7:27 he was so dedicated to the video that while talking about tripping in Smash Brawl, he himself had a trip. Truly inspirational
@mallow29022 жыл бұрын
I think he was just waiting for a trip to actually happen when he completed the line lol
@inkredibill63522 жыл бұрын
Wow 228 people really liked this comment when he didn't even trip. Yikes.
@novameowww Жыл бұрын
@@inkredibill6352 he did though, the timestamp's just wrong
@terribletimes9026 ай бұрын
@@inkredibill6352It went way over your head. He had a flub and forgot to edit it out. That’s the “trip.” Your comment is yikes, and it’s too late to delete it 😂
@VannTango2 жыл бұрын
Fun fact about the 'trip' state in Smash Bros.: Even though it functions like a knockdown, you can also be grabbed during it.
@PomadaGaming2 жыл бұрын
Course,you can grab tripped opponents in the later games too
@Altares_V2 жыл бұрын
@@PomadaGaming yeah certain characters in smash (looking at you iceys) get 0 to deaths or have their kills be based off a throw direction. It is especially bad because of how naturally fast grabs are that you trip near throwing distance to someone.
@Nowel222222 жыл бұрын
I mean, not just grabbed, you are just fully vulnerable to anything, as is how knockdowns work in smash. You get no invincibility on knockdowns in smash
@Blueskiesnclear2 жыл бұрын
That's how smash knockdowns work, you don't gain any I frames until you use a wakeup option
@VannTango2 жыл бұрын
@@Nowel22222 You can't be grabbed during a normal knockdown. That's what makes tripping different.
@platinumconquest23652 жыл бұрын
Vega's mechanic of permenately losing his claw in SFV. Vega losing his claw in the other games is controversial as is, but at least you can pick it back up in his other appearances. Losing half your moveset because you blocked one too many times for the rest of a round in the most rushdown heavy game in the series is a decision so baffling, even those who don't even play fighting games know it's a bad idea on it's face. I genuinely can't think of a justification for it. It's amazing it was never changed.
@PomadaGaming2 жыл бұрын
Probably one of those things from the older games they didn’t bother to change for the sake of longevity
@platinumconquest23652 жыл бұрын
@@PomadaGaming Well that's the thing, he could pick it back up in the previous games. They did bother to change it, but for the worse.
@joegillian3142 жыл бұрын
It often leads to imbalance whenever a character has some advantage (or disadvantage) in the form of a unique mechanic. Pet Shop in JoJo HFTF comes to mind, certainly.
@Robert_D_Mercer2 жыл бұрын
I loved taking his mask off tho for that dmg increase xD
@Robert_D_Mercer2 жыл бұрын
@@joegillian314 Im REALLY good at jojo asb R and I main dio, he's op but petshop in that game too is a projectile rushdown monster in that too lol; petshop is an annoying lil shit every game hes in lmao
@matheusvasiliauskassoares43612 жыл бұрын
I find it hilarious that as time went on within Brawl's scene, Fox gained relevance for the simple fact that he was the game's fastest walker and could move around safely without the risk of tripping
@dew27592 жыл бұрын
Marth was the fastest walker. Plus he was actually top tier
@JJSquirtle2 жыл бұрын
Fox was actually picking up steam because the Japanese player base insisted he had an even metaknight mu and so more and more people tried him out. The walk speed helped tho
@RequiemOfSolo2 жыл бұрын
I hate the mechanic where the opponent puts my health bar to 0. They should really patch that one. Except when I do it to my opponent, then it's a really good mechanic.
@axinhedgelion84172 жыл бұрын
So mechanics like soul calibur 4’s critical finish? Because when that’s done, it auto ends the fight. And the person it’s done to, loses all health
@dakotadoll65342 жыл бұрын
@@axinhedgelion8417 i think it was a joke.
@P4R53C52 жыл бұрын
Agree
@glacierwolf21552 жыл бұрын
Random tripping was also a reason why Meta Knight was so dominant. Meta Knight's superb aerial movement allowed him to not be subject to tripping as much as other characters, and his fast attacking options allowed him to punish his opponents and actually pull off combos in a game with hitstun cancelling (I may be using the wrong term here) present. It may be a small niche, but it is also a powerful tool at his disposal.
