I love dead body hitting in fighting games and I really hate when games don't include it or remove it with a patch. In Persona 4 Arena Ultimax, if you finish a round with at least 50 meter you get unlimited meter to do whatever, aside from supers, so you can mash One More! Cancels or EX moves for a second or two. In the older BlazBlue titles you could THROW dead bodies. That's probably my favorite post round disrespect.
Lethal league blaze may not necessarily be a fighting game, but when an opponent is knocked out you can do some pretty funny bm, which includes bunting them, smashing them straight offscreen at mach 10, or actually grabbing and throwing their bodies like a football. I believe you can waste super on them too if you're fast enough.
@@viscidvioletdisgustingverm1020 it's not really "wasting" super because meter resets after each stock, but it's super funny to just eat your opponent after a stock as latch
In SF4 could still special and super cancel if you buffered it before the last it. My favorite ways to end a rounds with Dudley was a jab KO buffered into thunderbolt or short swing blow chip KO into focus or super.
Legitimately surprised you didn’t mention the Lethal League games, which ONLY allow you to directly attack your opponent after the round ends. You can juggle and throw them for a few seconds and it’s amazing
i made my team in the ps2 version of capcom vs snk 2 all have a white & blue variant where they had white hair and white trimmed blue clothing (guile, e honda and zangief)
In Lethal League Blaze it's basically customary to juggle the opponent you just turned white. It's funny, harmless, expected and it's part of the reason why I love the game.
Yoo knnew someone was gonna bring it up I was honestly waiting for it in the video and it didn't come. I played Doombox a lot, and while I wasn't all too good at technical stuff I had actually been motivated to learn how to do the basic up down up down a few times (and if I have special I'll end it with that) just cause of playing with randoms and my friends it's real cool or I'll just dunk it downwards with a grab lol that's really cool feeling to do (especially on Doombox) regardless of how unimpressive it is (P.S. aren't the people who call corpse juggling Bad Manners funny?)
I absolutely love getting juggled after getting absolutely stomped. It's some of the most skillful bm in almost any fighting game and it's just funny to watch
On X-Men Vs Street Fighter and Marvel Vs Capcom, when winning with Gambit, I would try to perform his Royal Flush super as the screen paused to catch the in-between frames of the start-up (if done right, it’d look like he was doing his own version of the D-X chop) or the moment right before execution to see the cards in his hands. Always loved that pose.
I wish FGs had Dark Souls' gesture system, so you could communicate with your opponent mid match without having to set up voice chat. Doing gestures in the time after you kill an opponent in PVP but before they vanish is the best feeling.
This was a really specific chance to show off the post round stun state and character loss scream of Soulcalibur as a series. Doing Nightmare stomps on X and watching her stun animation loop was always really funny. That and the post Ring Out self Ring Out.
It always felt disrespectful to me not to immediately follow your opponent off the ledge if you ring them out in Soul Calibur. It adds a bit of levity and almost feels like a gesture of solidarity lol
Yes!! More fighting games should consider adding in this feature! The ONLY reason that I’m not spamming the entire Them’s Fighting Herds dev team with messages about this every single hour of every single day is because I don’t want to beat a dead horse.
it reminds me of the moments between stocks in platform fighters like melee or rivals. people tend to spam tech skill, whether it be platform movement or multishines or something like that. You're right these little moments tend to give a lot of personality.
When I used to play smash and i got in my opponent's head, I'd stand on the top platform and wait for them to respawn. Surprisingly it told me a lot about my opponent's emotions. Some would jump right off the halo and try to hit me. Some would just wait there. Some straight up tried to run away.
As a Rivals player, I don't do any of that, not because I can't, _but because I'm playing Sylv and every second I'm not covering the stage in grass is a stock I'll be losing the next round_
@@LieseFury No. Lol No one that's actually good is killing themselves by accident between stocks. If you lose stocks in between stocks, there's no chance you were even going to top 8 let alone win that tournament lol
No, you see, the TRUE BM is to stand completely still after taking a stock definitively. You *could* be spamming tech-skill... but you're not. *And that's the point.*
@@CFlandre Lol along these same lines I like to do really simple things that you don't normally see. I was a Mario main, and (besides the fact that you just lost a stock to Mario lol) people would look up in between stocks and I would be using his slight walk animation where he basically tip-toes across the screen LOL I always find things like that. Like with Fox, if you turn around slightly, he tail actually wraps around his body, so I would just stand wherever and turn slightly so that it looked like he was chasing his tail. Lol I don't know what my opponent thought, but it cracked me up! Hahaha
The best part about the MK "Finish Him" moment is if you're already mid combo, you can keep the combo going as long as you can and then afterwards, finish them off normally with whatever you want. Making them watch that last combo, into whatever else you do is peak expression, especially if they instead do last combo into brutality.
I prefer postround mashing like in 3rd over fatalities from MK. You can't really show your personality with a few predefined cutscenes. And requiring specific input makes fatality more "meaningful", more disrespectful, which is not good imo.
It's an interesting topic. Personally one of my favourite examples of post-round actions is the post-round taunt in 3rd Strike, mostly because due to taunting actually giving benefits in normal gameplay but what benefits taunts do give does not carry over between rounds the post-round taunt unlike the normal gameplay taunt serves no benefit and is there just to show off your character's taunt before their win animation. It just hits differently when you know it can be justified in the match as "Q just wants more health and taunting is actually part of his meta" or "Ken wanted to have extra damage on his next combo" but when it's post-round it's just a taunt, nothing else.
Soulcalibur was always such a fun game due to this SC3 for the Ps2 in particular, had a glitch that was just so fun to do. Not only u are able to keep hitting your opponent (and everytime you do so they do their ko scream again) but if done right, they will scream again during your win screen for some reason. It even works for yourself if you suicide via ring out after winning, in which case your character will scream audibly AND visibly while doing their win pose
This is super fascinating because your reasoning is exactly why in games like Tekken 7 I turn the ability to act post-round off. If I drop a round, I don't want to give them that momentum or chance to test their execution, and I'd rather throw their rhythm off when they try and nothing happens. Plus it's sort of a mental reset, the round ends, it's over, on to the next one. Choosing not to act when you win can send a message too!
