BlazBlue lore correction time because I am a fucking nerd with to much time on my hands. 1. Susanoo’s drive is called, “Divine Warrior,” not, “God of Military Arts.” 2. Susanoo wasn’t sealed away. Susanoo was one of the 3 gods at the beginning of the BlazBlue universe. Susanoo was the God of Destruction, his very purpose was to destroy was to destroy everything that Amaterasu Unit created whenever Amaterasu Unit needed something to be destroyed. However, at the beginning, the *being* Susanoo didn’t exist. At the beginning Susanoo was a Sakishin with no will of its own. Eventually, the Sakishin interacted with a substance called sether (a substance that is basically magic in the BB universe) and when the Sakishin interacted with the sether, it essentially gave the Sakishin a soul. That soul being was Yuuki Terumi. After awhile, Terumi cast away the Susanoo unit and begins to bide his time. Waiting and plotting for the opportunity to finally kill Amaterasu. (The Susanoo unit is the armor that Terumi uses. It’s very complicated, but put simply, the Susanoo unit is Terumi’s original body) At the end of the BlazBlue story line, Terumi obtains the Susanoo unit a mergers back with it to become Susanoo. Susanoo feels disgusted being in his original body, but he must use its power to kill Amaterasu and anyone else who would dare stand in his way. There’s only one slight problem, that feeling of disgust is causing the merger between Terumi and the Susanoo unit to be incomplete. This means that Susanoo is not at his full power at the start of the battle. The more he fights the more in-tune Terumi becomes with the Susanoo unit, allowing him to become stronger as the fight progresses. In gameplay it translates to what previously described in the video. 3. Arakune was not a patient gone wrong. He was a scientist by the name Roy. He was obsessed with finding the Azure. The Azure was a power that would allow to gain the strength of a god, and would allow them to change reality at will. Eventually, his research would cause him to interact with a vast amount of sether. Sether exist every in the BlazBlue world, but it isn’t exactly harmful to humans in small In amounts. However, in very large, concentrated amounts, it can corrupt the body, break the mind, and damage the soul. That high exposure to sether would do all three to Roy, eventually Roy would become a pile of pure sether. That pile of sether became what we know today as Arakune.
Definitely dont know too much about Blazblue lore... but i do find humor in that theres like 5 characters that could technically be same person. TEVHNICALLY. like NU 13.
@metalsign7015 ua-cam.com/video/rQ6pWL3yTuc/v-deo.htmlsi=UbILgYBFUdL35FuN Also yea, the idea of the ultimate warrior having to de-rest being the sole reason as to why you just don’t die immediately is just absolutely amazing. (BBTAG Susanoo is a menace)
Acr: Yo, so Clairen actually got a recent buff that not only makes her down b reflect projectiles, but the field itself gives her a tipper hit, so she can now combo immediately out of it; it's not just invalidation, but now a full on reversal.
? didn't expect to receive a comment like that. uhh, i don't exactly remember the sources because i did set these a while ago and didn't keep track. though if you're really curious, can't you just reverse image search?
IMO Guilty Gear also has it's fair share of well executed gimmicks, especially in some of the older titles. A.B.A. has to use limited resources to manage two different modes her switching between being weakest in the game and one of the games most powerful. Zato-1 is the puppet character gimmick/archetype that most others are modeled after. Baiken is a defensive juggernaut who can do most of her special moves while in blockstun. Lastly I want to mention Jack-O who in both Xrd and Strive has extremely unique gimmicks. The first revolving around building a literal army of little goobers to overwhelm the opponent and the other being about mare directly managing a smaller number to lock your opponent down, extend combos, zone, etc.
I never played Blazblue before watching this vid, but I know it has some history with Gear, basically being a spiritual sequel and it's hard not see how some of the Blazblue characters feel like sequels to Gear character. Hakumen is like a super baiken, a neutral focused fighter that completely flips the dynamic of "defense" and "offense. Arakune is a weird little summoning bastard like Zappa who completely blindsides anyone who doesn't know how they work. Susano'o instead feels like a character centered entirely around Zappa's orb mechanic and working towards summoning Raoh. Zappa barely cares about Raoh because the main three summons are good enough, so there really was just space to lop that off and turn it into it's own character lol.
Well the devs had no clue they would get GG back so fair enough hehe an Kliff's gimmick of big ass blade is dope also his theme song is so out of place :D@@maagic2031/playlists
My main complaint about Strive, even though I love the game, is how it doesn't embrace gimmicks as much as +R (the only other GG I've played) does. Though at least Jack-O's gimmick is still incredibly cool and also why I play her. Strive still has it's set of mega cool gimicks though with characters like Jack-o, Nago, and especially Asuka.
Im glad that i explained it decently. Its gonna be a little while befire i talk about blazeblue again. But if i do. Taiger definitely will get his own video.
I play Arakune for his design I bought the game because of him, tried to learn him and had a painful experience But now i'm getting better, and i am slowly losing all of my friends.
Rivals is the only platform fighting game I ever enjoyed, and that's because it actually feels like one. It doesn't feel slidy or flaily or like you can barely tell what's going on because you character is hidden beneath three different layers of sfx, that always helps. I get them going 3d, cause money, but hopefully it doesn't mean they'll lose what made me fall in love with it. Fingers crossed.
@@kylespevak6781 Where did you get that impression from? The only thing OP said is that they like how it feels good to control and it's very clear visually
Funny you mention that, I just got into playing Rivals from a friend who recommended it to me since he knew how much I like Blazblue! I just love the depth of the mechanics, and Rivals is a breath of fresh air for me in the platfighter sphere
The problem is that gimmick has 2 definitons in FGC. First one is a knowledge/reaction check, second one is something that defines the character, so it can be confusing sometimes
Ive never seen the first meaning being used, also why is the 2nd• meaning not mentioned at all especially when its the more prevalent used 1one of it of the word. 💀
I think these 2 games are a great example to how gimmicks can enhance a character more than just complicate them. Blazblue's idea to literally make one of the main attack buttons be tied to a character's gimmick is freaking genius. Whatever that button does chan Literally change from an attack to a parry to a movement tool to a setup tool to a stance change and like, it makes learning each character so much fun. Like, im a taokaka main personally, and learning to use her d moves to mix up my approuch and send my opponents like ragdolls in combos has been such a fun experience. And rivals. Ok, rivals character design is the main reason why this game sticks out in the platform fighter niche (excluding workshop of course). I think one of my favorite examples is etalus. Without ice, etalus is nothing special. He still has great aerials and a solid edge guarding game, but he has trouble playing netural and his disadvantage is pretty bad. But once ice is in play he can Suddenly just, become a racecar. Its such a unique idea for a character that you just, dont get in other platfrom fighters.
I haven't watched the video yet, but reading this comment makes me think of Devil May Cry with its Style button, where pressing Circle performs an action related to a specific Style that is equipped at that moment. (Enhanced evasive, defensive, ranged or melee actions that are only accessible in that style). There's differences of course, but one thing just reminds me of the other.
@@Seama327you and me both man. Just for you... next video ill be talking about an underated platform fighter. STARDUST VALKYRIE. Hopefully i can get it out by Wednesday
@@SoftwareNeos nice! I look forward to it. I already subscribed tbh. Because it looks like Rivals 2 is your main focus, and I’m actually really looking forward to that game. …also, if I could make a suggestion. Since you seem to at least have a passing interest in anime fighters. I highly highly recommend the new version of Under Night In-Birth coming in January. The Grid mechanic in that game is very unique, and makes it one of the most enjoyable traditional fighters I’ve ever played in my life.
nice video but yeah... the infil glossary description of gimmick is the correct way to use it, and when use by the FGC colloquially in general is always referring to a "cheap" knowledge check move that is easily punishable that requires the opponent to know the counter to what you're describing is always being referred to as either character traits or character specific mechanics
Im sorry. But this has never made sense to me. Ive never heard someone say "character traits" for any of these blazeblue characters, not guilty gear characters... Ive always heard gimmicks. I cant find anywhere for 5 years of fighting game video essays or history of someone uses that term. Like... Character specific mechanic? 1) ive always heard that a mechanic is something everyone can do. 2) Even saying "Character Specific Mechanic feels too wrong and LONG to describe it. So im sorry. Cause it may seem like im being ignorant. But im calling it gimmick.
