Backdashes in Fighting Games - More Important Than you Think | Video Essay

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Eddventure

Eddventure

Күн бұрын

Пікірлер: 179
@henriniemela1746
@henriniemela1746 2 жыл бұрын
Jimbulus is in the bushes at 9:15
@rogeras5966
@rogeras5966 2 жыл бұрын
In that part I was distracted by focusing on the bridge that looks like Nagoryuki
@eddventure6214
@eddventure6214 2 жыл бұрын
I know I know, been a minute, I was too busy being goated at strive LOL, but we're back with a full video essay! You know the drill, Jimbulus is hidden somewhere in the video, first to find him and timestamp it gets their comment pinned!
@TheVeryGenericUsername
@TheVeryGenericUsername 2 жыл бұрын
best jack-o
@eddventure6214
@eddventure6214 2 жыл бұрын
@@TheVeryGenericUsername it’s true
@chirino8437
@chirino8437 2 жыл бұрын
An interesting case of a backdash changing how a game is played is pre and post backdash buff in type lumina. Because the properties of backdashes were changed, characters that didn't have a dp now have a very good option on wakeup. Like, most characters can now backdash THROUGH proyectiles moving towards them, it's wild.
@AllTheRooks
@AllTheRooks 2 жыл бұрын
As someone with chronic tendinitis, I vote for dash buttons just to save my fucking wrists and let me play for more than 20 minutes
@saltyluigi4011
@saltyluigi4011 2 жыл бұрын
skill issue
@babytricep437
@babytricep437 2 жыл бұрын
Oooooh so hard pushing 44!
@harrylane4
@harrylane4 2 жыл бұрын
@@babytricep437 with tendonitis? yes. literally
@a_wild_Kirillian
@a_wild_Kirillian 2 жыл бұрын
@@babytricep437, yes, imagine having your hands hurt everytime you do something even slightly tense, you dummy. You would really appreciate less required movements, wouldn't you.
@saltyluigi4011
@saltyluigi4011 2 жыл бұрын
@@harrylane4 not the role of the devs to add mechanics for every person with tendinitis cause you have to account for game balance too
@FrizzlenillCAN
@FrizzlenillCAN 2 жыл бұрын
Something I don't see talked about enough regarding dash button, one button DP, etc, is the dissociation between bufferable and non-bufferable contexts (e.g. on wakeup). The implicit costs you described about a manual backdash apply ONLY to non buffered or non-bufferable input contexts. This means that essentially, a one button move isn't mechanically distinct from a manual input (DP, backdash, etc) when getting up from a knockdown. What a dash button, or one-button DP etc, does is universalize the properties of the knockdown use-case of the move onto all other use cases. This can be good and bad, as you've discussed, but I think the thing to mention is that this dissociation can be re-inserted WITHOUT requiring a double tap or DP input. Simply, give moves context-based properties - your one-button DP only has invincibility when used while waking up, or has 6 frames slower startup when used in neutral (to 'simulate' the implicit cost of a more complex input, and the fact that this cost doesn't apply while getting up). Or give one-button backdashes vulnerable startup frames to simulate the 'input duration where you cannot block', and have them skip this startup when used in a buffered context like wakeup. Essentially, giving these moves extra startup frames that empty frames in the input buffer will 'eat', if the game sees it as possible.
@FrizzlenillCAN
@FrizzlenillCAN 2 жыл бұрын
Essentially, I believe that software-side balancing of move properties can achieve all the benefits to the game's DESIGN that manual backdashes provide,(e.g. making backdashes a useful option in some contexts but not overwhelming in others) while ALSO gaining the accessibility, controller-playing-field-levelling, and hand health benefits of a dash button or no-motion-input game. You CAN have both, as long as you don't try to have the move properties from manual inputs apply to contexts where those move properties would be impossible to access in a manual-input game.
@eddventure6214
@eddventure6214 2 жыл бұрын
This could be an interesting concept, I could see this solution working in the hands of the right developers
@eduardoserpa1682
@eduardoserpa1682 2 жыл бұрын
Really cool examples of balancing around the input system. I'm glad that more games have been experimenting, and I'm looking forward to where we can get in the future, even I already like the old way of doing things.
