8. The way parries work in 3S makes parry supers kinda redundant
@milkman55865 ай бұрын
Well technically sa3 can cover Parries for low and high, since it hits things like Dudley sweep as well, but yeah, they gotta commit
@Zachary_Sweis5 ай бұрын
I mean you could say the same thing as Dudley Cross Counter, but that's still useful.
@blewrei13663 жыл бұрын
The most badass sounding things are ALWAYS cursed to be ass
@totaldestruction1523 жыл бұрын
I'm glad someone agrees. Blue Nocturne is one of my favorite super art names.
@ericklugo30513 жыл бұрын
And when it connects feel so good
@fissilewhistle3 жыл бұрын
@@totaldestruction152 Jupiter Thunder is one of the coolest names for anything ever, but you’ll never pick it over Aegis Reflector.
@MundoSD3 жыл бұрын
Brutal God Project is not that bad
@djjimmaster82613 жыл бұрын
According to Google, Nocturne means "a short composition of a romantic nature, typically for piano." That's so cool because it's like the parry and then the subsequent hits make a short melody of some sort
@sirjeanpepper24923 жыл бұрын
"Yet if you hit him, this happens". White flash. Gets hit with an ad 😭
@garvielloken84943 жыл бұрын
That would be terrifying move
@CommunitySkratch3 жыл бұрын
Amazing
@Sorrelhas3 жыл бұрын
@@garvielloken8494 Cyberpunk-themed Fighting Game. One of the characters is a robot with a TV for a head. He has a Raging Demon-style super that shows an in-universe ad. It's meant to be a timer scam super. Bam, great idea.
@neurotelepath3 жыл бұрын
i think it'd be neat if remy always had blue nocturne regardless of his super selection a la kkz/demon. that way it'd see extremely occasional use in the scenarios in which it's good while not giving up your other supers
@ashtar38763 жыл бұрын
Yeah that seems pretty good to me
@salt75823 жыл бұрын
Concur
@Neogears13123 жыл бұрын
The problem is Akuma only has one bar set up for all 3 of his supers. Remy has two great supers but with completely different bar set ups. You’d either make sa1 needlessly worse and unviable because you’re giving it sa2’s length or you’re making sa2 disgustingly good by making it an invincible super with good damage and a great anti air tool with the length of boomerang raid.
@neurotelepath3 жыл бұрын
@@Neogears1312 Why not keep the bar lengths the same and just have Blue Nocturne have a different cost depending on the super you choose? Blue Nocturne would be cheaper and synergize slightly better with SAI, but you're doing this with the cost of running a super that's a bit less generally useful than SAII (although ig that depends on the matchup). Also I wonder what a hypothetical replacement SAIII could be lol
@meatloafleatmoaf3 жыл бұрын
@@neurotelepath Cold Blue Kick but it goes fullscreen, dodges projectiles, and acts as a low. You can even stock 3 of them for no reason at all
@spoofy88853 жыл бұрын
Something you could’ve shown to compare it to Daimon’s Neomax is how with that counter super you can confirm into it. While in HD Mode you can cancel into it from another of his super
@MechaG Жыл бұрын
Kasumi did something similar in KOF XI
@Adan-ke4sx3 жыл бұрын
It was just a matter of time. This is Bafs favorite SA for sure
@notoriousquinnb3 жыл бұрын
He gave it it's own tier in his last super tier list! Clearly his favorite.
@MapleMilk3 жыл бұрын
Blue Nocturne is such a cool move name that it's a shame it's used on something so situational or useless
@YoutubeIsAwesome3 жыл бұрын
Hello, if you want to see how Remy should have been as a character in 3rd Strike check how he plays in 4rd Strike Arranged Edition and notice how much better he is: kzbin.info/www/bejne/eGLNZp5sj9mKo9E
@captainmega6310 Жыл бұрын
@@KZbinIsAwesomewow amazing
@chimps1213 жыл бұрын
Another point I'm surprised you didn't cover is parries are a universal counter, why would you use a counter that costs meter and has super flash when you have one available in parry? Yes you need to guess high or low on oki but it's still significantly less risky than using a counter super that has a guaranteed punish if you bait it.
@khanage134410 ай бұрын
Chimps spotted 👀
@Kpsla3 жыл бұрын
The lesson here is: why have a counter when you can have a reversal?
@ashtar38763 жыл бұрын
Cries in sfv kolin main
@schitzie3 жыл бұрын
The only thing I can think of right off the top of my head is that Anji's counter super in GGST will actually beat safe jumps, but I'm not sure trading that for losing to throws (which most metered reversals will cleanly beat) is really all that much of a selling point.
