SFV in that regard
So when is Luke getting a super dash?
Idk you can tod with basically anyone in dbfz ( which isn’t as much of an issue in a team fighter) and I’m pretty sure Luke’s damage isn’t THAT high.
@@ultimaterecoil1136 the comment was about how far his moves send him forward, not the damage. Every other attack in that game sends you sliding across the screen
@@Fooacta db fans are just never beating the can't read allegations
@@ultimaterecoil1136red herring fallacy
seeing content creators continually run up against commenters/chatters who perpetually dont understand what a casual player is always so funny. it was downright cathartic for brian to bust out a calculator to demonstrate that the vast, vast majority of purchasers for FGs dont have the slightest idea that there is more to learn than what they see at face value
Though at the same time... That 0.0000000000000000000000001% (exaggerating of course, or is it lol?) hardcore audience are the only ones affected by these subtle details. If it won't affect the casual who stops playing after 2 weeks, then there is no need for anyone (devs and hardcore crowd) to focus on them too much except just having enough content for 2 weeks lol. It's almost like the opposite of gacha games: the hardcore should thank the casuals' money to help keep the machine oiled and running after they've moved on to another game... And the necessary attention for the casual should stop there.
It’s true although his calculation was completely flawed (edited to be more correct it seems). Doesn’t he work in comp sci? Lol
Luke's Fireball is like old Nash's dash. The startup doesn't matter because the reactable motion is so late and quick. It's why they ended up nerfing his dash.
Jin's 6A
Would just say that TotalSagat’s content is a must-watch EDIT: and that even with the changes last night, most of that video is still very relevant
Which changes?
@@LoveKasumin1253 luke nerfs
Damn,then they really didn’t nerf luke that much.
"We can only wish that every sf6 character is as strong as luke" 😞
Cries in Gief
I've learned so much from total sagat. From fundamentals, defense, fireball game,, footsies etc. He's by far one of the most underrated youtubers in the FGC glad you showed him some love brian.
on ps, 5% of the players got the "win a ranked match" trophy. there's a higher percentage of elden ring players who got ALL trophies. people mash. and people dont like street fighter because you feel like a doofus when you mash. mashing in tekken and mk is hella fun
A lot of people also forget that offline play is actually strongest with casuals. Tons of people buy fighting games never to play online, but as a game on their system to pull out when their friends are over, just like Smash Ultimate
@@electrokineticphenomenon8800 True. But it's usually vs Friends. Nobody got time to vs CPU for hours upon hours.
That's *got* to be because it was free on PS+. There's no way.
Spamming in any fighting game sucks tbh
@@PotatoRankEX I got 31 hrs of SFV just playing vs CPU, arcade and survival. I got 61 hrs in MK11 just in towers and training. And I got 70 hrs in Tekken mostly in treasure battles. I can't wait for World Tour in SF6. Hopefully fighting games devs will see that the games of the genre can be a complete package, not only online competition.
I feel like Luke was an experiment in how necessary it actually is to make execution easier. Because of how his Flash Knuckle combos work, he has plenty of routes that you can’t buffer, and I think Capcom was basically trying to test “In the modern era of fighting games, is player execution outside of bottom level so bad that those combos are a balancing factor, or are we pushing execution to be too unimportant in the name of accessibility that isn’t actually achieved?”
If I’m right about this, then I actually really like what Luke implies for SF6.
I do think it’s funny though how if you take Luke’s fireball away completely, he suddenly becomes a completely balanced character since he still has the best of almost every tool but he can’t deal with fireball pressure outside of VT.
True!
If I understand what you mean, you mean that Luke is testing if a character having to have merciless combos will balance out being OP. In this case, no, harder combos will not negate good tools?
Interesting theory, I think I kind of agree
Luke's fireball just goes to show how much you can change about a character with just a single tool.
Was this comment made knowing Modern controls would be a thing in? Single button DPs for everybody.
"limitations aren't necessary a bad thing" 100% agree .. one of the major fun factors comes from these limitations and how we work within it ..
This goes for so many things beyond games, too! It's a very neat phenomenon.
100% agree with.Tekken being a more casual friendly game same with the soul series can just mash and do cool stuff haha. But both def crazy hard to get really good at
"I tried Tekken as a beginner and I couldn't understand anything"
Yah but that criticism can be applied to virtually any fighting game. It isn't an accident that Tekken 7 is absurdly popular compared to other fighting games.
