This vid was super fun to do and I'm really happy with how it turned out, but I just wanna have it out there that this vid DOES have unskippable ads enabled. It's not something I usually do so I'd feel better about saying it outright. Only the more edited vids like this and the RBY Pokemon vids will have them, so don't worry about them appearing on FGG. Sorry for the inconvenience, it's just something I'll only do on these vids to compensate for the fact they take longer to make, it really does help me out, college can be tricky.
As somebody who uses UA-cam a LOT, I can promise you that unskippable ads are the norm and have never stopped me from watching a video. You should just keep them on, I doubt anybody would even notice
The first time I ever played Street Fighter, it was when I ran across an Alpha 3 machine at a theme park. I was like 8 so going over the character select I saw Blanka and him being a big green monster man while everyone else was more or less normal made him seem like the coolest character to me. As I recall I even got out the electricity despite having absolutely no idea what I was doing. Not currently a Blanka player but that experience of mine makes me really appreciate fighting games for having the oddball designs. But that has little to do with anything other than the video intro haha On the actual video subject, I think these sort of gimmicks on non-playable story characters would be amazing for a robust 1 player campaign that actually teaches a player the game instead of just being a series of regular fights against CPUs.
6:14 This isnt the first time Capcom has done something like this in Street Fighter. For example in Hyper Street Fighter II if you choose "Super" You would get the New Challenger versions of those characters however this is NOT THE SAME as choosing an OLD Character in ST. To properly select the Old Super Turbo character you have to hold: Start while pressing LP on the "Super" category. What's different about New Challenger vs ST Old is that the New Challenger selected characters take 2 extra frames of hitstun unlike the ST Old characters.
Though they are obviously made to be BS, I would be interested in seeing you do some kind of FGG video (or something of the sorts) on the bosses from Extra Battle, like Shadow Lady and Master Ryu and the sorts.
Ayo Leon, just wanna say as a fellow Irishman, I always enjoy watching your informative videos and you've sparked my interest back into fighting games. Keep doing what you're doing man!
8:50 i think the cause of the 2 extra frames of hitstun is most likely an animation discrepancy. even if it doesn't affect gameplay (normally at least), each move puts the victim in a variety of different hit animations in order to make the impact look proper with the move's animation. a lot of the moves you mentioned seem to hit the opponent high up, meaning they'd have an animation tied to something like their head being blown back or something of that sort. it's probably tied to multiple animations though, seeing the sheer variety of moves that it seems to affect. i might be wrong, but that seems like the most likely explanation for all the strange inconsistencies with it. hope that helps if you didnt already consider it!
It looks like it's two specific hitstun states that don't have the two extra frames. There are only two different animations we see in the list of moves that don't have the extra hitstun. Edit: …Okay nevermind, we got to the specials and stuff got weird. Might be _3_ specific hitstun states? One of the moves that doesn't do the extra has a hitstun animation we don't see elsewhere.
the weirdest thing about the inconsistency between what normals do extra stun and what don't is the implication that some guy had to spend like a week going through every character move by move and tweaking them specifically for this random challenge mode enemy. Like who at the office was bored enough to do this shit?
SF characters are my favourite when they take a wierd concept and make it into a fun character, the best exemple that i can think of is G because who thought to put goddamn Arbraham Lincon that shoots magma is a goddamn genius. Also ye oro cHP should be +5 on hit
Anyone else think an underground tournament series that uses all the non-playable SFV characters only would be heat? Shadaloo Dolls and Soldiers? Fire. Shadow Lady vs Shadow Lady Grand Finals? Lit.
The intro ( when u go “ is THIS guy the weirdest) gave me HELLA cybershell vibes lol. The soundtrack in the back and everything reminded me of the “ most obscure sonic game” video
I actually played a tiny bit of Rufus in USF4 but god I hate his personality fr, Birdie's cool but I wish he had more of a character than mainly being a stereotype
your nails go really well with your hoodie and hair btw the other dark things youre wearing also help but i think the nails are the big thing that brings it together!
