Forward dash, you know the supposed distance closing tool designed as the complete opposite of back dash, is countered by back dash because you would bump into their collision as they moves backwards. Causing you to be out of range when both dashes ends. Isn’t that nice? Forward dash, made to keep back dash and passive plays in check, is countered by the very thing it is designed to be good against. This game was designed
The point is that forward dash which was seemingly designed to be the complete opposite of backdash and also designed to chase opponents and close distances are actually the most useless to use when rushing down opponents, who either back dash or just walk backwards for a few seconds because of the player hitting a collision box.
Someone literally defended the back dashing and passive play by saying "you're an idiot for being aggressive" in game. Bros really trying to not fight in a fighting game.
I literally have fought so many passive players, always using the backdash, if i try to be aggressive, they say I'm a spammer, if i try to be passive and bait them out, they say im a runner, WHAT DO I FUCKING DO AT THIS POINT!?
Honestly, that's a good strategy. They're just mad that you're not playing their game, if not doing it better. Who cares if they say you're a spammer, if it gets results, it gets results.
WE SAVING COMPETITIVE UBG WITH THIS ONE 🔥🔥🔥🗣🗣🗣 jokes aside, competitive UBG is genuinely just not fun without introducing a crap ton of rules to mediate passive play. the UBA has had to revamp their rules entirely, solely due to the strength of passive play, and particularly backdash. THAT is how bad it is. it's made recording for this game almost a chore. not really sure about the suggestion you included regarding backdash advantage/disadvantage, but at this rate i'm willing to try anything
the suggestion he included isn't exactly like that, but it was approved by like: 2 balance team members 1 moderator so it might be good, or it might introduce passive players into walking backwards
This concept reminded me of frame data, the same frame data used on fighting games like SF6 or KOF. Like the + or - on block stuff, recovery, advantage or disadvantage, which is essential to be aware of in high-level competitive in this type of game. I found it quite similar (I'm a FGC enjoyer, I like fighting games a lot, that's why I correlated things).
what if back dashing just worked similar to Slugger m2 where you can charge your dashes. the longer the charged dash the further you get and the shorter the dash the less distance you get, its similar to jumping backwards irl. it makes it so that spamming back dashes will be difficult and actually take skill and timing to use rather than just pressing space bar.
@@dumbbumsc5329you get end lag when you charge like slugger m2. even if you spam space bar you'll only do small dashes that depletes your stamina. I hope this gives the comment i made more depth
Thank you. I have been preaching this for so long. All the community says is “chase them” and it drives me insane. When people are passive and back dash it makes me curl up and cry..
@@MochiiMochaPopa long time ago drowning said that he would make the backdash distance half of what it is now but I think he either forgot about it or changed his mind.
I always said that backdash should have been changed. Either removing Iframes on it, making it hitbox reliant, or putting I giant CD on it with decreased range. Its too safe on a option, especially for outboxers. I love fighting Ippo and Charge cause they are at least FIGHTING, not just pinching your cheek and spam backdash till their spacebar breaks. Slugger and new Ippo get hard countered by this. Dempsey or m2 charge? Just backdash, etc. Really something needs to be done about it. Add a timer to matches to force people do something, that would help too
Make it so that front dash glides together with enemy’s back-dash when timed right and has frame advantage ( you hit first) Instead of current front dash where you collide to their previous collision box when they back dashed, leaving you in an awkward position. An another idea is that, when you successfully timed a front dash when they backdashed, you can m1/m2 during the dash (Around the 3/4th frames of the dash before you can do an early m1/m2)
I mean you have the corners to kinda restrict your opponent's movement. Feinting and baiting punches before dashing in will play a crucial role into a successful attack. Besides this might also affect certain ways of fighting, we know what infighters (ippo, charge), outboxers (hands low, hitman), and counter punchers (bullet, hawk) are. It would kinda nerf outboxers way of fighting, imagine a charging iron fist at you when you only just have footworks to rely on. It would kinda be punishing to force fight massive liver shots from iron fist.
neat little trick for you utbg gamers if you go back from you enemy in the ring like two step back you can hit a m2 or m1 with hawk, long guard, chronos, bullet, ghost, kimura, and smash you can hit
I think it's well put here, "If we change it and make it easier to counter, then what would be the point of using it? But if we don't, then it's going to continue to be an issue." It's a weird case where removing or making it trash can literally kill most of the more passive styles (no other way to recover due to block being weaker and other dashes being inconsistant), but trying to work around them will only lead more issues because you ALWAYS have to balance around it. IMO, dashes as a whole need to be adjusted. Double dashing, back dashing, PD Staring Contests, etc. all need to be looked at and, honestly, it may even have a case for a full rework of their mechanics.
Its funny that jwordz just realized this hahaha.(its been a month tho)As an infighter you kind of exposed the secret technique that I use to counter back dash (which is the side dash read) , well its ok, secrets don't really last long. I used this strat when to counter passive and outboxer players and perfected it which the succeful rate was 90%, the bad thing abt the side dash read as if your Internet connection is low and if your opponent just "side dash then back dash" which they manage to get the advantage. I rly dont use it much. Sometimes I just let them back dash then wait for the opponent to punch which i just dash in and light(classic infighter combo) and moslty I just use it when i feel my opponent is pressured (which that was the job of an infighter/pressure boxer) and ye.
Oh yea i forgot to add the another bad thing abt the side dash read, is that if your battling a same infighter style(which is ippo or charge) which they cannot backdash🤣
It works for the idea, but another easier idea is just give the back dash cool down of like 1,5 second OR just give it a really small end lag, so you have to dodge an attack like a perfect dodge but from behind, or else you get punished by getting punched for trying to backdash.
I love the idea of the advantages/disadvantages. And I'm a Hawk main so providing *some* disadvantages would be helpful... but idk about the balance from that if it's too easy to keep up the pressure
Your idea is bullocks. This would cause absolute madness. Styles like hitman, hands low, and shotgun would become literally unstoppable. Predicting attacks right after a backdash is easy enough. You can easily put pressure on someone who likes to backdash instead of PD. Getting more endlag would mean it would be impossible to escape speedy styles.
i agree, backdash is really big problem and probably will be for a long time since it's also a very important mechanic. I was using shotgun lately and even though it's not supposed to be an infighter, the best way to use shotgun is to infight, and it's very hard when many styles have a good backdash, you are very scuffed and have no options agains that, especially slugger... the worst thing i found that might be on slugger level is the fact that you can backdash after a shotgun pd u and used barrage, though it might just have been bad internet.