@rompevuevitos2222 жыл бұрын
It is technically called hit lag but it is essentially the same thing, just in reverse
@Guitar-Dog2 жыл бұрын
Is it endlag? I shower so I'm not sure either. Some smash terms are helpful, endlag is essentially whiff recovery frames
@hi-i-am-atan2 жыл бұрын
@@rompevuevitos222 nah, hitlag is the freeze frames applied to both characters immediately after an attack connects, and there's no canceling mechanic for that. hitstun is the period of time after hitlag, once the victim's actually been launched, in which they're no longer frozen but still cannot act ... except, in brawl, after like 25 frames of hitstun, you can just attack out of it like, you can be hit with an attack that _should_ leave you unable to act for a whole second, and you can attack out of it after 25 frames. hell, if that's too long, you can air dodge after 13! this is completely independent from the amount of hitstun you're stuck in, so ... unless you can actually combo into another move within 12 frames, you can't combo at all because your opponent can just mash air dodge and it's over oh, unless we're talking about chaingrabs. because hitstun canceling can only be done if the attack puts you into a tumbling animation. which is most attacks with enough hitstun to be able to hitstun cancel anyway ... but not grabs capable of chaingrabbing. which is just grab, up throw, grab before they land, up throw, grab, etc. etc. etc. and that's one of the primary sources of a combo game in brawl, so, uh, have fun with that info
@tylerspeegle1082 жыл бұрын
If only "pros" had spent as much time learning to avoid tripping as they do abusing wavedash
@chinesenoodles252 жыл бұрын
@@tylerspeegle108 yeah, fuck tekken
@Jake19774TW2 жыл бұрын
Love how JM hits em with the "ok children, get all your whining about how smash isn't a fighting game out of your system so the grown ups can talk"
@Mayfriedman4562 жыл бұрын
One of the reasons Vergil's X-Factor lasted so long in particular was because of the amount of multi-hit moves he has especially when you start doing sword loops. This causes higher than average hit-stop during his combos and the timer doesn't go down during hit-stop. It wasn't uncommon for Vergil to pop factor and have it kill your first two characters and last long enough for him to get a mixup on the third that led to sword loop death. Vergil factor 3 was a menace, his only weakness was that with no air mobility he had to eat 1 single incoming mixup before he could pop X-factor and explode your whole team. You had to make that mixup count because even if he blocks it he gets to pop factor and play his game.
@666blaziken2 жыл бұрын
Honorable mention goes to rage in smash 4. While the intent was to make a comeback factor for players behind in racking up percent, it ended up being too strong as it rewarded clutch play (which is really frustrating to lose to as it is) and it led to some combos killing at starting at 0 percent.
@GenericGMR2 жыл бұрын
More on this, some jank related to rage single-handedly made some characters much harder to deal with. Samus got a 0-death true combo (dash attack -> up b), lucario had aura, which was essentially just another rage boost, rosalina could kill anyone off the top at ~20% with up-air, and much more. God, why did we play smash 4…
@darkthunder3012 жыл бұрын
Yeah, rage was real nasty. Really miss perfect pivots tho, at least brought down the pressure by a good amount
@gatorssbm2 жыл бұрын
I still think rage was a lot worse than tripping, hell it still exists just thankfully toned down
@Salacavalini2 жыл бұрын
Late to the comment section, but I have to mention the Weather system in Touhou Hisouten ~ Scarlet Weather Rhapsody. As time in a round passes, random effects will apply to both players in intervals, ranging from effects like whoever landed a hit most recently having health regenerations, to really wild stuff like wind pushing players towards/away from each other based on their spacing (basically pushing you towards round start spacing from one another), or giving both players infinite hyperarmor for the duration of the current weather cycle. Well, I hated it, at least.
@zeigman2 жыл бұрын
I think the biggest problem about tripping in SMBB was less the bad word of mouth from competitive players, but the fact this mechanic is incredibly annoying even for full casual gamers. Unlike all the other machanics mentioned here (which would go moslty unnoticed by most casual players), tripping is bad even on the most basic scenarios, pretty much anybody regardless of skill level will probably feel annoyed when it happens to them.
@YoshiONE2ONE2 жыл бұрын
I think the fact that even casual players hated Tripping in Brawl is a testament to how terrible of a mechanic it was.
@PomadaGaming2 жыл бұрын
I’m sayin
@thescaletblur072 жыл бұрын
casual players didn’t give a fuck though.
@AlanJHPlata2 жыл бұрын
When I was a kid nor even today, either me nor my friends hated tripping. You're too busy having fun throwing items and breaking the game.
@anthonyjackson24452 жыл бұрын
A horror story in five words: Level Three X-Factor Dark Phoenix
@bugcatcherharold53152 жыл бұрын
Basically, randomness and comeback mechanics. There are some ways to do comeback mechanics well if you're very careful, but randomness is a hard no in all circumstances in fighting games, imo.
@LloydTheZephyrian Жыл бұрын
Some randomness can be fine if it's not a massive game-changer and both players have time to react and plan on what to do. Like Faust's item toss. It's got some strong effects, but they usually take like 5 seconds to actually be active, and some items can be used against Faust as well.
@Mene02 жыл бұрын
Danger time is a very poorly thought-out way of trying to make hype moments happen
@meethepie2 жыл бұрын
yeah but it's funny
@gh0rochi3635 ай бұрын
I think it's a way to force a person losing to start aggressive instead of turtle on the chance that danger time can help them come back. Just a thought I could be totally wrong, but gg xrd really punished turtling play styles
@malefictoonmaster5102 жыл бұрын
7:39 to 7:52 I have so much respect for JM not only calling out the criticism but also just saying in his way "Yea yeah quit whining"
@0rnami2 жыл бұрын
Random tripping was implemented at the last minute of Brawl's development out of utter contempt for competitive Smash. It was a very deliberate attempt to prevent players from playing Brawl like Melee. Dash dancing in Melee involved dashing back and forth rapidly in order to mix up your approaches, so if you did that in Brawl, you were far more likely to randomly trip.
