I really like how Hol Horse works in Jojo HTTF because his entire moveset is designed around the fact that he can shoot controllable bullets rather than that just being a super or something.
Someone has to make a fighting game where everyone has a gun. The characters might be from different time periods a Cowboy, a Pirate, a Soldier from each World War, a Plasma Pistol wielding Cigborg and many others. Sounds dope.
I need to point out that everyone used polearms. Like all around the world. Weapon diversity wasn't really a think in warfare. Sure the exact shape of the metal at the end of your long stick would change from place to place, but it was always a long stick with metal at the end. Swords were mostly side arms in armed conflict or a personal weapon but not really the most important thing is warfare. So it didn't go from diverse weapons to gun, ir went from some kind of spear to some kind of gun. Also samurai were archers and spearmen. The katana wasna side arm or a status symbol never a primary weapon. Although there is a bit of a difference with mercenary bands and shit the weapon everyone wanted to use for war was a spear of some kind.
Well, the reality of why polearms were common is solely because every region realized that polearms were cheap to make and rather easy to wield without any training. The diversity in weaponry never came from the weapon types used and boiled more down to how they used those weapons in combat. Similar with the gun as to the spear, it may not have been as cheap, but rifles, from their root, were designed to be used by nearly anyone without the years of training that a martial weapon art would require. A rifle or pistol is equivalent to your spear from the old world as they are used in much the same manner. A sniper rifle is a much more specialized form and require much more practice and training to use reliably on the field, in comparison, and can be equated to longbowmen or archers. Your artillery in the modern day is like a catapult or ballista. In terms of diversity, someone having a m4/AK/SCAR is equivalent to spearmen wielding things like javelins/halberds/wing spears.
I always thought Fox had a very interesting design as a "gun" character. The way his shots cause no stagger or knockback and literally only serve as SSB's equivalent to chip damage and have the tradeoff of being extremely forgiving in frames and recovery and projectile speed. It's almost like the extreme opposite end of how most guns function in other games and I always thought it was such an interesting and unique design for a fighting game "projectile based" character.
another character we could talk about is Bayonetta on Smash; she uses guns differently than everyone else: With every move (excluding the neutral special and the downward special), if you hold down the attack button Bayonetta will begin to taste a small barrage of bullets without Knokback and with a very low damage (0.6 per bullet). While it seems pointless, it is very good for powering up your moves and combos as well
@@gregormccormick6092 It's like this in her games, too: if you hold down the punch or kick button, she'll fire bullets if she has guns equipped, and you can use this to extend your combos.
Well powering up combos isn’t the play, but if you do hit something you can hold it for an extra percent sometimes, but only sometimes. Low low low key Bayo needs buffs.
I think Brawl does Blasters correctly. I've joked before about blasters having the range of 2 subway sandwiches, which in all honesty, isn't half wrong. Blaster's range isn't too far to where they are unpunishable, but still have a good enough range to be a "gun" type of weapon. But there are definitely some other fighting games with gun weapons that don't execute it right.
The funniest thing to me has always been shotgun range in video games. The fact that the range is barely further than melee is laughable. I understand it'd be OP, but I still wish shotguns had more range in video games.
The problem with happy in particular is how tension is gained and how fast you can recover concentration. I like the recent changes to the drain depending on if your close or far. The even made the reload a complete counter hit though the whole animation. My only issue is that when you lose your turn your really lose it. No reversal means if your up against Sol you better not wiff and not have bullets to defend. -Combo Chaos Main
Being a Happy Chaos main myself (tho I’m nothing more than a casual) I can say that for the longest time I didn’t even play him as a zoner, I would learn a few BnB combos and be done with it, which I find is a much more enjoyable way to play him. Tho it’s stupid just how strong his zoner capabilities are for certain matchups like Goldlewis
No the biggest issue with HC is that he breaks the fighting game meta. How is it OK for a character in a fighting game be fair when they can hit you from distance multiple times with no recovery and fast bullets without hitboxes. Even if they fixed the tension gain issue he's still broken
The more insightful of you will realise that projectiles have been a part of fighting games since Street Fighter. They were added so that players could engage in ranged combat meaningfully. Guns are just flavour and fluff painted over the crunch of hadoukens and sonic booms.
One of my favorite gunslingers in FGs is Hol Horse from JoJo HFTF he shoots slow bullets that he can control the direction of so it can hit, he also places trap on the stage so it makes for a very interesting zoner/trapper archetype
I have to bring up the end level of Katana Zero. You get access to a gun, special effects and all sitting on a table. You walk into the next room gun in hand, but you just throw it into the dudes skull instead. Absolutely golden.
Katze, from Bushido Blade and its sequel, was a terrifying gun user. In that game, the main gameplay loop was dodging and parrying melee attacks, since one lucky hit could kill you, and even a glancing blow could completely nullify an arm or your ability to walk. Katze was the only guy who decided to bring a gun to the sword fight, and he could murder you from across the screen with one bullet.
I’ve always enjoyed the ways different fighting games try to balance guns into their rosters. Ultimate Marvel vs Capcom 3 is a notable example as it had a lot of characters which used firearms and they acted like actual guns. But they didn’t feel exactly the same to one another and had unique ways of changing things up between characters
Tbh i have been waiting for a game that combines fighting and shooting elements, tbh a good foundation would be metal gear and its cqc game mechanic, a game that focuses of getting up close then just go cqc. I'm surprised no one has tried that yet, basically a john wick game.
GUILTY GEAR, UNDER NIGHT IN IRTH, MELTY BLOOD, AND BLAZBLUE CHARACTERS!!! YEAAAAA!!! tbh I'm kinda just glad that he is bringing light to these games considering that they're kind of overlooked in the 2D fighting games community. (games like super smash bros, brawhalla, universal time and other games that aren't 2D) Especially Blazblue considering blazblue is basically a desert zone and is a really good fighting game and deserves at least more attention.