Now, make that concept completely intuitive to understand, explain it without any words through gameplay alone and balance it for every possible match-up in the game
The side dash have also a downside. Like some styles have a straight side dash. And not curve side dash. It's only with some styles like counter bullet long guard and hammer (There's also some)
Devil's Counter (Joe Yabuki style): This is the final and completed version of it, I managed to make some balance changes that I think will improve it overall. Description: You're not the strongest, but unquestionably the toughest. Despite imperfect defense, you absorb punches like no other. As your health wanes, your counterattacks grow fiercer, leaving opponents shocked by your resilience fearing you as if you were the DEVIL. Passive: Pain. Ultimate: Hell's Cross Counter. Passive: Pain is a passive ability that drains health and stamina from an opponent upon a successful counter. The drain amount depends on your current health, with full health resulting in basic counter damage. The effect lasts 2 seconds for M1 and 3 seconds for M2, varying based on your health level-it can either cause minor or significant drain. When you land a counter, the Pain passive not only drains the opponent's health but also heals you, adding to your health and stamina bar, displayed as a purple meter in the bottom corner of your screen. Health: Your health is a little higher at 105 - 150 above average nothing too crazy. M2: Your M2 damage is on the same level as Ippo they look like Ghost's m2 but it shifts from one arm to another. M1: Your M1's do a little bit more than a Basic's damage, they look a little different from your M2 but more curved. Block: Your block is the weakest in the game, it’s easily broken, making it so you get punished more often it gets shattered after three bullet jabs or so. Dashes: Same dash speed as Counter when not in No Guard stance. Stance: It starts off with a normal stance, similar to corkscrew, but once you’re block is broken you switch to a No Guard stance which looks like hawk but more upright and stiff, in this stance your speed increases by 5% if you put it back up your block, you go back to your normal stance. Ultimate: Hell's Cross Counter (This is based on Joe's fight with Rikiishi when he lands his cross counter.) You stand motionless with your guard down, as your opponent dashs towards you in slow motion. Just when they hit you you hit them as well both taking damage. As your opponent is stunned, you shift and hit the with a barrage of jabs. It's damage is 55% Rarity: Mythic. Exclusive Titles: Tier 1: 50 Knockdown's [ Drifter 🚶🏻 ] Tier 2: 250 Knockdown's [ The Sparrow 🐦 ] Tier 3: 500 Knockdown's [ The Demon King 👑 ]
They could add style categories like outboxer, infigher, brawler and boxer puncher Outboxer styles would be styles with not high base damage but make up for it by being able to stack up damage. Examples are hitman, chronos, long guard, and handslow Infighters could be styles with okay or high damage that dont need to stack up much damage to win and are good to apply pressure this style could also have less range than usual examples could be charge and ippo and maybe ironfist Brawler styles are styles that have less range than outboxers but have more range than infigthers they also have the most base damage output, this styles would be in between outboxers and infighter hence being medium range styles, examples are smash, hawk , slugger and maybe hammer and iron fist Boxer puncher styles are styles that are all rounders examples are corkscrew freedom ghost basic and wolf and maybe a few.others like bullet Some styles are hard to classify because of how they are in the game but if this was based on the characters from hajime no ippo it changes a little. The styles that are hard to classify are bullet trickster and hammer. sawamura(bullet) is an outboxer in the anime but the style has decent base damage and monstrous counter damge. Aoki(tricster) i think is an outboxer but the style plays a liittle weird because it is not low.damage but its not high damage either. Hammer in the anime is an infighter but in the game it plays like a brawler and infighter. Please if you have an idea to improve this category thing please leave it in the replies.
You know what I honestly want to see? If a styles ult. Doesn’t kill a player. A cutscene will play. And like. Knockdown the player. Cause not a lot of ults kill at half health. So that would be interesting to see
One more thing. There's so many bug in ranked match. I don't know if this is only on mobile but yeah. My experience on ranked match is so horrible. Being inside of the floor. Sometimes clipped out no matter Is it down or up. And the most horrible thing is that my screen went black and shows like I'm on normal. Not fighting. But the reality I'm still fighting with the opponent in the rank match. So it's a free win for the opponent. I really really hate this bug. I went from 10.000 RT to 8.000 RT just because of this much of a bug on the ranked match. I hope the Dev can fix it soon.
I advocate for nerfing backdash but heres the real kicker though: what about all the styles that rely on outboxing? True, you dont need to be a backdash spammer to be a great outboxer, but thats only accessable when and only when someone is at a certain skill level. Said skill level is too advanced for just-joined-the-game beginners who want to outbox. So they need to have a certain mechanic that will in turn, help those beginner friendly players.
no style relies on outboxing, some styles are just better made for being passive than others, although all styles can be used without "outboxing" anyway
It's not the only issue- waiting for perfect dodges or in general just normal dodges are an issue. Normally feinting would work, but it doesn't in ranked since ppl can legit time a perfect dodge for a feint anyway, making it pretty much impossible to deal with a passive player that waits for pd only. I think adding a type of sadness meter like YOMI hustle to disable pd for a long time as a punishment to players like this would work, since if u wait too long and avoid playing the game fairly, then the game hits you with a strong debuff to push you into fighting, plus it would be suitable for ranked.
I love how everyone complains about shit that makes the game work. Yes, back dashing is a bitch when fighting passive players, but you literally need a back dash to heal, get away from pressure, and keep distance. Whether you like it or not, there will always be passive players, out boxers who use range. So just use skill, find a way to counter it. Edit: Kinda just sounds like you want the game to be Punch-Out.