@SamWeltzin2 жыл бұрын
I think everyone's favorite mechanic in any fighting game is the limb-chopping and instant-death-head-chop in Time Killers. They should really bring that back, and there is no one on Earth or otherwise who could possibly disagree.
@TheWordPlay2 жыл бұрын
I've met people that say they hate ring outs in 3D fighters like VF and SC, stating it's not fair to instantly lose a round regardless of HP. I personally don't mind ring outs and feel they add a layer of strategy to stage picks. Plus it leads to some funny clutch moments lol
@VileLasagna2 жыл бұрын
As a SC player I really like the mechanic. Sure, it can feel cheap when you're winning and get tossed out but it does a lot of interesting things or the game. For one, similar to wall breaks in Tekken, it makes different stages play differently with some characters like, say, Nightmare, being fond of smaller stages with open borders because they just toss people around all the time. Conversely, someone like Talim or Amy, who benefits less, can then fight more freely when they're at lesser risk. In addition, it reinforces a lot of the 3D movement aspect. MOST times when you fall off, that's part of a longer chain of events where you got pushed into the border. It ALSO makes attacking in the border more dangerous, which balances a bit the power that stage edges always have in fighting games. So yeah, they're a great thing and the additional complexity on stages with multiple edge types (open, closed, low wall, breakable...) make matches way more interesting
@costelinha18672 жыл бұрын
A lot of people even went beyond just playing melee to avoid playing braw, some LITERALLY MODDED BRAWL TO BE MORE LIKE MELEE, such as in Project M.
@judgegrumble2 жыл бұрын
I think tripping is to stop advanced movement techniques like dash dancing. Doesn't make it a good idea though.
@personpersonson79582 жыл бұрын
That isn't advanced even. That's literally just mashing the stick back and forth. That is of course the purpose like you said. Brawl wanted to stifle competition, and making movement impossible really helps to slow things down. And makes it un fun to play.
@judgegrumble2 жыл бұрын
@@personpersonson7958 I'm not super knowledgeable about competitive Smash but I thought dash dancing was one of those techniques that is easy to perform but difficult to know when to perform it like a throw shimmy in Street Fighter. It must be difficult for new players to deal with too.
@personpersonson79582 жыл бұрын
@@judgegrumble Kinda of yeah. Basically it's just like walking back in forth in the mid range in STF. It's supposed to bait attacks by moving in and out of range. So easy to know when to do, easy to do, but it is really hard to be just in, and out of range safely. So you pretty much got it.
@Guitar-Dog2 жыл бұрын
Imagine if they made your character fall in Tekken when you movement cancelled. Just remove the dash dancing if you don't want it
@ZeroKitsune Жыл бұрын
Yeah that's the purpose. But because they made it a 1% chance every time you dash for any reason, including just to...run somewhere...it crops up all the time even for people who don't know what dash dancing is. I was always a super casual player so it never ruined the game for me, I had a lot of fun with Brawl, but I never LIKED that aspect of it. It might have even had something to do with why I gravitated towards a playstyle where I jumped around and used aerials all the time, who knows. If they really wanted to curb dash dancing they should have made it only trigger when you turned around mid-dash, or just removed dash dancing by adding a delay to turning around and cut out the random BS.
@aqgpandemic54062 жыл бұрын
Ok but I kinda love Danger time, I think it’s actually really fun and chaotic. Tbh at being said I’m also an insane person
@mr.bootyass2 жыл бұрын
Same energy 😈
@andyblanton65702 жыл бұрын
I think it would have been better if it was every 3rd time 2 attacks clash.
@Robeebert2 жыл бұрын
I think Danger Time is both "hype" and "lit," mi familia.
@JerryLeeHowell2 Жыл бұрын
@@andyblanton6570 Man, that's a fantastic idea. Builds hype like crazy when that second clash happens, but takes out the random element that upsets people. Damn, that's a good one dude!
@gamelord122 жыл бұрын
I think you nailed the most important ones. I actually like MK11's krushing blows, but I like when I have more agency in deciding when they happen, which is why I play Jax. A good number of his krushing blows are determined by how much heat he's built up in his arms, which you're constantly building and spending, so you can just decide to unleash a big damage combo with a krushing blow when you're ready to spend it. I wish more of the cast worked that way, honestly. I think I might put KOF's general design philosophy for motion inputs on the list, but that's not so much a bad mechanic as it is taking an existing mechanic from the rest of the genre and making it needlessly worse.
@kevingriffith60112 жыл бұрын
The problem with Krushing Blows really is just that they're character biased. There are some really fun krushing blows out there that add interesting secondary objectives to the game to strategize around... and then there are the ones that just happen basically for free, or the ones that will *never* happen if both players are playing seriously. Not to mention the reward for doing them is wildly inconsistent from character to character.
