It's funny seeing Soku's weather being praised as when it came out in Hisouten it was super hated by most, the weather was reworked in Soku, but it didn't feel ths much different at first, they did more balance changes later on. I think the video is missing some other things that make the weather interesting, as going unga bunga in typhoon is fun, but most weather effects have interesting properties.
The thing about listing those other weathers is I'd have to explain some of the other mechanics and it just goes SOOO DEEP lol. I want to do it though, and I think I will soon. Typhoon is just the easiest to explain without also mentioning the spirit gauge, or cards, or wrongblocks, or any of that other goodness
Soku definitely deserves it's own video. The game's so unique, full of interesting mechanics, and most of those mechanics aren't Typhoon or River Mist.
Typhoon is just easiest to explain for people who don't understand all the other crazy stuff lol. I didn't even mention the spirit orbs or wrongblocking or any of that. Making a dedicated video is going to also focus less on those things unfortunately though because of how deep the game actually is
Glad you enjoy them! I recommend going back and watching some older ones of mine from the last few months cuz I've covered a wide array of stuff and new people tend to miss them
A dedicated Soku video sounds like a real fun prospect. I support it. Nice video overall, as well. Always liked the extra layers that status effects can create in other games, so seeing them done well in fighting games is always a joy.
Talk about Soku! is a really fun/wild game with a very active community. The fact that everyone was surprised with Asuka's gameplay in Strive when customization of moveset on cards and resource management is part of every character in Soku hahaha
only played it casually and mostly a decade+ ago, but it feels like i see people asking for a game like soku all the time - short combos to spend more time interacting, customization in the form of decks, unique interactions and strategies all over. the cards that completely change a special move for the rest of the round (or just level it up) are such a cool concept, like the opposite of that deranged lab coat debuff. it also has a great community rollback patch w/quickplay (it's a discord game for the most part, but its not impossible to find ppl ingame at peak hrs - hopefully even easier after getting the exposure!) also, and i cannot stress this enough: patchy best 2hu
Wow, I've never seen anyone so indescribably wrong. No, seriously, how a person can be allowed to speak like this is intriguing and baffling, confounding even. Words cannot explain in any amount of proper detail how incorrect, objectively the sentences which you've constructed are. If an ape had stood upright and spoke I can only assume it would say something very similar. Suika, is, *superior.*
@@3546546547 an old friend, the main person i played soku w/ back in the day, her fav is suika. i've fought this war for ages; my blade is HONED -- u better back off...... while u still can............ ....................... ........
hisoutensoku mentioned! thanks for bringing soku up. a full video would be cool, but as with most fighting games, explaining where the depth comes from can't fully express the depth itself. unlike other fighters, though, knowing about other fighting games won't help you understand soku much. normal concepts like whiffpunishes and mixups exist and are easy to spot in soku, but the decision-making around them is usually completely different. all this is to say, it's a unique enough game that the only way to know the experience is to play it.
@@qmanchuThe one thing Soku has over many other fighting games is its resource management and awareness throughout the match. The Losers Finals match on Tessiro’s 300th tournament has some of the highest level playing. It’s a good watch.
Very small almost meaningless correction: Calm gives you the spotlight on HIT, not on knockdown. It also trades back and forth if a player is hit again during that Calm. In the case of a trade that knocks down, the player who wakes up first gets the spotlight (as is in the video). Thanks for making this, it's well researched and a good acknowledgement of a big part of what makes soku a fun system to play around with.
SOKU MENTIONED RAHHHHH genuinely recommend people give it a shot if they’ve never tried it, there’s no other fighting game like soku and for good reason oh and fun fact, the game has received community rollback not once, but twice
Hisoutensoku mentioned, thats cool! Funny enough, aside from the Weather System having various global effects, there are some Supers (Spellcards) that would also count towards being buffs/debuffs or ailments, so Soku really got it all in the Status Effect department. Aside from that, I think a deep dive into the game would be quite interesting as the game isn't discussed enough in the common FG circles and there is a lack of videos or material that actually discusses the Gameplay elements proper, especially considering how complex or messy the Offense and Defense can be with the lack of throws/proper high-low mixups and defense being astoundingly powerful. It's been 15 or so years and the game sometime still feels in its infancy when it comes to a complete understanding on how to play it optimally.
Touhou fighting games have some of the most unhinged and ridiculous mechanics, it's just fantastic all through out to mess with Hisoutensoku also needing you to craft your own decks is a great way of making the experience even more unique The amount of customization you can do to each character from their deck is insane with that all the 4-5 command inputs can be switched out or in with the corresponding cards. Allowing you to completely mix up your kit, gameplan, supers, just everything. Heck, have you seen a super that can do damage in the next round? I certainly haven't before this game, Sanae and Patchouli has that as a 5cost super, you can literally activate it at the end of a round and the effect lasts long enough to be still there to provide advantage in the next round. Is it good is another question, but the fact that it's possible is hilarious. Each game with each character is very unique due to what you can do with each character, you can make each character play in very different ways, in a sense, just from a kit stand point, it's like Smash 4 but way more interesting in every way. The weather also makes sure that no two fights are exactly the same, you have to always adapt to the new weather. Snow literally lets you decrease your opponents super gauge, River mist absolutely fricks with all your spacing, Heavy Mist gives everyone life steal, there's just more and more, from funny effects such as whoops no one gets to see what their selected super is to simple effects such as melee is more effective, or to more shenaniganry effects that can outright turn the tide with supers costing one less to use. It's just so incredible. The later fighting games are also all very unique For example there's also a character that literally acts on her own at times and so playing her is almost like needing to do teamwork with someone else. Both HM and ULiL also has some really unique game mechanics, though sadly I wish AoCF was better at this, it's mechanic is far less unique compared to the previous ones
Haven't played Hisotensoku for years. But, it's crazy fun and dynamic. You should definitely do a video on it, as there's so much to it. Like the spell card system and how it can upgrade or change moves, the unique abilities of the characters, even the movement of some characters. I think there's a weather effect that gives hyper armor. The mixups between bullets and melee can be crazy.