Honestly, the thing is that people are so enraged about passive play, which makes sense, but people haven't realized that what if instead of nerfing passive play, just buff aggro play? Add chase mechanics? Or something?
some styles just violate the backdash s for some reason. smash m2, charge m2, generally any weirdly-timed m2 tends to violate s randomly also, here's a tip for feinting to catch backdashes, delay your feint later then usual to try to catch them delaying your feint means if they attempt to m1 back your small step-in comes first before theirs, meaning your able to get range advantage and punish. but, they can just run away from this sadly. the only other tips i can give, is that walking to the side of an opponent who's whiffed a punch and then throwing your own gives you noticeably more range due to how hitboxes work in ubg you can also manipulate backdashes into going into weird directions and basically shortening their range im not sure how to do this consistently, but maybe someone knows.
also, heres a funnier fact, did you know hawk's range scales based on his meter? he has near-equal to hitman range at the last bar of the meter (despite his uppercut-based animations, its range is equal or slightly less from hitman, test this shit yourself.)
If you choose a style that doesn't have back dash that's on you, on the other hand Ippo and Charge should get chase down buffs such as no dash endlag and maybe even sped up m1's and two m2's to mimic the gazelle punch or something
This such a big problem IF u only know boxing by videogames, real life boxing has a "technique" called cutting the ring Wich is basically predicting were ur opponent is gonna be and guide him towards the ropes with feints or attacks or by just using footwork, that's it, in untitled boxing u cant pivot to get out of the corner and u gotta waste 2 or 3 dashes
i agree yesterday I was fighting then he was punching then backdashing couldn't do anything when i wanted to follow him he countered when I saw i could side dash to counter it was to late..
funny how they added feints to trick passive players, and nerfed the movement when you walk back, just for us to discover another broken mechanic everyone can use, THE BACKDASH
@@imrune4089 they probably keep throwing punches from a safe distance until lag makes one of them hit the other, I've seen it happen before, looks depressing.
Jwords there is literally already a counter to this in game. If your opponent constantly backlashes then you should know when they will backdash since it’ll be extremely predictable. What you can do is throw a m2 and it will literally land while they are in the backdash animation and either take health or block damage from it. There is literally nothing that needs to be done about backdash. Only thing is a few styles won’t be able to use that m2 trick but only like 2 or 3 out of them all. Most can.
As a freedom user that uses backdash only just to change to whirlwind and backup to fighting again, I can say that freedom is one of styles that needs to spam backdash or play passively, and thats the problem cuz if you nerf backdash then most (exept aggressive freedoms like me) of the time freedom and other styles will be unusable against EVERYONE with decent dmg output. The existence of fragile styles like freedom is the reason why backdash is needed but op most of the times. Nerfing will just shatter the big balance system that based on things likw this.
All freedoms just sit on their hitman stance and play tag for 30 minutes all while back dashing to the opposite side of the ring. Get rid of back dash and Freedom and the game is better
The successfull side dash i use in ubg but with ippo, i make my own dempsey roll, i dash left or right when they hit and spam heavy until they can dash out of it.
just use side dash and heavy just as soon as they backdash, you'll get a juicy counter if they try to hit u. u gotta predict when they're going to backdash tho
I've been using this strat since shotgun was added, and now every player in this game is gonna be practically trying to be me cuz jwordz wanted to make a video on it 💀
Yo jwordz there's 1 way to counter a back dasher or a extrume catcher, first memories what m1 attack did they throw recently ether a light left or a light right basically after your opp throws a left light and you know the next light will be a right and your opp dashes back to make you dash forward and get countered just dash frout then dash to the right for a free perfect dodge then do your combo (only works with styles with less cooldown dashes)
Just remove the s on front dash and make the first attack after the front dash faster. So they cant counter you. And you cant abuse it because you can punch them when they are front dashing.
I'm pretty sure that if the backdash gets nerfed in any way, most passive players would probably quit the game (don't' let the door hit you on the way out). I will never forget about how someone I fought said "God I hate infighter mirrors". I'm so tired of people who simply built a house on their S key, it's why I've specifically main Kimura and Hitman.
kimura mains stand up!! i main kimura and hands low because it lets me either chase down passive players or cripple them beyond belief, and wins are more satisfying due to their lower dmg output
No Backdashing is not an issue its part of boxing how both fighters have to regen their stamina and an alternative safe option from attacks, simple as, you can't be close to your opponents at all times because it'll just be a forced close range slugfest where Hitmans, Hawks, Sluggers, Shotguns will abuse if you arent able to back dash out of attacks, an alternative I could maybe see is atleast a slightly slower backwards walkspeed atleast so that way chasing people doesnt become much of an issue though the Ring Arena size kind of already allows players to corner runners
Fr, backdash is the WORST thing of this trash game. Because, i faced a guy who are a "backdash legend". Basically, the guy are using Long Guard and he open the distance ALL THE TIME AND EVERY ROUND! In the fight, im using Hands Low, and this style don't have range enough for counter this trash. Thanks for the tips man, this will help me a lot!
Forward dash just doesn’t work because of Weird Collision ShenanigansTM You would bump into them when dashing forward causing you to stop moving which ends up in you being out of range to attack
Apparently I'm a boxing genius because ever since ive discovered the side dash read, i havent failed it or not used it. Rather easy to deploy once you figure out their habits and all the back dash anims
idk if that only happens tovme but sometimes people just stand on my m1 and also maybe we could let outboxers styles such as ghost, chronos, hitman etc... have still a slightly better backdash since they have to be played differently
I have a better solution than that complicated mechanic, what if the front dash gets fixed so it doesn't get left behind by a back dash and also the person who back dashes has an endlag on attacks, he could back dash again but not instantly attack when he back dashes, that way they can't punish someone for free when they are getting chased. (Ok but what about the back dashers getting punished by that?) simply just try to perfect dodge or side dodge and that's it
To be fair i think the biggest problem with this game has to do with dashes and how it fundamentally rewards passive play with not only backdashes, but trough perfect dodges aswell.
Why don’t they have a cool down on back dashing to 80 seconds (or less) while the side dashes have a 5-10 seconds. That way it makes them use their dashes wisely or else they’ll get punished
I'm a gold and play in mostly publics, is backdashing really that bad for you guys? I find tons of aggressive players and infighters. The only dashing issues I really find are your standard freedom, hands low, etc. running circles.
ngl i may just be too lazy to understand but the backdash advantage/disadvantage thing was lowkey pretty confusing to me and may be a lot to consider mid-fight, so maybe instead, backdash just a cooldown for about like 5-10 seconds
It's like in 2d fighting games, where certain attacks leave you in blockstun, which is a disadvantage, but certain attacks you block can give you an advantage in frame data. In layman's terms, weaker but faster attacks leave you stunned with disadvantage even when blocked, but stronger attacks and abilities when blocked will leave the opponent at a disadvantage giving you time to retaliate or run away.