@Lianh162 жыл бұрын
You can change a setting in character screen that allows you to choose when to get the krushing blow by pressing a button (I think it's L2 on ps4) while also meeting the krushing blow conditions. So let's say you get an uppercut punishing a high or overhead. If you have the configurarion ON, and didn't press the extra button, the uppercut doesn't trigger the krushing blow
@gamelord122 жыл бұрын
@@Lianh16 No, I'm aware, but with Jax, most of them don't require a counter-hit or whatever.
@Afr0Thund3r2 жыл бұрын
Krushing blows are dumb, fuck up a throw tech and suddenly your opponent's next throw does 30%. Spam back 3 as Kano when their life is low for that easy counter hit KB with a button that's -4 on block. Stupid shit lmao
@smoothsavage28702 жыл бұрын
You can have agency over KBs by turning on the Release Blows Held Check setting. When that's turned on, you have to hold the button (or last button in a combo) to make the KBs come out.
@jabronijim58742 жыл бұрын
Please do some more hated mechanics. This was a fun video
@AdamJorgensen2 жыл бұрын
I found Danger Time kinda fun in the recent Xrd rollback beta. It was a great excuse to go ham. That said, I'm terrible at Xrd so my opinion may not be everyones 🙂
@AshtonDragon2 жыл бұрын
One of my favorite things about tripping is that it would also happen sometimes when you just want to do a forward smash. I don't remember if you could get around that by using the C-stick, but regardless, it was pretty brutal to trip when you weren't even trying to dash.
@krausercruz27802 жыл бұрын
From personal experience it seemed to affect C smash as well. I would switch between stick smash and C-stick in a fight constantly so I'm not 100% sure.
@LloydTheZephyrian Жыл бұрын
It's probably due to the fact that doing control stick + A does technically count as a dash for a couple of frames.
@maxv6582 жыл бұрын
Vega losing his claw(at all, but permanently like in SFV is just insane and obviously even worse) and tripping in Brawl are my two most hated ones for sure. Both just make no sense and are detrimental enough to ruin friendlies and casual play as well. They suck for everyone. Not just competitive players.
@devinlee4345 Жыл бұрын
X factor was one of the first mechanics I was made aware of when I was first getting into fighting games..The small stomach drop I still get when I see it get popped and I never even played the game gives credit the craziness of that mechanic. I don't think we'll see something like X factor in competitive fighting games again.
@Ilyak1986 Жыл бұрын
What happened to your own X-factor?
@terence70092 жыл бұрын
random tripping did get me into the world of modding wiis though. we went from just trying to turn off tripping to doing all sorts of crazy stuff.
@jimson1722 жыл бұрын
Left in an extra take in the brawl section 7:40
@milo48852 жыл бұрын
Was not expecting to see brawl's tripping but yes it is bizarre. Especially compared to the other mechanics on the list it just seems so weird and annoying
@joegillian3142 жыл бұрын
Pretty much anything that involves randomness is hated universally.
@PomadaGaming2 жыл бұрын
Hero Menu is pretty awesome. Probably one of those rare times where that type of mechanic is really fun
@TheCJRhodes2 жыл бұрын
This is Faust fandom erasure.
@Kaz9999982 жыл бұрын
@@PomadaGaming Using Hero's menu and choosing the first thing you see to K.O an opponent (like Kaboom, Snooze, Flame Slash, Thwack, etc.) is one of the most satisfying things ever, but I'm sure for the other person is probably the most titlting thing ever.
@PomadaGaming2 жыл бұрын
@@Kaz999998 welp,you can always have a mirror👀
@rompevuevitos2222 жыл бұрын
@@PomadaGaming hero's menu was widely hated so idk what you mean
@leleuuu17102 жыл бұрын
The fact that Daisuke Dimension aka Danger time is one of, if not my favorite instance of randomness in any fighti... ANY GAME period, may can make me look like a casual, but despite me loving serious and competitive play in many games I play, I can't help but love these moments that totally breaks the mold of the battle suddendly and now you have a countdown to 3 to think ur next move otherwise ur defenseless ass will get punished so hard that a good player can easily take 70-100% of ur life, but both you and the enemy are usually in equal footing, the only advantage being how fast you and the enemy can react and act to capitalize on it, also know as SKILL, so even the randomness requires skill to be used.
@joshuaherrera3582 жыл бұрын
Tripping was put in place to stop "dash-dancing" which is simply a way of running in and out of range and threating space without committing. It was something that fast characters could abuse against the rest of the cast especially in larger stages or while the opponent was in a corner.
@YiddishDancingClown2 жыл бұрын
We understand its purpose, it's still one of the objectively worst choices in video game design history. They already slowed the game down to about 1/10 of Melee's speed, we don't need an extra dick in the eye via tripping.
@joshuaherrera3582 жыл бұрын
@@YiddishDancingClown hey, i'm not arguing with that fam, just informing. Although I will take this opportunity to also say I hated SC6 reversal edge and supers if for nothing else but slowing the game down since they can't be skipped.
