This week's episode of Zero Punctuation on Diablo IV is now available in Early Access via Patreon and UA-cam Memberships. www.patreon.com/posts/early-access-iv-85255198 We're dropping the video player on the website, along with syncing Zero Punctuation with the rest of our video schedule. Read the full update here: www.escapistmagazine.com/zero-punctuation-dropping-video-player-for-youtube-embeds-same-day-post-zp/
Please do octodad. Its a great immersing one player story for the Morden man... also you could try 2 player with your wife if you want an excuse... To.. You Know.... Choke slamming her.
@@OtakuUnitedStudioI would fund the sequel just to see the real Blanka do this. Of course, this sequel will pretend the original was Van Damme's coke hallucination.
The sentient fridge thing is NOT A JOKE. In fact, if you look close at the cutscenes of the final tournament, you can see a refrigerator WEARING A HEADBAND AND WALKING ONTO THE STAGE.
@@ThatSamoanGuyThursday's video of the fighting game expert talking about how this is the one fighting game with a decent single player mode that you could actually recommend to people who are curious about fighting games. Most of them have terrible single player and don't really do well to actually teach you how to play the game. This one not only teaches you how to actually play, but has an engaging single player game mode you can try before getting your ass beat by other players. I might just get my hands on this game when it's dirt cheap down the line.
"Fighting games are like six year-olds in a playground-they're full of energy and fun to watch, but the moment you try getting your hands on them everyone beats the shit out of you"-could a Zero Punctuation episode begin any better than that?
"Well I suppose the thing you'll need to do starts with 'G' and ends in 'ind.'" "But I don't want to go blind." Please never lose that beautiful wit, Yahtzee. Also, thank you for meeting the legally required minimum amount of Chun-Li thigh appreciation.
The fact that Capcom managed to produce a fighting game that's not only gotten someone like Yahtzee to give it a go but also to be pretty positive on it speaks volumes about how much they absolutely nailed what they were going for with this game.
True. I'm surprised capcom was able to cater to both extremes with this. The drive mechanics seem really fun and add a nice amount of depth, and the offline content seems genuinely fun...well, world tour sounds ok but i love having a character creator and there are also the kustom-kombat esque battle modes and such.
Nail it, or abandon what make street figther street figther, you know i didint uderstand why, if dark souls become easy, is still dark souls, well now i understand, it wont
@@Krysnha Dark Souls DID become easy, compare the original version of Dark Souls released to Prepare to Die Edition (or a patched version of the console version). The game is absolutely much easier than when it first came out, is it not Dark Souls anymore?
@@Sheenulus Easy watch a video about the problem with elden ring, is easy if you know how to use jump roll, demons soul was harder but was design to dodge and move around, elden ring and later dark souls are design with dodge roll, and dodge roll spam, is not necesarily easy, the game is design with a spam of dodge roll, there is a video with that idea, but what i said, if i made demon soul so easy to the point, you could win with one button by smashing, is dark soul
@@Krysnha In defence of the OP, they said they (Capcom) nailed _what they were going for,_ which they definitely seem to have done. They never said it was something they _should_ have been going for in the first place. Personally, I think it was a strange move, or at least the timing was strange, when SFV did gangbusters. I do get why long-time fans find it jarring, too - radical shifts in game mechanics are par for the course for long-running series in many genres but rare in fighting games. Ultimately, I've no skin in the game - the closest thing to a 'proper' Fighter I've ever gotten into was MvC3 and that was a fair ol' while ago now (loved the original Soul Caliber back in the day but that was before online play so I could just use my solid timing against the AI and pretend I was decent) but I can see why some people would be annoyed and why some people would be happy (even some long-term fans I've spoken to love the change because it means they can play with their friends and family without utterly kerb-stomping them) and I guess you can't please all of the people all of the time.
0:55 funny you should mention that because there is a fighting game that does EXACTLY that: Divekick. No complex combos, no insane button mashing, just two button inputs shared amongst the entire cast: One to dive and one to kick. Stripping it down to pure reflexes and strategy. Ironically? It still has the same sort of fun and depth of a standard fighting game.
It’s really awesome seeing so many people who don’t enjoy fighting games try, and actually enjoy SF6. It shows the power of having options to make a game more accessible. From what I understand what makes SF6 really impressive is all the depth that hardcore fans enjoy and have been mastering for years.
I hear SF5 was the previous beginners option for fighting games. Don't know how well that translated for people who went from that to the fast paced anime fighter games like what my friends play bc i don't myself play fighting games, but I would like to give SF6 a go and try it out
It translates medium to other games. Its like how counterstrike would translate to call of duty for example. The basics are there but the feel between games is vastly different almost to the point of feeling like you start from 0 (speaking from experience)
Honestly, comparing JP with Charles Dance is hilarious, and I’m kind of glad to see a fighting game start to get Yahtzee to develop some goodwill towards the genre, even if it took making a weird Yakuza spinoff to do so.
Love to hear a fully single player review of a game that's generally intended to be multiplayer. I'm not being facetious; I mean that I'm glad that some multiplayer games can have a reasonable single player these days.
To be unnecessarily serious for a zero punctuation video is that motion inputs, iirc I heard this first in a core a gaming video, are meant to be a form of learning the moves similar to learning them irl, as in martial arts moves which may be muscle memory for the skilled need to be practiced by the newbies and all that. Like timing reloads in fps, or how to crouch jump or bunny hop.
1:10 I love the way that everyone talking about Street Fighter 6 forgets that Soul Calibur did exactly that over 20 years ago. I mean, I don't really blame them. It still fell into the same "Press hard to remember button combos in the fraction of a second you have between enemy attacks" trap as every other fighting game. But it did have a universal special move system.
As someone who has been playing SF since II was in ar arcades: if you complain you lost because your opponent used modern controls I say this: modern controls aren't the problem you are the problem, you aren't as "gud" at the game as you thought you were.
I like how with all the comical examples he uses to describe something in a video game the "sentient fridge" bit wasn't a joke at all haha. the enemies i hated the most were the murder roombas
I'm surprised there wasn't a joke about how you can pick fights with literally anything including kitchen appliances. Also reminded of that fun Yakuza 7 sidequest.
Actually playing fighting games is much like playing an instrument. You learn what that special move that's best in that nanosecond beforehand, then you practice it over and over again, and then when you land a hit in an actual match, you black out for a couple of seconds only to realize you've successfully pulled your combo off.
A lot of people assume fighting games are all about reaction, when 90% of things aren't really reactable and even the ones that are technically reactable, really aren't because of mental stack. You just develop some muscle memory and intuition for what to do in that moment.
Finally Yahtzee has made the connection between Souls combat and fighting game combat. Whiff punishing, spacing, all that stuff is common between the two.
Yet ironically he missed the connection between "mapping every character's specials to the same simple button inputs" and the entire design philosophy of Super Smash Brothers. Kinda doubt he'll have a fighting game epiphany a la Dark Souls, too.
@exclamation744 to be fair Smash has an entirely different appeal to SF. Smash has much more focus on more nebulous aspects of the genre, like neutral and player expression. It also has aspects all its own, like the mechanics of the ledge, edge guarding and the way combos work is fundamentally very different. I think his opinions on special move motions being unnecessary lack nuance, sure. There is a reason why motion inputs exist (they're for balance reasons, tldr), but Modern existing but with extra penalties makes sense for more casual players
I think the joke is that not every adult who gets closer to play with children is a pedophile but everyone watching assumes so, so you get your ass kicked even though maybe you just wanted to have lighthearted innocent fun.
"if fighting games were invented now, would they still have these complex controls" is a difficult question to answer that hinges on an almost impossible hypothetical. would any genre work the same way if it was invented now? And it's even arguable that if it was, they'd be worse, because they haven't got decades of experience to learn and improve from. I.E. Character Balance in fighting games is far, far, far more understood now than the days of SF2. If the question is that motion controls are simply outdated tradition- I disagree. i think there's a really good reason they've stuck around the way they are. There has to be a difficulty of technique and fumble to doing combos and movement options as a counterbalance against how powerful some of these options are. There was a lot of pre-release talk about modern being potentially broken because of one button command grabs and special uppercut anti-airs. It would be extremely- *extremely* easy to break the game with those, if handled badly. Sure, someone coming from the outside can't see that and that's absolutely fair enough, but once you get to grips with the mechanics, these execution barriers start to make a lot more sense. Besides that- they have made controls easier. You don't tend to see pretzel motions anymore, and pretty much only Zangief has a 720 motion now, and on top of all that, the games have hidden mechanics that make doing a lot of these motions considerably easier. A continued tragedy that it doesn't actually outline it anywhere, though! All that said I think Modern is great. They've made something that can compete comfortably with classic without obviously overpowering it. And I think it's a great way in for newcomers who (understandably) think motions are bullshit. And on top of that, to get the most out of it, it includes a few motion specials buried in, just in case you want to experiment with some better options. I think they did a fantastic job and I welcome anyone to pick up this game whichever way pleases them, because, god damn, i love fighting games and i wish everyone else could see them like i do
not that any of your critiques are unfounded, but to provide a different perspective, the purpose of all motion inputs/movement/blocking being mapped to the same stick is very intentional. It’s all ways to express how a specific character controls space. Charge input characters like Guile are the most unsubtle implementation of this, the fact you have to hold down-back to charge your anti-air or projectile moves means guile is given lots of tools when he stays where he is, but in turn sacrifices his ability to move forward and gain ground on an opponent. Equally as important is Ryu’s ability to do a shoryuken while walking, since forward is already the first input for the move you can use it on reaction. But in turn it leaves you open if you whiff or the opponent blocks. The best special moves are all designed this way to make specific characters have risk and reward all unique to them. And really, they aren’t hard to do at all once you have the muscle memory down. It’s not the only way a fighting game should be designed, but it is a very thoughtful way to design these mechanics and definitely still deserves to be around, despite what some people say. As a competitive experience, I do think that street fighter made a mistake by pushing modern controls as the standard, if only because the experience between individual players is now vastly different. and while it does allow for more accessibility at a low level, I do think modern takes away much of the complexity which makes this game fun to watch at high levels of play as there is an entire element of interaction with the mechanics themselves that are just missing. (Just my opinion, I don’t think it’s the end of the world) Anyways, great review, and to anyone looking to get into street fighter, play how you want! We’re glad to have you. Fighting games are a beautiful hobby :)
That tournament part sound like that nightmare scenario in everyone's head that makes people end games with a bunch of top quality consumables saved "for later"
"I'm never gonna use these consumables, these weren't even worth the effort to get" but they solved that problem I guess. idk, I'm only on Chapter 4 cus I've been grinding in the actual game. the tradeoff to that is my avatar is too weak to fight most of the others in the Battle Hub but Peppino will get there...eventually...maybe....