Blazblue is my favorite fighter series. I used to compete, got a couple top 8s at regionals. what I really love about BB is the sheer amount of personality, lore, and flavor not only the characters but the world has as well. Characters had interesting relationships with each other, specific songs just for when two specific characters were fighting. It felt "real" in a sense, and what I mean by that is the world building and the characters in relation to each other felt believable. I genuinely cared about the outcome to the story even if it was hard to understand. On top of that the actual combat was great and fast. The problem with maining BB as my fighter is now any other fighter feels like I am moving through mud and like the buttons just don't react to my presses quickly enough. Great vid, never tried RoA but might give it a shot now.
I AM NOT DOING THIS TYPE OF EDITING FOR AWHILE. That was three days on and off to get this out. But ill do other content in the meantime. Just Simpler. Hope all you Blazeblue and Rivals fans enjoy. I hope i did the them justice.
@@graydongames4650i wanted to do: Workshop characters that are designed well. And still do. I just have so many topics that all i have for it is a decent script. If you havent seen though i got a video talking about workshop characters i want in Rivals 2. Maybe thatll do until i do the actual video. But yeah. Its on my mind. Just so much to do.
if your looking for unique workshop charcaters ive found quitte the collection you could also do a video on the rivals 2 contest characters when that finishes @@SoftwareNeos
@@graydongames4650OH YEAH. For sure. Im going Apeshit for content. So ill write these topics down. Definitely interested. Hopefully i can get them done in a good amount of time. Well see.
I would argue a gimmick is less so something a character revolves around because then any defining move would be a gimmick, I would say it's anything that goes against the general mechanics and design of the game to an extent
To clarify the Infil Glossary definition, it means "gimmick" as a strategy, tactic or playstyle implemented by the PLAYER. Relying on the same fake pressure sequence because if your opponent doesn't know how to beat it, and then losing to opponents who do, that's a gimmick. Gimmick characters aren't under the umbrella of the glossary definition I think.
Rival: Tries to counter what my next move is with all my specials unlocked.* Me, the Susano'o player: 236A lv3 (whiff) dashes across the screen and Grabs* Also me: Does 214A after the Grab if it kills.
@@SoftwareNeos sorry, I misspelled the commands and to specify, I corrected it xD but it's funny to travel with the dash attack instead of the normal running
I’m surprised you didn’t talk about Kragg. My man literally redefines what it means to be a tank. Not only can he create a rock cube to throw at opponents, that cube can stay on the stage and become a part of the stage. You can tech off of it, block recoveries, or break it to do damage. Then he can can create walls to recover or make it harder for opponents to recover. His gimmick is the most unique and viable tank mechanic in any platform fighting game I’ve seen. Most tanks are completely useless at upper level. Plus Kragg is fast and has amazing combo potential. He is my favorite tank in the platforming genre by far!
@@cosmic5665 That’s what I love about him. He can zone AND he can scrap. Getting a stray up-air or nair in a scramble can easily swing a stock in his favor.
Instead of arguing whether or not gimmick is the right word... Because, honestly? I don't really care, there can be two definitions of a word and I agree with both. I know what you're talking about lol. I'm going to argue that (borderline) every fighting game character has a gimmick. These examples have strong visual identities and motifs to said gimmicks, but hell, to me? Even Ryu has a strong gimmick. He's using his movement and normals to threaten space just outside of the opponents range to use fireballs like a poke or to whiff punish with them. The only reason it's not considered a gimmick is because it's so based in fundamental gameplay and fighting game history that it's just accepted as normal. Guiles gimmick is that, instead of using motions to do Ryus signature concepts, he uses charge. This ALONE entirely changes his gameplan. How can you be in perfect range to throw a fireball as a whiff punish if you HAVE to hold back for however long and STOP moving? You can't flash kick RIGHT after throwing a boom, you've stopped holding down, it's not longer charged! (he obviously still has time to flashkick if you jump in at the wrong time even after a boom, because of this it's about reading movements and patters to predict) Ryu can pump out a DP whenever he's not in recovery. Guile? His gimmick is the strong restrictions given to him, yet more powerful tools given the different controls. Yes, these gimmicks you mention have a lot more of a motif. They're more defined by character traits or the story or whatever. The games system mechanics and relative character power allow for stronger, more oppressive gimmicks, but gimmicks can be just as fucked up and wild in traditional fighters too! They just affect different things in different ways. Look at Angel in KoF, she has a unique cancel system that entirely changes her combos and pressure. With how the game works in general, this structures your neutral differently as well! Ash in KoF is like if Guile went crazy with zoning, rush down and combos, enough so that they could ToD you with enough meter. Because of this, GOOD starters with Ash are a lot scarier and fundamentally change how neutral is played against that character. KoF in general is a bit higher in power level compared to Street Fighter, not as high as GG or BB. But pretty high, all things considered. A big point here is just that, in general, games with stronger power levels, have more noticeable gimmicks. For example, Skullgirls! I wrote a whole paragraph on Skullgirls but like, I'm just gonna list moves characters have. Squiggly has stances, with a super called "center stage" (look this character up) Big Band is +r Potemkin with 3s parry (just look this character up) Umbrella has an aspect of everything you've mentioned in this video, Orcanes puddle, a resource for her command grab Umbrella, a lock down super... etc etc (PLEASE look this character up) That's 3 of about 18 characters. They're all fairly insane. Skullgirls systems mechanics allow for these gimmicks to function without REALLY overpowering anything. Same with KoF, Guilty Gear, SF, BB, any game! I implore you to think about what the gimmicks of games with LOWER power levels accomplish. How they can fundamentally change games, characters, match ups, neutral, combos, everything. TL;DR Fighting games are more than the sum of their parts, good gimmicks aren't what define a character, the players that use them are; and a good player can make ANY character have a gimmick.
Yknow... ill be honest without explanations like this i kinda give lower power fighting games the short end of the stick. Ill just stick to skull girls to keep it brief. I love the animations, the lore, you can choose either 1 or 3 characters and its balanced around it. (Use to play Big Band and Fukua... im not good but i liked it) But i always thought that its just functions. You got mids, you got highs... grabs but nothing that really special about it... but clearly you showed me that i was being a little harsh... its kinda incredible to learn things like this. Idk if ill make a vid on this... but its definitely a good concept. Thanks for reaching out.
Damn you cooked in this video. \^o^/ Really informative nice breakdown on the different applications on gimmicks to spice up fighting games and just video games in general.
Not sure if my favorite fighting game characters pass as a good gimmick but I love playing as Dizzy(plus R) and Rachel(bbcf) since both of them throws alot of weird shenanigans at their opponent. Dizzy can summon fishes that can do all sorts of attacks, got delayed projectile that she can free whenever she wants to and a bubble that deals big damage if she pops it, she is also and agile character that can easily do tic throws whenever she manages to lock you with shenenigans. Rachel on the other hand can throw a bunch of rubber bats that turn into lightning rods when it land, a frog that moves very slow but can stagger when it starts attacking, an ability to turn her rods into a flying bat, can pop her bats and rods with lightning, and she can also control everything she throws using her wind.
I like kits that have wacky stuff to stack like Platinum in Blazblue puts you in bubble to then ding you with a bell, shoot you with missiles an then bonk you with there staff
@@soratheorangejuicemascot5809 hehe am not sure how to rank that right now but a bonus of the character is having two voices becuse lore. two kids share a body an have a less incesty addiction to a father figure cat
Hakumen has the highest damage ceiling in the game, without much to rival it. A Hakumen with full resources needs one good hit and you're probably losing that round, or the match! Also can I mention that Tager is and has one of the coolest grappler gimmicks ever: magnetism! Makes your opponent come to you instead of him needing to struggle his way in!
