Great video! That archetypes video was my first scripted video I made, and there's a LOT I wish i could change, and this pretty much addressed all my gripes with my own video!
@N24-z5r3 жыл бұрын
Why has no one replied
@steezyastro3 жыл бұрын
@@N24-z5r Because no one wants to
@FastJohn4433 жыл бұрын
@@N24-z5r reply for what?
@danielm51613 жыл бұрын
There is a category that doesn't get pointed out so often that I call "Wizard" or "Mod" characters. These aren't wizards in terms of their design but they have tools that would be considered a glitch relative to the framework that the rest of the cast sits in. Faust and Bedman are good examples of this in Guilty Gear. Many Puppet characters and Composite characters are a sub class of the "Mod" category. To be clear, "Mod" characters may not have teleports, composite or puppets...it's that they have some mechanic that sits outside of the framework that all other characters must obey.
@FastJohn4433 жыл бұрын
@@danielm5161 I've never heard of this archetype before. Aren't these guys just unorthodox characters?
@elim90543 жыл бұрын
The important characteristic of a tatsu is that it's projectile-invincible, so I define a shoto as anyone who has: - A projectile - An anti-air reversal - A tool that punishes projectile spam in some way Mario is a shoto.
@espurrseyes423 жыл бұрын
Super Jump Punch is more of a combo tool, not an anti-air reversal. If you want to be a bit more lenient though, it has offensive use (combo ender) and defensive use (recovery).
@seanmyster63 жыл бұрын
Power Wave = projectile Rising Tackle = anti-air reversal Crack Shoot = anti-air reversal + low projectile punisher Power Dunk = anti-air reversal + mid projectile punisher Fire Kick = mid projectile punisher Terry is officially the shoto-est shoto that ever shoto'd.
@espurrseyes423 жыл бұрын
@@seanmyster6 Rising Tackle is a Charge motion, so he doesn't count.
@seanmyster63 жыл бұрын
@@espurrseyes42 KoF '98 begs to differ.
@Fungus4023 жыл бұрын
So is wolf a shoto?
@Fighter101network3 жыл бұрын
This is the kind of content that the FGC needs. People who take the time to produce something of this level deserve to have their content shared as much as possible. You earned your like, your sub and your bell. Great video.
@mortis.y23 жыл бұрын
Same man this was a great video
@fear_is_nearcz2 жыл бұрын
@@mortis.y2 6t6t⅞7⁶ih
@HoodWeegee3 жыл бұрын
"Honestly if a character is a ninja they're most likely a rushdown character" *Shows Sub-Zero who is notably defensive over anything* Better pick for a rushdown MK ninja probably would've been Reptile
@CodyRockLee133 жыл бұрын
For what it's worth, he specifically showed Sub-Zero from MK11 (that may just be Hydro showing the most recent version of the character more than anything, but hear me out). In that game, custom variations exist and he has tools for zoning, trapping, and general defensive play depending on which moves are chosen as part of a variation which, as you say, he's known for (though I would even argue he's more of a counter-zoner than an out-and-out zoner/defensive character). However, he also has rushdown and mixups inherently in his kit--meterless combo tool in his Ice Ball from an unseeable low, an overhead that leads to a knockdown leading to oki, and a very fast, long-range, low-profiling low attack in Slide--that can be enhanced further by variation choices, i.e. allowing him to spend resources to combo from his overhead with Ice Ball. When it comes to MK11 Sub, I definitely think more about his mixup/rushdown. Even going back to MKX or MK9, I think of his oppressive corner trapping where he severely limits his opponent while making his own options much scarier and more punishing. In any case, Reptile or, more so in my opinion, Scorpion might've been a better representative of a "rushdown ninja", methinks. Sorry for this book of a response.
@Hydro_2363 жыл бұрын
Lord Haari is right, I was mainly thinking of MK11 Sub-Zero. I personally don't play the game, so I asked someone from my scene if MK11 Sub-Zero was a rushdown character (since it was the most recent game) and they said yes. Sub-Zero was the first ninja that came to mind and I didn't stop to think about how he plays in the previous games, so that's on me.
@N3r0ThlHeavyMetal3 жыл бұрын
MK doesnt have traditional archetypes. Its just not a good example here.
@Cezkarma3 жыл бұрын
Sub-Zero in MK11 is 100% rushdown. There are defensive loadouts you could use but in general he is definitely rushdown.
@soggydinnerolls18213 жыл бұрын
@@Hydro_236 he’s a mixup character also he is annoying
@dbgr98753 жыл бұрын
A very big trait you missed are charge characters. Having to hold down or back for a second before being able to use a move has a big impact on gameplay. But, this video was really great, we need more content like this on youtube!
@deadpoolvega2 жыл бұрын
And counter characters
@trappestarrgaming34222 жыл бұрын
@@deadpoolvega and set play characters
@99Gara992 жыл бұрын
I was kinda disapointed by that and thought guile being called zoner was nonsense edit: I had just watched zoners before writing the comment and then came the footsie, that made things even worse
@GohTheGreat2 жыл бұрын
@@99Gara99 I personally beliee guile is more of a zoner than a footsie character. Yes his normals give him a great footsie game but with new moves like sonic blade a sonic puncher, its hard for me to believe hes designed as a footsie character
@99Gara992 жыл бұрын
@@GohTheGreat I mean. He isn't neither a zoner nor a footsie, he is a "charge character" And Dhalsin is clearly a footsie Edit: typo
@krbay10193 жыл бұрын
I always just called the "footsie characters" midrange characters.
@SinisterSally3 жыл бұрын
I know them as midrange zoners.
@soulful17403 жыл бұрын
always just called them honest characters
@charleouel90123 жыл бұрын
@@SinisterSally Yah it bassicly a mix of the All-rounder, Zoner and rushdown. (exemple Karin got quite alot of rushdown skill dash and mix-up her skill that got a grab is a mix-up.) Overall the footsie is kinda in the midle of the 3 arctype in my opinion.