There's some equipment you can buy right before the tournament that is completely overpowered. it didn't make the end boss super easy, but things felt a lot more fair.
Honestly it's not hard to stock up on consumables naturally. If you do some side missions and don't bee line through the main story you shouldn't be dying alot.
There's concept art in SF5 of a smol girl character who's gimmick is small but hearty and can just throw people around Droopy McPoodle style. I hope she makes it as a real fighter someday.
@@evilded2 No, a different character. The UA-cam channel Thorgi's arcade was where I found out about them, they recently did a big video about all of SF's cut characters that he knows of across all games. In SF5, before landing on... F.A.N.G., they were workshopping what character would join the four kings, and one of them was a cool art of a small, bulky girl/woman, possibly an eskimo, dragging behind her a huge fish or a seal or something, I don't remember. The concept being she's very strong and can drag people around like that, probably throwing them, swinging them, over the shoulder tosses, etc. I thought the design was cool, probably not well fitting for one of Bison's right hands, but cool all the same. I'd love to see their take on a smol grappler.
@@gregvs.theworld451 The King of Fighters has a character like that: Hinako Shijou is a cute schoolgirl who practices sumo and can toss her opponents around like Goro Daimon does, but half a metre shorter and over ninety kilos lighter.
Seems like people dont understand 80% of fighting game players are terrible at the game too. doesn't matter how bad you are, just play ranked and you will be placed with thousands of other terrible players.
I wrote this in response to another comment, but I'll just leave it here too as some advice for anyone else interested in getting started with fighting games. It's difficult to get into the rhythm of seeking out good information but getting somewhere with fighting games is really a community effort. Most fighting game tutorials suck, they've been getting better in recent years, but still leave a lot to be desired, so community-made content is the main way people figure out what they're doing. How people did it in the arcade days before UA-cam guides and comprehensive wikis I'll never know, but some of the best places to start today are Core-A Gaming's videos in fighting games, lots of nice beginner-friendl content that can get people interested in the scene. Sajam's videos focused on learning fighting games are great too (he gets into the mentality and learning process a lot,) Brian_F is a Street Fighter player who has made a lot of videos documenting how he leans things and explaining basic concepts to new players, and there's a video published by Polygon called 'How to get started with Fighting Games and have a Nice Time' that I recommend. All of these are great resources! Lots to learn, it is a real time investment, but there's no rush and if you find that it's just too much that's cool too, as long as you pick up the basics and apply them you should be able to hold your own in low ranks. Many fighting games these days have some kind of comprehensive wiki detailing the properties of every character's moves, and in-game learning tools and documentation are always getting better. Maybe give it a shot! :)
Yeah I too got the same vibe when I played through World Tour mode, but it was still fun all the same. One of the drawbacks of that mode is the fact that you can't use any special move you want since every move is tied to specific motion imputs like quarter circle forward or quarter circle back. Glad to see SF6 pave the way for more people to get into fighting games. A genre that has long been stigmatized due to all that it asks of you if you wish to put the time in to play them, but have evolved in a way that the skill floor is low enough for more people to not only play , but to get more out of it without affecting the skill ceiling and thereby lowering the bar for the more experienced fighting game fans, but instead raising the skill ceiling to give said skilled fighters and newcomers enough defense and offense options with the Drive Gauge system such as drive parries, drive rushes, drive reversals and Overdrive versions, Or what veterans called EX moves, of your characters' special attacks. All in all, SF6 is a great breath of fresh air for fighting games, and I would highly recommend it to anyone who want's to get into the genre, yet want something to alse ease them into it. Also, the music is top notch.
Special motions were mostly made so they can have more moves on the buttons they already had, some other modern fighters did away with it, but those had to put the moves on cooldowns or limit them by a mana bar to keep them semi balanced. While again we wouldn't have such unique interactions during projectile wars where someone who can throw out more ⬇️↘️➡️(Hadouken) will always beat a charge motion 🔙➡️(Sonic Boom) at long range, these are the cooldowns meter the modern games use, but you can charge during any action which allows a lot of flexibility.
IMO the world tour mode is a genious idea, to get good at a fighting game mode you need to spend a lot of time practicing and the RPG adventure offering you tons of extrinsic motivation feels like the ultimate way to not make it FEEL like a grind. I'm also firmly in the "do all the moves using the Smash button + direction system" camp, but in my brief encounters with Tekken I've felt that system is also very intuitive. Each face button is assigned to a limb, so you get a feel for how to do any given move just watching the animations and it all feels very fluid and responsive.
I either laughed harder than I should have at Blanka holding up a car battery saying "Strap this to your nuts" or I laughed exactly the appropriate amount.
Let's be honest comment section, the minute you saw Yahtzee and Street Fighter you clicked it like a rabid dog. Not dissing Yahtzee or anything, I just find it cathartic to see him cover the genre's more groundbreaking titles and to see the "souls boss" comparison be made. Though if you're not a fighting game nerd and want to see a "real souls boss" in one on one fighters, try getting to, and beating Omega Rugal in The King of Fighters 2002: Unlimited Match. If you know you know.
Not going to lie, thanks to the modern control mode, accessibility settings, and being well designed...this is the first time I've had any level of interest in Street Fighter above zero.
I'm glad you liked Street Fighter 6. I wasn't interested at first and I still have no incentive to try it but after watching a friend stream it, where I learned it was bonkers--like if it took place in a universe where every Jean Claude and Steven Segal movie was actually happening --I came to respect it for subverting my expectations in a big way.
There was a game called "Dive Kick" and the only buttons you had were Dive and Kick i don't think you got much in the way of movement either, the goal was to take the entire experience of high level fighting game play and boil it down into far less buttons.
In defense of old school fighting game controls: Difficulty as its own purpose aside, there are some advantages to it, or rather, specifically you can have a much more varied moveset without having to equip or unequip only a small few of them. And while it does make it harder to actually keep them in mind, theoretically, at least in higher level play, you're not so much supposed to memorize them as you are suppose to engrave them in your muscle memory: You are not supposed to think: "I want to do X move, for that I gotta to do these inputs", but more so that the concept of "X move" should have your fingers already doing the movements, much like the much more complex movements of walking, riding a bike, or having more physical coordination than a newborn in any way. You don't think: "I gotta fire this whole bunch of muscles to rise my right leg, while firming up my left leg, and then quickly using a whole other set of muscles to lower it back again before I fall, then repeat it quickly in constant succession, and not fail even once", you just walk. So the complexity is not quite supposed to be an obstacle to experienced players. But yes, that does mean that, well, the barrier of entry is very high, and it's entirely understandable and reasonable that a lot of people won't like that and prefer a simplified control scheme, even if that does have its own drawbacks in turn. And while there is space for both, and that it's quite reasonable to make tournaments exclusively use one or the other control scheme, anyone who seriously judges others for preferring the simpler set of controls is an elitist ass. Perhaps think of the complex set of controls as writing code in Vim: A very powerful set of tools if you go through the trouble of learning how to do it, but very complex and taking effort beyond what the vast majority of people want to put into messing with whatever it deals with. And people who insist that everyone should use it are generally assholes.
"Can finally enjoy the energy and spectacle of a one-on-one fighter without giving myself tendonitis" Considering I've hurt my hands playing Smash, I wouldn't say you're completely tendonitis free by removing the command inputs
It's harder to move efficiently in Smash than to pull of the hardest combos in SF or MK. But nobody is ready to admit it. Only Tekken is as hard as Smash, because you also have to move like there's ants in your pants.
Execution barriers are just considered cool. Games still include "skillchecks" nowadays. The eternal question of "should the sweats beat casuals" has no resolution, in part because the sweats beat casuals in a casual-friendly game too, because there are things that you cannot make easier, like strategy, and in part because there is a limit on how easy you can make the game for it to still be "cool" enough to attract players.
World Tour actually does teach you how to play, but in a more general sense than specific characters. For example, it teaches you about counter hits, how to recognize them, and hives you plenty of practice doing them. That knowledge will transfer over to the multi-player side. Or some enemies will exclusively do jump attacks, teaching you how to anti-air. It teaches by presenting situations, and you figuring out how to deal with them. I tanked my placement matches for online to get the worst rank I could to see what skill lvl people were at, and I think it's paid off. Cause the people at the lowest lvl are at a higher lvl than the lowest of other fighting games.
@Nightdotexe *Opponent in online always blocks* Newbie: Omg I can't do any dmg! What the hell do I do?? *Opponent in WT always blocks* Newbie: Figures it out eventually cause there's no outside forces putting pressure on them and they're free to figure it out in mostly their own time.
@Nightdotexe Specific enemies in WT have specific actions. Like the ones that mostly throw projectiles, to force you to deal with projectiles. One of those specific enemies mostly blocks.
Me: "Eh, as much as I appreciate the simplified controls, the series never really appealed to me as a fighting game" Yahtzee: "...full of larger-than-life characters, especially in the thigh region, to appreciate" Me: "...I'll think about it though"
If you'd like to enjoy the depth of fighting games without memorizing and grinding combos try YOMI hustle, its a turn based fighting game featuring stick men.