@@espurrseyes42I never played BB but is that this tech I've seen in a video one time where tager was trapping someone in a corner and kept jumping until the game ended
@@cosmic5665 Yep. Do a combo to get lots of magnetism on the opponent, end in Gadget Finger, then Rapid Cancel the Gadget Finger and start doing his Air Command Grab over and over in the corner. And there's other variations of it like making them do figure 8s by changing your jump direction when you go to do the command grab, and I've even seen a variation that uses his Anti-Air Command Grab. They just have to sit there and wait for the Magnetism to wear off, which in some cases can lead to them having to eat another round of Timeout Tager looping.
Good video but I would say what you’re describing is just kit synergy and not really gimmicks. I also find it funny when talking about Susanoo you praise how the kit development works and it’s not just a “do more damage” type of thing, then provide to praise Zetterburn who’s entire gimmick/kit synergy is just do more damage to burning targets? Anyway if you want another fighter that does kit synergy very well there’s Killer Instinct. And Multiversus as a platform fighter also has some crazy kit synergy/gimmicks.
Well.... problem is that both can happen. Some more than others. Kit synergy by itself is something like venom from guilty gear. Its not really a gimmick. Just a few ways to manipulate a projectile. The other examples i give at keast to me are way more identifiable to be a gimmick. And the synnergy just adds on to them. As for the "add more damage" i talk about it. Joker when he fills bar he does more damage, movement speed, range... he just becomes a better character. Zetter doesnt become a better character. So its way different I think killer instinct has some of the best mechanics ever. And id talj abiut multiverses if half the cast werent zoners. Or if airdodhing was nerfed
2:58 Have I heard that before? It’s been years, I know I have though. It’s Chrono’s theme from Vanguard G! And I thought the No More Heroes music in this video was based, but that Vanguard music took me by surprise
The thing with the glossary calling stuff a gimmick is when it's a one of tactic, like throwing some dirt into your opponents eyes in a real fight as long as it is unexpected you will have the upper hand, while what you would be looking for is a character specific option.
Its just weird man. Cause say for strive with Faus. His gimmick is flinging random items at people. If i called it a gimmick noone bats an eye. Its central to the character. But talking about Susanooo i gotta say "Character trait?" Its just seems off
YES. Honestly having a cool gimmick is the main reason I pick up (or at least attempt to pick up) most of my FG mains. Characters like Litchi and Susanoo, (my two BBCF mains are coincidentally in this video, huh) I only started playing and picking up due to their gimmicks being just so cool and clever, and while this doesn't apply as much to my Rivals mains (I play Mollo and Elliana just because I find them really fun) it does carry over to other FGs too. I love both of these games in no small part due to them not being afraid to get extremely creative and clever with their gimmicks- heck Nine has one of the most insane gimmicks I've ever seen and even if I don't play her much anymore it's just so incredibly cool and unique. I really wish more games embraced gimmicks as much as these do.
Gimmicks are always fun to stretch your creative muscles and really experiment with fighting game design. Though you always gotta be delicate with it. I haven't played Blazeblue so maybe it works okay in the context of that game, but isolated, Arakune sounds like pure madness and frustrating to dance around. But it's hard to blame people you when reaching for brave design. Especially when it works out, the satisfaction is unmatched.
Thanks man. Really appreciated. Hopefully i can keep making bangers. Ill be honest though. I cant do this type of quality consistently... but ill try to do more.
To be fair, part of the reason why most games avoid complex gimmicks is that the more complex they get, the more inherently difficult they are… both to implement for the programmer, and to use for the player. This isn’t to say they fail to give personality, but there’s reasons that games like Xrd and Blazblue have always had reputations for being exceedingly difficult to get into as a new player
The Fighting Game Glossary's "weird" definition of 'gimmick' is much closer to the accepted definition in common usage. It seems the term was misunderstood by the fighting game community, was popularised, and has now acquired new meaning in that context. The dissonance might stem from their original superficial application, with the name now sticking for more integrated traits. A more widely understood term might be 'x-factor' or 'hallmark.'
Ill be honest. I never hear "character trait" to describe it. Its always gimmick. Especially for the past 10 years... so not saying gimmick feels wrong to me.
Kinda weird you used BBTag footage when discussing Susanoo, a game that went and discarded Susanoo's snowballing gimmick and just made his moves available from the get-go.
I wanted a clip that not only had the move but also had a description about it. To make it easier for the audience. Sure. The gimmick isnt done there... but it provides an explanation on what they do. So its fine
I actually would love for you to do a deeper dive into the gimmicks of Smash Ultimate. Maybe discuss the well executed, the poorly executed, how they can be improved, how they compare to gimmicks in other fighters, etc. I think it would make for an interesting video
What are your thoughts on Fantasy Strike? such limited movesets lead to lots of gimmick-focused characters. Quince is a great example, many of his moves come with an illusion and depending on button presses/holds you decide which image is the fake and which one is real. And then DeGrey's "always bounces on counter hit" gimmick is coupled with lots of fakeout options.
I didnt know about it until you told me. I watched one tourney and i swear it was so interesting. Most characters have weaknesses they gotta account for. And the interactions to deal with them are so cool. These gimmicks they give em are cool too. I might check it out.
Im sure someones said this but personally id consider a gimmick something that goes outside the fundamentals of the game. Also Id consider NRS (see IJ trait)to have done gimmicks fairly well, though not on the same level, and was surprised not to hear a mention of Shaos axe as a comparison. Oh yeah and also ssbu doesnt have any real snowball characters, joker has a comeback mechanic. The more damage he takes the quicker he gets arsene. Closest characters to having snowball would be the likes of cloud and steve but you need to either sacrifice your advantage or camp so its not really. Obviously these arent complaints, just observations. Well rounded and polished vid, very high quality. Was shocked at the sub count and all the best going forward lad 👍
Imma make a response to the video you just saw. There are a lot of things rmwrong with it that needs adressing. Including the gimmick thing. Its just gonna take a little cause i got other stuff in the works. A lot of people have shown me stuff like guilty gear or even small things like skull girls. So naybe in the future i can do more. I definitely got a lot of work to do. But thanks for the response anyway. It means a lot
All this crazy bullshit is just one of the many reasons why I love BlazBlue. Also probably why I main Jack-O in Xrd. Besides being hot, she just has that same insane energy and uniqueness with her servants. Another gimmick I really enjoy actually comes from Gamagoori in Kill La Kill if. His whole gimmick is that he needs meter to do basically anything (including normals) and he fills it up by hurting himself. You can technically do it without hurting yourself, but it's a hell of a lot slower and leaves you open. His meter without valor is only 100, so it drains fast as hell. At Lv1, he gains 300 meter.
I hate characters that just turn into better versions of themselves. Its not fun to fight, its not interesting. Its BOOTY. Joker is just easy to show why.
@@SoftwareNeos That's why for the case of Smash mainly (since it's a more simplistic series for the most part), I think a way they could be handled better is making it to where the new form has a downside to it, like if say, Arsene also made it to where Joker takes more damage/hitstun whilst in the form.
i dont agree that clairen makes the opponent fight "fairly" mainly because she has massive disjoints and doesnt lose any of her mechanics from the down special, but other than that, great video!
Really interesting idea for a video.and very solid editing, especially the sequence around 3 minutes in, nice work. I'd say your scriptwriting could definitely use more work though. Your writing in general needs to be a lot more focused and streamlined. Like, the video plays out as a comparison of characters between the two games, but the title and intro make it seem like it would be about showing how they do gimmicks better than other fighting games. The segments themselves are also a little unfocused, e.g. as someone familiar with rivals and only surface level familiar with blazblue, I didn't really get what point was even made by comparing orcane and the staff lady. They both deploy things, I think? It's not really a resource they build up and spend in the traditional sense. I think if this video was rewritten as a comparison of the two games and delved deeper into what makes the chosen pairs of characters similar and how they approach the rest of their respective games, it'd be a lot more cohesive and engaging. Still a really good video though, the editing showed your points well and your speech is fluent and nice to listen to.
