Imagine getting kicked in he head by Honda and just going "ow my leg"
@mohammedosman49023 жыл бұрын
yeah...we can skip the concussion test on this one
@LunaMinuna3 жыл бұрын
His brain isn’t functioning properly
@IamNster3 жыл бұрын
I'm just thinking of the opponent reacting with the sajam voice clip "STEVE MY ARM!!"
@aj_gen_ace3 жыл бұрын
They do that in Mortal Kombat 4. You break an opponent's arm or stomp on them and they scream "MY LEG!"
@zantetsuken-zero3 жыл бұрын
"Augh! My ears burn!"
@Nynjason3 жыл бұрын
Honda’s first name is Edmond.
@dekuskrub21543 жыл бұрын
The M in M. Bison stands for "Money"
@bruceleeds79883 жыл бұрын
@@dekuskrub2154 it actually stands for Mike
@dekuskrub21543 жыл бұрын
@@bruceleeds7988 nah, it stands for "Richard"
@Sness3 жыл бұрын
*Electric
@dmdkdkrkfksn43243 жыл бұрын
No his first name is E
@Ali-fs7ze3 жыл бұрын
*Everyone talking about Strive release* Theory: So anyway, here's some old Street Fighter Jank.
@bruceleeds79883 жыл бұрын
I love theory Fighter because he shows that Shenanigans in Fighting games have always existed and where
@theredcomet8443 жыл бұрын
As a strive and Xrd player who hardly ever played SF, bring the videos bro.
@rebirth25263 жыл бұрын
Mankind knew
@suburbanflower3 жыл бұрын
I’m still so surprised no one made a mod that added the new generation or second impact stages to third strike. Such beautiful art styles!!
@ryo-kai85873 жыл бұрын
I was just noticing those backgrounds, and I would definitely appreciate such a mod
@nebiyuesayas56002 жыл бұрын
I think that might be harder than you think. In the arcade version of SF3, you don't pick a stage, you just get whatever that character has. You'd have to replace existing stages. As for console rereleases, you can pick your stage, but it's pretty difficult if not impossible to mod the console variant without some issues. If there's ever another 3S remake, I do hope they reuse the old themes and stages (maybe some of the characters get their 2I stages/themes back, some keep their 3S ones, and any new characters can get the unused ones), but for now, it doesn't seem likely.
@suburbanflower2 жыл бұрын
@@nebiyuesayas5600 I know it’s not easy but I’ve seen incredible mods for DOA2 that add so much content to the game. Talented modders exist and can do anything for the right amount of coin. It’s only a matter of time
@combomamba5 ай бұрын
After seeing what's been done with Ocarina of Time and Sonic 3 as of late, anything is possible if you don't get sued into the ground
@ori.g4mi3 жыл бұрын
I have a few more interesting oddities about SF3 in particular that I don't see mentioned often and I had to bury out of old shoryuken threads. 1. in 3rd Strike, when Remy gets KO'd by Yang, Yang can jab him repeatedly in the corner until the game decides to move on to the next round. This is useless but usually, a jab after a KO knocks an opponent down, Remy though stays standing, meaning he can take more than one or two jabs, and it only works with Yang for some reason. I lost to a Yang as Remy before and he repeatedly jabbed me up to like 5 times before Yang did his victory animation 2. Ken can stand in the air in Second Impact when he light shoryuken's into the pushing wind that Gill's resurrection generates. When you parry a move while standing in the air, you get launched in one direction until you're hit again. 3. Makoto is completely invulnerable after her neutral throw for much longer than every other character. A full laggy b.HP from Chun-Li right after her neutral throw passes right through Makoto and Chun-Li ends up on the other side. Even a Super Art III from Ken just passes right through her, even though she appears to be standing in her idle animation shortly after her move. 4. Dudley can do the first two hits of his Target Combo in New Generation against himself over and over. its an infinite. The Player 2 Dudley can't recover in time after the second hit and you just start the combo over instead of ending it with a third. twitter.com/Ishtar42077725/status/1311308785571508226 Here's an example on my twitter 5. Sean in 3rd Strike can hit SA2 twice in a row in one combo if done on the corner and with the first one being used while the opponent is airborne with his back on the corner. Just SA2, then do a standing HK before the opponent lands, then do another SA2. On Akuma, this does SO much damage that might fool you into thinking Sean is a good character. 6. Remy can freeze Urien forever. When Urien does an Aegis Reflector, neutral throw Urien while the Reflector moves in on you and get hit by hit during your animation. Urien is now frozen in place, can't move at all and you can wait out the timer. Its hilarious and I had someone quit on me on fightcade for that (sorry!)