Another problem i see with backdash is that sometimes is just stupid useless, for example, When i want to dash away after recieving a m1 string and i instantly get cooked by a late m2 that somehow reach, especially with hitman and long guard, but it somehow works with all styles sometimes (mainly with lag) I find stupid that if i backdash and the opponent throws a m2 from the same place without moving an inch i still get hit. My idea is that i should at least have enough distance on the backdash to dodge that hit if i dash first and the opponent doesnt go forwads. Aside from that, i agree with all in this video
or we can just nerf dashing as a whole, like there is a few frames of a, dash that make you get countered which will be during the starting and ending of the dash, so timing is more useful than just reacting, if this were to be the case, dashing wouldnt be as great of a source of defense anymore making turtle actually more useful than a trolling style
Just one thing that I think with that, hear me out, when I am playing trickster by example, running all time is not a cool thing to do, BUT, this game can be heavy affected by the ults, and if you don't know how to use your ult correctly, you will be hardly punished, and sometimes people ult very early with me, and in that types of situations every person with a brain will just backdash forever until they completely heal their health bar, and that is not running, the other person was just dumb because used the ult very badly, so just for this specific types of situations it will be bad that stacks thing, because now dumb people who uses the ult wrong, wil not be punished, srry for the long text
dude another issue is just the lagging, no animations I don’t know if it’s just me but i can’t even play in pub servers anymore it’s gotten that bad :/
That's why I always do side dash while the opponent is blocking so I can chase him/her (because I know player will do backdash if they play passive) Still, backdash is annoying. I forgor Iron fist and Hammer style can applied disadvantage backdash too (in my opinion)
I feel like I have a solution, Firstly give the backdash an actual cooldown so you can't spam it, Second remove it's I-frames, this way it can be used as an actual disengage tool if necessary rather than a free dodge, this would also make it so if you time your punch right you can catch them mid backdash and get damage off
The thing is almost everyone has backlash but i understand what you mean still I don't get why it bad for backdash to be this way since you have backdash to unless you use a certain style. Keep up the goodwork.
"Its backdash" STRAIGHT TO THE POINT🔥💥💯
No long intros, no yapping, just right to it.
Fr💀
The only right answer rn
Forward dash, you know the supposed distance closing tool designed as the complete opposite of back dash, is countered by back dash because you would bump into their collision as they moves backwards. Causing you to be out of range when both dashes ends.
Isn’t that nice? Forward dash, made to keep back dash and passive plays in check, is countered by the very thing it is designed to be good against.
This game was designed
that never made sense to me. (nor to anyone)
You just side dash to chase
The point is that forward dash which was seemingly designed to be the complete opposite of backdash and also designed to chase opponents and close distances are actually the most useless to use when rushing down opponents, who either back dash or just walk backwards for a few seconds because of the player hitting a collision box.
Someone literally defended the back dashing and passive play by saying "you're an idiot for being aggressive" in game. Bros really trying to not fight in a fighting game.
@@JakeEfialtisit legit works better as a duck
I literally have fought so many passive players, always using the backdash, if i try to be aggressive, they say I'm a spammer, if i try to be passive and bait them out, they say im a runner, WHAT DO I FUCKING DO AT THIS POINT!?
If a strategy works, why not use it? You dont have to be a people pleaser
@@browny9641 I'm not, I'm saying my experience with passive players, I'm not trying to gain attention or anything, I just want to explain my opinion.
Honestly, that's a good strategy. They're just mad that you're not playing their game, if not doing it better. Who cares if they say you're a spammer, if it gets results, it gets results.
You are in a purgatory where you cannot enjoy the game
@@SnowflakeTheProtogenAin’t that just the game anyways?
WE SAVING COMPETITIVE UBG WITH THIS ONE 🔥🔥🔥🗣🗣🗣
jokes aside, competitive UBG is genuinely just not fun without introducing a crap ton of rules to mediate passive play. the UBA has had to revamp their rules entirely, solely due to the strength of passive play, and particularly backdash. THAT is how bad it is. it's made recording for this game almost a chore. not really sure about the suggestion you included regarding backdash advantage/disadvantage, but at this rate i'm willing to try anything
Why is their no comments on this also who wants to play arsenal with me
Yo bro big fan
nah, you're trash
How I feel after making a fight last ) 20 minutes with Trickster (I am immune to feints regardless of what dashes I do)
the suggestion he included isn't exactly like that, but it was approved by like:
2 balance team members
1 moderator
so it might be good, or it might introduce passive players into walking backwards
some fun fact, hitman and slugger m2 animation are same
How have I never known about yhis
Cool thx for telling us
@@RetroAlex125 tbf it's not v noticeable since slugger's gets charged
They should nerf hitman block
Also most annoying is trickster he keep side dashing back dashing
This concept reminded me of frame data, the same frame data used on fighting games like SF6 or KOF. Like the + or - on block stuff, recovery, advantage or disadvantage, which is essential to be aware of in high-level competitive in this type of game. I found it quite similar (I'm a FGC enjoyer, I like fighting games a lot, that's why I correlated things).
i'm the guy who made this and:
yeah, that's what this concept was inspired by
@@unfinishedanims oh, I see, so this ain't just a mere coincidence. Very interesting!! Nice concept tho
Imagine they add no guard style
Basically focus mode chronos
Specifically literally no guard or just the three we already have type of no guard
@@truepots2756 no guard style will literally be the best style
Aint it just Hawk and hands low?@@Danielplay-r9i
Joe yabuki’s style will be added in the future
what if back dashing just worked similar to Slugger m2 where you can charge your dashes. the longer the charged dash the further you get and the shorter the dash the less distance you get, its similar to jumping backwards irl.
it makes it so that spamming back dashes will be difficult and actually take skill and timing to use rather than just pressing space bar.