Overlooked?... Blazblue?... Guilty Gear?... Melty Blood? In the 2D fighter scene they're pretty much considered GOAT. Sure, outside of the dedicated fighting game community they're probably unheard of... Most people only know Street Fighter, Tekken and Smash. But the actual fighting game community do not overlook any of these games.
i think a great example of a character with guns is erron black in mk11. he has a rifle stance that makes him automatically walk forward (when he’s not firing) so he can’t just sit back or delay shots to zone ppl out. the bullets hit high so they can be ducked, but hit instantly so it’s still useful for mid to long range. the rifle stance actually has melee options as well, where he gets to launch or stagger you with gun butts. he also gets a krushing blow when the gun’s empty(that grants him a new combo starter), so it adds an interesting dynamic where you can sacrifice your zoning to have a more threatening/damaging close-mid range hit confirm
I remember the two gun characters from Bushido Blade 2 being the HARDEST fights. A wannabe cowboy (so annoying) and a chick with a carbine...meanwhile you have a sword or polearm.
guns in fighting games truly depend on the variability of situations. a gun may be incredibly oppressive to one opponent, whilst the very next match a lower skill player can aggress and make the gun hard to impossible to use. i cant tell if i explained that well, but im just trying to say that making fighting a gun as consistent as a normal brawler or sword fighting character is a main focus of a fun weapon in my opinion. also, really hoping you get lucky with subs and stuff soon. you are a top 3 creator of mine, keep up these analytical type videos. very nice to have a creator pick apart fighting game tropes, and also be big into brawl. keep it up, man
I think guns in fighting games are okay as long as they are implemented correctly but of course sometimes it can get annoying if you main a character that can't close the gap
Tbh i have been waiting for a game that combines fighting and shooting elements, tbh a good foundation would be metal gear and its cqc game mechanic, a game that focuses of getting up close then just go cqc. I'm surprised no one has tried that yet, basically a john wick game.
@@jmgonzales7701 that sounds like a good idea for a game mechanic, one more idea I had was for a fighter to have their to guns act like brawlhalla's gun mechanic making them get up close while still being far like dhalsim in a 2D type of fighter
The timeframe this game came out was also the release of DNF Duel and released with 4 gun characters in their 16 character roster. Each of them play wildly differently. We can start with hitman who uses an SMG. His bullets only hit on the muzzle flash with most attacks having his sword as the primary focus and even out ranges his SMG in various chains and moves. He plays almost like a dante focused on his blade, but the gun does help break some of the armored moves in the game. Trouble Shooter carries a shotgun and an explosive blade and a contact nade. He is oppressive with large area attacks with long reloads that can be dodged and weaved through if the TS just spams them. So his goal is to make traps and the battlefield as hostile as possible for those wanting to get in with the threat of a 12 gauge and explosives always something they have to overcome. Launcher is your arsenal wielding character, she has a weapon for every situation from short range pistols, flame throwers, AMRs, launchers, and more. IF you want explosives she has them and takes the place of queen zoner because of that. This doesn't leave her pressure without flaws as her weapons do struggle up close and the roll mechanic can be the perfect tool to get in. Lastly there is Ranger, your cowboy Gun kata marksman. Where other flood the field he takes pop shots with aim. Most notably he is the inverse of launcher in terms of gun mechanics. His pistols shoot full screen but dont do that much damage but will gladly chip a foe down if they let you. But once you get closer he can show his true colors show as he switches between fancy shooting and martial prowess. So if this sounds interesting, look into DNF duel gameplay and see how they demonstrated these 4 common archetypes for gun users.
Ranger sounds a lot like happy chaos on paper (I don't know shit about ranger cuz I know nothing about dnf duel but) both use revolvers, will chip you from full screen and will run your shit in close quarters if you close the gap
@@LeFisheboi So going over some DNF Duel mechanics; The game functions with white damage and red damage. Most attacks do mainly white damage while mana attacks do red damage and cash out white damage. The game also uses a guard meter and has an offensive roll to get in. So you don't get chipped out as white damage will heal off if you don't get hit. That being said Ranger is interesting because out of all his tools, he has no overhead strike. Every move is either a mid, and 2 moves are a low. His moves also don't function well at full screen, he excels around half screen where he can't get poked but still keep you in range of his specials. White chip is nice but if you can never confirm it, then what is the point since it will just be healed off. His farthest mana moves are 5M and 6M, one fires an easy to block volley and the other is a leap forward asking you to get punished. Launcher however... She will ruin your day if you don't know what is safe to roll or jump. In comparison to Ranger she does a LOT of white damage, her specials do cover full screen and she has great guard breaking tools.
@@LeFisheboi Depends really. From what I've seen, playing Ranger against Vanguard is a tough fight. Sure Ranger has guns, but many of his attacks depend on getting up close to combo into. This is where Vanguard gets dangerous, as his spear(?) has a large amount of range and hits like a truck. Attacking from above him is especially risky as he can grab you and hit you multiple times afterwards as well. So yes, while you could do that with Ranger, I'd say your best bet would be to play as a character like Hitman or Trouble Shooter
I love how project m and smash does guns, joker uses guns to great affect for bonus damage but can't kill enemies with them, Samus has to charge her gun if she wants to kill with it or has slow moving missiles you can chase and use for combos.
An interesting example is the injustice series, Harley quinn can somewhat zone but it's not overwhelming and her handguns are mainly used in combo strings instead while deadshot on the other hand IS miserable to fight against and is mostly a zoner
Guns have been present in fighting games since near the beginning of the boom days of the genre. Some gun characters from the mid to late 90s: B.B. Hood (Darkstalkers), Sharon (Street Fighter EX2), Vermilion (Battle Arena Toshinden 2), Cervantes (Soul Edge/Calibur), Stryker (Ultimate Mortal Kombat 3), Hol Horse (JoJo's Bizarre Adventure), Katze (Bushido Blade), White (Fatal Fury Dominated Mind). Mr. Satan (Dragon Ball Z Ultimate Battle 22) had a rocket launcher. Fang the Sniper (Sonic the Fighters) had a cork gun, while Neinhalt Seiger (Samurai Shodown 2) had an arm cannon that shot fire. Godhand (Erhgeiz) and Mega Man (MvC) had arm cannons. While his regular fighting style used stuff like eye lasers, Fulgore (Killer Instinct) had a gun-based finisher.
I saw Glockroach on the thumbnail, I clicked. Didn't expect have a thorough essay on guns in Fighting Games. As a Brawlhalla player mainly, Balsters are doen so well, one of the hardest weapons to master, learning it isn't that hard tbf, but yeah spacing already plays a huge part inn Brawlhalla, Blasters makes it tenfold, that's why Cody Travis is the best Blasters user in the top players. Superb video as well! :D
I think the best way to incorporate guns is to give someone a reason for using them. Not like a backstory, but because they need that advantage in a fight. Make their aim bad but everything uses a gun kinda like Elphelt or Hitman/Ranger. Make aim the reason why they have lights, mediums, and heavies, with distance determining how much knockback/hitstun is dealt thus creating a very technical character you need to practice with. Almost like how you do really need to practice with guns to be good, but here for fighting game balance compared to grapplers.
Glad brawlhalla got recognition here, In alot of videos I see that are just talking about fighting games in general, I never see anyone talking about brawl, despite it being fairly popular.