They did so much better than translating things from the rpgs, honestly. All of the effects would be “prevents opponent action” except poison and, ironically, freeze and shock.(Unfortunately, I learned while checking the effects that weren’t in P4, that freeze and shock actually were made into “lose a turn” effects in Reload. They’ve got a little more to them, but… damn) On the other hand, it’s too bad the effects are adapted so loosely; Panic and Charm would be hilarious in a fighting game. Normalize replacing your opponent with a level zero computer.
Please make the Soku video. I played Touhou Luna Nights a few years back and ever since I've been dreaming with having Sakuya on a fighting game 'cause I loved her mechanics. I've even looked up the Touhou fg's but didn't understand enough to realize what was going on, but with your brief explanation, I just felt really curious to try Soku myself. Graze is another bullet hell mechanic they used masterfully in Luna Nights, so to have it in a FG seems amazing.
Thank you for covering Soku, it's a criminally underrated gem and outside of weather the game has a ocean of extremely unique mechanics. The English speaking community recently had it's 300th weekly tournament which was a absolute treat to watch (On Tessiro, the TO's UA-cam channel) if anyone is interested in seeing some of the highest level gameplay.
Oh my god I would LOVE a dedicated Soku video. Soku in my opinion is the most under-appreciated fighting game that definitely deserves to at least known because I mean- it’s very unique in many ways and its just overall very special to me.
This came up on my radar specifically due to Soku. I adore this game with all my heart and I'm glad you mentioned it! It's fun, too, how the timer being completely replaced by the weather system means that there's no way to stall out a win by health lead. Everyone needs to interact in order to secure the victory. As an aside, Calm gives you the healing effect on hit, it doesn't require a knockdown (which the footage itself ended up showing anyway). And as an aside aside, I would love to see a dedicated Soku video!
As an avid soku player and enjoyer, I love getting any content on it. I always feel like the Touhou fighting games get overlooked a lot, and if anyone talks about one it's normal aocf.
A Soku video would be great, I first discovered it through someone hosting it on Parsec Arcade (back when that was a thing...) and it's definitely a complicated game to get into
The wildest status effect I can think of on a fighting game character is probably on the modded yomi character sunshower. Sunshower uses a status effect called sinking which he can apply to himself or the opponent in a bunch of different ways, and the short explanation of how it works is it's a stackable status that accelerates the character's negative penalty gain, forcing both players to become more aggressive as their sinking builds over the course of the game. Sunshower himself also gains a crap ton of different advantages from applying sinking to himself and to the opponent, pretty much all his moves (normals, specials, supers, even movement options) gain unique buffs at certain sinking levels or on hitting an opponent with enough sinking, sinking gives him a damage multiplier which helps with his pretty low base damage, he can spend meter to convert sinking into another status called protection which gives him a defense buff, spend sinking on umbrellas which can be used as projectiles that apply sinking to either player on contact or to launch yourself off them, transfer sinking to the opponent with certain moves, and at enough sinking his guard break inflicts sinking deluge, which burns all of the opponent's sinking to completely erase their health bar. Sunshower is literally an rpg character directly ported into a fighting game and I'm all for it Edit: yes I know sunshower comes from limbus company, I just didn't mention it because my comment was getting super long and my project moon knowledge is pretty much nonexistent so I can't really compare it to the source material, he looks like an incredibly good adaptation of the character though
Yeah, he is LITERALLY an RPG character ported into a fighting game, as Sunshower and sinking are from a game called Limbus Company, and it was basically translated 1/1 from the original.
I don't know if you're considering platform fighters as eligible for discussion (not that the genre matters that much for the game I'm bring up) but Rivals of Aether is a great example of statuses and meters being a core component of the game. While not containing universal statuses like Soku, a good portion of the Rivals cast operate around some kind of buff/debuff application. Thought it'd be interesting to bring up because it's rare to see a game give so many characters their own individual micro-goals
soku will always have a special place in my heart, even if I don't really play it any more, because its the only fighting game that has sanae (but then when I lose with her I feel extra bad...)
I have a feeling this will be a huge part of 2XKO. Several champions have unique mechanics that will probably find their way into the game in some form. Ori ball, Illaoi tentacles, Ekko rewind, etc.
yoooo finally soku's appeared on the list. the only one i've seen FGC content creator discuss this underated game. the mechanic is fun and has a lot of depth. hoping for you one day talks about the jishin reset on Soku.
soku isn’t even the only 2hu fighter. There’s several of them, all with their own gimmick! soku might have the most active community, but I def recommend giving them all a shot
It's not a big amount of lag, so if you watch competitive play, it's rarely used outside of online play where there is already going to be at least a frame or two of lag to begin with.
@@randumo24 it's actually very good lol, ask any top player and they'll tell you. it isn't used often because it's very hard to get but if the Valentine has a resource assist and they'll use it for practically every mixup
I don't really know much about fighting games (or pvp-focused games in general) but I'm a huge touhou fan. I didn't realize hisotensoku was so unusual, so this was interesting to watch. Soku isn't the only touhou fighter, by the way, though the others (aside from Scarlet Weather Rhapsody) don't use the weather system. instead, Immaterial and Missing Power is (as i understand it) a fairly standard fighter, and the other three (Hopeless Masquerade, Urban Legend in Limbo, and Antimony of Common Flowers) have the characters be constantly airborne. (HM also has an odd mechanic based around winning support from in-game spectators)
another qmanchu video... (lee voice) excellent... lol heres some ideas off the cuff what about a video on how weapons (sword, guns, a knife on the floor) are like designed. or whos got the best weapon in all of fighting game (best as in broken) also a video about "freaks/monsters" in FGs could be cool but i would wait for halloween lol
Shoutout to Taz in Multiversus for his seasoning system: He can shake salt and pepper shakers onto an opponent and hit them with other food items to apply levels of “Tasty” status to them. When their Tasty level is full, this immediately activates the “Cooked” status: they are temporarily transformed into a whole roast chicken that can’t attack, only run away.
Go for Soku! that game is so deep and layered it's Crazy. There is a deck building element that allows your character to evolve over the match based on what kind of deck you built and whether you spend your cards on supers, changing your specials, or upgrading your specials.
Thank you!!! I've recently been looking for the exact thing you described, a fighting game with debuffs as a central mechanic, because of Marvel Contest of Champions. Even though it's a mobile fighting game with no real pvp, i thought the way buffs and debuffs are used was super interesting and hoped a proper fighting game existed that used a similar idea. I researched a bit but this is the first I've heard of soku. Even though it's not exactly what I was looking for, the whole weather mechanic reminds me a bit of rpgs like pokemon which could be super fun and I think that more fighting games should use rpg elements. Keep up the good content!