I picked up Street Fighter 2 on the GBA when I was a kid, and Ryu was the only character I played because I struggled to memorize more than one set of inputs and his moves were the ones I could pull off the most consistently.
I like the comparison to the MOBAs. But the only difference is Fighting Game players actually encourage you to get better, while MOBA players curse you out for not being in the right Lane.
Really? All i recall is getting hit by a 90 hit combo i couldn't escape and at the end of the fight guy said i was a waste of space, since then i dont even bother to fight opponents that are better than me, if im to be a glorified punching bag so be it, make the game boring for them and waste their time while i do anything else
@@Brian-tn4cdI can’t think of a single comment that doesn’t have a annoying people. I think the original comment was referencing general attitudes of the respective communities as a whole.
@@evilded2 well i am only speaking of personal experience, only got helped like twice, 70% of people talked to me about weird fighting game lingo i was expected to just know, 10% insulted the characters i used for being super weak or something and the others just plain insulted me, my only experience has been with extremes, either people way too advanced or newbies that can't even button mash, no fun either way, hell the most fun I've ever had in a fighting game was messing around in the lobby and chatting to people
@@Brian-tn4cd I'd still say the FGC probably has the least amount of shitheads in it compared to other competitive genres in my experience, but you're still gonna find shitheads everywhere. The best thing to do is to either ignore or laugh at them. They're treated as laughing stock in the community. If you're struggling with a bit of lingo you're not familiar with when someone's trying to explain something, just say so and they'll likely take the time out to inform you. There really isn't as much lingo to learn as you think there might be. Certain games can struggle with pairing up players of appropriate skill ranges together due to a host of factors, but SF6 specifically has a large enough player count and a refind enough rank system to avoid that issue.
They specifically called it 'modern mode' because any time fighting games have had a control mode with the words 'easy' or 'simple' in it, it was immediately shat on.
The beginning of the video is a little off, becuase during first one or two months after new fighting game comes out, it has plenty of new players, so it's not painful to play. but yea, if you're trying to jump into existing game past 6 months period, most new people either got gud or left.
Great video! Long time fighting game player here, I'm glad SF6 is doing more to help casual players have fun with the game. I think they're doing a great job of appealing to both parties. Classic controls and combos are just too central to competitive play to ever fully do away with. It's also just way too much fun once you get the hang of it! But modern is a great compromise, and ultimately I just want more people to have fun with my favorite genre.
They nailed Classic and Modern tbh. At the top level Classic *is* better. No damage penalty, more flexibility, more moves. But Modern lets the casual player do more cool stuff, and for the player determined to learn it lets them learn how the game works and what they should be doing before having to learn motion inputs if they want to level up their game. Historically the biggest challenge for people learning fighting games is the simultaneous challenge of finding it difficult to do what they want while also not knowing what they should be doing in the first place. Hence the cliche of learning a couple moves and the super but never knowing how the game really works. Between World Tour and Modern (plus a great, great training mode), SF6 gives new players so many great tools to learn how to play Street Fighter properly.
@@sEaNoYeAhI'm not sure about classic being strictly better at high level. From what I understand there's some really strong options some characters can do on modern that they can't on classic specifically because the supers and special moves don't need motion inputs. Classic vs Modern might end up being a tactical choice.
1:34 Wow, Cody's really done well for himself since he was elected Mayor. I'm happy for him, I was legit worried his term in the office was gonna end horribly.
The beginning I start of this is so true. I have played so many Mortal Kombat games and rinsed characters to get to that final boss just to have it throw everything i dished out from the previous fights back at me like black panther’s armor.
I think there's a mention to be made at the Battle Hub, which is basically what the Zucc wanted for Meta but where there'd be crypto there's cabinets. Plus, the training mode is the best of any fighting game out there, it actually has quick setups to train specific stuff, the online is amazing (besides the matchmsking) and the tutorials are great, every character has a specific guide and the combo trials instead of being useless frame perfect stuff that is hard to apply in game they are actually useful confirms.
I really liked the late game of world tour it was the only point where enemies felt actually threatening and the final boss (box head) was really fun since you had to figure out on the fly what to do about that one crazy attack. It was like a puzzle where you each part has a specific counter. Reminds me a lot of punch out.
Man there were some absolute *zingers* in this episode. Had to replay the start because that playground joke had me cackling. Yahtz is such a treasure (and warrior poet) ❤
My experience is a variation of the kids on the playground full of energy. I see a game like MK, Tekken or Street Fighter and tell myself this is the time i really gonna enjoy the game and end up being a master. 5 hours later im bored and i have receded into button mashing, where my character stands in one place doing something that looks a like a kick.
yeah fighting games are more about intrinsic motivation which is more moment to moment and if you wanna do well you need to find joy in grinding out moves, honestly after 30 hours on strive I think the best thing in strive was me jamming out to the soundtrack the gameplay might be good but I dont care
@@sriramramesh8203It also really helps to have friends or a group of people to play with. Grinding a fighting game alone can be daunting or boring without a group doing the same
@@sriramramesh8203*extrinsic, in that your motivation comes from outside the game… But yeah, totally. I’ve been trying to find the joy in fighting games for years now, and I just genuinely don’t get it. Like… it feels as though I could be learning an actual martial art instead of doing this. If I were good at motivating myself, I probably wouldn’t be playing games like this in the first place.
Ah yes, the refrigerator enemies. At one point (spoiler-free) there's a tournament going on, and they show the fighters slowing walking to the arena, and one of them was a freaking fridge with the Ryu color-scheme amongst them. I laughed so hard :D But honestly, this is one game where the grind is actually fun. I just went around challenging everyone and by the time I've noticed I was level 23 on the first mission, right after they tell you that you can beat up people in the streets. Or street fight them.
Honestly, inbetween this and Jim Sterling's review I really should check this out. I'm to fighting games what most people are to football: I try just hard enough that I can delude myself into being good right up until I go up against a actual opponent that knows what they are doing. So, while I don't consider myself a total noob I do freely admit both the single player and modern mode do sound like pretty pleasant additions to stroke that pretense.
Just call the simplified move system what it is " Smash Bros with an extra button but less specialization" mode. Smash Bros made fighting games accessible to everyone and boiled being good down to knowing what every character can do, knowing the best way to make moves flow, knowing when and how to dodge, and finding characters you like using. Also wave dashing to break out of getting smashed.
1:00 So the point of motion inputs is actual vital to the strategy and learning curve of fighting games. More complex inputs allow a character to have more “character” for lack of a better term. They make it so that no single button or special is a swiss army knife and you have to learn your specific character’s quirks to be a better player. Charge inputs make it so certain moves can’t be done on reaction and require a certain amount of investment which uses your cost benefit analysid. Or certain inputs require you to be moving forward which disable blocking for the time meaning it is a risk you have to take to use a better attack. Motion inputs also feed into reaction times, making stronger options risked inherently as you have to be in the proper position and spacing to use them effectively. This is what makes big heavy grounded characters feel so heavy and powerful or what makes grapplers so satisfying to play well. Simple inputs may be more welcoming but they remove a substantial part of the game feel and strategy that we like them for.
02:24 The joke about Luke being Ken and Guile's shameful bastard child is even funnier both because they're brother-in-laws *and* because all three are currently thought to be the best in the game. Apple doesn't fall far from the tree I guess.
Speaking as a sweaty, I'm glad they added a feature for casual players to enjoy the Game, and i'm EXTRA glad they Made it optional. Great Review as usual
@@uberculex Yeah, I feel for controller players. Even though I use stick myself, I agree that mash inputs just don't apply well at all to marketing to regular players. All of the new accessibility options are a good choice and I'm glad it's getting more people to hop in and have fun on any character they want.
If you're enjoying the game thru modern control but still intimidated by Quarter Circle and Z motion inputs, I guess I recommend learning a "charge character" in classic controls. You get their full toolkit while still not doing thumb gymnastics. Characters like Guile involve special moves that are literally down-up or left-right plus a button.
I understand the thought of this suggestion, but to play a charge character, one has to learn how to play the neutral game while maintaining charge, as well as when to and when not to and that isn't the easiest to learn either IMO
@@myyoutubeaccount4167 haha yea but maybe that isn't such a bad thing. If it naturally funnels a player into using specials at the "right time" instead of throwing DPs everywhere (which modern mode doesn't prevent) it could help psychologically while avoiding the primary (physical) issue they're complaining about
@@kingofthesharks Well, you do have a point, but I can imagine someone like Yathz having trouble understanding how he's supposed to attack when he's required to be turtling down.
@@nonamepasserbya6658 Lmao Who’s ignoring that? We all know smash did it. Also, like the above comment says, what does this have to do with any of the comments before it lol?
The tiny willowy schoolgirl he mentioned at 3:30 is literally a grappler who can do a massive piledriver. Not a real critique but quite amusing choice of character
A lot of people struggle with the fridges in World Tour. They do have weaknesses, particularly when they are attacking. That second-to-last encounter I found real tough also. I didn't get time to learn his weaknesses, cause I found out you could jump the first attack, block the rest, then impact his last attack for an opening to attack. The final boss didn't give me as much trouble. Possibly because I spent some time online and fought a few people playing as them. Drive Impact seemed pretty effectice against him, however. I found World Tour good for learning fundamentals, but it is confusing changing between modes. It's analogous to learning a different characters move-set, because you are.
Are you serious? It was obviously a good review, and for fighting games especially that's pretty special from Yahtzee. But most complimented? Hardly. In his Portal review he literally states that he can't find a single flaw with the game. More recently, Obra Dinn and Persona 5 both received more praise than this off the top of my head. And he's been easier going on games in recent years anyway.
