@@hrgrhrhhr Inside mind fredrik knudsen Super eye patch wolf Daryl talks games Lemmino Internet historian Abroad in Japan Under the scope The right opinion
Arc really deserves a lot of credit for inventing RC, and then iterating on it with FRCs. Literally every major 2D game has used the RC in one form or another since GGXXAC.
My absolute favorite part about Guilty Gear's resources is how Tension and Burst work together, Burst is a resource that DOES carry over between rounds, adding extra complexity as well as giving you the opportunity to Gold Burst so that you get more meter now at the cost of a potential lifesaver later. Everything about these mechanics are brilliant and truly show why people love Gear so much.
It's such a blessed game man, honestly so sad that the learning barrier is so high, but also at the same time that barrier to entry is what allows it to be as insanely complex as it is
@@LeonMassey i love how the game looks and the characters but i never played it.I can't afford it and i dont think my pc can handle it.It can't even handle sf5
@@abdullahceka3613 actually guilty gear xrd is much less demanding in terms of system requirements than sf5. I played it on a laptop as early as 2014 and had no problems. I strongly recommend you to try at least to run it before turning it down. You can always refund it on Steam if it doesn't work well.
@@abdullahceka3613 If you wanna get a general introduction to Guilty Gear, you could try XX Accent Core if you want a safe bet that is cheap (About 15€ a copy), runs on just about any decent machine and as of very recently received a massive upgrade to it's netcode to make it both run buttery smooth and for the time attracted a bit of traffic. Or you can just save up and bide your time for Strive coming out next year.
"I struggle to make the connection and I imagine many other players do as well." Hey there! Oreo here from the Them's Fightin' Herds QA team. I've heard your criticisms of the game's defensive mechanics, and wanted to take the opportunity to explain some of the design philosophy behind them. This is by no means an attempt to sway your opinion, but it was presented in a way that seemed welcoming of discussion. While Guilty Gear has deep and amazing tactical decision making in regards to how you build and spend Tension, we didn't think the style was the best fit for the experience we wanted to make with TFH. The defensive mechanics are closer in application to Capcom's Versus series of games, with pushblocking and alpha counters. While pushblocking is resource-free, the amount of extra blockstun that comes with pushblocking is substantial. The push distance is also variable, with stronger attacks getting pushed out further. This causes the defender to have to carefully pick their spots to pushblock and to avoid being predictable for the best results. Cross Canters, however, require a lot less thought. They are fast, strike-invincible attacks in a game where block pressure can be very scary, and every reversal requires a resource. While they do require half a bar of meter like Dead Angles do, the game has a maximum of 3 bars of super meter, and meter persists between rounds. So while they may initially seem quite costly compared to pushblocking, the results are more reliable, and guarantees that the game returns to neutral. Basically, pushblocking is a low risk, low reward option that can be circumvented, while Cross Canters offer a much higher benefit at the cost of a little bit of meter. Since meter gain is relatively high, we figured half a bar was low enough of a cost to incentivize using it to guarantee relief. Especially if the player was already fully stocked or close to fully stocked with multiple bars of meter. We think that the inclusion of Cross Canter, on top of the decision making of level 2 supers offering utility instead of damage, strikes a good balance between nuance and complication when it comes to meter management.
Thank you for this. After playing a bit more I've started understanding it more as time has gone on and think that the ideas behind it are much clearer now, and understand how it's a tool to deal with situation rather than something to reflexively do regardless of what you're blocking, and greatly appreciated your communication here.
QA staff: *actually reaches out to discuss with their company's consumer base* Soulless copyright and patent obsessed corporations: wait, that's illegal
Yes! I get to talk about Hisoutensoku’s meter! It has 5 bars, but instead of being bars, it’s cards, and you draw a card whenever one fills. You make a 20 card deck (beforehand) from a decent card pool out of any combination of “system cards” which all characters have access to and have mild generic effects when used (like pushback or canceling normals into a dash), “skill cards” which are character specific and either level up a special (up to 4 times and with unique effects depending on skill and level) or replace one and give you a new one (which can be leveled up with more copies) “spell cards” which are supers that cost various amounts of meter to use (you have to discard other cards to use them). There are 20 system cards and around 16 skill cards and 16 spell cards for each character and your deck wildly changes how you play the game. Also, both you and your opponent can see each other’s hands and what card you are selecting so you can do some mindgames by putting a reversal on top to get them to try to bait it.
Kind of random side tangent about GG Strive; I like that they gave the noted beginner-friendly character Giovanna the gimmick where you deal bonus damage for high tension. How often do you see beginner and even intermediate fighting game players forget that they have a bar outside the occasional super? No meter burn special moves, no special defensive options, it just sits there. Now here’s a character where even if you go a whole match without spending meter, whatever meter you gain is still working for you. I think that’s a really clever mechanic, and it creates decision making at a higher level where spending your meter makes your character weaker in the short term immediately following. Do you “waste” meter gain by leaving the tension bar full? Try and spend about as much as you earn to keep tension high? Or is spending that meter worth it and you don’t care if your follow up after this FD>RC>Full combo does a bit less damage?
I like the concept of characters having exclusive meters with unique functions. It's a simple and effective way to make characters feel different, especially when rosters keep getting bigger.
GG Ultimax and BB all do this in really cool ways that sorta remind me of deck building card games, like every character is running a unique engine on top of the standard game rules and has their own win conditions. That said, it absolutely helps when the base game’s universal mechanics are as perfect as Xrd’s are. Blitz and Danger Time for life bro
I love the fact that the colors help you to identify how much Tension you still have. So you can focus your eye towards the center of the screen and still know.
The part of "Me more damage, me make more meter" killed me so much. But its true to many games. A lot of FG only use thery meter about Supers or offensive options. thats not altomaticly bad, but giving offesinve AND defensive uses of meter is way more intersting for me, since it not only give you more options, but also it can be linked to a playsyle, so players can decided to what meter strategy they want to use more. Im a huge fan of Supers, i really am, but i really fell limited by the system when the only use of the metter is a super, a thing that is not useful all tje time, so having other options can make the meter not only more useful, but also more appreciated.
Guilty gear: look I can explain 3rd strike: you’ve got 8 different uses for meter? I only have 2! Grandblue fantasy: 2 uses? I only get one use out of it, And it’s really boring! Me as a melee player: you guys have meter?
Granblue's meter depth doesn't come from its super meter, but rather from the actual special moves. the cooldowns on the EX moves are the main place for meaningful choices in that game.
@@neon-neku well the cancel bar is not tied to the other meter which is kinda weird seeing that you have a lot of meter bars but seeing how costly and frequent super's are in combos i can see where the idea of separating the cancels from the normal meter came from
This video made me realize even more why I hate mk11s meter system so much. It recharges automatically. And there's never a reason to not use it when you get a hit. So there's very little to no thought about your meter usage. And then fatal blows being an even worse design of sf4 ultras.
@@nonamepasserbya6658 In Arcana Heart, you start with a relatively small meter that recharges. You instead build maximum meter size as you play. MK11 meter starts fully sized and you can do whatever with it.
I'm currently making a fighting game for my final project in college and your videos have been so helpful. I've watched them many times over. And they got me into Guilty Gear. So thank you. (Currently designing how meter is going to work so this video is awesome.)
Hey, ironically I am also doing the same thing but for a hobby and passing over my existing meter system before implementing it. How did the project go XD?
I like YRC and all, but I prefer it in older guilty gear games because they don't slow down the opponent, so you can't just be like "fuck your neutral, i'm gonna approach you with no repercussions now" I also like Advanced mode's meter in KoF 98. You can spend it for guard cancel rolls, guard cancel CD, which is similar to Dead Angle, and do supers, but one of the main things you can do with meter is go into Max Mode. If your opponent gives you some breathing room, or you manage to get them away from you, you can buff your damage temporarily, making your buttons more dangerous and trades more favorable. If you have more meter to spare after Max mode, you can also do powered-up super moves that you can combo into for at least 60% damage, making your opponent deathly afraid of you approaching them.