We love to see Soku love That aside, I'd be besides myself if I didn't bring up Pokken. Like in core pokemon, stat buffs and debuffs are a core mechanic and there are a good number of moves that get buffed operate differently depending on how buffed or debuffed you or the other mon are.
I kinda screwed myself over doing these kinds of dives into mechanics cuz I did one on RNG that focuses very heavily on pokken, Croagunk specifically. If I had more foresight, I probably could've interwoven all these ideas a little better haha
Oh no I burned through all my cards and now my 5 cost super is the only card I have left in the deck which means I can’t use it. Fortunately the weather cycle is counting up at tempest right now, so I will just allow myself to get hit by their combo, causing me to get wallslammed and changing the weather to mountain vapor. Now I can finally use my super to swap my health bar with the opponent’s bringing my health back to full and theirs to 10%.
I hope you see this, but I wish you would try the hidden and strange gem known as Toribash. It's a free turn based fighting game where you have to control each joint of your character. Insanely difficult at first but the things you can pull off are insane. I have seen competitive matches with people doing capoeira
I know of toribash and this isn't me saying I won't play it, this is me saying I need to find something unique to say that hasn't been said yet about it
@@qmanchu honestly, I haven't seen a single FGC UA-camr talk about it period. I would love to see a video covering it from the perspective of someone that plays actual fighting games
Always love to see your videos show up on my feed, even with the homepage being like shit and the bell not doing a thing apparently. Looking forward to ur next one! Did not even realize that Touhou game was this wild
I wouldn’t say that lab coat’s debuff is the main thing that makes her good in a game where a combo not killing is genuinely surprising everyone can tod it’s just a matter of how much resources it takes. And honestly zamastu takes much less resources to get those tods and can do it off a kii blast potentially so honestly imo he was honestly still the best character assuming perfect play he’s just also one of the if not the hardest character. Lab coat was just significantly easier to play which take a lot of the mental overhead off the table so you can put your brainwork into more then ok don’t drop the combo gotta be prepared to tod from full screen off any random kii blast I do,
LC21 had the most lows in the game, a command overhead she could combo off of, OTG extensions no other character had, an Aerial invulnerable unscaled special, command grab, good assists, easiest rejump extensions, the debuff, and yes, she was easy to play. I dunno if you missed that part of that season but she was possibly the best at literally everything. Yasha played the highest damaging team in the game and even he fell victim to the debuff. I'd say check those matches again cuz it was way worse than I think you remember lol
Thanks man! I'm a huge fan of yours as well. Good to see you making a comeback Edit: To YT content specifically I mean. Just watched ur vids last night haha
@@qmanchu Thank you, I appreciate the kind words! Have definitely been MIA, but seeing you and a couple of other channels has inspired me to start posting again, so keep up the fantastic work 👍
I'd love a dedicated Soku video. It's one of the hardest fighting games out there because of its neutral and other systems you have to manage, but it's also on the easier end for execution so it's pretty easy to pick up. I really recommend finding games and asking question in the global Soku discord
This was really interesting! I remember first seeing Persona 4 Arena back in the day and being blown away they had "RPG mechanics" in a fighting game, and now it's interesting to see how this has evolved over time. While I have issue with how the games beta was handled and it's business model, Multiversus is also pretty interesting in this regard. They take a lot of inspiration from MOBAs when designing characters, so a good chunk of the cast have buffs and debuffs. You have self-explanatory ones like Slow or Weaken but then there's things like Steven Universe's Bubbled status or Taz's Tasty status. Both require hitting the opponent with specific moves to inflict and then building up stacks of the debuff before it finally procs and the effect kicks in. Steven puts his enemies in a bubble, where they cannot move or attack (or BE attacked) for several seconds, basically turning things into a 2v1 in team matches, while Taz's Tasty debuff turns enemies into roasted chickens which can't attack but only flee from the hungry Tasmanian Devil who can either KO them or use his other special move to eat them and restore even more of his health than normal. If that game manages to stick it's relaunch (which I'm....kinda doubtful it will), they're bound to have more interesting characters and statuses too.
If you want to go even further into this topic I recommend checking out Skullgirls Mobile and Duelists Of Eden, where about everything you do interacts with or inflicts statuses in some way. Skullgirls Mobile has got some real crazy stuff like Thorns damage, Auto-Block with a chance to block automatically, an inverse poison called Miasma that drains health & meter from nearby enemies, Deadeye which lets you IGNORE BLOCKS, and Doom which just straight up kills you when it expires. Also pretty much every character can get buffs by Taunting which I think is pretty funny. Duelists isn't nearly as wacko with its statuses but I bring it up due to how it manages damaging effects, most notably Poison and Mark. Poison is damage over time as usual but you can cure yourself of it early by moving to the frontmost column towards your opponent, which may not always be the best idea as it makes you more vulnerable to close-range spells and makes your movement more predictable in general. Mark is also pretty cool because its damage doesn't occur until after a couple seconds from application, but you can also block or dodge it. There also used to be a Hack status effect that stored up all its damage until you shuffled your deck but it could be applied so easily you could get one/two-tapped by it and so it got removed. Anyways enough of my rambling I recommend giving 'em a look
The support for it has been off the charts, so yeah. I just want to make sure the execution is good. I'm not the kind of guy to make a video I feel has already been made
For the ailments part, great example of it being implimented well is the fox clone in rivals of aether, the fire tick damage is really weak and doesn't last very long, but if he hits a burning enemy with a smash attack it will do much more damage, rewarding good setplay/reads and offense which the character is designed around
My biggest takeaway from Part 1 and 2 out of the Fighting Games I've played is that I am...very grateful we will never see another character like Parace L'Sia ever again Labcoat 21 was already overtuned as a debuffer, but the elven devil of Arcana Heart truly is the ultimate antithesis of this as she had everything everywhere all at once with the overtuning and no downsides. Something I don't know if they ever toned down for her playable debut in Six Stars given she was purely a boss for so long that it felt like Arc and Team Heart were genuinely terrified of making her playable.