I honestly just didn't agree with his take on how mashing in Tekken yields you better results vs mashing in SF, when that's ALWAYS been character dependent. And in a general sense, Tekken has 3 planes to move on, I don't see how button mashing could be generally more effective in one game vs the other, when one requires you to move between 3 planes vs the other which is only 2, and both games have similar inputs, Tekkens I'd say easily has the higher skill ceiling and way more options in general, but in terms of mashing most fighting games are pretty much on par in that regard unless you're a "smash player" ofc. I don't have any inherent bias twords either, but to to say Tekken is "easier" for mashing or being KNOWN for being hyperagressive is just silly and shows bias.
And this isn't me disagreeing that Tekken doesn't have mashing at all or that it doesn't look cool at times when you do, it just a disclaimer on mashing in the general sense.
@@rawtoastgaming-GinI haven’t played tekken so I can’t speak for it specifically but that’s silly to say all fighting games are just as mashable, I mean heck sfiv is way less mashable than sfv. Some game require specific move orders to do anything special wheras some games have a lot more leniency as to what moves will combo together, but that isn’t saying there isn’t a lot of depth to the combo system or that you’ll be doing just as highly damaging combos as someone who is much more skilled, but you can at least do something cool.
Brian F strikes again explaining something that I did not know I needed to know at 5:04. SF5 Diff looks like an amazing tool but I did not question what was going on in the video. Thanks for posting!
They said they wanted Luke to be representative of the future of SF. I think this is why he lunged forward with his normals and why his VTs gain meter with damage. I think Luke is an example of the system for SF6 being shoehorned into SFV, and it does not balance well.
Yeah. Think we can see that now in sf6 gameplay
Which is fine for SF6, but doesn’t fit very well in SFV.
@@harrylane4 Didn't age well luke is broken in sf6 too
@@Brodc he is not broken in sf6. he is top 3 with juri and deejay imo
When Luke was revealed as being this ranged fireball monster, I was seriously surprised. I thought we were going to get Abel v.2 out of him, with his MMA background and literal grappling stance in some of his idle animations, but he turned out to be "Better Ryu" in basically every way. While I think he's a neat character, I also think this seriously limits his creativity and makes him much less interesting than he would be if my initial expectation had been correct. I definitely would've preferred a hybrid grappler than... well, _this._
I think hes fine given he might be the main character of sf6 simple easy kit similar to Ryu. They tried the Grappler thing with Alex and people hated it so im guessing they are trying something closer to home with Luke and seeing how it does.
Im also kinda hoping this gives them the chance to look at Ryu and make him a much more complicated character similar to what Akuma has going on.
I totally understand what Brian is talking about Tekken and fighting games and stuff, when I first started watching competitive play I was blown away that fighting games could be played at that level
I know the video review was the main point but I loved the after-discussion Brian did.
It's literally Critical Thinking with Prof. Brian.
Luke in SFV sounds very similar to the first edition of Leroy in T7 in that he’s a “Jack of all trades” that really just makes other characters obsolete
Nah, if anything he's maybe like Leroy now. You don't see 7 Luke in top 8.
As an intermediate Tekken player, I think you're mostly right. I still occasionally lose to players who are worse than me at neutral, punishment, pressure, and movement because they drop knowledge checks and the ways to pass them are obfuscated without serious labbing. Luke seems more like Fahk/Leroy/Lidia in that his tools are just overtuned and lack good counterplay.
@snugdarkly of course its not fun when one has no friends to play with and only online. also you didnt specify whats so unfun about it
@snugdarkly Slots? That’s a really weird take. It’s just matchmaking. Sometimes you get matched against beginners, sometimes you get matched against people who know what they’re doing. If you’re just swinging - as most do at a beginner level (it’s totally fine, it’s a part of the learning process) - yeah it’s a matter of who pressed the faster button first, but you’ll learn over time how to handle these situations, and, of course, will face less of these players as you improve.
Also, please don’t focus on learning matchups when you’re new to a game. Just play the characters you want to play, refine the basics, and pick up knowledge when you come across it. Forcing yourself to “learn” a game will only burn you out.