@googleisacruelmistress19103 жыл бұрын
That's not nearly as kinky tho
@harryvpn14623 жыл бұрын
@@googleisacruelmistress1910 LOL
@bluesheepwolfie3073 жыл бұрын
As someone new to fighting games in general, but wants to get into it and wants to actually make a fighting game, thank you so much for this video! I've been watching bunches of different character archetype videos, but yours has been the best so far with breaking the archetypes and traits down and explaining it without using confusing fighting game jargon. Thank you so much for this!!
@MSCDonkeyKong3 жыл бұрын
16:51 why do people always get surprised when the defense attorney is abnormally durable?
@piranhaplant84833 жыл бұрын
It's probably because he is the most normal dude on the roster in terms of who they are. Phoenix is just a lawyer after all
@memeinatorun-official1443 жыл бұрын
@@piranhaplant8483 who gets whipped, burned, tazzed, and chocked on a common basis
@piranhaplant84833 жыл бұрын
@@memeinatorun-official144 That's true, I suppose. On that topic, he also got hit by a car I believe
@bguy67783 жыл бұрын
@@memeinatorun-official144 has he been hit by a meteorite too?
@Crowens3 жыл бұрын
@@piranhaplant8483 got ran over and flied up but walked away unscathed... Until he slipped and hurt his leg Also fell several feet into a ravine when a bridge collapsed and only suffered a cold
@LoudButtons3 жыл бұрын
I love the separation of archetype and traits. Many people seem to conflate a characters movelist with their archetype, without determining the main gameplan that character executes. Ken and Sagat both have uppercuts, fireballs, and a forward moving special, but Sagat is a zoner and Ken is rushdown. Great vid man.
@imlonelypleasehelp5443 Жыл бұрын
Ken is famous for being a shoto/rush hybrid 😂😂😂😂😂😂😂😂😂😂😂😂😂. I’m watching a lot of these videos and seeing literally no one knows shit.
@damontejohnson24693 жыл бұрын
I’m subbing purely because of the no more heroes style intros, great video
@matheusvasiliauskassoares43613 жыл бұрын
Hit: *THIS IS THE STANCE* Also Hit: Not mentioned in the "stance" segment
@bguy67783 жыл бұрын
That's nitpicky
@atomu273 жыл бұрын
I think Marth from Smash Bros fits your Footsies archetype really well.
@7fatrats3 жыл бұрын
Yeah, footsies are just swordies mostly.
@deletedTestimony3 жыл бұрын
I would term the archetype as "fencer" since spacing and finesse are key. And Marth was my point of reference
@kylespevak67812 жыл бұрын
@@7fatrats I get what you're saying, but Marth specifically benefits from footsie range where Roy is designed to be rush down
@enigmatic2878 Жыл бұрын
@@deletedTestimonyhehe. Point.
@RiskierGoose3403 жыл бұрын
18:10 To add on to Ice Climbers, although you can desync their attacks allowing for really interesting combos, the secondary climber will always try to get close to the primary climber whenever possible, which isn’t exactly how a puppet character works.
@cblackk13 жыл бұрын
Examples of rushdown: the entirety of dbfz
@amazing-medo38833 жыл бұрын
example of a pupet character : 90% of jojo heritage for the future
@subwayz_qt53 жыл бұрын
@@amazing-medo3883 no, we have only one puppetier, and its Devo. Its more like rushdown, footsie and zoners.
@urielguerra91463 жыл бұрын
Eh yes. in DBFZ it is a combination of rushdown and the other types in each PJ. For example Broly super (Grappler), A17 (rekka), Freezer (Zoner) and etc.
@The_Vible3 жыл бұрын
@@subwayz_qt5 More like puppet rushdowns, puppet footsies and puppet zoners
@onyourleft92733 жыл бұрын
@@amazing-medo3883 to be fair they’re like a hybrid they can be stance characters (stand-on/stand-off) and also sort of a puppet since they can sort of detach they’re stand?
@onceinawhile94543 жыл бұрын
Great video! my only comment is in the Rekka section was to bring up the idea that Rekka characters have mixups based on "are they going to do the whole rekka or not" and would have been a nice inclusion. thanks again for the great video
@ActarratcA3 жыл бұрын
As someone with little experience in fighting games I loved your presentation here, I understood every moment and never felt overwhelmed despite the abundance of information. Keep up the videos for my entertainment and hopefully your own satisfaction, i cant wait for the next one my man
@WilfredCthulu3 жыл бұрын
Here's a thought: is the "joke" character an archetype?
@happymagician16993 жыл бұрын
I'd argue it's closer to a trait since 'joke' characters are often like unorthodoxes due to working in a similar mode to other characters BUT doing it worse or in a far less conventional way compared to true archetype holders. E.g Dan hibiki vs ryu. He technically runs as a shoto with conventional move inputs for fireball, forwards charging attack and anti-air punch BUT has drawbacks or massive modifications to make it either less practical or straight up less serious.
@Angel_alanis3 жыл бұрын
I say that yes Aside from Dan, who was already mentioned, other characters that I can think are Dampierre from Soul Calibur, Khan from Heritage for the Future and Meat from MK4. - Dampierre is a trickster who fights using hidden blades in his hands. A lot of his attacks are feints, grabs and even some of them do random damage. - Khan is easy to learn, but once you become more skilled, he is useless. He is slow and has horrible combos. Two other characters in the game have the same moves, and are better. - Meat was just a "placeholder" for the dead characters, but you could use it with a code (but since he was only a "skin", he will use another characters moves). When he became real, he was given almost no backstory
@rebeccachambers18463 жыл бұрын
The 'joke' character can best be described as 'Whoever is my main after the first balance update.' At least, that's what I whine to my wife when I get bodied.
@GottaBeMurph-V23 жыл бұрын
I think it’s more of a trait that falls under the other archetypes. Typically the joke characters are a clone of one of the others.