@@darylcastillo1439 - I would say his review of Undertale, percentage-wise (1 positive remark, 0 negative), is probably his most effusive. "It's a good game."
Not sure if it was intentional, but I like that Yahtzee chose the one schoolgirl in the cast that actually can do a giant spinning pile driver sort of attack.
Overall, agree with basically everything Yahtzee said here, save a few minor personal nitpicks I have. Modern Controls are an amazing edition. Love the added accessibility. That said, I do think the way they were implemented is a bit weird as they leave you with roughly half as many normals as a classic controls player. The impact of this varies from non-factor to completely removing core tools from the character. My other nagging thing: I feel world tour mode kind of misleads the player regarding stats. The game shows you NPC levels, so what might reasonably assume that leveling up your character is the best way to beat an opponent your struggling with. However, the weird skill tree thing offers significantly bigger stat increases, and that levels up based on gaining Style levels. So if you picked a style you like and stick with it to max level, you end up gaining important stats slower. The game somewhat alleviates this by letting you transfer XP from a maxed out style to any other style… except any XP transferred in this way is worth half. Why? If I’m still using a style after I’ve maxed it out, I clearly like that style and want to keep using it. Do I really need to try out Blanka’s normals for the 5th time in this franchise for Capcom to believe that I do not like him?
Between this and Stephanie Sterling's review I may have to give this a try. I've wanted to get into fighting games, but couldn't wrap my head around the various button combos for single moves.
@@EllieBerryPie Same. The only thing remotely close I can play is Smash Bros. because the controls are simple. Right now the only thing keeping me from going for it is the price (a tad short on gaming funds atm).
There aren't enough buttons on a controller for all the things an interesting character can do to be executed with simple inputs... or maybe no one's trying hard enough.
Well, ACHTCHUALLY, 1st place at Evo for SFVI this year is a million bucks. Doesn't diminish the joke, but whoever wins ain't gonna be flipping burgers the rest of the year.
It's good to hear that SF6 has an option for non-fighting game folks to play just as well :) I'm of the mind that more players to a fighting game's community is, in fact, a GOOD thing! Accessibility has been a weak point of the fighting game genre for a while now and hearing that some designer actually added in ways to make it fun for everyone is progress
I'm of the mind that fighting games are probably the only games you shouldn't dumb down as it becomes a race to the bottom. If you want to be competitive you're just going to choose the method that is faster, because every split second counts in fighting games for a real challenge. Hopefully they at least introduced combo cancelling so players have some reason not to just give up on any semblance of skill.
@@SD-mi2vc Not really. Both Classic and Modern have their own advantages and disadvantages. Depends on your playstyle and what character you're playing.
@@setcheck67 Modern controls take away large swathes of your moveset and reduce your damage by 20%. There are only like two characters who are viable at high skill levels with modern controls, everyone else loses very important parts of their kit for it.
i honestly never got the complaining about "sweats". like, yeah, people are gonna play to win, it's a competitive game. it's like getting a cup of boba tea and then complaining about the boba, like, what were you expecting?
There are different methods of competing and different people people like playing in different ways. The sweat approach is one way, but it honestly a bit of a *weird* way to compete in a competition with no actual stakes, imo.
I think people don't always understand why others enjoy competition. It's not just about winning or some cash prize. I had to explain this to a roommate very used to TCGs. He thought I was "a spike" because I was trying to get better at FGs. It's kind of different though. I think most people just enjoy the feeling of 1v1 combat. That means you have to try and win (otherwise it's just boring), but that doesn't mean the win itself is the goal. It's actually fun and improvement.
@@Kevin-cf9nl Where does sweat start in your opinion? Learning the inputs? The basic tactics like anti airing? A couple of combos? Learning to pressure on wake up? Punishing unsafe moves? I can see someone calling out a "sweaty" on any of these stages. At the end of the day, it all comes down to the fact that no two players will have exactly the same set of skill. Someone will be better at the game than the other at this moment in time. And we have the answer to this problem - skill based matchmaking. They are in every fighting game, and you can expect people with the same amount of sweat in your SMM matches.
People not getting fighting games is something that will never change, I guess. Characterizing people who are competent at playing them as "gatekeeping sweaties" is absolutely baffling. They know how to play the game. You do not. You're obviously going to start out by losing an absolute fuckton of matches. If you learn how to play the game, then you'll naturally have a more competitive experience, instead of just losing. It's like complaining that you got stomped in a chess match when you don't even know how to move the pieces. Well, yeah----of-fucking-course you did. If putting in the time and effort to really learn a game isn't for you, then that's cool. Fighting games aren't everybody's cup of tea. But you have to understand that quitting after losing a bunch when you don't know how to play is a *you* problem, not a problem with the genre. You don't become a good chess player without losing to people who are better. It's the entire core of anything competitive.
FYI you can win the last fight. I first lost, and was surprised when the cutscene started. But since I nearly won, I quit and loaded the game before the autosave could do its job and tried again. It changes the cutscene a little, but not by much.
This week's episode of Zero Punctuation on Diablo IV is now available in Early Access via Patreon and UA-cam Memberships. www.patreon.com/posts/early-access-iv-85255198 We're dropping the video player on the website, along with syncing Zero Punctuation with the rest of our video schedule. Read the full update here: www.escapistmagazine.com/zero-punctuation-dropping-video-player-for-youtube-embeds-same-day-post-zp/
Please do octodad. Its a great immersing one player story for the Morden man... also you could try 2 player with your wife if you want an excuse...
To..
You
Know....
Choke slamming her.
Well that sucks.
I enjoyed watching the latest episodes on their website.
@theescapist
THE CAPTIONS ARE BROKEN just an fyi.
"...THIS VIDEO WAS MADE POSSIBLE BY Closed Captions by @willcblogs" lol.
You don't like 1 on 1 fighting games, good sir. So this should be interesting...
@@nomoneybacknoguarantee octodad is old now, isn't it?
Blanka saying “Strap this to your nuts” while holding a car battery brings me more joy than it has any right to.😂
It's either that or good swimming with electric eels.
I bursted out laughing ngl
Or have hair like Laura's
Too bad the Van Damme movie can't and wouldn't ever get a sequel, I can see that happening in one.
@@OtakuUnitedStudioI would fund the sequel just to see the real Blanka do this. Of course, this sequel will pretend the original was Van Damme's coke hallucination.
I feel like Mayor Haggar would mandate all citizens learn to fight after his daughter was kidnapped. Feels like a true motivation.
Nah, that was Mayor Cody deciding that the best remedy to stop punks from attacking people is to teach the citizens to attack first
On the other hand, home Depot would never have any supply of galvanized iron pipes.
Except haggar isn’t the mayor anymore, got busy fighting super heroes in MAHVEL
DLC wish??
Wouldn’t that just cause more gangs!?
You know SF6 has accomplished its goals when Yahtzee of all folks can say they had a fine time with the single player content of a fighting game
Facts I was shook
True.
Watched the review early on their site last week and i still can't believe he liked it.
I see no reason why he wouldn't, game is fun.
@@djpegao People seem to think Yahtzee hates everything
The sentient fridge thing is NOT A JOKE. In fact, if you look close at the cutscenes of the final tournament, you can see a refrigerator WEARING A HEADBAND AND WALKING ONTO THE STAGE.
Lmao I thought that was refering to big abigail-like dudes or something. Haven't given world tour much of a try yet
Please don't talk about Marisa like that
Is it also carrying a chair?
@@omgitshim I would never. Marisa is positively darling and I would love to see more interactions with her, Zangief and/or Manon.
yes, he has the Ryu color scheme, it's amazing :D
Holy shit, Yahtzee actually praised a fighting game?
He praised a single player mode in a fighting game lmao
Qualified praise, mind. Don't think we need to bust out the 'end is nigh' sandwich boards just yet.
@@2000Doriyas Praising the meta mindset of the gameplay, IS praising a fighting game though. Since that's all the game *is*.
@@ThatSamoanGuyThursday's video of the fighting game expert talking about how this is the one fighting game with a decent single player mode that you could actually recommend to people who are curious about fighting games. Most of them have terrible single player and don't really do well to actually teach you how to play the game. This one not only teaches you how to actually play, but has an engaging single player game mode you can try before getting your ass beat by other players. I might just get my hands on this game when it's dirt cheap down the line.
He brought up and praised the modern controls as if games with simple input styles haven't been really common in recent years
"More Yakuza and not GTA" Is actually an immensively great thing.
100%, Yakuza slaps
@@MegariskyYTtrying too hard, mate
@@GuileOhio Funny thing is he’s so wrong as well but you can’t help but admire the commitment.
@@BreakingBlake1 no that's not the funny thing, that's the entire point it's bait...
@@drewpeacock9087 Whilst you’re probably right, I would imagine there are people that actually think that way.
"Fighting games are like six year-olds in a playground-they're full of energy and fun to watch, but the moment you try getting your hands on them everyone beats the shit out of you"-could a Zero Punctuation episode begin any better than that?
it is a brick to the face of an intro that proves there is no UA-cam swear jar smart enough to stop an unhinged man.
It's mind boggling how this man managed to crank these videos once a week for well over a decade and still be capable to come up with gems like this
@@brodericksiz625Yeah, I've been watching since I was in secondary school and it feels the same in quality.
@@brodericksiz625😊
I still don't think anything will top the "What's that Skippy?" bit, but this comes close.
"Well I suppose the thing you'll need to do starts with 'G' and ends in 'ind.'"
"But I don't want to go blind."
Please never lose that beautiful wit, Yahtzee. Also, thank you for meeting the legally required minimum amount of Chun-Li thigh appreciation.
Don't worry. He knows what we love.
I know that you shouldn't explain the joke but can someone tell me what that means?
@@pkrockinomega4184 Grind
@@pkrockinomega4184 GrIND and Go blIND.
@@Klordz Ah.