Was talking about this earlier with a mate, I really like the level of freedom over the cancel you get compared to +r, but it interrupting inputs and slowing down time is just kinda??? I get what they were going for, I still really like yrc but it could've been improved
My personal favourite use of meter is in Dragon Ball Fighterz, where it's intuitive, easy to use and has so many different purposes like EX moves and vanish. Plus the sheer amount of meter you can store with 7 whole bars of it you can work with in several different ways. Meter management is an essential skill as you calculate when to vanish, when to EX and when to save if you have a really good Level 3 super like Android 16's Super Hell Flash, base Goku's Spirit Bomb or Frieza's Golden Install
Nice video. And I'm sure other people have already mentioned Tension Pulse but it might be worth pointing out. The amount of meter you get per action is variable, offensive play increases your tension pulse which means you get more meter per bump, and defensive actions like running away decrease it. RCing applies a significant tension gain penalty for 6 seconds, meaning if you YRC to open someone up or RRC for a combo you won't just build that whole investment back right away, but Overdrives/supers don't making them relatively less of an investment in exchange for their more limited uses. Faultless Defence also applies the same penalty, but only for 1 second so using it as an actual defensive mechanic costs fairly little but relying regularly on it in neutral, particularly to abuse air blocking can gut your resource gain. And Negative Penalty is a thing, but ?? who ever thinks about negative penalty Also props for bringing up TFH. It's a hugely underrated/underknown game. Not perfect, I do hope they tweak pushblock a bit(and chicken blocking and a couple other things) but it does an absolutely absurd amount of things right compared to the rest of the genre.
Your videos are so damn good man, I keep finding new stuff like the mini-rant about twelve being awful in the 3S section that’s only on screen for a couple seconds but gets your idea across really nicely. Just such well done content!!
I really appreciate the fact that you talked about how blitz plays into a player's personality. It's probably my favorite mechanic in xrd, and it's always entertaining to see the people I play with slowly start spamming it, because they're 'infected' by the fact that I do it so much and are in a way forced to do it back. Also I'm not a female gg player, but if you play on the east coast, I'm always up for games.
As a long time GG player, I just wanted to say I appreciate your content on fighting games. Obviously more so Guilty Gear, and explaining the complexities and depth of the mechanics.
9:00 Uniclr. The veil off system gives you an oki out of jail free card and puts you in a temporary state where you get more cancels and you can use 3 ex moves before its done. You can also use your super and it wears off. Costs all your meter and lasts longer the more you had. Shielding is a method of giving pushblock and getting grid which is hella important in itself, but if you Wrongblock while shielding well fuck your grid you ain't using it before it's regenerated. Also the heavier what grid broke you the longer you'll stay grid broken.
5:21 anyone else heard the notification at around then and thought it was a scam notification because their phone doesn't have that notification sound or because they have it on mute?
Imo, Roman cancelling in combos is really satisfying cause it fulfills my unga bunga ancestors of mashing and just let's me press 3 buttons at once for a reward, A.K.A monke mode dopamine
I really like injustice 2 meter Mainly cause it can be used both at high level (bounce council, clashes) a medium level (continuing combos) and at a basic flashy moves( super moves)
My favorite party of Guilty? Conversions. Conversions that make one of the commentators who have been playing for years say "I didn't even know that worked." I'm scared for the future.
I really liked mkX's meter system. Very simple, you don't get a great wealth of options like some deeper games, but it still adds some decision making in a pretty fast paced game. You can either use one meter for combo extensions or extra damage, you can spend two meter for a combo breaker, or you can spend all three on a Gambit attack that will waste all your meter if blocked or whiffed. Compare that to mk11.... Where you get your x ray for losing, and can spam it repeatedly until it hits.
USF4 is still the god king of meter management: EX for every single special in the game fadc to make reversal safe fadc to make confirms more damaging fadc to apply pressure, even for characters who can't normally go ape on pressure like guile rfc for even bigger confirms super to turn even the tiniest confirms into damage, even on moves that can't be focused out of revenge gauge usage is inherently tied into regular meter usage for 99% of the cast, requiring different amounts of meter depending on the character Funfact about 3S meter management it actually has what appears to be a form of "meter scaling". That is meter gain from landing hits actually goes down as a combo goes on, meaning that a character that might rely on stray hits in neutral as opposed to combos won't necessarily be at a deficit in the meter game.
I love how you mentioned the meter building in sf because it's STILL at least a niche tool. For example, In SF5 Laura LOVES meter burning her charge move, menaing you could play fireballs to apply pressure AND get the meter economy going. And meter building is an important thing in Ggear too, but I'll let you say that yourself!
This explanation could have benefited from a little talk on Tension pulse as well and how becoming familiar with it changes the game significantly. Not only do you do almost everything with the same meter, your own actions dictate how much meter you're granted in each situation.
It would be nice if GBVS had another use for the super, but the point of it only having one use is to keep the game exciting and simple. You don't often see the flashy supers in games where meter can be used for combo extensions. Look at Injustice 2 where meter is used for goddamn everything. Only time you see super in that game is at low level gameplay as a Hail Mary. So making the super meter only be used for super and EX being tied to the special cooldown meters is a deliberate design choice to show off that flash at all levels of play. Yeah, it makes each match feel kinda samey, but an opponent with full meter when you have low health does also change the flow of the game because now you have a bigger threat to deal with.
I like Mortal Kombat's meter, it only leaves a bit of decision making since your meter is split into specific categories, but I love the fatal blow system so you don't have to worry about saving your meter for a super. I love DBFZ meter, you can get tons of it and burn it for huge damage on some characters, charge it up if your opponent doesn't wanna go in, and since they made ex moves half off it's so much less resource-draining to use ex moves frequently. I'm not terribly familiar with Guilty Gear yet, but I like the tension fading after rounds. Reminds me of V-trigger in sfv, use it or lose it. That's what I don't like about street fighter v; if you burn all your meter on a super trying to make a comeback and then lose the round, you have no meter for the next round. Plus you really have to decide if you wanna use one of your three precious bars to ex a move or save for a super. I think the v-trigger system is super neat, being your reversal/base defensive option as well as being a unique power up for every character. Haven't finished the video yet so if any of these are mentioned already sorry for the redundancy. Awesome video so far, I'll definitely have to try out xrd some time.
One use of meter I want is to deploy a shield. The shield slowly drains the meter as you use it, and doesn't allow you to do anything except move around. Performing an attack will drop the shield and instill a 2 second cooldown of any meter moves. Attacks your opponent does to you while the shield is up will direct damage towards depleting the meter, and if the meter is depleted by an attack, the shield drops and you go into hitstun for a half-second.
7:30 some intresting things in sf4 some characters had amazing supers for example evil ryu with all meter he gets raging demon there is a setup for him(you can see diago do it a few times) where you do the hopkick but raging demon way before the move even hits leaving the enemy in blockstun so they cant do much unless they call out your attack and instead of holding back they try jumping it causes alot of mind games
Waku Waku 7 give you shit ton of meter. It generates by itself, you also get some meter if you wiff punch. You spent only 1 meter fo every use and maximum for meter is 7. You can super, you can use EX moves, you can buff yourself(burst and give you 2x damage), you can activate unblockable devastating attack(it have insane startup, so it's hard to land)
Imo the under night games have the best meter(s). One of them is a shared meter that fluctuates back and forth between the players. Look it up, it’ll change your life. Imo literally everything GG offers with tension but deeper and more engaging
Bro I'm surprised I MADE it to 5k subs I was hoping to get 1k by the end of the year and in the last week I've gained 5000 subs in a week LMAOOOOOOOOOOO
honestly skullgirls probs has my favorite meter just because it has the best graphic design. which is because every other game has grandfathered in the meter at the bottom from ye old street fighter, and skullgirls decided "what if no?"