@minhso123 жыл бұрын
Allow me to add one more oddity: Ken can freeze Makoto in around 10 seconds if he finished her with a knee press grapple (aka neutral throwing). After KO announcement Makoto will be freezing at hurting animation frame for about 10 secs. Then she will lie down and the game is back to normal. Ken wins.
@ori.g4mi3 жыл бұрын
@@minhso12 while Makoto is frozen you can hit her with Kens taunt haha
@xandert85273 жыл бұрын
To be honest you don't even need HK. Depending on juggle height and how much you mash, you could just do another DP, mainly light or medium, but heavy can connect sometimes.
@RTU1302 жыл бұрын
Fr
@HEHEHE_I_AM_A_MASKED_WARRIA2 жыл бұрын
Here's another one: there is a technique that exists only in the arcade version of 2nd Impact. In that game (and NG), universal overhead is input with down, down, and any attack button. In 2nd Impact, you can actually use an EX version of the UOH by pressing two buttons of the same type (i.e. two punches or two kicks, but not a punch and a kick). What's odd about this is that the yellow EX flash does not appear when you do this, nor does that "sheeew" sound play. The only indicator is a sudden loss of meter and the metallic sound usually associated with Urien blocking an attack (which plays during all EX moves in 2I for some reason, on top of the regular sound). This is technically the only EX move that Akuma and Gill can use in the III series. What's even odder is that, unlike regular EX specials, EX overhead can be used during "timer" supers (Oro's Kishin Riki, Yun's Gen'ei Jin, and Yang's Sei'ei Enbu). Doing this will drain meter as normal, shortening the duration of the super. However, by timing this technique on a certain frame (when the amount of time left is equal to the cost of EX), your super timer will suddenly refill, and when it ends it will show a glitched mass of pixels where the number of stocks should be. This rollover effectively gives you infinite meter for the rest of the match. Furthermore, this technique was removed from the Dreamcast port, which means the infinite meter glitch was effectively patched out as well. This, combined with the odd properties not present in regular EX special moves, leads me to believe that the very existence of EX overhead in the arcade version is a bug.
@bageltoo3 жыл бұрын
6:31 the kicks are synced to the music lmao
@sorma00711 ай бұрын
Yo, nice catch 😂
@Hanesboi4 ай бұрын
LMFAO this is the type of comment I like
@stotab87003 жыл бұрын
6:32 love that music sync up
@hi-i-am-atan3 жыл бұрын
the weird stun values sound like the devs just forgot to assign an actual value to those moves. like, not even necessarily that they full-on lack a value in the data and the internal default is 1 or whatever, but stuff like the data structure skeleton they copied to save time had 1 as its stun value and just ... nobody remembered to change it hell, the stuff like the 3 could be similar, where it's like that because the skeleton had its values changed during development, or because it was copied from another move that had 3 stun at the time. honestly, the fact that the stun values are _mostly_ standardized makes this sort of thing feel more likely, because it means that there's a good chance that a bunch of moves had values copied off of others as a time-saving habit ... which also means that it's possible that a fair few moves have weird stun values _because they were based off of moves that themselves had weird stun values_
@PatriciaCross3 жыл бұрын
I was thinking this as well. its also possible its some sort of 'Overflow" issue. If the variable for Basic moves stun values was given a capped range for some reason and the people filling in the stun data forgot or were unaware. In which case, these moves may have actually been intended to have higher than usual stun and it exceeded a limit that was set somewhere else for such a move, and then defaulted to a lower value. Like say the game had limits set on basic move stun values as 3/5/8 with a min of 1, and entering a higher number winds up starting back at 1. So entering a 4/6/9 respectively would give you a Stun value of 1. The odd 3s could be someone entering a value 3 higher than the limit.