@snugdarkly
You're absolutely right on the "learning aspect". Problem is that there's just way too much to learn and there's not really an archetype in the same way that other fighting games have. There is no conventional zoner like for example, besides a few exceptions. And since most characters have tools for most situations, its hard to figure out what "weaknesses" to exploit.
@Francisco Cerpa sure that's great advice
But Dr and 6 are way more fun (they have problems too ): great for learning the game too
7 has way too much moves
Moves that do too much
Generalised -big damage counterhit launchers
They buff and Nerf without consideration 99% (4.20 was a great Nerf in retrospect)
I Seriously want refinement of this game in future installments over everything at this point
@Francisco Cerpa I learned how to play properly with him but it was after losing most of my matches but he literally shows you how to play with no bullshit other than how good your vortex is
11:25 Seems like a weird thing to say to me. Considering different Street Fighters play different from each other, there's no guarantee that Luke will be as good in SF6 as he is in SFV. Or that SFV Luke would be good with whatever SF6's mechanics will be.
With Ryu being the Sf mascot and the typical all rounder character. If the intent is to make Luke take that mantle it isn't a leap to assume he'd be that games all rounder. His mechanics will probably be the baseline of SF6 if history is anything to go by. Outside of Alex of course.
TotalSagat is one of my favorite sf creators. Really listens to the community, always looking to spread the wisdom
11:25 - I have a feeling that he's being buffed ALOT now so people play and talk about him before the SF6 release. It's strategic, almost like a boss character. I really don't think he'll be this OP in SF6. Probably just a promotional tool
Top tier thumbnail. Honestly don't even have to watch the video because the thumbnail explains most of what you need to know.
11:28 I'm in the same camp of not wanting to buff to parity, every character being strong with few weaknesses in their gameplay is why I don't play much Tekken anymore. Character flaws and asymmetrical gameplay give you a meta game to play around on top of the base game and makes winning feel more rewarding. It also gives you an opportunity to experiment with new characters to cover all your bases for tournament play.
To your point at the end, “they don’t know that there’s anything beyond that.” In regards to mashing buttons like a beat ‘em up. I’ve played street fighter since the early 90s on home console with friends only. I was oblivious to the competing scene or how to play beyond mashing buttons. I’m 38 now and only learned there was more to fighting games 4 years ago. It sucks being this old and getting it bc I’m too old to play like I used to but fuck thanks to your channel and a handful of others I’ve truly learned to appreciate fighting games on a whole new level and have been able to put into practice these concepts and have them work for me. The level of enjoyment I get when I’m getting better and winning is better than any other games I’ve sunk so many hours into. So thank you!
This stream happens then Luke gets nerfed. Conclusion: BrianF saved Street Fighter 5
"LUKE GOT NERFED"
Luke went from top 1 to top 2 lmao this video will still be 95% relevant and accurate to the way he is now.
hmm idk, i would not say top 2 rn, far from it
@@varan2412 were there more changes revealed that I'm not aware of? Only 4 attacks were changed to be more fair. Luke still has a lot of stuff that puts him above the rest. Everything from the video Brian reviews here is still relevant and accurate. St. LP having more hitstop/blockstun will make it visually easier to react to, for both players. St.MK and Cr.MK being more whiff punishable is fair but they're still very good buttons that you shouldn't be whiffinf anyway. The St.MK change from V-Trigger is the biggest nerf, but luke still has the best versions of his type of moves in the game. I don't see his position in the tiers changing.
They still gave him some clear weaknesses. That's good.
Luke went from the absolute best character in the game, to the best character in the game smh
@@Shumamudoom the whiff punishes are pretty crazy, his st.lp is -4 and the blockstop is now 4 frames more
You need to review the emergency patch. Luke got some major nerfs. Tokido might go back to Akuma after the last two updates.
I agree it needs to be reviewed. But I haven't found anyone saying it changes the fundamental reality of Luke being broken. Probably because it doesn't nerf 20 things-the rough number of OP abilities highlighted in Brian_F's video here.
@@Asterra2 lol luke is very strong but by no means broken or OP, not in any sense
@@ImHoldingDownBack Hell of a thing to insist in the talkback for a video that reveals what a meme Luke is. You be you.