It really is the little mechanics like dead body punching, taunts, mercy, etc. that can make a game stick out in your memory. Mentioning the parallels between game genres actually brought me back to my Team Fortress 2 days, where for a short period post-game the losing team members would throw their arms over their heads in surrender while the winning team got to hunt them down with critical damage. I have so many memories of crit-rocketing entire teams after getting a clutch back-cap victory or managing to completely dodge the enemy fire coming at me after a loss, that even if it rubbed salt in the wound pretty often, the fun and memorability of the mechanic ended up winning out completely in the long run.
My favorite part about the TF2 victory state is when you're on the losing team and you manage to get a taunt kill off and kill someone on the winning team by surprise. It's so rare that it actually works, but when it does it's _fantastic._
Post round freedom is one of my favorite parts of soul calibur and it has so much depth depending on your character and the condition of your victory. Flailing yourself off the stage, practicing JFs, or just beating up on someones limp character adds so much.
A really stupid favorite of mine is, the eternal, the ever-amusing. Purposefully launching yourself off the stage at the end of a round in Soulcalibur.
In X-men COTA, the start button between rounds is essential. Since it's 1v1 rounds, players can carry the opponent to the corner and start the round with a great position advantage.
Quick aside, it was actually Virtua Fighter that started the whole character customization thing. Everyone seems to give credit to Tekken for that. I guess that's what happens when your game is the more popular one.
Killer instinct's ultra combo comes to mind, it's basically the punching bodies concept turned into a silly mini game, since the length of your ultra combo ends up depending largely on your combo skill and how much metre you had left over at the end of a round
In the SFEX series, you can even super after KO, and it will not cost any super bar, nor it will do the super-freeze. You can spam Shinkuu Hadokens over your opponent's defeated body, or even miss Level 3 Super grabs on them for about 4 seconds.
Oh boy, I was actually wondering what's it called for when, after a death juggle, you just keep juggling your opponent for that one sec betwern matches to show them you had the win anyway. Thank you.
then in KOFUM when the fight is over for the last team menber, the screen goes to white and go to the victory screen, skipping the normal victory animation.
I agree very heavily with this, I know it's a lot of work for very little payoff but I wish Smash had more victory screens because something a lot of people miss is that you can choose the victory screen using the d-pad and it goes unappreciated but it is a form of expression. Whenever I play Melee and win with Peach always always I select the "Oh did I win?" Victory screen
All of your videos are great! While I definitely can vouch for the Punching Bodies technique working on me a little bit in certain games and messing with my mental (especially Strive where there doesn't seem to be a clear way to actually do so), you did help me realize that I do totally have a tell in that game - whenever i win a round as Anji in Strive, i ALWAYS try to throw out a shitsu/butterfly. it feels like i'm thanking them for a good match :) And you made a great point - honestly, just the control after a round end should be standard in every game! I really like the idea of, if you press start at round end, you take manual control again. It could also add an interesting sort of side-effect where an overly confident player could press it a bit too early, and, especially in a competitive setting, end up costing them the match (assuming they press it long enough to open up the start menu).
I like doing ky's 5k at round end, just because it looks so dismissive. Like, "let me push this thing out of the way so I can go do something more interesting".
i play Nago and one of my favorite things to do after beating someone thats been giving me hard time in match is 5K after K.O. kicking someones body across the room is super satisfying
I have a few different ones for 3rd Strike. Chun-Li: overhead somersault, Akuma: light punch into fierce juggle, Twelve: double back medium kick (AKA the Russian squat dance), Elena: super jump, Sean: basketball taunt, Hugo: secret Poison taunt, and Q or Alex: light kick.
I’d like to add on to this: Dudley rose, one of his wins screens is also a rose toss, so sometimes you can get Dudley to throw a rose with taunt, then pause for a second just to throw another one
i think more games should have mk's mercy system, getting to give the opp a tiny chance of coming back and then either beating them again or them actually coming back and beating you was really cool. i really like the way certain brutalities in that game are directly tied to the mercy system too to do even more to grief the other player
Not sure if most fighters does this but Tekken post match/round will turn all of the winner's incoming attacks into Counter-hit properties which can lead into a half-baked combo into a beatdown by the walls.(or they can just ki charge, a notorious form of pop off or disrespect) Also depending on what button you pressed during post-match you can select which win animation to play.
Played a ton of Soul Calibur II with a coworker. He's got a really good Mitsurugi and I have a mediocre Nightmare, but our matches are usually super tense. If I win a round and need an extra moral pump, I'll stomp his character on the ground after the KO just to hype me up XD
I hate that they got rid of post KO hits in SF4. There are some rare occasions where you can get a special cancel or fadc to git after the KO, but it isn't the same.
My main concern after a round/game is over is being able to move on quickly, either to rematch or to leave. I don’t like fatalities or KI ultras because they make me sit there, win or lose, when I really just want to move on. I’m much more ok with the short, one or two attack post game stuff like in 3rd strike. Juggle me for one more hit, whatever, just don’t waste my time.
@@manwhalegaming Yeah, but you can also chain multiple ultras together. I always skip, and most people do, but sometimes people let it rock and it bugs me. Not the biggest deal in the world, I just prefer shorter turnaround times.
In Fighterz, I love hitting the opponent with any j2H that launches just to see the character fall all the way down. It's also fun to hit a fujin follow up as Anji post KO.
Smash has a good idea when they added special zoom. You got hit by a strong, easily avoidable attack, and now time will slow and the camera will briefly zoom in to show exactly what happened. Now you feel humiliated and the audience is popping off at you. All of this technically doesn't directly affect gameplay, but it does make a difference in mind games.