I don't think a good case was made as to why simple meters are bad; it really ended up just sounding like you were implying "complex = good, simple = bad". I feel like if you could substitute the entire segment with a MOBA's single key press for skill use vs "not like us fighting game chads tho, we have to put our motion inputs, simple bad!", and yes, that's taking it to the logical extreme; but I think if you just consider the other games that do have similar meter purposes they seem to do just fine; SF2T and subsequently X-ism in Alpha, Last Blade, SamSho, Glove on Fight 2; a few examples that have less options to use their meter with, does that fact in isolation make them "bad" games? I think it completely removes all nuance and purpose of different game mechanics and flow, evidently GBVS' meter could have been more complex but if it wasn't the intend to be and had it's own use of it's meter why compare it? It just feels like you're making an argument not unlike "I can do fast air combos in Skullgirls, but why can't I do air combos in SamSho? Now there's no options for follow up after a launcher, because there are almost no launchers! In fact, SamSho is slow, and Skullgirls is really fast. This is why Skullgirls is better." and again obviously this is taking it to the logical extreme but the implication is definitely there and it's illustrates the point. Like I can get if it wasn't your intention or that it was obviously meant to be your opinion, but the entire segment makes no room to interpret it any way other than that simpler meters/system are objectively bad. I play shit from Divekick to SamSho to GG to MvC2, I personally play a good variety of them and I seem to like most paces, slow or fast, simple or complex, so the entire segment felt completely foreign to me. Anyways great write up on the Tension bar, nothing that a Xrd player wouldn't know (that isn't the purpose obviously), and it explains why you find it inspiring and interesting; but your justification for your dislike of GBVS and it's meter does spill over to other games in the now sizable genre and that just begs the question if the other games would/should be considered "bad" by that arbitrary standard of being less complex.
Simple, non complex thought process making in fighting games is bad tho. If all my meter does is do big chunk of damage, what thought process do you have behind it other than " at this HP with super I can kill" which is the case for GBFV. Does it make it a bad system? No. Does it restrict and remove player choices and thought making? Yes. Which I believe was the point of the video. Take UNIST for example, You and your opponent fight for these little blocks called "GRD" and by gaining these blocks you fight over "Chain Shift" which has HUGE thought making behind it. If you have CS and your opponent doesn't, the layer of mind games legit double. Just by having 1 mechanic in a game, it puts thought making in everything. Should I meaty, Should I dead angle, should I CS for meter, should I CS to extend combo long enough to gain the meter the CS provides to go for that big damage, should I CVO, etc. In GBFV WILL THIS METER KILL ? if yes, use it, if not, still use it because you get it back anyways. Even MK11 has a very basic system, but you can only fatal blow one time, so you have to consider using it, because if it doesn't kill and you lose the round, you wasted your Fatal Blow for the whole game. Nobody says " HOLY SHIT DID YOU JUST SEE THE WAY HE SPENT HIS METER" in GBFV, the same cannot be said about Guilty Gear Xrd. Yes, i'm being very broad, and i'm sure there are tons of minor examples to give. The point is meter in Xrd makes you think and that is a great thing in its own way.
@@bulldogmicro4279 I can see your point, but I think that's a fairly microscopic point of view on meters; they're important sure but they're not the whole game. Now just to clarify, I'm definitely leaning more towards playing XXAC+R rather than touching GBVS again, but I think that point of view assumes that the game solely relies on the meter. A simple meter with less choices does not necessarily mean the rest of the game presents just as little choices. I mean I've been playing Melty alot recently and then I jumped back into SamSho; I don't think less options in SamSho's meter makes it's a worse game, just different. Sure I definitely agree that GBVS as a whole may not be as effective as it could be and yes some fault could be traced back to it's meter, but the point is that simpler meters alone aren't necessarily bad; especially when other games have used it to great effect. And again, I absolutely am not implying complex = bad in the same way that simple would automatically mean it's good; nuance should return to form. Blazblue has unique chara gimmicks + comparable meter usage, but I personally consider it a simpler game, where as SamSho has far less meter complexity, but I personally consider it a more complex game. Meter isn't everything, and the amount of choices aren't as important to me as the significance of the choices. And I never implied Xrd's meter was bad, I agreed that it was great (Ironically, simpler than AC+R's that I personally prefer, but I digress).
Maybe some games, but games like UNIST and SF5, good meter usage can make or break a round. I fell in love with UNIST when I figured out how complex such a simple concept is. Games like Samsho7 have great meter usage even if it is simple. You can rage explode at any point denying grab combos or use it as a reversal. Not using rage allows you to enter a mode where at least one move you have has a different property that benefits your characters playstyle(plus extra damage) and if you rage you don't have access to that special propriety for the rest of the game. I don't think GBFV is a bad game, it just doesn't have any major thought process behind using your big ultra super. Simple isn't bad, that's why CSGO is still so awesome, but would csgo be any good if there was no utility? Every round is a full buy, everybody has 1 throwable type of each. It just makes those rounds where the team ecos and somehow wins that much more amazing. I have seen some insane roman cancels that had me literally yelling, I've never yelled once seeing a GBFV super. Daigo was known for his crazy execution and grinding combo routes for literally hours on in a day, and when he lands some of those crazy combos in the tournament, you just think "holy shit". Daigo landing EVO moment #32 wouldn't have been nearly as hype in SF5 simply because parrying in five isn't hard or a real risk/reward. Core-A-Gaming has a video on this and I think it perfectly articulates what I can't explain well. No, simple isn't bad, but I think for fighting games being too simple is really bad, because fighting games are some of the few games where you can really BE that person. Daigo was RYU, this dude inched forward everyday in his life just to look over the horizon of all of his defeated foes and say "there is still more I can learn". It's why I am a firm believer that these devs are ruining todays games by attempting to make them accessible to everyone which goes hand to hand with complexity. Simple isn't bad, but if everybody could do EVO #32 with 1 hour of practice, it wouldn't have been nearly as amazing. I mean you literally had people raise out of there seat because it was that epic.
@@bulldogmicro4279 Hey man I totally agree with what you said, and yeah I've seen that Core-A video, it's great. Being too simple can be a problem, but let's try to put it to words here; I think the real problem isn't so much of the specifics of what has changed, but the idea of a lowered skill ceiling. "Being more accessible"'s main goal is to lower the skill floor, which can work, but in certain cases, they may indirectly lower the skill ceiling as well. But let's not forget that it is possible to lower the skill floor while maintaining the skill ceiling; which I would attribute Xrd's success to, this is made expressively clear if you were a Baiken or I-No player in AC+R jumping over to Xrd, for example. With that example, I'd say "ruining" is a bit too strong of a word (although I understand why you'd say that); just that I'd be mindful of the fact that simplification can and has been done well to great effect, and is what I'd attribute Xrd's relative success in comparison to XX. (Also, after you mentioning UNIST so much, I should really just start playing that too haha)
a kind of obscure mechanic, but still a very important mechanic, i think should be mentioned as well is how using meter on RCs, DAA, and to a lesser extent FD, cuts your future meter gain by a very large margin for a time after(80%(!!) for 6 seconds with an RC), while using an overdrive or blitz does not do this. what this adds to guilty gears(and other asw games do this too!) is that using meter while low on meter is a much bigger investment than just the amount you spend. while with other games that investment is purely "if i do this, i cant do that", guilty gear makes that investment "if i do this, i cant do that AND i lose out on doing these options more". it doesnt really make YRC specifically any less godlike of a tool, but it makes meter management very interesting as you get better because you start thinking about future situations more outside of what happens in immediate interactions.
DAA is essentially GG's version of a guard cancel. Street Fighter Alpha (in the form of the Alpha Counter) and Darkstalkers/Vampire had them. CvS2 A-Groove had them as well. MvC3 had Cross Counter, which guard cancels into a character switch. Not sure if MvC2 had anything like that.