@the_exxtra1425
@the_exxtra1425 2 жыл бұрын
What if you give better backwards mobility, in exchange for no s (like how marvel dashes are). Could be a good trade off for EZ back dashing
@Real75942
@Real75942 2 жыл бұрын
Wow. This a first time seeing a video essay on pressing back 2 times in a fighting game
@quantumpotato
@quantumpotato 10 ай бұрын
3S Matoko's dash is neat: she has a quick + far forward dash and a quick and short backdash (no intangibility), giving lots of movement flexiblity. Good video - I'd love to see one like this on safe jumps
@strikermodel
@strikermodel Жыл бұрын
I think the context of the games mechanics are one of the biggest factors when deciding how back dash is implimented. In street fighter, I think double tap makes sense since the game is very motion and timing focused when it comes to inputs. This means you need to pick between back dashing or being able to take another action. Alternatively, Strive isn't heavy on input complexity. Instead, it gives all characters universal mechanics (6P dedicated anti-air, each character has a damage/wall break super and character unique one(s), guard break/launch button, 2D is dust, ect) that are all simple inputs. This ease of access to the the core universal tools allows them to perform their very unique and different play styles without having input issues locking any of them out. If you were to swap their two backdash styles, the balance of the two games would be very negatively impacted. Thus, neither style is inherintly bad or good, it's all about the context of the game their in and if they're the right choice for said style of game.
@OccuredJakub12
@OccuredJakub12 2 жыл бұрын
This makes me think about how they'll change Slayer's BDC if he comes into Strive... it'll piss off a lot of Slayer fans no matter what so I wonder if there's a point in bringing him back then.
@eddventure6214
@eddventure6214 2 жыл бұрын
yes... good... keep him locked away, we dont need him
@chinsum9278
@chinsum9278 2 жыл бұрын
You could make slayer's infamous BDC 20 frame invuln tied to a special, motion input and all. While a "normal" backdash with the dash macro would not be cancelable and only give 6 frames invulb
@DexDavican
@DexDavican 2 жыл бұрын
I’m an XX Slayer player. He absolutely shouldn’t be applying his teleport invulnerability to jumps and it’s dumb as hell that Xrd let that happen
@Stryfe52
@Stryfe52 Жыл бұрын
Good, bring Johnny instead.
@strikermodel
@strikermodel Жыл бұрын
Maybe give his attacks longer recovery on block/wiff if he does a BDC. This allows for a give and take when they select that option?
@HateSonneillon
@HateSonneillon 2 жыл бұрын
Great video! Admittedly, even though I've been playing FGs for years, my understanding of backdashes was not this deep so I learned a lot from this video.
@DrunkenCoward1
@DrunkenCoward1 2 жыл бұрын
My favorite backdash is Raoh's in the Fist of the North Star fighting game. He has none. *Because Ken-oh does not retreat.*
@josesosa3337
@josesosa3337 2 жыл бұрын
I need to finish fist of the north star.
@DrunkenCoward1
@DrunkenCoward1 2 жыл бұрын
@@josesosa3337 At least Fist of the North Star 1, yes.
@DragoonCenten
@DragoonCenten Жыл бұрын
I thought his backdash just does the thing where he sticks the knife in your foot.
@DrunkenCoward1
@DrunkenCoward1 Жыл бұрын
@@DragoonCenten No, that was a specific attack he had. Far as I remember, if you input a backdash Raoh does a sort of side step. Whether it actually does anything I don't know.
@DragoonCenten
@DragoonCenten Жыл бұрын
​@@DrunkenCoward1 I know it's been several months, but my post was a joke.
@Hailstormful
@Hailstormful 2 жыл бұрын
Backdash macros are super important in games like Marvel, where dash cancelling is both a neutral tool and a way to extend some combos... makes it easier on the fingers at least...
@mitochondria1730
@mitochondria1730 2 жыл бұрын
my first fg which I actually learned thoroughly is hftf and backdashes in that game don’t have invuln and some characters have runs instead so they’re just movement options, the game in general has little to no reversals on wake up as there’s 1 frame where you’re only able to block or do nothing when you get up. (With the exception of after you’re grabbed by iggy lol) It’s just interesting to think about when compared to other games
@AVPboy6754
@AVPboy6754 2 жыл бұрын
Including Balthazar's Piccolo as part of your thumbnail makes me feel really good as a old MUGEN / IKEMEN enthusiast, *gorgeous explanation buddy.*
@norock_
@norock_ 2 жыл бұрын
Great video, a shame you didn't talk about umvc3 backdashes. They serve a very unique purpose while often being something you don't want to happen.