What do you think about the concept of the "Ed" Input style (Basically using two attack buttons for a special along with three for an EX variant)? Personally, I really enjoy it, Ed was the only character I have mained in a Figthing Game that I stick to throughout instead of having multiple mains due to this simple input style, since it makes the whole process on trying to learn fundamentals all the more fun for me to do. So far, people don't really seem to think much about it other than how it hurts a character due to their power budget being limited to that, at the expense of not having as much options, but I think Ed/Falke are fine enough despite said limits like not having an easy overhead, due to having easy answers to the opponents options like a single button anti air from rising that can lead to a combo, or to have an easy way to end a combo with Upper. Heck, Ed himself has gotten a sizable playerbase from what I seen due to his Input Style despite people not liking his presentation/character. Kind of wish there are more characters with that input style in other games like Guilty Gear Strive, heck I wish the first DLC season has a Simple input character (And to me, it sucks Jack-O had her inputs from Xrd gone) so I can enjoy the game more consistently (Lazy I know but its my preference).
Personally I think it's great, I like Ed's gameplay a lot! It's a shame you lose out on different strengths of moves but overall I think it's a nice addition and of course it's great for accessibility
@@AdamSmasherReal Don't know why your asking me this, I can do motion inputs alright, I just prefer doing simple button presses because it makes me have better results for my style of play.
I believe that the normals that this character doesn't take extra hitstun from are all normals that have special recovery animations on hit or rather have different recovery animations on whiff.
I wanted a stream border and all of the other yellow ones had like a really dumb cyberpunk aesthetic so I got the most basic one possible and I love it
Hey dude your editing has gotten a lot better. The cuts are way more seamless and the continuous commentary over prerecorded footage flows a lot better than live commentary. Really good job!
The inconsistency of which moves do and don't get extra hitstun (and the fact that it seems to be determined separately for each of these two) makes me wonder if the developers didn't just, like, set all the extra hitstuns manually, individually somehow and they just like, missed/forgot some?
I never main super weird characters. I stay in the shallow end with the simple charge characters- but I always held a great respect for anyone who mains the oddballs.
I wonder if the hit effect depends on what knocks characters out of stun. Like some normals will cause the reeling animation on a stunned opponent while some cause them to fly back in the air and for the combo to always drop.
Speaking of Luke...I noticed the Elite Shadaloo solider appeared to have two of his rush punches from his announcement trailer. Anyone else think it's recycled, or is that an actual connection?
If you ever do make sure you get a good precoat and aftercoat too, really helps when you do them yourself cause any paint on your skin comes right off and the aftercoat helps them last
I'd feel bad is I didn't mention the lighting in some of your shots. Cardboard in the window goes a long way towards making these shots look better lit. Or a blackout curtain if you wanna look sick.
Don't know too much about sfv or extra battle, but this sounds like it exists as a means of tutorializing. If I was designing single player content it should ideally get you more comfortable with the game. Most fighting game story modes and challenges do this in one way or another. This is an interesting way of approaching it from a numbers side of things rather than changing the Ai or restricting the moves of the npc. Essentially if you have this enormous tank of health that the player can't get through they either have to constantly win neutral or "git gud" with their combo confirms to deal enough damage. The extra hitstun helps players who are new to combos to ease them into the games pace and the extra damage forces them to do more combos.If a player saw that they couldn't get enough damage in they could put a tip on screen saying focus on dealing combos. Or if new players went on a forum for help others would say it got a lot easier once they learned some combos, even if they aren't explicitly aware of the damage scaling or hitstun. The bit where some moves do or don't add hitstun might be from moves that are already easier to combo or give enough breathing room after a combo that new players didn't need it. It's important you don't completely spoon feed them early on because then the transition out of it might be a little harder. This also applies for the higher ranked one. Players still have this advantage to learn from but now have a little less and Oro's kick has even less for the above stated reason. I know skullgirls did this with their AI in story mode. Each new character would have a particular type of challenge you'd have to face: one would do lots of jump ins, another would do lots of grabs, another would constantly aim for cross ups... it's all just indirect teaching through game design. I have no explanation for multi hit moves scaling per hit. Possibly just a bug since.... they might have some function that gets called to remove scaling from multi hit single action moves but forgot to add that because this character had their own damage scaling function it calls on, so someone just missed that one line from the other program.