@rainbowmothraleo3 жыл бұрын
No, just like with composite characters, it doesn't affect gameplay. Fukua from Skullgirls is a joke character, but gameplay-wise she's hybrid between Grappler and Zoner
@Proxic0n3 жыл бұрын
This is about the best take I've seen on this topic so far. Excellently presented, well edited, and not a boring moment throughout.
@DragonflySwamp3 жыл бұрын
Great video. This is probably the best of the recent spate of character archetype videos, and much better than Leon Massey's video (ironic, considering he pushed for those videos in the first place). I really agree with your definitions, and I like the way you categorized your information into broad archetypes and traits, since that's how a lot of characters are designed in the modern age. Even simple fighting games don't have characters whose entire gameplans are "good fireballs, bad close range" or "good close range, bad long range" because those characters just aren't that stimulating to play unless the game is super broken/deep like Super Turbo. I especially think the footsies archetype solves a lot of the inherent problems that come from the typical shoto/grappler/rushdown/zoner categories. I'll definitely be showing this video to my friends/other fighting game players. It's criminal how few subscribers and views you have considering the effort you put into your videos. As for archetypes/traits you didn't discuss, there are a few that I think are worth mentioning: - Summoner: similar to puppet characters, but they summon "fire and forget" allies or call assists rather than controlling two things at once directly. - Setplay/vortex/prison: characters who are very good at forcing their opponents into mixup situations and then looping those mixup situations. There are definitely shades of this in SF, but SFV has been very clearly designed to limit looping mixup situations. I'd say throw loop situations were the closest SFV ever truly got to setplay like you'd find in an airdasher or tag game. SF4 Fuerte and Ibuki were also quite good at doing this, but given the prevalence of hard knockdowns and unblockables in that game there were many other characters who could do it too. (I'm actually making a video on this topic, but that will take a while to be published.) - "Snapping turtle"/defensive: characters who have some kind of unique defensive mechanic that allows them to challenge/escape situations other characters can't. I can only really think of Baiken in GG and Yoshimitsu in Tekken 7 (because his Flash move is so fast it allows him to challenge/punish things nobody else can), so this is probably more of a trait than an archetype. Slayer has shades of this because of how his BDCs work.
@bobbybowen94893 жыл бұрын
looking forward to that vortex character video
@feri7mble3 жыл бұрын
Much better than Leon Massey's for sure, his reasoning was strange and didn't make a lot of sense.
@AzazelTheMisanthrope3 жыл бұрын
Don't forget pseudo-grapplers, characters who excell at enforcing strike/throw mixups, but usually as part of a larger kit than a traditional grappler
@pokeaust78003 жыл бұрын
Urien in SFV I think is a good example of a Setplay character. He can create some really dirty mixup situations with his V-Trigger 1 and V-Skill 2 that bounce the opponent around and make juggles that leave you unexpectedly standing on a random side if he ends with forward MP
@Skallva3 жыл бұрын
He also briefly touched on this, but trappers aka the characters whose toolkit revolves around setting up traps that the opponent has to carefully navigate around to get to the trapping character or to escape their pressure. Definitely should've been expanded upon because it's a fairly common trait in many fighting games and a pretty varied one too (eg. both Rachel and Kokonoe from BlazBlue can be classified as trappers but their gameplans are completely different). Also, as another example of a defensive character: Hakumen. He usually prefers harassing his opponents with his huge pokes and he doesn't like to get in - instead he waits for his opponent to come to him and punishes their mistakes with his oppressive counters and massive burst damage. Adding to that, he's the only character in the game who builds meter passively so he has no reason to want to get in and the opponent is constantly urged to finish him off as quickly as possible before he gets access to his most dangerous tools. He can also cut projectiles, leaving behind a huge hitbox in their place, so zoning him out isn't as simple as it may initially seem.
@Syfa3 жыл бұрын
I would have thrown in "Charge" characters to the trait list, eg, characters whose gameplan is very heavily dominated by movesets with (typically) directional button holds. Examples being Guile, Urien, Remy, Falke and Sabrewulf(?). It's notable because said gameplans usually keep them fairly stationary unless they employ certain (sometimes game specific) movement to retain their charges while advancing. Not applicable to all games, but the limitation on *how* they perform their typical special moves generally pushes them more towards certain styles of play.
@Hydro_2363 жыл бұрын
I originally considered Charge characters when making the script, but I felt like talking about them would mean having to make a section on Motion characters as well, which I didn't think was worth talking about (which in hindsight is kinda dumb reasoning lol). I also tried to focus on traits that had several aspects that wouldn't be immediately obvious, or in the case of the Rekka trait, traits with names that don't give newcomers any clue on what they do. You make a good point about how charge inputs affect a character's movement. I hadn't really considered how a character's movement is affected by having to charge frequently, though characters like Alex and Urien in SF5 are more active and less reliant on charging than more stationary characters like Honda or F.A.N.G.
@Hu1tziil3 жыл бұрын
For charge characters the best example is TOTSUGEKI from GG:strive
@SenatorArmstrong20183 жыл бұрын
Saberwulf has charge moves, like his Back Heavy in KI 2013, but he’s more of a rush down character.
@robinsr47453 жыл бұрын
@@Hu1tziil Ash from kof 13 is also a really good example.
@YouAlreadyKnowBabi3 жыл бұрын
@@Hu1tziil GG* not just strive.
@JonathanRiverafrickinnice5553 жыл бұрын
I feel like the inputs for a shoto character is a bit of a hangup, cuz there's no way Ky can't be called a shoto character.
@baconbuster96513 жыл бұрын
agreed, the exact input is less important than the functions in this case, and Ky is definitely a shoto
@TaberIV3 жыл бұрын
I agree this is an extremely silly distinction, that's the only thing I find weird in this video. I guess you could argue that the "all-rounder" and "shoto" terms are differential by this, but also making an exception for games that have different motion systems shows how arbitrary this is.