Yeah... so. Here was my thoughts for making the video. I wanted to make one to explain why i like how they do character traits.... but i didnt want to just randomly talk about characters. Say i choose arakune then i talk about someone else... etc. I wanted to have some order. So i had the idea of just choosing 2 characters each that are similar enough that i explain why they work and other fighters dont. I understand the point. The video honestly only has 1 or 2 points against other fighters and its just being a better character as a trait is bad" and "this gives added flavor" i shouldve dove into it more. Next time for sure. Next video with something like this again will be Tager (Blazblue) amd Urdah (RUSHDOWN REVOLT) So more than likely ill do a better job
"The only thing about arakune's bugs is you can wait it out" a bad arakune, yes, a good arakune, good luck my friend, to this day bb players still curse when a kune gets curse on them cause its either he wins when that happens or he loses the match 9 times out of 10, cause getting curse a second time without dieing is a chore for him
Rivals of aether is literally my favourite game in the world and most trad fighters are right behind it but I still love smash bros nowhere near as much as rivals but it's the community that I hate with a burning passion
Lichi. For how finger breaking she is to play. ALL Green right left down up. That drew real blood. I jabbed my inner nail into the bottom D pads so hard that actually hit up button. It came out I won.
I think gimmicks are cool with a small cast, but once we get past 15 characters or so it just gets to be too much to keep track of. I say this as someone who likes blazblue and rivals but they both got to be too much for me to keep up with
2 muy buenos juegos el blablu y el rivals aunque otros juegos como guilty gear tambien tenian personajes con buenas gimmicks como jack o de xrd o jhonny con sus monedas hasta que la nacion de strive ataco y otro juego con gimmicks god es Killer instict para los afortunados que llegamos a jugar eso como cinder y su mecanica de fuego 2 very good games, blablu and rivals, although other games like guilty gear also had characters with good gimmicks like jack or xrd or jhonny with his coins until the nation of strive attacked and another game with gimmicks god is Killer instict for the lucky ones that we get to play that like cinder and his fire mechanics
Most melty and gg characters are just straight normal characters but really crazy not so much using a gimmick. Chipp and Bang are Rushdown ninjas but the former doesn’t have a gimmick
@@MILDMONSTER1234 yeah but you have venom, happy chaos, johnny (with coins), leo with stance, bedman, elphelt, sin, jacko, nagori, jam, faust for guilty gear nanaya, aoko w/ orbs, and c-roa (mbaacc), thers prob more, but I dont really follow all melty blood actress again characters blazblue does have a lot of gimmic characters, but it has it's fairshare of straight forward characters too, hakumen, carl (i dont count puppets as gimmicks), relius, mu, lambda, taokaka, noel, jin, ragna, celica, hibiki, mai, jubei
1:29 It doesnt explain it in a weird way, it explains it in a the completely-wrong-way. 💀 Like thats not what a gimmick is at all like BRUH wth man wtf oh hell nah wtf bruh sfx.mp3. 💀
1:26 Why bring up the glossary definition of gimmick and just say "its wrong"? What you're talking about is a completely different type of gimmick. Being "gimmicked out" refers to losing because you didn't know the answer to the opponent's knowledge checks
fuk the term gimmick when I only see them as dope as stuff to research an get hype over when people pull them off I adore projectile paired with melee combos in indie platform fighters
Cause its dumb. For the past decade when i say gimmick towards fighting game characters... noone batted an eye. So its weird to change now. I know the glossary says it differently... but like. I just want one video from the past 5 years of fighting games that say "character traits" Cause i never hear it.
BlazBlue lore correction time because I am a fucking nerd with to much time on my hands.
1. Susanoo’s drive is called, “Divine Warrior,” not, “God of Military Arts.”
2. Susanoo wasn’t sealed away. Susanoo was one of the 3 gods at the beginning of the BlazBlue universe. Susanoo was the God of Destruction, his very purpose was to destroy was to destroy everything that Amaterasu Unit created whenever Amaterasu Unit needed something to be destroyed.
However, at the beginning, the *being* Susanoo didn’t exist. At the beginning Susanoo was a Sakishin with no will of its own. Eventually, the Sakishin interacted with a substance called sether (a substance that is basically magic in the BB universe) and when the Sakishin interacted with the sether, it essentially gave the Sakishin a soul. That soul being was Yuuki Terumi. After awhile, Terumi cast away the Susanoo unit and begins to bide his time. Waiting and plotting for the opportunity to finally kill Amaterasu. (The Susanoo unit is the armor that Terumi uses. It’s very complicated, but put simply, the Susanoo unit is Terumi’s original body)
At the end of the BlazBlue story line, Terumi obtains the Susanoo unit a mergers back with it to become Susanoo. Susanoo feels disgusted being in his original body, but he must use its power to kill Amaterasu and anyone else who would dare stand in his way.
There’s only one slight problem, that feeling of disgust is causing the merger between Terumi and the Susanoo unit to be incomplete. This means that Susanoo is not at his full power at the start of the battle. The more he fights the more in-tune Terumi becomes with the Susanoo unit, allowing him to become stronger as the fight progresses. In gameplay it translates to what previously described in the video.
3. Arakune was not a patient gone wrong. He was a scientist by the name Roy. He was obsessed with finding the Azure. The Azure was a power that would allow to gain the strength of a god, and would allow them to change reality at will. Eventually, his research would cause him to interact with a vast amount of sether.
Sether exist every in the BlazBlue world, but it isn’t exactly harmful to humans in small In amounts. However, in very large, concentrated amounts, it can corrupt the body, break the mind, and damage the soul. That high exposure to sether would do all three to Roy, eventually Roy would become a pile of pure sether. That pile of sether became what we know today as Arakune.
Definitely dont know too much about Blazblue lore... but i do find humor in that theres like 5 characters that could technically be same person. TEVHNICALLY. like NU 13.
@@SoftwareNeos ah yes, the Saya clones. Nu-13, λ-11, Mu-12, Noel, and Izanami.
@metalsign7015 ua-cam.com/video/rQ6pWL3yTuc/v-deo.htmlsi=UbILgYBFUdL35FuN
Also yea, the idea of the ultimate warrior having to de-rest being the sole reason as to why you just don’t die immediately is just absolutely amazing. (BBTAG Susanoo is a menace)
Blazblue lore be like
@@Zer0_TrueMoo Mu and Noel are quite literally the same person in the same body. Mu is just Noel without limiters.
I thought blazblew but it blazrocks!
Hakumen is the god king of robbery, Yanagi, Yukikaze and especially Mugen are some the funniest moves I've ever seen
Just one parry and half your life can be gone
Hakumen pixel health comebacks.
@@SoftwareNeosonly half? You gotta pump those numbers up
Let's not forget that someone on YT made an entire VOCAL REMIX of his theme called "Susano-OH HELL NO!" just to express how BS he is.
Pfp (Profile picture) and / or Banner Sauce (Source [Artist])? 🗿
Acr: Yo, so Clairen actually got a recent buff that not only makes her down b reflect projectiles, but the field itself gives her a tipper hit, so she can now combo immediately out of it; it's not just invalidation, but now a full on reversal.
Damn.
i love how the two games that were the focus of the video were just two entirely different games stylistically
Pfp (Profile picture) and / or Banner Sauce (Source [Artist])? 🗿
?
didn't expect to receive a comment like that. uhh, i don't exactly remember the sources because i did set these a while ago and didn't keep track. though if you're really curious, can't you just reverse image search?
and different subgenres
@@HellGod67 yeah that too lol
IMO Guilty Gear also has it's fair share of well executed gimmicks, especially in some of the older titles. A.B.A. has to use limited resources to manage two different modes her switching between being weakest in the game and one of the games most powerful. Zato-1 is the puppet character gimmick/archetype that most others are modeled after. Baiken is a defensive juggernaut who can do most of her special moves while in blockstun. Lastly I want to mention Jack-O who in both Xrd and Strive has extremely unique gimmicks. The first revolving around building a literal army of little goobers to overwhelm the opponent and the other being about mare directly managing a smaller number to lock your opponent down, extend combos, zone, etc.
I never played Blazblue before watching this vid, but I know it has some history with Gear, basically being a spiritual sequel and it's hard not see how some of the Blazblue characters feel like sequels to Gear character. Hakumen is like a super baiken, a neutral focused fighter that completely flips the dynamic of "defense" and "offense. Arakune is a weird little summoning bastard like Zappa who completely blindsides anyone who doesn't know how they work. Susano'o instead feels like a character centered entirely around Zappa's orb mechanic and working towards summoning Raoh. Zappa barely cares about Raoh because the main three summons are good enough, so there really was just space to lop that off and turn it into it's own character lol.
