Furries hearing “zonk punch” and getting activated like sleeper agents
@BT_StarBoy3 күн бұрын
Guilty Gear Roman Cancel is a key to player expression
@benjimiguel174 күн бұрын
considering Reina (tekken) has 140 something moves and only 11 combo trials, i already know somethings wrong
@mrpinguimninja10 күн бұрын
Imo, combo trials have at least the advantage of helping you improve your execution, understand cancel windows and pick-up some quick hit confirms which you can then apply in match (for instance, learning Johnny's 2H has a 214P follow up and that can be followed up by Joker Trick - the combo is not optimal by any means, but it's functional).
@ParkerRat20 күн бұрын
I'm brand new to these types of games. We're talking like, a week in now. Maybe. (Long comment, sorry) I've had other experiences with fighting games growing up. But those were when my friends who were familiar with them asked me to play. Then instead of teaching me anything, just ended up using me like a training dummy. As a result, I've had a pretty bad opinion of these games over the years. Now, I'm trying to put that aside. Though, playing Strive with other friends has taught me that lacking the previous fighting game know-how is pretty detrimental when learning one these days. It takes a lot of time. The big thing I'm getting at here is that I'm learning. But I didn't really realize that I wasn't actually learning. I can remember a whole command list, I can remember what certain moves do, I can even display that knowledge by inventing my own combos. But I just don't know what I'm doing in the slightest. And I didn't realize that until watching this video. The whole reason is because I am not involved. That right there is such a huge part of learning these games. I never learned growing up because I was always dunked on even if I asked to learn. I don't learn now because I only really play with friends who know the genre already. They know what is an isn't punishable. They're used to the inputs, they are familiar with the mechanics. I'm not, and things like Strive's mission and even arcade mode to some degree will help me get there. I really appreciate the steps Strive has taken to ensuring that I learn and don't just remember. I'm happy to finally have found a fighting game that actually suits me in some way. I'm saving this video to show anyone I might know who wants to get into fighting games. (After they've already taken a dip in the genre for a little bit.) It really helped me to realize what I was lacking in my attempts to understand the medium.
@gyrozeppeli486221 күн бұрын
Personally, I just go up against the highest rank players I can find and grind until I learn to play. It's horrible
@Camothor1021 күн бұрын
Good ass video bruh
@hamidrezaazizijavan376221 күн бұрын
Oppai
@Wendyoftheflowers21 күн бұрын
I just go into training mode, story mode, and vs computer player and just mess around with different button combos until I figure things out.
@Wendyoftheflowers21 күн бұрын
Also as someone trying to get more into fighting games I'm glad Guilty Gear is the one that helps the most, I plan on getting it soon. I've been struggling with Skullgirls lol
@bijibadness22 күн бұрын
the fundamentals of movement and throws and specials are so much more crucial when you're just starting out. combo trials are usually terribly difficult, too, so I can absolutely see a lot of brand news saying "You know what? Screw you game, I'm going home" and hitting Uninstall. for real, the best thing I can suggest is you just play the CPU and see if you're even into the game at all. no two fighting games move alike. even the ones trying to copy the others. work your way up the difficulty settings. I really like Mortal Kombat's towers. just mash stuff until you find success. if you're having a lot of fun, keep going. combos are actually really advanced stuff. a combo trial is one thing. using what you learned in that trial in-game with an opponent? especially a human one? forget. start combos when you're much more than comfortable with the game. SF6 is my first fighting game ever. I'm starting combos now around hour 100.
@DanBanan6922 күн бұрын
Making the games more accessible is good, I hope it recruits more players. However, the mental game of fighting games, where you have to battle your own emotions, lower your ego and improve yourself in order to stop losing to all kinds of nonsense, is a bigger barrier for people than simply the inputs or the tutorial system. Something about this aspect makes me think that fighting games will never be mainstream. There's no team, there are no excuses. You lost, you gotta suck it up and hit the replays and training mode. Many people will just never vibe with this.
@lookalike480525 күн бұрын
You Didnt Actually Explain Why Its Needed. 😐 I feel like Ive been Ripped Off.