I just found this channel and I must say I’m hooked on all the ideas and content here, I see a bright future for this channel if interesting videos like this keep coming
Glad you're intrigued! I try to get creative and talk about things nobody has talked about before so definitely enjoy the back log if anything seems interesting!
This game really needs more attention, it does so many things that are unique to itself and more often than not are copied, like one of the design notes for Marie in skullgirls on the old kickstarter campaign for dlc characters had this sakuya as a design reference
I can probably think of a couple unique status effects. Like Rohan and Pucci in JoJo's Bizarre adventure have moves that'll restrict you from pushing a certain button or prevent you from using specials Injustice 2 has a character that'll cause you the opponent to damage themselves if they push up or down There's probably some indie games that I'm forgetting.
Argagarg in fantasy strike does poison pretty well because it's not a slow health drain but rather in this game you have between 5 and 8 hp depending on the character and what argagarg does is throw a poison fish that poisons 2 of your hp and a timer that starts running down when it gets to 0 it removes 1health and if there is still poisoned health it starts over. (you can stack it but it just increases the number of poisonned hp it doesn't kill any faster). And of course if you get hit the poison disappears from all poisoned HP. What makes it really interesting is that it's less gradual, if arg keeps you out until the end of the timer you lose 1hp, if he doesn't he achieves nothing (and worse cause throwing poison has an opportunity cost that means you're not throwing something else). Another cool status effect in this game is armor break. In this game chip damage when blocking is also not a small amount of damage, it applies a status effect that make one of your hit points flash. If you block another special it flashes faster and if you block a third you take 1 damage. But if you manage to not get hit for a bit it reset and you take no damage. This tend to change the risk/reward for actions because a safe action that you are comfortable blocking the first two time suddenly becomes dangerous if you block it a third. And in this game onimaru has a special effect where if he chips you he armor breaks you, instead of the normal chip he just straight up hit through your guard (the difference being that you take the full damage and hitstun, which really matters when his normals also chip and can deal two damage).
I think a video topic which would be cool to talk about is how tournament culture is part of the FGC, it's definitley not the only genre to have tournaments but it is certainly unique compared to other competitive events
First time I've seen an FGC channel bring up the Touhou fighting games. Even if I'm not the best at them, only doing story mode or fighting AI, I've generally had fun with them. I'll add my voice to the list of people asking for a Soku video considering how much there is to it. But I'd also ask about the other games too, how they seem to a fighting game player going into Touhou instead of the reverse.
soku is a wild game thats for sure. its also the only fighting game where you can kind-off change your move set on the fly through the card system (until you are stuck with the last one you used. i could be wrong though)
Bro always has unique topics
ohio topics
bro visited his friend
I love how there are a bunch of generic topics and then the last one is just "touhou hisotensoku"
This game is so random, i love it
Lmao I was thinking on how to title it and I was like "the name kinda says it all"
Wait, it's atypical? It was the first fighting game I ever tried, and I never tried others yet, but that sounds fun :D
Have you played the main series touhou games@@qmanchu
alright, i'm sold. all new fighting games need weather cycles. let's get Toxic Sandstorm Spikes going in fatal fury
Rare gen3 OU pokemon reference
Fighting game but your fighter loses 25% on switch in, 12-50 based on rocks weakness, get poisoned and then take 6% every attack.
@@chungaplea3323 naw 6%+ a small bit after every 3 attacks, while your oppent switches into a new guy and starts stalling out untill you die of posion
Thats an insanely deep cut for a non-pokemon video/channel haha I love it
Marie from p4u2 has that(kinda)
It's funny seeing Soku's weather being praised as when it came out in Hisouten it was super hated by most, the weather was reworked in Soku, but it didn't feel ths much different at first, they did more balance changes later on. I think the video is missing some other things that make the weather interesting, as going unga bunga in typhoon is fun, but most weather effects have interesting properties.
The thing about listing those other weathers is I'd have to explain some of the other mechanics and it just goes SOOO DEEP lol. I want to do it though, and I think I will soon. Typhoon is just the easiest to explain without also mentioning the spirit gauge, or cards, or wrongblocks, or any of that other goodness
Soku definitely deserves it's own video. The game's so unique, full of interesting mechanics, and most of those mechanics aren't Typhoon or River Mist.
Typhoon is just easiest to explain for people who don't understand all the other crazy stuff lol. I didn't even mention the spirit orbs or wrongblocking or any of that. Making a dedicated video is going to also focus less on those things unfortunately though because of how deep the game actually is
yes i agree
Absolutely
Cheers, I'm the Iku at 13:10, always love seeing our silly game get some attention.
Yo, dabomb! How goes?
A dedicated Soku video would go unbelievably hard. Iv only watched like 2 videos so far but banger content dude ❤
Glad you enjoy them! I recommend going back and watching some older ones of mine from the last few months cuz I've covered a wide array of stuff and new people tend to miss them
A dedicated Soku video sounds like a real fun prospect. I support it. Nice video overall, as well. Always liked the extra layers that status effects can create in other games, so seeing them done well in fighting games is always a joy.
I need to figure out where to start because I spent 6 minutes on it in this video and I barely said anything! Excited to try and tackle that idea
Pls talk about Soku. I love Touhou.
A Soku video has my support
You can go on with how crazy soku is. Half the cast most basic bnbs delete a 3rd of your health and have some wacky hitboxes.
i agree
Talk about Soku! is a really fun/wild game with a very active community.
The fact that everyone was surprised with Asuka's gameplay in Strive when customization of moveset on cards and resource management is part of every character in Soku hahaha
Bro yeah I think he's why I learned about Soku at all!
Fun fact: The weathers were rebalanced in Soku compared to base game, SWR. Most notably, Spring Haze in SWR just disables melee outright.
only played it casually and mostly a decade+ ago, but it feels like i see people asking for a game like soku all the time - short combos to spend more time interacting, customization in the form of decks, unique interactions and strategies all over. the cards that completely change a special move for the rest of the round (or just level it up) are such a cool concept, like the opposite of that deranged lab coat debuff. it also has a great community rollback patch w/quickplay (it's a discord game for the most part, but its not impossible to find ppl ingame at peak hrs - hopefully even easier after getting the exposure!)
also, and i cannot stress this enough: patchy best 2hu
Wow, I've never seen anyone so indescribably wrong. No, seriously, how a person can be allowed to speak like this is intriguing and baffling, confounding even. Words cannot explain in any amount of proper detail how incorrect, objectively the sentences which you've constructed are. If an ape had stood upright and spoke I can only assume it would say something very similar.