I think the reason why you like tension so much is actually the reason I love Overdrive so much in Blazblue. One ressource, multiple uses, tons of strategic and tactical decisions to make. But the downside can be that it might be overwhelming for people. I never liked the fact there are 3 different version of roman cancels in GG. It felt needlessly complicated to me compared to the simple Rapid Cancel in Blazblue. Other people hated Overdrive, because Gold Burst was less complicated.
8:58 technically DBFZ has weird variations of pushblock and dead angle (in reflect and DP) but they’re free and not meter related Guard cancel is meter based though! And it’s CLOSE to a dead angle!
First of all, pretty dope video, I agree with most of the love on Xrd and SF EAT SHIT comments. I'll still play every single Fighter game I can get my hands on, yes, including GBVS cause of its OG game and TeamRed. I'd just like to point out a few things as a fellow fighting game addict: A) Meter is even easier to get in GG cause Gold Bursts exist, which is huge, a bit strange I didn't see this mentioned. B) Even though I am a GBF player I agree with the GBVS arguements, it's got tons of flaws I could go all day about- but BlazBlue ? Now *that* is refined to hell, back in the day only Jin had his heat bar split to 4 parts, cause he has 25-heat-cost specials but starting with CP everyone got a 25h-cost move called "Crush Trigger". So you got your Distortions, Reversals, Barrier costs its own bar so that's good, RAPID Cancels which are literally the 50-heat Roman CancelsAND you got your own shield-breaking move the Crush Trigger now. So yeah BlazBlue has a lot of layers of Decision making, as well as several Meter usages too. C) Moving on, I expected DBFighterZ to pop up when you said Free Pushback Mechanic instead of some pony game (no shade but absolutely not my cup of tea, even if it's a fighting game) It's free there as well, you can even parry Supers if you time it well, and really rewarding, still, it's pretty tight and there's stuff you can't reject like Grabs / Throw specials and other stuff so yeah, still good to have. D) Under Night: exe-late [st] (yes that's the name) could be your next love at first sight cause boi it has the best meter I've ever got my hands on, it rewards both offensive *and* defensive playstyles and punishes barrier-spamming. And you can cash it out for heat after building up your seperate GRID gauge, which also happens to be a Roman cancel !
I'd go brrrrr everyday if I could afford these games, also someone's content here makes my 2 brain cells go brrrrr legit good shit, love you and your friend with the stick hitting me with them vids like a god bless in this boring ass confinement
I also like Tension and it's uses, except for for it does in neutral. YRC is not a good mechanic and that's mostly because of how it freezes out your opponents inputs. This doesn't just stuff up a potential read on your next move (meaning you're being predictable) but stuffs up reactions as well since inputs are locked out. I would have preferred the move specific canceling +R had and let characters use that to cancel out of projectile recovery without basically making the opponent's controller become disconnected for a couple of frames. Apart from that tension is great, it and the meter from Arcana Hearts 3 are the most enjoyable meter systems for me.
the more i play GG, the more i agree with this video that tension is the best meter system. it can also mesh really well with character specific mechanics, like nago's blood meter. now super isn't just a damage extender, it can be used strategically to lower blood gauge.
DBFZ also gives meter for moving, although it gives meter for moving both forwards and backwards. You could argue this is a good thing since the movement in the game covers so much of the screen, or you could argue that this is a bad thing since it encourages players to keep their distance. Personally I feel like that's not as much of a problem since pretty much every character has at least a decent projectile game and things like vanishes make approaching super easy, but either way the meter builds so fast it doesn't really matter.
one thing that i don't think people give enough credit for is how the tension system works in rev2, where if you roman cancel you impose a penalty on yourself where you don't gain meter for a extended duration of time (i believe 180 frames) but supers don't have that, so not only are you thinking "do i want to spend the meter here" but "the roman cancel is going to do more damage and likely be more stable but give less meter later, but the super is going to do less damage and maybe not give me a KD as easily if at all, but i don't kill my chance at meter gain" making the fight THAT much more engaging as you're balancing so many different options on top of each other even when spending the same amount of bar, it's incredible.
GGxrd rev 2: The smartest fighting game I've ever played KOF XIII: The hardest fighting game I've ever played SFV : the most stressful fighting game I've ever played
I could watch content like this for years
I could watch content like this for
@@wulfulk1000
For?
I could watch content like this
Someone please recommend me more content that's like this, YT recommendations aren't doing their job and keep giving me SFV content for some reason
@@hrgrhrhhr
Inside mind
fredrik knudsen
Super eye patch wolf
Daryl talks games
Lemmino
Internet historian
Abroad in Japan
Under the scope
The right opinion
Bro if I could roman cancel in real life I would spam it every day
Imagine taking a step and seeing that you'll hit your toe and just rc like that shit would save lives
@@ENFIKEFEPOKETC please update life god, we need rc now
Roman Cancel would be unironically busted when doing exams
I can literally just write something, Roman Cancel and write some more in record time.
@@creeps664 roman cancel would be busted in any form of competition
Arc really deserves a lot of credit for inventing RC, and then iterating on it with FRCs. Literally every major 2D game has used the RC in one form or another since GGXXAC.
My absolute favorite part about Guilty Gear's resources is how Tension and Burst work together, Burst is a resource that DOES carry over between rounds, adding extra complexity as well as giving you the opportunity to Gold Burst so that you get more meter now at the cost of a potential lifesaver later. Everything about these mechanics are brilliant and truly show why people love Gear so much.
It's such a blessed game man, honestly so sad that the learning barrier is so high, but also at the same time that barrier to entry is what allows it to be as insanely complex as it is
@@LeonMassey i love how the game looks and the characters but i never played it.I can't afford it and i dont think my pc can handle it.It can't even handle sf5
@@abdullahceka3613 actually guilty gear xrd is much less demanding in terms of system requirements than sf5. I played it on a laptop as early as 2014 and had no problems. I strongly recommend you to try at least to run it before turning it down. You can always refund it on Steam if it doesn't work well.
@@abdullahceka3613
If you wanna get a general introduction to Guilty Gear, you could try XX Accent Core if you want a safe bet that is cheap (About 15€ a copy), runs on just about any decent machine and as of very recently received a massive upgrade to it's netcode to make it both run buttery smooth and for the time attracted a bit of traffic. Or you can just save up and bide your time for Strive coming out next year.
@@AlluMan96 ill probably wait for strive tbh.I might pirate one of the guilty gear games to see if it's for me
"So simple, even DSP cant mess it up."
Friendly reminder that DSP is the type of guy to struggle making cup noodle
As the local dumb shit, who be this dsp y'all speak of
@@aswirlything5838 someone who is bad at games. And thats an understatement
@@aswirlything5838 DarkSydePhil
Only DSP I know is Double Sun Power from Soku and AoCF
"I struggle to make the connection and I imagine many other players do as well."
Hey there! Oreo here from the Them's Fightin' Herds QA team. I've heard your criticisms of the game's defensive mechanics, and wanted to take the opportunity to explain some of the design philosophy behind them. This is by no means an attempt to sway your opinion, but it was presented in a way that seemed welcoming of discussion.
While Guilty Gear has deep and amazing tactical decision making in regards to how you build and spend Tension, we didn't think the style was the best fit for the experience we wanted to make with TFH. The defensive mechanics are closer in application to Capcom's Versus series of games, with pushblocking and alpha counters. While pushblocking is resource-free, the amount of extra blockstun that comes with pushblocking is substantial. The push distance is also variable, with stronger attacks getting pushed out further. This causes the defender to have to carefully pick their spots to pushblock and to avoid being predictable for the best results.