How does that fix backdash abuse? Just give them varying times dashes? Great so now it’s just even more annoying to deal with
@@dumbbumsc5329you get end lag when you charge like slugger m2. even if you spam space bar you'll only do small dashes that depletes your stamina. I hope this gives the comment i made more depth
Thank you. I have been preaching this for so long. All the community says is “chase them” and it drives me insane. When people are passive and back dash it makes me curl up and cry..
Tbh I’d rather they removed or kneecapped backdashing altogether but sadly my dream won’t come true
@@MochiiMochaPopa long time ago drowning said that he would make the backdash distance half of what it is now but I think he either forgot about it or changed his mind.
Its a game it doesn't realy change your life bruh ☠️
I always said that backdash should have been changed. Either removing Iframes on it, making it hitbox reliant, or putting I giant CD on it with decreased range. Its too safe on a option, especially for outboxers. I love fighting Ippo and Charge cause they are at least FIGHTING, not just pinching your cheek and spam backdash till their spacebar breaks. Slugger and new Ippo get hard countered by this. Dempsey or m2 charge? Just backdash, etc. Really something needs to be done about it. Add a timer to matches to force people do something, that would help too
People really backdash on front dash too now just cause you can and be positive on anything you throw out
Straight to the point bro, backstep is cannon i hate them but there is a bigger problem, "people just reset"
Its because of lack of skill issue or broken styles, i dont wanna fight a ippo who just spams R and ult for free stock k.o while i sweat my butt off.
i mean, free wins i suppose lol 😂
@theoaftono easy win but i don't get the spin what's the point im grindin bro
@@Vailuse at least ippo don't backdash
@@okitasogo4090 yeah i guess but doesnt change the fact that its overloaded. Its strong because it is.
Make it so that front dash glides together with enemy’s back-dash when timed right and has frame advantage ( you hit first)
Instead of current front dash where you collide to their previous collision box when they back dashed, leaving you in an awkward position. An another idea is that, when you successfully timed a front dash when they backdashed, you can m1/m2 during the dash (Around the 3/4th frames of the dash before you can do an early m1/m2)
I mean you have the corners to kinda restrict your opponent's movement. Feinting and baiting punches before dashing in will play a crucial role into a successful attack.
Besides this might also affect certain ways of fighting, we know what infighters (ippo, charge), outboxers (hands low, hitman), and counter punchers (bullet, hawk) are. It would kinda nerf outboxers way of fighting, imagine a charging iron fist at you when you only just have footworks to rely on. It would kinda be punishing to force fight massive liver shots from iron fist.
neat little trick for you utbg gamers if you go back from you enemy in the ring like two step back you can hit a m2 or m1 with hawk, long guard, chronos, bullet, ghost, kimura, and smash you can hit
Its called Style Range
I think it's well put here, "If we change it and make it easier to counter, then what would be the point of using it? But if we don't, then it's going to continue to be an issue."
It's a weird case where removing or making it trash can literally kill most of the more passive styles (no other way to recover due to block being weaker and other dashes being inconsistant), but trying to work around them will only lead more issues because you ALWAYS have to balance around it.
IMO, dashes as a whole need to be adjusted. Double dashing, back dashing, PD Staring Contests, etc. all need to be looked at and, honestly, it may even have a case for a full rework of their mechanics.
Forward Dasher Pros: "We're back!"
Its funny that jwordz just realized this hahaha.(its been a month tho)As an infighter you kind of exposed the secret technique that I use to counter back dash (which is the side dash read) , well its ok, secrets don't really last long. I used this strat when to counter passive and outboxer players and perfected it which the succeful rate was 90%, the bad thing abt the side dash read as if your Internet connection is low and if your opponent just "side dash then back dash" which they manage to get the advantage. I rly dont use it much. Sometimes I just let them back dash then wait for the opponent to punch which i just dash in and light(classic infighter combo) and moslty I just use it when i feel my opponent is pressured (which that was the job of an infighter/pressure boxer) and ye.
i started trying side dash reads in games until people started backdashing and sidedashing or backdashing and m1ing immediately
Wha i dont understand what u saying
Oh yea i forgot to add the another bad thing abt the side dash read, is that if your battling a same infighter style(which is ippo or charge) which they cannot backdash🤣
It works for the idea, but another easier idea is just give the back dash cool down of like 1,5 second OR just give it a really small end lag, so you have to dodge an attack like a perfect dodge but from behind, or else you get punished by getting punched for trying to backdash.
FINALLY, HE ADRESSED THE REASON I DONT PLAY THIS GAME AS MUCH
Fr
Fax
Yeah I'm here to throw hands not play tag
Bro tgat's what the ring is for , you're supposed to corner your aponent to catch theme
Where's my "Hello Everyone"?
I love the idea of the advantages/disadvantages.
And I'm a Hawk main so providing *some* disadvantages would be helpful... but idk about the balance from that if it's too easy to keep up the pressure
The backdash disadvantage thing is amazing and I can see some styles benefiting a lot from the concept and some styles getting a lot better!
Your idea is bullocks. This would cause absolute madness. Styles like hitman, hands low, and shotgun would become literally unstoppable. Predicting attacks right after a backdash is easy enough. You can easily put pressure on someone who likes to backdash instead of PD. Getting more endlag would mean it would be impossible to escape speedy styles.
Also Iron Fist would become unusable.
True, you're speaking facts right there, these fighting styles would just be too overwhelming 💀
@@amanarsalan7779 again true, iron fist is already at the edge of dying fr
@Realfixo Jwords also says he wants to disable backdash stacking even though the only styles that do that are hands low, freedom, and trickster.
@@amanarsalan7779 Oh yeah lol you're right
i agree, backdash is really big problem and probably will be for a long time since it's also a very important mechanic.
I was using shotgun lately and even though it's not supposed to be an infighter, the best way to use shotgun is to infight, and it's very hard when many styles have a good backdash, you are very scuffed and have no options agains that, especially slugger... the worst thing i found that might be on slugger level is the fact that you can backdash after a shotgun pd u and used barrage, though it might just have been bad internet.
Now, make that concept completely intuitive to understand, explain it without any words through gameplay alone and balance it for every possible match-up in the game
no
@@unfinishedanimsyou have to if you want it to be a good change 😭
The side dash have also a downside. Like some styles have a straight side dash. And not curve side dash. It's only with some styles like counter bullet long guard and hammer (There's also some)
backdash advantage/disadvantage combined with the removal of double dashing would make the game so much more fun
Devil's Counter (Joe Yabuki style):
This is the final and completed version of it, I managed to make some balance changes that I think will improve it overall.