@ricniclas3 жыл бұрын
@@schitzie It depende on the game. This kind of counter is really strong in FighterZ were there's a lot of safejumps
@DctrBread3 жыл бұрын
@@schitzie it beats safe jumps, but its still incredibly situational, another comparison would be his old options between reversal fuujin and using a move with a guard point. if you try to safe jump one of his guard points, you usually get hit for your troubles.
@hadoking36363 жыл бұрын
1:17 "But if you hit him, this happens" *AD* Diabolical
@ink34873 жыл бұрын
Genuine Fear
@jimbo52663 жыл бұрын
The last point is a really important thing developer's don't always seem to understand. If a game has moves with full invincibilty, a counter is almost always WORSE, because the counter won't come out if the opponent isn't hitting, and fully invincible moves can be used in the same situations and more. It's especially bad when counters don't work against throws and projectiles, while invincible attacks do. The few edges counters may have is if they trigger grab-like moves that work every time, like in KOF. That means they may work in rare cases that just invincible moves would whiff, and they can counter from any range without falling out. In KOF there are a few anti-air counters that are useful for this reason, when DPs may trade or whiff against some jump arcs, the counter always triggers the hit. SF has always seemed a bit strange to me how for a lot of supers the victims can just fall out, whereas in KOF very few supers do that, and most attack barrages are basically a cinematic that's guaranteed if the first hit connects without trading.
@internetmovieguy3 жыл бұрын
i think counters like Jiren's (DBFZ) counter are a great design for that weakness. yes, it wont trigger unless you hit him (Or throw) but you can change how long its active to throw off the opponents punish. if you compare that to a standard Dp it has fair balance of pros and cons.
@MusicoftheDamned3 жыл бұрын
@@internetmovieguy Which is a bit funny and ironic given that Jiren's counter was initially *extremely* bad apparently before it finally got buffed/fixed within the past year. I think the same applies for Videl's dodge move, though I wouldn't be surprised to learn that one still sucked.
@RollingBobbyJones3 жыл бұрын
@@MusicoftheDamned now it counters anything
@Neogears13123 жыл бұрын
Another thing is utility. Rock Howard gets a counter and an invincible dp. You’d question why use the counter except the counters have a lot of utility behind them. They build meter really well on whiff and have next to no recovery on a generally turtly character. On counter hit they cause a spin which can let you combo after for extra damage and this is hit confirmable because when it’s a normal hit it hard knockdown for oki. And lastly Rocks DP is a charge motion. This adds some dichotomy to them as the need for charge makes it so you can’t use it for a panic move but it can be used offensively as well.
@internetmovieguy3 жыл бұрын
@@MusicoftheDamned Videl's dodge is still awful. To simplify the weakness it; you can stagger pressure her without any risk because unlike reflect it wont push the opponent away.
@rollinnollin5463 жыл бұрын
Weirdly, Remy looks very similar to Freeman from Garou, who also has a counter super. Again, Freeman’s is way better because it doesn’t have a super flash. SNK had that figured out a while ago.
@Neogears13123 жыл бұрын
A common stance I make with garou is it figured out everything that capcom spent three games messing up with the 3 series in their first attempt.
@NoirLouisStream3 жыл бұрын
On Guilty Gear, there are 2 major counter super exist, both don't have super flash/freeze on startup but activated on confirmed parry. Baiken counter super accessed by inputting the super on her sword parry animation on block (S+H) which is very difficult but technically a reactive super, while Anji counter just give tinge of sound effects upon activation which most of the time its too late to react to the super. EDIT: After re-watching, I realized another factor. Anji counter super on Strive has 2 possible followup. There are maximum vertical and horizontal distance on initiating effects to determine the followup, within the effective vertical distance (IAD for example) the animation will lock on until completion, when the attack came outside of the effective vertical and horizontal distance, it will turn into whiff punishable attack with decent reach to punish half screen distance at best but not much on upper hitbox.
@volauvent15053 жыл бұрын
Freeman's counter super is actually laughably bad and not quite far from Remy's super lol
@suddenllybah3 жыл бұрын
Skullgirls' valentine also don't super flash unless the counter goes off.
@LeinRa-Reaction3 жыл бұрын
@@NoirLouisStream since you brought up Guilty Gear, I remember Hakumen's counter super in BlazBlue Calamity Trigger used to have this super flash/freeze during startup. they changed it to happen during parry confirms in second installment of BB and onwards, but they kept he big red circle that signifies it being counter super (as opposed to the smaller white circles on his normal counter moves)
@peeton40313 жыл бұрын
God I love Remy. I hope he comes back someday. He looks really and his normals look great.