@kevingriffith6011
@kevingriffith6011 2 жыл бұрын
One other thing that a dash macro helps to combat: Player 2 disadvantage... at least for arcade sticks. See, biologically the motion for pressing 6-5-6 is different from 4-5-4, which means that even for an experienced player dashing in one direction is going to be slightly more awkward than dashing in the other direction. (I can use my thumb to press 4-5-4, but I have to use my wrist to press 6-5-6, if that makes sense). In general this means that my backdashes are going to be a few frames slower on player 2 side than they are on player 1 side, and while it's not a *colossal* disadvantage, sometimes that one frame is the difference maker.
@RandomDude647
@RandomDude647 2 жыл бұрын
there ARE left-handed fightsticks if you want to account for that i guess
@kevingriffith6011
@kevingriffith6011 2 жыл бұрын
@@RandomDude647 It's less about left-right handed and more about "It's faster to double-tap with your wrist than with your thumb but you can only do that in one direction". We're not talking about a huge gulf in difference here, maybe 2-3 frames total, but that can make a ton of difference on reaction times. I know it was a bit of a thing that certain Marvel 3 pros actively played worse on the player 2 side for that very reason.
@GS_CCC
@GS_CCC 10 ай бұрын
@@kevingriffith6011 just use a controller with 1 Stick on each side and buttons in the middle, swap hands each time you switch sides.
@LloydTheZephyrian
@LloydTheZephyrian 2 ай бұрын
@@GS_CCC That would cause the problem to be even worse, though, as you need time to actually move both hands. You'd also likely have to train both hands to press buttons in very different ways. This also basically tells your opponent what side you're gonna try blocking in left/right mix.
@JillTGear
@JillTGear 2 жыл бұрын
Great video! This actually helps explain another part of dash buttons that you didn't cover, which are charge moves. Parasoul in Skullgirls has both sonic boom and flashkick style moves in a game with a dash macro (but not exactly a button). This lets her maintain charge during dash animations, which can be crucial to some zoning or combo pickups. In a chaotic game like Skullgirls, this is not nearly a broken mechanic as it would sound in a game like Street Fighter. If Guile could maintain charge during backdash....actually let's not think about that.
@Cooldude-kc5wf
@Cooldude-kc5wf 2 жыл бұрын
I like how piccolo is in the thumbnail 👍
@legend0945
@legend0945 2 жыл бұрын
The original FighterZ
@kukri680
@kukri680 2 жыл бұрын
Good video, but in the case of the dash macro, there's one game that I'd doubt would ever be able to handle one, and that's Tekken. Tekken's backdash might be the most defining mechanic of the game, not only in being a mechanical skill that's been built for well over 20 years, but also in how you can cancel a backdash into any possible move that is not another backdash. This allows for a multitude of unique interactions, such as backdash into sidestep, backdash into approach, korean backdashing, etc. Having a dash macro would not only HEAVILY tarnish legacy skill in the game, but it'd also be awkward to use due to how the backdash works.
@rymoEight
@rymoEight 10 ай бұрын
What I learned from this video: Slayer is awesome
@JarlSwagDog
@JarlSwagDog 2 жыл бұрын
A new Eddventure banger has dropped this is not a drill
@loganalleman
@loganalleman 2 жыл бұрын
Backdash macros could potentially open up more mindgames in blockstrings, where the attacker could purposely delay their attack to catch an attempted escape. With the traditional double-tap, defenders won't risk the backdash as often, but with the consistency of the macro, it's actually a worthwhile 50/50. Assuming the game is balanced around it, of course.