Cross Canters, however, require a lot less thought. They are fast, strike-invincible attacks in a game where block pressure can be very scary, and every reversal requires a resource. While they do require half a bar of meter like Dead Angles do, the game has a maximum of 3 bars of super meter, and meter persists between rounds. So while they may initially seem quite costly compared to pushblocking, the results are more reliable, and guarantees that the game returns to neutral.
Basically, pushblocking is a low risk, low reward option that can be circumvented, while Cross Canters offer a much higher benefit at the cost of a little bit of meter. Since meter gain is relatively high, we figured half a bar was low enough of a cost to incentivize using it to guarantee relief. Especially if the player was already fully stocked or close to fully stocked with multiple bars of meter. We think that the inclusion of Cross Canter, on top of the decision making of level 2 supers offering utility instead of damage, strikes a good balance between nuance and complication when it comes to meter management.
Thank you for this. After playing a bit more I've started understanding it more as time has gone on and think that the ideas behind it are much clearer now, and understand how it's a tool to deal with situation rather than something to reflexively do regardless of what you're blocking, and greatly appreciated your communication here.
@@LeonMassey No problem! Thanks for playing the game, I'm glad you've been having fun with it.
thanks for this! i'll deff buy TFH ASAP!
QA staff: *actually reaches out to discuss with their company's consumer base*
Soulless copyright and patent obsessed corporations: wait, that's illegal
@@OreoTheWolf Was this a civil conversation in youtube comments? Wild
5:19 did he just roman cancelled a sentence?
yes he did.
You really deserve more attention on this channel dude, you show real promise as a content creator.
And now he's sitting here with 80k subs. This comment has aged nicely :)
Yes! I get to talk about Hisoutensoku’s meter! It has 5 bars, but instead of being bars, it’s cards, and you draw a card whenever one fills. You make a 20 card deck (beforehand) from a decent card pool out of any combination of “system cards” which all characters have access to and have mild generic effects when used (like pushback or canceling normals into a dash), “skill cards” which are character specific and either level up a special (up to 4 times and with unique effects depending on skill and level) or replace one and give you a new one (which can be leveled up with more copies) “spell cards” which are supers that cost various amounts of meter to use (you have to discard other cards to use them). There are 20 system cards and around 16 skill cards and 16 spell cards for each character and your deck wildly changes how you play the game. Also, both you and your opponent can see each other’s hands and what card you are selecting so you can do some mindgames by putting a reversal on top to get them to try to bait it.
It's so nice seeing somebody talking about Touhou fighting games!
Also, I'm more of a 15.5 fan, but I loved 10.5/12.3
As a generally newer Touhou fan, man Soku is the raddest. How the fuck is it not advertised more in the community?
Kind of random side tangent about GG Strive; I like that they gave the noted beginner-friendly character Giovanna the gimmick where you deal bonus damage for high tension.
How often do you see beginner and even intermediate fighting game players forget that they have a bar outside the occasional super? No meter burn special moves, no special defensive options, it just sits there.
Now here’s a character where even if you go a whole match without spending meter, whatever meter you gain is still working for you. I think that’s a really clever mechanic, and it creates decision making at a higher level where spending your meter makes your character weaker in the short term immediately following. Do you “waste” meter gain by leaving the tension bar full? Try and spend about as much as you earn to keep tension high? Or is spending that meter worth it and you don’t care if your follow up after this FD>RC>Full combo does a bit less damage?
I like the concept of characters having exclusive meters with unique functions. It's a simple and effective way to make characters feel different, especially when rosters keep getting bigger.
Fulgore's reactor being a great example
GG has Order Sol, Sin and some others.
GG Ultimax and BB all do this in really cool ways that sorta remind me of deck building card games, like every character is running a unique engine on top of the standard game rules and has their own win conditions. That said, it absolutely helps when the base game’s universal mechanics are as perfect as Xrd’s are. Blitz and Danger Time for life bro
“You love guilty gear.”
Me who dosen’t play guilty gear: * Visible confusion *
Edit: Me who now plays Guilty Gear:
The Smell of the Game was too enticing, I assume.
Hope you're enjoying GG, my dude.
He knows the smell of the game now
Which game do you play?
@@destroyerofworlds4663 Mostly Strive, but i really like +R too.
It better be a good one… (“Strive and +R”) *You get a pass*
I love the fact that the colors help you to identify how much Tension you still have. So you can focus your eye towards the center of the screen and still know.
The part of "Me more damage, me make more meter" killed me so much. But its true to many games. A lot of FG only use thery meter about Supers or offensive options. thats not altomaticly bad, but giving offesinve AND defensive uses of meter is way more intersting for me, since it not only give you more options, but also it can be linked to a playsyle, so players can decided to what meter strategy they want to use more. Im a huge fan of Supers, i really am, but i really fell limited by the system when the only use of the metter is a super, a thing that is not useful all tje time, so having other options can make the meter not only more useful, but also more appreciated.
Guilty gear: look I can explain
3rd strike: you’ve got 8 different uses for meter? I only have 2!
Grandblue fantasy: 2 uses? I only get one use out of it, And it’s really boring!
Me as a melee player: you guys have meter?
Kof 13: am i joke to you?
( its has 2 drive cancel meter guard meter and super meter 5 stock )
Granblue's meter depth doesn't come from its super meter, but rather from the actual special moves. the cooldowns on the EX moves are the main place for meaningful choices in that game.
@@neon-neku bro I’m a melee player, we both know I have no idea what that means
@@pedlar6839 try kof 13 you will know there 3 use on super meter
@@neon-neku well the cancel bar is not tied to the other meter which is kinda weird seeing that you have a lot of meter bars
but seeing how costly and frequent super's are in combos i can see where the idea of separating the cancels from the normal meter came from
This video made me realize even more why I hate mk11s meter system so much. It recharges automatically. And there's never a reason to not use it when you get a hit. So there's very little to no thought about your meter usage.
And then fatal blows being an even worse design of sf4 ultras.
completely agree i would say why but i haven't played nine or X in a long time
Doesnt Arcana Hearts meter also charge auto? Why is MK11 auto charge meter specifically worse?
@@nonamepasserbya6658 In Arcana Heart, you start with a relatively small meter that recharges. You instead build maximum meter size as you play. MK11 meter starts fully sized and you can do whatever with it.
Separating your offensive resources from your defensive resource was the biggest mistake imo
Yo, how was i even sleeping on this channel, never clicked the sub so faster.
"DSP couldn't fuck this up"
*PTSD flashbacks of him trying to fight the end in mgs3 with a shotgun*
I'm currently making a fighting game for my final project in college and your videos have been so helpful. I've watched them many times over. And they got me into Guilty Gear. So thank you. (Currently designing how meter is going to work so this video is awesome.)
Hey man thats awesome. Good luck
Hey, ironically I am also doing the same thing but for a hobby and passing over my existing meter system before implementing it. How did the project go XD?
This channel is an excuse for Leon to go BRRRRRRRRRRRRRR about guilty gear
Damn I've really been sused out that fast?
E X P O S E D
ive watched this vid 5 times and its still not old
I like YRC and all, but I prefer it in older guilty gear games because they don't slow down the opponent, so you can't just be like "fuck your neutral, i'm gonna approach you with no repercussions now"
I also like Advanced mode's meter in KoF 98. You can spend it for guard cancel rolls, guard cancel CD, which is similar to Dead Angle, and do supers, but one of the main things you can do with meter is go into Max Mode. If your opponent gives you some breathing room, or you manage to get them away from you, you can buff your damage temporarily, making your buttons more dangerous and trades more favorable. If you have more meter to spare after Max mode, you can also do powered-up super moves that you can combo into for at least 60% damage, making your opponent deathly afraid of you approaching them.