@leithaziz27163 жыл бұрын
I'd say Ky in Strive might as well be classified as a Shoto. He's an all-rounder, has a DP and Foudre Arc works visually works like a Tatsu.
@fernandozavaletabustos2053 жыл бұрын
So we could conclude that all shotos are all rounders, but not all all-rounders are shotos.
@Juanmaligno3 жыл бұрын
Thank you for introducing me to Skullgirls what an iconic game I've never heard anyone talk about
@kenkoopa79033 жыл бұрын
Corollary to the Big Body trait: Small Body. SSB is one of the few series I've seen that's been very playful with regards to the size and dimensions of the character, but I've definitely seen Small Body characters in other fighting games, too. I'm a little surprised you didn't go into the deeper gameplay implications of a Big Body character. What's most important about them is that their hurtboxes are also larger and generally wider, meaning air options that would whiff smaller characters coming over and behind them would barely nick Big Body characters and register a hit, crouching as a Big Body wouldn't let you low profile as many moves as you'd be able to as other characters, certain combos which might whiff other characters could connect better with Big Body characters due to larger and wider hurtboxes. Hell, against Big Body characters, air options in general can be more dangerous because anti-air options might strike much higher for Big Body characters than average, and since Big Body characters literally control more space than average characters, they can start combos and keep their opponents deep within their own hitboxes rather than fearing knockback like you might with other characters.
@Untilitpases2 жыл бұрын
Well said. They're also more exposed to hits while laying on the ground, making for easier and longer combos. (Tekkenfor instance.)
@Antifrost3 жыл бұрын
As a counterpart to the Big Body trait, there's also the rarer Small Body, with a similarly simple description: the character has a small body. These characters can more easily dodge attacks by crouching, or even standing in some rare cases. On the other hand, they may have shorter hitboxes, deal less damage, or have lower health/defense than other characters, making them pretty much the opposite of Big Bodies. I don't think SFV really has a Small Body, most characters are roughly an average height or larger than average, but some examples from Smash would be Kirby, Pichu, and Game and Watch. BlazBlue has Jubei, I'm sure there's one in Guilty Gear but I've never played a Guilty Gear game (May is pretty small, right?), and FighterZ has Krillin, Teen Gohan, and GT Goku. Also fun fact, Them's Fightin' Herds has neither Big Bodies nor Small Bodies, since every character has the same hurtboxes despite their designs. EDIT: It would appear that Them's FIghtin' Herds now has a Big Body in the new DLC character, Texas.
@noahbogue19343 жыл бұрын
Neco arc
@enzoponce18812 жыл бұрын
Choi from kof
@aomafura33742 жыл бұрын
Xiaoyu from Tekken
@philithegamer82652 жыл бұрын
The first examples that comes to mind are Yoda in Soulcalibur 4, Oddjob in Golden007 (The N64 video game adaptation of the movie/novel), GT Goku from Dragonball Fighterz and Dr. Slump in Dragonball Boudakai.
@deadrixhanon17762 жыл бұрын
petshop
@arkosthepanther3 жыл бұрын
Really like the no more heroes styled transitions, great video too.
@radec17442 жыл бұрын
im surprised the kings werent mentioned in the grappling section
@Ouryuu-Zenokun3 жыл бұрын
I disagree with a few parts, but for the most part this was a really well done video!
@user-et3xn2jm1u3 жыл бұрын
The production is top notch and you sound like a very natural speaker!
@PoisonousPen3 жыл бұрын
Amazing video, fantastic info! although one thing: Ryu and Ken’s karate was based off Kyokushin Karate - Shotokan is a common misconception as it is the worlds most popular Karate style.
@boobah56432 жыл бұрын
Capcom USA claimed that they were specifically practitioners of Shotokan. Early 90s Capcom USA was, it turns out, not the best source for information on Capcom games.
@PoisonousPen Жыл бұрын
@@KrissyBlues correct 👍
@zeallexandre Жыл бұрын
This video helped a lot. It's so messy that a guide like this is always welcome
@RiskierGoose3403 жыл бұрын
25:15 I wouldn’t say G&W is an unorthodox character. Sure, judge is a really luck dependant move, but it’s not always his game plan to go for it. Hero is a MUCH better example personally. His Mana gimmick is already a little unique, but his down b, command selection, makes it much more interesting. When he uses it, he gets a little command menu of 4 different, RANDOM spells, of which there is a total of about 30. Some are pretty basic, like healing, or a simple projectile, others are litterally one hit KO moves. He was literally described as the most random character. RNG isn’t the only use of unorthodox playstyles, though. Let’s look at my main, Steve. Steve has probably the most confusing and complicated gimmick in the game: his resource gimmick. A large number of his basic attacks use tools which can break, a resource bar as well as his crafting table to replace or upgrade his tools, as well as being able to PLACE BLOCKS. That last one is by far the most unique part because it makes him the ONLY character in the game who can create actual platforms. Some other characters could get items or even place stuff, sure, but Steve’s blocks are superior in so many ways. He can literally wall you out by building walls, can use the blocks to help in combos and set ups, and even cheese opponents by hitting them onto the underside of a block. Normally you could only do this by knocking an opponent onto the sloped underside of most stages, but Steve can do this in any spot where he can place blocks. The only thing that holds him back is bad range, mediocre mobility, and not being able to constantly do these moves due to having limited resources.
@ThisNamesUnavailable Жыл бұрын
bro is a quacking video game scientist,, good point
@anonymoose2474 Жыл бұрын
Voldemort isn't either. He's just a really unique stance character
@TheTrueBrawler Жыл бұрын
Mediocre mobility? Steve has some of the worst mobility in Smash. He has the absolute worst initial dash, has the absolute worst jump height, and is bottom 15 at best in all other movement stats. If he isn't Smash's absolute pinnacle of terrible mobility, it's only because he narrowly beats out one or more of the game's most sluggish super heavy weight characters like Ganondorf, Incineroar, or Kazuya.