Taro from ultra fight da kyanta 2 is the only other character I've seen that takes extra frames of hitstun, he takes the same amount as asrEX. Unsurprisingly he is the worst character in the game.
I always kinda wanted these characters to be playable just for funs sake but with all these oddities i'm kinda changing that opinion; this just gives me flashbacks to early Omega Gen with his infinite dick kick. Plus all the weird quirks and inconsistencies would just make them unfun to play as or against. Speaking of playing characters what's your thoughts on Oro and Akira? Personally I like Oro's new tools a lot but the double jump and launcher just don't feel right to me. I want to enjoy him as i did play him in 3S a bit, but His jump feels really awkward with how it effectively just stalls out and doesn't auto turn around anymore, and I really don't like chicken combo's not letting me cancel the first hit only. Akira on the other hand has been one of my favorite characters to play ever, and minus the lack of launch grabs and VT2 being a stance version of a couple supers this really does feel like i'm playing her in Rival schools again which is nice because her and Daigo were my mains.
Personally I really like how Oro plays but his neutral feels very weak which is something I like a character I play to be good at, and Akira is really cool but just isn't my kind of character
@@BigYellowSilly that’s fair. I think she’s pretty fun if you just want someone who can kinda do everything in exchange for stubby buttons. I’ve always had a thing for characters who have great conversions so that’s probably why she appeals to me.
Joke's on you. I spend most of my time with the single player modes of Fighting Games because my crippling anxiety and fragile ego makes it incredibly difficult for me to want to actually play with people!
It's things like that that make having a good single player so important, it's not something I play but I'd never write it off, it does a lot for some people
For why certain moves do the hitstun while others don't, it could be just as simple as a hidden value relating to the knockback of the hits. IE, let's say there's six layers of "knockback value" to the attacks. 1 = No knockback; used in multiple hit effects that have hits or confirms beforehand, or grabs with otherwise forced momentum. 2 = Not visible knockback, but contains momentum; doesn't actually knock back, but isn't 1. May be used for pulls/vacuums, restands, and OTG. 3 = Visible knockback, very small; usually tied to moves that have no forward momentum for the attack related, but push back the opponent. 4 = Visible knockback, small; tied to moves with slight forward momentum for the attack related, pushes back opponent. 5 = Strong knockback; sends opponent backwards but the opponent is still standing. May include crush counters. 6 = Knockdown; always knocks the opponent down, no exceptions. Using this logic, then you could tie properties to moves simply by the push back, among other things with a similar method. In this case, 4 may be the reason for the extra two frames. All those moves seem to have a slight amount of push back, but not too little or too much. For reference, this could be more or less values in reality. There could literally be 47 different states of knockback, or just three, and we as the players would never really know as some may look on the surface identically to others.
Didn't know I needed Knuckles Chaotix music playing in the background of street fighter 5. Also a Lucia infinite eh? Something to take note of next time i play extra battle lol
You seriously don't know anyone who plays Blanka? He was one of the most popular characters back in the day because noobs can just mash out electricity and blanka balls and beat other newbs. Same with Honda and hundred hand slaps.
It'd be really funny if there was a mode where you could play as the NPC fighters, haha. It'd be so broken Also I don't know if this is the first time you've done face cam on your channel but it was a nice touch!
As someone who loves Asumsaus, you're just him but a bit watered down. Of course, Asumsaus has amazing editing and little jokes in between, and saying that you're watered down isn't even a bad thing. keep up the good work :]
I like weird stuff in FGs I wish more companies had the balls to do the weird nonsense BlazBlue does I know it's harder to balance in a footsie game like SF, but still
I hope you where being sarcastic about single player modes for FG because recent FGs lacking that content. its so sad that adventure mode from melee its darn fun but nowadays they dont care about those modes on FGs
This vid was super fun to do and I'm really happy with how it turned out, but I just wanna have it out there that this vid DOES have unskippable ads enabled. It's not something I usually do so I'd feel better about saying it outright. Only the more edited vids like this and the RBY Pokemon vids will have them, so don't worry about them appearing on FGG.