The fact that Capcom managed to produce a fighting game that's not only gotten someone like Yahtzee to give it a go but also to be pretty positive on it speaks volumes about how much they absolutely nailed what they were going for with this game.
True. I'm surprised capcom was able to cater to both extremes with this. The drive mechanics seem really fun and add a nice amount of depth, and the offline content seems genuinely fun...well, world tour sounds ok but i love having a character creator and there are also the kustom-kombat esque battle modes and such.
Nail it, or abandon what make street figther street figther, you know i didint uderstand why, if dark souls become easy, is still dark souls, well now i understand, it wont
@@Krysnha Dark Souls DID become easy, compare the original version of Dark Souls released to Prepare to Die Edition (or a patched version of the console version). The game is absolutely much easier than when it first came out, is it not Dark Souls anymore?
@@Sheenulus Easy watch a video about the problem with elden ring, is easy if you know how to use jump roll, demons soul was harder but was design to dodge and move around, elden ring and later dark souls are design with dodge roll, and dodge roll spam, is not necesarily easy, the game is design with a spam of dodge roll, there is a video with that idea, but what i said, if i made demon soul so easy to the point, you could win with one button by smashing, is dark soul
@@Krysnha In defence of the OP, they said they (Capcom) nailed _what they were going for,_ which they definitely seem to have done. They never said it was something they _should_ have been going for in the first place. Personally, I think it was a strange move, or at least the timing was strange, when SFV did gangbusters. I do get why long-time fans find it jarring, too - radical shifts in game mechanics are par for the course for long-running series in many genres but rare in fighting games.
Ultimately, I've no skin in the game - the closest thing to a 'proper' Fighter I've ever gotten into was MvC3 and that was a fair ol' while ago now (loved the original Soul Caliber back in the day but that was before online play so I could just use my solid timing against the AI and pretend I was decent) but I can see why some people would be annoyed and why some people would be happy (even some long-term fans I've spoken to love the change because it means they can play with their friends and family without utterly kerb-stomping them) and I guess you can't please all of the people all of the time.
0:55 funny you should mention that because there is a fighting game that does EXACTLY that: Divekick.
No complex combos, no insane button mashing, just two button inputs shared amongst the entire cast: One to dive and one to kick. Stripping it down to pure reflexes and strategy.
Ironically? It still has the same sort of fun and depth of a standard fighting game.
It’s really awesome seeing so many people who don’t enjoy fighting games try, and actually enjoy SF6. It shows the power of having options to make a game more accessible.
From what I understand what makes SF6 really impressive is all the depth that hardcore fans enjoy and have been mastering for years.
I hear SF5 was the previous beginners option for fighting games. Don't know how well that translated for people who went from that to the fast paced anime fighter games like what my friends play bc i don't myself play fighting games, but I would like to give SF6 a go and try it out
Yes, when I saw Commander Stephanie Sterling praise SF6, I knew this was THE Game of Summer.
It translates medium to other games.
Its like how counterstrike would translate to call of duty for example. The basics are there but the feel between games is vastly different almost to the point of feeling like you start from 0 (speaking from experience)
Honestly, comparing JP with Charles Dance is hilarious, and I’m kind of glad to see a fighting game start to get Yahtzee to develop some goodwill towards the genre, even if it took making a weird Yakuza spinoff to do so.
I thought JP was more like Christopher Lee.
@@Vianyte i can see either but Christopher Lee seems far more apt
He liked Yakuza 7
@@chillhour6155 he likes most of the yakuza games
4:45 “He chopped my soft ass up like avocado for the summer salad”, amazing
Love to hear a fully single player review of a game that's generally intended to be multiplayer.
I'm not being facetious; I mean that I'm glad that some multiplayer games can have a reasonable single player these days.
Well NRS fighting games have been successful due to SP content for a while
I enjoyed the focus but would've liked 20 seconds on his experiences in multiplayer but I guess he is scared to play it
To be unnecessarily serious for a zero punctuation video is that motion inputs, iirc I heard this first in a core a gaming video, are meant to be a form of learning the moves similar to learning them irl, as in martial arts moves which may be muscle memory for the skilled need to be practiced by the newbies and all that. Like timing reloads in fps, or how to crouch jump or bunny hop.
1:10 I love the way that everyone talking about Street Fighter 6 forgets that Soul Calibur did exactly that over 20 years ago. I mean, I don't really blame them. It still fell into the same "Press hard to remember button combos in the fraction of a second you have between enemy attacks" trap as every other fighting game. But it did have a universal special move system.
As someone who has been playing SF since II was in ar arcades: if you complain you lost because your opponent used modern controls I say this: modern controls aren't the problem you are the problem, you aren't as "gud" at the game as you thought you were.
This. If you could only win because your opponent couldn't execute special moves, well...
I like how with all the comical examples he uses to describe something in a video game the "sentient fridge" bit wasn't a joke at all haha. the enemies i hated the most were the murder roombas
I'm surprised there wasn't a joke about how you can pick fights with literally anything including kitchen appliances. Also reminded of that fun Yakuza 7 sidequest.
@@KingOfElectricNinjas The command grabbing server racks beat my ass until I figured out that I just had to jump at them
Actually playing fighting games is much like playing an instrument. You learn what that special move that's best in that nanosecond beforehand, then you practice it over and over again, and then when you land a hit in an actual match, you black out for a couple of seconds only to realize you've successfully pulled your combo off.
Every time I pull off something crazy, I'm utterly shocked that I even risked it, much less succeeded.
And, like an instrument, fighting games are hand/finger focused.
@@ThatSamoanGuy Tell that to the trumbone(or any brass instrument really) and the didgeridoo
A lot of people assume fighting games are all about reaction, when 90% of things aren't really reactable and even the ones that are technically reactable, really aren't because of mental stack.
You just develop some muscle memory and intuition for what to do in that moment.
@@MilkyNep isn't muscle memory and intuition what you practice to hone your reflexes......?
Finally Yahtzee has made the connection between Souls combat and fighting game combat. Whiff punishing, spacing, all that stuff is common between the two.
Yet ironically he missed the connection between "mapping every character's specials to the same simple button inputs" and the entire design philosophy of Super Smash Brothers. Kinda doubt he'll have a fighting game epiphany a la Dark Souls, too.
@@exclamation744which was also the norm for nearly all of Bandai's Anime fighting games since the early 2000's
@exclamation744 to be fair Smash has an entirely different appeal to SF. Smash has much more focus on more nebulous aspects of the genre, like neutral and player expression. It also has aspects all its own, like the mechanics of the ledge, edge guarding and the way combos work is fundamentally very different. I think his opinions on special move motions being unnecessary lack nuance, sure. There is a reason why motion inputs exist (they're for balance reasons, tldr), but Modern existing but with extra penalties makes sense for more casual players
@@exclamation744 Also you are the first one in a long line of coments that mention it
It’s all just speed chess and reaction time.
15 seconds in and fighting games are compared with a pedophile joke. Never change Yahtzee...
@@khamjaninja. Honestly, that's even funnier LMAO!!!
Oh no i understood this joke as a kid being bullied on the playground, but on rewatch i only now see that he was in fact, an adult… damn
I think the joke is that not every adult who gets closer to play with children is a pedophile but everyone watching assumes so, so you get your ass kicked even though maybe you just wanted to have lighthearted innocent fun.
At this point I’d feel insulted if he didn’t 😂
@@DonCarmolosmash players understand the struggle 😢
"starts with g and ends with ind"
And some reason my mind went:"get railed from behind?"
""""""""""FOR SOME REASON""""""""""
sus
Ah, not your first ZP episode, I see.
"I didn't mean THAT kind of grind, Cammy, but whatever floats your boat..."
0:26 Seeing Yahtzee with a Bluey pool floaty as he dips his toe in the water warms my heart.
You can tell hes a dad lol
@@MilanousMedia Absolutely - I'm a dad and a big fan of Bluey myself. 😅
Luke's VA is a real great guy! his memes about the game convinced me to buy the game
Dude, you Luke Huge!
@@theuzi8516 Ladies! what's good?!
"if fighting games were invented now, would they still have these complex controls" is a difficult question to answer that hinges on an almost impossible hypothetical. would any genre work the same way if it was invented now? And it's even arguable that if it was, they'd be worse, because they haven't got decades of experience to learn and improve from. I.E. Character Balance in fighting games is far, far, far more understood now than the days of SF2.
If the question is that motion controls are simply outdated tradition- I disagree. i think there's a really good reason they've stuck around the way they are. There has to be a difficulty of technique and fumble to doing combos and movement options as a counterbalance against how powerful some of these options are. There was a lot of pre-release talk about modern being potentially broken because of one button command grabs and special uppercut anti-airs. It would be extremely- *extremely* easy to break the game with those, if handled badly. Sure, someone coming from the outside can't see that and that's absolutely fair enough, but once you get to grips with the mechanics, these execution barriers start to make a lot more sense. Besides that- they have made controls easier. You don't tend to see pretzel motions anymore, and pretty much only Zangief has a 720 motion now, and on top of all that, the games have hidden mechanics that make doing a lot of these motions considerably easier. A continued tragedy that it doesn't actually outline it anywhere, though!
All that said I think Modern is great. They've made something that can compete comfortably with classic without obviously overpowering it. And I think it's a great way in for newcomers who (understandably) think motions are bullshit. And on top of that, to get the most out of it, it includes a few motion specials buried in, just in case you want to experiment with some better options. I think they did a fantastic job and I welcome anyone to pick up this game whichever way pleases them, because, god damn, i love fighting games and i wish everyone else could see them like i do
3:30 she actually does have a Atomic pile driver LOL. people just forget to use it's just as good as zangief's too.
not that any of your critiques are unfounded, but to provide a different perspective, the purpose of all motion inputs/movement/blocking being mapped to the same stick is very intentional. It’s all ways to express how a specific character controls space. Charge input characters like Guile are the most unsubtle implementation of this, the fact you have to hold down-back to charge your anti-air or projectile moves means guile is given lots of tools when he stays where he is, but in turn sacrifices his ability to move forward and gain ground on an opponent. Equally as important is Ryu’s ability to do a shoryuken while walking, since forward is already the first input for the move you can use it on reaction. But in turn it leaves you open if you whiff or the opponent blocks.