The "emergency patch" as you called it is pretty insignificant in terms of what it's going to do to Luke. Those changes are pointed at the right areas but they're not really substantial at all. Practically nothing is going to change.
Those nerfs will only affect sloppy luke play, good Lukes are fine
They did this with the twins in Super SF4 with the twins and how they were made to be top tier.
We can come to expect this now
14:34
This whole discussion piece here.
When Brian is talking about a fighting game baby and them wanting to have mashing do things, I completely remember this feeling.
First 1v1 fighting game I played was Dead or Alive 3. Mash X and the character’s punches lead into each other. Didn’t know how to throw or block. Just focusing on attacking more than my friend. It was fun.
Then later as a teen i bought myself Tatsunoko vs capcom for the Wii so I could play as Zero on the cover. No fighting game knowledge except for DoA3. I mashed a punch button as Ryu and… it didn’t lead to a string of punches. Just a dinky little punch that was weak. The command list was confusing too with all these weird arrows to do super moves. I did not have a good time.
I like capcom fighting games now of course, after many years, but it’s very valid to assume there are people that buy these games that have literally ZERO concept of a learning curve being present.
He also didn't talk about Luke's throw game.
Luke being the best at everything makes sense as a character who resembles Mixed Martial Arts
The "buff don't nerf" idea has had a wild arc. I feel like today, the argument is mostly rejected (which is nice cause it sucks), but I really wonder how the hell did it even manage to get so many people behind it. I remember the first time I heard it in a very "critical" kinda of way was in A core gaming's video,. If you think about it from a game design perspective then yeah, buffing sounds good. But if you look at it from a user's experience point of view then hell no. Brian said it, not every fighting game should be marvel vs capcom, and there's a reason why not every fighting game IS marvel vs capcom.
You answered your own wonder: core A is most likely why it became so popular
I love that dude's videos, don't get me wrong, but that video has long been one of their worst in my eyes.
With Luke getting nerfed yesterday, specifically the buttons you're mentioning St. MK and St. LP a saying from some time ago comes to mind in regards to people who want everyone to be broken.
"Developers can generally be relied upon to try to change games in ways that will ensure the health of the game for years to come. Players can generally be relied upon to suggest changes that will have two thirds of the players quit by tomorrow if they can win today." Developers will correct missteps, players will not.
Kinda of a weird take when you think every broken/unhealthy character, every kusoge, every badly done mechanic that has been left on the final version of a game is the fault of a developer
@@anormalhumanhopefully8570 Trying and succeeding are not the same thing, but you do miss 100% of the targets you don't aim at.
Luke got that Susano'o type fireball
Reminds me of the whole discussion of Tremor from MKX. One of the things that makes him so ridiculously strong is that his moveset has massive forward movement, so he doesn't really poke so much as constantly advance with active frames, which makes retaliating on him super risky because he can effortlessly whiff punish anything.
It's funny to me that all the current fighting games had these very strong characters all drop pretty much around the same time.
I like bad matchups on most days. Being the underdog and striving to overcome can be a very rewarding component of fighting games. You don’t want a character to be TOO bad or good, but a few unbalanced matchups here and there is just part of the fun.
Love the way you broke this down
100% agree on Tekken. I’ll be honest, Tekken was The One fighting game among me and my cousins growing up because it was just fun to press buttons and get hype. I didn’t hear about how hard it is to learn until I started paying attention to the FGC
> using Vanessa's theme while talking about a character with insane conversion
I see you editor
brian tapping the table out of anger is so funny lmao
I think the biggest thing to hammer home about Luke, the thing that makes him most problematic, isn't that he has great tools, it isn't that he has best-in-class tools in *every* class, it's not that he's the easiest character to play this side of Strive's Ramlethal, it's not even his stupid linguini hair, it's what all that says about him as a character.
He wasn't designed. All of these problems tell me that he was *engineered,* in a fucking test tube by some assholes in marketing, purpose built to move units. That makes me really worried for SF6.
I think he's kinda cool-ish tbh, hope they give him a halfway decent story and change the dumbass hair
they did the same thing in sfiv so this isnt a new issue whatsoever
Very well put. Reminds me of leroy and fakhumram in tekken. Potential dark days ahead, definitely not buying t8 or sf6 on day 1.