@meeperdudeify
@meeperdudeify 2 жыл бұрын
as someone whose intro to fighting games is strive, the revelation that this kind of mindgame is basically irrelevant in some games is surprising, as it is something I use and run into decently often
@iliakatster
@iliakatster 2 жыл бұрын
I feel like a lot of these motion input problems could be solved by adding mechanics that emulate the consequences of motion inputs without requiring the person to be physically capable of executing them. So for backdash you can make it button but there is now an 8 frame delay after you press the button, but you introduce a kind of "pre-buffer" or "foresight" mechanic where the startup can be done during any kind of action lock like blockstun/wakeup, but when you press the button you become unable to block until the startup ends and you can only queue one backdash attempt at a time. Or for an even easier implementation, when you hit the macro, the game just replaces your inputs for the next 8 frames with that of a pre-programmed motion emulating a backdash. Now you have a backdash that has the time delay that the double back tap introduces, with the same risk where you have a brief moment of vulnerability as your stick is in neutral, it comes out instantly if input during blockstun/wakeup, and you can't mash it b/c of the lockout. You could do the exact same thing for DPs too. Now you can have 1 button DPs but without the problems of an instantly accessible reversal. Or even make it so players can choose, either they can pick no motion inputs, but now the game emulates the motions for them, getting the consistency, easier access, and an accessibility option, or pick motion inputs if they like the physical feedback, think they can execute faster than the computer, or like the flexibility of being able to react to something by not pushing the button after starting the motion (altho that could also be emulated by allowing cancells through holding the button). It just seems to me like this contentious debate could be easily solved by equalizing everyone through a software solution but maybe I'm wrong.
@guy229
@guy229 2 жыл бұрын
This sounds very frustrating and takes away from situation reaction which is vital
@strikermodel
@strikermodel Жыл бұрын
9:24 I'd also like to add to this. With an easier to use backdash mechanic, it's easier for the developers to balance around it and make adjustments if needed. We can use Potemkin as an example. In GG backdashing to avoid grabs is a concept almost all players understand. If you need to double tap it makes Potemkin a bigger threat at lower skill levels due to barrier of execution. Meaning if they balance him around high level execution he annihilates begginers, and if they balance him around begginers he becomes unplayable at high level play. If all skill levels can consistently backdash, then the dev team can balance Potemkin's frame data without breaking him at one particular skill level.
@gwen4557
@gwen4557 2 жыл бұрын
Criminally underated channel
@0whatman
@0whatman Жыл бұрын
imagine a fighting game where there is a dedicated "special action button" that is one of a number of actions that either varies between characters (some getting one and some another) or that is picked by the player before the match and one such action is a backdash button in the first case, I could see characters with backdash buttons having different backdashes depending on wether you use the button or imput, perhaps a shorter ranged one with the button and a longer ranged one with the imput for some as an example
@flatfacefumo
@flatfacefumo 2 жыл бұрын
I feel like whenever accessibility comes up in these discussions its mostly about lowering the skill gap but I think accessibility for disabilities is important too. I've got carpal tunnel syndrome and while doing a 44 input doesn't seem too physically challenging, it adds up quickly. I can only spend about half an hour playing AC+R before backdashes and IADs take their toll on me
@poporipopes4876
@poporipopes4876 2 жыл бұрын
With Strive as my first fighting game I got far too used to having a dedicated dash button and when i went to try out the other games in the series like Xrd and XX it was definitely harder to adapt cuz of it. What you described as "feeling more in control of their movement" is so true for me. Now the only reason I'd want Johnny in Strive is to know how he good he would feel with a dedicated dash button.
@eddventure6214
@eddventure6214 2 жыл бұрын
Johnny is another character people fear being transitioned cause of his dash, he’s got essentially Giovanna’s dash, and it’s even extremely op in Xrd where he’s not allowed to block during his dash like a traditional step dash, if he was carried over in strive they’d have to do some big changes cause if he kept a dash like that while also keeping his sword normals, we’d be in for a hell of a time lol
@poporipopes4876
@poporipopes4876 2 жыл бұрын
@@eddventure6214 true, but honestly, I just like Johnny cuz of the character itself. Stuff like Mist Finer and Coins which I would find really weird if they ever took it out. I’m fine with as many changes as they want to his dash to make it fair, we don’t need another top tier getting buffed situation
@HeirofDacia
@HeirofDacia 2 жыл бұрын
@@eddventure6214 Johnny will be the last character they add to Strive, and he'll just be his normal Xrd self, but with a dash macro. Mark my words.
@eddventure6214
@eddventure6214 2 жыл бұрын
@@poporipopes4876 true, I’m a fan of Johnny myself, and I’d be super excited to see him get in, I’m just not holding my breath cause I think he’ll probably end up quite different than we know him
@poporipopes4876
@poporipopes4876 2 жыл бұрын
@@eddventure6214 for sure! Btw I gotta say; your videos ended up in my recommended and I gotta say: I really like them! I feel like not a lot of people talk about stuff like this, keep up the good work!
@strikermodel
@strikermodel Жыл бұрын
Damn, I didn't realize how Goated Jack-Os backdash is.