@shanerpressley3 жыл бұрын
He does look really
@sideshowkrill3 жыл бұрын
My boy looking really rn
@ashtar38763 жыл бұрын
Sheesh he's really
@mallusaih3 жыл бұрын
that hair too, thats just really 👌👌🥶
@meathir49213 жыл бұрын
Huh, funny this came out with the exact same topic as the Fighting Game Garbage. That series was inspired by Bad Balance as far as I know. Comes full circle.
@whirl36903 жыл бұрын
The FGG episode on Remy and Blue Nocturne was 2 months ago, and Baf was bound to end up covering it at some point.
@meathir49213 жыл бұрын
@@whirl3690 I said topic, not time.
@LightningCayo3 жыл бұрын
Huh. How bout that
@basedcringechad56403 жыл бұрын
I thought this video looked familiar. Its only natural those series would see some overlap
@joaquinbitancor126910 ай бұрын
Hey, does somebody know what happend to big yellow's remy video? I can't find it
@colgatecrescendo3 жыл бұрын
whats funny is that im pretty sure that blue nocturne actually uses sprites where remy does a donkey kick that he doesnt use anywhere else in his moveset, so this super might just only exist to only use said sprites which if true would be a hilarious testament to how little thought this super got its probable that this isnt true at all but its fun to think about LOL
@broogul73353 жыл бұрын
Everyone: "Blue Nocturne is the worst super in 3s" Bafael: "But wait, there's more!"
@Neogears13123 жыл бұрын
Posted this elsewhere but thought it was interesting enough for a discussion on the issues with counters; they often lack the utility needed to validate using these over a dp in sf. Sf counters tend to be terrible because they’re incredibly limited. In garou, Rock Howard gets a counter and an invincible dp. You’d question why use the counter when the dp has more going for it on account of it not needing you’re opponent to attack to make it work, except the counters have a lot of utility behind them. They build meter really well on whiff for a character that really wants meter., and have next to no recovery on a generally turtly character. On counter hit they cause a spin which can let you combo after for extra damage on a character with bad damage and this is hit confirmable because when it’s a normal hit it hard knockdown for oki. And lastly Rocks DP is a charge motion. This adds some dichotomy to them as the need for charge makes it so you can’t use it for a panic move but it can be used offensively as well. Rock has tons of reasons to use his counters despite the overlap because there’s situational merit to using it over a dp in a situation. In street fighter who would ever use cross counter even ignoring parries? You could either take damage and maybe hit a jump in, or land a dp that’s fully invincible. Why pick ultra 2 with Fei long? Everything you’d possibly want to choose two for sans animations available in his ultra 1. And he still has a dp for that sort of issue anyway. These options are completely skewed.
@nickkiller-07103 жыл бұрын
I think Kolin is the first SF character to have a meaningful counter because of its frames, since it starts at 2 frames and most pressure in SFV is based around 3 frame moves (DPs included), so it actually has an edge over certain DPs when it comes to disrespecting pressure if you have the right read, all while doing quite a bit of damage, it also makes your opponent pressure sub optimally, making the match go back to neutral, which is where she shines anyway. Gill's parry works very similar to this as well, heck, even Ryu has a somewhat useful parry since it let's him navigate through fireballs with ease, but that's not really a counter in the mechanical sense
@skortyspice3 жыл бұрын
Can we get SFA3 Rainbow Mika??!! I'd love to see that episode. Having watched a bunch of your streams I loved what you said in your super art tier list about this super too.
@haughtygarbage58483 жыл бұрын
Yooo I 2nd this
@Naul68923 жыл бұрын
Third this
@huevonesunltd3 жыл бұрын
That's a good piece of fg history
@ashtar38763 жыл бұрын
Yeah i heard she sucked but no real reason why
@jimbo52663 жыл бұрын
I thought Alpha R Mika was so much more fun than SFV R Mika, but was disappointed to hear she's bad.
@paulc74003 жыл бұрын
1:18 "if you hit him this happens" and right when that was said a samsung phone ad qued in with trumpet music blew my mind for a second. Perfect timing and I just started laughing.
@jadendiamondknight52003 жыл бұрын
How about "Bad Balace: MvC2"? Not just a particular character. The whole game, really...
@Random-yg1fi3 жыл бұрын
“How can you say something so controversial yet so brave”
@HellecticMojo3 жыл бұрын
@@Random-yg1fi what controversy? MVC2 is exquisite kusoge incarnate. Glitches up the wazoo, horrible balancing. It's a product of the times, but it would be treated like Kyanta 2 or Dong Dong Never Die if it released any time after.