Yes! It hadn’t occurred to me before, but this is IT. He comes across not as anyone’s idea for a character, but as a marketing team’s product. Very much a Scrappy-Doo.
@@muddlewait8844 Luke is the first "analytics" fg character lol
total_sagat is godlike! He's like the primary reason I mained the King for a while.
Thanks bruh
Loved the analysis.
15:55 - Very real-talk, most casuals really don't see the depth in fighting games, that was definitely my experience. I've played fighting games all my life, but knew nothing of frame advantage, push-back, throw-techs, that certain buttons are specifically anti-airs, etc. Literally the only things I picked up intuitively were that sweeps are punishable and to try stay out of range of grapplers. It was only like 7-8 years ago, when I started watching pro matches with commentary, that I started to see it.
FYI the 2k number is concurrent active players in SFV (on Steam), not total active, but the point still stands.
Your video format has improved greatly
Brian F has really been jamming out to the Melty Blood Actress Again soundtrack
I agree that Tekken is very casual friendly because the barrier of entry is very low. It's the only game that my family friends play because it's easy for them to understand.
capcom said 80% of their sales are a casual group that play maybe for a year.
of all days, it had to be today you upload this video
I agree. Buffing all characters to be OP isn't a good idea unless the game is complex enough that it's virtually impossible to master the execution of all the power at your fingertips.
Capcom learned that if you want to push a character as someone who is important to the overall franchise, you have to make them not hot garbage.
I'd say they learned their lesson after making Alex and realizing just how pitifully bad he was in SF3. For the alleged main character of the game, he somehow managed to have the worst lineup of super arts compared to everybody else.
Abel was just one of the most boring fighting game characters ever created. Him being top tier likely would change nothing. I don't see him building much of a fanbase anyways. The breakout star of that game was Juri, and she was considered to be low-tier for almost all of the games run before sfv came out.
I think by "I wish every character was as good as Luke" he meant sf6 has characters that are as well defined and designed. Luke's thing is that he's designed as a very optimized sf5 character but SF5 is a game where you have characters that are successfully designed around SF5's core concepts and work well but on other hand you have characters that are basically "lost" where they are either redundant or can't keep up with SF5's meta.
st.lp might have been adressed in todays patch. They increased the blockstop on it so it might be easier to assess the situation after blocking it.
Lukes fireball is more like he is just hitting you with a disjointed smear frame punch
The Oro grey damage was beautiful, btw.
Yeah, I've always been a casual when it comes to fighters. I watch videos like this because I'm really curious about this sort of game design discussion, but I never intend to put any of it into practice myself. I've been playing fighters since Champion Edition in the 90s, but the height of my skill was learning basic moves and then just throwing them out whenever it felt right, rather than learning any sorts of specific combos with them. I definitely enjoyed the feeling of having interesting looking things happen on screen, rather than getting any sort of mastery relative to my opponents. I was definitely playing checkers rather than chess. ;)
If I were to balance Luke(From a casual player view), I would make him a juggle friendly character who has many ways to start combo, but the down side is that his normals are unsafe and when they are safe, he would need to confirm the move early to get the damage.
I feel like Luke was supposed to be character with precise moves and good for people who have fast reactions.
leaving a comment because brian asked me to at the end of the video
Everytime Brian F makes a video about an OP character they get nerfed the moment he uploads it..
100% agree on what brian says about tekken, getting into it is VERY easy, people that disagree are the ones trying to learn electrics, korean backdash and trying to memorize all the frame data while still on the lowest ranks. All you need to start playing tekken is 1 jab, df1, a low, a launcher into a combo and you are already on a HUGE advantage.
Also, BRIAN, PLAY SOME TEKKEN ON STREAM! Virtua Fighter low jab video is by far my fav on the channel, if you go to tekken and do the same with snake edge i guarantee you'll get at least to red ranks fairly easy
Getting into tekken is not easy. It took me 2 years to get true tekken god and 1 month to get diamond on sfv. Only scrubs think its easy but still show 0 results
@@Lockeabout “This was hard for me so it’s objectively difficult”
Pull your nose out of your own ass.