@kamachuno
@kamachuno 2 жыл бұрын
Backdashes are so useful in gg strive. I alwas get tilted by that move.
@IcePrincessZeroK
@IcePrincessZeroK 2 жыл бұрын
One option that could retrofit with fewer issues and bridge controller gaps is a button that when pressed forces neutral on the joystick. I absolutely agree that a true dash button requires balancing around but I think this could act as one in a way that causes no issues that SOCD cleaning left and right to center doesnt already cause.
@sukhbirplon25
@sukhbirplon25 2 жыл бұрын
Great video, i'm a developer with the dream to make a fighting game, i has never considered how big of a mechanic this was, specially with those backdash ranking charts you made for each game.
@Sin606
@Sin606 2 жыл бұрын
Back dashing is very important, and I'm glad I sat in on this one. Thank you very much.
@schizokiri
@schizokiri 2 жыл бұрын
The explanation on bdc is a little flawed, you can only cancel slayer backdash (in xrd) into a jump, and then cancel that jump into a super/special. You actually cannot cancel a backdash into a ground button under any circumstance. And also mappa is too slow to be a real reversal when BDC’d into
@eddventure6214
@eddventure6214 2 жыл бұрын
Correct, I felt the video was a little long so I cut down on the explanation but maybe I shouldn’t have
@schizokiri
@schizokiri 2 жыл бұрын
@@eddventure6214understandable, the video is still great even with that minor flaw
@qedsoku849
@qedsoku849 Жыл бұрын
In soku, there’s a large 15f buffer for movement, so backdashing small gaps is still easy, even without using the dash button.
@dominoh1732
@dominoh1732 2 жыл бұрын
so basically the moral is 1: dont add a dash button/macro to existing games unless you are ready for ripple effects and 2: always always always add a dash button/macro if youre making a new game rather than updating an existing one
@notimeforcreativenamesjust3034
@notimeforcreativenamesjust3034 2 жыл бұрын
I disagree with always adding a dash macro, adding one means you won't be able to get unique shit like slayer or nine's tele-dashes
@Scroteydada
@Scroteydada 2 жыл бұрын
I mean those ripple effects are already apparent by looking at how hitbox users play the game
@a_wild_Kirillian
@a_wild_Kirillian 2 жыл бұрын
Yay, another great essay on my favorite genre
@magicalgirl1296
@magicalgirl1296 11 ай бұрын
I didn't know that Slayer's dash invuln was inherited by his dash cancels, that's wild.
@rogeras5966
@rogeras5966 2 жыл бұрын
Finnaly, a new eddventure video after all this time!
@vaguecoder6398
@vaguecoder6398 Жыл бұрын
i wouldn't use a button for backdash personal opinion. Good video, it would be good to have a video explaining more in deep some mechanics like the types of hitstun states, Blow Off, Stagger soft and hard knockdown etc...
@Derflabals
@Derflabals 2 жыл бұрын
dash macros are cool because i am a little guy with hands too small to press back twice on a stick
@vealicle1
@vealicle1 Жыл бұрын
I would have liked to have seen a quick mention of Ukyo's Backdash > Tsubame Gaeshi while you were talking about SamSho and airborne properties of BDs.
@BHox01
@BHox01 2 жыл бұрын
Don't talk to me unless your 21f bd is invuln on frames 1-20
@ratking9239
@ratking9239 2 жыл бұрын
i was in ur pool at frosty last year hi hello the manner in which you carry your stick gives a menacing aura
@lynxvex
@lynxvex Жыл бұрын
Anakaris has the best backdash in Vampire Savior -- when cornered, his backdash teleports him to the other side 😅
@mallow2902
@mallow2902 Жыл бұрын
I've been playing fighting games casually since Street Fighter 4, and double tapping to dash on any controller really never felt awkward to me, but when I decided to start taking them more seriously with Strive, I got too comfortable with the dash macro. When I got bored of Strive and started playing other games again like BlazBlue and GG Xrd Rev2, that reliance on easy dashing crippled my muscle memory for a bit when I didn't have that crutch to rely on. It's not really an issue anymore as I practiced it back into my system, but that simple addition of a one button dash isn't without consequences. Now I have an appreciation for how old dash inputs that I didn't before, especially because in Strive airdashing is far less useful than it is in older games due to its slow startup, to the point where it, a defining aspect of Guilty Gear up until Strive, feels useless a lot of the time. It really goes with my general appreciation for execution in fighting games in general. It's really interesting that the input used to do certain things has such a massive effect on how the game is designed, and I find myself honestly preferring games that aren't made overly accessible because they tend to have more options in exchange, leading to more stuff to do and learn, and therefore more ways to do something that makes you say "yo that was sick". Sure fighting games can work with button dashing, like Marvel, which is a game that still has an insane amount of depth to it, but not all of them need it. Tekken for instance would be ruined by having a dash macro. I'm kinda just rambling, but I think the accessibility push in fighting games is having an impact on newer games in a way that's not always good as it can greatly limit design space and in a way cheapens the learning experience. It's perfectly fine for things to take lots of practice, and it's fine if not everybody is on board with that. Playing music is hard, but do we need to make it less technically demanding to play musical instruments? I'd say not, because it would dumb down the depth and complexity of the music being played. Sure there are some instruments that are easier or harder than others, just like there are some games or even characters that are easier or harder than others, but it's the existence of that learning curve that makes the experience rewarding and worthwhile.