@Random-yg1fi3 жыл бұрын
@@HellecticMojo chill bro I’m quoting a meme. No need to throw your thesis at me on KZbin of all places
@HellecticMojo3 жыл бұрын
@@Random-yg1fi I didn't throw you a thesis. I wrote a single paragraph.
@devilmaycrysarockingdontcome3 жыл бұрын
@@Random-yg1fi that's like 5 sentences
@ButterStick642 жыл бұрын
1:03 That never made sense to me, putting a freeze on a counter, which is supposed to be unexpected. ALL Capcom fighting games with counters have that issue. Deadpool’s 4th-Wall Crisis and Taskmaster’s Aegis Counter from UMVC3 stand out to me. Imagine if Smash Bros had Counter Final Smashes. And the idea of selecting a counter and telegraphing it to your opponent is the dressing on the dirt pile.
@NeoBoneGirl3 жыл бұрын
It’s kinda like Xrd Axl where its literal only edge over just DPing is that it does more meterless damage when you land it, but at least Axl gets to have both instead of just picking the better one literally every match
@WHATISUTUBE3 жыл бұрын
Axl's counter also counters supers. It will counter literally everything . But only on frame 4 onwards. DP is invincible on startup, but will die to armor or moves that leave multiple active frames on-screen. Or other invincible supers.
@NeoBoneGirl3 жыл бұрын
@@WHATISUTUBE Armor is extremely rare in GG though, I think Hammerfall and Leo 6P are the only things with armor in the game, and betting for someone to do a random super in pressure is really just praying you’re playing someone who actually doesn’t know how to do anything but mash. The only other real advantage counter has is that it can hit from way farther away due to its nature as a counter, but I guess Blue Nocturne also has that benefit too
@WHATISUTUBE3 жыл бұрын
@@NeoBoneGirl Counters benefit of catching moves from further away shines as an alternative to dps in a game where everyone has midscreen pokes. Or at least, moves that are outside of dps range.
@PaddyRoon73 жыл бұрын
I deeply love these videos Baf, even the shorter ones. Your level of knowledge and skill in explaining things in a clear and concise way is fantastic, and makes you one of those rare quality content creators on youtube. I know you've mentioned you're a little intimidated by the series blowing up, but don't let that shape what you want to do too much. Just keep being you.
@Judgementkiryu Жыл бұрын
Lol that clip of Makoto grabbing Remy out of parry super is hilarious for some reason
@edgelord83373 жыл бұрын
Big yellow: *who are you?* Bafeal: *I'm you but I stream more*
@coolswag46123 жыл бұрын
I’m you but original
@nebiyuesayas56003 жыл бұрын
I like how this works in universe: "Instead of just attacking my opponent when they try to do something, I'll let them try to hit me, block it, then attack" Ironically, the end result is the same in game...
@aroo_of_fighters2 жыл бұрын
It's not just the Universal Overheads that have the mid-air locking issue - a lot of reactable moves that this would work well against are considered airborne. Shoto tatsus, Yun's dash punch, Elena's Rhino Horn, Remy's divekick, Sean's Wheel Kick and Hugo's dropkick/butt shoot/leaping headbutt are some moves that fall under this. Also some moves just blow through it entirely. Urien headbutt, Yun's bicycle kicks and Ibuki's neckbreaker slide are moves that blow throw it, I'm sure there's plenty of other moves that do. It's so bad even when you guess right.
@PabloAvilaEstevez3 жыл бұрын
One time I played against my little brother and he picked SAIII Remy cause it reminded him of our favorite game Shin Megami Tensei III: Nocturne and he instantly regret it
@ashtar38763 жыл бұрын
You already kind of should regret picking remy
@totaldestruction1523 жыл бұрын
Yo SMT fan nice.
@Scaramusea3 жыл бұрын
now i have some isamu and remy crossbreed in my head
@randolphthomasii70403 жыл бұрын
1:20 I'm sorry but godDAMN, Daimon's super is so godlike. IKEZO
@saadhasan25183 жыл бұрын
Gives me Evo 2017 flashbacks when ET used it to win Kof 14 Evo Tournament.
@PhillipOnTakos Жыл бұрын
Cooler in DBFZ has a counter super. It works on everything in the game except grabs and will always connect because Cooler will teleport to his opponent and it freezes them. What's also important about it is that in a game where every super freezes the screen and will zoom in on the character, Cooler's counter doesn't do that when he uses it only if he lands the counter.
@abbacchio25023 жыл бұрын
Something that would make this super significantly better is if it was available in his other Super Arts like a Raging Demon. I wonder what would replace it as SA3 tho, maybe the command grab version that is in 4rd Strike?
@saadhasan25183 жыл бұрын
This is why SNK's supers are better you still get complete hits even if the opponent is in mid-air and Freeman actually just walks towards you when he does he counter super and Daimon's counter super can be used in HD combos though it gives 2 hits only. Btw, it's a great video.