Suika, is, *superior.*
@@3546546547 an old friend, the main person i played soku w/ back in the day, her fav is suika. i've fought this war for ages; my blade is HONED -- u better back off...... while u still can............ ....................... ........
@@3546546547 Suika is better he's right you know.
hisoutensoku mentioned!
thanks for bringing soku up. a full video would be cool, but as with most fighting games, explaining where the depth comes from can't fully express the depth itself. unlike other fighters, though, knowing about other fighting games won't help you understand soku much. normal concepts like whiffpunishes and mixups exist and are easy to spot in soku, but the decision-making around them is usually completely different. all this is to say, it's a unique enough game that the only way to know the experience is to play it.
I've played some matches against a friend of mine but yeah I'm going to have to work hard to figure out an angle for this one
@@qmanchuThe one thing Soku has over many other fighting games is its resource management and awareness throughout the match. The Losers Finals match on Tessiro’s 300th tournament has some of the highest level playing. It’s a good watch.
Very small almost meaningless correction:
Calm gives you the spotlight on HIT, not on knockdown. It also trades back and forth if a player is hit again during that Calm. In the case of a trade that knocks down, the player who wakes up first gets the spotlight (as is in the video).
Thanks for making this, it's well researched and a good acknowledgement of a big part of what makes soku a fun system to play around with.
Thank you for the correction!
hisigets
I'm a dimple man. I see people acknowledge Hisoutensoku in a duscussion of fighting games, I click.
Yo a real dimple man?!?!?!
@@zacharyyoungblood7013 I never thought I'd find one out in the wild!
Touhou hijack
Dimple!!!!
The only Touhou game I played. Not sure if it's safe to delve deeper...
As a long-time Touhou fan and general FGC outsider, I really WOULD like to see that full-coverage Hisotensoku video. :V
SOKU MENTIONED RAHHHHH
genuinely recommend people give it a shot if they’ve never tried it, there’s no other fighting game like soku and for good reason
oh and fun fact, the game has received community rollback not once, but twice
Hisoutensoku mentioned, thats cool!
Funny enough, aside from the Weather System having various global effects, there are some Supers (Spellcards) that would also count towards being buffs/debuffs or ailments, so Soku really got it all in the Status Effect department.
Aside from that, I think a deep dive into the game would be quite interesting as the game isn't discussed enough in the common FG circles and there is a lack of videos or material that actually discusses the Gameplay elements proper, especially considering how complex or messy the Offense and Defense can be with the lack of throws/proper high-low mixups and defense being astoundingly powerful. It's been 15 or so years and the game sometime still feels in its infancy when it comes to a complete understanding on how to play it optimally.
higenki
@@theINNOSINT Ehy there! 👋
Dawg This might actually be the best FGC channel on YT
Lol I appreciate that a lot man! I'm working hard over here. Wasn't sure how I felt about this one once it was made but I had to drop it eventually
It’s definitely my favorite
thats still making videos? then kinda agree (pls core-a gaming come back...)
This channel is amazing but you still got jmcrofts and the king, of course, Core-A-Gaming.
Touhou fighting games have some of the most unhinged and ridiculous mechanics, it's just fantastic all through out to mess with
Hisoutensoku also needing you to craft your own decks is a great way of making the experience even more unique
The amount of customization you can do to each character from their deck is insane with that all the 4-5 command inputs can be switched out or in with the corresponding cards. Allowing you to completely mix up your kit, gameplan, supers, just everything. Heck, have you seen a super that can do damage in the next round? I certainly haven't before this game, Sanae and Patchouli has that as a 5cost super, you can literally activate it at the end of a round and the effect lasts long enough to be still there to provide advantage in the next round. Is it good is another question, but the fact that it's possible is hilarious.
Each game with each character is very unique due to what you can do with each character, you can make each character play in very different ways, in a sense, just from a kit stand point, it's like Smash 4 but way more interesting in every way. The weather also makes sure that no two fights are exactly the same, you have to always adapt to the new weather. Snow literally lets you decrease your opponents super gauge, River mist absolutely fricks with all your spacing, Heavy Mist gives everyone life steal, there's just more and more, from funny effects such as whoops no one gets to see what their selected super is to simple effects such as melee is more effective, or to more shenaniganry effects that can outright turn the tide with supers costing one less to use. It's just so incredible.
The later fighting games are also all very unique
For example there's also a character that literally acts on her own at times and so playing her is almost like needing to do teamwork with someone else.
Both HM and ULiL also has some really unique game mechanics, though sadly I wish AoCF was better at this, it's mechanic is far less unique compared to the previous ones
Haven't played Hisotensoku for years. But, it's crazy fun and dynamic. You should definitely do a video on it, as there's so much to it. Like the spell card system and how it can upgrade or change moves, the unique abilities of the characters, even the movement of some characters. I think there's a weather effect that gives hyper armor. The mixups between bullets and melee can be crazy.
I really, really, really like how p4a did the status effects. They translated so many things from the rpgs its actually nuts
They did so much better than translating things from the rpgs, honestly. All of the effects would be “prevents opponent action” except poison and, ironically, freeze and shock.(Unfortunately, I learned while checking the effects that weren’t in P4, that freeze and shock actually were made into “lose a turn” effects in Reload. They’ve got a little more to them, but… damn)
On the other hand, it’s too bad the effects are adapted so loosely; Panic and Charm would be hilarious in a fighting game. Normalize replacing your opponent with a level zero computer.
I still love how they adapted Charm's "help the enemy" effect by having you just STEAL THEIR METER
Please make the Soku video. I played Touhou Luna Nights a few years back and ever since I've been dreaming with having Sakuya on a fighting game 'cause I loved her mechanics. I've even looked up the Touhou fg's but didn't understand enough to realize what was going on, but with your brief explanation, I just felt really curious to try Soku myself. Graze is another bullet hell mechanic they used masterfully in Luna Nights, so to have it in a FG seems amazing.
Sakuya is fun in soku ngl
I remember always trying to do combos or set ups with time stop spell cards.