I love how you use guilty gear as examples of fair gun characters, with elphelt being busted in most versions, and happy chaos being really good this patch. Though still gets the point across
I’ve just stumbled upon this channel. Man, you’re criminally underrated… Hope to say the day you reach 100s thousands of subscribers because you deserve it and more!
i think i can say with confidence that everyone wants for guns to have a place in the fighting games scene, which would be a challenge considering how it sounds unorthodox to be in one
They did blasters good in Brawlhalla but I was thinking of a rifle weapon typhoon probably knows what I’m talking about but I was gonna make it all long ranged for a concept and have its weakness be close range to kinda make it even not sure about it anymore.
Guns work in fighting games. Either being part of the character normals/specials. It's just a matter if it's a character meant to have range to have a zoner type feel like deadshot from injustice 2. Also a character like adachi from persona 4 arena where he has a gun but it's used for a few normal attacks and him shooting the arcane card for his persona to do special attacks. Always excited what developers decide on a character that uses any guns for their moveset.
As far as the world meta game goes, The Armor skill and item trees are constantly being upgraded. Guns still have a huge lead, but the minimum effective stopping power needed to defeat armor is also steadily climbing.
I feel like the idea of using melee attacks with guns is rad as hell. Stuff like gunblades from who knows what animes are always fun candidates to be put in fighting games
One of my favorite gunmen in fighters was Vermillion from Battle Arena Toshinden series. Dude had a pistol and shotgun and his Overdrive up close could kill you. What made him fair was his walk speed. We're talking abysmally apocalypticly slow. Like 1 step every 3 seconds and they were baby steps at that.
The thing about this is that how the guns are used matter a lot. If they're the main focus of the character and he just gets to fire at will, you'll probably end up with an NRS syndrome. However, if you incorporate it to a character's kit as a small part of it or with actual drawbacks, then it's OK. Elphet, Noel, Sion, Powered Ciel, Dante and even Whip (She actually has a Desert Eagle for some unholy reason) are some great examples of how you can incorporate guns into your fighting game in many different scales of relevance to the kit of your character without ever making it oppressive.
Well in the past of fighting games we have had characters that can also fly use another puppet character sometimes fight as two different people at the same time so guns definitely should be part of it in fact they are adding more things so I'm all in agreement that
Tbh i have been waiting for a game that combines fighting and shooting elements, tbh a good foundation would be metal gear and its cqc game mechanic, a game that focuses of getting up close then just go cqc. I'm surprised no one has tried that yet, basically a john wick game.
Interesting video to watch with SugarPunch's video about the same topic. I wish you had mentioned Gun Kata like he did- a clear inspiration for guns in fighting games!
Personally, I play Happy Chaos and think his zoning is quite busted but his up close combos and loops and strategy is also really good. I'd sure to guns, but maybe have less zoning capabilities and more close and personal, probably about 70/30. I say this because it's a gun but it's never fun to be getting zoned out.
Guns and magic weapons definitely spices up from the traditional hand to hand combat. I play Happy Chaos on GG Strive and I love how close up you can be, with zoning capabilities, as I feel like that's how he's meant to be played as rather than a "zoner". Trust me, sometimes the knife wins over my gun fights. It's not the weapon, it's the fighter. Advantages are only advantages if you win.
Nah, if you lose with an advantage it was still an advantage. You destroying Chun with twelve in third strike doesn't change that you very much should have lost that one lol.
@@Pandaman64 I Would Disagree. Advantages are Like Weapons. It's Not the Size of the Weapon that Matters, It's How One Uses It. Just Because Matchup is Bad, Doesn't Mean It's Impossible to Win One, Like David and Goliath, How a Players Uses That Advantage Can Mean the Difference Between Winning Or Losing. A Chun Li Player With Little-to-No Matchup Knowledge on Twelves Moves Is Going to Have a Harder Time Then a Twelve Being Bullied By Chun Li 100+ Hours Straight. Edit: Same Principle Applies with Ken and Chun Li. If Chun could Curbstomp Ken, We Wouldn't Get the Daigo Parry.
You know, on the strive character select screen, it has the “optimal range” that the character is supposed to be strongest at. Happy Chaos’s optimal range is full screen there, so he is probably supposed to primarily be a zoner.
@@Time2GoHam1995 Probably. But Like Deathstroke From Injustice, You Can Also Play Rushdown Happy Chaos, It's Just You Actually Have To Work For It Now ( Unlike Deathstroke ).
@Eagleye 28 you misunderstand. I'm responding to "an advantage is only an advantage if you win." Which is nonsense. If advantages are like weapons, then you being able to negate or overcome the user of said weapon doesn't mean that weapon doesn't exist. Its semantics, really. I don't disagree with anything you said, just clarifying myself.
The video included some great positive implementations, while they're not perfect or perfectly balanced, they're pretty far away from the worst cases. I feel like Deathstroke and specially Deadshot in Injustice 2 should have been brought up.
I like the risk and reward you get with a good gun character. The reward is forcing opponents to basically run into you're shots with enough read making it insanely difficult to get in. The risk is if they do get in most gun characters have pathetic close range and life as well. Naoto from P4Arena series is a great example as she not only has guns but traps as well. She also can instant kill if you are hit enough but the trade of is her abysmal reversal and having the smallest life bar in the game. Gun characters are the zoners cooler brother as they don't always feel like a slog to fight like some zoners can be.
As a minor but of nitpicking, beer belly and muscle body are not mutually exclusive. Boxers, power lifters, sumo wrestlers and other athletes can have incredible soft girth over layers of hard, nigh impenetrable steel.
UMBv3 and vanguard princess show the advantages and drawback. Sure they can dominate full screen, but they don't cover an wide area. You have to aim to hit the target. You have limted ammo and almost a sitting duck up close.
I think this video explained it pretty well how guns must have a specific kind of design to fit in. Like in the ones you mentioned, they fit right in with the other characters and how the Guilty Gear one is punishable yet strong where you must balance its use. I can't recall games I know where guns in general are too broken but I know general games where some projectiles are just unfair among the rest of them.
I remember there was a Mugen character that just was kind of a generic gangster character but in one of his supers he just pulls out a gun and it's an instant one shot. Peak comedy
All I can think about is this one Injustice tournament where guy A ran fist and guy B ran gun. Guy B won the first two rounds and once guy A swapped to a character with a gun as well he destroyed the other. Game balance aside, the spectators were displeased.
They should make a fighting game with realistic guns and wounds. The trick is to pull off a fast combo to quickly draw your weapon, aim and hot your opponent with a deadly shot.