Description: You're not the strongest, but unquestionably the toughest. Despite imperfect defense, you absorb punches like no other. As your health wanes, your counterattacks grow fiercer, leaving opponents shocked by your resilience fearing you as if you were the DEVIL. Passive: Pain. Ultimate: Hell's Cross Counter.
Passive: Pain is a passive ability that drains health and stamina from an opponent upon a successful counter. The drain amount depends on your current health, with full health resulting in basic counter damage. The effect lasts 2 seconds for M1 and 3 seconds for M2, varying based on your health level-it can either cause minor or significant drain. When you land a counter, the Pain passive not only drains the opponent's health but also heals you, adding to your health and stamina bar, displayed as a purple meter in the bottom corner of your screen.
Health: Your health is a little higher at 105 - 150 above average nothing too crazy.
M2: Your M2 damage is on the same level as Ippo they look like Ghost's m2 but it shifts from one arm to another.
M1: Your M1's do a little bit more than a Basic's damage, they look a little different from your M2 but more curved.
Block: Your block is the weakest in the game, it’s easily broken, making it so you get punished more often it gets shattered after three bullet jabs or so.
Dashes: Same dash speed as Counter when not in No Guard stance.
Stance: It starts off with a normal stance, similar to corkscrew, but once you’re block is broken you switch to a No Guard stance which looks like hawk but more upright and stiff, in this stance your speed increases by 5% if you put it back up your block, you go back to your normal stance.
Ultimate: Hell's Cross Counter
(This is based on Joe's fight with Rikiishi when he lands his cross counter.)
You stand motionless with your guard down, as your opponent dashs towards you in slow motion. Just when they hit you you hit them as well both taking damage. As your opponent is stunned, you shift and hit the with a barrage of jabs.
It's damage is 55%
Rarity: Mythic.
Exclusive Titles:
Tier 1: 50 Knockdown's
[ Drifter 🚶🏻 ]
Tier 2: 250 Knockdown's
[ The Sparrow 🐦 ]
Tier 3: 500 Knockdown's
[ The Demon King 👑 ]
They could add style categories like outboxer, infigher, brawler and boxer puncher
Outboxer styles would be styles with not high base damage but make up for it by being able to stack up damage. Examples are hitman, chronos, long guard, and handslow
Infighters could be styles with okay or high damage that dont need to stack up much damage to win and are good to apply pressure this style could also have less range than usual examples could be charge and ippo and maybe ironfist
Brawler styles are styles that have less range than outboxers but have more range than infigthers they also have the most base damage output, this styles would be in between outboxers and infighter hence being medium range styles, examples are smash, hawk , slugger and maybe hammer and iron fist
Boxer puncher styles are styles that are all rounders examples are corkscrew freedom ghost basic and wolf and maybe a few.others like bullet
Some styles are hard to classify because of how they are in the game but if this was based on the characters from hajime no ippo it changes a little. The styles that are hard to classify are bullet trickster and hammer. sawamura(bullet) is an outboxer in the anime but the style has decent base damage and monstrous counter damge. Aoki(tricster) i think is an outboxer but the style plays a liittle weird because it is not low.damage but its not high damage either. Hammer in the anime is an infighter but in the game it plays like a brawler and infighter. Please if you have an idea to improve this category thing please leave it in the replies.
You know what I honestly want to see? If a styles ult. Doesn’t kill a player. A cutscene will play. And like. Knockdown the player. Cause not a lot of ults kill at half health. So that would be interesting to see
Yeah that backdash only works if You have good ping
This is what I mean they need to take out backdash because everyone does it and it's annoying
All they wanna do is have a staring contest on opposite sides of the ring
One more thing. There's so many bug in ranked match. I don't know if this is only on mobile but yeah. My experience on ranked match is so horrible. Being inside of the floor. Sometimes clipped out no matter Is it down or up. And the most horrible thing is that my screen went black and shows like I'm on normal. Not fighting. But the reality I'm still fighting with the opponent in the rank match. So it's a free win for the opponent. I really really hate this bug. I went from 10.000 RT to 8.000 RT just because of this much of a bug on the ranked match. I hope the Dev can fix it soon.
if the game doesn't have the try hard ppl, the game is just basic and simple and alot more fun like when it release, atleast for me
I advocate for nerfing backdash but heres the real kicker though: what about all the styles that rely on outboxing? True, you dont need to be a backdash spammer to be a great outboxer, but thats only accessable when and only when someone is at a certain skill level. Said skill level is too advanced for just-joined-the-game beginners who want to outbox. So they need to have a certain mechanic that will in turn, help those beginner friendly players.
So here's my idea on making this work: Styles have "Categories" and in said categories will have their own small gimmick that is unique to them
"rely on outboxing" isnt a thing "outboxing" isn't a thing in ubg
no style relies on outboxing, some styles are just better made for being passive than others, although all styles can be used without "outboxing" anyway
@@boxpeakyeti1709 so some good years of hitman range oppression was just nothing?
@@newcarl1462 you just described what makes outboxing, outboxing
It's not the only issue- waiting for perfect dodges or in general just normal dodges are an issue. Normally feinting would work, but it doesn't in ranked since ppl can legit time a perfect dodge for a feint anyway, making it pretty much impossible to deal with a passive player that waits for pd only. I think adding a type of sadness meter like YOMI hustle to disable pd for a long time as a punishment to players like this would work, since if u wait too long and avoid playing the game fairly, then the game hits you with a strong debuff to push you into fighting, plus it would be suitable for ranked.
i seen a suggestion where ur backdash gets weaker the less stam u have i think that makes the most sense
I love how everyone complains about shit that makes the game work. Yes, back dashing is a bitch when fighting passive players, but you literally need a back dash to heal, get away from pressure, and keep distance. Whether you like it or not, there will always be passive players, out boxers who use range. So just use skill, find a way to counter it.
Edit: Kinda just sounds like you want the game to be Punch-Out.
Honestly, the thing is that people are so enraged about passive play, which makes sense, but people haven't realized that what if instead of nerfing passive play, just buff aggro play? Add chase mechanics? Or something?