@shadowssun11203 жыл бұрын
Hakumen's Yukikaze was 'trash' in Calamity Trigger because it was a counter super that didn't counter lows, but it still synergised with his meter-over-time mechanic by making your opponent scared to hit buttons, caught projectiles, and had a fully-invincible unblockable followup attack that went fullscreen instantly, so unless your opponent was high in the sky they'd get tagged. Not to mention the freeze only activated when you hit him and lasted just enough time for your opponent to regret their life choices. I didn't realise quite how bad counter supers could be. I mean damn.
@EternumTagerMain2 жыл бұрын
Calamity Trigger Hakumen's counters had way too small of a window to hit. Mostly why they were trash.
@BonkHazard Жыл бұрын
Then there's Terumi's counter, which would sometimes not even work against the attacks that it's supposed to counter.
@superbro64133 жыл бұрын
The segment on counter supers having a freeze or not was eye opening, I always wondered why some games had better counter supers than others, but couldn't quite figure out why. Thanks for pointing that out to me Baf
@DudeWatIsThis2 жыл бұрын
Blue nocturne: - When you start playing the game: "I'm not picking that super because I'm really bad." - When you are an expert at the game: "I'm not picking that super because it's really bad."
@awkwardcultism3 жыл бұрын
But at least his hair is God Tier.
@JBall73 жыл бұрын
Bad Balance is the best FGC content in a long time
@LightningCayo3 жыл бұрын
Counter supers with super freeze have a glorified “kick me” sign on them
@sibami123 жыл бұрын
Maybe it's so obvious that nobody mentions it but, on top of everything else, a counter super in a game where parry is an universal mechanic that also acts as a confirm is totally redundant and pointless, basically wasting a super art while simultaneously being worse than super into parry because of how blue nocturne has recovery while parry isn't even a commitment.
@suddenllybah3 жыл бұрын
I'd like to see the frame breakdown of parrying. Because you can't spam parry, IIRC, and stuff that is actually zero commitment you can basically always have active.
@Neogears13123 жыл бұрын
I garou it’s not terrible because multi hitting moves eat inputs a little when blocking, even when parrying, this allows some sneaky mixups that freeman can get out of by parrying into counter super. It’s putting the “situational” in situational merit but it still has merit
@Archedgar3 жыл бұрын
BYARRGH NEW BAD BALANCE BIDEO. BANK BEW BAFAEL. 1:08 That's a nice example but I think a better example would be Iori's exceed from SvC Chaos in which many Street Fighter characters are featured as well. Iori's exceed is the only counter-exceed move in the game and it happens post-freeze but it's one of the best exceeds in the game. The reason for that is that it has no start-up (1 frame?) and almost "absorbs" nearby attacks with a weirdly large "hurtbox". It's hard to explain exactly but it's really good and should be the template for Street Fighter "post-flash" counters.
@Ramsey276one3 жыл бұрын
Forgot that one Heck, FORGOT THAT GAME XD
@MrKastle093 жыл бұрын
Who car... Nah I won't lol. This was good
@rugalbernstein78223 жыл бұрын
One time I discovered that I can parry Elenas first hit of SA2 and immediately use blue nocturne to counter it
@phantomspaceman3 жыл бұрын
Remy is a SF Alpha character accidentally inserted into SF3.
@free_playstation_23 жыл бұрын
2:13 I don't know why but this cracked me up so bad
@Daniel-uq8ix3 жыл бұрын
imagine being a zoning character in a game with a parry mechanic
@SparkyForce3 жыл бұрын
Smash Ultimate says hello Sakurai for the love of god buff parry
@shanerpressley3 жыл бұрын
@@SparkyForce I play both Richter and Ken and almost never use parry as Richter because what is the point if I'm always going to use up special out of shield? If I parry with Ken, I get access to proximity heavy jab which is almost always my max damage punish. For how bad parry is in Ultimate, it's really only useful on Ken in my opinion
@abbacchio25023 жыл бұрын
@@SparkyForce also isn't parrying in Smash Ultimate actually good for Zoners? Powershielding used to reflect projectiles but parrying doesn't iirc
@SparkyForce3 жыл бұрын
@@shanerpressley Hard agree. Parrying with shotos or characters with other fast grounded buttons is good. Parrying projectiles on the other hand isn't worth it half the time lol.
@SparkyForce3 жыл бұрын
@@abbacchio2502 Yeah parry is good for zoners in the sense that it's not particularly effective against them. The original comment was saying that zoners tend to suffer in games with parries, Ultimate is a great example of that not being the case since the parry is ass.