@@Lockeabout bro, TRUE TEKKEN GOD, its the third highest rank, diamond is far easier bc it requires far les points, wtf you talking about
@@Lockeabout also, brian (and me also) is talking about actually getting into the game, as in just picking up the game and having fun, which is what you do at the beginner ranks (ligh blue ranks in tekken, rookie and bronze in sfv), pick eddie and spam kicks, you know? pick noctis and do 2,2,2,2,2,2,2,2,2,2,2,2 not about your precious lil true tekken god .jpg, pick that shit up, frame it, put it at your wall and cherish it there, it's not the matter of the subject here
Dude I completely agree with you Brian and share the same approach competitively when it comes to this video.
Been a fan of your channel since the meaty stomp necalli vid thanks bud
The new balance update changed his crouching MK and standing Jab, but it seems like they ignored almost all this other stuff XD
Total Sagat is my Sagat Senpai, love his videos.
Luke's HP DP is invincible to airborne strikes on frames 1-4 (effectively frames 1-10 if you include the following strike/proj invinc on frames 5-10). Compare that to Sagat's LP DP which is invincible to airborne strikes on frames 1-12 and HP DP is invincible frames 1-16.
But yes, it would be nice of more characters had higher juggle limits on their non-EX DPs though, I do agree with that. It feels good ending juggles with a DP.
That Sagat stHK vs Luke b+HK comparison is a bit questionable. Sagat's stHK has further range, it just hits higher (the footage he shows with Sagat isn't even properly timed, but Sagat stHK hitbox goes over Akuma's hand hurtboxes during his Gadoken). Luke's b+HK has a lower hitbox (and is a much worse anti-air than Sagat's HK) and thus it connects to Akuma's extended hand hurtboxes.
And again with the stMK comparisons, Sagat's is quite a bit further range. But Luke's is still really strong because it has great priority (hitbox past hurtbox) and plenty of active frames which is great for pokes to have. Chun-Li's stMK is pretty much identical to Luke's for comparison. However, Sagat's stMK is also very strong not just because of the range, but the fact it has no hurtbox extensions whatsoever ever during start-up. That's really the strongest feature to have on a poke, since it makes you far less suspect to being counter-hit poked, and makes you far more likely to counter-hit poke the other pokes (for example Sagat stMK will always CH poke Luke's stMK, but Luke can't CH poke Sagat's stMK from the same range since Sagat's has no hurtbox extension during start-up). And it also makes Sagat's MK much more reliable to get past projectiles and trade more consistently with such moves since there's no hurtbox extension until the active frames begin.
So yes, you're right, Sagat's stMK is still a top tier poke that should not be downplayed / misrepresented like this. Both their MKs have their own strengths, but I would value Sagat's over Luke's, especially now after the nerf to Luke's stMK hurtboxes and VT cancels.
The rest seems about right, though. Luke's fireballs are top tier, his crLP has the furthest 3F range in the game after Chun's crLK iirc. And his stLP is crazy of course, although it is a bit worse now after the hitstop nerf, since you have more time to react to it on block now. And yes, he has easy built-in forward moving whiff punishes with his Target Combos and his standing punches, but I feel that's core to his design, and something we can probably expect to see more characters doing in SF6.
@Carlos Gabriel ur very brave
@Carlos Gabriel I'm just making the comparisons more fair. I don't actually "play" SFV but I have spent over 3000 hours working on FAT for it. So yes, I do have to look at the game in a purely objective and utmost technical way like so. I'm not "defending Luke", I'm simply elaborating further on the comparisons made since the original video omitted a lot of data and details, that I happen to be aware of and take greater care into explaining the nuances. Especially when someone starts bringing hitboxes into the discussion, it needs to be done properly and objectively.
@Carlos Gabriel I'll play it but if SF6 really starts doing this "everyone gets to punish always" thing with mashable forward moving target combos... It's not looking like a very good game
lp.dp is throw invincible 1-6
hp.dp is strike and projectile invincible 5-10, so even better than upperbody invincible after 1-4
His dp even gives oki
@@marcoh6012 oh shi my bad on the LP DP, I forgot I wrote "and throw invincible" in the same line as the air invincibility on FAT. Good catch.
Saw the patch notes and they finally changed the hit/block stop on LP, now maybe we can actually react to a move that should be punishable
I’m honestly not sure if Luke was overturned intentionally, or if he’s strong as a result of being made for the SF6 engine. It’s possible that there are some systems that exist in SF6 which don’t exist in SFV that limit the effectiveness of Luke.