"STRAIGHT TO THE POINT"🗣🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥 trickster users be like:😎
some styles just violate the backdash s for some reason.
smash m2, charge m2, generally any weirdly-timed m2 tends to violate s randomly
also, here's a tip for feinting to catch backdashes, delay your feint later then usual to try to catch them
delaying your feint means if they attempt to m1 back your small step-in comes first before theirs, meaning your able to get range advantage and punish.
but, they can just run away from this sadly.
the only other tips i can give, is that walking to the side of an opponent who's whiffed a punch and then throwing your own gives you noticeably more range due to how hitboxes work in ubg
you can also manipulate backdashes into going into weird directions and basically shortening their range
im not sure how to do this consistently, but maybe someone knows.
also, heres a funnier fact, did you know hawk's range scales based on his meter?
he has near-equal to hitman range at the last bar of the meter (despite his uppercut-based animations, its range is equal or slightly less from hitman, test this shit yourself.)
even at base, his range is way above average.
If you choose a style that doesn't have back dash that's on you, on the other hand Ippo and Charge should get chase down buffs such as no dash endlag and maybe even sped up m1's and two m2's to mimic the gazelle punch or something
just gonna say this.. slugger will be a whole different monster if this gets added
you've reminded me of those times when backdashing was bassicly suicide half of the time due to the amount of end lag
This such a big problem IF u only know boxing by videogames, real life boxing has a "technique" called cutting the ring Wich is basically predicting were ur opponent is gonna be and guide him towards the ropes with feints or attacks or by just using footwork, that's it, in untitled boxing u cant pivot to get out of the corner and u gotta waste 2 or 3 dashes
i agree yesterday I was fighting then he was punching then backdashing couldn't do anything when i wanted to follow him he countered when I saw i could side dash to counter it was to late..
Couldnt agree more , THATS SO ANNOYING TO JUST FIGHT PASSIVE PLAYER , jeesus christ.
funny how they added feints to trick passive players, and nerfed the movement when you walk back, just for us to discover another broken mechanic everyone can use, THE BACKDASH
Yes, we so annoying. But what if 2 passive players will fight? Who will start to punch first? Like both passive and just waiting forever.
and they say its their "tactic". yeah not that they are so bad at the game and want to waste 20 min for a single match
@@imrune4089they will both explode
@@imrune4089 they probably keep throwing punches from a safe distance until lag makes one of them hit the other, I've seen it happen before, looks depressing.
We can all agree that backdash is one of the hardest things to counter
Yeah even if you try to counter it with side dash there is still a chance of not getting a hit
You have to really read into their DNA sequence to predict the back dash in order to get a punish
@@kaizuke9546this is only on styles like hands low where they have stupid short dash cd
I don’t understand what y’all are complaining about, I can counter backdash spam with slugger without much issue
@@nut1629what rank are you and whats your ping
chasing ppl with side dash while countering them is so satisfying
Jwords there is literally already a counter to this in game. If your opponent constantly backlashes then you should know when they will backdash since it’ll be extremely predictable. What you can do is throw a m2 and it will literally land while they are in the backdash animation and either take health or block damage from it. There is literally nothing that needs to be done about backdash. Only thing is a few styles won’t be able to use that m2 trick but only like 2 or 3 out of them all. Most can.
Finally, some entertainment. Ty Jwordz! 🎉
bro got straight to the point. watched the whole vid and subbed.
As a freedom user that uses backdash only just to change to whirlwind and backup to fighting again, I can say that freedom is one of styles that needs to spam backdash or play passively, and thats the problem cuz if you nerf backdash then most (exept aggressive freedoms like me) of the time freedom and other styles will be unusable against EVERYONE with decent dmg output. The existence of fragile styles like freedom is the reason why backdash is needed but op most of the times. Nerfing will just shatter the big balance system that based on things likw this.
All freedoms just sit on their hitman stance and play tag for 30 minutes all while back dashing to the opposite side of the ring. Get rid of back dash and Freedom and the game is better
The successfull side dash i use in ubg but with ippo, i make my own dempsey roll, i dash left or right when they hit and spam heavy until they can dash out of it.
Remove back dash from Hawk!
Bro hitmans back dashing is purely just hell to fight against
just use side dash and heavy just as soon as they backdash, you'll get a juicy counter if they try to hit u. u gotta predict when they're going to backdash tho
I've been using this strat since shotgun was added, and now every player in this game is gonna be practically trying to be me cuz jwordz wanted to make a video on it 💀
Pretty easy to see and PD though.
or just make so you're not able to backdash twice in a row + buff front dashes to it's actually useful for chasing
Yo jwordz there's 1 way to counter a back dasher or a extrume catcher, first memories what m1 attack did they throw recently ether a light left or a light right basically after your opp throws a left light and you know the next light will be a right and your opp dashes back to make you dash forward and get countered just dash frout then dash to the right for a free perfect dodge then do your combo (only works with styles with less cooldown dashes)
Just remove the s on front dash and make the first attack after the front dash faster. So they cant counter you. And you cant abuse it because you can punch them when they are front dashing.
If they fix the back dash I would have loved rank by now.
I'm pretty sure that if the backdash gets nerfed in any way, most passive players would probably quit the game (don't' let the door hit you on the way out).
I will never forget about how someone I fought said "God I hate infighter mirrors". I'm so tired of people who simply built a house on their S key, it's why I've specifically main Kimura and Hitman.
Oh yeah I remember how someone called me a glueboxer for infighting and keeping close to them so much 💀
kimura mains stand up!! i main kimura and hands low because it lets me either chase down passive players or cripple them beyond belief, and wins are more satisfying due to their lower dmg output
@@s-lyeI don’t main Kimura but holy shit it’s funny to watch people cry when they can’t run around the ring anymore
No Backdashing is not an issue its part of boxing how both fighters have to regen their stamina and an alternative safe option from attacks, simple as, you can't be close to your opponents at all times because it'll just be a forced close range slugfest where Hitmans, Hawks, Sluggers, Shotguns will abuse if you arent able to back dash out of attacks, an alternative I could maybe see is atleast a slightly slower backwards walkspeed atleast so that way chasing people doesnt become much of an issue though the Ring Arena size kind of already allows players to corner runners
true ngl
Running backwards should never be faster than jumping forward loser
As a slugger main back dash is very annoying And the amount of stamina it takes to dash as slugger is also a hindrance
The problem is even more apparent with slower hitters such as slugger and smash
Fr, backdash is the WORST thing of this trash game. Because, i faced a guy who are a "backdash legend". Basically, the guy are using Long Guard and he open the distance ALL THE TIME AND EVERY ROUND! In the fight, im using Hands Low, and this style don't have range enough for counter this trash. Thanks for the tips man, this will help me a lot!