@hi-i-am-atan3 жыл бұрын
@@PatriciaCross while _strictly_ possible, realistically it would only be feasible if the stun values actually maxed out at 7 or 15, and the 7 only works out if all moves add a minimum of 1 stun because then you'd need to add 1 to the value after retrieving it from the move data to end up with moves with 8 stun ( which would also make it impossible to make a move with 0 stun without some sort of special flag ). otherwise, you'd end up with a situation where the overflow isn't the result of using only three or four bits of a word to store stun values, but some manually implemented overflow function which would be ... utterly bizarre in this context, to say the least hell, even the standard type of overflow feels a bit iffy, because using so few bits of a word only really happens if you're using that word to contain multiple values - which would mean one of those values overflowing would impact the other values within the word. if the moves with weird stun values also regularly had other types of jank, then that could be a good sign that the stun values _are_ overflowing, but i feel like that would've been something significant to mention. 'course, it's possible that the stun value is stored in the _upper_ bits of the word, thus causing the overflown bit to be lost like in typical full-word overflow, or whatever value the stun value overflows into isn't something that's significantly influenced by what's effectively just a +1 to any integer value or maybe the hardware used legitimately allowed for the declaration of 3-bit or 4-bit integers. would the game a pain in the ass to port, though still, i feel like copy-paste thing is a lot more likely, since that's the sorta mistake that's evergreen for any programmer, whereas overflowing with such tiny values is only realistically gonna happen when utilizing some pretty advanced byte manipulation that, honestly, would probably be a bit overkill at space-saving, even for the time
@BainesMkII3 жыл бұрын
@@PatriciaCross I don't think it is an overflow issue. The clip of the spreadsheet shows stun values for Normals could be any integer from 1 to 8, which indeed you could squeeze into an easy to overflow 3-bit value. However, other moves (specials, taunts, etc) require a much larger valid range (and thus a much harder to overflow higher bit count). Further, you find moves at all three strength levels that end up with 1 stun. Even if you allowed for a "less than 3" to be dropped to 1 and a "more than 8" to overflow back to 1, that doesn't explain stuff like Sakura's crouching Medium Kick dealing 1 stun while her cLK does 3 and her cHK does 7.
@kayeffty2 жыл бұрын
Similar to Honda's air low, Dio in Heritage for The Future has an air special who's first hit "stores" the properties of whatever move Dio last whiffed. A common corner okizeme is knockdown, whiff low, jump in and either perform the special (which is now a low) and combo into knockdown, or press an air button (a high) and combo into knockdown, and repeating.
@happycamperds99173 жыл бұрын
2:55 This reminds me how, in Melee, Yoshi’s shield is throw invulnerable the first few frames it is activated.
@LunaMinuna3 жыл бұрын
And it has a shorter range than Marth’s
@happycamperds99173 жыл бұрын
@@LunaMinuna I’m not referring to the weird hotbox on his throw, I’m referring to his parry.
@bloodydoll58973 жыл бұрын
whst
@Jibbert3 жыл бұрын
Well that one's actually intentional since otherwise Yoshi would have the slowest shield in Melee. It's just that the window also happens to be jump-cancellable lol
@SailorWhyachi3 жыл бұрын
Thing is, it's also just invulnerable to regular attacks as well, which is why you see it so consistently
@alliahcherry67213 жыл бұрын
I'm actually mad how GORGEOUS New Generation is, big rip about the actual game though.
@chiarosuburekeni93253 жыл бұрын
I still play NG and 2I far more than 3S. I'm alright at fighters but not good enough to where all the first 2 games' shortcomings matter much. I prefer the music and visuals over those far more than Third Strike
@ori.g4mi3 жыл бұрын
New Gen is a TON of fun because almost everyone has an infinite or can stun really fast
@Faffel3 жыл бұрын
I couldn't figure out where the Bongripper song was playing from and I was frantically searching through all my music programs trying to find what was playing it. Nice choice.
@IYPITWL3 жыл бұрын
The Q while rising stance is how VF works in practice. Duck right when opponent rushes in to low profile an a throw and sometimes you block mids while rising. (Mids beat low)
@TheoryFighter3 жыл бұрын
Oh that's actually a really interesting parallel. I didn't think of that.
@Skycrusher7 ай бұрын
VF?
@CalebSu-pv1bj8 ай бұрын
2:32 The 3rd strike intro is adorable. I like to imagine the girl like "Chun-Li, can you teach me how to become the second strongest woman in the world?"
@MasterChibi3 жыл бұрын
My favorite is that Super Turbo has that 1/125 chance of a random move happening out of nowhere, if I'm not mistaken. As in you could get dizzied off a standing jab or suddenly undizzied instantly after being dizzied or a whole mess of other things that literally don't follow any logic in the game.