@terence70092 жыл бұрын
true but they already pretty much had dash dancing killed because of the awkward turning. it was just doubling up on nonsense.
@Altares_V2 жыл бұрын
@@joshuaherrera358 I would like RE in SC6 less if it had a unique purpose. But cheesing meter gain and having only some characters acquire different options out of RE is criminal. They took a relatively cool looking mechanic and basically made it controversial for the sake of being that.
@KazeShikamaru Жыл бұрын
Pretty much the era of come back factors where game developers thought they needed to make come backs more hopeful to help bad players out. It got to a point almost every game was doing it. I am happy it os dying out now or game developers learning there are ways to use an X Factor like mechanic without making it stupid.
@battlericky172 жыл бұрын
I genuinely loved brawl but the tripping was weird. I notice you can purposely trip if you run and attack at the exact same time as well, in addition to it being random
@-Mourning-Star- Жыл бұрын
I think my most hated mechanic in any fighting game is the Reversal Edge in SoulCalibur 6. Arguably the most frustrating thing to deal with as it counters almost any most and can counter strings of attacks and it is super easy to perform and spam. Completely breaking the flow of combat with an end result like Rock-Paper-Scissors...
@christianlamoureux9812 жыл бұрын
As a dbfz guy I was surprised snap/fuzzies didn't make it. Fixed timing incoming on character deathin mvc3 was also so hated both mvci and dbfz made big press about getting rid of them.
@PomadaGaming2 жыл бұрын
Well probably cuz they did end up taking it out. Were it still in the game tho fs
@VanfernalRS2 жыл бұрын
Apart from very specific mechanics like Faust's items, I think any RNG factor should stay away from fighting games. It takes control away from the players and creates random situations that might feel unfair.
@johan6622 жыл бұрын
As a marvel player I don’t really hate X factor that much. The argument for it is that it gives bad characters a chance. TAC is hated but when you are going to die in one hit anyway it’s whatever. The mechanics from fighting games that I don’t like are Delay Stand and superjump float in Dragonball. Just superjump in general is kinda busted. GO1 jump is fine and I don’t mind SJ float for applications in mixups. But I hate it in neutral. It slows the game down a lot and is one of the reasons why I don’t like neutral in Dragonball. Superdash can also be annoying sometimes. Everyone has heard of the complaints of superdash crossing up and just having a lot of situations in neutral become a guessing game of where you think the opponent is going to end up. Others don’t like limit break but I didn’t mind that mechanic tbh. I absolutely hate moon drive and how shield works in Lumina. I believe they changed it a little but at launch that shit was ridiculous. I don’t like pause buttons in neutral. I am not a fan of the B + C shield counter and the one that teleports behind the opponent. Side note: a lot of the people that say they hate X Factor don’t play the game. Most of the players accept that it’s a good mechanic and just get better at the game l. Some players even love it
@018FLP2 жыл бұрын
I noticed just now that Sol's weapon in Xrd is just a giant lighter 🤣
@Ilyak1986 Жыл бұрын
Always has been.
@jbulletc2 жыл бұрын
How bout Super dash from DBF?
@EdwardStumpp_Music2 жыл бұрын
Reversal Edge from Soulcalibur 6 should have been included; but I think that it has been talked about enough before... Still, it's the worst lol
@ryozaki962 жыл бұрын
7:21 you said that twice. you said that twice.
@Ramsey276one2 жыл бұрын
Thumbnail: DAIGO DIMENSION! “Witness my vision AND DESPAIR!” XD
@Ramsey276one2 жыл бұрын
1:24
@ssjgalexistheshibaeevee76622 жыл бұрын
I saw Phoenix on the screen and immediately knew what jm was gonna talk about, ESPECIALLY with max level super and x factor unused. Now all you have is your prayer to hope that you live against dark Phoenix
@01101011002 жыл бұрын
interesting that brought up krushing blows and not fatal blow or breakaway which seem too be more hated in mk11 too me.
@PomadaGaming2 жыл бұрын
Breakaway fs that shit is awfully designed and it’s not even cool either
@myniko2 жыл бұрын
Honestly, danger time is very fun. Instead of limiting you, it increases your options at random for both people
@icekiller15942 жыл бұрын
Danger time is awesome lol, creates an oh shit moment and usually leads to a scramble
@liamfoote71646 ай бұрын
I think x factor is a good mechanic actually. It has a lot of different applications and is very potent but is a limited resource both players get access to. There's a lot of interesting decisions you make with it and ways to play around it. It also i think is good to have a comeback mechanic in a team game otherwise the game can become very snowbally, since you arent just taking damage but losing a character and therefore losing options and assists. You arent just down on life like in 1v1 games but also are weaker if you get hit first.
@zandergraffunder2740 Жыл бұрын
There actually is random tripping in smash ultimate a lot of characters have a chance for their down tilt or another move to trip so some combos only work when they get it
@bakonman66112 жыл бұрын
The first person to type "first" has accepted their clown privileges
@glacierwolf21552 жыл бұрын
They take the role of a silly clown.