@RiskierGoose340 Жыл бұрын
@@TheTrueBrawler well, I only say mediocre, because of his specials. Almost all of his specials (and even some regular attacks) greatly aid his mobility. His Up-b is very flexible recovery and mobility tool, has great safety and startup, and also some neat exploits to further boost it’s abilities. Minecart is really fast with redstone, hits like a truck, is a projectile that grabs you, and works like an extra jump. It can also be re-entered. Blocks make steve’s air game go from okay to unbelievably amazing. Exploits like No-Impact-Lands make his vertical movement terrifying, especially when combined with being able to use Smash attacks and grabs in the air through blocks. Hell, even Down B has some mobility aspects because of the little hop the air version does, and synergies well with other specials. And let’s not ignore down air either, the game’s best stall-n-fall because Steve can leap off it at any point, it’s a projectile, and it hits like a truck. Steve’s mobility doesn’t match that of Sonic, or Captian Falcon, under normal circumstances anyways. But these allow him to move very quickly in crazy ways.
@lalaldka Жыл бұрын
@@TheTrueBrawler kazuya??? wait until you see how fast he approaches with korean backdash
@anidiotplayslivestream52063 жыл бұрын
I can't believe it took until the 24th minute to hear a reference to an SNK game. That gripe aside, good video overall!
@aidanhayes35713 жыл бұрын
26:12 Yes, I do have some disagreements with this video- your specification that shotos must also have the same command inputs for the similar moves feels arbitrarily specific. Your definition of "rekka" is also significantly more specific than the definition most people I have heard use, which is just "any special move that can only immediately after using a specific other special move (example that your definition excludes: Anji Mito from Guilty Gear has several specials which are executed by pressing a specific attack button immediately after using his "Fuujin" special). On another note, in regards to your other comment about mentioning archetypes/traits you didn't mention in the video- Setplay characters, defined as "characters who are designed to take advantage of knocking down their opponent by using their brief moment of safety to do something they gives them an advantage." Characters with attacks designed to hit the opponent as they get up (the act of which is known as "okizeme"). However, there are other types of setplay, not just okizeme. ("all okizeme is setplay but not all setplay is okizeme). Other types of setplay do not necessarily require a knockdown, but a knockdown is typically the safest time for it.
@fernandozavaletabustos2053 жыл бұрын
So we could conclude that all shotos are all rounders, but not all all-rounders are shotos.
@Asmith2183 жыл бұрын
I've been playing fighting games fairly casually since I rented SF2 on my snes about 25 years ago on a whim. I didn't really learn anything but I really liked how you laid out a whole lot of information we all probably intuitively know and put it all into context. I really appreciate how you laid out the main archetypes and variants; I think it will help a ton of people with the terminology and the philosphies they embody. Keep up the good work
@AzazelTheMisanthrope3 жыл бұрын
I think that "Fencer" is a better archetype name for the Footsies character, since a lot of the characters who play this way either have a tool that they use that is reminiscent of a rapier (or is one) or fight in a way that is otherwise similar to fencing.
@tomasgamarra55372 жыл бұрын
THE INTRO OF THE TYPES IS BASED ON THE BOSS PRESENTATIONS OF NMH 1, I LOVE THAT SO MUUUUUCH
@yoboyajax59833 жыл бұрын
This guide is actually way better than the one mentioned in the intro. Great job!
@evanwilliams18396 ай бұрын
VERY glad you mentioned DEVO as an example of a puppet as not only is he the first puppet character to my knowledge, he also did the puppet in a very unique way as he is among the few Puppet character who can attack with the puppet simultaneously, giving him big touch of death and 100+ hit combo potential.
@Ancient_43 жыл бұрын
What about characters that utilize a resource other than the standard super meter like Sin from GG? They have a unique play style that require them to pause and recharge in order for them to do anything significant.
@MrAuthor3DS3 жыл бұрын
Smash has quite a few of those - Kirby (Copy Abilities), Olimar (Pikmin), Little Mac (Power Meter), Robin (weapon durability), Cloud (Limit Gauge), Inkling (ink tank), Joker (Rebellion Gauge), Hero (MP), Banjo & Kazooie (Golden Feathers, sort of), and Steve (materials).
@mmelesco43053 жыл бұрын
I'd argue that those characters fit under a different "trait" as explained by the video, but they do not have vastly different playstyles than the archetypes mentioned. I mainly play Killer Instinct though which has characters that fit the these archetypes such as Eagle (his zoning capabilites are limited by the arrow resource) or Maya (whose daggers need to be retrieved after throwing them and mainly fits a rushdown playstyle which is aided by her unblockable projectiles) so I'm not too sure about Guilty Gear characters sorry.
@seanmyster63 жыл бұрын
I've already come up with a name for that trait: "Resource Manager"
@jayfirson133 жыл бұрын
@@seanmyster6 hmm
@Danodan943 жыл бұрын
@@MrAuthor3DS As a Smash player myself, I'd divide that list into two main types of resources. Core Resources and Comeback Resources. Core Resources (Olimar, Robin, Inkling, Hero and Steeve) are resources that are used extensively throughout an entire fight, and are typically required to have for the character to do anything significant. Comeback Resources (Lucario, Little Mac, Cloud, Joker, Terry, Sephiroth and Kazuya) are resources that are accumulated over the course of a fight to be used for a single high power attack or a powered up state.
@XNDL443 жыл бұрын
Videos like this are immensely useful for helping beginners understand which characters can perform the playstyle of their choosing. Great music choices and very crisp examples
@NeroLordofChaos2 жыл бұрын
Prime example of a Rekka characters is the queen of rekkas herself, Angel from King of Fighters. Her rekkas by themselves are as long as some characters entire move lists and can feed back into each other or feinted as needed. She's considered one of the hardest and most technical characters in the franchise.