Was talking about this earlier with a mate, I really like the level of freedom over the cancel you get compared to +r, but it interrupting inputs and slowing down time is just kinda??? I get what they were going for, I still really like yrc but it could've been improved
I actually love the slowdown, I think spending 25% meter to have a slightly easier time getting in is the coolest thing ever
My personal favourite use of meter is in Dragon Ball Fighterz, where it's intuitive, easy to use and has so many different purposes like EX moves and vanish. Plus the sheer amount of meter you can store with 7 whole bars of it you can work with in several different ways. Meter management is an essential skill as you calculate when to vanish, when to EX and when to save if you have a really good Level 3 super like Android 16's Super Hell Flash, base Goku's Spirit Bomb or Frieza's Golden Install
Nice video.
And I'm sure other people have already mentioned Tension Pulse but it might be worth pointing out. The amount of meter you get per action is variable, offensive play increases your tension pulse which means you get more meter per bump, and defensive actions like running away decrease it. RCing applies a significant tension gain penalty for 6 seconds, meaning if you YRC to open someone up or RRC for a combo you won't just build that whole investment back right away, but Overdrives/supers don't making them relatively less of an investment in exchange for their more limited uses. Faultless Defence also applies the same penalty, but only for 1 second so using it as an actual defensive mechanic costs fairly little but relying regularly on it in neutral, particularly to abuse air blocking can gut your resource gain.
And Negative Penalty is a thing, but ?? who ever thinks about negative penalty
Also props for bringing up TFH. It's a hugely underrated/underknown game. Not perfect, I do hope they tweak pushblock a bit(and chicken blocking and a couple other things) but it does an absolutely absurd amount of things right compared to the rest of the genre.
Thank you for explaining what oki is in one simple-to-understand sentence.
Ark Systems always does a good job of adding depth in their games with meter, both defensively and offensively and sometimes for pure utility. Hype.
KOF meter used for blowback, gc rolls, supers, and EX's. So many things competing for it's use.
Your videos are so damn good man, I keep finding new stuff like the mini-rant about twelve being awful in the 3S section that’s only on screen for a couple seconds but gets your idea across really nicely. Just such well done content!!
Nice to see somebody as hyped about romans as i am. Favorite fighting game mechanic.
Thanks for the vid, it really helped me improve my gg play. Couldn't believe how little I used the tension meter before watching this.
0:52 I'm American and can confirm this is USA tier play
Solid content feels like core a gaming but with more personality. Loving it
Persona 4 Arena’s meter is also pretty snazzy. Same with under night, but under night kinda has two meters.
man you would like UNI
I really appreciate the fact that you talked about how blitz plays into a player's personality. It's probably my favorite mechanic in xrd, and it's always entertaining to see the people I play with slowly start spamming it, because they're 'infected' by the fact that I do it so much and are in a way forced to do it back.
Also I'm not a female gg player, but if you play on the east coast, I'm always up for games.
"... a playstyle like Doom 2016"
>Shows Doom Eternal
hmmmm
As a long time GG player, I just wanted to say I appreciate your content on fighting games. Obviously more so Guilty Gear, and explaining the complexities and depth of the mechanics.
Hearing people shit on DSP brings me such immense visceral joy.
The YRC change from FRC is one of the greatest quality of life improvement I've ever seen from a repurposed move.
9:00
Uniclr. The veil off system gives you an oki out of jail free card and puts you in a temporary state where you get more cancels and you can use 3 ex moves before its done. You can also use your super and it wears off. Costs all your meter and lasts longer the more you had.
Shielding is a method of giving pushblock and getting grid which is hella important in itself, but if you Wrongblock while shielding well fuck your grid you ain't using it before it's regenerated. Also the heavier what grid broke you the longer you'll stay grid broken.
5:21 anyone else heard the notification at around then and thought it was a scam notification because their phone doesn't have that notification sound or because they have it on mute?
Part of me just thinks that Under Night's GRD just does what tension does but better.
"I love Guilty Gear, you love Guilty Gear, we all love Guilty Gear."
Me, who has never played Guilty Gear: *"This man speaks the truth."*
Imo, Roman cancelling in combos is really satisfying cause it fulfills my unga bunga ancestors of mashing and just let's me press 3 buttons at once for a reward, A.K.A monke mode dopamine
The funniest thing I took from this video is that there is a real pony fighting game whose combos look legit.
Playing strive makes me feel like its a water down version of this game. You can do so much, I kind of want that in strive.
"So simple DSP couldn't fuck it up" I wouldn't bet on that...
This is why I like how meter works in Injustice 2
It's used for Ex, Super, Pushblock, Ex Dashes, Air Escapes, Combo Breaker, and Ex Bounce Attacks.
i was about to come down here to talk about IK - AND THERE IT IS
What's the reimu in your pfp from? I think I remember the art style from somewhere but I can't quite place my finger on it...
I really like injustice 2 meter
Mainly cause it can be used both at high level (bounce council, clashes) a medium level (continuing combos) and at a basic flashy moves( super moves)
The Instant Kill section was the best
My favorite party of Guilty? Conversions. Conversions that make one of the commentators who have been playing for years say "I didn't even know that worked."
I'm scared for the future.
The way meter in granblue should've worked is so that 1. The cooldowns were longer and 2. You could spend meter to use a move anyways.
Bruh i roman cancel chipp's dragon punch into dragon punch til meter disapears. KKKKKKKKKKKKKKK
I really liked mkX's meter system. Very simple, you don't get a great wealth of options like some deeper games, but it still adds some decision making in a pretty fast paced game. You can either use one meter for combo extensions or extra damage, you can spend two meter for a combo breaker, or you can spend all three on a Gambit attack that will waste all your meter if blocked or whiffed. Compare that to mk11.... Where you get your x ray for losing, and can spam it repeatedly until it hits.
USF4 is still the god king of meter management:
EX for every single special in the game
fadc to make reversal safe
fadc to make confirms more damaging
fadc to apply pressure, even for characters who can't normally go ape on pressure like guile
rfc for even bigger confirms
super to turn even the tiniest confirms into damage, even on moves that can't be focused out of
revenge gauge usage is inherently tied into regular meter usage for 99% of the cast, requiring different amounts of meter depending on the character
Funfact about 3S meter management it actually has what appears to be a form of "meter scaling". That is meter gain from landing hits actually goes down as a combo goes on, meaning that a character that might rely on stray hits in neutral as opposed to combos won't necessarily be at a deficit in the meter game.
I love how you mentioned the meter building in sf because it's STILL at least a niche tool. For example, In SF5 Laura LOVES meter burning her charge move, menaing you could play fireballs to apply pressure AND get the meter economy going. And meter building is an important thing in Ggear too, but I'll let you say that yourself!
This explanation could have benefited from a little talk on Tension pulse as well and how becoming familiar with it changes the game significantly. Not only do you do almost everything with the same meter, your own actions dictate how much meter you're granted in each situation.
NEGATIVE PENALTY for being a virgin
About the meter in Granblue Fantasy versus, I think the lack of any sort of anything to do with meter is intentional, given the game's design.
It would be nice if GBVS had another use for the super, but the point of it only having one use is to keep the game exciting and simple. You don't often see the flashy supers in games where meter can be used for combo extensions. Look at Injustice 2 where meter is used for goddamn everything. Only time you see super in that game is at low level gameplay as a Hail Mary. So making the super meter only be used for super and EX being tied to the special cooldown meters is a deliberate design choice to show off that flash at all levels of play. Yeah, it makes each match feel kinda samey, but an opponent with full meter when you have low health does also change the flow of the game because now you have a bigger threat to deal with.
I like Mortal Kombat's meter, it only leaves a bit of decision making since your meter is split into specific categories, but I love the fatal blow system so you don't have to worry about saving your meter for a super. I love DBFZ meter, you can get tons of it and burn it for huge damage on some characters, charge it up if your opponent doesn't wanna go in, and since they made ex moves half off it's so much less resource-draining to use ex moves frequently. I'm not terribly familiar with Guilty Gear yet, but I like the tension fading after rounds. Reminds me of V-trigger in sfv, use it or lose it. That's what I don't like about street fighter v; if you burn all your meter on a super trying to make a comeback and then lose the round, you have no meter for the next round. Plus you really have to decide if you wanna use one of your three precious bars to ex a move or save for a super. I think the v-trigger system is super neat, being your reversal/base defensive option as well as being a unique power up for every character.