@qmanchu16 күн бұрын
I'd normally leave a comment like this alone but I'm curious. There's 2 things here, it's a multi part series explaining multiple reasons why we still need them so maybe this just wasn't the answer you were looking for. Secondly, the reason was that without motion inputs, these kinds of puzzles on how to do certain things don't exist. You NEED motion inputs to have this type of creative expression. Hope that helps
@iliakatster27 күн бұрын
Status effects video with no mention of Persona 4 Arena or Guilty Gear XX Baiken? Sadge
@iliakatster27 күн бұрын
Honestly lab coats debuffs would have worked if it was on a hard to land super or making it lvl 3. Just something so it wasn't going off multiple times a game
@dillo_official29 күн бұрын
the more you execute different combos the more used to the way your character feels to play timing wise and the more you understand the combo moves of your character, combo trails definitely have their place and are important especially for newer players. telling a new player he should be learning optimal or adaptable combos early on is one of the easiest ways to make them not understand fighting games.
@Stylish_Bandit_SlayerАй бұрын
I'm South African and I used to have the exact same situation. I had a store around my neighborhood that had arcade machines, I used to always run some errands like buying bread and then I would use the change to play Tekken 2, KOF 2002, Tekken 3 ,Street Fighter 2 , Cadillacs and dinosaurs, snow bros, metal slug and alot more. I loved my childhood.
@Big_DaiАй бұрын
@3:24 Don't let narrators tell the content of your video.. much less let the clip play and move to something else. Not sure if something interesting was happening in THAT game (whatever it is) and why it was there.
@qmanchu16 күн бұрын
The commentator literally explains what happened so if you were listening/watching it's pretty clear. But also, I make these in my style. There's no rules to this. Finding real world, real tournament examples that speak for themselves is just what I do. I'm sorry if you don't like it, but so many others come to this channel for exactly that
@DarkReaperK97Ай бұрын
Good video! I wish we had people from the First world countries like USA with us on regional pricing. I am aware that they probably don't give a sheeit, Americans tend to be only caring for themselves so since this doesnt impact them they wont care. But still I wish it were different
@BongWatahАй бұрын
Chun please! Great video
@caivondavenez3854Ай бұрын
14:55 what game is that?
@qmanchu16 күн бұрын
E's Laf ++ indie game that you can access through the developer's patreon
@C7bT63Ай бұрын
Esque habia que ganarle a rugal
@vchris8913Ай бұрын
Yeah hell no fck that analogy I just reconfigurate via tearing the whole controller no need to make things complicated thats just being average and having accidental press I might as well get in a car accident Driving manual is far easier than bs full circles and PRESS 3 or 4 buttons at the same time
@levelzapstudios1145Ай бұрын
Something I've learned from playing hftf is that in the current era, old games aren't hard anymore. You can just go to the supercombo wiki for hftf and learn any piece of information about your character you could ever want, the accessibility of information is the real thing that's making fighting games easier, as demonstrated by older games also becoming easier.
@zevchenko329Ай бұрын
Mate you are forgetting one huge point, Playstation 1. KOF saga was huge in LATAM thanks to Sony console, not only bec.use of arcade machines
@tomatopotato2881Ай бұрын
Distinguishing randomness in terms of "input" vs. "output" always seemed a bit misleading to me as the ultimate way to promote strategy. For example, I wouldn't consider most Poker games that don't involve drawing such as Hold Em, Omaha, or 7-Card Stud as having "input randomness" of a sort that allows players to input a selection among multiple random outcomes. There is no input whatsoever in this respect; it's more analogous to the chance of a critical hit or miss and the only control being whether or not to attack. All players can input is whether or not they want to continue on each street of betting and -- with the exception of fixed-limit -- how much they want to bet. So unless I misunderstood the definitions, such games strictly have "output randomness". Poker games that involve drawing do involve "input randomness", as with the case of 5-Card Draw, Bagudi, and 2-7 Triple Draw. There player input does dictate a selection among multiple random outcomes (what cards to keep vs. what cards to discard). Yet no one would consider Hold Em or Omaha to be any less "strategic" than 5-Card Draw or 2-7 TD. What I consider a more meaningful distinction is "knowns" vs. "unknowns". All forms of Poker require extensive thinking about an overwhelming sea of "known" variables to play skillfully: hand ranges, position, bet sizing, table image, implied odds, reverse implied odds, dead cards/blockers, board texture, player psychology, VPIP, c-bet patterns, etc. If we compare to something like Slots which involves no skill/strategic element whatsoever to pull a lever and hope to get lucky, the distinction has nothing to do with "input" vs. "output". It's because there are no "known" variables a Slots player has to factor in and contemplate deeply to improve their odds of winning. Input randomness does very loosely align with more known information for a player to contemplate to determine the best choice (the one with the highest expected value), but I consider it a very loose correlation and not the true causation. What makes any game involving randomness more or less skillful to me is the degree to which contemplating the known variables against the unknown is critical to make a skilled (disciplined, thoughtful, strategic) vs. unskilled (impulsive, mindless, careless) decision.