@ammex74443 жыл бұрын
“Morrigan from MVC3” *cries in darkstalkers*
@Hydro_2363 жыл бұрын
Actually I said "Morrigan IN Ultimate Marvel VS Capcom 3". I know that Morrigan is a Darkstalkers character first and foremost, I just figured using her MVC3 incarnation would be more recognizable to viewers.
@jhsrt9853 жыл бұрын
@@Hydro_236 as long as you know where she's really from lolll. Considering this video is for new fg people I understand your decision good sir. Beautiful content and thank you for continuing to the fighting game world🤜💥🤛💫💪🤝
@YGK-tu8cy3 жыл бұрын
Godlike video. Extremely informative and clear to understand. This is the kind of stuff I wish I had access to months ago. May this video find its way into the feed of aspiring fighting game enthusiasts in the future.
@BeeLy10113 жыл бұрын
"Morrigan from Marvel vs Capcom 3" Me: (cries in Darkstalkers fan)
@pirateclick1d1693 жыл бұрын
He's only talking about new games
@GameboyFanatic3 жыл бұрын
@@pirateclick1d169 3rd strike...
@gamemax10493 жыл бұрын
It's funny because Capcom's treatment and disrepect for DS, she's more an OC from Crossovers at this point
@bguy67783 жыл бұрын
She isn't much of a zoner in that game I guess Maybe he isn't familiar with it
@austinreed73437 ай бұрын
She is an all rounder in her own series but got subject to Morriganization in crossovers.
@yeah99893 жыл бұрын
I was expecting a way higher subscriber count from how well put together this vid was, instant sub, hope I can say I was in the under 1k club when you get big
@SweatyFujoshi3 жыл бұрын
A trait I would mention is power-up characters. These are characters who have to jump through some sort of hoop (often a move that does no damage and is risky to use), but in return these significantly improve some other part of their arsenal. Examples would include Jam from Guilty Gear carding her kicks, or Hakan from Street Fighter oiling. Dark Phoenix is in a sense the ultimate power-up character with the ultimate hoop to jump through. I would note that this has to be in addition to whatever tools the rest of the cast would have. V-Trigger does not mean every Street Fighter 5 character is a power-up character
@ekx51203 жыл бұрын
2:10 OK you got me with the NMH call back. Here's my sub. Now my head is trying to categorise all the fighting game characters I know. I really appreciate your humility at the end. Very cool edits throughout, I will now devour your other videos ! Cheers from France.
@_kishken_15953 жыл бұрын
I fucking love the No More Heroes transitions, just earned a subscriber for that alone. Can’t wait for more content dude!
@Silver-Kaitou3 жыл бұрын
I feel like this video is a great companion piece to Eddventures'. You both break down the archetypes and present your points perfectly. I feel like by watching both, I've gained a better understanding of fighting game archetypes.
@nebiyuesayas56003 жыл бұрын
Great video, and I like your style of explanations. Separating shotos from all rounders is an interesting take, given how similar they are, but I can absolutely get why. My only issue is inputs. Your definitions for shotos and rekka characters both require a specific input (baring games with simple inputs). I can agree that the general input is correct, but not a specific input. I can get why you might think that, since most games tend to use those inputs anyways, but I disagree that they're a necessity. For example-Ky has the tools of a shoto, but not the inputs. However, a moves function is more important than the input, so I do consider Ky to be a shoto. Obviously, I mean no disrespect to your definition, but just my thoughts. Again, great video, glad I was recommended it by YT :D
@fernandozavaletabustos2053 жыл бұрын
So we could conclude that all shotos are all rounders, but not all all-rounders are shotos.
@nebiyuesayas56003 жыл бұрын
@@fernandozavaletabustos205 Yep, although I will note that I don't see too many all-rounders that don't fit the shoto mold to some degree.
@mikey3932 Жыл бұрын
this video is exactly what i was looking for thank you. If only i had seen this video 2 years ago when i was trying to figure out why Karin was so different
@jasonvoorhees8953 жыл бұрын
I remember when you were lucky to get 3 archetypes: Fast guy, all-rounder, and strong/slow guy...which was more than the original archetypes of red guy/blue guy 😂 You might call it the "all-rounder" but my favorite fighting game archetype has always been what I consider the "generic martial artist" toons like Ryu and Liu Kang
@muthafoca94093 жыл бұрын
DUDE! I fricking *loved* this No more heroes introduction you made to the archetypes! And just when i started to fall in love with NMH all over again!
@EduardoGarcia-vy2dm3 жыл бұрын
Man, really love thus video. Thank you A LOT for providing me with this info. Your content is amazing 🌈💜
@chriscastillo57533 жыл бұрын
I love the NMH transitions and the video, good job and keep it up
@gateador_gat71053 жыл бұрын
Im surprised of how little he mentioned mortal Kombat
@TheSeriousSentinel3 жыл бұрын
Holy crap the NMH intros actually gave me chills. Extremely well done!
@jp38133 ай бұрын
Brad Wong from Dead or Alive is apparently categorized as a trick character due to his drunken style (ex: he can attack while lying down). Does that count as "unorthodox" or "mix-up" as defined by eddventure's video?
@jordanbrown3660 Жыл бұрын
This is an AMAZING video, very well thought-out and entertaining in addition to being informative. Well done! I do have a somewhat minor gripe though...At the beginning of the video you specifically bring up "composite characters" as a an example of a character trait that's not inherent to an archetype, but then later in the traits section you neglect to bring it up again. I think it would have been great to talk about composites again as a way of rounding out the video, just discussing what sort of archetypes composite characters can fill with their movesets and showing that a trait can play into an archetype, but not be beholden to it, and vice versa.
@Hydro_236 Жыл бұрын
Thank you for your feedback! Honestly, that's a great idea and I'm kicking myself for not thinking of it myself! I thought that I had said all that I needed to say about Composite characters at the beginning of the video, but in hindsight, I really should have included them in the traits section. I've gained a lot more insight on fighting game character design in the past 2 years as well, so if I had made this video now then I would easily have more stuff to say about Composite characters. I'll be sure to keep your advice in mind for future videos!