@halo3boy12 жыл бұрын
jokes on you. I'm into that
@no_nameyouknow2 жыл бұрын
And that makes you a double clown, you clown.
@bakonman66112 жыл бұрын
@@glacierwolf2155 But they won't turn their back on life
@anyany2021 Жыл бұрын
It seems the FGC just hates anything new or different and it's a shame. Danger time is a very cool mechanic, it gives both characters a boost in resources, speed and only lasts for 10 seconds, it makes the game tense and now your decision making needs to be spot on for the next 10 seconds AND it doesn't even happen that often. The FGC is just getting lazier and dumber it seems. Such is the path of humanity, the path of least resistance.
@Callie_with_a_bibleАй бұрын
I know, like they complain about Street Fighter 5 Ultras being "Too long" and "Too Cinamatic". Instead of seeing it as something that looks cool and feels good to hit. And then they call Smash Players pedos for....some reason? [Look in the comments section]. Yeah to me they seem like a very toxic community with some good people here and there
@Fonzzz002 Жыл бұрын
Dragon Rush from DBZ Budokai 3 is the first mechanic that comes to mind. It's a mid-game minigame that could take between 7 seconds to 25 seconds. Ruins the solid pacing and is very annoying to see frequently.
@Slip-2 жыл бұрын
In brawl you can also trip when inputting a forward smash
@dubblebrick Жыл бұрын
The exact chance of a trip in SSBB is 1% when you start dashing, and 1.25% when you turn around.
@MrCactuar132 жыл бұрын
My personal most hated is Active Flow in BBCP. Games become so lopsided to whoever gets the first blow and only gets worse in tandem with Overdrive.
@ItsColdspace2 жыл бұрын
X Factor is awesome. It's what literally makes the game so hype to watch.
@TheCJRhodes2 жыл бұрын
You're right, but it's one of many things. No one's gonna remember the countless Vergil lvl3 comebacks, or Zero lvl1 Perfect games, but everyone will remember JWong's lvl3 Akuma comebacks, Strider lvl3 absolute mayhem, or Jill's lvl3.... uhh, wtf is actually going on on the screen?
@rompevuevitos2222 жыл бұрын
Watch, playing is a different story
@innocentorphan12132 жыл бұрын
Anytime anything "random" is involved, it's guaranteed an awful idea.
@likky12 жыл бұрын
I think i hate breakaway more than krushing blows both using and receiving cause there is no proper counter play to it and activating it by accident is too common for my taste
@junkmail22232 жыл бұрын
If we're talking about random bullshit smash bros mechanics, untechable spin in smash 4 definitely deserves a mention. Basically, if you got hit above a certain percent threshold, there was a 25% chance you'd be put into a spin animation instead of the normal knockback animations, which locked you out of teching when your character was hit into a surface, which gave many characters free kills from stagespikes or missed-tech followups.
@BiGGMiXX3402 жыл бұрын
Can add guard breaks in soul calibur. It just feels like a punishment if you go online and go up against a button spammer to be put in a danger state.
@Ilyak1986 Жыл бұрын
IDK...I always found XFactor to be legitimate. Remember, in Street Fighter, if you're down 33% health to 100%, you still have all of your special moves. But in MVC3, if you're down two *characters*, you lose a huge chunk of your options. I.E. in a tag or team game, the comeback mechanic *must* be there to make up for the inherent disadvantage of being down not just health, but a character. And remember, the player on the receiving end of the comeback mechanic *also* has their own comeback mechanic. It isn't as though X-factor 3 gets weaker if your opponent only has one character remaining. So if your opp burned their XF3 first, well, you just need to reach a point that you can pop your own, and it's back to an even match. Just that some people would pop an XF1 to get rid of someone's point character (E.G. kill Morrigan in a Morrigan/Doom/Vergil team), then the XF3 Vergil would mop up. Well...what do you want there? That's not an XF issue, that's a decision issue.
@BlackBeltGamers882 жыл бұрын
Since I play fighting games casually, any games that have TOD's in them I don't touch. If there's a potential for me to go online, make 1 mistake and lose the entire match, just not worth my time.
@catisreckless464711 ай бұрын
I don't remember which one, but I'm positive that during a major tournament, two players activated Danger Time... then immediately retreated into each corner until it was over. Pretty sure there was even some cheering in the crowd and at least one of the commentators was like "Yeah, fuck that Danger Time nonsense". So yeah, I'd say that it's a pretty divisive mechanic haha.
@OverlordZero2 жыл бұрын
SFxT's Pandora mode. a "comeback" mechanic so awful no one in their right mind would use it
@krausercruz27802 жыл бұрын
Tripping is one of those mechanics that i just ask why. You wanted it to be less competitive? Weird but ok whatever, but tripping also affects casual. The amount of times me and my friends are having a real fun game, throwing bombs at each other, clashing laser swords or what have you and one of us trips just as the other is charging a Falcon Punch or a Bat swing is just annoying. It's not like when a capsule or box just happen to be explosive when you hit it, because you learn to just throw it or shoot it at a distance, or always keep an eye in case the item is a bomb. You just have a chance to trip and ruin whatever idea you had to fight your friends.