Thank you for covering Soku, it's a criminally underrated gem and outside of weather the game has a ocean of extremely unique mechanics. The English speaking community recently had it's 300th weekly tournament which was a absolute treat to watch (On Tessiro, the TO's UA-cam channel) if anyone is interested in seeing some of the highest level gameplay.
Oh my god I would LOVE a dedicated Soku video. Soku in my opinion is the most under-appreciated fighting game that definitely deserves to at least known because I mean- it’s very unique in many ways and its just overall very special to me.
The amount of people saying this is overwhelming lol. I've got my work cut out for me
A dedicated Soku video would be really cool!
Fun fact! There are 6 different touhou fighting games, soku is the 3rd in the series
This came up on my radar specifically due to Soku. I adore this game with all my heart and I'm glad you mentioned it! It's fun, too, how the timer being completely replaced by the weather system means that there's no way to stall out a win by health lead. Everyone needs to interact in order to secure the victory.
As an aside, Calm gives you the healing effect on hit, it doesn't require a knockdown (which the footage itself ended up showing anyway).
And as an aside aside, I would love to see a dedicated Soku video!
A Soku video would be really cool to be honest
Soku is one of those games that is so unique in how it pushes the boundaries of fighting game mechanics. It's in a league of its own, honestly.
Touhou mentioned I will watch despite not caring about fighting games
As an avid soku player and enjoyer, I love getting any content on it. I always feel like the Touhou fighting games get overlooked a lot, and if anyone talks about one it's normal aocf.
A Soku video would be great, I first discovered it through someone hosting it on Parsec Arcade (back when that was a thing...) and it's definitely a complicated game to get into
The wildest status effect I can think of on a fighting game character is probably on the modded yomi character sunshower. Sunshower uses a status effect called sinking which he can apply to himself or the opponent in a bunch of different ways, and the short explanation of how it works is it's a stackable status that accelerates the character's negative penalty gain, forcing both players to become more aggressive as their sinking builds over the course of the game. Sunshower himself also gains a crap ton of different advantages from applying sinking to himself and to the opponent, pretty much all his moves (normals, specials, supers, even movement options) gain unique buffs at certain sinking levels or on hitting an opponent with enough sinking, sinking gives him a damage multiplier which helps with his pretty low base damage, he can spend meter to convert sinking into another status called protection which gives him a defense buff, spend sinking on umbrellas which can be used as projectiles that apply sinking to either player on contact or to launch yourself off them, transfer sinking to the opponent with certain moves, and at enough sinking his guard break inflicts sinking deluge, which burns all of the opponent's sinking to completely erase their health bar. Sunshower is literally an rpg character directly ported into a fighting game and I'm all for it
Edit: yes I know sunshower comes from limbus company, I just didn't mention it because my comment was getting super long and my project moon knowledge is pretty much nonexistent so I can't really compare it to the source material, he looks like an incredibly good adaptation of the character though
Yeah, he is LITERALLY an RPG character ported into a fighting game, as Sunshower and sinking are from a game called Limbus Company, and it was basically translated 1/1 from the original.
Oh, sunshower heathcliff
POTENTIAL MAN!?
I don't know if you're considering platform fighters as eligible for discussion (not that the genre matters that much for the game I'm bring up) but Rivals of Aether is a great example of statuses and meters being a core component of the game. While not containing universal statuses like Soku, a good portion of the Rivals cast operate around some kind of buff/debuff application. Thought it'd be interesting to bring up because it's rare to see a game give so many characters their own individual micro-goals
Oh yeah I love Rivals and Rivals 2 seems to be leaning even more into this idea which is cool
soku will always have a special place in my heart, even if I don't really play it any more, because its the only fighting game that has sanae (but then when I lose with her I feel extra bad...)
I have a feeling this will be a huge part of 2XKO. Several champions have unique mechanics that will probably find their way into the game in some form. Ori ball, Illaoi tentacles, Ekko rewind, etc.
Saying this
Illaoi and Ekko are already in the game.
Hisoutensoku sounds like such an interesting game! Even the card mechanic is so fun to mess around with
It really is its own special gem in the fighting game genre.
You can't really explain it through other games' mechanics. It's just... Soku.
yoooo finally soku's appeared on the list. the only one i've seen FGC content creator discuss this underated game. the mechanic is fun and has a lot of depth. hoping for you one day talks about the jishin reset on Soku.
Always loved status effects and buff/debuff stuff in fighting games they are usually very dynamic and unique
I am a simple man.
I see what looks like soku, I click.
soku isn’t even the only 2hu fighter. There’s several of them, all with their own gimmick! soku might have the most active community, but I def recommend giving them all a shot
I did check out the others and I was pretty floored cuz some of them even inspired Soku's mechanics itself and vice versa!
A full Hisotensoku video would be great 🎉
Hisoutensoku sleeper agents wake up, tell about how much typhoon has ruined our matches
Soku mentioned, let's go! 13:55 Holy shit it's Tessiro! Crazy to see names you recognize in videos like this.
Holy shit there's an input lag status effect in Skullgirls? That's hilarious.
And the mobile game goes even crazier with the status effects
Skugs is peak, pick it up for 2.50 during combo breaker
Havent played it since january but can confirm
*_THERES ALOOOOOT OF STATUS_*
and some cancerous ones.@@thalezito-4990
It's not a big amount of lag, so if you watch competitive play, it's rarely used outside of online play where there is already going to be at least a frame or two of lag to begin with.
@@randumo24 it's actually very good lol, ask any top player and they'll tell you. it isn't used often because it's very hard to get but if the Valentine has a resource assist and they'll use it for practically every mixup
Oh my god that weather system is like GRD on crack & I love it.
Everything comes back to Touhou. It's inescapable.