Just wanted to confirm that yes, the Megaman in SFxT is specifically put in the game as a joke about "bad box art Megaman" from Megaman 1. I thought it was funny personally, loads of people hated it tho
Only thing I know about guns or ranged projectiles in fighting games is that it used to be my cousin's favorite spamming attack until i learned how to sidestep/dodge
Ig a way to implement guns in a fighting game is to make so they go hand to hand with the lore. You make so you have an advanced type of technology wich makes strogn guns, but, the issue is that more far the projectile goes, the least damage it does, this because it's a flaw of the wepons, but are still more powerfull than base guns because now everyone have some type of skill, resistance or strength that makes basic guns useless, so this special guns were made so they can damage those ppl
One of my favourite character that use gun in fighting game are Anonym from Akatsuki Blitzkampf. She is a gun welding nun that her Low, Medium, and High button are all just projectile (except when you hold back). The cool thing about her is she has Gill's Resurrection
To be completely honest adding gun characters and fighting games and actually that's more variety to the to the fight to actually and especially in close range and even in Long Range combat as well and especially mechanic wise in gameplay wise too so yeah I accept these kind of characters in fighting games.
At this point of advances in game design where we like to abstractify the fundamentals, the idea of guns are more of an inspiration or a theme. Zoners with guns are zoners, rush-down with guns are still rush-downs.
Brawlhalla and platform fighters in general bring a very interesting take on guns (and projectile zoners in general) due to their core mechanics being fundamentally different from traditional fighters. Where most fighters deal with stiff movement, risky jumps, notable block pushback, and regular health bars a game like Smash Melee has Falco dashing back and forth whilst churning out a million lasers a minute. Despite how conceptually insane his lasers are he still isn't overwhelmingly dominant in top level play since the game has so many tools that its relative strength (as compared to the absolute strength of such an insane projectile) is still strong but isn't a zerosome experience to play as or against. Anyways great video! I don't tend to play traditional fighters unless I'm just having a 10 minute mash against a cpu or with an equally clueless friend but I always love to see analysis videos breaking down these types of concepts and mechanics.
I think guns should be in fighting games but I also believe that they should force the player to get involved. Zoners risk nothing and that adds to their smug demeanor, what I recommend is giving them a certain number of bullets and once that runs out than they have to get involved and do some combos. Give them a reload animation, akin to Sin Kiske's food gimmick that slows the match down for them for a second. Sin players have to worry about being rushed after the meat gimmick, give the gunners zoners that same fear, or you could Gun Fu approach of Noel and The Ranger from the New DNF Duel game.
id say it does heavily depend on how its used like for Erron black in mortal Kombat he used to be able to use the move unload a unlimited ammount of times pretty much and could spam it from across the battlefield but then the next game in the series made it so he needs to reload that gun
I like how Smash Bros. does it, Fox uses very fast lasers that doesn't flinch/causes hitstun, Bayonetta and Joker have similar projectiles, the only guns that do hitstun are either slower or need charge, characters in fighting games are already superhuman beings that take worse to the face, heck any gunshot is just a small point of health, so making them not flinch isn't out of place and a better compromise that doesn't change how a gun works.
Well done. A fun discussion. I love it when fighting games get creative with character & weapon design. One of the big reasons why I started getting into Brawlhalla (besides the lore, of course) is that the game makes it easy to feel awesome while playing it. It has very creative & cartoonishly fun attacks & weapons. Blasters is just the tip of the iceberg there.
As long as it isn’t Peacock from Skullgirls level of zoning, I think we’re chilling. But I do like characters like that of Brawlhalla which use guns in a unique way more than just “hahaha I shoot you from fullscreen”
I really like how Hol Horse works in Jojo HTTF because his entire moveset is designed around the fact that he can shoot controllable bullets rather than that just being a super or something.
"don't bring a knife to a gunfight"
"Yeah, but what if I bring an entire claw machine"
Someone has to make a fighting game where everyone has a gun. The characters might be from different time periods a Cowboy, a Pirate, a Soldier from each World War, a Plasma Pistol wielding Cigborg and many others.
Sounds dope.
Or just make a fighting game adaptation of Black Lagoon.
Cyberdemon clone or riot
I don't have any idea of what you both are saying
@@moodyfingers7301
Apologies, I know how hard the concept of typing something into Google is these days.
@@wakkaseta8351 I'm in the goddamn Andes Mountains, is a fucking miracle that youtube is working here.
I need to point out that everyone used polearms. Like all around the world. Weapon diversity wasn't really a think in warfare. Sure the exact shape of the metal at the end of your long stick would change from place to place, but it was always a long stick with metal at the end. Swords were mostly side arms in armed conflict or a personal weapon but not really the most important thing is warfare. So it didn't go from diverse weapons to gun, ir went from some kind of spear to some kind of gun.
Also samurai were archers and spearmen. The katana wasna side arm or a status symbol never a primary weapon.
Although there is a bit of a difference with mercenary bands and shit the weapon everyone wanted to use for war was a spear of some kind.
And really, what is a gun but a very small, disjointed spear?
@@sirreginaldfishingtonxvii6149 More like a spear without the stick with more range of piercing damage.
@@mezmerism107 exactly. The deadly part of the spear is the tip. Guns merely let it free.
Then there's the few outliers like landsknecht, granted the zweihanders were small numbers compared to the polearms they housed.
Well, the reality of why polearms were common is solely because every region realized that polearms were cheap to make and rather easy to wield without any training. The diversity in weaponry never came from the weapon types used and boiled more down to how they used those weapons in combat. Similar with the gun as to the spear, it may not have been as cheap, but rifles, from their root, were designed to be used by nearly anyone without the years of training that a martial weapon art would require. A rifle or pistol is equivalent to your spear from the old world as they are used in much the same manner. A sniper rifle is a much more specialized form and require much more practice and training to use reliably on the field, in comparison, and can be equated to longbowmen or archers. Your artillery in the modern day is like a catapult or ballista. In terms of diversity, someone having a m4/AK/SCAR is equivalent to spearmen wielding things like javelins/halberds/wing spears.
I always thought Fox had a very interesting design as a "gun" character. The way his shots cause no stagger or knockback and literally only serve as SSB's equivalent to chip damage and have the tradeoff of being extremely forgiving in frames and recovery and projectile speed. It's almost like the extreme opposite end of how most guns function in other games and I always thought it was such an interesting and unique design for a fighting game "projectile based" character.
not thought about falco in melee?
And then we have wolf
Except in ssb64 where he stole a laser pistol from Falco
another character we could talk about is Bayonetta on Smash; she uses guns differently than everyone else: With every move (excluding the neutral special and the downward special), if you hold down the attack button Bayonetta will begin to taste a small barrage of bullets without Knokback and with a very low damage (0.6 per bullet). While it seems pointless, it is very good for powering up your moves and combos as well
Don't forget Joker from persona 5.