Well the devs had no clue they would get GG back so fair enough hehe
an Kliff's gimmick of big ass blade is dope also his theme song is so out of place :D@@maagic2031/playlists
My main complaint about Strive, even though I love the game, is how it doesn't embrace gimmicks as much as +R (the only other GG I've played) does. Though at least Jack-O's gimmick is still incredibly cool and also why I play her.
Strive still has it's set of mega cool gimicks though with characters like Jack-o, Nago, and especially Asuka.
@@Bluebatstar Anji is so sad in Strive
You sir beasically summed up why Blazblue is my favourite fg of all time.
Im glad that i explained it decently. Its gonna be a little while befire i talk about blazeblue again. But if i do. Taiger definitely will get his own video.
@@SoftwareNeosTager doing the succ from half a screen away, and suddenly you're getting a big hug!
I play Arakune for his design
I bought the game because of him, tried to learn him and had a painful experience
But now i'm getting better, and i am slowly losing all of my friends.
Fling Those Bugs KING
On the grind 💪💪
LETS GOOOO!
Same here. He's just so fun!
@@T_Jester Pfp (Profile picture) and / or Banner Sauce (Source [Artist])? 🗿
Rivals is the only platform fighting game I ever enjoyed, and that's because it actually feels like one. It doesn't feel slidy or flaily or like you can barely tell what's going on because you character is hidden beneath three different layers of sfx, that always helps. I get them going 3d, cause money, but hopefully it doesn't mean they'll lose what made me fall in love with it. Fingers crossed.
Well be in good hands
Sounds like you'd prefer something like Street Fighter with ledges
@@kylespevak6781 Where did you get that impression from? The only thing OP said is that they like how it feels good to control and it's very clear visually
play smack studio an Rushdown Revolt
smack is a full character animator/builder
revolt was pitched as Guilty Gear Platform Fighter
They are combining the aspects of 3d and 2d as I heard like the models are 3d but they will behave like 2d the same way they behave in the first game
Funny comparison I've always described Rivals to friends as BlazBlue the platfighter
Funny you mention that, I just got into playing Rivals from a friend who recommended it to me since he knew how much I like Blazblue! I just love the depth of the mechanics, and Rivals is a breath of fresh air for me in the platfighter sphere
The problem is that gimmick has 2 definitons in FGC. First one is a knowledge/reaction check, second one is something that defines the character, so it can be confusing sometimes
Ive never seen the first meaning being used, also why is the 2nd• meaning not mentioned at all especially when its the more prevalent used 1one of it of the word. 💀
I think these 2 games are a great example to how gimmicks can enhance a character more than just complicate them.
Blazblue's idea to literally make one of the main attack buttons be tied to a character's gimmick is freaking genius. Whatever that button does chan Literally change from an attack to a parry to a movement tool to a setup tool to a stance change and like, it makes learning each character so much fun. Like, im a taokaka main personally, and learning to use her d moves to mix up my approuch and send my opponents like ragdolls in combos has been such a fun experience.
And rivals. Ok, rivals character design is the main reason why this game sticks out in the platform fighter niche (excluding workshop of course). I think one of my favorite examples is etalus. Without ice, etalus is nothing special. He still has great aerials and a solid edge guarding game, but he has trouble playing netural and his disadvantage is pretty bad. But once ice is in play he can Suddenly just, become a racecar. Its such a unique idea for a character that you just, dont get in other platfrom fighters.
I haven't watched the video yet, but reading this comment makes me think of Devil May Cry with its Style button, where pressing Circle performs an action related to a specific Style that is equipped at that moment. (Enhanced evasive, defensive, ranged or melee actions that are only accessible in that style).
There's differences of course, but one thing just reminds me of the other.
As an Arakune Player my Hat is off to you sir.
This is the type of content the fgc needs. Not stupid costume tier lists and stream reuploads.
Keep it up 👍
I wanna make some more blazblue stuff in awhile. Im just a mostly "platform fighter" orientated youtuber. So i gotta do a few of those first
@@SoftwareNeos I consider platform fighters fighting games tbh🤷♂️
…I just try to stay as far away from the smash community as possible
@@Seama327you and me both man. Just for you... next video ill be talking about an underated platform fighter. STARDUST VALKYRIE. Hopefully i can get it out by Wednesday
@@SoftwareNeos nice! I look forward to it.
I already subscribed tbh. Because it looks like Rivals 2 is your main focus, and I’m actually really looking forward to that game.
…also, if I could make a suggestion. Since you seem to at least have a passing interest in anime fighters. I highly highly recommend the new version of Under Night In-Birth coming in January. The Grid mechanic in that game is very unique, and makes it one of the most enjoyable traditional fighters I’ve ever played in my life.
@@Seama327your in luck. My friends love thst game. So i may talk about it. Thanks for the suggestion
nice video but yeah... the infil glossary description of gimmick is the correct way to use it, and when use by the FGC colloquially in general is always referring to a "cheap" knowledge check move that is easily punishable that requires the opponent to know the counter to
what you're describing is always being referred to as either character traits or character specific mechanics
Im sorry. But this has never made sense to me.
Ive never heard someone say "character traits" for any of these blazeblue characters, not guilty gear characters... Ive always heard gimmicks.
I cant find anywhere for 5 years of fighting game video essays or history of someone uses that term.
Like... Character specific mechanic?
1) ive always heard that a mechanic is something everyone can do.
2) Even saying "Character Specific Mechanic feels too wrong and LONG to describe it.
So im sorry. Cause it may seem like im being ignorant.
But im calling it gimmick.
Blazblue is my favorite fighter series. I used to compete, got a couple top 8s at regionals. what I really love about BB is the sheer amount of personality, lore, and flavor not only the characters but the world has as well. Characters had interesting relationships with each other, specific songs just for when two specific characters were fighting. It felt "real" in a sense, and what I mean by that is the world building and the characters in relation to each other felt believable. I genuinely cared about the outcome to the story even if it was hard to understand.
On top of that the actual combat was great and fast. The problem with maining BB as my fighter is now any other fighter feels like I am moving through mud and like the buttons just don't react to my presses quickly enough.
Great vid, never tried RoA but might give it a shot now.
My hungry ass thought this was a BB mod for Rivals, but I was created with a goated video
Thanks. Hopefully i can make another banger
I AM NOT DOING THIS TYPE OF EDITING FOR AWHILE. That was three days on and off to get this out. But ill do other content in the meantime. Just Simpler. Hope all you Blazeblue and Rivals fans enjoy. I hope i did the them justice.
shame this looks really high quality. also are you planning to do anymore videos on rivals workshop?
@@graydongames4650i wanted to do:
Workshop characters that are designed well. And still do. I just have so many topics that all i have for it is a decent script. If you havent seen though i got a video talking about workshop characters i want in Rivals 2. Maybe thatll do until i do the actual video.
But yeah. Its on my mind. Just so much to do.
yeah i know ive seen it
@@SoftwareNeos
if your looking for unique workshop charcaters ive found quitte the collection you could also do a video on the rivals 2 contest characters when that finishes
@@SoftwareNeos
@@graydongames4650OH YEAH. For sure. Im going Apeshit for content. So ill write these topics down. Definitely interested. Hopefully i can get them done in a good amount of time. Well see.
Yes, another Rivals of Aether video!
I would argue a gimmick is less so something a character revolves around because then any defining move would be a gimmick, I would say it's anything that goes against the general mechanics and design of the game to an extent
It's cool to see how well these sorts of mechanics, the gimmicks, can be translated so well from one fighting genre to another.
To clarify the Infil Glossary definition, it means "gimmick" as a strategy, tactic or playstyle implemented by the PLAYER. Relying on the same fake pressure sequence because if your opponent doesn't know how to beat it, and then losing to opponents who do, that's a gimmick. Gimmick characters aren't under the umbrella of the glossary definition I think.