Sorry for the inconvenience, it's just something I'll only do on these vids to compensate for the fact they take longer to make, it really does help me out, college can be tricky.
Nice option select using FGG to cover all three
@@meathir4921 lol
As somebody who uses UA-cam a LOT, I can promise you that unskippable ads are the norm and have never stopped me from watching a video. You should just keep them on, I doubt anybody would even notice
I have UA-cam premium I do not give a shit
Thanks for being transparent. You're totally reasonable with ads. Hope it helps cover your expenses.
bring this guy to SF6 absolutely unchanged and name him Rex and I'd buy that game day one
Keep him as is but buff his one special move a wack amount
@@BigYellowSilly give HIM the green hand
Just make it randomly cross up depending on the direction you hold.
@@bigredradish lmao
@@SPZ-gv2on omg
I have literally never seen the V-Trigger where FANG rolls up his sleeves before. That's pretty cool.
Well yeah people need to play fang in order for you to see it.
I've seen it but never in ranked lol
The first time I ever played Street Fighter, it was when I ran across an Alpha 3 machine at a theme park. I was like 8 so going over the character select I saw Blanka and him being a big green monster man while everyone else was more or less normal made him seem like the coolest character to me. As I recall I even got out the electricity despite having absolutely no idea what I was doing. Not currently a Blanka player but that experience of mine makes me really appreciate fighting games for having the oddball designs.
But that has little to do with anything other than the video intro haha
On the actual video subject, I think these sort of gimmicks on non-playable story characters would be amazing for a robust 1 player campaign that actually teaches a player the game instead of just being a series of regular fights against CPUs.
6:14 This isnt the first time Capcom has done something like this in Street Fighter. For example in Hyper Street Fighter II if you choose "Super" You would get the New Challenger versions of those characters however this is NOT THE SAME as choosing an OLD Character in ST. To properly select the Old Super Turbo character you have to hold: Start while pressing LP on the "Super" category. What's different about New Challenger vs ST Old is that the New Challenger selected characters take 2 extra frames of hitstun unlike the ST Old characters.
ST Old characters also get other tools that New Challenger fighters don't like Boxer's cr.mp is not special cancellable etc.
If this a reference to that that'd be adorable fr
@@BigYellowSilly Capcom would take any chance to reference SF2 lol
Wow, I never heard of this! Are the New Challenger versions in Hyper SFII faithful to the original release of Super SFII, or is this a bug?
@@MystyrNile It's on purpose they are exact from Super SFII
“We have Faust at home”
Though they are obviously made to be BS, I would be interested in seeing you do some kind of FGG video (or something of the sorts) on the bosses from Extra Battle, like Shadow Lady and Master Ryu and the sorts.
Defo planning to do that for sure
Ayo Leon, just wanna say as a fellow Irishman, I always enjoy watching your informative videos and you've sparked my interest back into fighting games. Keep doing what you're doing man!
...leon?
Glad you enjoy! Dunno where you got Leon from tho 👀
@@BigYellowSilly Leon Massey maybe?
Bro this is Sajam smh
I thought this was Maximilian
8:50 i think the cause of the 2 extra frames of hitstun is most likely an animation discrepancy. even if it doesn't affect gameplay (normally at least), each move puts the victim in a variety of different hit animations in order to make the impact look proper with the move's animation. a lot of the moves you mentioned seem to hit the opponent high up, meaning they'd have an animation tied to something like their head being blown back or something of that sort. it's probably tied to multiple animations though, seeing the sheer variety of moves that it seems to affect. i might be wrong, but that seems like the most likely explanation for all the strange inconsistencies with it. hope that helps if you didnt already consider it!
It looks like it's two specific hitstun states that don't have the two extra frames. There are only two different animations we see in the list of moves that don't have the extra hitstun.