Marvel vs Capcom (the first one) DID have a minor mechanic to these. If you ended the post-match beating in a particular frame or pose, you'd score points. Zangief's Spinning Clothesline was worth 1,000, while Roll's Beat Plane was worth 50,000 if you timed it JUST right.
In melee is pretty common to spam tech skill while you took a stock from your op before they respawn. Usually is just a small practice or a flex, but there's a reasonable amount of times where the player dies due to missing some tech, and that's pretty funny
I can't believe you didn't mention Killer Instinct! The Ultra system in KI leans into the post-KO combo even harder than Mortal Kombat does, you can legit just keep doing a combo on them until your resources run out and/or the combo meter maxes out, and the Ultra itself syncs the music to the hits and is MAD hype the first time you see it (but lets you respectfully end it early, like most players do if they're not trying to show off)
Idk if most people would count it as a fighting game, but in Lethal League and Blaze, the community calls the after round body hitting “Corpse Juggling” and there’s even a small community around it. A mod was made that would let you spawn a corpse in the training room to practice and mess around with. A lot of players juggled differently and it was cool cause it definitely took some skill!
MKX has a really good version of this with Brutalities. You can continue a combo long after a match finishes and even uses grabs to extend them, all ending in a quick, stylish finisher.
Jojo HFTF has a really interesting "punching bodies" mechanic mid round. You can't attack in round transitions but you can do anything else. You can set yourself up positionally, pick to start the round in stand on or off, or (my personal choice) taunt. However, taunting carries a massive risk in that if your taunt is too long, you can get punched round start. It then becomes a shopping cart dilemna situation and it's fun to see whether they'll punch me in the face or not or even taunt back. Additionally, if you are really good and really evil, you can make the game play the death sfx twice by landing a killing blow while in a grab animation. It's satisfying and disrespectful, but requires a useless setup.
In Sonic the Fighters, you have full control after winning the round. I use this to teabag or to finish my combo because of muscle memory and/or to squeeze lemon on the wound. To add to this, there's a replay of the last few seconds of the round where you see yourself or the enemy getting beat up, and you also see whatever you or the opponent did after the round ended. Most skip the replay to get to the next round quicker, but sometimes I want to watch the replay to see how I lost or to copy a combo my opponent did, although it's usually skipped anyway by the other person. Sometimes I make the opponent watch the replay if they're the type to not skip the replays, just to make them see their loss. I also do this for people I know will skip the replay, but it's worth a shot, right? Unfortunately, Bark can't crouch, so he can't teabag. When I'm playing Bark and I want to disrespect the opponent, I spam the down button to teabag but since Bark doesn't crouch, he's just standing there staring down the enemy lying unconsciously on the floor. I either do that or I jump around to disrespect.
This is something I never really thought about but it really is a small thing that means a lot. I was honestly a bit upset when I found out I couldn't use Axl's timestop super once the round ended because I just think the pose looks cool.
in melee and smash in general you get to express yourself a lot during the 2-3 second respawn doing crazy tech and flexing your movement, it really works as an intimidation but also helps some to keep in the flow
Two of my favourite ones are the post-win flexing in Fortnite and the gap between stocks in Melee. In either one you can decide to either do the usual tech flex or you can go for a bit of mental damage with an emote or taunt. Personal favourites being constantly walk turning in Melee and emoting a knocked opponent in Fortnite whilst their teammate runs to stop you from finishing them off.
Another great video. Player identity is probably the most important thing in competitive games, especially fighters. Never thought about how much I missed fighters.
I absolutely love this in SoulCalibur, where they make the death noise over and over Alongside that i'm not someone who jumps into the pit with the person who got rung out, I just crouch bc i ain't doing that lol
Touhou Hisoutensoku lets you do that. The funny thing is that you can even gain meter from it, level up your specials, or just waste meter and combo into a super to be funny. We even have the term for the last, "stylecarding" or "mannercarding" since supers are called spellcards in Soku. Some characters do actually have a legitimate use for stylecarding like having a super that can remove the opponent's meter or setting up a powerful spellcard in between the round transitions.
This is something I definitely noticed when I came from Third Strike to USF4 and SFV. If I end the round with any of Necro's launching moves like throw, LP hook, anti air in the corner I get some time to show off a cool juggle, a large part of Necro's corner game (even some that are specific to post-KO slowdown). It's fun an cool to do and also lets me practice a large part of Necro's corner game, even if just a little.
I was really hoping you'd mention post ko in lethal league, there are character specific combos you can do on your opponents dead body that really flex your skill and execution, can also show a lot of expression while doing it. Also can be tilting mid match when you have to watch your whited out body get tossed around for 7 seconds before you can do anything about it
in Them's Fightin Herds you have 2 seconds to still do a full combo + super if available, and if you stay in the air even extend it until you hit the ground. Makes for really funny things to do like post round super, mashing air buttons or literally carrying them to the top of the screen with Velvet's wind
I must say I love all the content you've put out regarding fighting games but I also love all the doom metal you put in your videos! Absolutely love it, and it gives your channel a unique feel!
I gotta say, this video has perfectly captured what my hangups with SFV have been after a year. There's no way to really communicate during random matchmaking before or after rounds. I didn't realize thats what bugged me until recently and then this video dropped.
To play devil's advocate for a moment, one other reason Capcom may have wanted to stop people from hitting KO'd opponents is for presentation/story purposes. I can't speak for the older games since I don't play them, but I know the newer ones at least have virtually no ways to hit opponents even when they're knocked down during a match. If they're trying to maintain the idea that this is still a martial arts match even with all the supernormal powers involved, it would be looked down upon to strike an opponent who's already been knocked down, even worse so had they been knocked out entirely. For all I know it's probably not this and I'm pretty neutral on the subject in general. I had fun with it in Soul Calibur 2, but I've never really missed its presence in other fighting games. I value player expression during the matches, but even then I can appreciate the option to let loose on the controller after the game says I'm done. A similar example would be practicing tech between stocks in Smash while waiting for your opponent to respawn.