@ajshiro39572 жыл бұрын
hmmm... some people I know would say rage art because it's unfair and is a comeback mechanic, but there's so many risks to doing rage art. Jokingly says, the most hated mechanic is hitting the like button because you can't tell if you pressed it or not sometimes.
@drew8235 Жыл бұрын
I wasn't even aware that there was any sort of discussion about whether or not Smash is a fighting game. Obviously it is lol.
@g40rc3782 жыл бұрын
I forget the exact mechanic, but original Guilty Gear had a just-defend into fatal attack that could result in a game win, not just a round win. Yes, there was a way to defend against it, but it was still not a fun way to win or lose.
@BlocKoopa Жыл бұрын
Personally, I don’t think X-Factor is that bad. The fact that both players have it and it can only be done once means it’s not really unfair. Plus, this is a game where most characters have touch-to-death combos. Part of it could be that I’m bad at the game, but I appreciate it as a way to potentially get a comeback. I still think for the most part you have to earn the comeback even with X-Factor, considering your opponent has access to the same thing. Like you said, it’s the name of the game, and it’s a testament to how great the game is that one of the most powerful comeback mechanics in fighting games doesn’t make people hate the game.
@DestroyNxbody2 жыл бұрын
7:22 Bro had too punch in 😂😂😂😂
@Takumi_Yo2 жыл бұрын
X factor also heals, damage x factor deals over shadows the healing buff
@bon.92962 жыл бұрын
Should've included parry. Most people who got into fighting games after 2010 think it's the greatest thing ever and sf3 best game ever, but the game was widely despised by basically everyone both in Japan and the US, and it survived because of a dedicated scene that pretty much plays 3s and nothing else. With Moment 37 giving it a big assist in the FGC when it seemed like it was moribund, and after 09 Max honestly carried the game because he was part of those FFA/Denjin arcade players. Without him it probably wouldn't have gotten as popular as it is today. I think to this day a lot of players especially old school still don't like parries, and the newer ones who don't like it play something else, so it creates an echo chamber about how amazing the game is.
@asanteperryman66382 жыл бұрын
JM have you attempted the Brian_F Evil Ryu combo challenge yet?
@jmcrofts2 жыл бұрын
Attempted? Oh yeah. Completed? Hell no
@camtheman76542 жыл бұрын
I love that we can hear his controller clicking as he runs back an forth in brawl.
@MFIBCN2 жыл бұрын
X Fctor Lv3 was indeed strong, but for the lv3 you have to lose 2 characters, also the other player could x factor lv3 if they managed to get a chance to advance guard and pop up their own Lv3 X-Factor. I mean both players have the option to either spend their x factor early or wait for their anchor (which is often the best character players knows how to control) Tripping indeed was the reason why Melee survived, which is ironic, cuz if Nintendo wanted to make people stop playing melee, all what they had to do was offer melee hd with more characters xD, but no, they have to force randomness even on casual players. The first time I lost a sudden death game against a friend back then, we all 4 players laughed so hard, but after we loss to each other just cuz our characters decided to trippin' in 1 v 1 games, it got quickly super annoying... And as someone who LOVE the clash mechanic in older GG games, yeah, Danger Time was bullshit.
@joshuapaul85802 жыл бұрын
I remember back in the day I would read/hear a ton of negative criticism concerning X Factor, but I have to say, as a (mostly) observatory enjoyer of the game, I loved the mechanic. It was fascinating to see how the top players would find ways to abuse the mechanic, when they would opt to use it early as opposed to saving it for it's full busted potential, and the counterplay these players would utilize like snapback setups. There are a lot of reasons Marvel was favored as a premier spectator esport for such a long time, and I do feel like the crazy X Factor comebacks played at least a small part in that. Notably, the other two mechanics mentioned are both defined by a deference to random chance, which I think is the mark of truly frustrating, anti-competitive design.
@paulakroy26352 жыл бұрын
There a lot of top players who defend the mechanic. The thing people don’t get about umvc3 is that while x-factor 3 is extremely strong, so are x-factor 1 and 2 in helping snowball the game. It’s not a comeback but also a snowball mechanic.
@joegillian3142 жыл бұрын
Tripping was implemented specifically to stop people from using dash dancing.
@Guitar-Dog2 жыл бұрын
Remove dash dancing then
@terribletimes9026 ай бұрын
The absurd Rage boost comeback mechanic from Smash 4
@jasonglebe32352 жыл бұрын
I'm surprised block gauges weren't in the list. Being punished for defending well seems unfair to certain characters
@Jack_Horner_is_a_hero2 жыл бұрын
Not really. A majority of people are ij favor of the block/guard gauge. If all an opponent is doing is blocking instead of actually fighting, they deserve to get blown up for it. Most characters have a unique reversal option like a DP or a parry and those who don't can rely on the game's universal defense mechanic. All characters have some sort of option for defense and if they choose not to use them they deserved to be punished for it.