I don't really know much about fighting games (or pvp-focused games in general) but I'm a huge touhou fan. I didn't realize hisotensoku was so unusual, so this was interesting to watch. Soku isn't the only touhou fighter, by the way, though the others (aside from Scarlet Weather Rhapsody) don't use the weather system. instead, Immaterial and Missing Power is (as i understand it) a fairly standard fighter, and the other three (Hopeless Masquerade, Urban Legend in Limbo, and Antimony of Common Flowers) have the characters be constantly airborne. (HM also has an odd mechanic based around winning support from in-game spectators)
another qmanchu video... (lee voice) excellent... lol
heres some ideas off the cuff
what about a video on how weapons (sword, guns, a knife on the floor) are like designed. or whos got the best weapon in all of fighting game (best as in broken)
also a video about "freaks/monsters" in FGs could be cool but i would wait for halloween lol
I really like that second idea actually. There's some great stuff there
Oh a dedicated Soku video would be an absolute treat
Shoutout to Taz in Multiversus for his seasoning system: He can shake salt and pepper shakers onto an opponent and hit them with other food items to apply levels of “Tasty” status to them. When their Tasty level is full, this immediately activates the “Cooked” status: they are temporarily transformed into a whole roast chicken that can’t attack, only run away.
TOUHOU SOKU MENTIONED, absolute dub
Oh man i was waiting for the soku mention. That game is insane. I wish i was good at it
Go for Soku! that game is so deep and layered it's Crazy. There is a deck building element that allows your character to evolve over the match based on what kind of deck you built and whether you spend your cards on supers, changing your specials, or upgrading your specials.
Soku mention! Hoo boy, this man's about to talk about the weather
Lovely video as always!! I'd love to see your take on the various training modes in fighters from old to new.
I actually have been thinking of tackling that topic
YES I DO! Talk about Soku, please!
Thank you!!! I've recently been looking for the exact thing you described, a fighting game with debuffs as a central mechanic, because of Marvel Contest of Champions. Even though it's a mobile fighting game with no real pvp, i thought the way buffs and debuffs are used was super interesting and hoped a proper fighting game existed that used a similar idea. I researched a bit but this is the first I've heard of soku. Even though it's not exactly what I was looking for, the whole weather mechanic reminds me a bit of rpgs like pokemon which could be super fun and I think that more fighting games should use rpg elements. Keep up the good content!
Yooooo using "today is special yesterday was not" for this video, based man
Nice video dude :). Would love to see a vid about soku
We love to see Soku love
That aside, I'd be besides myself if I didn't bring up Pokken. Like in core pokemon, stat buffs and debuffs are a core mechanic and there are a good number of moves that get buffed operate differently depending on how buffed or debuffed you or the other mon are.
I kinda screwed myself over doing these kinds of dives into mechanics cuz I did one on RNG that focuses very heavily on pokken, Croagunk specifically. If I had more foresight, I probably could've interwoven all these ideas a little better haha
Oh no I burned through all my cards and now my 5 cost super is the only card I have left in the deck which means I can’t use it. Fortunately the weather cycle is counting up at tempest right now, so I will just allow myself to get hit by their combo, causing me to get wallslammed and changing the weather to mountain vapor. Now I can finally use my super to swap my health bar with the opponent’s bringing my health back to full and theirs to 10%.
I hope you see this, but I wish you would try the hidden and strange gem known as Toribash. It's a free turn based fighting game where you have to control each joint of your character. Insanely difficult at first but the things you can pull off are insane. I have seen competitive matches with people doing capoeira
I know of toribash and this isn't me saying I won't play it, this is me saying I need to find something unique to say that hasn't been said yet about it
@@qmanchu honestly, I haven't seen a single FGC UA-camr talk about it period. I would love to see a video covering it from the perspective of someone that plays actual fighting games
Holy shit I didn't think people knew about Hisotensoku
The people long for it apparently
Touhou looks sick, I’d be very interested in a dedicated video
The people have spoken
Always love to see your videos show up on my feed, even with the homepage being like shit and the bell not doing a thing apparently. Looking forward to ur next one!
Did not even realize that Touhou game was this wild
I wouldn’t say that lab coat’s debuff is the main thing that makes her good in a game where a combo not killing is genuinely surprising everyone can tod it’s just a matter of how much resources it takes. And honestly zamastu takes much less resources to get those tods and can do it off a kii blast potentially so honestly imo he was honestly still the best character assuming perfect play he’s just also one of the if not the hardest character. Lab coat was just significantly easier to play which take a lot of the mental overhead off the table so you can put your brainwork into more then ok don’t drop the combo gotta be prepared to tod from full screen off any random kii blast I do,
LC21 had the most lows in the game, a command overhead she could combo off of, OTG extensions no other character had, an Aerial invulnerable unscaled special, command grab, good assists, easiest rejump extensions, the debuff, and yes, she was easy to play. I dunno if you missed that part of that season but she was possibly the best at literally everything.
Yasha played the highest damaging team in the game and even he fell victim to the debuff. I'd say check those matches again cuz it was way worse than I think you remember lol
I’d love a video on Hisotensoku, that’d be really cool to watch. Nice vid.
Figured this was going to be about characters that can affect stats given LC21 in the community post tease. Great job as always!
Holy crap Soku is still relevant?????
dude, this is genuinely such a unique and interesting topic
i love the way you edit as well, you’ve definitely earned a sub
Thanks friend! I try my best lol
Soku video would be very much appreciated! I absolutely love this game.
Good stuff as always 🙏. Most entertaining videos in the FGC
Thanks man! I'm a huge fan of yours as well. Good to see you making a comeback
Edit: To YT content specifically I mean. Just watched ur vids last night haha
@@qmanchu Thank you, I appreciate the kind words! Have definitely been MIA, but seeing you and a couple of other channels has inspired me to start posting again, so keep up the fantastic work 👍
I'd love a dedicated Soku video. It's one of the hardest fighting games out there because of its neutral and other systems you have to manage, but it's also on the easier end for execution so it's pretty easy to pick up. I really recommend finding games and asking question in the global Soku discord
hisoutensoku? subscribed!
This was really interesting! I remember first seeing Persona 4 Arena back in the day and being blown away they had "RPG mechanics" in a fighting game, and now it's interesting to see how this has evolved over time.
While I have issue with how the games beta was handled and it's business model, Multiversus is also pretty interesting in this regard. They take a lot of inspiration from MOBAs when designing characters, so a good chunk of the cast have buffs and debuffs. You have self-explanatory ones like Slow or Weaken but then there's things like Steven Universe's Bubbled status or Taz's Tasty status. Both require hitting the opponent with specific moves to inflict and then building up stacks of the debuff before it finally procs and the effect kicks in. Steven puts his enemies in a bubble, where they cannot move or attack (or BE attacked) for several seconds, basically turning things into a 2v1 in team matches, while Taz's Tasty debuff turns enemies into roasted chickens which can't attack but only flee from the hungry Tasmanian Devil who can either KO them or use his other special move to eat them and restore even more of his health than normal.