One of my favorite things in Strive is killing someone in the middle of a Dust combo and then doing the finisher after the KO screen. Something about slamming them into the ground _after_ they're already dead just hits different and I love it.
My fav has to be Lethal League, which lets you get a full combo on your opponent each stock you take. Getting more than one hit, however, is extremely skill intensive, so it’s an amazing way to flex.
I was a TekkenTag 1 player at the main Arcade in Central London where the best players played during the games prime over here 2000 - 2006 i used to do on player 1 side after a KO 6 waves into an EWGF with Jin all the time , and i noticed after a while people started copying me doing it on the player 2 side after a KO
When playing SFV, I love the beginning match character starts, and don’t ever skip them myself, but I understand if some opponents prefer to get right into the match. However, if they then don’t skip the round win pose, it feels like they’re rubbing my nose into the loss. It’s almost enough to make me salty. Also, if they take way too long to accept a rematch after winning the first, it feels like they’re dunking me on their stream or something. Paranoia? Perhaps.
@@mextyle_327 Cody's SFV "near loss" win is the worst cuz unlike others, who show some form of "ya almost had me" sorta respect, he straight up says "man, you suck!"
in melee when you get a star ko, you have a lot of free time to do whatever you want before they come back on the next stock. some people do execution practice but it can be funny to just stand there, taunt or do silly movement options that wouldn’t be useful in match
if there was post-K.O. gameplay in Street Fighter V, i would either do a standing heavy punch into hundred hand slap on my opponent's corpse for a quick 6 hits from my e. honda, or i would do a stomp command normal and then whiffcancel it into a command grab motion "ooh she's gonna stomp me- ...oh she whiffcancelled it"
4:38 - I had something similar in marvel 2. I don't know why I started this, I think it was because sometimes Sent gets glitched in fly at the end of the round and just sits there. But what I normally do if I win with Sent is hit start, fly, and then go and fly over their body. That's it. Just sit there flying over top of them. Every time.
BlazBlue has Corpse Kick as a score bonus in one of its score attack modes. With Terumi it's especially funny because of his stomps and the way you can do certain combo finishers post kill.
one of my favourites is juggling the opponent's body in lethal league. the body has different physics to the ball so it's not a useful skill to learn but you can do some swag and it's wonderful
My friend plays Dante, and whenever he gets the win he ALWAYS without fail pulls out the "funny gun" which is Just him holding down 236P or Multilock. "I only do it cause it pisses people off!"
I love dead body hitting in fighting games and I really hate when games don't include it or remove it with a patch. In Persona 4 Arena Ultimax, if you finish a round with at least 50 meter you get unlimited meter to do whatever, aside from supers, so you can mash One More! Cancels or EX moves for a second or two. In the older BlazBlue titles you could THROW dead bodies. That's probably my favorite post round disrespect.
Lethal league blaze may not necessarily be a fighting game, but when an opponent is knocked out you can do some pretty funny bm, which includes bunting them, smashing them straight offscreen at mach 10, or actually grabbing and throwing their bodies like a football. I believe you can waste super on them too if you're fast enough.
Even worse when a few games don't allow you to continue a combo you were doing on an opponent that can still be juggled
@@viscidvioletdisgustingverm1020 it's not really "wasting" super because meter resets after each stock, but it's super funny to just eat your opponent after a stock as latch
@@viscidvioletdisgustingverm1020 it is a fighting game but everyone is gouken ;)
In SF4 could still special and super cancel if you buffered it before the last it.
My favorite ways to end a rounds with Dudley was a jab KO buffered into thunderbolt or short swing blow chip KO into focus or super.
Legitimately surprised you didn’t mention the Lethal League games, which ONLY allow you to directly attack your opponent after the round ends. You can juggle and throw them for a few seconds and it’s amazing
in lethal league blaze, i like to go for a single throw on the corpse
@@logandunlap9156 DUNK em
Eat them if you play as the alligator lol
Best feeling to kick them out of your sight
Iirc, it’s considered respectable in competitive lethal league to corpse juggle. Don’t quote me
Post KO combos are a staple "system" in Soul Calibur and I hope it's never removed.
After a ring out, I always try to jump in after them in the most spectacular way possible.
I LOVE how after the opponent is KO'd, but still standing, your launching attacks send them flying way further than had they still been alive.
I remember back in sc2, grappling an opponent caused the round transition to last longer which was a huge disrespect.
@@DynoDunes Do a couple of hits before it as well to get the maximum amount of noise and length
@@strippinheat This was usually me doing Siegfried's drop kick. Even if they hadn't fallen out of the ring I'd jump myself over their body.
I remember when Color Edit was a semi-regular feature in fighting games and not completely removed in the name of making easy DLC packs.
Always a sad time when the market incentives result in a worse and more incomplete product.
*flashback to being an edgy child and using every colour, as long as it was black or red"
i made my team in the ps2 version of capcom vs snk 2 all have a white & blue variant where they had white hair and white trimmed blue clothing (guile, e honda and zangief)
Rivals of Aether lets you use your custom colors online.
New Melty Blood is bringing back color edit.
In Lethal League Blaze it's basically customary to juggle the opponent you just turned white. It's funny, harmless, expected and it's part of the reason why I love the game.
Yoo knnew someone was gonna bring it up I was honestly waiting for it in the video and it didn't come.
I played Doombox a lot, and while I wasn't all too good at technical stuff I had actually been motivated to learn how to do the basic up down up down a few times (and if I have special I'll end it with that) just cause of playing with randoms and my friends it's real cool
or I'll just dunk it downwards with a grab lol that's really cool feeling to do (especially on Doombox) regardless of how unimpressive it is
(P.S. aren't the people who call corpse juggling Bad Manners funny?)