@@gregormccormick6092 for his neutral special, he has a gun
@@gregormccormick6092 It's like this in her games, too: if you hold down the punch or kick button, she'll fire bullets if she has guns equipped, and you can use this to extend your combos.
Well powering up combos isn’t the play, but if you do hit something you can hold it for an extra percent sometimes, but only sometimes. Low low low key Bayo needs buffs.
@@Mwright4444bro you can’t say that😳
I think Brawl does Blasters correctly. I've joked before about blasters having the range of 2 subway sandwiches, which in all honesty, isn't half wrong. Blaster's range isn't too far to where they are unpunishable, but still have a good enough range to be a "gun" type of weapon. But there are definitely some other fighting games with gun weapons that don't execute it right.
I agree, also with brawlhalla being a platform fighter, having actual bullets would have been way more OP than if it was a traditional one.
The funniest thing to me has always been shotgun range in video games. The fact that the range is barely further than melee is laughable.
I understand it'd be OP, but I still wish shotguns had more range in video games.
I definitely agree on Noel. She’s got guns, but her move set doesn’t feel cheap
The problem with happy in particular is how tension is gained and how fast you can recover concentration. I like the recent changes to the drain depending on if your close or far. The even made the reload a complete counter hit though the whole animation. My only issue is that when you lose your turn your really lose it. No reversal means if your up against Sol you better not wiff and not have bullets to defend.
-Combo Chaos Main
New patch? I believe you mean the
Rushdown Renaissance
Being a Happy Chaos main myself (tho I’m nothing more than a casual) I can say that for the longest time I didn’t even play him as a zoner, I would learn a few BnB combos and be done with it, which I find is a much more enjoyable way to play him. Tho it’s stupid just how strong his zoner capabilities are for certain matchups like Goldlewis
No the biggest issue with HC is that he breaks the fighting game meta. How is it OK for a character in a fighting game be fair when they can hit you from distance multiple times with no recovery and fast bullets without hitboxes. Even if they fixed the tension gain issue he's still broken
If you whiff you should be punished. No offence but what world do you live in if you are upset by you making a mistake and being punished for it.
@@floofzykitty5072 crazy considering HC can just not get whiff punished simply by shooting at any given time now counter hitting the opponent.
The more insightful of you will realise that projectiles have been a part of fighting games since Street Fighter. They were added so that players could engage in ranged combat meaningfully.
Guns are just flavour and fluff painted over the crunch of hadoukens and sonic booms.
One of my favorite gunslingers in FGs is Hol Horse from JoJo HFTF he shoots slow bullets that he can control the direction of so it can hit, he also places trap on the stage so it makes for a very interesting zoner/trapper archetype
Does emperor even count as a gun
@@izzywood2874 yes it does
@@izzywood2874 it’s. A gun.
I'm surprised you didn't mention Erron Black. I personally think he's one of the best gun characters in a fighting game
"Fighting game"
@@uastyrdzhii ayoooooo came here to say the same thing mk may as well be a swimming simulator, sorry ur fav cowboy is in such a bad game op
I have to bring up the end level of Katana Zero. You get access to a gun, special effects and all sitting on a table. You walk into the next room gun in hand, but you just throw it into the dudes skull instead. Absolutely golden.
2:10 And this is why I love Tekken and later Smash and other platformers. The way they make movesets out of random stuff is awesome
Katze, from Bushido Blade and its sequel, was a terrifying gun user. In that game, the main gameplay loop was dodging and parrying melee attacks, since one lucky hit could kill you, and even a glancing blow could completely nullify an arm or your ability to walk. Katze was the only guy who decided to bring a gun to the sword fight, and he could murder you from across the screen with one bullet.
I’ve always enjoyed the ways different fighting games try to balance guns into their rosters. Ultimate Marvel vs Capcom 3 is a notable example as it had a lot of characters which used firearms and they acted like actual guns. But they didn’t feel exactly the same to one another and had unique ways of changing things up between characters
Tbh i have been waiting for a game that combines fighting and shooting elements, tbh a good foundation would be metal gear and its cqc game mechanic, a game that focuses of getting up close then just go cqc. I'm surprised no one has tried that yet, basically a john wick game.
GUILTY GEAR, UNDER NIGHT IN IRTH, MELTY BLOOD, AND BLAZBLUE CHARACTERS!!! YEAAAAA!!! tbh I'm kinda just glad that he is bringing light to these games considering that they're kind of overlooked in the 2D fighting games community. (games like super smash bros, brawhalla, universal time and other games that aren't 2D) Especially Blazblue considering blazblue is basically a desert zone and is a really good fighting game and deserves at least more attention.
Overlooked?... Blazblue?... Guilty Gear?... Melty Blood?
In the 2D fighter scene they're pretty much considered GOAT.
Sure, outside of the dedicated fighting game community they're probably unheard of... Most people only know Street Fighter, Tekken and Smash. But the actual fighting game community do not overlook any of these games.
Lmao which fighting game “community” are you in where you think Guilty Goddamn Gear is obscure? Come back when you’ve learned a combo in Arm Joe.
There should be a quote in every fighting games
"If it can be used in a fight, then it's possible"
Joker's finesse with the gun is honestly why he's my favorite character in SSBU ❤
Great video presentation and editing as always. It's cool to see more videos about fighting games as a whole.
Thanks!
i think a great example of a character with guns is erron black in mk11. he has a rifle stance that makes him automatically walk forward (when he’s not firing) so he can’t just sit back or delay shots to zone ppl out. the bullets hit high so they can be ducked, but hit instantly so it’s still useful for mid to long range.
the rifle stance actually has melee options as well, where he gets to launch or stagger you with gun butts. he also gets a krushing blow when the gun’s empty(that grants him a new combo starter), so it adds an interesting dynamic where you can sacrifice your zoning to have a more threatening/damaging close-mid range hit confirm
I month after buying MK11 and I still have not started with Erron Black
XD
I remember the two gun characters from Bushido Blade 2 being the HARDEST fights. A wannabe cowboy (so annoying) and a chick with a carbine...meanwhile you have a sword or polearm.
guns in fighting games truly depend on the variability of situations. a gun may be incredibly oppressive to one opponent, whilst the very next match a lower skill player can aggress and make the gun hard to impossible to use. i cant tell if i explained that well, but im just trying to say that making fighting a gun as consistent as a normal brawler or sword fighting character is a main focus of a fun weapon in my opinion.
also, really hoping you get lucky with subs and stuff soon. you are a top 3 creator of mine, keep up these analytical type videos. very nice to have a creator pick apart fighting game tropes, and also be big into brawl. keep it up, man
"Never bring a knife to a gunfight"
Meanwhile Gunblade is a knife and a gun
Chris redfield in MvC3 is a good example of using both his guns and his melee weapons in combat
I think guns in fighting games are okay as long as they are implemented correctly but of course sometimes it can get annoying if you main a character that can't close the gap
Tbh i have been waiting for a game that combines fighting and shooting elements, tbh a good foundation would be metal gear and its cqc game mechanic, a game that focuses of getting up close then just go cqc. I'm surprised no one has tried that yet, basically a john wick game.