@a_creatorsstuff17
@a_creatorsstuff17 2 жыл бұрын
About the dobletap vs macro debate, in my game i do have a dadh macro, but its pressing 2 buttons and not 1, wich still helps accecibility but requires more dexterity than a single dedicated button
@ToseRoyal
@ToseRoyal 2 жыл бұрын
Just discovered this channel I'm liking these videos!
@alextruecustodian6174
@alextruecustodian6174 2 жыл бұрын
"I was too busy being goated at strive" based lmao Honestly great vid, the explanations were fun and a sidenote is that you are the reason I try Jack-O semi-weekly she looks so fun
@MrTheMasterX
@MrTheMasterX 2 жыл бұрын
ngl I was expecting some Hyper DBZ talk after seeing Piccolo's HDBZ sprite in the thumbnail but an excellent video nonetheless.
@Stroggoii
@Stroggoii 2 жыл бұрын
ngl I've always liked dodges more than backdashes. Even in games that have both. And it's mostly because dodges tend to be a double button press or button plus back.
@heavymetalmixer91
@heavymetalmixer91 Жыл бұрын
In games that have a dash macro I use both the macro and manual backdashes. Why? Because I'm used to do it manual, but in some cases I requiere the accuracy that the macro provides, and the same goes for forward dashes and IADs.
@HawooAwoo
@HawooAwoo 2 жыл бұрын
Bit of a technicality, but the video title would be slightly more accurate if it said "Backdashes in 2d Fighting Games." Backdashes in 3d fighting games are another matter, especially the game defining backdash that is the Tekken backdash. For those who don't know about the Tekken backdash: 1) there is no invulnerability 2) you can block during the backdash 3) you can cancel the backdash at any point in the animation into anything else in the game except for another backdash; anything from a crouch to an attack 4) there is a technique to quickly alternate between backdashes and (if you're really good) single frame crouches that effectively allows you to chain backdashes; the end result is rapid backwards movement that you can block during
@lb3613
@lb3613 2 жыл бұрын
I think you didnt mention it bc you dont play it but MK11 added the option to cancel backdashes into special moves, not present in MKX, and that shifted heavily the meta of the game
@luckymanx2978
@luckymanx2978 2 жыл бұрын
10:27 Digital input not analog this applies to both times you said Analog
@myboy_
@myboy_ 2 жыл бұрын
I'll never forgive sfv for making my backdash counter hit punishable
@questionbox4087
@questionbox4087 Жыл бұрын
AAHH SLAYER MENTIONED IN VIDEO
@dextra_24703
@dextra_24703 2 жыл бұрын
If I allow two types of movement one is a run the other is a dash and run allows for giving momentum to attacks and dashes can be canceled into throw. good idea yes or no. I do this because my grappler has a run but his run changes his normals to an overhead, low, sideswitch attack and a parry.
@the_exxtra1425
@the_exxtra1425 2 жыл бұрын
Chaos code has a neat idea for that
@rachetmarvel931
@rachetmarvel931 2 жыл бұрын
But didn't strive compensate for having a dash macro, by reducing the amount of invincibility for each returning cast backdash?