@TheBigAEC3 жыл бұрын
6:32 I love that all of Ken's kicks are on beat.
@meathir49213 жыл бұрын
It’s funny how you’d think modern fighting games would get better at this, and for the most part have, but then there’s stuff like one of Dhalsim’s buttons not being counter hittable on the 3rd frame of start up in SFV. I think FGs are too unpredictable for developers to cover every base players can find.
@Norskolld3 жыл бұрын
6:32 Ken's kicks lining up with the music is so satisfying.
@CWunderA3 жыл бұрын
I think I figured out the alpha 3 stun logic. From what I can tell it looks like it was based on the move animations. The ones with lower stun "look" less strong, typically being short, quick jabs. They are basically the ones where if I just showed you the animation, you would likely guess they were one tier lower (medium instead of strong or light instead of medium). It also seems like punches tend to get down-weighted more than kicks (ie if a punch and a kick both look "weak" the punch is more likely to be downgraded than the kick, as seen here with sakura) For example, Ryu's air heavy kick looks a lot stronger than just sticking out a fist. Ken's standing heavy kick carries a lot of weight, being almost a roundhouse whereas Adon's kick is just an average front kick. If just shown the animations, I would definitely guess Ken's was a heavy kick, but would probably have guessed Adon's was only a standing medium kick.
@CrossfacePanda3 жыл бұрын
Your videos are great, the music is great, keep on doin’ you man. Oh, and Heather was great, too. Hope she appears in more videos down the line.
@bloodydoll58973 жыл бұрын
same
@jaykelley1032 жыл бұрын
A girl
@LtheOriginal3 жыл бұрын
(Q's invulnerable to ground throws when he's in that transitional state) Oh yeah as if anyone can use that in a match... INSERT KURODA HERE.
@coleburns3622 жыл бұрын
Second Impact having supers lock you into a state to disable throw teching reminds me of newer games like GG and BB having supers lock you out of Burst.
@EXDSPRTS3 жыл бұрын
thank you so much for having me on! hope we get to work together again
@mohammedosman49023 жыл бұрын
subscribed!
@TheCJRhodes3 жыл бұрын
Ooooh, it's HeaTHer, not HeaVer like TheoryFighter pronounces it O_O
@kyyourneutralisminekiske71043 жыл бұрын
Consider me a new subscriber!
@nebiyuesayas56002 жыл бұрын
The man himself! This ought to have been pinned
@denjin_hado3 жыл бұрын
Babe wake up new theoryfighter video
@VictorAlvarez-kn6lv3 жыл бұрын
Why the music goes so well at 6:30 when Ken is jusk kicking Adon? Its perfectly timed!
@camtheman76543 жыл бұрын
I loved it when Hugo threw Gill at a wall like his play thing.
@ramseydoon82773 жыл бұрын
Hell yes, more TheoryFighter, shoot the heavy FGC doomsludge right into my veins
@Blahblahblah-s9x3 жыл бұрын
3:09 That's when TM took out 2 or 3 makotos in a character team battle right? That's a fun set to watch.
@PabloAvilaEstevez3 жыл бұрын
Nope, that was the Kuroda vs Tominaga FT10 that went down to the wire. Incredible set, that particular matchup is probably the most lopsided in all of Third Strike in Makoto's favor, but Kuroda and his skill narrowed that gap tremendously
@Aile-SoMi3 жыл бұрын
@@PabloAvilaEstevez there's a reason Kuroda to me is the God of 3rd Strike. Shame how his life turned out
@theguywithadifferentopinio90603 жыл бұрын
@@Aile-SoMi what happened to him
@ultralance8 ай бұрын
For a second I was like, "When did I put on Bongripper?" and started looking through my tabs, distracting me from your video for a minute there. Subscribed.
@SpringdayAutumnmoon2 жыл бұрын
My theory about Alpha 3's stun is that the director listed a bunch of moves he wanted nerfed stun on and someone in the dev team didn't realize he only meant by one or two frames and cut it down to the absolute minimum just to be sure. They then marked the task as completed and then nobody bothered to check it, so the game shipped with that oversight in mind.
@mollywantshugs59443 жыл бұрын
Fillia in Skullgirls had a low air move for a time. It was later nerfed to be a mid though
@doctordink27823 жыл бұрын
Came here for the fighting game content, stayed for the banger doom and stoner tracks.