I absolutely love getting juggled after getting absolutely stomped. It's some of the most skillful bm in almost any fighting game and it's just funny to watch
On X-Men Vs Street Fighter and Marvel Vs Capcom, when winning with Gambit, I would try to perform his Royal Flush super as the screen paused to catch the in-between frames of the start-up (if done right, it’d look like he was doing his own version of the D-X chop) or the moment right before execution to see the cards in his hands. Always loved that pose.
I wish FGs had Dark Souls' gesture system, so you could communicate with your opponent mid match without having to set up voice chat. Doing gestures in the time after you kill an opponent in PVP but before they vanish is the best feeling.
Or even the audio taunts. Dropping a "Very Good" or "I'm sorry" on some guy you just stomped would be great.
@@viewer829 play Lethal League Blaze
i liked to show off by doing pivot or flip backstep moveswaps after i killed people, kind of like showing off tech skill in vs games post win
@@viewer829 HEHEHEHA
This was a really specific chance to show off the post round stun state and character loss scream of Soulcalibur as a series. Doing Nightmare stomps on X and watching her stun animation loop was always really funny. That and the post Ring Out self Ring Out.
Throwing yourself out of the ring is such a baller pop off lol
@@oklimbo It's a requirement.
Late, but I REMEMBER THAT! Rezzed a fun childhood memory, that did.
It always felt disrespectful to me not to immediately follow your opponent off the ledge if you ring them out in Soul Calibur. It adds a bit of levity and almost feels like a gesture of solidarity lol
Yes!! More fighting games should consider adding in this feature!
The ONLY reason that I’m not spamming the entire Them’s Fighting Herds dev team with messages about this every single hour of every single day is because I don’t want to beat a dead horse.
Hah... nice.
it reminds me of the moments between stocks in platform fighters like melee or rivals. people tend to spam tech skill, whether it be platform movement or multishines or something like that. You're right these little moments tend to give a lot of personality.
Or just dash dance a lot of the time
Doing Shiek's taunt while they do the Team Rocket long death animation just feels so sick
Funny enuf, my roomie just started playing smash, and he doesn't touch ANY buttons after a k.o. Just stands there motionless. It's intimidating af.
When I used to play smash and i got in my opponent's head, I'd stand on the top platform and wait for them to respawn. Surprisingly it told me a lot about my opponent's emotions. Some would jump right off the halo and try to hit me. Some would just wait there. Some straight up tried to run away.
As a Rivals player, I don't do any of that, not because I can't, _but because I'm playing Sylv and every second I'm not covering the stage in grass is a stock I'll be losing the next round_
Spamming tech between stocks in melee 😎
I really like being able to juggle the opponent's body when they get knocked out in Lethal League
LL's juggles are so crazy that its possible to juggle the body into the next round start
if you have meter you can even super the body leading to things like killing your opponent, and then eating their body whole afterwards, it's great
@@glyndekari I love doing that with Latch, but I play Toxic, and her ability makes juggling a lot more entertaining
In melee, spamming tech skill in between stocks.
Was thinking this exact same thing lol
don't people lose tournaments by doing that and accidentally wavedashing off stage
@@LieseFury No. Lol No one that's actually good is killing themselves by accident between stocks. If you lose stocks in between stocks, there's no chance you were even going to top 8 let alone win that tournament lol
No, you see, the TRUE BM is to stand completely still after taking a stock definitively. You *could* be spamming tech-skill... but you're not.
*And that's the point.*
@@CFlandre Lol along these same lines I like to do really simple things that you don't normally see. I was a Mario main, and (besides the fact that you just lost a stock to Mario lol) people would look up in between stocks and I would be using his slight walk animation where he basically tip-toes across the screen LOL
I always find things like that. Like with Fox, if you turn around slightly, he tail actually wraps around his body, so I would just stand wherever and turn slightly so that it looked like he was chasing his tail. Lol
I don't know what my opponent thought, but it cracked me up! Hahaha
The best part about the MK "Finish Him" moment is if you're already mid combo, you can keep the combo going as long as you can and then afterwards, finish them off normally with whatever you want. Making them watch that last combo, into whatever else you do is peak expression, especially if they instead do last combo into brutality.
It's a known fact that if you don't corpse-hop or ring yourself out at the end of the round in Virtua Fighter, that round doesn't count 😆
I like to spam whiff crouch jab until next round.
@@DragoonCenten then you have lost young one
A shame you didn't bring up Soul Calibur, especially in how they allow stage walkoff by removing edge collision
I prefer postround mashing like in 3rd over fatalities from MK. You can't really show your personality with a few predefined cutscenes. And requiring specific input makes fatality more "meaningful", more disrespectful, which is not good imo.
this is such a huge part of why i enjoy mvc1 and nobody talks about it like it makes winning so extra
It's an interesting topic. Personally one of my favourite examples of post-round actions is the post-round taunt in 3rd Strike, mostly because due to taunting actually giving benefits in normal gameplay but what benefits taunts do give does not carry over between rounds the post-round taunt unlike the normal gameplay taunt serves no benefit and is there just to show off your character's taunt before their win animation. It just hits differently when you know it can be justified in the match as "Q just wants more health and taunting is actually part of his meta" or "Ken wanted to have extra damage on his next combo" but when it's post-round it's just a taunt, nothing else.
I really love how this channel focuses many overlooked aspects of fighting games
Soulcalibur was always such a fun game due to this
SC3 for the Ps2 in particular, had a glitch that was just so fun to do. Not only u are able to keep hitting your opponent (and everytime you do so they do their ko scream again) but if done right, they will scream again during your win screen for some reason. It even works for yourself if you suicide via ring out after winning, in which case your character will scream audibly AND visibly while doing their win pose
This is super fascinating because your reasoning is exactly why in games like Tekken 7 I turn the ability to act post-round off. If I drop a round, I don't want to give them that momentum or chance to test their execution, and I'd rather throw their rhythm off when they try and nothing happens. Plus it's sort of a mental reset, the round ends, it's over, on to the next one. Choosing not to act when you win can send a message too!
