Tbh I was half expecting you to slip in one Darkstalkers (or at least VSAV) supers since they don't have super flashes and some of them don't even have cinematics Then again, that's probably the reason they weren't included lol.
@Bluzlbee4 сағат бұрын
supers should be way faster
@FGCfoof5 сағат бұрын
Akuma's KKZ in 3rd strike awakens something primal in me every time I see it
@Moto_TZ7 сағат бұрын
Off topic. You should try Pistachio ice cream if you haven't already! It's super delicious but more importantly, it's has a similar color as you sea horse and arcade stick lol. Every time I see your symbol over the years, I crave it 😂
@Micha-Hil8 сағат бұрын
5:24 dumbass missed 💀
@thelastgogeta8 сағат бұрын
My favourite short and sweet supers: Hinata and Itachi's super counter in the Naruto Clash of Ninja games. Install supers with a special mention going to all transformations in the Budokai games, Wario Man in Brawl/Smash 4. Ryu's Shin Shoryuken from Tatsunoko vs Capcom (the voice actor goes in!) but I like Gouken's whole kit in SF4 as well. Bonus points for any super which allows someone to combo afterwards. You didn't touch on fighting games which have more than two players but I think that's what steered me towards liking super moves which are always interactive or cancellable. Whether it is arena combat like Gundam Vs, 3D 4 player mayhem like Clash of Ninja or as many as 8 players in Smash Ultimate, I prefer the gimmicks being real time and having the potential to at least hit multiple people or potentially be interrupted. I do like insanely detailed supers - since anime licensed and original fighting game IP alike have delivered with great presentation but only to a point. Tekken for me has been losing the plot since it decided to include cinematic supers whether they look awful like in the arcade version or moderately good like in Tekken 8. Casual players already had a lot of means to have fun before adding a comeback cutscene armoured mechanic and it does not synergise with any additional modes at all.
@thelastgogeta8 сағат бұрын
As an addendum, even the cutscene supers in Clash of Ninja (possibly not all games) only fully play if the opponent has more health or will only be killed by the last hit (which gets a unique flash). If the super is overkill, you can skip it early. I'd like to see an interview or design conversation around this since it shows some great recognition for the appeal of playing another match very quickly. I'd argue that they do the best job of it that they can considering they don't even hail from arcades where there would be an incentive to keep matches especially quick. 30 second supers can be wonders of animation with variations per stage and character but wouldn't last a day at an arcade before people start rolling their eyes or make unspoken rules around not doing them. I've been in groups with unspoken rules about not using them before online was common place for them to be an international headache.
@shajita8 сағат бұрын
I personally don't mind long supers, as long as they're expensive and always deals a lot of damage. I get bored out of my mind in Tekken because supers have a fuckton of scaling in combos and you get one for free each round. But in SF6, supers does good damage even in long combos, and you're sacrificing a noticeable amount of ressources to let them rip. Of course, there's a difference between "don't mind" and "like". In my traditional fighting games, I like my supers to be short and snappy. SNK are the gods of this, and City of the Wolves mostly continues their streak. Mostly. My favorite short super though is probably Master Roshi's Original Kamehameha Level 3 super. Some iconic posing that reference the original manga, into a big beam with a lot of oomf. It's dramatic enough to have emotion and quick enough to not halt the game. Absolutely my favorite super in modern games.
@AirLancer2 сағат бұрын
SF4 Ultras were the worst in that regard. At the end of an extended combo, they were barely doing any damage at all. It was hilarious to see Oni doing his ridiculously over the top Ultra, while the lifebar was barely moving during it.
@Zero_Unit9 сағат бұрын
The "Bionic Arm" style Supers are a good example of this.
@FrenckilBianco10 сағат бұрын
Jayoku houtenjin!
@TheKarol09610 сағат бұрын
There's some irony to be found in a video 5 minutes long about how supers should be short while showing the supers at 3:30
@snidzel22811 сағат бұрын
Much like his point. You can skip all the rambling to 3:21 to actually see the supers.