@Angel-tu3nrАй бұрын
one day i want to make a fighting game, ive always loved the idea of a weather and field that universally affects gameplay. my idea consists of each individual character having a (jjk) domain like projection called "mindscapes" where they send both players to an abstract location and apply a neutral rule to the field, such as no jumping, double damage to both characters, or even rewind time. weather effects should change the way certain moves work, like poison or shock in rain. these mindscapes would have a 1.5 second cutscene/splash art with the name of the mindscape on a title card with a related aesthetic. i write down a lot of story and concept design for this game so i hope to get good at coding and make it
@justl30bАй бұрын
Im not agreed. If you try to be random your subconscient will follow a pattern that you cant control. There are ways but playing irracional its not.
@donovanperrington418Ай бұрын
The only way to get better is to keep playing. If you lose in arcade mode, press continue. If you lose online, press rematch. You won’t get better by running and hiding from the game, only by playing it.
@tuojiangoman3228Ай бұрын
Fighter’s History: Mizoguchi Kiki Ippatsu had a training mode where you would learn every character’s combos, ranging from easy to hard. Another way to reduce the skill gap is by adding more forgiving mechanics. For example, in Godzilla: Save the Earth, when a Kaiju is prone, they can perform a getup attack or roll out of the way, the catch being that you can be hit while you’re prone. Obviously, neither of these work for all fighting games, but if you want to design your own fighting game, these could be ideas to work with.
@podglu1174Ай бұрын
One thing i like in Granblue Versus is when i get hit by a low attack when guarding high, there is a blue exclamation mark that appear and when i get heat by an overhead when guarding low there are two (orange?) exclamation mark. Thanks to them, i could understand easily why an attack hit when i thought i blocked, it's especially useful to know that a certain special hit low or overhead but also it help as a reminder for a beginner like me that i got hit because i blocked the wrong way and what i should do to avoid it in the future.
@StoonkАй бұрын
Melee blows fighting games out of the water
@matthewmcmullan4832Ай бұрын
anyone know where the "12.3th" clip come from?
@harukaze7388Ай бұрын
Soku does have character buffs and debuffs though, aside the weather some cards will buff you, leveling up moves or stats. Some characters have passive properties like Komachi pulling her opponents in, and some spellcards like Yuyuko inflicting basically doom status on the opponent or Reimu's Omae Wa Mou Shindeiru
@hypa64Ай бұрын
As a mexican who grew up in the US For me it was the laundromats It was almost guaranteed to find a neogeo multi game cab
@kwncapitaineАй бұрын
cuando era niño jugaba kof todos los dias en la arcade en mi barrio, yo era uno de los mejores de ahi, aunque no el mejor pero habia algo de respeto en eso. Y una vez llego un señor que no era del barrio y nos puso una arrastrada a todos jajaja hasta el dia de hoy quisiera volver a encontrarlo para jugarle de nuevo
@Nexii801Ай бұрын
What all this is ignoring, is that there's no such thing as two players of equal skill. The only way to do this would be to do 100000 com v com matches
@qmanchuАй бұрын
What do you mean there's no such thing as players with equal skill? I'm not sure how you'd prove that.
@LermurmerАй бұрын
What's the game at 14:54?
@StoonkАй бұрын
Not a fan of the forced sterilization cult preying on lonely autistic people so I refuse to touch Strive
@Super121830Ай бұрын
There's one more thing about Time in fighting games that maybe it was too obvious to talk about and was left out: Time manipulation. Some characters can add or subtract seconds from the timer itself, the most famous one is Geras from MK11 but I think the first one to do this was Raven in Eternal Champions: Challenge from the Dark Side.
@KeeArlovv2 ай бұрын
I feel like guilty gear is one of the few games that has really helpful combo trials The game will tell you both the name of the moves and the inputs you’re doing, which makes it easier to find it in the move list (which is already pretty short), and a lot of the combos you learn are applicable even if your opponent is just a little bit off