@mug84293 жыл бұрын
Great video! Loved all the details on the oddities and Heather was a fantastic addition, would love to see her in more videos Also im surprised the 2I Twins infinite meter glitch wasnt mentioned
@rolandkatsuragi3 жыл бұрын
7:01 It could just be oversight as this was the third game the developers had worked on outside of Street Fighter II, beyond COTA and Darkstalkers.
@andrealmeida68313 жыл бұрын
Learned a lot with your contribution in the London Kumite event. Keep it up
@esthersmith30563 жыл бұрын
the stun values might be a relic of development? like, if some of those buttons were stronger earlier in development, had stun reduced to compensate, and then were later deemed to be too good and nerfed more directly, they might forget to restore stun values? obviously just idle speculation.
@iamfiefo3 жыл бұрын
Why'd I get an ad perfectly interrupting when Q crouched through Makoto's grab at 3:12? That's just disgusting!
@clawofthefallen3 жыл бұрын
I play videogames since the late 80's. And I love watching these videos of fighting game mechanics deep lore. It's cool to know there's this extremely deep world that I will NEVER understand. Never had in over 30 years, never will for the rest of my life.
@harryvpn14623 жыл бұрын
6:32 It synced perfectly with the music
@VinMann3 жыл бұрын
Im not even a fighting game enthusiast but man i enjoy listen your commentary
@KumaTorey2 жыл бұрын
Hugo Vs Gil: “Puny God”
@fribble40303 жыл бұрын
There's a really interesting oddity with the first street fighter: .The entire game
@dado10ca3 жыл бұрын
3:10 Kuroda's Q is a pleasure to watch
@jaykelley1032 жыл бұрын
Yeah kuroda is a badass
@Apalapan973 жыл бұрын
holy shit i love this video so much. Now, onto actually watching the video.
@thereallifesaiyan3 жыл бұрын
I have an oddity from Street Fighter V: The entirety of F.A.N.G
@logandunlap91563 жыл бұрын
that character doesn’t exist, what the fuck are you talking about
@deadpoolXYZ3 жыл бұрын
Sean can destroy projectiles with his cr.lp in New Generation.
@DonShotta243 жыл бұрын
What?!
@user-wl2xl5hm7k Жыл бұрын
Thanks for joining for the collab, Heather!
@thatguy884111 ай бұрын
Account no longer exists
@user-wl2xl5hm7k11 ай бұрын
@@thatguy8841 huh?
@freelanceryuu11 ай бұрын
@@user-wl2xl5hm7kthe account doesn’t exist. she’s changed her name.
@user-wl2xl5hm7k11 ай бұрын
@@freelanceryuu ah ok
@thegoose86633 жыл бұрын
1:15 Only character i can think of is - MkX Tremor, he has a special in the air that hits low. You can use it raw or immediately after overhead in the air.
@fgcneko28503 жыл бұрын
Yess finally much love always look forward to your uploads keep it up ❤
@wolfcaliburRX3 жыл бұрын
Love how Ken kicks Adon in time with the music at 6:33
@macdoninri3 жыл бұрын
the music timing at 6:32 was perfect lol
@Metahodos3 жыл бұрын
Airdashers have the land into a low vs late airdash into an overhead mix, so the Honda schmix is not really that unprecedented (but probably is the funniest)
@respectfulremastersbymetal83363 жыл бұрын
Friendly suggestion for Heather from someone who does a lot of voiceover work - please speak slower. I'm having trouble understanding and following you because all of your words are running together. If you slowed down a bit, you'd be fine. Thanks for the great video you two!
@garageink743 жыл бұрын
(Reverb on) yeah, I was waiting for this.
@kaneda0103 жыл бұрын
Frew a fro is one of my favourite hairstyles.
@BainesMkII3 жыл бұрын
While it can be hard to find decent stun value data online for the games, it looks like SFA1 also has some moves that deal only 1 stun; at least some of those strange SFA2 stun values may have been inherited from SFA1? My personal guess is that while they had "standard" values for each strength of normal attack, Capcom instead used "1" as its most generic default and simply never bothered to "fix" some of those "1 stun" moves to a more appropriate values.