If that game manages to stick it's relaunch (which I'm....kinda doubtful it will), they're bound to have more interesting characters and statuses too.
I'm very interested in what that game can be. The potential is off the charts
If you want to go even further into this topic I recommend checking out Skullgirls Mobile and Duelists Of Eden, where about everything you do interacts with or inflicts statuses in some way.
Skullgirls Mobile has got some real crazy stuff like Thorns damage, Auto-Block with a chance to block automatically, an inverse poison called Miasma that drains health & meter from nearby enemies, Deadeye which lets you IGNORE BLOCKS, and Doom which just straight up kills you when it expires. Also pretty much every character can get buffs by Taunting which I think is pretty funny.
Duelists isn't nearly as wacko with its statuses but I bring it up due to how it manages damaging effects, most notably Poison and Mark. Poison is damage over time as usual but you can cure yourself of it early by moving to the frontmost column towards your opponent, which may not always be the best idea as it makes you more vulnerable to close-range spells and makes your movement more predictable in general. Mark is also pretty cool because its damage doesn't occur until after a couple seconds from application, but you can also block or dodge it. There also used to be a Hack status effect that stored up all its damage until you shuffled your deck but it could be applied so easily you could get one/two-tapped by it and so it got removed.
Anyways enough of my rambling I recommend giving 'em a look
oh i would love to see a video dedicate to soku that game is crazy, especially cirno
Yes, please. One soku video please.
I would love a soku video!
Time for me to start scripting it then!
Ok, but ARE you going to do a video specifically on Touhou 12.3?!
The support for it has been off the charts, so yeah. I just want to make sure the execution is good. I'm not the kind of guy to make a video I feel has already been made
SOKU VIDEO, CLICKED AS SOON AS I SAW THE THUMBNAIL/
For the ailments part, great example of it being implimented well is the fox clone in rivals of aether, the fire tick damage is really weak and doesn't last very long, but if he hits a burning enemy with a smash attack it will do much more damage, rewarding good setplay/reads and offense which the character is designed around
My biggest takeaway from Part 1 and 2 out of the Fighting Games I've played is that I am...very grateful we will never see another character like Parace L'Sia ever again
Labcoat 21 was already overtuned as a debuffer, but the elven devil of Arcana Heart truly is the ultimate antithesis of this as she had everything everywhere all at once with the overtuning and no downsides. Something I don't know if they ever toned down for her playable debut in Six Stars given she was purely a boss for so long that it felt like Arc and Team Heart were genuinely terrified of making her playable.
My favorite thing was using the mirror arcana to use her super against her
I just found this channel and I must say I’m hooked on all the ideas and content here, I see a bright future for this channel if interesting videos like this keep coming
Glad you're intrigued! I try to get creative and talk about things nobody has talked about before so definitely enjoy the back log if anything seems interesting!
soku weather my beloved
Clicked because of Soku 🙂
Definitely do a vid
This game really needs more attention, it does so many things that are unique to itself and more often than not are copied, like one of the design notes for Marie in skullgirls on the old kickstarter campaign for dlc characters had this sakuya as a design reference
I can probably think of a couple unique status effects.
Like Rohan and Pucci in JoJo's Bizarre adventure have moves that'll restrict you from pushing a certain button or prevent you from using specials
Injustice 2 has a character that'll cause you the opponent to damage themselves if they push up or down
There's probably some indie games that I'm forgetting.
Argagarg in fantasy strike does poison pretty well because it's not a slow health drain but rather in this game you have between 5 and 8 hp depending on the character and what argagarg does is throw a poison fish that poisons 2 of your hp and a timer that starts running down when it gets to 0 it removes 1health and if there is still poisoned health it starts over. (you can stack it but it just increases the number of poisonned hp it doesn't kill any faster). And of course if you get hit the poison disappears from all poisoned HP.
What makes it really interesting is that it's less gradual, if arg keeps you out until the end of the timer you lose 1hp, if he doesn't he achieves nothing (and worse cause throwing poison has an opportunity cost that means you're not throwing something else).
Another cool status effect in this game is armor break. In this game chip damage when blocking is also not a small amount of damage, it applies a status effect that make one of your hit points flash. If you block another special it flashes faster and if you block a third you take 1 damage. But if you manage to not get hit for a bit it reset and you take no damage. This tend to change the risk/reward for actions because a safe action that you are comfortable blocking the first two time suddenly becomes dangerous if you block it a third.
And in this game onimaru has a special effect where if he chips you he armor breaks you, instead of the normal chip he just straight up hit through your guard (the difference being that you take the full damage and hitstun, which really matters when his normals also chip and can deal two damage).
I think a video topic which would be cool to talk about is how tournament culture is part of the FGC, it's definitley not the only genre to have tournaments but it is certainly unique compared to other competitive events
Yeah! There's a lot to be said about that actually! It's definitely a product of the culture AND the fact that they games are only 1v1
First time I've seen an FGC channel bring up the Touhou fighting games. Even if I'm not the best at them, only doing story mode or fighting AI, I've generally had fun with them.
I'll add my voice to the list of people asking for a Soku video considering how much there is to it. But I'd also ask about the other games too, how they seem to a fighting game player going into Touhou instead of the reverse.
Akatsuki Blitzkampf: Sai, that's all that is needed to be said
That's why I got his music on this vid
In reference to Hisoutensoku:
I HATE RIVER MIST! I HATE RIVER MIST! I HATE RIVER MIST!!!!!!!
Alright a Soku video would be awesome, I'm on board with that
soku is a wild game thats for sure. its also the only fighting game where you can kind-off change your move set on the fly through the card system (until you are stuck with the last one you used. i could be wrong though)
Commend you for putting so much effort into the intro’s editing
I'd absolutely love to hear more about Soku, my god that weather stuff is so cool
JoJo ASB has some wild status effects like, Rohan's Heaven's Door seal, Pucci's disc stealing or Fugo's virus that affects both him and the opponent.
At the moment i saw sanae on the thumbnail and saw it was YOU who made this video i was sold and needed to watch it.