@anthonychessar71793 жыл бұрын
Great video! Although you did kinda miss one, the "gimmick" character where a character has some sort System unique only to them(in thier own game at least) with said system being visible near the health bar or super meter. Arc System Works is the undisputed king of this archetype as there are MANY of them in both BB and GG. It's also why you'll hear the phrase "every character plays thier own game in Guilty Gear/Blazblue." Another missed archetype is the "charge" character where they need to hold down a button or position to get more effects out of a move.
@philithegamer82652 жыл бұрын
What about small body characters, a character archetype that’s notorious for having smaller hurtboxes than the rest of the roster?
@anthonychessar71792 жыл бұрын
Eh, that one's pretty rare. This video goes over all the main archetypes EXCEPT for gimmick characters.
@kylespevak67812 жыл бұрын
"Every character plays their own game" sounds a lot like Smash DLC characters and Multiversus
@rajnialex3993 жыл бұрын
The no more heroes intro cards are the cherry on top of this amazing video
@dorcasmutton63353 жыл бұрын
You showed off Under-Night characters so often but never mentioned them by name :'(
@RadiantBeachShulk2 жыл бұрын
I like your definition of "footsies" characters! That perfectly epitomizes the sort of characters I like to main-characters that don't have the full-screen harassment abilities of true zoners, but rather focus on controlling the mid-range with big, disjointed normals.
@crimsonECH1DNA2 жыл бұрын
This was a really good summation. I think the one noteworthy trait missing though was "Charge Characters." Characters like Guile & Chun Li in Street Fighter and May in Guilty Gear.
@frank89172 жыл бұрын
And Urien
@206lbs.hercules53 жыл бұрын
Fantastic video! I have always thought the problem with how people viewed character archetypes was that there were different archetypes that were wildly different in what they described. For example, a character being a zoner describes the range they play had and gives a general idea of how they play while saying someone is a trap character just means they have traps. I think splitting these two types up into two different things was a great idea.
@timcan41763 жыл бұрын
Another character trait would be setup characters like testament from gg and cyrax/ joker from mk. Characters who create mixups with traps and weird projectiles instead of normal and special moves. Great video btw
@stuisp3 жыл бұрын
I think that falls under trap zoners.
@timcan41763 жыл бұрын
@@stuisp yeah most of them are but for instance joker from mk doesn’t really zone, he has some big buttons but that’s about it. I’d say it’s more of a trait that can apply to characters, mostly zoners.
@IDKpengu2 жыл бұрын
Damn dude found your channel right now. I love watching fighting games related documentarys idk what i should call these videos. :D Thank you the videos.
@noyce.3 жыл бұрын
Along with the video by the Edd guy, how come KOF characters are not mentioned? I don't play fighting games but I really enjoy videos like this~
@TheAzulon3 жыл бұрын
KOF has some differences on commands and how certain types of attacks work (for example, a lot of characters have "hadouken likes" that run throught the floor, so you have to crouch defend instead of just defending) so people prefer to analize KOF games separately.
@noyce.3 жыл бұрын
@@TheAzulon Makes sense, thanks for the explanation. I appreciate it!
@Hydro_2363 жыл бұрын
Personally it was a lack of knowledge & experience with KOF games, but also from reading up on how characters play in KOF, I got the impression that characters play largely the same and don't follow many different archetypes. I could be wrong about that though.
@noyce.3 жыл бұрын
@@Hydro_236 IMO most of them plays like Fei Long from SF to me. Plus they got this 2button dodge so perhaps that's a different mechanic. There's grapplers like Clark etc too. Appreciate the reply! Really nice video!
@Fenrisson3 жыл бұрын
"If you think conrtolling two entities at the same time seems difficult - You're right.". That got my like. I'm considering subscribing.
@noticeme64123 жыл бұрын
There is also minor archetypes too, like Damage, Pressure, Mixup, Neutral, etc
@superbrian79972 жыл бұрын
Thank you for making this fighting game archetypes video essay bro. You definitely just made me have even more respect and admiration for how intelligent, creative and imaginative fighting game developers are! I have this saying, “The best thing to keep boredom away, is variety.” It would seem they do as well… I don’t play fighting games as much now as I use to as a teenage. Well that’s not completely true, now that I think of it. I actually got pretty damn good at the most recent Star Wars Battlefront II. But I never even knew that characters in fighting games had different health bar limits, into I just watched your video essay, lol.
@WakeUpUniverse663 жыл бұрын
*What is Kirby from SSBU?*
@SoaringJam3 жыл бұрын
Rushdown.
@boogsss22 ай бұрын
Bad
@Straightwiththescar2 жыл бұрын
Son of a gun making the archetype intros in the no more heroes style made me nut man. Thanks for that. High quality video visually and content wise!!!!
@destroyerofworlds46633 жыл бұрын
Does the "Reversal" character count as an archetype?
@kaneicosasrandom86302 ай бұрын
There's rekka characters and charge character. So I'm sure Reversal Character is a thing
@EvilPuff2 жыл бұрын
The NMH intros work so well, great choice for presentation
@asaka6163 жыл бұрын
Would counter characters count as a category? Or is that one aspect of another archetype.
@seanmyster63 жыл бұрын
I think that Counter/Reversal should count as a trait, because I can think of characters from multiple established archetypes that utilize counter-attacks in their movesets. Examples: Geese (Shoto) Dudley (Rushdown) Marth (Zoner) Sodom (Grappler) (also, what do you think of characters with projectile reflectors like Rose and Fox in regards to this trait?)
@asaka6163 жыл бұрын
@@seanmyster6 I wouldn't call Geese Howard a pure shoto. He has characteristics of shoto, rekka and rushdown characters.