I always come away from your videos with a little bit more love for the minor aspects of fighting games!
I particulary like falling off stage in Soul Calibur after i ring someone out... or if i see the chance in general.
Chip specifically in +R post round super is amazing. both of them.
It really is the little mechanics like dead body punching, taunts, mercy, etc. that can make a game stick out in your memory. Mentioning the parallels between game genres actually brought me back to my Team Fortress 2 days, where for a short period post-game the losing team members would throw their arms over their heads in surrender while the winning team got to hunt them down with critical damage. I have so many memories of crit-rocketing entire teams after getting a clutch back-cap victory or managing to completely dodge the enemy fire coming at me after a loss, that even if it rubbed salt in the wound pretty often, the fun and memorability of the mechanic ended up winning out completely in the long run.
My favorite part about the TF2 victory state is when you're on the losing team and you manage to get a taunt kill off and kill someone on the winning team by surprise. It's so rare that it actually works, but when it does it's _fantastic._
Post round freedom is one of my favorite parts of soul calibur and it has so much depth depending on your character and the condition of your victory. Flailing yourself off the stage, practicing JFs, or just beating up on someones limp character adds so much.
A really stupid favorite of mine is, the eternal, the ever-amusing. Purposefully launching yourself off the stage at the end of a round in Soulcalibur.
In X-men COTA, the start button between rounds is essential. Since it's 1v1 rounds, players can carry the opponent to the corner and start the round with a great position advantage.
Quick aside, it was actually Virtua Fighter that started the whole character customization thing. Everyone seems to give credit to Tekken for that. I guess that's what happens when your game is the more popular one.
it ain’t always about who did it first, sometimes it’s just who did it better
@@logandunlap9156 in that case it's "who did it on a platform that sold"
@@logandunlap9156 That is irrelevant and highly debatable anyway.
@@logandunlap9156 I agree in some cases, like Streets of Rage being a Final Fight rip-off, but is the superior series.
I thoroughly enjoyed the customization on virtua fighter on the ps2 even though I wasn’t very good at the game
Killer instinct's ultra combo comes to mind, it's basically the punching bodies concept turned into a silly mini game, since the length of your ultra combo ends up depending largely on your combo skill and how much metre you had left over at the end of a round
In the SFEX series, you can even super after KO, and it will not cost any super bar, nor it will do the super-freeze. You can spam Shinkuu Hadokens over your opponent's defeated body, or even miss Level 3 Super grabs on them for about 4 seconds.
Oh boy, I was actually wondering what's it called for when, after a death juggle, you just keep juggling your opponent for that one sec betwern matches to show them you had the win anyway.
Thank you.
Astonished you made an entire video on this topic without footage of a melee player multi-shining and ledge dashing at mach speed between stocks
then in KOFUM when the fight is over for the last team menber, the screen goes to white and go to the victory screen, skipping the normal victory animation.
I agree very heavily with this, I know it's a lot of work for very little payoff but I wish Smash had more victory screens because something a lot of people miss is that you can choose the victory screen using the d-pad and it goes unappreciated but it is a form of expression. Whenever I play Melee and win with Peach always always I select the "Oh did I win?" Victory screen
it's not enough to just get KO'd in VF, they gotta 3-string your corpse out of the ring too
All of your videos are great! While I definitely can vouch for the Punching Bodies technique working on me a little bit in certain games and messing with my mental (especially Strive where there doesn't seem to be a clear way to actually do so), you did help me realize that I do totally have a tell in that game - whenever i win a round as Anji in Strive, i ALWAYS try to throw out a shitsu/butterfly. it feels like i'm thanking them for a good match :) And you made a great point - honestly, just the control after a round end should be standard in every game! I really like the idea of, if you press start at round end, you take manual control again. It could also add an interesting sort of side-effect where an overly confident player could press it a bit too early, and, especially in a competitive setting, end up costing them the match (assuming they press it long enough to open up the start menu).
I like doing ky's 5k at round end, just because it looks so dismissive. Like, "let me push this thing out of the way so I can go do something more interesting".
Potemkin’s 5k feels so disrespectful at round end. It’s hilarious.
I like activating IK mode or just doing Michael Blade since that mfer is fullscreen, people get pissed and that's how I win
I love Slayers big bang upper in AC+R, launching them off the top of the screen before the round ends.
i play Nago and one of my favorite things to do after beating someone thats been giving me hard time in match is 5K after K.O. kicking someones body across the room is super satisfying
I have a few different ones for 3rd Strike. Chun-Li: overhead somersault, Akuma: light punch into fierce juggle, Twelve: double back medium kick (AKA the Russian squat dance), Elena: super jump, Sean: basketball taunt, Hugo: secret Poison taunt, and Q or Alex: light kick.
I’d like to add on to this: Dudley rose, one of his wins screens is also a rose toss, so sometimes you can get Dudley to throw a rose with taunt, then pause for a second just to throw another one
I do down HP for Hugo post-win because that's the safest time you can use that button =)
I do Standing HP with Remy to hit after the crumple. Cause, you know, i use a lot ot Lights.
I’ve made the conscious decision recently that whenever I win I will wiggle as quickly as can. I gotta boogie on the opponent
i think more games should have mk's mercy system, getting to give the opp a tiny chance of coming back and then either beating them again or them actually coming back and beating you was really cool. i really like the way certain brutalities in that game are directly tied to the mercy system too to do even more to grief the other player
Not sure if most fighters does this but Tekken post match/round will turn all of the winner's incoming attacks into Counter-hit properties which can lead into a half-baked combo into a beatdown by the walls.(or they can just ki charge, a notorious form of pop off or disrespect)
Also depending on what button you pressed during post-match you can select which win animation to play.
I feel like it's also worth mentioning following an opponent out of ring in SoulCalibur.