Edit: …Okay nevermind, we got to the specials and stuff got weird. Might be _3_ specific hitstun states? One of the moves that doesn't do the extra has a hitstun animation we don't see elsewhere.
you killed me with "We have Faust at home."
Not even a minute in.
absolutely incredible thumbnail
the weirdest thing about the inconsistency between what normals do extra stun and what don't is the implication that some guy had to spend like a week going through every character move by move and tweaking them specifically for this random challenge mode enemy. Like who at the office was bored enough to do this shit?
I'd find it hilarious if there's not a technical reason for the extra hitstun and it really was just a bored dude
SF characters are my favourite when they take a wierd concept and make it into a fun character, the best exemple that i can think of is G because who thought to put goddamn Arbraham Lincon that shoots magma is a goddamn genius.
Also ye oro cHP should be +5 on hit
I love how most of the time, your accent is basically just british, but once in a while a word will come out _aggresively_ irish (i.e. 0:57)
Anyone else think an underground tournament series that uses all the non-playable SFV characters only would be heat?
Shadaloo Dolls and Soldiers? Fire.
Shadow Lady vs Shadow Lady Grand Finals?
Lit.
The intro ( when u go “ is THIS guy the weirdest) gave me HELLA cybershell vibes lol. The soundtrack in the back and everything reminded me of the “ most obscure sonic game” video
Man I never even thought of that but I do love Cyber's vids
Fang main here, proud to say that I love him because he's weird
I like Fang a lot too easily my fave of the og 4 newcomers
i don’t play fang but i acknowledge that he’s one of, if not THE most slept on characters in the game. i like how his skull is long
i just wish he was more twisted than cringy
@@logandunlap9156 I love him even for his gameplay, because keeping the opponent at mid range and suddenly pressing him is pretty satisfying
Something about the parts of the combo where it goes Normal-Projectile-Normal-Projectile look so incredibly satisfying to watch.
Click for thumbnail stayed for the info
I for one support this channel becoming the premier AS-R EX news channel and fanclub on UA-cam
Those black nails are hella nice
That's some Abigail style hehehe
(not really, I know, but remember that Abigail has black nails)
Ty had them in the Pokemon vid and they went down super well, did em myself this time
I played Rufus in IV, and Birdie in V.
So if there isn't an overweight character in VI, I guess I won't be interested?
I actually played a tiny bit of Rufus in USF4 but god I hate his personality fr, Birdie's cool but I wish he had more of a character than mainly being a stereotype
Picking Jack-O' be like 3:11
your nails go really well with your hoodie and hair btw
the other dark things youre wearing also help but i think the nails are the big thing that brings it together!
Ty ever since I had them done I've made more of an effort appearance-wise and I feel great for it
Nice sarcastic comment lol
@@davaris1224 those nails baffle me, seriously 😳😬
The general quality of this video was such a big step up from your previous content, nice job!
What do you think about the concept of the "Ed" Input style (Basically using two attack buttons for a special along with three for an EX variant)? Personally, I really enjoy it, Ed was the only character I have mained in a Figthing Game that I stick to throughout instead of having multiple mains due to this simple input style, since it makes the whole process on trying to learn fundamentals all the more fun for me to do.
So far, people don't really seem to think much about it other than how it hurts a character due to their power budget being limited to that, at the expense of not having as much options, but I think Ed/Falke are fine enough despite said limits like not having an easy overhead, due to having easy answers to the opponents options like a single button anti air from rising that can lead to a combo, or to have an easy way to end a combo with Upper.
Heck, Ed himself has gotten a sizable playerbase from what I seen due to his Input Style despite people not liking his presentation/character.
Kind of wish there are more characters with that input style in other games like Guilty Gear Strive, heck I wish the first DLC season has a Simple input character (And to me, it sucks Jack-O had her inputs from Xrd gone) so I can enjoy the game more consistently (Lazy I know but its my preference).
Personally I think it's great, I like Ed's gameplay a lot! It's a shame you lose out on different strengths of moves but overall I think it's a nice addition and of course it's great for accessibility
I wouldn't have issue with Ed if he didn't look like early career Eminem
@@Sorrelhas oh yeah like I love everything about Ed bar the design and voice, I even enjoy his theme which I don't think most people do
Git gud
@@AdamSmasherReal Don't know why your asking me this, I can do motion inputs alright, I just prefer doing simple button presses because it makes me have better results for my style of play.