Out of every explanation ive gotten with it... wow thats actually really smart. I didn't think about it like thar
I love that you include Rushdown Revolt in so many of your videos
Its a good game. I prolly should gice it its own video one day
Torment is a fighter that sounds like it should not work at all but then there he is shoot thick beam across the stage an shit lol @@SoftwareNeos
we are reaching levels of niche never thought possible! good video
Thanks. Hopefully i can cook up stuff just as interesting.
Rival: Tries to counter what my next move is with all my specials unlocked.*
Me, the Susano'o player: 236A lv3 (whiff) dashes across the screen and Grabs*
Also me: Does 214A after the Grab if it kills.
Hakumen:
*ARE YOU SURE ABOUT THAT?*
@@SoftwareNeos parry does not work with grabs xD and so many I accidentally throw them
@@milesprower6110DAMN.
@@SoftwareNeos sorry, I misspelled the commands and to specify, I corrected it xD but it's funny to travel with the dash attack instead of the normal running
I’m surprised you didn’t talk about Kragg. My man literally redefines what it means to be a tank. Not only can he create a rock cube to throw at opponents, that cube can stay on the stage and become a part of the stage. You can tech off of it, block recoveries, or break it to do damage. Then he can can create walls to recover or make it harder for opponents to recover. His gimmick is the most unique and viable tank mechanic in any platform fighting game I’ve seen. Most tanks are completely useless at upper level. Plus Kragg is fast and has amazing combo potential. He is my favorite tank in the platforming genre by far!
Making every heavy a zoner has fixed what made them suck, I even see some tier lists with kragg in high tier while some think he's low tier
@@cosmic5665 That’s what I love about him. He can zone AND he can scrap. Getting a stray up-air or nair in a scramble can easily swing a stock in his favor.
Instead of arguing whether or not gimmick is the right word... Because, honestly? I don't really care, there can be two definitions of a word and I agree with both. I know what you're talking about lol.
I'm going to argue that (borderline) every fighting game character has a gimmick.
These examples have strong visual identities and motifs to said gimmicks, but hell, to me? Even Ryu has a strong gimmick. He's using his movement and normals to threaten space just outside of the opponents range to use fireballs like a poke or to whiff punish with them. The only reason it's not considered a gimmick is because it's so based in fundamental gameplay and fighting game history that it's just accepted as normal.
Guiles gimmick is that, instead of using motions to do Ryus signature concepts, he uses charge. This ALONE entirely changes his gameplan. How can you be in perfect range to throw a fireball as a whiff punish if you HAVE to hold back for however long and STOP moving? You can't flash kick RIGHT after throwing a boom, you've stopped holding down, it's not longer charged! (he obviously still has time to flashkick if you jump in at the wrong time even after a boom, because of this it's about reading movements and patters to predict) Ryu can pump out a DP whenever he's not in recovery. Guile? His gimmick is the strong restrictions given to him, yet more powerful tools given the different controls.
Yes, these gimmicks you mention have a lot more of a motif. They're more defined by character traits or the story or whatever. The games system mechanics and relative character power allow for stronger, more oppressive gimmicks, but gimmicks can be just as fucked up and wild in traditional fighters too! They just affect different things in different ways.
Look at Angel in KoF, she has a unique cancel system that entirely changes her combos and pressure. With how the game works in general, this structures your neutral differently as well!
Ash in KoF is like if Guile went crazy with zoning, rush down and combos, enough so that they could ToD you with enough meter. Because of this, GOOD starters with Ash are a lot scarier and fundamentally change how neutral is played against that character.
KoF in general is a bit higher in power level compared to Street Fighter, not as high as GG or BB. But pretty high, all things considered.
A big point here is just that, in general, games with stronger power levels, have more noticeable gimmicks. For example, Skullgirls! I wrote a whole paragraph on Skullgirls but like, I'm just gonna list moves characters have.
Squiggly has stances, with a super called "center stage" (look this character up)
Big Band is +r Potemkin with 3s parry (just look this character up)
Umbrella has an aspect of everything you've mentioned in this video, Orcanes puddle, a resource for her command grab Umbrella, a lock down super... etc etc (PLEASE look this character up)
That's 3 of about 18 characters. They're all fairly insane. Skullgirls systems mechanics allow for these gimmicks to function without REALLY overpowering anything. Same with KoF, Guilty Gear, SF, BB, any game!
I implore you to think about what the gimmicks of games with LOWER power levels accomplish. How they can fundamentally change games, characters, match ups, neutral, combos, everything.
TL;DR
Fighting games are more than the sum of their parts, good gimmicks aren't what define a character, the players that use them are; and a good player can make ANY character have a gimmick.
Yknow... ill be honest without explanations like this i kinda give lower power fighting games the short end of the stick. Ill just stick to skull girls to keep it brief.
I love the animations, the lore, you can choose either 1 or 3 characters and its balanced around it. (Use to play Big Band and Fukua... im not good but i liked it)
But i always thought that its just functions. You got mids, you got highs... grabs but nothing that really special about it... but clearly you showed me that i was being a little harsh... its kinda incredible to learn things like this.
Idk if ill make a vid on this... but its definitely a good concept. Thanks for reaching out.
Damn you cooked in this video. \^o^/ Really informative nice breakdown on the different applications on gimmicks to spice up fighting games and just video games in general.
Not sure if my favorite fighting game characters pass as a good gimmick but I love playing as Dizzy(plus R) and Rachel(bbcf) since both of them throws alot of weird shenanigans at their opponent. Dizzy can summon fishes that can do all sorts of attacks, got delayed projectile that she can free whenever she wants to and a bubble that deals big damage if she pops it, she is also and agile character that can easily do tic throws whenever she manages to lock you with shenenigans. Rachel on the other hand can throw a bunch of rubber bats that turn into lightning rods when it land, a frog that moves very slow but can stagger when it starts attacking, an ability to turn her rods into a flying bat, can pop her bats and rods with lightning, and she can also control everything she throws using her wind.
I also played Rachel(Mostly) and Dizzy.
Rachel is Setplay Zoner.(and then rushdown)
I like kits that have wacky stuff to stack
like Platinum in Blazblue puts you in bubble to then ding you with a bell, shoot you with missiles an then bonk you with there staff
@@senritsujumpsuit6021 I wonder how much of high learning curve Platinum is to learn.
@@soratheorangejuicemascot5809 hehe am not sure how to rank that right now but a bonus of the character is having two voices becuse lore. two kids share a body an have a less incesty addiction to a father figure cat
@@senritsujumpsuit6021 ohh right. Sena and Luna
Hakumen has the highest damage ceiling in the game, without much to rival it. A Hakumen with full resources needs one good hit and you're probably losing that round, or the match!
Also can I mention that Tager is and has one of the coolest grappler gimmicks ever: magnetism! Makes your opponent come to you instead of him needing to struggle his way in!
I plan to talk about Tager later. Imma pair him with my other favorite grappler. For a video
@@SoftwareNeos
I better see Time-Out Tager discussed in that video.
@@espurrseyes42I never played BB but is that this tech I've seen in a video one time where tager was trapping someone in a corner and kept jumping until the game ended
@@cosmic5665
Yep. Do a combo to get lots of magnetism on the opponent, end in Gadget Finger, then Rapid Cancel the Gadget Finger and start doing his Air Command Grab over and over in the corner. And there's other variations of it like making them do figure 8s by changing your jump direction when you go to do the command grab, and I've even seen a variation that uses his Anti-Air Command Grab. They just have to sit there and wait for the Magnetism to wear off, which in some cases can lead to them having to eat another round of Timeout Tager looping.
Good video but I would say what you’re describing is just kit synergy and not really gimmicks.
I also find it funny when talking about Susanoo you praise how the kit development works and it’s not just a “do more damage” type of thing, then provide to praise Zetterburn who’s entire gimmick/kit synergy is just do more damage to burning targets?
Anyway if you want another fighter that does kit synergy very well there’s Killer Instinct.
And Multiversus as a platform fighter also has some crazy kit synergy/gimmicks.
Well.... problem is that both can happen. Some more than others. Kit synergy by itself is something like venom from guilty gear. Its not really a gimmick. Just a few ways to manipulate a projectile. The other examples i give at keast to me are way more identifiable to be a gimmick. And the synnergy just adds on to them.