@eddventure6214
@eddventure6214 2 жыл бұрын
Exactly my point, they had to weaken backdashes overall to account for it. If they just slapped Xrd backdashes on without thinking of the consequences, it would cause issues
@baines803
@baines803 2 жыл бұрын
I wonder how tekken would look with a backdash button
@funkuro
@funkuro Жыл бұрын
Insanity
@loading....001
@loading....001 2 жыл бұрын
Potemkin & Tager mains : Invincibility, f i n a l l y
@3rdstrikestan930
@3rdstrikestan930 2 жыл бұрын
I guess that explains why slayer isn't in strive good video
@AnthonyScolaro5
@AnthonyScolaro5 2 жыл бұрын
Dang, nice hitbox
@TakaComics
@TakaComics Жыл бұрын
"Having one button to backdash instead of double tapping back can increase ease of use and also add more accessibility." Tekken: I see... so... how about having 4 inputs that require strict timing?
@Taziod
@Taziod 2 жыл бұрын
I cannot imagine how different 3s would have been with a dash button lmao.
@AlynRapi
@AlynRapi 2 жыл бұрын
do games that also have the option to tap two attack buttons for a dash (a la mvc or skullgirls) count as having a dash button?
@MokoES
@MokoES Жыл бұрын
yes and they sometimes get stuff like karadash cancels by doing a plink with it which is a much stronger movement(mainly seen in marvel vs capcom)
@mallow2902
@mallow2902 Жыл бұрын
Kinda, but two button dashes are kinda different from one button dashes simply because the addition of a second button means you can mess up the dash if your execution is off, which I think is important in fighting games and why I think motion inputs shouldn't go away.
@AlynRapi
@AlynRapi Жыл бұрын
@@mallow2902 i like two button dashes too because even if you set them to a single button (like having all 3 punches in a button) you cant mash it or youll start punching by accident
@mallow2902
@mallow2902 Жыл бұрын
@@AlynRapi yeah this is kinda dash macros in French Bread games work too. You have to not only press two buttons, but even if you macro it to one you still need to press forward or backward. It defines the contexts you can use it in while still allowing dashes to have strong properties.
@themphantom9138
@themphantom9138 2 жыл бұрын
11:00 Huh, that explains why he didn't go to Strive, he knows he will be Too Overpowered. (Please Arcsys bring him to Strive already!)
@savageblackfish5117
@savageblackfish5117 2 жыл бұрын
As a Tekken player I've never clicked a video so fast
@BladeRabbit
@BladeRabbit Жыл бұрын
if I wasnt already subscribed I would've mashed it when you made the small mechanic joke
@eddventure6214
@eddventure6214 Жыл бұрын
This is the best comment of all time cause I feel like I’m always the only one who laughs at my own jokes like that LOL
@Mo-pk4db
@Mo-pk4db 2 жыл бұрын
Surprised that you didn't mention Tekken's backdash Was kinda expecting it
@slinnkys5405
@slinnkys5405 2 жыл бұрын
I assume he plans to cover it with its own video or something, but yeah
@husband20yearlivesickdie40
@husband20yearlivesickdie40 2 жыл бұрын
You can block during backdash and freely cancel at any frame into any movement or attack so none of the concepts in these videos apply.
@MFGeedorah47
@MFGeedorah47 2 жыл бұрын
Unless you play MK11 where most normals go half screen and you cant block during backdash and it doesnt have throw invuln
@keystonelyte
@keystonelyte Жыл бұрын
I thought Slayer could only cancel his dashes with a jump, which then in turn could be canceled with other stuff? I know it's semantics, but that shit hard.
@mallow2902
@mallow2902 Жыл бұрын
It is, and the power afforded to the player for being able to do it is high. Putting dash on a macro would throw that completely off balance.
@keystonelyte
@keystonelyte Жыл бұрын
@@mallow2902 I mean, I main Slayer in every game he's in and I think I'm quite decent, I was just confused by how Edd worded how Slayer's DC works. My thoughts on Slayer in Strive is to keep his DCs, but ONLY if you don't use the macro. Idk how ArcSys would go about putting this in the game, but I'm all for it.
@mallow2902
@mallow2902 Жыл бұрын
@@keystonelyte I guess. I have no skin in that game since I no longer play Strive.
@AofCastle
@AofCastle Жыл бұрын
Ok, so you mention how it's so much safer to have the macro instead of having to double tap but what I don't understand fully is why having a safer option is worse.
@Kakomss
@Kakomss Жыл бұрын
I love this fucking video
@shyg7y412
@shyg7y412 2 жыл бұрын
YOU'RE BACK!!!