I believe that the normals that this character doesn't take extra hitstun from are all normals that have special recovery animations on hit or rather have different recovery animations on whiff.
Are we gonna get lore about the yellow border? Also this is gonna be a great video, Big Yellow!
I wanted a stream border and all of the other yellow ones had like a really dumb cyberpunk aesthetic so I got the most basic one possible and I love it
@@BigYellowSilly its fits so well dude, glad you picked it!
I honestly thought this video was going to be about Cammy
This saga keeps developing. Also love the new style of video here, great editing
Babe wake up, new big yellow sfv video!
lovely video after both the fighting game garbage and the other vids you've posted about the EX soldiers. glad to see an overview of them like this
Hey dude your editing has gotten a lot better. The cuts are way more seamless and the continuous commentary over prerecorded footage flows a lot better than live commentary. Really good job!
Thank you! I'll defo stick with the old style for FGG just cause I think the simplicity makes more sense there, but I'd love to do more vids like this
@@BigYellowSilly keep up with it dude! after your latest couple vids i def had to sub, cant wait for more
Your editing has gotten really nice.
If you get UA-cam's recommended RNG, this video is gonna blow up
this channel is top tier and everyone needs to watch this channel and the guy who makes these amazing videos
The inconsistency of which moves do and don't get extra hitstun (and the fact that it seems to be determined separately for each of these two) makes me wonder if the developers didn't just, like, set all the extra hitstuns manually, individually somehow and they just like, missed/forgot some?
I never main super weird characters. I stay in the shallow end with the simple charge characters- but I always held a great respect for anyone who mains the oddballs.
I wonder if the hit effect depends on what knocks characters out of stun. Like some normals will cause the reeling animation on a stunned opponent while some cause them to fly back in the air and for the combo to always drop.
Some of the hit animations do look a little odd on AS-R EX, so I do wonder if that's what could dictate the extra hitstun
Hm
This is a new type of video format for you, this is great!
Loving the face cam and of course the content. And those beautiful nails. Keep up the good work.
This is the 2nd next character for street fighter 6 introduced after Luke.
He'll be exactly like this
Speaking of Luke...I noticed the Elite Shadaloo solider appeared to have two of his rush punches from his announcement trailer.
Anyone else think it's recycled, or is that an actual connection?
Great video as always. Also big fan of your nails
one of these days i will find the courage to paint my fingernails lol
If you ever do make sure you get a good precoat and aftercoat too, really helps when you do them yourself cause any paint on your skin comes right off and the aftercoat helps them last
Lmao seeing this comment is funny cuz I just painted my nails for the first time
I'd feel bad is I didn't mention the lighting in some of your shots. Cardboard in the window goes a long way towards making these shots look better lit. Or a blackout curtain if you wanna look sick.
I really do have to invest in something like that, my setup is in the most inconvenient place possible fr
Don't know too much about sfv or extra battle, but this sounds like it exists as a means of tutorializing. If I was designing single player content it should ideally get you more comfortable with the game. Most fighting game story modes and challenges do this in one way or another. This is an interesting way of approaching it from a numbers side of things rather than changing the Ai or restricting the moves of the npc. Essentially if you have this enormous tank of health that the player can't get through they either have to constantly win neutral or "git gud" with their combo confirms to deal enough damage. The extra hitstun helps players who are new to combos to ease them into the games pace and the extra damage forces them to do more combos.If a player saw that they couldn't get enough damage in they could put a tip on screen saying focus on dealing combos. Or if new players went on a forum for help others would say it got a lot easier once they learned some combos, even if they aren't explicitly aware of the damage scaling or hitstun. The bit where some moves do or don't add hitstun might be from moves that are already easier to combo or give enough breathing room after a combo that new players didn't need it. It's important you don't completely spoon feed them early on because then the transition out of it might be a little harder. This also applies for the higher ranked one. Players still have this advantage to learn from but now have a little less and Oro's kick has even less for the above stated reason. I know skullgirls did this with their AI in story mode. Each new character would have a particular type of challenge you'd have to face: one would do lots of jump ins, another would do lots of grabs, another would constantly aim for cross ups... it's all just indirect teaching through game design. I have no explanation for multi hit moves scaling per hit. Possibly just a bug since.... they might have some function that gets called to remove scaling from multi hit single action moves but forgot to add that because this character had their own damage scaling function it calls on, so someone just missed that one line from the other program.