@@jmgonzales7701 that sounds like a good idea for a game mechanic, one more idea I had was for a fighter to have their to guns act like brawlhalla's gun mechanic making them get up close while still being far like dhalsim in a 2D type of fighter
The timeframe this game came out was also the release of DNF Duel and released with 4 gun characters in their 16 character roster. Each of them play wildly differently.
We can start with hitman who uses an SMG. His bullets only hit on the muzzle flash with most attacks having his sword as the primary focus and even out ranges his SMG in various chains and moves. He plays almost like a dante focused on his blade, but the gun does help break some of the armored moves in the game.
Trouble Shooter carries a shotgun and an explosive blade and a contact nade. He is oppressive with large area attacks with long reloads that can be dodged and weaved through if the TS just spams them. So his goal is to make traps and the battlefield as hostile as possible for those wanting to get in with the threat of a 12 gauge and explosives always something they have to overcome.
Launcher is your arsenal wielding character, she has a weapon for every situation from short range pistols, flame throwers, AMRs, launchers, and more. IF you want explosives she has them and takes the place of queen zoner because of that. This doesn't leave her pressure without flaws as her weapons do struggle up close and the roll mechanic can be the perfect tool to get in.
Lastly there is Ranger, your cowboy Gun kata marksman. Where other flood the field he takes pop shots with aim. Most notably he is the inverse of launcher in terms of gun mechanics. His pistols shoot full screen but dont do that much damage but will gladly chip a foe down if they let you. But once you get closer he can show his true colors show as he switches between fancy shooting and martial prowess.
So if this sounds interesting, look into DNF duel gameplay and see how they demonstrated these 4 common archetypes for gun users.
Ranger sounds a lot like happy chaos on paper (I don't know shit about ranger cuz I know nothing about dnf duel but) both use revolvers, will chip you from full screen and will run your shit in close quarters if you close the gap
@@LeFisheboi So going over some DNF Duel mechanics; The game functions with white damage and red damage. Most attacks do mainly white damage while mana attacks do red damage and cash out white damage. The game also uses a guard meter and has an offensive roll to get in. So you don't get chipped out as white damage will heal off if you don't get hit.
That being said Ranger is interesting because out of all his tools, he has no overhead strike. Every move is either a mid, and 2 moves are a low. His moves also don't function well at full screen, he excels around half screen where he can't get poked but still keep you in range of his specials. White chip is nice but if you can never confirm it, then what is the point since it will just be healed off. His farthest mana moves are 5M and 6M, one fires an easy to block volley and the other is a leap forward asking you to get punished.
Launcher however... She will ruin your day if you don't know what is safe to roll or jump. In comparison to Ranger she does a LOT of white damage, her specials do cover full screen and she has great guard breaking tools.
Couldn't of said it better
@@LeFisheboi Depends really. From what I've seen, playing Ranger against Vanguard is a tough fight. Sure Ranger has guns, but many of his attacks depend on getting up close to combo into. This is where Vanguard gets dangerous, as his spear(?) has a large amount of range and hits like a truck. Attacking from above him is especially risky as he can grab you and hit you multiple times afterwards as well. So yes, while you could do that with Ranger, I'd say your best bet would be to play as a character like Hitman or Trouble Shooter
Some games like dbfz where you can super dash through projectiles and punish people are one of the cool balances I saw in fighting games.
yes
I love how project m and smash does guns, joker uses guns to great affect for bonus damage but can't kill enemies with them, Samus has to charge her gun if she wants to kill with it or has slow moving missiles you can chase and use for combos.
An interesting example is the injustice series, Harley quinn can somewhat zone but it's not overwhelming and her handguns are mainly used in combo strings instead while deadshot on the other hand IS miserable to fight against and is mostly a zoner
Guns have been present in fighting games since near the beginning of the boom days of the genre. Some gun characters from the mid to late 90s: B.B. Hood (Darkstalkers), Sharon (Street Fighter EX2), Vermilion (Battle Arena Toshinden 2), Cervantes (Soul Edge/Calibur), Stryker (Ultimate Mortal Kombat 3), Hol Horse (JoJo's Bizarre Adventure), Katze (Bushido Blade), White (Fatal Fury Dominated Mind). Mr. Satan (Dragon Ball Z Ultimate Battle 22) had a rocket launcher. Fang the Sniper (Sonic the Fighters) had a cork gun, while Neinhalt Seiger (Samurai Shodown 2) had an arm cannon that shot fire. Godhand (Erhgeiz) and Mega Man (MvC) had arm cannons. While his regular fighting style used stuff like eye lasers, Fulgore (Killer Instinct) had a gun-based finisher.
I can't believe you actually showed Blade Strangers. That game is goated. I wish more people knew about it, it's so sick
I like how Joker in ssbu uses his guns
I saw Glockroach on the thumbnail, I clicked. Didn't expect have a thorough essay on guns in Fighting Games. As a Brawlhalla player mainly, Balsters are doen so well, one of the hardest weapons to master, learning it isn't that hard tbf, but yeah spacing already plays a huge part inn Brawlhalla, Blasters makes it tenfold, that's why Cody Travis is the best Blasters user in the top players. Superb video as well! :D
Yeah, all of those reasons are why blasters are my favourite weapon, thanks for watching!
@@typhoonbh I’m a Jhala main, I should learn them haha
@@Siinory It takes a while to learn the spacing but once you get the hang of it, it’s so rewarding
@@typhoonbh I'm a fast learner who likes to learn. I'm platinum as well, and well... Experimental exists 8D
I think the best way to incorporate guns is to give someone a reason for using them. Not like a backstory, but because they need that advantage in a fight. Make their aim bad but everything uses a gun kinda like Elphelt or Hitman/Ranger. Make aim the reason why they have lights, mediums, and heavies, with distance determining how much knockback/hitstun is dealt thus creating a very technical character you need to practice with. Almost like how you do really need to practice with guns to be good, but here for fighting game balance compared to grapplers.