The best special moves are all designed this way to make specific characters have risk and reward all unique to them. And really, they aren’t hard to do at all once you have the muscle memory down. It’s not the only way a fighting game should be designed, but it is a very thoughtful way to design these mechanics and definitely still deserves to be around, despite what some people say. As a competitive experience, I do think that street fighter made a mistake by pushing modern controls as the standard, if only because the experience between individual players is now vastly different.
and while it does allow for more accessibility at a low level, I do think modern takes away much of the complexity which makes this game fun to watch at high levels of play as there is an entire element of interaction with the mechanics themselves that are just missing. (Just my opinion, I don’t think it’s the end of the world)
Anyways, great review, and to anyone looking to get into street fighter, play how you want! We’re glad to have you. Fighting games are a beautiful hobby :)
That tournament part sound like that nightmare scenario in everyone's head that makes people end games with a bunch of top quality consumables saved "for later"
"I'm never gonna use these consumables, these weren't even worth the effort to get" but they solved that problem I guess. idk, I'm only on Chapter 4 cus I've been grinding in the actual game. the tradeoff to that is my avatar is too weak to fight most of the others in the Battle Hub but Peppino will get there...eventually...maybe....
There's some equipment you can buy right before the tournament that is completely overpowered. it didn't make the end boss super easy, but things felt a lot more fair.
Honestly it's not hard to stock up on consumables naturally. If you do some side missions and don't bee line through the main story you shouldn't be dying alot.
3:31
Lily actually does have a really good command throw so this is hilarious
And it's the exact same motion as Gief's (at least in classic controls, don't know about modern)
There's concept art in SF5 of a smol girl character who's gimmick is small but hearty and can just throw people around Droopy McPoodle style.
I hope she makes it as a real fighter someday.
@@gregvs.theworld451r mika?
@@evilded2 No, a different character. The UA-cam channel Thorgi's arcade was where I found out about them, they recently did a big video about all of SF's cut characters that he knows of across all games. In SF5, before landing on... F.A.N.G., they were workshopping what character would join the four kings, and one of them was a cool art of a small, bulky girl/woman, possibly an eskimo, dragging behind her a huge fish or a seal or something, I don't remember. The concept being she's very strong and can drag people around like that, probably throwing them, swinging them, over the shoulder tosses, etc. I thought the design was cool, probably not well fitting for one of Bison's right hands, but cool all the same. I'd love to see their take on a smol grappler.
@@gregvs.theworld451 The King of Fighters has a character like that: Hinako Shijou is a cute schoolgirl who practices sumo and can toss her opponents around like Goro Daimon does, but half a metre shorter and over ninety kilos lighter.
Seems like people dont understand 80% of fighting game players are terrible at the game too.
doesn't matter how bad you are, just play ranked and you will be placed with thousands of other terrible players.
I wrote this in response to another comment, but I'll just leave it here too as some advice for anyone else interested in getting started with fighting games.
It's difficult to get into the rhythm of seeking out good information but getting somewhere with fighting games is really a community effort. Most fighting game tutorials suck, they've been getting better in recent years, but still leave a lot to be desired, so community-made content is the main way people figure out what they're doing.
How people did it in the arcade days before UA-cam guides and comprehensive wikis I'll never know, but some of the best places to start today are Core-A Gaming's videos in fighting games, lots of nice beginner-friendl content that can get people interested in the scene. Sajam's videos focused on learning fighting games are great too (he gets into the mentality and learning process a lot,) Brian_F is a Street Fighter player who has made a lot of videos documenting how he leans things and explaining basic concepts to new players, and there's a video published by Polygon called 'How to get started with Fighting Games and have a Nice Time' that I recommend. All of these are great resources! Lots to learn, it is a real time investment, but there's no rush and if you find that it's just too much that's cool too, as long as you pick up the basics and apply them you should be able to hold your own in low ranks.
Many fighting games these days have some kind of comprehensive wiki detailing the properties of every character's moves, and in-game learning tools and documentation are always getting better. Maybe give it a shot! :)
Yeah I too got the same vibe when I played through World Tour mode, but it was still fun all the same. One of the drawbacks of that mode is the fact that you can't use any special move you want since every move is tied to specific motion imputs like quarter circle forward or quarter circle back. Glad to see SF6 pave the way for more people to get into fighting games. A genre that has long been stigmatized due to all that it asks of you if you wish to put the time in to play them, but have evolved in a way that the skill floor is low enough for more people to not only play , but to get more out of it without affecting the skill ceiling and thereby lowering the bar for the more experienced fighting game fans, but instead raising the skill ceiling to give said skilled fighters and newcomers enough defense and offense options with the Drive Gauge system such as drive parries, drive rushes, drive reversals and Overdrive versions, Or what veterans called EX moves, of your characters' special attacks. All in all, SF6 is a great breath of fresh air for fighting games, and I would highly recommend it to anyone who want's to get into the genre, yet want something to alse ease them into it. Also, the music is top notch.
Special motions were mostly made so they can have more moves on the buttons they already had, some other modern fighters did away with it, but those had to put the moves on cooldowns or limit them by a mana bar to keep them semi balanced.
While again we wouldn't have such unique interactions during projectile wars where someone who can throw out more ⬇️↘️➡️(Hadouken) will always beat a charge motion 🔙➡️(Sonic Boom) at long range, these are the cooldowns meter the modern games use, but you can charge during any action which allows a lot of flexibility.
IMO the world tour mode is a genious idea, to get good at a fighting game mode you need to spend a lot of time practicing and the RPG adventure offering you tons of extrinsic motivation feels like the ultimate way to not make it FEEL like a grind.
I'm also firmly in the "do all the moves using the Smash button + direction system" camp, but in my brief encounters with Tekken I've felt that system is also very intuitive. Each face button is assigned to a limb, so you get a feel for how to do any given move just watching the animations and it all feels very fluid and responsive.
I either laughed harder than I should have at Blanka holding up a car battery saying "Strap this to your nuts" or I laughed exactly the appropriate amount.
Let's be honest comment section, the minute you saw Yahtzee and Street Fighter you clicked it like a rabid dog.
Not dissing Yahtzee or anything, I just find it cathartic to see him cover the genre's more groundbreaking titles and to see the "souls boss" comparison be made.
Though if you're not a fighting game nerd and want to see a "real souls boss" in one on one fighters, try getting to, and beating Omega Rugal in The King of Fighters 2002: Unlimited Match. If you know you know.
Genocide Cuttah!
Not going to lie, thanks to the modern control mode, accessibility settings, and being well designed...this is the first time I've had any level of interest in Street Fighter above zero.
I'm glad you liked Street Fighter 6. I wasn't interested at first and I still have no incentive to try it but after watching a friend stream it, where I learned it was bonkers--like if it took place in a universe where every Jean Claude and Steven Segal movie was actually happening --I came to respect it for subverting my expectations in a big way.
There was a game called "Dive Kick" and the only buttons you had were Dive and Kick i don't think you got much in the way of movement either, the goal was to take the entire experience of high level fighting game play and boil it down into far less buttons.
In defense of old school fighting game controls: Difficulty as its own purpose aside, there are some advantages to it, or rather, specifically you can have a much more varied moveset without having to equip or unequip only a small few of them. And while it does make it harder to actually keep them in mind, theoretically, at least in higher level play, you're not so much supposed to memorize them as you are suppose to engrave them in your muscle memory: You are not supposed to think: "I want to do X move, for that I gotta to do these inputs", but more so that the concept of "X move" should have your fingers already doing the movements, much like the much more complex movements of walking, riding a bike, or having more physical coordination than a newborn in any way. You don't think: "I gotta fire this whole bunch of muscles to rise my right leg, while firming up my left leg, and then quickly using a whole other set of muscles to lower it back again before I fall, then repeat it quickly in constant succession, and not fail even once", you just walk. So the complexity is not quite supposed to be an obstacle to experienced players.
But yes, that does mean that, well, the barrier of entry is very high, and it's entirely understandable and reasonable that a lot of people won't like that and prefer a simplified control scheme, even if that does have its own drawbacks in turn. And while there is space for both, and that it's quite reasonable to make tournaments exclusively use one or the other control scheme, anyone who seriously judges others for preferring the simpler set of controls is an elitist ass.
Perhaps think of the complex set of controls as writing code in Vim: A very powerful set of tools if you go through the trouble of learning how to do it, but very complex and taking effort beyond what the vast majority of people want to put into messing with whatever it deals with. And people who insist that everyone should use it are generally assholes.
"Can finally enjoy the energy and spectacle of a one-on-one fighter without giving myself tendonitis"
Considering I've hurt my hands playing Smash, I wouldn't say you're completely tendonitis free by removing the command inputs
It's harder to move efficiently in Smash than to pull of the hardest combos in SF or MK.
But nobody is ready to admit it.
Only Tekken is as hard as Smash, because you also have to move like there's ants in your pants.
@@Stroggoii
True
@@Stroggoii
My favorite characters in smash are the ones that come from traditional fighters lol. As a smash noob, those are easiest for me
At least you shouldn’t need to dash back after every block
Execution barriers are just considered cool. Games still include "skillchecks" nowadays.
The eternal question of "should the sweats beat casuals" has no resolution, in part because the sweats beat casuals in a casual-friendly game too, because there are things that you cannot make easier, like strategy, and in part because there is a limit on how easy you can make the game for it to still be "cool" enough to attract players.