I’ve used this strategy a lot before, mainly to charge in after using ult.
why not reduce endlag on forward dashes and make it so it can chase backdash? & also make it so it doesnt bump into someone backdashing lol
Forward dash just doesn’t work because of Weird Collision ShenanigansTM
You would bump into them when dashing forward causing you to stop moving which ends up in you being out of range to attack
Apparently I'm a boxing genius because ever since ive discovered the side dash read, i havent failed it or not used it. Rather easy to deploy once you figure out their habits and all the back dash anims
idk if that only happens tovme but sometimes people just stand on my m1 and also maybe we could let outboxers styles such as ghost, chronos, hitman etc... have still a slightly better backdash since they have to be played differently
To be honest every dash doesn’t have enough end lag it’s hard to hit someone when you dodge their punches it’s just a weave nation
No, its the server's being worse than wifi you find in an suburban Mcdonalds that is older than your grandmother
I have a better solution than that complicated mechanic, what if the front dash gets fixed so it doesn't get left behind by a back dash and also the person who back dashes has an endlag on attacks, he could back dash again but not instantly attack when he back dashes, that way they can't punish someone for free when they are getting chased. (Ok but what about the back dashers getting punished by that?) simply just try to perfect dodge or side dodge and that's it
To be fair i think the biggest problem with this game has to do with dashes and how it fundamentally rewards passive play with not only backdashes, but trough perfect dodges aswell.
Why don’t they have a cool down on back dashing to 80 seconds (or less) while the side dashes have a 5-10 seconds. That way it makes them use their dashes wisely or else they’ll get punished
I agree as a slugger main its painful to lose against noobs that realised they can just back dash when i m2
i had a style idea where you have 200% hp but your guard always breaks after 2 hits
I'm a gold and play in mostly publics, is backdashing really that bad for you guys? I find tons of aggressive players and infighters. The only dashing issues I really find are your standard freedom, hands low, etc. running circles.
ngl i may just be too lazy to understand but the backdash advantage/disadvantage thing was lowkey pretty confusing to me and may be a lot to consider mid-fight, so maybe instead, backdash just a cooldown for about like 5-10 seconds
It's like in 2d fighting games, where certain attacks leave you in blockstun, which is a disadvantage, but certain attacks you block can give you an advantage in frame data.
In layman's terms, weaker but faster attacks leave you stunned with disadvantage even when blocked, but stronger attacks and abilities when blocked will leave the opponent at a disadvantage giving you time to retaliate or run away.
Ive realized this problem a while ago so my tip is u can also side walk or in a way “walk behind them” 👍
Another problem i see with backdash is that sometimes is just stupid useless, for example, When i want to dash away after recieving a m1 string and i instantly get cooked by a late m2 that somehow reach, especially with hitman and long guard, but it somehow works with all styles sometimes (mainly with lag)
I find stupid that if i backdash and the opponent throws a m2 from the same place without moving an inch i still get hit. My idea is that i should at least have enough distance on the backdash to dodge that hit if i dash first and the opponent doesnt go forwads.
Aside from that, i agree with all in this video
That's just the server
There is a really easy ass way to counter backdash and its just to try and get behind that person
or we can just nerf dashing as a whole, like there is a few frames of a, dash that make you get countered which will be during the starting and ending of the dash, so timing is more useful than just reacting, if this were to be the case, dashing wouldnt be as great of a source of defense anymore making turtle actually more useful than a trolling style
fr
Just one thing that I think with that, hear me out, when I am playing trickster by example, running all time is not a cool thing to do, BUT, this game can be heavy affected by the ults, and if you don't know how to use your ult correctly, you will be hardly punished, and sometimes people ult very early with me, and in that types of situations every person with a brain will just backdash forever until they completely heal their health bar, and that is not running, the other person was just dumb because used the ult very badly, so just for this specific types of situations it will be bad that stacks thing, because now dumb people who uses the ult wrong, wil not be punished, srry for the long text
Side dash read aren't very consistent especially when they only back dash when you have a glow
dude another issue is just the lagging, no animations I don’t know if it’s just me but i can’t even play in pub servers anymore it’s gotten that bad :/
My god, this is biggest and main reason why I stopped playing ubg, it was because of *this*
yeah the side dash is how i play agressivly with hitman they rage quit cuz they cant get close or run lol
Btw, I don't know if its just me, but the hawk ult is bugged (it puts you out of the map after use). Thank you for noticing
That's why I always do side dash while the opponent is blocking so I can chase him/her (because I know player will do backdash if they play passive)
Still, backdash is annoying.
I forgor Iron fist and Hammer style can applied disadvantage backdash too (in my opinion)
Biggest problem is that ban wave that was banned some people without any reason, support don't help, fix ban system
I feel like I have a solution, Firstly give the backdash an actual cooldown so you can't spam it, Second remove it's I-frames, this way it can be used as an actual disengage tool if necessary rather than a free dodge, this would also make it so if you time your punch right you can catch them mid backdash and get damage off
I love backdashing as a counter main but I hate it when other people spam backdash too it must only be me
The thing is almost everyone has backlash but i understand what you mean still I don't get why it bad for backdash to be this way since you have backdash to unless you use a certain style.
Keep up the goodwork.
Staring contests aren’t fun
There is no way to counter a hitman backdash, even afterbackdashing he can hit you and there is no proper way to avoid it
Im not even in the middle of the vid yet but what they could do instead of backdash could be sway (right or left, every sway goes to random side)
Freedom hands low ippo alot of styles have a very good dashes but handslow freedom their dashes cost alot of stamina more than your hits
because of this, forcing player to both play passive so they have to play aggro once. (one of my match took 9 minutes on a casual match)
Side dash catching it one of the most satisfying thing eva