As for the "add more damage" i talk about it. Joker when he fills bar he does more damage, movement speed, range... he just becomes a better character.
Zetter doesnt become a better character. So its way different
I think killer instinct has some of the best mechanics ever.
And id talj abiut multiverses if half the cast werent zoners. Or if airdodhing was nerfed
BLAZBLUE IS PEAKKK - IVE BEEN PLAYING ENTROPY EFFECT ITS SO GOOD
2:58
Have I heard that before? It’s been years, I know I have though. It’s Chrono’s theme from Vanguard G!
And I thought the No More Heroes music in this video was based, but that Vanguard music took me by surprise
IT IS. im surprised someone noticed.
Hmm, a video about my two favorite fighting games ever
The thing with the glossary calling stuff a gimmick is when it's a one of tactic, like throwing some dirt into your opponents eyes in a real fight as long as it is unexpected you will have the upper hand, while what you would be looking for is a character specific option.
Its just weird man. Cause say for strive with Faus. His gimmick is flinging random items at people.
If i called it a gimmick noone bats an eye. Its central to the character. But talking about Susanooo i gotta say "Character trait?"
Its just seems off
@@SoftwareNeos yeah it is in the realm of pedantics
This js such an amazing video man
Thanks. Some errors here. Some terms wrong here. But its pretty good either way. Ill try to get even better.
YES. Honestly having a cool gimmick is the main reason I pick up (or at least attempt to pick up) most of my FG mains. Characters like Litchi and Susanoo, (my two BBCF mains are coincidentally in this video, huh) I only started playing and picking up due to their gimmicks being just so cool and clever, and while this doesn't apply as much to my Rivals mains (I play Mollo and Elliana just because I find them really fun) it does carry over to other FGs too. I love both of these games in no small part due to them not being afraid to get extremely creative and clever with their gimmicks- heck Nine has one of the most insane gimmicks I've ever seen and even if I don't play her much anymore it's just so incredibly cool and unique. I really wish more games embraced gimmicks as much as these do.
Gimmicks are always fun to stretch your creative muscles and really experiment with fighting game design.
Though you always gotta be delicate with it. I haven't played Blazeblue so maybe it works okay in the context of that game, but isolated, Arakune sounds like pure madness and frustrating to dance around.
But it's hard to blame people you when reaching for brave design. Especially when it works out, the satisfaction is unmatched.
phenomenal video dude, cant believe you have less than 1k subs
Thanks man. Really appreciated. Hopefully i can keep making bangers.
Ill be honest though. I cant do this type of quality consistently... but ill try to do more.
What is the name of the song @3:38 I hear it as the outro of Rooflemonger's videos often.
As a Terumi player, I love dealing with gimmicks. It's what makes the game more fun with every interaction.
If you love gimmicks, you'll love the fighting game Battle Craze!
Tager is a peak as fuck grappler
He will be talked about.... SOON.
To be fair, part of the reason why most games avoid complex gimmicks is that the more complex they get, the more inherently difficult they are… both to implement for the programmer, and to use for the player. This isn’t to say they fail to give personality, but there’s reasons that games like Xrd and Blazblue have always had reputations for being exceedingly difficult to get into as a new player
The Fighting Game Glossary's "weird" definition of 'gimmick' is much closer to the accepted definition in common usage.
It seems the term was misunderstood by the fighting game community, was popularised, and has now acquired new meaning in that context. The dissonance might stem from their original superficial application, with the name now sticking for more integrated traits.
A more widely understood term might be 'x-factor' or 'hallmark.'
I'd say this is a certified banger
I think character trait is a better word then gimmick. Gimmick implies that the other person isn’t supposed to know what it is
Ill be honest. I never hear "character trait" to describe it. Its always gimmick. Especially for the past 10 years... so not saying gimmick feels wrong to me.
@@SoftwareNeos i understand if that’s how u describe it I just personally consider gimmicks something else
No, it doesnt. 💀
@@YoTerrakoBut also anyways Pfp (Profile picture) and / or Banner Sauce (Source [Artist])? 🗿
@@SimoneBellomonte Rhaastyogurt for the pfp and the banner is made by me
I loved how you pronounced bug like creature.
Definitely sounds weird on repeat listening
waiting for the rivals workshop gimmick video
Sick video!
Kinda weird you used BBTag footage when discussing Susanoo, a game that went and discarded Susanoo's snowballing gimmick and just made his moves available from the get-go.
I wanted a clip that not only had the move but also had a description about it. To make it easier for the audience. Sure. The gimmick isnt done there... but it provides an explanation on what they do.
So its fine
@@SoftwareNeos understandable, have a nice day.
0:25 😮1:26 1:56 2:22
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I am actually very happy sf6 decided to dabble into gimmicks aki and Chun-li are my favorites to play right now because of their gimmicks
A few seconds in and im already subscribing
I dont have many jokes... but i try my best
Nu-13: Swords for days.
I actually would love for you to do a deeper dive into the gimmicks of Smash Ultimate. Maybe discuss the well executed, the poorly executed, how they can be improved, how they compare to gimmicks in other fighters, etc. I think it would make for an interesting video
It would be a big video. But i could do that.
What are your thoughts on Fantasy Strike? such limited movesets lead to lots of gimmick-focused characters. Quince is a great example, many of his moves come with an illusion and depending on button presses/holds you decide which image is the fake and which one is real. And then DeGrey's "always bounces on counter hit" gimmick is coupled with lots of fakeout options.
I didnt know about it until you told me. I watched one tourney and i swear it was so interesting. Most characters have weaknesses they gotta account for. And the interactions to deal with them are so cool.
These gimmicks they give em are cool too. I might check it out.
Why stay still when you can just Olympia D-Special dash cancel?
I recently got Rivals of Aether but I can't get into a single match
I feel like Susano-o is more like Shovel Knight then?
Dude I need the music you used for the orcane section
ua-cam.com/video/2-_unC-g_rY/v-deo.htmlsi=P1rRwraGgcD1vxO1
@@SoftwareNeos thank you I had a feeling it was one of the capcom crossovers I just didn’t know which one lol
I’d argue KI is up there with these two as well (Eyedol and Gargos come to mind specifically)
what are those stages? 7:03 Fire captial 2 and Treefort 2?
I think they actually old versions of the stages. if you select beta versions on steam... you can prolly play them
@@SoftwareNeos oh ok yea that makes since thanks for the quick reply
BB seems really well designed. I wonder if its still alive on PC
I had no idea hakumen existed before this video
I now want to buy bbcf just to play hakumen even though the only games I play are SF and Tekken lmao
Hes cool man. A little hard cause movement options... but hes fun
First time I've seen someone compare a hypersexualized anime woman with a staff to a mischievous water doggo.
I THINK IM GETTING WAY TOO NICHE FOR MY OWN GOOD
Well you can also compare two small children in one body to many things in FGC so yeah
0:38 really good get over here
Im sure someones said this but personally id consider a gimmick something that goes outside the fundamentals of the game. Also Id consider NRS (see IJ trait)to have done gimmicks fairly well, though not on the same level, and was surprised not to hear a mention of Shaos axe as a comparison. Oh yeah and also ssbu doesnt have any real snowball characters, joker has a comeback mechanic. The more damage he takes the quicker he gets arsene. Closest characters to having snowball would be the likes of cloud and steve but you need to either sacrifice your advantage or camp so its not really.
Obviously these arent complaints, just observations. Well rounded and polished vid, very high quality. Was shocked at the sub count and all the best going forward lad 👍
Imma make a response to the video you just saw. There are a lot of things rmwrong with it that needs adressing. Including the gimmick thing. Its just gonna take a little cause i got other stuff in the works. A lot of people have shown me stuff like guilty gear or even small things like skull girls. So naybe in the future i can do more.
I definitely got a lot of work to do. But thanks for the response anyway. It means a lot
All this crazy bullshit is just one of the many reasons why I love BlazBlue. Also probably why I main Jack-O in Xrd. Besides being hot, she just has that same insane energy and uniqueness with her servants.