@Ilyak1986 Жыл бұрын
Block gauges are there to discourage turtling. Usually, there are other types of defensive options that don't build block gauge (E.G. faultless defense in Guilty Gear).
@PepinoTheGreat2 жыл бұрын
How strange, I thought SF4's FADC mechanic was a most hated one. Great vid.
@shishioh2 жыл бұрын
Also, X-Factor isn't equal among the characters. Some characters got little to no speed boost while in it, making it pretty trash for making a comeback for characters such as Hulk and Haggar.
@mavado20732 жыл бұрын
I swear every time I hear vergils judgment cut super I hear star platinum saying Ora over and over again
@noBody-ue6cs2 жыл бұрын
I’ve seen a vid like this from AnimeIluminati, and I’ll say the same thing here I did there. I definitely hate dangertime, and That clash mode in SC6. I forgot the name of it, but it sends you into a rock aper scissors mode and finally, in one of the updates, they made it blockable. I hated how often this could be thrown out, it’s not a normal unblockable because it’s also a Larry and you would get sent into that Rock Paper Scissors game way more then I wanted to be.
@BlackGeine2 жыл бұрын
How about Dissidia 012 chase mechanic
@SpringdayAutumnmoon Жыл бұрын
Legitimately, I would prefer Danger Time if it happened on every clash instead of being RNG based. At least then, you can plan around it. Restrict it to once per round to prevent it from being too damn crazy and you're good. Ridiculous mechanics that can turn the tide of battle for both players can be fun, but tying it to RNG is bullshit if you ask me.
@MrTheMasterX2 жыл бұрын
I feel like you'd be hard-pressed to find anyone even casually playing Brawl who would say, "yeah, tripping is a good mechanic." It's not fun playing with items on and then getting a Smart Bomb in the face because you tried to turn around before jumping.
@nuggetsschumaker4371 Жыл бұрын
the Tripping mechanic was made to avoid letting fast characters like Star Fox to dominate the professional plays. Little did they know it ruined the competitive for other characters, that's why a kid of 14 won a local tournment against the top tier Marth player.
@jesuspernia80312 жыл бұрын
You should have also talked about Breakaway from Mortal Kombat 11. Breaker was already perfect from the previous 2 games, now they changed it to some trashy move where you press 1 button and you get the chance to punish your opponent for landing a combo on you. Nah
@Oh-Ben2 жыл бұрын
X-factor had to exist. MvC was built on top of TvC and comeback are all but impossible in TvC. Another note I think level 1 X factor shouldn't animation cancel.
@jebbanana23092 жыл бұрын
tvc has bursts you can combo off of tho
@Oh-Ben2 жыл бұрын
@@jebbanana2309 the person winning normal has more bars to spend, this more burst meter.
@jebbanana23092 жыл бұрын
@@Oh-Ben you've got a point, but capcom clearly intended for bursts to be a comeback mechanic; i don't really see why they'd feel the need to create x-factor out of compensation for the lack of comeback factors in tvc
@paulakroy26352 жыл бұрын
@@jebbanana2309 because with tag game’s snowballing is really strong.
@samfivedot2 жыл бұрын
Can't believe Smash is on this list. Everyone knows it's not a video game
@Callie_with_a_bibleАй бұрын
WDYM Smash doesn't even exist , it's all in your head
@RoyArkon2 жыл бұрын
MK11 Krushing blows are not hated at all. In fact it is one of the most popular mechanics in MK11, it is basically a very unique resource that you need to manage in matches. Do not get it twisted.
@sushiidx2 жыл бұрын
KoF XII's Critical Counter system was one I disliked. Getting a counter-hit with a strong basic attack and going into a custom combo state was not my cup of tea. Max mode from KoF XIII on was more my taste.
@firedaemon332 жыл бұрын
Honestly, tripping single-handedly killed Brawl. The game was good enough that even it's other issues (Meta-Knight, general game speed slowdown from Melee) I think it would be remembered fondly. Except tripping was *universally* hated.
@Venomousse2 жыл бұрын
Danger Time is definitely the flashier and more memed mechanic in Xrd, but talking to actual players I think YRC is a lot more hated. DT isn't nearly as ubiquitous or disruptive to the flow of the game.
@nemoisnobody2 жыл бұрын
I do feel like Danger Time is a little over hated. Tripping, however, was hands down the worst idea ever implemented. Even casual players hated it.
@ericjorgearnezinochea96792 жыл бұрын
I hate the "no punish mechanic" on fightersz. On every game doing a combo has its risks and in most you can "counter block", but not in fightersz.
@PomadaGaming2 жыл бұрын
Counter block? What like the thing in marvel and skullgirls to push back? You have guard tag cancel
@ericjorgearnezinochea96792 жыл бұрын
@@PomadaGaming Wich cuts your Regen health and leaves you open to attacks if the other guy is expecting it.
@rickperriwinkle2 жыл бұрын
According to all my friends it's ring out, but I wouldn't know anything about that.
@LieseFury2 жыл бұрын
i wouldn't call danger time "divisive" as i've literally never heard anyone say they like it