@trentonfontes8637
@trentonfontes8637 2 жыл бұрын
I love your vids
@Taziod
@Taziod 2 жыл бұрын
Liked the vid. Surprised you never mentioned tekken though
@eddieconversi9295
@eddieconversi9295 2 жыл бұрын
back shots back dash
@squishy1970
@squishy1970 2 жыл бұрын
Yeeet
@epiclegend8787
@epiclegend8787 10 ай бұрын
people with hitbox (dash button? that just double tap or socd)
@VICTORZITOSS
@VICTORZITOSS 2 жыл бұрын
Yeaaaah Let's get this video to a lot of views in the first hour so that it gets love from youtube Algorithm bless this video which i liked even before watching it because it's that good Seriously, sometimes i end up pissed off because i can't like it again after watching it, fix that youtube Lots of words lots of engagement, yadda yadda
@nugget1019
@nugget1019 8 ай бұрын
10:56 womp womp
@StarShadow9009
@StarShadow9009 2 жыл бұрын
-> Tekken joins the server
@thesacredbeast2000
@thesacredbeast2000 2 жыл бұрын
I like any change that expands options on defense in a way that everyone can do, as long as you need to notice an opening and/or can be punished for mashing backdash i don't mind.
@ButchLesbianSolBadguy
@ButchLesbianSolBadguy 2 жыл бұрын
I love characters with fucked up backdashes
@VICTORZITOSS
@VICTORZITOSS Жыл бұрын
Yeaaaah it's here, it's here. You said you'd do a GT video and indeed you did(insert here my fair lady music) Let's get this video to a lot of views in the first hour so that it gets love from youtube Algorithm bless this video which i liked even before watching it because it's that good Seriously, sometimes i end up pissed off because i can't like it again after watching it, fix that youtube Lots of words lots of engagement, yadda yadda
@thepear6684
@thepear6684 2 жыл бұрын
👌
@jhsrt985
@jhsrt985 2 жыл бұрын
Yaasss
@n1lknarf
@n1lknarf 2 жыл бұрын
Why say "devil's advocate" when saying the truth? Wouldn't it be evil to try and find the positive in a lie?
@integra8472
@integra8472 2 жыл бұрын
And that’s why slayer isn’t in strive
@finallyanime
@finallyanime 2 жыл бұрын
i love these scripted kinda videos. so dope.
@pikazerker25
@pikazerker25 Жыл бұрын
But I love my samsung smart fridge I’ve won all of zero matches on it
@duko1154
@duko1154 Жыл бұрын
How did bro not mention tekken 7
@cuecrunch
@cuecrunch 2 жыл бұрын
dash buttons just put everyone on the same level as hitbox users
@Nyagro
@Nyagro 2 жыл бұрын
Nice video. There have been so much bad takes when it comes to dash buttons and how they should be added to every new fighting game going forward after Strive since it only serves accessibility which I couldn't disagree more on. I personally prefer manual backdashes. The topic is similar to one button specials compared to motion inputs. Sure, it's more difficult to do, but it allows for more powerful options which rewards practice. Beloved Slayer mains will be in shambles once he returns to Strive and won't have any BDCs but just have some invuln on his specials instead. Thanks for shedding some light on this topic. Oh, btw: If you have problems with your wrist, switching to a leverless controller or even keyboard is advised.
@Joe_Himself
@Joe_Himself 2 жыл бұрын
slayer.
@eddventure6214
@eddventure6214 2 жыл бұрын
so true
@Daytimeprophet3
@Daytimeprophet3 2 жыл бұрын
@Eddventure can you talk about tekkens backdash and Korean backdash and the affects of changing them
@turtlehub2731
@turtlehub2731 Жыл бұрын
When you think about it, Back dash button inputs are not that recent. Though not one button, games like Marvel vs capcom gave you the ability to dash by pressing all three punches.
@strikemist
@strikemist 2 жыл бұрын
No tekken ):
@Cellus5000
@Cellus5000 2 жыл бұрын
A video essay about backdash with no mention of tekken seems like a sin
@thrillhouse4151
@thrillhouse4151 2 жыл бұрын
Be careful practicing backdashing in real life.
@velsia123
@velsia123 Жыл бұрын
why not just let players rebind keys like any other game ever? I mean since when do videogames have to be MECHANICALLY challenging? like if you wanna be mechanically challenged go learn how to play the guitar or something like that
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