Haven't finished the video yet so if any of these are mentioned already sorry for the redundancy. Awesome video so far, I'll definitely have to try out xrd some time.
One use of meter I want is to deploy a shield. The shield slowly drains the meter as you use it, and doesn't allow you to do anything except move around. Performing an attack will drop the shield and instill a 2 second cooldown of any meter moves. Attacks your opponent does to you while the shield is up will direct damage towards depleting the meter, and if the meter is depleted by an attack, the shield drops and you go into hitstun for a half-second.
i love gil e gear, you love gil e gear, we all love gil e gear
7:30 some intresting things in sf4 some characters had amazing supers for example evil ryu with all meter he gets raging demon there is a setup for him(you can see diago do it a few times) where you do the hopkick but raging demon way before the move even hits leaving the enemy in blockstun so they cant do much unless they call out your attack and instead of holding back they try jumping it causes alot of mind games
Waku Waku 7 give you shit ton of meter. It generates by itself, you also get some meter if you wiff punch. You spent only 1 meter fo every use and maximum for meter is 7.
You can super, you can use EX moves, you can buff yourself(burst and give you 2x damage), you can activate unblockable devastating attack(it have insane startup, so it's hard to land)
Imo the under night games have the best meter(s). One of them is a shared meter that fluctuates back and forth between the players. Look it up, it’ll change your life. Imo literally everything GG offers with tension but deeper and more engaging
I love these videos, and I would love to see a 3S video on why Chun and Yun are so busted!
The fact that I can watch these videos when Im super tired is nice. Im surprised you are only at 5 k subs.
Bro I'm surprised I MADE it to 5k subs I was hoping to get 1k by the end of the year and in the last week I've gained 5000 subs in a week LMAOOOOOOOOOOO
@@LeonMassey Honestly guessing you will have a period of huge growth. UA-cam algorithm doing its things rn.
honestly skullgirls probs has my favorite meter just because it has the best graphic design. which is because every other game has grandfathered in the meter at the bottom from ye old street fighter, and skullgirls decided "what if no?"
I don't think a good case was made as to why simple meters are bad; it really ended up just sounding like you were implying "complex = good, simple = bad". I feel like if you could substitute the entire segment with a MOBA's single key press for skill use vs "not like us fighting game chads tho, we have to put our motion inputs, simple bad!", and yes, that's taking it to the logical extreme; but I think if you just consider the other games that do have similar meter purposes they seem to do just fine; SF2T and subsequently X-ism in Alpha, Last Blade, SamSho, Glove on Fight 2; a few examples that have less options to use their meter with, does that fact in isolation make them "bad" games? I think it completely removes all nuance and purpose of different game mechanics and flow, evidently GBVS' meter could have been more complex but if it wasn't the intend to be and had it's own use of it's meter why compare it?
It just feels like you're making an argument not unlike "I can do fast air combos in Skullgirls, but why can't I do air combos in SamSho? Now there's no options for follow up after a launcher, because there are almost no launchers! In fact, SamSho is slow, and Skullgirls is really fast. This is why Skullgirls is better." and again obviously this is taking it to the logical extreme but the implication is definitely there and it's illustrates the point.
Like I can get if it wasn't your intention or that it was obviously meant to be your opinion, but the entire segment makes no room to interpret it any way other than that simpler meters/system are objectively bad. I play shit from Divekick to SamSho to GG to MvC2, I personally play a good variety of them and I seem to like most paces, slow or fast, simple or complex, so the entire segment felt completely foreign to me.
Anyways great write up on the Tension bar, nothing that a Xrd player wouldn't know (that isn't the purpose obviously), and it explains why you find it inspiring and interesting; but your justification for your dislike of GBVS and it's meter does spill over to other games in the now sizable genre and that just begs the question if the other games would/should be considered "bad" by that arbitrary standard of being less complex.
This, i feel, is something everyone who go " game simple, game poo poo" should see
Simple, non complex thought process making in fighting games is bad tho. If all my meter does is do big chunk of damage, what thought process do you have behind it other than " at this HP with super I can kill" which is the case for GBFV. Does it make it a bad system? No. Does it restrict and remove player choices and thought making? Yes. Which I believe was the point of the video. Take UNIST for example, You and your opponent fight for these little blocks called "GRD" and by gaining these blocks you fight over "Chain Shift" which has HUGE thought making behind it. If you have CS and your opponent doesn't, the layer of mind games legit double. Just by having 1 mechanic in a game, it puts thought making in everything. Should I meaty, Should I dead angle, should I CS for meter, should I CS to extend combo long enough to gain the meter the CS provides to go for that big damage, should I CVO, etc. In GBFV WILL THIS METER KILL ? if yes, use it, if not, still use it because you get it back anyways. Even MK11 has a very basic system, but you can only fatal blow one time, so you have to consider using it, because if it doesn't kill and you lose the round, you wasted your Fatal Blow for the whole game. Nobody says " HOLY SHIT DID YOU JUST SEE THE WAY HE SPENT HIS METER" in GBFV, the same cannot be said about Guilty Gear Xrd. Yes, i'm being very broad, and i'm sure there are tons of minor examples to give. The point is meter in Xrd makes you think and that is a great thing in its own way.
@@bulldogmicro4279 I can see your point, but I think that's a fairly microscopic point of view on meters; they're important sure but they're not the whole game. Now just to clarify, I'm definitely leaning more towards playing XXAC+R rather than touching GBVS again, but I think that point of view assumes that the game solely relies on the meter. A simple meter with less choices does not necessarily mean the rest of the game presents just as little choices.
I mean I've been playing Melty alot recently and then I jumped back into SamSho; I don't think less options in SamSho's meter makes it's a worse game, just different. Sure I definitely agree that GBVS as a whole may not be as effective as it could be and yes some fault could be traced back to it's meter, but the point is that simpler meters alone aren't necessarily bad; especially when other games have used it to great effect.
And again, I absolutely am not implying complex = bad in the same way that simple would automatically mean it's good; nuance should return to form. Blazblue has unique chara gimmicks + comparable meter usage, but I personally consider it a simpler game, where as SamSho has far less meter complexity, but I personally consider it a more complex game. Meter isn't everything, and the amount of choices aren't as important to me as the significance of the choices.
And I never implied Xrd's meter was bad, I agreed that it was great (Ironically, simpler than AC+R's that I personally prefer, but I digress).
Maybe some games, but games like UNIST and SF5, good meter usage can make or break a round. I fell in love with UNIST when I figured out how complex such a simple concept is. Games like Samsho7 have great meter usage even if it is simple. You can rage explode at any point denying grab combos or use it as a reversal. Not using rage allows you to enter a mode where at least one move you have has a different property that benefits your characters playstyle(plus extra damage) and if you rage you don't have access to that special propriety for the rest of the game. I don't think GBFV is a bad game, it just doesn't have any major thought process behind using your big ultra super. Simple isn't bad, that's why CSGO is still so awesome, but would csgo be any good if there was no utility? Every round is a full buy, everybody has 1 throwable type of each. It just makes those rounds where the team ecos and somehow wins that much more amazing. I have seen some insane roman cancels that had me literally yelling, I've never yelled once seeing a GBFV super. Daigo was known for his crazy execution and grinding combo routes for literally hours on in a day, and when he lands some of those crazy combos in the tournament, you just think "holy shit". Daigo landing EVO moment #32 wouldn't have been nearly as hype in SF5 simply because parrying in five isn't hard or a real risk/reward. Core-A-Gaming has a video on this and I think it perfectly articulates what I can't explain well. No, simple isn't bad, but I think for fighting games being too simple is really bad, because fighting games are some of the few games where you can really BE that person. Daigo was RYU, this dude inched forward everyday in his life just to look over the horizon of all of his defeated foes and say "there is still more I can learn". It's why I am a firm believer that these devs are ruining todays games by attempting to make them accessible to everyone which goes hand to hand with complexity. Simple isn't bad, but if everybody could do EVO #32 with 1 hour of practice, it wouldn't have been nearly as amazing. I mean you literally had people raise out of there seat because it was that epic.