Glad brawlhalla got recognition here, In alot of videos I see that are just talking about fighting games in general, I never see anyone talking about brawl, despite it being fairly popular.
solution: fast projectiles do little damage w/ no knock back; Slow projectiles have knockback
Guns in real life: *balanced *
Guns in fighting games: *broken hitbox *
your videos are amazingly made, you really deserve more
I appriciate it!
I love how you use guilty gear as examples of fair gun characters, with elphelt being busted in most versions, and happy chaos being really good this patch. Though still gets the point across
Yeah I guess they aren’t the best examples.
I’ve just stumbled upon this channel.
Man, you’re criminally underrated…
Hope to say the day you reach 100s thousands of subscribers because you deserve it and more!
Great video! Elphelt is my favourite character in any fighting game, haven’t played a character in any other fighting game that was as much fun as her
i think i can say with confidence that everyone wants for guns to have a place in the fighting games scene, which would be a challenge considering how it sounds unorthodox to be in one
They did blasters good in Brawlhalla but I was thinking of a rifle weapon typhoon probably knows what I’m talking about but I was gonna make it all long ranged for a concept and have its weakness be close range to kinda make it even not sure about it anymore.
Another good example is Pirate in for honor she only uses it in close quarters
Guns work in fighting games. Either being part of the character normals/specials. It's just a matter if it's a character meant to have range to have a zoner type feel like deadshot from injustice 2. Also a character like adachi from persona 4 arena where he has a gun but it's used for a few normal attacks and him shooting the arcane card for his persona to do special attacks.
Always excited what developers decide on a character that uses any guns for their moveset.
As far as the world meta game goes, The Armor skill and item trees are constantly being upgraded. Guns still have a huge lead, but the minimum effective stopping power needed to defeat armor is also steadily climbing.
WHY IS YOUR CHANNEL SO UNDERRATED
¯\_(ツ)_/¯
I feel like the idea of using melee attacks with guns is rad as hell. Stuff like gunblades from who knows what animes are always fun candidates to be put in fighting games
One of my favorite gunmen in fighters was Vermillion from Battle Arena Toshinden series. Dude had a pistol and shotgun and his Overdrive up close could kill you. What made him fair was his walk speed. We're talking abysmally apocalypticly slow. Like 1 step every 3 seconds and they were baby steps at that.
The thing about this is that how the guns are used matter a lot. If they're the main focus of the character and he just gets to fire at will, you'll probably end up with an NRS syndrome. However, if you incorporate it to a character's kit as a small part of it or with actual drawbacks, then it's OK.
Elphet, Noel, Sion, Powered Ciel, Dante and even Whip (She actually has a Desert Eagle for some unholy reason) are some great examples of how you can incorporate guns into your fighting game in many different scales of relevance to the kit of your character without ever making it oppressive.
0:12 LOL 😂😂😂. As Homer Simpson once said, "This contest is over. Give that man the 10,000 dollars".
Well in the past of fighting games we have had characters that can also fly use another puppet character sometimes fight as two different people at the same time so guns definitely should be part of it
in fact they are adding more things so I'm all in agreement that
Tbh i have been waiting for a game that combines fighting and shooting elements, tbh a good foundation would be metal gear and its cqc game mechanic, a game that focuses of getting up close then just go cqc. I'm surprised no one has tried that yet, basically a john wick game.
i like the implementation of mollos flare gun in rivals of aether. instead of knocking you away, it pulls you in.
The content keeps getting better and better.
You're on the rise friend.
I appreciate it!
The gun patch was truly the biggest meta shifter on Earth
Indeed, they didn't nerf it and now it's everywhere
They're giving it too much buffs
That thumbnail tho sheesh
Another banger video
thx for always commenting
This thumbnail goes hard man, damn
Feel free to screenshot
Interesting video to watch with SugarPunch's video about the same topic. I wish you had mentioned Gun Kata like he did- a clear inspiration for guns in fighting games!
Didn't think I'd show up here, but cool to see. Great job with the video!
Glad you liked it!
Personally, I play Happy Chaos and think his zoning is quite busted but his up close combos and loops and strategy is also really good. I'd sure to guns, but maybe have less zoning capabilities and more close and personal, probably about 70/30. I say this because it's a gun but it's never fun to be getting zoned out.
Guns and magic weapons definitely spices up from the traditional hand to hand combat.
I play Happy Chaos on GG Strive and I love how close up you can be, with zoning capabilities, as I feel like that's how he's meant to be played as rather than a "zoner". Trust me, sometimes the knife wins over my gun fights.
It's not the weapon, it's the fighter. Advantages are only advantages if you win.
Nah, if you lose with an advantage it was still an advantage. You destroying Chun with twelve in third strike doesn't change that you very much should have lost that one lol.
@@Pandaman64 I Would Disagree. Advantages are Like Weapons. It's Not the Size of the Weapon that Matters, It's How One Uses It.
Just Because Matchup is Bad, Doesn't Mean It's Impossible to Win One, Like David and Goliath, How a Players Uses That Advantage Can Mean the Difference Between Winning Or Losing.
A Chun Li Player With Little-to-No Matchup Knowledge on Twelves Moves Is Going to Have a Harder Time Then a Twelve Being Bullied By Chun Li 100+ Hours Straight.
Edit: Same Principle Applies with Ken and Chun Li. If Chun could Curbstomp Ken, We Wouldn't Get the Daigo Parry.
You know, on the strive character select screen, it has the “optimal range” that the character is supposed to be strongest at. Happy Chaos’s optimal range is full screen there, so he is probably supposed to primarily be a zoner.
@@Time2GoHam1995 Probably. But Like Deathstroke From Injustice, You Can Also Play Rushdown Happy Chaos, It's Just You Actually Have To Work For It Now ( Unlike Deathstroke ).
@Eagleye 28 you misunderstand. I'm responding to "an advantage is only an advantage if you win." Which is nonsense.
If advantages are like weapons, then you being able to negate or overcome the user of said weapon doesn't mean that weapon doesn't exist.
Its semantics, really. I don't disagree with anything you said, just clarifying myself.
The video included some great positive implementations, while they're not perfect or perfectly balanced, they're pretty far away from the worst cases.
I feel like Deathstroke and specially Deadshot in Injustice 2 should have been brought up.
I did think about mentioning bad ways games have implemented guns but ultimately decided not to. I could make that a separate topic though
I like the risk and reward you get with a good gun character. The reward is forcing opponents to basically run into you're shots with enough read making it insanely difficult to get in. The risk is if they do get in most gun characters have pathetic close range and life as well.