@Allplussomeminus2 жыл бұрын
I like how you briefly show Smash clips sparcely... Subconsciously telling us you accept it as a fighting game, but not completely.
@quasar56573 жыл бұрын
No better way to look into basic character's archetypes other than the OG of fighting games street fighter 2 rosters. Ryu/Ken = shoto/balanced Guile = turtle Chunli = footsies Dhalsim = zoning Zangief = grappler Honda = pressure rushdown Blanka = gimicky fast rushdown And then as the games moves on, many new char with the mix of 2 or 3 above types introduced, like cammy (footsies+rushdown) or t.hawk (grappler+rushdown).
@spicymeatballs2thespicening3 жыл бұрын
How would you define turtles
@quasar56573 жыл бұрын
@@spicymeatballs2thespicening rather than initiating moves or attacks like rushdown type, turtles tend to be the reacting one. Guile being a charge character, it help improve reaction timing a lot. Also when talking about guile, i cant help but imagine him squatting all the time like a turtle.
@spicymeatballs2thespicening3 жыл бұрын
@@quasar5657 perfect example lol, thanks
@fernandozavaletabustos2053 жыл бұрын
So we could conclude that all shotos are all rounders, but not all all-rounders are shotos.
@lojo16273 жыл бұрын
The effort in this video really shows man, it’s worth admiring. Keep it up :)
@velvetdood24973 жыл бұрын
now send this to everyone in the smash community
@parzival.mp45193 жыл бұрын
The no more heroes references were magnificent
@cashordeals36723 жыл бұрын
Smash kids need to know what a 21:33 is 🤣
@Vee_Sheep3 жыл бұрын
the No More Heroes transitions... [chef kiss] _beautiful_
@chamitoempire16723 жыл бұрын
I always called footsies "Spacers" because i am a filthy casual who plays smash bros
@sebaschan-uwu3 жыл бұрын
I also play smash and I think they are generally called neutral based characters. Its a bit more nuanced than just spacing because every character in the game needs you to space your moves properly.
@RAAAbert2 жыл бұрын
I LOVE the editing on this video
@simongotborg38663 жыл бұрын
Great video! I've been wanting to make a video about Fighting Game archetypes for a while so I've been looking around for what other people have said. This is the best video on YT about the subject imo.
@Krakenburgvortex793 жыл бұрын
Love the NMH-styled intros for each archetype!
@Jadriam2 жыл бұрын
I think foostie characters can also be defined as outfighters - from the same term used to describe boxers and martial artists who use superior reach and speed to attack from just outside the range of the opponent, but not far enough away for them to pursue or defend as they want. Good video, have the comment and button presses youtube likes. [bonus props for the NMH style intros. VERY cool.]
@jeanpierrepolnareff99192 жыл бұрын
Well I can think of another character type called "chipper" or something like that. The only ones that come to mind are anji mito from gg and amane from bb. These characters focus on making you block, and dealing damage to you while you are blocking/making you waste defensive resources like burst, meter, etc... Amane has a drill move that charges the more its used, and when charged to max, it will deal bonus damage if the enemy is blocking(prob one of the most satisfying moves in fighting games). Anji on the other hands, is a rekka character with really predictable mixups in the rekkas, but these deal tons of damage even if you block, so youre better off geting out of the way or counter attacking. There's also "parry" characters like baiken, anji mito(yes), hakumen. These focus on hard reads and making the opponent press buttons, and a succesful parry can turn the tide of a match.
@Shizzy_Mac2352 жыл бұрын
Awesome vid! I think you missed out on 2 archetypes, Charge characters and Counter characters. Charge characters being ones that require to charge up their specials, preferably able to mix up their delivery when the Charge is complete. Counter characters like Baiken and Hakumen create openings by using strong defensive options that can reward a correct prediction of what their opponent will do
@aIkaIi3 жыл бұрын
Coming from a Smash background where these terms aren't used as much, this really helped to understand fighting games better. Liked and subbed!
@Verxyzian2 жыл бұрын
The skullgirls music at the end tops it off, great video!
@naejimba3 жыл бұрын
There are maybe some more we could add: summoner: like a puppet but does not directly control it (Gargos from KI or Nappa from DBZ). Turtle: a defensive character that holds their ground and punishes those who try to get in and attack. They focus on frustrating an opponent causing them to make mistakes which can then be capitalized on. Hit and Run: like a rush down character, but they don't have high damage, mix ups, or a lot of pressure they can continually apply, forcing them to wear down an opponent by damaging them and using their mobility to get away.
@TheJonTendo2 жыл бұрын
17:19 Not to forget Sasori from Naruto Shippuden *A Puppet using a Puppet while hiding inside a Puppet*
@ThatGuysAlright2 жыл бұрын
God, seeing your No More Heroes transitions makes me so happy! I'm livid Travis isn't in Smash as more than a Mii Costume. They should just make a NMH fighting game honestly
@Blackout-gm4pf2 жыл бұрын
First Time seeing your Channel and THE NO MORE HEROES TRANSITION I CAN'T
@iamthereddemon203 жыл бұрын
This video is awesome! Clearly spoken, great information, good editing, keep it up dude!
@bapo30673 жыл бұрын
dayum bro?!?! you got the NMH reference, siiiick. great video all around
@trueisacc Жыл бұрын
Thanks for the amazing video, I watched the video you mentioned first, and then stumbled upon this video after rewatching that video for like the 5th time, this clears things up a little more. I'm trying to design a fighting game for my game series and am just trying to make an outline for what I want each character (and the game in general) to look like.
@OmegaTaishu2 жыл бұрын
Excellent video. Also, the music selection was on point.
@CrouTheBlackwing2 жыл бұрын
As someone who's played fighterz for 2 years but is still a noob to fgc terms, this was super helpful. I often forget that "a big part of learning a fighting game is the stuff you do outside the game"(quote from WoolieVs). So this definitely was a great watch for me.