I think it's both
crazy that luke has been top tier two games back to back
Best part of the video was seeing brian get petty with chat
Really good video. When broken down with facts you cant argue.
You're not wrong about Tekken. It's actually how I got into fighting games. Showed up to my friends house and destroyed him with my mashing in Tekken Tag 2. A month later I bought Tekken 7 day one.
Great context!
the gap between casuals and competitors is crazy. they view the came so differently.
I’ll give an example of people not mowing more when I was younger me and my dad would play mortal combat and just mash and have fun that’s it neither of us tried to get better or anything because we didn’t even think to
I think making Luke stronger was a sort of marketing tactic. It's been done in other games when they introduce new characters to make them slightly buffed to make them attractive to play.
Feels like this could also backfire if people resent him for being so op he is overplayed and he shits on all the established characters they like and put time into.
Yep. His name was Leroy Smith.
8:44 still here reminding brian that s.lp is a 5-framer.
ah, he caught himself. good man :)
I'm impressed how people have a problem with basic interpretation, like the people in the STREAM comments, answering things that weren't what he said because they can't understand the point. They're so focused on their opinion, they don't realize he's not contradicting them.
He said about people who literally just enter the game and mash, which is the massive majority and not.. is not even people you encounter online cause this people just play some games offline with friends sometimes... that IS most of players.
Funny the guy saying "you underestimate FGC" xD... he is not even talk about this guys, is the same guys who just play Fifa after some street fighter games with friends.. and that where street fighter """fails"""". technically advanced and difficult to learn.
Mash in Street Fighter is not fun, you can mash and have fun in marvel, tekken etc, but no Street Fighter, yes... Tekken IS technically advanced and difficult to learn. But we are not talking about learn... we talk about play with a friend without know anything or even want to learn anything.
Even people in this very comment section missed the point. It's like Brian hurt their feelings about how mash friendly Tekken is to casuals, and they went full defense mode, as if he was bashing the game.
Such a good point that a lot of beginners think fighting games are beat em ups Brian.
Whenever I try to teach my gf any type of SF (she plays literally everything on the most casual level, usually what I enjoy) I gotta remind her not to mash just any button, that there are inputs, that blocking is very important lol.
Violent Ken for SF6
sajam ur videos are so informational
Love the Awsumsaus vid chilling in the intro
Looking back on it... Everyone DID get buffed enough in the transition to SF6 to be on par with Luke. It's still very early on, of course, but the decisions capcom has made so far were quite smart, and mains of all characters were happy to have their hands on new tools in the kits.
good timing brian! 😄
I want Ryu and Ken to be old asf in Sfv lol
>go to round 1, luke updated in the cabs
>playing against cpu while looking for match
>fight luke
>he owns me
>yell out "ohh hes cheap as fuck!"
11:46 oh look he perfectly described Maximilian Dood
Love totalSagat !!
With your lv of intellect you simply simplify the aspect of understanding.... Being non biased on playing lv or intentions u generally hit the nail on the head🔨 thx 4 ur insight 💡 #Brian-F 💣 em all with wisdom 🕵🏿👊🏿 #FGC
Emergency patch blessed us with one final stab at Luke
Ayye bumping that "the Moon and the Prince" from Katamari 🔥
Everytime I see Luke explanations and gameplay after more SF6 footage has been shown, I see more of why they said Luke represents SF6(besides the fact that he's the literal main character), the way his V trigger works represents the drive gauge, having good buttons were present for all characters in the builds players got to try in SF6, and im now realizing that his fast fireball is another example, most players that tried and watched footage of SF6 said everyone with a Fireball had a very fast fireball. Im all for this stuff, I was never a fan of SFV's "ghost normals" as I like to call them, where my characters foot would not exist hitbox wise so it would just go through my opponent, Luke representing the next game just shows so many positives imo
15:25 "Mash kick to kick a lot." - Core A gaming (Showing tekken 7)
the tekken comparison was spot on.
As soon as I see Tokido main switch to Luke 2 weeks into patch I knew Luke is top tier. Tokido literally don't main anything that's not S tier in SFV
I would love an SF where everyone is as OP as Luke. Street Fighter: Guilty Gear Edition
Instead of clearly top 1 he's only probably top 1 now, oh the tragedy