@hollywoodee91173 жыл бұрын
If only it locked in on aerial opponents similar to Ryu’s VT2 parry in SFV, it might have a use against dive kick characters
@edgelord83373 жыл бұрын
Big yellow and bafael *2 spider man pointing at each other*
@dd-iy7jw3 жыл бұрын
damn that was quick
@c0mplex_Ale Жыл бұрын
The comparison with Daimon’s counter super really goes to show that, as good as 3rd Strike is, it’s still an old ass fighting game and newer games like KoF XIII are able to make certain design choices better than it with the benefit of hindsight.
@ShinStriderHiryu12 күн бұрын
SF4 had counter ultras with the freeze too so they dont learned anything, also marvel vs capcom 3 had counter supers with the freeze too
@Steve_P_B3 жыл бұрын
Honestly, I feel like the character has potential and I hope that they bring him back much improved like they did with Elena in SF4
@BinaryHedgehog13 жыл бұрын
One thing I would love to see, since I see it in the comments a lot, maybe in future videos you could speculate on what could’ve been done to improve the balance on things?
@sigmaklim25323 жыл бұрын
This series is so much fun. Keep it up, Baf!
@herotrev3 жыл бұрын
I actually play a lot of Remy, and frankly I wouldn't say he's under balanced he's just not a good fit for SF3. I believe Big Yellow said "He's in the wrong game." I agree, his sonic booms for zoning don't really work when you can have them parried and give your opponent meter. I tend to use his okay buttons baiting jump ins for flash kicks, but then again parrying also stops this when they empty jump. He's awkward to play in this game, though I enjoy his playstyle.
@keithsimpson26853 жыл бұрын
Sometimes things in a game don't work and they just never mess with it again after a game version breaks it or if no one pushes on it. Joe's ranbu drops in kof vs the kyokugen characters comes to mind. Plus a counter super in a game with generic parries is DOA.
@1Diddums3 жыл бұрын
Remy.
@Ramsey276one3 жыл бұрын
1:25 YES Fatal Fury and early KOF games HAD NO SUPER FREEZE IT IS NOT NECESSARY!
@The_Meev3 жыл бұрын
I think from all the counters I've seen in fighting games, to be good they have to counter almost if not everything (Or at the very least have immunity to projectiles like Jiren's Shock Tornado), have frame 1 start-up, function in a way that beats safe jumps, have no super flash if the counter is a super, and allow the follow-up attack to fully connect regardless of the opponents position. Any less than that will make people not want to use it even if they don't have a DP.
@jouheikisaragi60752 жыл бұрын
Then you have Avalon in Type Lumina.
@THEGENTSJPEN2 жыл бұрын
So smash ultimate counter
@ashtar3876 Жыл бұрын
Kolin's counter can be useful for very specific punishes
@Viddaric3 жыл бұрын
So as far as counter-supers go, I've seen one game do a very good job about it. Urban Legend in Limbo (and the psudo-sequel, Antimony of Common Flowers, which was basically the same game but with assists and a few extra characters, and without the weird orb gimmick). Only one character has a counter-super: Byakuren. It's actually even more pronounced than Blue Nocturne, having a super-freeze AND requiring you to declare your intent to use it before use. However, another one of her mechanics interacts with it. Byakuren can throw some kind of throwing weapon (I can't honestly tell what it is) as her basic bullet attacks. If they hit or are deflected by an enemy projectile, they bounce upwards and can be caught by Byakuren. If she catches one, her next use of that attack throws 2. However, if she catches one while using the counter-super, it goes off even if the opponent did not hit you. And since the counter-super is a big honkin laser blast, it can do a great job as a combo ender if you know a good enough setup.
@YoutubeIsAwesome3 жыл бұрын
Hello, if you want to see how Remy should have been as a character in 3rd Strike check how he plays in 4rd Strike Arranged Edition and notice how much better he is: kzbin.info/www/bejne/eGLNZp5sj9mKo9E
@AffyMoon2 жыл бұрын
As a byakuren main i had no idea you could do that holy shit. I usually just use the teleport dagger super
@YonkoCora3 жыл бұрын
Every time Bafael uploads its like Christmas.
@PanagiotisPolitis-bl9xj Жыл бұрын
Please make a bad balance on Remy one day. The rest of the commonly known low tiers have obvious weaknesses i.e. twelve's low damage, Hugo's mobility etc.
@kuma65723 жыл бұрын
Could there be a bad balance on Æ Yun?
@AmeriKameVictor3 жыл бұрын
I'd second this, I hear horror stories of AE twins but I came into sf4 in 2012
@merkyofaycemfx29443 жыл бұрын
@@AmeriKameVictor the funniest part is that Capcom even gave him a winquote that pokes fun at how *absurd* they made him: "Cheap? Don't you know how much I paid for this cap?"