@stephenm70711 сағат бұрын
Lvl 3s being so common in sf6 makes the cutscene so much more annoying. It’d be better if the long cinematic only came out it was going to kill.
@joemama-bv4mg11 сағат бұрын
I feel like the supers from guilty gear strive are perfect. They have amazing startup animation with the climax of the move being in game and not a cutscene.
@Modeus.11 сағат бұрын
while it is by no means short, Xrd Faust's super (Kancho) does attempt to make its longer super less tedious and more bearable by making some of the wait time given to a minigame that both players have to engage in, and the other half is shorter and more comedic than cool character moves.
@skyfox407211 сағат бұрын
I think that super moves should just be a single move, like Sol's Tyrant Rave. The reason why a lot of modern super moves are so long is cause of all the preamble it takes to just get to the actual super move. SNK rushes are also included I think a lot of them are unneeded.
@metalgearskeletor11 сағат бұрын
Cable's timeslip from MVC2, and DIO's Bloody Summoning from HFTF are two of my favorite short but incredibly effective supers!!!
@starswordsman11 сағат бұрын
I love your vids, but I disagree with you in this case. For Street Fighter 6, Lv3 Super animations are more comparable to home-runs in baseball. If a player hits a home run, they don't just skip the part where they just jog back to the dugout, even though everyone knows they hit a home run. They are given the time to run around the bases because they earned it. And opposing players have to wait and hold on to it. Likewise, if a player decides to save up for the big damage/big play Lv3 super art, and they hit it, they get rewarded with a super cutscene + big dmg, while the opp has to wait until then. Now most content creators skip the super animations because it's most likely a training session, and they just want to get to the end either because it was the end of the combo, or just to get to the damage values quickly without having to wait through the super animation every time. Maybe from a players perspective, it can get redundant. But for a spectators standpoint, it's exciting. Because it can feel like either the tables can turn or a walkoff. Me personally, I love Lv3 Super animations and rage arts. As someone who loves animation, I love seeing the characters in motion doing their ultimate technique. And most of them aren't that long. SF6 is mostly 7-9 seconds, not that long compared to a normal game in SF6. Plus, as a Chun-Li main, I'll never get tired of seeing her in beautiful motion.
@SeaLeafDojo8 сағат бұрын
Funny thing is, I don't disagree with you. I like the home run analogy. But for me, SF6 SA3/CA happens so often that it's not special. It's closer to professional baseball players hitting balls with an aluminum bat in a softball field. On the other hand, I can tolerate Instant Kills in Guilty Gear Xrd because they require a lot more work and hence happens a lot less often. Regarding content creators, I'm not talking about training sessions or of that sort. It's "skip all SA3/CA animations" unless there is some important dialogue/reaction happening in the background. As far as I can tell, this is the standard amongst major Japanese KZbin channels of professional players. Lastly you are right about the perspective. Long supers are mostly for the spectators and not for the players. Animations from SF6, T8, GBVSR, etc. are amazing. When I make these videos, I sometimes scroll frame by frame to look at all the details. But when I'm playing, I just want to play.
@pablogarcia491111 сағат бұрын
3:48 the shorter it is, the more brutal it gets.
@Micha-Hil8 сағат бұрын
haha, that applies for three characters
@JonfgcКүн бұрын
Good job
@subliminalGR972 күн бұрын
Only have a few characters left to get everyone to master and i must say chun has to work hard for her damage and its not even that much compared to other easier characters.
@basedalex2 күн бұрын
what helps me do smp->cmp->msbk is feeling of lazyness when pressing buttons and finding rhythm, but still strugle cuz its not musle memory yet
@serrayak5 күн бұрын
Hey there! Just wanted to say I adore watching your videos. I hope you continue this series, but if you're ever thinking what other stuff you can do, Uzuki is really inscrutable to me and I'd love to see an "Anti-Uzuki video" going over what she does and what your reactions to various things against her ought to be. Her coffin stuff is really weird and the wiki isn't up to date about it.