Yahtzee used Lily as the example of a character that can't piledrive Zangief, which is funny because Lily can absolutely piledrive Zangief
World Tour actually does teach you how to play, but in a more general sense than specific characters.
For example, it teaches you about counter hits, how to recognize them, and hives you plenty of practice doing them. That knowledge will transfer over to the multi-player side.
Or some enemies will exclusively do jump attacks, teaching you how to anti-air.
It teaches by presenting situations, and you figuring out how to deal with them. I tanked my placement matches for online to get the worst rank I could to see what skill lvl people were at, and I think it's paid off. Cause the people at the lowest lvl are at a higher lvl than the lowest of other fighting games.
No.
The lessons are so abstract that it borders to useless in the grand scheme of things. Also, enemies are to passive to teach anything.
@Nightdotexe *Opponent in online always blocks*
Newbie: Omg I can't do any dmg! What the hell do I do??
*Opponent in WT always blocks*
Newbie: Figures it out eventually cause there's no outside forces putting pressure on them and they're free to figure it out in mostly their own time.
@@Eidlones Opponents in WT don't always block... Like, they're a normal CPU that block frequency is tied to its difficulty.
@Nightdotexe Specific enemies in WT have specific actions. Like the ones that mostly throw projectiles, to force you to deal with projectiles. One of those specific enemies mostly blocks.
Me: "Eh, as much as I appreciate the simplified controls, the series never really appealed to me as a fighting game"
Yahtzee: "...full of larger-than-life characters, especially in the thigh region, to appreciate"
Me: "...I'll think about it though"
If you'd like to enjoy the depth of fighting games without memorizing and grinding combos try YOMI hustle, its a turn based fighting game featuring stick men.
0:43 I recommend Your Only Move Is Hustle for those who want to hace a fighting game that plays like a chess match. It's good!
Yatz that opening joke is one of your riskiest ones yet, glad to see you can still surprise us after all these years.
I picked up Street Fighter 2 on the GBA when I was a kid, and Ryu was the only character I played because I struggled to memorize more than one set of inputs and his moves were the ones I could pull off the most consistently.
I like the comparison to the MOBAs. But the only difference is Fighting Game players actually encourage you to get better, while MOBA players curse you out for not being in the right Lane.
Really? All i recall is getting hit by a 90 hit combo i couldn't escape and at the end of the fight guy said i was a waste of space, since then i dont even bother to fight opponents that are better than me, if im to be a glorified punching bag so be it, make the game boring for them and waste their time while i do anything else
@@Brian-tn4cdI can’t think of a single comment that doesn’t have a annoying people. I think the original comment was referencing general attitudes of the respective communities as a whole.
@@evilded2 well i am only speaking of personal experience, only got helped like twice, 70% of people talked to me about weird fighting game lingo i was expected to just know, 10% insulted the characters i used for being super weak or something and the others just plain insulted me, my only experience has been with extremes, either people way too advanced or newbies that can't even button mash, no fun either way, hell the most fun I've ever had in a fighting game was messing around in the lobby and chatting to people
@@Brian-tn4cd
I'd still say the FGC probably has the least amount of shitheads in it compared to other competitive genres in my experience, but you're still gonna find shitheads everywhere. The best thing to do is to either ignore or laugh at them. They're treated as laughing stock in the community.
If you're struggling with a bit of lingo you're not familiar with when someone's trying to explain something, just say so and they'll likely take the time out to inform you. There really isn't as much lingo to learn as you think there might be.
Certain games can struggle with pairing up players of appropriate skill ranges together due to a host of factors, but SF6 specifically has a large enough player count and a refind enough rank system to avoid that issue.
They specifically called it 'modern mode' because any time fighting games have had a control mode with the words 'easy' or 'simple' in it, it was immediately shat on.
0:48 That's Divekick and it's fun.
The beginning of the video is a little off, becuase during first one or two months after new fighting game comes out, it has plenty of new players, so it's not painful to play. but yea, if you're trying to jump into existing game past 6 months period, most new people either got gud or left.
Great video! Long time fighting game player here, I'm glad SF6 is doing more to help casual players have fun with the game. I think they're doing a great job of appealing to both parties.
Classic controls and combos are just too central to competitive play to ever fully do away with. It's also just way too much fun once you get the hang of it! But modern is a great compromise, and ultimately I just want more people to have fun with my favorite genre.
They nailed Classic and Modern tbh. At the top level Classic *is* better. No damage penalty, more flexibility, more moves. But Modern lets the casual player do more cool stuff, and for the player determined to learn it lets them learn how the game works and what they should be doing before having to learn motion inputs if they want to level up their game. Historically the biggest challenge for people learning fighting games is the simultaneous challenge of finding it difficult to do what they want while also not knowing what they should be doing in the first place. Hence the cliche of learning a couple moves and the super but never knowing how the game really works. Between World Tour and Modern (plus a great, great training mode), SF6 gives new players so many great tools to learn how to play Street Fighter properly.
@@sEaNoYeAhI'm not sure about classic being strictly better at high level. From what I understand there's some really strong options some characters can do on modern that they can't on classic specifically because the supers and special moves don't need motion inputs. Classic vs Modern might end up being a tactical choice.
1:34 Wow, Cody's really done well for himself since he was elected Mayor. I'm happy for him, I was legit worried his term in the office was gonna end horribly.
Couldn't have been any worse for him than Final Fight Revenge.
The beginning I start of this is so true. I have played so many Mortal Kombat games and rinsed characters to get to that final boss just to have it throw everything i dished out from the previous fights back at me like black panther’s armor.
Just so people know, some of the mini games in World tour teach you how to do the special move inputs.
I think there's a mention to be made at the Battle Hub, which is basically what the Zucc wanted for Meta but where there'd be crypto there's cabinets. Plus, the training mode is the best of any fighting game out there, it actually has quick setups to train specific stuff, the online is amazing (besides the matchmsking) and the tutorials are great, every character has a specific guide and the combo trials instead of being useless frame perfect stuff that is hard to apply in game they are actually useful confirms.
I really liked the late game of world tour it was the only point where enemies felt actually threatening and the final boss (box head) was really fun since you had to figure out on the fly what to do about that one crazy attack. It was like a puzzle where you each part has a specific counter. Reminds me a lot of punch out.
That opening caught and comboed me so hard I had to pause and admire it!
Man there were some absolute *zingers* in this episode. Had to replay the start because that playground joke had me cackling. Yahtz is such a treasure (and warrior poet) ❤
My experience is a variation of the kids on the playground full of energy. I see a game like MK, Tekken or Street Fighter and tell myself this is the time i really gonna enjoy the game and end up being a master. 5 hours later im bored and i have receded into button mashing, where my character stands in one place doing something that looks a like a kick.
yeah fighting games are more about intrinsic motivation which is more moment to moment and if you wanna do well you need to find joy in grinding out moves, honestly after 30 hours on strive I think the best thing in strive was me jamming out to the soundtrack the gameplay might be good but I dont care
@@sriramramesh8203It also really helps to have friends or a group of people to play with. Grinding a fighting game alone can be daunting or boring without a group doing the same
@@5kndnumbah That group also needs to be equal skill level lol
@@matthewwells4829 True! Personally i like having someone better than me as my weaknesses easily get found and i figure out what i should practice lol
@@sriramramesh8203*extrinsic, in that your motivation comes from outside the game…
But yeah, totally. I’ve been trying to find the joy in fighting games for years now, and I just genuinely don’t get it. Like… it feels as though I could be learning an actual martial art instead of doing this. If I were good at motivating myself, I probably wouldn’t be playing games like this in the first place.
Ah yes, the refrigerator enemies. At one point (spoiler-free) there's a tournament going on, and they show the fighters slowing walking to the arena, and one of them was a freaking fridge with the Ryu color-scheme amongst them. I laughed so hard :D
But honestly, this is one game where the grind is actually fun. I just went around challenging everyone and by the time I've noticed I was level 23 on the first mission, right after they tell you that you can beat up people in the streets. Or street fight them.
You can really tell that Gabe has worn Yahtzee down over the years.
Honestly, inbetween this and Jim Sterling's review I really should check this out. I'm to fighting games what most people are to football: I try just hard enough that I can delude myself into being good right up until I go up against a actual opponent that knows what they are doing. So, while I don't consider myself a total noob I do freely admit both the single player and modern mode do sound like pretty pleasant additions to stroke that pretense.
Just call the simplified move system what it is " Smash Bros with an extra button but less specialization" mode. Smash Bros made fighting games accessible to everyone and boiled being good down to knowing what every character can do, knowing the best way to make moves flow, knowing when and how to dodge, and finding characters you like using. Also wave dashing to break out of getting smashed.
Hurrah for modern controls. Maybe now it won't feel like my thumbs are about to snap off after playing for 10 minutes.
TRAIN HARDER ON NORMAL. I believe in you.
1:00 So the point of motion inputs is actual vital to the strategy and learning curve of fighting games. More complex inputs allow a character to have more “character” for lack of a better term. They make it so that no single button or special is a swiss army knife and you have to learn your specific character’s quirks to be a better player. Charge inputs make it so certain moves can’t be done on reaction and require a certain amount of investment which uses your cost benefit analysid. Or certain inputs require you to be moving forward which disable blocking for the time meaning it is a risk you have to take to use a better attack. Motion inputs also feed into reaction times, making stronger options risked inherently as you have to be in the proper position and spacing to use them effectively. This is what makes big heavy grounded characters feel so heavy and powerful or what makes grapplers so satisfying to play well. Simple inputs may be more welcoming but they remove a substantial part of the game feel and strategy that we like them for.
🤓
@@yourmum-ue1uy Nah got perfect 20/20, don’t need glasses :B
02:24 The joke about Luke being Ken and Guile's shameful bastard child is even funnier both because they're brother-in-laws *and* because all three are currently thought to be the best in the game. Apple doesn't fall far from the tree I guess.