Naoto from P4Arena series is a great example as she not only has guns but traps as well. She also can instant kill if you are hit enough but the trade of is her abysmal reversal and having the smallest life bar in the game. Gun characters are the zoners cooler brother as they don't always feel like a slog to fight like some zoners can be.
As a minor but of nitpicking, beer belly and muscle body are not mutually exclusive. Boxers, power lifters, sumo wrestlers and other athletes can have incredible soft girth over layers of hard, nigh impenetrable steel.
UMBv3 and vanguard princess show the advantages and drawback. Sure they can dominate full screen, but they don't cover an wide area. You have to aim to hit the target. You have limted ammo and almost a sitting duck up close.
I think this video explained it pretty well how guns must have a specific kind of design to fit in. Like in the ones you mentioned, they fit right in with the other characters and how the Guilty Gear one is punishable yet strong where you must balance its use. I can't recall games I know where guns in general are too broken but I know general games where some projectiles are just unfair among the rest of them.
apex pred
I wish I could go back to highschool to watch you do presentations all day :)
What you described as a beer gut with abs is actually called a barrel gut and it's often considered performance in weightlifting
I actually like the idea of a character being able to use guns at different ranges and i hope we get to see that more often in games
I remember there was a Mugen character that just was kind of a generic gangster character but in one of his supers he just pulls out a gun and it's an instant one shot. Peak comedy
Bro I’m so smart in the beginning I thought the “world mmo” was a real game and was going to search it up 💀
Fire thumbnail bro
All I can think about is this one Injustice tournament where guy A ran fist and guy B ran gun. Guy B won the first two rounds and once guy A swapped to a character with a gun as well he destroyed the other.
Game balance aside, the spectators were displeased.
Blasters in brawlhalla is a balanced weapon but then there is scythe (:
i have been watching ur channel for a while and its my first comment here , but DAMM THE THUMNAIL IS SO IMPRESSIVE !!!!
Thank you so much!
They should make a fighting game with realistic guns and wounds. The trick is to pull off a fast combo to quickly draw your weapon, aim and hot your opponent with a deadly shot.
The editing tho...... hats off to you sir
Good video and editing holy shit
Just wanted to confirm that yes, the Megaman in SFxT is specifically put in the game as a joke about "bad box art Megaman" from Megaman 1. I thought it was funny personally, loads of people hated it tho
Also apparently it was Inafune's idea - which fans look differently after people turned on him post-MN9.
Only thing I know about guns or ranged projectiles in fighting games is that it used to be my cousin's favorite spamming attack until i learned how to sidestep/dodge
Ig a way to implement guns in a fighting game is to make so they go hand to hand with the lore.
You make so you have an advanced type of technology wich makes strogn guns, but, the issue is that more far the projectile goes, the least damage it does, this because it's a flaw of the wepons, but are still more powerfull than base guns because now everyone have some type of skill, resistance or strength that makes basic guns useless, so this special guns were made so they can damage those ppl
One of my favourite character that use gun in fighting game are Anonym from Akatsuki Blitzkampf. She is a gun welding nun that her Low, Medium, and High button are all just projectile (except when you hold back). The cool thing about her is she has Gill's Resurrection
To be completely honest adding gun characters and fighting games and actually that's more variety to the to the fight to actually and especially in close range and even in Long Range combat as well and especially mechanic wise in gameplay wise too so yeah I accept these kind of characters in fighting games.
At this point of advances in game design where we like to abstractify the fundamentals, the idea of guns are more of an inspiration or a theme. Zoners with guns are zoners, rush-down with guns are still rush-downs.
true
Brawlhalla and platform fighters in general bring a very interesting take on guns (and projectile zoners in general) due to their core mechanics being fundamentally different from traditional fighters. Where most fighters deal with stiff movement, risky jumps, notable block pushback, and regular health bars a game like Smash Melee has Falco dashing back and forth whilst churning out a million lasers a minute. Despite how conceptually insane his lasers are he still isn't overwhelmingly dominant in top level play since the game has so many tools that its relative strength (as compared to the absolute strength of such an insane projectile) is still strong but isn't a zerosome experience to play as or against.
Anyways great video! I don't tend to play traditional fighters unless I'm just having a 10 minute mash against a cpu or with an equally clueless friend but I always love to see analysis videos breaking down these types of concepts and mechanics.
I think guns work best with a hard ammo limit per match. Make guns very good, with multiple applications, but when you're out, you're out.
It makes no sense for those guns without reloading, just like swinging a sword with full screen hitbox as normal attack.
Well most gun characters are magic based, so they arent REALLY shooting the gun, they're using the gun as a catalyst for their magic.
I think guns should be in fighting games but I also believe that they should force the player to get involved. Zoners risk nothing and that adds to their smug demeanor, what I recommend is giving them a certain number of bullets and once that runs out than they have to get involved and do some combos. Give them a reload animation, akin to Sin Kiske's food gimmick that slows the match down for them for a second. Sin players have to worry about being rushed after the meat gimmick, give the gunners zoners that same fear, or you could Gun Fu approach of Noel and The Ranger from the New DNF Duel game.
Best brawlHalla youtuber, change my mind
*"Man brings shovel to a gunfight and WINS"*
-TF2 news
id say it does heavily depend on how its used like for Erron black in mortal Kombat he used to be able to use the move unload a unlimited ammount of times pretty much and could spam it from across the battlefield but then the next game in the series made it so he needs to reload that gun
I like how Smash Bros. does it, Fox uses very fast lasers that doesn't flinch/causes hitstun, Bayonetta and Joker have similar projectiles, the only guns that do hitstun are either slower or need charge, characters in fighting games are already superhuman beings that take worse to the face, heck any gunshot is just a small point of health, so making them not flinch isn't out of place and a better compromise that doesn't change how a gun works.
Those are my ancestors in the beginning - mom we're famous!!
For me happy chaos doesn’t change a thing like alot of characters have almost entire screen range
my man doesn't lie when he meant quality content
Well done. A fun discussion. I love it when fighting games get creative with character & weapon design. One of the big reasons why I started getting into Brawlhalla (besides the lore, of course) is that the game makes it easy to feel awesome while playing it. It has very creative & cartoonishly fun attacks & weapons. Blasters is just the tip of the iceberg there.
Bro, I'm starting to understand a lot more of Skullgirls 2nd Encore thanks to you mate
As long as it isn’t Peacock from Skullgirls level of zoning, I think we’re chilling. But I do like characters like that of Brawlhalla which use guns in a unique way more than just “hahaha I shoot you from fullscreen”
Fun fact: the mecha-suit of PAC-MAN rappresent a Tekken fighter named Mokujin
Ah so he was a dlc character with moves that already existed, nice lol.