Another gimmick I really enjoy actually comes from Gamagoori in Kill La Kill if. His whole gimmick is that he needs meter to do basically anything (including normals) and he fills it up by hurting himself. You can technically do it without hurting yourself, but it's a hell of a lot slower and leaves you open. His meter without valor is only 100, so it drains fast as hell. At Lv1, he gains 300 meter.
I hate the word gimmick. These mechanics are too well done to be called that
Orcane's range moreso goes from good to amazing, rather than stubby to good.
I don't understand, what's the issue with Joker in Smash Ultimate?
I hate characters that just turn into better versions of themselves. Its not fun to fight, its not interesting. Its BOOTY. Joker is just easy to show why.
@@SoftwareNeos
That's why for the case of Smash mainly (since it's a more simplistic series for the most part), I think a way they could be handled better is making it to where the new form has a downside to it, like if say, Arsene also made it to where Joker takes more damage/hitstun whilst in the form.
songs at 4:30 and 15:21?
Nevermind, I found them.
[4:30] ua-cam.com/video/2-_unC-g_rY/v-deo.html
[15:21] ua-cam.com/video/ROZVlIoSCkg/v-deo.html
What’s the song at 1:08?
ua-cam.com/video/ThXV6T-Pq9k/v-deo.htmlsi=6pgKVJGxMz4NzfYS
Its this one. No more heroes
@@SoftwareNeos thank you
i dont agree that clairen makes the opponent fight "fairly" mainly because she has massive disjoints and doesnt lose any of her mechanics from the down special, but other than that, great video!
Really interesting idea for a video.and very solid editing, especially the sequence around 3 minutes in, nice work. I'd say your scriptwriting could definitely use more work though. Your writing in general needs to be a lot more focused and streamlined. Like, the video plays out as a comparison of characters between the two games, but the title and intro make it seem like it would be about showing how they do gimmicks better than other fighting games. The segments themselves are also a little unfocused, e.g. as someone familiar with rivals and only surface level familiar with blazblue, I didn't really get what point was even made by comparing orcane and the staff lady. They both deploy things, I think? It's not really a resource they build up and spend in the traditional sense.
I think if this video was rewritten as a comparison of the two games and delved deeper into what makes the chosen pairs of characters similar and how they approach the rest of their respective games, it'd be a lot more cohesive and engaging. Still a really good video though, the editing showed your points well and your speech is fluent and nice to listen to.
Yeah... so. Here was my thoughts for making the video. I wanted to make one to explain why i like how they do character traits.... but i didnt want to just randomly talk about characters. Say i choose arakune then i talk about someone else... etc. I wanted to have some order. So i had the idea of just choosing 2 characters each that are similar enough that i explain why they work and other fighters dont. I understand the point. The video honestly only has 1 or 2 points against other fighters and its just being a better character as a trait is bad" and "this gives added flavor" i shouldve dove into it more. Next time for sure.
Next video with something like this again will be Tager (Blazblue) amd Urdah (RUSHDOWN REVOLT) So more than likely ill do a better job
GG gimmicks have been toned down since AC, but for sure Rivals and Blazblue are great examples
Yup Anji is ass in Strive give us the damn butterfly combos
"The only thing about arakune's bugs is you can wait it out" a bad arakune, yes, a good arakune, good luck my friend, to this day bb players still curse when a kune gets curse on them cause its either he wins when that happens or he loses the match 9 times out of 10, cause getting curse a second time without dieing is a chore for him
Whats the game at 1:18?
Thats Rushdown Revolt. Its a platform Fighter. Its on steam.
guilty gear has shit ton of gimmicks too, bedman, happy chaos, elphelt and even ky in xrd etc. Not every character in GG has one but most of them do
I like how you forgot KI despite the fact KI blows both games out the water
GLAZING
@@SoftwareNeos KI is way more balanced that both those games
Traditional fighter players 🤝 Rivals of Aether players
Hating Smash Bros. with a passion
Rivals of aether is literally my favourite game in the world and most trad fighters are right behind it but I still love smash bros nowhere near as much as rivals but it's the community that I hate with a burning passion
0:16 AAAAAAAAAAA IM A ZATO MAIN
There is only one character in smash with a good gimmick
Hero
Because it's supremely funny, and I like that :)
Duck hunt tho
In a competitive standpoint, hero is easily one of the worst designed characters ever
THE NAME IS HAKUMEN. AND YOUR LIFEBAR IS FORFEIT
Lichi. For how finger breaking she is to play. ALL Green right left down up. That drew real blood. I jabbed my inner nail into the bottom D pads so hard that actually hit up button. It came out I won.
I researched lichis combos/ quirks and the fact that theres is hours of stuff you can learn to use against the oponent is crazy
I think gimmicks are cool with a small cast, but once we get past 15 characters or so it just gets to be too much to keep track of.
I say this as someone who likes blazblue and rivals but they both got to be too much for me to keep up with
Tbf blazeblues characters especially the puppet fighters... have way simpler drives/gimmicks
playstation allstar review for christmas?
If i could play it
I need a Spiderman 2 review, please
NO
I would argue that guilty gear strive has also a lot of gimmick characters.
i love blazblue
AND NOW.... I work on the stardust valkyrie video full time.
FINALLY
2 muy buenos juegos el blablu y el rivals aunque otros juegos como guilty gear tambien tenian personajes con buenas gimmicks como jack o de xrd o jhonny con sus monedas hasta que la nacion de strive ataco y otro juego con gimmicks god es Killer instict para los afortunados que llegamos a jugar eso como cinder y su mecanica de fuego
2 very good games, blablu and rivals, although other games like guilty gear also had characters with good gimmicks like jack or xrd or jhonny with his coins until the nation of strive attacked and another game with gimmicks god is Killer instict for the lucky ones that we get to play that like cinder and his fire mechanics
Almost all anime fighters have gimmics tbf. Melty, uniclr, and gg to name some
Most melty and gg characters are just straight normal characters but really crazy not so much using a gimmick. Chipp and Bang are Rushdown ninjas but the former doesn’t have a gimmick
@@MILDMONSTER1234 yeah but you have venom, happy chaos, johnny (with coins), leo with stance, bedman, elphelt, sin, jacko, nagori, jam, faust for guilty gear
nanaya, aoko w/ orbs, and c-roa (mbaacc), thers prob more, but I dont really follow all melty blood actress again characters
blazblue does have a lot of gimmic characters, but it has it's fairshare of straight forward characters too, hakumen, carl (i dont count puppets as gimmicks), relius, mu, lambda, taokaka, noel, jin, ragna, celica, hibiki, mai, jubei
1:29 It doesnt explain it in a weird way, it explains it in a the completely-wrong-way. 💀
Like thats not what a gimmick is at all like BRUH wth man wtf oh hell nah wtf bruh sfx.mp3. 💀
💀💀💀
I have a video coming in thats gonna be a response to the whole thing. Just stay tuned. Got a lot of work to do.
The chad individual gimmick game vs the cringe normals based game
Shout out to street fighter 5. A game where if your normals were nerfed.... you were unplayable.
@@SoftwareNeos yes and shout out to sf6 for that marvelous cr mk into drive rush that dominates the tournaments
1:26 Why bring up the glossary definition of gimmick and just say "its wrong"? What you're talking about is a completely different type of gimmick. Being "gimmicked out" refers to losing because you didn't know the answer to the opponent's knowledge checks
Yeah. Ive already been told this. I plan to make a vid bringing up the problems of this vid. I just got a lot to do
fuck yeah NO more hero's music
I never played the games. But alp the cutscenes were hilarious
SusanOwO?!?!?!??!
Why are we here? JUST TO SUFFER?
fuk the term gimmick when I only see them as dope as stuff to research an get hype over when people pull them off
I adore projectile paired with melee combos in indie platform fighters
why redefine "gimmick". just use a different word
Cause its dumb. For the past decade when i say gimmick towards fighting game characters... noone batted an eye. So its weird to change now.
I know the glossary says it differently... but like. I just want one video from the past 5 years of fighting games that say "character traits"
Cause i never hear it.
@@SoftwareNeos when someone says "gimmick" i think something like sf6 ken jinrai loops, not a holistic view of a character