Soul Calibur was the BEST at this!! Every time you hit your opponent you’d get to hear their death scream again and it was so hilarious XD
Played a ton of Soul Calibur II with a coworker. He's got a really good Mitsurugi and I have a mediocre Nightmare, but our matches are usually super tense. If I win a round and need an extra moral pump, I'll stomp his character on the ground after the KO just to hype me up XD
I don't play many fighting games. But I've watched all of your videos. You make VERY good content!
You're missing out!
I hate that they got rid of post KO hits in SF4. There are some rare occasions where you can get a special cancel or fadc to git after the KO, but it isn't the same.
My main concern after a round/game is over is being able to move on quickly, either to rematch or to leave. I don’t like fatalities or KI ultras because they make me sit there, win or lose, when I really just want to move on. I’m much more ok with the short, one or two attack post game stuff like in 3rd strike. Juggle me for one more hit, whatever, just don’t waste my time.
I agree fatals lose their novelty quick and just become a waste of time
One of the reasons I had to just stop playing MK entirely
You can cancel the ultras by pressing both mediums . . .
@@manwhalegaming Yeah, but you can also chain multiple ultras together. I always skip, and most people do, but sometimes people let it rock and it bugs me. Not the biggest deal in the world, I just prefer shorter turnaround times.
Something similar in smash is when you take a stock and you can taunt, wave dash/land on platforms, practice character specific tech etc.
It honestly takes salt away when I get beat up in Killer Instinct and they combo me for another 30 seconds
In Fighterz, I love hitting the opponent with any j2H that launches just to see the character fall all the way down.
It's also fun to hit a fujin follow up as Anji post KO.
I adore that you showed Black Jugger footage! I'd recognize that ol' hunk of coal anywhere!
One of the cool things that people do in melee is flexing techskill between stocks
People really go crazy with what they can do in a few seconds
Smash has a good idea when they added special zoom. You got hit by a strong, easily avoidable attack, and now time will slow and the camera will briefly zoom in to show exactly what happened. Now you feel humiliated and the audience is popping off at you. All of this technically doesn't directly affect gameplay, but it does make a difference in mind games.
Marvel vs Capcom (the first one) DID have a minor mechanic to these. If you ended the post-match beating in a particular frame or pose, you'd score points. Zangief's Spinning Clothesline was worth 1,000, while Roll's Beat Plane was worth 50,000 if you timed it JUST right.
Some one told me I had bad manners for corpse punching
In melee is pretty common to spam tech skill while you took a stock from your op before they respawn. Usually is just a small practice or a flex, but there's a reasonable amount of times where the player dies due to missing some tech, and that's pretty funny
I can't believe you didn't mention Killer Instinct! The Ultra system in KI leans into the post-KO combo even harder than Mortal Kombat does, you can legit just keep doing a combo on them until your resources run out and/or the combo meter maxes out, and the Ultra itself syncs the music to the hits and is MAD hype the first time you see it (but lets you respectfully end it early, like most players do if they're not trying to show off)
Was going to say something about Melee, but it's been said.
So GREAT video!
Idk if most people would count it as a fighting game, but in Lethal League and Blaze, the community calls the after round body hitting “Corpse Juggling” and there’s even a small community around it.
A mod was made that would let you spawn a corpse in the training room to practice and mess around with. A lot of players juggled differently and it was cool cause it definitely took some skill!
MKX has a really good version of this with Brutalities. You can continue a combo long after a match finishes and even uses grabs to extend them, all ending in a quick, stylish finisher.
Being able to freestyle a combo on a dead opponent in Soul Calibur 2 and Skullgirls feels good
Jojo HFTF has a really interesting "punching bodies" mechanic mid round. You can't attack in round transitions but you can do anything else. You can set yourself up positionally, pick to start the round in stand on or off, or (my personal choice) taunt. However, taunting carries a massive risk in that if your taunt is too long, you can get punched round start. It then becomes a shopping cart dilemna situation and it's fun to see whether they'll punch me in the face or not or even taunt back. Additionally, if you are really good and really evil, you can make the game play the death sfx twice by landing a killing blow while in a grab animation. It's satisfying and disrespectful, but requires a useless setup.
I love in smash bros melee how player are schmoovin' af when they take a stock
PM combines this with Brawl's bit of post-game time slow, so everything you perform there has different timings.
In Sonic the Fighters, you have full control after winning the round. I use this to teabag or to finish my combo because of muscle memory and/or to squeeze lemon on the wound. To add to this, there's a replay of the last few seconds of the round where you see yourself or the enemy getting beat up, and you also see whatever you or the opponent did after the round ended. Most skip the replay to get to the next round quicker, but sometimes I want to watch the replay to see how I lost or to copy a combo my opponent did, although it's usually skipped anyway by the other person. Sometimes I make the opponent watch the replay if they're the type to not skip the replays, just to make them see their loss. I also do this for people I know will skip the replay, but it's worth a shot, right?
Unfortunately, Bark can't crouch, so he can't teabag. When I'm playing Bark and I want to disrespect the opponent, I spam the down button to teabag but since Bark doesn't crouch, he's just standing there staring down the enemy lying unconsciously on the floor. I either do that or I jump around to disrespect.
This is something I never really thought about but it really is a small thing that means a lot. I was honestly a bit upset when I found out I couldn't use Axl's timestop super once the round ended because I just think the pose looks cool.
in melee and smash in general you get to express yourself a lot during the 2-3 second respawn doing crazy tech and flexing your movement, it really works as an intimidation but also helps some to keep in the flow
Great topic, paired with Windhand like a fine wine. Never knew I needed a fighting game x doom/sludge channel but I'm here for it.
Two of my favourite ones are the post-win flexing in Fortnite and the gap between stocks in Melee. In either one you can decide to either do the usual tech flex or you can go for a bit of mental damage with an emote or taunt. Personal favourites being constantly walk turning in Melee and emoting a knocked opponent in Fortnite whilst their teammate runs to stop you from finishing them off.
Another great video. Player identity is probably the most important thing in competitive games, especially fighters. Never thought about how much I missed fighters.