@mintcey Жыл бұрын
Image if blue nocturne was a super Remy always had access to despite which super art he chose. That way people will have to be more careful when approaching him either watching for an offensive super or a counter.
@invincibleloonie3 жыл бұрын
what if SAIII was replaced with a slowly advancing boom that was like an aegis or a booger that he could do unblockables with, would Remy work better that way?
@CrowFGC3 жыл бұрын
Anything would work better
@shanerpressley3 жыл бұрын
This would almost definitely change Remy into a pressure loop character even if it costed a ton of bar. Would also create a really interesting use of meter between defensive EX booms or an offensive super boom
@YoutubeIsAwesome3 жыл бұрын
Hello, if you want to see how Remy should have been as a character in 3rd Strike check how he plays in 4rd Strike Arranged Edition and notice how much better he is: kzbin.info/www/bejne/eGLNZp5sj9mKo9E
@Neogears13123 жыл бұрын
Remy’s biggest problem is his charge inputs. If he had the exact same moves but as motions he’d actually have some of the best damage in the game with incredible space control tools. Which tas videos show is possible already but not humanly due to the charge partitioning being impossible for people. It’s impressive how good Remy theoretically is, and is low tier primarily because of his inputs completely shackling how good his kit could be.
@NeoBoneGirl2 жыл бұрын
@@Neogears1312 I mean, that is the point of charge motions. The moves themselves are flat better than most comparable moves in the game because the motion is inherently limiting them in was a 236 motion isn’t
@SolidSonicTH Жыл бұрын
This move almost seems like it exists just to fill out Remy's movelist because he needed a third super so, in an effort not to undermine his character, they gave him a third super that is completely irrelevant compared to his other options because those already work well enough for him. Things like a short, single stock super meter is evidence of this when his other supers have longer meters with two stocks. They recognize how practical his EX moves are and how useful his first two supers are so they are literally dissuading players from bothering with his third super, which provides none of these benefits.
@Gawdlygamer3 жыл бұрын
Love this content. Keep up the great analysis.
@theraymunator2 жыл бұрын
I really hope that if SF6 has counter supers they get rid of the super freeze, counter supers are actually really cool, but I still don't understand why Capcom wanted the super freeze on both SF3 and SF4 only to drop counter supers in SFV.
@julianchrobak-prince19153 жыл бұрын
Great video Baf. Just a quick question if you have the time, when you play on pad do you use the thumbstick or the D-Pad?
@Bafael3 жыл бұрын
Dpad
@JohnnyTheFlash_3 жыл бұрын
Yo baf I am hoping to start a series soon inspired by your Bad Balance series as well as Big Yellow and his FGG series. I'd love your opinion on it when it comes out.
@Bafael3 жыл бұрын
ok link me
@JohnnyTheFlash_3 жыл бұрын
@@Bafael will do
@OccuredJakub123 жыл бұрын
It's so sad that this move sucks since it looks so cool and fits my own playstyle so perfectly.
@MixerX13 жыл бұрын
Sometimes you’ll blue nocturne something and get punished for it. Is you BN the 1st hit of Shin Sho, the rest of the super will connect before you can start the counter flurry.
@keylimecookies3 жыл бұрын
Amazingly comprehensive video, only no talk of how the super is “unlocked” with mastery a of red parry. But again abysmally situational cuz a blocked super is generally ur only route on the entire cast. You’ll probably just throw a boom then super cancel fucking yourself it if you press kick a tad early
@jamesd49913 жыл бұрын
He did cover that near the end dude 👍🏼
@keylimecookies3 жыл бұрын
Talked about muti hitting moves but didn’t say red parry
@KyokujiFGC3 жыл бұрын
Honestly, the biggest issue with it is just that parrying does the exact same thing for better reward with lower risk. Counter supers are innately redundant in a game with universal parry.
@rc91453 жыл бұрын
Parrying first hit of a multi hit attack into blue nocturne looks soooo sick tho
@taylorbee40103 жыл бұрын
Think of how much better he would be if this was just his shippu. And if you miss the confirm the counter comes out
@dESTRON763 жыл бұрын
If they re-balanced this game everyone would immediately flock to it which is sadly the reason they will not re-balance it.
@TheRadBaron3 жыл бұрын
bafael never misses
@Compaychago2 жыл бұрын
Blue Nocturne is for baiting parries and punish by buffering.
