What if Smash was a Traditional Fighting Game!

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  • Опубліковано 11 січ 2025

КОМЕНТАРІ • 14

  • @Vahn421
    @Vahn421 2 роки тому +5

    WTF that sick Ryu comeback.
    As it should be.

  • @ThePrescriber
    @ThePrescriber 2 роки тому +7

    This looks so fun!

  • @FlappyCat-ef6oq
    @FlappyCat-ef6oq 2 роки тому +9

    Why does ryu look like hacking incarnate

  • @meme_market5949
    @meme_market5949 2 роки тому +5

    God this is beautiful

    • @viivoid
      @viivoid  2 роки тому

      thankyou so much

  • @gamingaj6575
    @gamingaj6575 2 роки тому +1

    Did he tech the air? 0:46

    • @viivoid
      @viivoid  2 роки тому

      yes! we added the ability to tech hit launch itself in 'X

  • @alaliiah1813
    @alaliiah1813 2 роки тому +1

    Is this a mod I can download somewhere?

    • @viivoid
      @viivoid  2 роки тому +1

      I have a few kinks to work out and am desperately looking for a modder to work with me to finish out the project and release it, but I just might release it soon anyhow cuz I've been working on it for 2 years now and might just go "fuk it" and drop it lmao

  • @ebbabas498
    @ebbabas498 2 роки тому +1

    What is a traditional fighting game

    • @viivoid
      @viivoid  2 роки тому +3

      I'm glad u asked! The short explanation is a fighting game that typically has more layers and depth to it than just a few buttons and shares a lot of terminology with other fighters such as a focus on "neutral" via "footsies" and "spacing" which is how you get in and hit your opponent.
      Smash is considered part of the fighting game spectrum due to the complexities found in Melee by the community and the focus on breaking down Smash's meta since then thus spawning the term "Platform Fighter" but tho by large it is considered a fighting game, it is not considered a "Traditional Fighter".
      The longer explanation is either
      2D (SF, MK, KI, IJ, SS, GB) fighters which have link combos and are more about the neutral environment i alluded to before where there aren't any movement cancels and they opt for mostly slow "footsies"
      2.5D (BB, GG, UN, MB, DS) fighters which have chain combos and are more about the combos strictly where in neutral most characters air dash (usually), move fast af boi, and shoot shit in a more "spacing" focused environment
      Team/Assist (PR, FZ, MVC, SG, PL) fighters which are 2.5D fighters with either the ability to tag characters in and out for combos or assists to summon that help combo too but also increases the spacing focus as there is a greater need to move around all the shit on the screen (i can't stand assists)
      and 3D (TK, BR, DOA, SC, VF) fighters which involve the 3rd dimension by adding sidestepping and are more ground based footsies like 2D fighters but typically have long range poking normals (SC) or quick poking options & wavedashing (TK) to allow for a quicker footsies environment unlike 2D fighters slower pace
      In UltiMEX I've added a lot of mechanics from all of these different type of fighting games and some original ones as well such as invincible movement to make the game feel more like a fast paced footsies environment with wavedashing that's very ground based but also has air dashing, special cancels, chains (using a balanced turbo mode structure) & much more, thus making it not only have the mechanics of multiple different types of traditional fighters but also feel like them in the neutral of the game with how you poke, break combos, use more tech options, etc.

    • @marcobarros4742
      @marcobarros4742 2 роки тому +1

      @@viivoid wow, this is so much info. How long have you been working on this?

    • @viivoid
      @viivoid  2 роки тому +2

      @@marcobarros4742 almost 3 years now 😭 i really oughta get around to releasing it omg - Key

    • @marcobarros4742
      @marcobarros4742 2 роки тому

      @@viivoid Goodluck!!!