I absolutely love this in SoulCalibur, where they make the death noise over and over
Alongside that i'm not someone who jumps into the pit with the person who got rung out, I just crouch bc i ain't doing that lol
Touhou Hisoutensoku lets you do that. The funny thing is that you can even gain meter from it, level up your specials, or just waste meter and combo into a super to be funny. We even have the term for the last, "stylecarding" or "mannercarding" since supers are called spellcards in Soku. Some characters do actually have a legitimate use for stylecarding like having a super that can remove the opponent's meter or setting up a powerful spellcard in between the round transitions.
This is something I definitely noticed when I came from Third Strike to USF4 and SFV. If I end the round with any of Necro's launching moves like throw, LP hook, anti air in the corner I get some time to show off a cool juggle, a large part of Necro's corner game (even some that are specific to post-KO slowdown). It's fun an cool to do and also lets me practice a large part of Necro's corner game, even if just a little.
I was really hoping you'd mention post ko in lethal league, there are character specific combos you can do on your opponents dead body that really flex your skill and execution, can also show a lot of expression while doing it. Also can be tilting mid match when you have to watch your whited out body get tossed around for 7 seconds before you can do anything about it
It's like shooting all your rounds into the sky after winning in apex legends
in Them's Fightin Herds you have 2 seconds to still do a full combo + super if available, and if you stay in the air even extend it until you hit the ground. Makes for really funny things to do like post round super, mashing air buttons or literally carrying them to the top of the screen with Velvet's wind
I must say I love all the content you've put out regarding fighting games but I also love all the doom metal you put in your videos! Absolutely love it, and it gives your channel a unique feel!
I gotta say, this video has perfectly captured what my hangups with SFV have been after a year. There's no way to really communicate during random matchmaking before or after rounds. I didn't realize thats what bugged me until recently and then this video dropped.
To play devil's advocate for a moment, one other reason Capcom may have wanted to stop people from hitting KO'd opponents is for presentation/story purposes. I can't speak for the older games since I don't play them, but I know the newer ones at least have virtually no ways to hit opponents even when they're knocked down during a match. If they're trying to maintain the idea that this is still a martial arts match even with all the supernormal powers involved, it would be looked down upon to strike an opponent who's already been knocked down, even worse so had they been knocked out entirely.
For all I know it's probably not this and I'm pretty neutral on the subject in general. I had fun with it in Soul Calibur 2, but I've never really missed its presence in other fighting games. I value player expression during the matches, but even then I can appreciate the option to let loose on the controller after the game says I'm done. A similar example would be practicing tech between stocks in Smash while waiting for your opponent to respawn.
I'm surprised you didn't include Big Band trumpet from Skullgirls. Now THAT's a way to express yourself in a fighting game!
One of my favorite things in Strive is killing someone in the middle of a Dust combo and then doing the finisher after the KO screen. Something about slamming them into the ground _after_ they're already dead just hits different and I love it.
My fav has to be Lethal League, which lets you get a full combo on your opponent each stock you take. Getting more than one hit, however, is extremely skill intensive, so it’s an amazing way to flex.
My favorite thing to do is to get a Game in Melee and then purposely try to hide behind the letters of the word GAME
It's certainly an interesting take on it that I hadn't considered. There's a reason I like watching this channel! Excellent work as always. ^_^
I've found that in Strive if I win with a throw I'll Roman cancel. I don't even know why.
i hope this channel blows up its so good.
Can someone please explain tracksuit and Grid alternative rules at 1:15
I was a TekkenTag 1 player at the main Arcade in Central London where the best players played during the games prime over here 2000 - 2006
i used to do on player 1 side after a KO 6 waves into an EWGF with Jin all the time , and i noticed after a while people started copying me
doing it on the player 2 side after a KO
When playing SFV, I love the beginning match character starts, and don’t ever skip them myself, but I understand if some opponents prefer to get right into the match. However, if they then don’t skip the round win pose, it feels like they’re rubbing my nose into the loss. It’s almost enough to make me salty. Also, if they take way too long to accept a rematch after winning the first, it feels like they’re dunking me on their stream or something. Paranoia? Perhaps.
When i use Sagat i don't skip the win pose cuz he is laughing at you 😂
@@mextyle_327 Cody's SFV "near loss" win is the worst cuz unlike others, who show some form of "ya almost had me" sorta respect, he straight up says "man, you suck!"
in melee when you get a star ko, you have a lot of free time to do whatever you want before they come back on the next stock. some people do execution practice but it can be funny to just stand there, taunt or do silly movement options that wouldn’t be useful in match
You went the whole video without mentioning KI?
An interesting decision.
if there was post-K.O. gameplay in Street Fighter V, i would either do a standing heavy punch into hundred hand slap on my opponent's corpse for a quick 6 hits from my e. honda, or i would do a stomp command normal and then whiffcancel it into a command grab motion "ooh she's gonna stomp me- ...oh she whiffcancelled it"
Your channel has the sickest chunes
I love me some windhand
"There's only one fighting game with a battle pass"
Granblue fantasy versus: "you sure about that?"
4:38 - I had something similar in marvel 2. I don't know why I started this, I think it was because sometimes Sent gets glitched in fly at the end of the round and just sits there. But what I normally do if I win with Sent is hit start, fly, and then go and fly over their body. That's it. Just sit there flying over top of them. Every time.
BlazBlue has Corpse Kick as a score bonus in one of its score attack modes.
With Terumi it's especially funny because of his stomps and the way you can do certain combo finishers post kill.
Killer Instinct has a great version of this, you get a fuckin musical thing that happens if you do it
That's an Ultra, and yes
one of my favourites is juggling the opponent's body in lethal league. the body has different physics to the ball so it's not a useful skill to learn but you can do some swag and it's wonderful
My friend plays Dante, and whenever he gets the win he ALWAYS without fail pulls out the "funny gun" which is Just him holding down 236P or Multilock. "I only do it cause it pisses people off!"