Taro from ultra fight da kyanta 2 is the only other character I've seen that takes extra frames of hitstun, he takes the same amount as asrEX. Unsurprisingly he is the worst character in the game.
I always kinda wanted these characters to be playable just for funs sake but with all these oddities i'm kinda changing that opinion; this just gives me flashbacks to early Omega Gen with his infinite dick kick. Plus all the weird quirks and inconsistencies would just make them unfun to play as or against.
Speaking of playing characters what's your thoughts on Oro and Akira? Personally I like Oro's new tools a lot but the double jump and launcher just don't feel right to me. I want to enjoy him as i did play him in 3S a bit, but His jump feels really awkward with how it effectively just stalls out and doesn't auto turn around anymore, and I really don't like chicken combo's not letting me cancel the first hit only. Akira on the other hand has been one of my favorite characters to play ever, and minus the lack of launch grabs and VT2 being a stance version of a couple supers this really does feel like i'm playing her in Rival schools again which is nice because her and Daigo were my mains.
Personally I really like how Oro plays but his neutral feels very weak which is something I like a character I play to be good at, and Akira is really cool but just isn't my kind of character
@@BigYellowSilly that’s fair. I think she’s pretty fun if you just want someone who can kinda do everything in exchange for stubby buttons. I’ve always had a thing for characters who have great conversions so that’s probably why she appeals to me.
Joke's on you. I spend most of my time with the single player modes of Fighting Games because my crippling anxiety and fragile ego makes it incredibly difficult for me to want to actually play with people!
It's things like that that make having a good single player so important, it's not something I play but I'd never write it off, it does a lot for some people
The only way to get over it is to get rekt by better players until you figure it out. That's how I did it.
This is really cool. Capcom put in so much hidden details in this obscure character, its really unfortunate that most people will not know about this.
Oh my god the kusoge reverse scaling is real
A Kusoge man in a balanced world
I didn't notice this for a bit, but nice nails.
got baited by Cammy
I’m sorry but I have to ask what is that song in the background. I know I heard it before but can’t place my finger on it.
Great vid by the way😄
Midnight Greenhouse from Knuckles' Chaotix, great ost imo
ua-cam.com/video/72yQZlbHuko/v-deo.html
So is nobody gonna talk about that thumbnail?
incredible vid as usual yellow
Did you see The Haunting hour? Every time i read your username i remeber one episode, of the Big yellow.
Nice nails my friend, great video also
For why certain moves do the hitstun while others don't, it could be just as simple as a hidden value relating to the knockback of the hits.
IE, let's say there's six layers of "knockback value" to the attacks.
1 = No knockback; used in multiple hit effects that have hits or confirms beforehand, or grabs with otherwise forced momentum.
2 = Not visible knockback, but contains momentum; doesn't actually knock back, but isn't 1. May be used for pulls/vacuums, restands, and OTG.
3 = Visible knockback, very small; usually tied to moves that have no forward momentum for the attack related, but push back the opponent.
4 = Visible knockback, small; tied to moves with slight forward momentum for the attack related, pushes back opponent.
5 = Strong knockback; sends opponent backwards but the opponent is still standing. May include crush counters.
6 = Knockdown; always knocks the opponent down, no exceptions.
Using this logic, then you could tie properties to moves simply by the push back, among other things with a similar method.
In this case, 4 may be the reason for the extra two frames. All those moves seem to have a slight amount of push back, but not too little or too much.
For reference, this could be more or less values in reality. There could literally be 47 different states of knockback, or just three, and we as the players would never really know as some may look on the surface identically to others.