@GlowingOrangeOoze3 жыл бұрын
I've spent years assuming I understood why this super was bad. It turns out, I was _naive._
@melonyswife3 жыл бұрын
He should have made me dinner
@111mattbell3 жыл бұрын
thats so funny. that the few times SC3 is strong SC2 can do the same thing but also have more utility. good shit
@kholdkhaos64ray113 жыл бұрын
I completely forgot Remy even HAD this super lol
@Neogears13123 жыл бұрын
Remy funny enough one a French national a couple years ago. So by all accounts; remy is viable. I think he’s needlessly shackled by being a charge character but there’s no denying you can get mileage out of him. He’s just got some glaring weaknesses
@mightychilli5203 жыл бұрын
I can understand why Baf made a video on Remy's Blue Nocturne and not Remy himself. Some people say he sucks, but trust me when I say this, he is nowhere near Sean and Twelve level of bad. What really screws Remy over non other than Parry, since he is a Guile imitation being a zoner, having a projectile as your main tool kinda sucks in this game since people can tap forward as soon as it's gonna hit pretty easily. He is an okay character, but in the wrong game. If he were to be in any other Street Fighter game, he would definitely do way better.
@YoutubeIsAwesome3 жыл бұрын
Hello, if you want to see how Remy should have been as a character in 3rd Strike check how he plays in 4rd Strike Arranged Edition and notice how much better he is: kzbin.info/www/bejne/eGLNZp5sj9mKo9E
@Neogears13123 жыл бұрын
Yeah he’s one a national before so by all accounts he’s viable even as a low tier. Being a motion character is all he’d need actually. Tas remy gets absurdly good damage with actually good meter less zoning in a game with parries. It’s only impossible because humans can’t execute the charge partitioning needed to do them. But if they were just QC’s and SRK inputs he’d be honestly about as good as ken with his crap lows holding him back from being any higher.
@YoutubeIsAwesome3 жыл бұрын
@@Neogears1312 There is the technique that allows Remy to "cook" his charge motions he can do crazy zoning with it, meaning that you can barrage the opponent with sonic booms as long as you mix the lows with the high, not that difficult once you get the timing. And this is Vanilla Remy.
@djemollient25943 жыл бұрын
We back to the big time Bois
@smashflame21362 жыл бұрын
Idea for the way this super should work: parry, then do an EX input during the parry freeze
@HiterLit3 жыл бұрын
Playing around with superflash is something that Capcom seems not to like. In the other camp, you have BlazBlue's Terumi, who has two supers with identical startup and superflash animations, except one is a high and one is a low.
@NeoBoneGirl2 жыл бұрын
90% of the time it’s gonna be the high though
@fissilewhistle3 жыл бұрын
I wouldn’t mind if they took another shot at Remy in the future. I think he could potentially be cool.
@SpitefulAZ3 жыл бұрын
wtf this came out in July 2021, i never saw it until now.
@underplague6344 Жыл бұрын
If Remy somehow returns in sf6, I think blue nocturne would actually be pretty decent. You'll always have access to it and with the increased emphasis on armor and slow attacks a counter like this would see at least some use.
@ChiefMedicPururu9 ай бұрын
They should make him come back. It would be interesting.
@coldblizzard58802 ай бұрын
Remy NEEDS a second chance. I want him in SF6 so bad because he’s only been in 1 singular game. That’s not fair. If he comes back they should completely redesign his gameplay. Give him some installs or something, some new moves too. Make Blue Nocturne his CA and completely make it look different. He’s deserves a second chance imo. I love Remy ngl I always use him in this game. Would love to see him updated. Would be so cool.
@CiccioImberlicchio3 жыл бұрын
is this a reupload? i swear i watched this already
@Scott_McKewl3 жыл бұрын
As bad as it is, im happy a counter super is in the game to experiment with at all. Notably on a hypothetical multi-hit attack in the unlikely scenario where you parry all hits except the last and use blue nocturne to punish for minimum damage.
@TheOneandOnlyCRMartin3 жыл бұрын
Looking forward to the Vanilla 4 Sagat episode.
@Ryusuta3 жыл бұрын
To be fair, seeing the look on a Chun Li's face when you hit Blue Nocturne on their SA2 might... just MIGHT be worth it on its own. XD
@madProgenitorDeity3 жыл бұрын
thx for taking recs dude
@sugararmor82 жыл бұрын
they should bring Remy back, cool design
@Meefyyy2 жыл бұрын
if remy was in sf4 i wanted his super to be blue nocturne and his U1 And U2 to be light of justice and the other one
@tanyaharmon67393 жыл бұрын
Great as always
@four-dollardiscount17233 жыл бұрын
Great stuff as always Baf
@marcorodriguez87923 жыл бұрын
Do a video for Gill (if you haven't so far) just for fun