@@bulldogmicro4279 Hey man I totally agree with what you said, and yeah I've seen that Core-A video, it's great. Being too simple can be a problem, but let's try to put it to words here; I think the real problem isn't so much of the specifics of what has changed, but the idea of a lowered skill ceiling. "Being more accessible"'s main goal is to lower the skill floor, which can work, but in certain cases, they may indirectly lower the skill ceiling as well. But let's not forget that it is possible to lower the skill floor while maintaining the skill ceiling; which I would attribute Xrd's success to, this is made expressively clear if you were a Baiken or I-No player in AC+R jumping over to Xrd, for example.
With that example, I'd say "ruining" is a bit too strong of a word (although I understand why you'd say that); just that I'd be mindful of the fact that simplification can and has been done well to great effect, and is what I'd attribute Xrd's relative success in comparison to XX.
(Also, after you mentioning UNIST so much, I should really just start playing that too haha)
Xrd Rev 2 is hands down my favorite 2D fighter out there. This video helped me realize how much I actually enjoy the meter as well lol
a kind of obscure mechanic, but still a very important mechanic, i think should be mentioned as well is how using meter on RCs, DAA, and to a lesser extent FD, cuts your future meter gain by a very large margin for a time after(80%(!!) for 6 seconds with an RC), while using an overdrive or blitz does not do this. what this adds to guilty gears(and other asw games do this too!) is that using meter while low on meter is a much bigger investment than just the amount you spend. while with other games that investment is purely "if i do this, i cant do that", guilty gear makes that investment "if i do this, i cant do that AND i lose out on doing these options more".
it doesnt really make YRC specifically any less godlike of a tool, but it makes meter management very interesting as you get better because you start thinking about future situations more outside of what happens in immediate interactions.
DAA is essentially GG's version of a guard cancel. Street Fighter Alpha (in the form of the Alpha Counter) and Darkstalkers/Vampire had them. CvS2 A-Groove had them as well. MvC3 had Cross Counter, which guard cancels into a character switch. Not sure if MvC2 had anything like that.
I think the reason why you like tension so much is actually the reason I love Overdrive so much in Blazblue.
One ressource, multiple uses, tons of strategic and tactical decisions to make.
But the downside can be that it might be overwhelming for people. I never liked the fact there are 3 different version of roman cancels in GG. It felt needlessly complicated to me compared to the simple Rapid Cancel in Blazblue. Other people hated Overdrive, because Gold Burst was less complicated.
8:58 technically DBFZ has weird variations of pushblock and dead angle (in reflect and DP) but they’re free and not meter related
Guard cancel is meter based though! And it’s CLOSE to a dead angle!
And now Strive Tension gauge is a shadow of it's former self and KOF 15 soo far with all the footage seen it has over 5 uses for it's gauge
First of all, pretty dope video, I agree with most of the love on Xrd and SF EAT SHIT comments.
I'll still play every single Fighter game I can get my hands on, yes, including GBVS cause of its OG game and TeamRed.
I'd just like to point out a few things as a fellow fighting game addict:
A) Meter is even easier to get in GG cause Gold Bursts exist, which is huge, a bit strange I didn't see this mentioned.
B) Even though I am a GBF player I agree with the GBVS arguements, it's got tons of flaws I could go all day about-
but BlazBlue ? Now *that* is refined to hell, back in the day only Jin had his heat bar split to 4 parts,
cause he has 25-heat-cost specials but starting with CP everyone got a 25h-cost move called "Crush Trigger".
So you got your Distortions, Reversals, Barrier costs its own bar so that's good, RAPID Cancels which are literally
the 50-heat Roman CancelsAND you got your own shield-breaking move the Crush Trigger now.
So yeah BlazBlue has a lot of layers of Decision making, as well as several Meter usages too.
C) Moving on, I expected DBFighterZ to pop up when you said Free Pushback Mechanic instead of some pony game
(no shade but absolutely not my cup of tea, even if it's a fighting game)
It's free there as well, you can even parry Supers if you time it well, and really rewarding, still, it's pretty tight
and there's stuff you can't reject like Grabs / Throw specials and other stuff so yeah, still good to have.
D) Under Night: exe-late [st] (yes that's the name) could be your next love at first sight cause boi it has the best meter
I've ever got my hands on, it rewards both offensive *and* defensive playstyles and punishes barrier-spamming.
And you can cash it out for heat after building up your seperate GRID gauge, which also happens to be a Roman cancel !
00:00 "Gil-ee geah"
Giltee geeh
I'd go brrrrr everyday if I could afford these games, also someone's content here makes my 2 brain cells go brrrrr legit good shit, love you and your friend with the stick hitting me with them vids like a god bless in this boring ass confinement
i felt my brain turning off and on in self defence trying to absorb all this information
I havent even ever played a fighting game before why am I here
Leon! You made the big mistake of not discussing the best meter in the genre: Final Smash Meter!
I also like Tension and it's uses, except for for it does in neutral. YRC is not a good mechanic and that's mostly because of how it freezes out your opponents inputs. This doesn't just stuff up a potential read on your next move (meaning you're being predictable) but stuffs up reactions as well since inputs are locked out.
I would have preferred the move specific canceling +R had and let characters use that to cancel out of projectile recovery without basically making the opponent's controller become disconnected for a couple of frames.
Apart from that tension is great, it and the meter from Arcana Hearts 3 are the most enjoyable meter systems for me.
Sin's IK: GRAB A MF AND FLY THEM INTO STONE PILLARS THEN MAKE THEM LITEALLY EXPLODE
Slayer's IK:
poem
7:39 nice crack
I only started playing gg this year in April and I can say using Roman cancels is very freeing
5:21 the ringing phone approves
the more i play GG, the more i agree with this video that tension is the best meter system. it can also mesh really well with character specific mechanics, like nago's blood meter. now super isn't just a damage extender, it can be used strategically to lower blood gauge.
faultless defense can also let you run up and proximity throw them!
Shin megami tension
4:58 Doom 2016:
*Shows eternal*
"Like in doom 2016"
shows doom eternal footage *
DBFZ also gives meter for moving, although it gives meter for moving both forwards and backwards. You could argue this is a good thing since the movement in the game covers so much of the screen, or you could argue that this is a bad thing since it encourages players to keep their distance. Personally I feel like that's not as much of a problem since pretty much every character has at least a decent projectile game and things like vanishes make approaching super easy, but either way the meter builds so fast it doesn't really matter.
one thing that i don't think people give enough credit for is how the tension system works in rev2, where if you roman cancel you impose a penalty on yourself where you don't gain meter for a extended duration of time (i believe 180 frames) but supers don't have that, so not only are you thinking "do i want to spend the meter here" but "the roman cancel is going to do more damage and likely be more stable but give less meter later, but the super is going to do less damage and maybe not give me a KD as easily if at all, but i don't kill my chance at meter gain" making the fight THAT much more engaging as you're balancing so many different options on top of each other even when spending the same amount of bar, it's incredible.
*talking about doom 2016*
*shows footage of doom eternal*
holy shit that ram gave you the work
gbvs stayed true to its source material to a fault
"but why"
baiken and ramlethal feet
I played guilty gear because of this vid lmao thanks
GGxrd rev 2: The smartest fighting game I've ever played
KOF XIII: The hardest fighting game I've ever played
SFV : the most stressful fighting game I've ever played
Heihachi, gouken, haeyun. Leon has a thing for old men.