Didn't know I needed Knuckles Chaotix music playing in the background of street fighter 5. Also a Lucia infinite eh? Something to take note of next time i play extra battle lol
Literal combo banquet
always look forward to your uploads gamer
I find the way you pronounce "weird" to be very satisfying
I wouldn't mind more vids like this about different titles having pretty unconventional characters.
You seriously don't know anyone who plays Blanka? He was one of the most popular characters back in the day because noobs can just mash out electricity and blanka balls and beat other newbs. Same with Honda and hundred hand slaps.
Personally I know one guy who plays Blanka but I know like 4 Honda players
Sick vid, sick nails, sick thumbnail. Nice job, Yellow!
oooooh another Big Yellow vid cant wait for this one
the nails tho
😳
0:37 Kotaku did what now!? On the one hand, I need to know why. On the other, I really don’t want that on my search history…
Doesn’t even look weird… a few moments later..
*cut to golden dictator man*
He’s gold!
It'd be really funny if there was a mode where you could play as the NPC fighters, haha. It'd be so broken
Also I don't know if this is the first time you've done face cam on your channel but it was a nice touch!
Marvel vs capcom 2 Amingo: Am i joke to you?
Is that Knucles Chaotix background music? :0
Whew. Was worried this would be a video about my main girl Falke. Gun stick woman gets a lot of hate.
Weirdest character in the popular fighting games is voldo from soul calibur
Why they schmove like that
What about Mokujin from Tekken (3 at first) ?
Why does AS-M EX look like a gilded klansman
Maybe the weird hitstun stuff is caused by updates overriding the flag for the hitstun?
But if you keep finding weird things about AS-R EX, when will you ever have time to look at the SFV boss characters? 😱
Fun video. The extra production value wasn't necessary, but always appreciated.
That was pretty fucking weird
yeah he's a weird lil dude
As someone who loves Asumsaus, you're just him but a bit watered down. Of course, Asumsaus has amazing editing and little jokes in between, and saying that you're watered down isn't even a bad thing. keep up the good work :]
That's actually pretty cool, I love Asumsaus but course he's waaaaay better at what he does, his presentation is phenomenal.
Ayo, you got the KZ buds, my guy?
Yep I heard about them in that one vid chatting shit about raycons and they're amazing for the price
make the border bigger
big yellow for a reason yeah
/lighthearted
Can you do videos on the king of fighters series?
I'd love to really but I'm just not that familiar with the series unfortunately. Really excited for KoF15 tho
@@BigYellowSilly me to! Glad you agree
God tier thumbnail
I really hope that he is in sf6 in some way, and playable without mods (secret character maybe?)
Mysterious Mod be like
it's tied to stun states i think (about the extra stun!)
There doesn't seem to be a wiki page for this character at all.
You know what? You are good looking
thank youuuu been making way more of an effort the last couple of weeks or so feels good
@@BigYellowSilly well it shows, it really helped me with self esteem stuff when I started to take care of my looks more :)
I like weird stuff in FGs
I wish more companies had the balls to do the weird nonsense BlazBlue does
I know it's harder to balance in a footsie game like SF, but still
3:18 so is THIS a fuzzy?
big yellow upload? pog
I'm trying to listen to you, but I keep on thinking "WTF is up with his nails?!?"
Nice thumbnail
the weakness of as-r in defense could be because he's golden, and golden chars in Guilty Gear are weaker in defense but is faster.
0:20
let me introduce myself :)
i play exclusively absurd and weird characters
Love you nails Big Yellow.
"I don't know anyone who played blanka or rufus"
Then you didnt get out much
Ye I know Rufus was super good but none of my friends ever played him
@@BigYellowSilly alright alright, cuz I know fat man divekickin was always a good time
I hope you where being sarcastic about single player modes for FG because recent FGs lacking that content. its so sad that adventure mode from melee its darn fun but nowadays they dont care about those modes on FGs
Melee's Adventure mode was lowkey awesome, it really is a shame that singleplayer in fgs is getting less and less focus