@rooper135 күн бұрын
pretty nice video i love how you explain something while playing gave me some insight of the knowledge check
@aitorvicente56725 күн бұрын
Very neat video, having some small knowledge of japanese I went to write a comment around the 30 second mark thinking you had switched up the places of mid and high in editing as an error but it was quite surprising to see this being a weird mix in the way terminology differs from 2d to 3d fighting games. Overhead as a term at the very least has been used in sf4 and 3 to describe attacks that can only be guarded high so I never found its usage that confusing (compared to the footsies example which is just bizarre), but looking at the translations through infil's glossary after this video led me down a rabbit hole of confusing fighting game terminology which is deeper than i thought lol
@NBSilentShadow7 күн бұрын
This is not unique to SF6 though, GBVS/R also use the same terminology, and I think I've seen it in other Japanese FGs too.
@Countdownsmiles7 күн бұрын
I prefer the term overhead compared to high. In my mind, when i hear high, i assume it whiffs on crouch
@thelastgogeta7 күн бұрын
That Footsies error in SF6 is crazy for such a recent game and relevantly well known and consistent term. By comparison, what it means to be a "Mid" is very different from game to game and there is some room for interpretation or culture (like Karate) to inform it. Wavedash is very different in platform fighters but fortunately functionally similar to games in another sub-genre. Think of cancels in games. Is a Dash Cancel the act of cancelling another action with a Dash or the reverse. Jump/Guard Cancel is *usually* interrupting with a jump or Guard, Kara Cancel is interrupting the non-hitbox/transitional starting frames (empty/kara) with something else.
@chaosneo17 күн бұрын
This will help so many people
@luluehayes8 күн бұрын
I really hope they do this for NA players
@mashing2p10 күн бұрын
you are schizo
@misteremre78312 күн бұрын
Ah wild street, my beloved.
@shinarima213112 күн бұрын
Terry Is Better, every arcsys game Is a ggx more of the same With update graphic and too much things on screen
@ricardomilos387212 күн бұрын
the creator of Guilty gear is actually a massive SNK fanboy , I see Sol as a form of appreciation for Terry and SNK
@JoelPerez-iq7vr12 күн бұрын
Joel is better fatal fury city of the wolves
@meguy773512 күн бұрын
who's gonna tell him?
@soultyger12 күн бұрын
Welp, guess Terry should be in consideration for future DLC in GG Strive 😏
@carlosaugusto982112 күн бұрын
Hmm, new to fighting games i guess? Welcome
@eebbaa556012 күн бұрын
this actually made me want to play terry
@saintbutters368413 күн бұрын
You’re not gonna believe this but..
@阿.杰14 күн бұрын
There’s something so wrong with this statement.. you new here, bud?
@SpiffyTrousers14 күн бұрын
Any time someone says "Sol is like Guilty Gear's Ryu, right?" I'm like "No. Ky is Ryu. Sol is Guilty Gear's Terry."
@Blueboy_5214 күн бұрын
But why use sf6 footage instead of actual terry moves
@frostparaselene14 күн бұрын
This probably explains why I adore both Sol and Terry absolutely.
@jasonngo196614 күн бұрын
Does blud know...........
@rainbowman77714 күн бұрын
This is like when my brother says something older is inspired by something newer without realizing it's the other way around.
@evilded214 күн бұрын
In the 90s fighting games where all about straight ripping good ideas and we are all better for it.
@junojun72214 күн бұрын
it isnt only ggst sol. Xrd and +R sol as well
@meswil14 күн бұрын
a major player in the creation of guilty gear earlier he worked for snk on "The last blade" game
@therm0alfred44814 күн бұрын
Different "Daisuke"
@dyrroth212712 күн бұрын
Just because Daisuke's name is there doesn't mean Daisuke Ishiwatari worked on "The Last Blade". That's the same as saying Daisuke Ono worked on "The Last Blade"
@ryuenjin14 күн бұрын
"Guilty Gear's Sol may be inspired by Fatal Fury's Terry" my brother in christ, he literally is because Daisuke is a big SNK fanboy....
@Soulnado14 күн бұрын
Didn't he work on Samurai Spirits?
@therm0alfred44814 күн бұрын
@@Soulnado no, but he did mention being a player tester for Samurai Spirits 2