Speaking as a sweaty, I'm glad they added a feature for casual players to enjoy the Game, and i'm EXTRA glad they Made it optional. Great Review as usual
That opening made me actually laugh out loud. Startled the cat. Keep up the good work.
4:04 I'm genuinely impressed at the ability to have "confusing to navigate area" and "most areas are a single room" in the same game.
I love modern controls. I have never been able to combo into mashing moves like Blanka's electricity or Honda's hundred hand slaps.
Better news for you is that both hundred hand slaps and electricity are no longer mash inputs, even on classic controls.
@@XxSnypxX Thank god, comboing in to mash moves might as well have been literally impossible on controller.
@@uberculex Yeah, I feel for controller players. Even though I use stick myself, I agree that mash inputs just don't apply well at all to marketing to regular players.
All of the new accessibility options are a good choice and I'm glad it's getting more people to hop in and have fun on any character they want.
I just feel like motion inputs and homebrew combos are better than command inputs and fixed combos
@@ryry_2720 Modern doesn't use fixed combos, it just has less buttons so your combo routes are more limited.
Might want to update that description and take out the "Want to see the next episode a week early?" line
if you have a membership you can watch it 1 week early so its not misleading.
It's all on UA-cam now, Going to the website will not let you see the next episode early.
@@Hellblazer1138 Will update.
@@Hellblazer1138 ohh i see sorry:)
4:33 I first thought Falke
Then I realized it was AN ACTUAL GUN
Street fighter has even more literal fighting in the streets. What a day to be alive.
If you're enjoying the game thru modern control but still intimidated by Quarter Circle and Z motion inputs, I guess I recommend learning a "charge character" in classic controls. You get their full toolkit while still not doing thumb gymnastics. Characters like Guile involve special moves that are literally down-up or left-right plus a button.
I understand the thought of this suggestion, but to play a charge character, one has to learn how to play the neutral game while maintaining charge, as well as when to and when not to and that isn't the easiest to learn either IMO
@@myyoutubeaccount4167 haha yea but maybe that isn't such a bad thing. If it naturally funnels a player into using specials at the "right time" instead of throwing DPs everywhere (which modern mode doesn't prevent) it could help psychologically while avoiding the primary (physical) issue they're complaining about
@@kingofthesharks
Well, you do have a point, but I can imagine someone like Yathz having trouble understanding how he's supposed to attack when he's required to be turtling down.
@@nonamepasserbya6658 wtf are u responding to lol
@@nonamepasserbya6658
Lmao Who’s ignoring that? We all know smash did it.
Also, like the above comment says, what does this have to do with any of the comments before it lol?
That end credit comic was fantastic. Thanks for the laugh.
It’s ironic he referenced the one little school girl character that can throw people around like sacks of potatoes.
The tiny willowy schoolgirl he mentioned at 3:30 is literally a grappler who can do a massive piledriver. Not a real critique but quite amusing choice of character
the first minute and a half are a scrubquotes goldmine
LITERALLY what happened to me. I have not gone back to it.
A lot of people struggle with the fridges in World Tour. They do have weaknesses, particularly when they are attacking.
That second-to-last encounter I found real tough also. I didn't get time to learn his weaknesses, cause I found out you could jump the first attack, block the rest, then impact his last attack for an opening to attack.
The final boss didn't give me as much trouble. Possibly because I spent some time online and fought a few people playing as them. Drive Impact seemed pretty effectice against him, however.
I found World Tour good for learning fundamentals, but it is confusing changing between modes. It's analogous to learning a different characters move-set, because you are.
I think this is the most I've ever heard Yahtzee compliment a game. Going to watch again to make sure it wasn't a fever dream.
Absolutely not have you seen him talk about Return of the Obra Dinn? Unless you meant "A fighting game" in wich case... yes.
Are you serious? It was obviously a good review, and for fighting games especially that's pretty special from Yahtzee. But most complimented? Hardly. In his Portal review he literally states that he can't find a single flaw with the game. More recently, Obra Dinn and Persona 5 both received more praise than this off the top of my head. And he's been easier going on games in recent years anyway.
Doom 2016 got a lot of praise with a "few whinging nit-picks".
@@darylcastillo1439 - I would say his review of Undertale, percentage-wise (1 positive remark, 0 negative), is probably his most effusive.
"It's a good game."
Poor Yahtz, he was getting confident right before the end. 😂
Not sure if it was intentional, but I like that Yahtzee chose the one schoolgirl in the cast that actually can do a giant spinning pile driver sort of attack.
Overall, agree with basically everything Yahtzee said here, save a few minor personal nitpicks I have.
Modern Controls are an amazing edition. Love the added accessibility. That said, I do think the way they were implemented is a bit weird as they leave you with roughly half as many normals as a classic controls player. The impact of this varies from non-factor to completely removing core tools from the character.
My other nagging thing: I feel world tour mode kind of misleads the player regarding stats. The game shows you NPC levels, so what might reasonably assume that leveling up your character is the best way to beat an opponent your struggling with. However, the weird skill tree thing offers significantly bigger stat increases, and that levels up based on gaining Style levels. So if you picked a style you like and stick with it to max level, you end up gaining important stats slower. The game somewhat alleviates this by letting you transfer XP from a maxed out style to any other style… except any XP transferred in this way is worth half. Why? If I’m still using a style after I’ve maxed it out, I clearly like that style and want to keep using it. Do I really need to try out Blanka’s normals for the 5th time in this franchise for Capcom to believe that I do not like him?
Yea, this is pretty much what I expected from Yahtzee. I'm actually suprised he enjoyed the World Tour mode.
Between this and Stephanie Sterling's review I may have to give this a try. I've wanted to get into fighting games, but couldn't wrap my head around the various button combos for single moves.
I have watched fighting games from the sidelines for years because I got too stressed tying to do the commands under pressure. 100% go for it
@@EllieBerryPie Same. The only thing remotely close I can play is Smash Bros. because the controls are simple. Right now the only thing keeping me from going for it is the price (a tad short on gaming funds atm).
"THe thing you need to do starts with G and ends with ind"
to "Go blIND" is insane, i love it, that was so good.
There aren't enough buttons on a controller for all the things an interesting character can do to be executed with simple inputs... or maybe no one's trying hard enough.
Special move motion inputs are fun and easy, and allow for characters to have more specials than 1 button mapping permits
Well, ACHTCHUALLY, 1st place at Evo for SFVI this year is a million bucks. Doesn't diminish the joke, but whoever wins ain't gonna be flipping burgers the rest of the year.
@0:26 I like that Yatzee has a Bluey themed pool toy.
It's good to hear that SF6 has an option for non-fighting game folks to play just as well :) I'm of the mind that more players to a fighting game's community is, in fact, a GOOD thing! Accessibility has been a weak point of the fighting game genre for a while now and hearing that some designer actually added in ways to make it fun for everyone is progress
TRUE
By dumbing down the product
I'm of the mind that fighting games are probably the only games you shouldn't dumb down as it becomes a race to the bottom. If you want to be competitive you're just going to choose the method that is faster, because every split second counts in fighting games for a real challenge. Hopefully they at least introduced combo cancelling so players have some reason not to just give up on any semblance of skill.
@@SD-mi2vc Not really. Both Classic and Modern have their own advantages and disadvantages. Depends on your playstyle and what character you're playing.
@@setcheck67 Modern controls take away large swathes of your moveset and reduce your damage by 20%. There are only like two characters who are viable at high skill levels with modern controls, everyone else loses very important parts of their kit for it.
4:51 - Did Yahtzee just discover what the final boss of EVERY SF game is like?
Oh, but normally opening a bike lock while bending over.
i honestly never got the complaining about "sweats". like, yeah, people are gonna play to win, it's a competitive game. it's like getting a cup of boba tea and then complaining about the boba, like, what were you expecting?
There are different methods of competing and different people people like playing in different ways. The sweat approach is one way, but it honestly a bit of a *weird* way to compete in a competition with no actual stakes, imo.
@@Kevin-cf9nl okay, then enlighten me, what are these other ways?
I think people don't always understand why others enjoy competition. It's not just about winning or some cash prize. I had to explain this to a roommate very used to TCGs. He thought I was "a spike" because I was trying to get better at FGs. It's kind of different though. I think most people just enjoy the feeling of 1v1 combat. That means you have to try and win (otherwise it's just boring), but that doesn't mean the win itself is the goal. It's actually fun and improvement.
@@Kevin-cf9nl Where does sweat start in your opinion? Learning the inputs? The basic tactics like anti airing? A couple of combos? Learning to pressure on wake up? Punishing unsafe moves?
I can see someone calling out a "sweaty" on any of these stages. At the end of the day, it all comes down to the fact that no two players will have exactly the same set of skill. Someone will be better at the game than the other at this moment in time. And we have the answer to this problem - skill based matchmaking. They are in every fighting game, and you can expect people with the same amount of sweat in your SMM matches.
That Chun Li bit at 3:50 was hilarious
People not getting fighting games is something that will never change, I guess. Characterizing people who are competent at playing them as "gatekeeping sweaties" is absolutely baffling. They know how to play the game. You do not. You're obviously going to start out by losing an absolute fuckton of matches. If you learn how to play the game, then you'll naturally have a more competitive experience, instead of just losing. It's like complaining that you got stomped in a chess match when you don't even know how to move the pieces. Well, yeah----of-fucking-course you did. If putting in the time and effort to really learn a game isn't for you, then that's cool. Fighting games aren't everybody's cup of tea. But you have to understand that quitting after losing a bunch when you don't know how to play is a *you* problem, not a problem with the genre. You don't become a good chess player without losing to people who are better. It's the entire core of anything competitive.
Preach
FYI you can win the last fight. I first lost, and was surprised when the cutscene started. But since I nearly won, I quit and loaded the game before the autosave could do its job and tried again. It changes the cutscene a little, but not by much.