@kaceejones22823 жыл бұрын
Then SFA3 must have the same amount of stun value as SFA2 or more
@Yesnog053 жыл бұрын
I wish I knew this back then to prevent countless hours of getting my butt kicked by my brothers
@TheLastOutlaw-KTS2 жыл бұрын
So That’s what Kuroda was doing all along?? A throw invincible standing animation lmao 3:09
@set12373 жыл бұрын
Ken's eyebrows confirm that he dyes his hair.
@skaven9693 жыл бұрын
About the stun meter in alpha 3, sounded like the developers wanted moves to mathematically have a lower distribution on moves that had short range or linked. Just an observation, all the examples listed at that part shared the commonality they had very short reach, which, in physics, would imply less momentum and less concussive force, depending on the move and character, less power as well.
@HoneyMike3 жыл бұрын
Heather's Twitter link is incorrect?
@yobbiden3 жыл бұрын
this is that video everyone will watch at least 8 times because I will.
@MrBroken0303 жыл бұрын
9:08 Ahh yeah i remember the 3s Ibuki infinite on Gill that looped her taunt on the ressurecting GIll :D
@nebiyuesayas56003 жыл бұрын
Damn, Ibuki's Hashinsho was just Chun's Hoyokusen before Chun was added in 3S, wasn't it
@ExtremeAcer3 жыл бұрын
What's the game shown in 0:00?
@blackhoggaming3 жыл бұрын
6:32 that sync with the music
@ethangamer16003 жыл бұрын
wake up babe new theory fighter video
@Eggroll3s2 жыл бұрын
That version of WW Honda is the predecessor to MKX Tremor. Fighting game devs are stuck in a time loop 😔
@Poet482 Жыл бұрын
6:29 Was this intentional? With the perfectly syncing music
@Gonzakoable3 жыл бұрын
The stun value ones just look like oversights
@danielbakergill3 жыл бұрын
Good content, drags a bit at the end
@SolidSonicTH3 жыл бұрын
Two videos released on the same day that talk about Q's while standing quirk, what a weird coincidence.
@dontever3 жыл бұрын
AYO HEATHER THE GOAT
@Steambull13 жыл бұрын
He says "Alpha Three" but shows Alpha 2. So, is it all the same in both?
@PrimevalDemon2 жыл бұрын
Yeaaaaa new gen ibuki rep! My favorite Street Fighter!
@sabbathjackal3 жыл бұрын
id bet the stun values has less to do with game design and more to do with character impressions by the viewer or character personalities intended by the developer
@cgob3 жыл бұрын
bongripper in the background, what's next; bongzilla, greenleaf or leaf blower?
@JoLiKMC3 жыл бұрын
4:37 - … what version of _Street Fighter Alpha 2_ were _you_ playing? Because… in the "960229 (Euro)" revision (the "SFA2" one), Ryu's Jump HP does *8 Hit Stun* against Ken. Your spreadsheet even _says_ his Jump HP does 8 Hit Stun. So, how'd you manage to get it to do _1_ Hit Stun? *Final Edit:* Oh, I see. You specifically meant his Jump-*In* HP and not his Jump-*ing* (straight up) HP. Man, that's wacky. Incidentally, your "normal moves" spreadsheet is missing data. For example, Ryu's Standing MK does two hits (4 + 2 Stun) while his _Forward_ MK does one hit (6 Stun). Just sayin'~
@DragoonCenten3 жыл бұрын
I thought everyone knew about the crouch thing with Q. It's an integral part of his game plan.
@sonimatic3 жыл бұрын
TIL Chun has an air throw in 3rd strike.
@gowiththeflow3632 жыл бұрын
What's that fighting game at the very start of the video??? 0:00?
@zensuufu11 ай бұрын
Matrimelee. (part of the Power Instinct series)
@Nishimiya_Bojji3 жыл бұрын
Suscribed! I expect more oddities!
2 жыл бұрын
Heather's Twitter is gone?
@neobogard3 жыл бұрын
This is the problem with Pros. I challenge them to make a list of fighters that aren't broken.
@SMAXZO3 жыл бұрын
Granted, I wish they kept the backgrounds from New Generation. And Sean's Uppercut Smash thing..
@shumpiremadness23723 жыл бұрын
Q. Slow, like really slow, but if his attacks connect, it hurts like fuck. Taunt 3 times and he's damn near invincible.
@davis12283 жыл бұрын
Yeah...I value consistency and readability. A well-designed game with little-to-no exploits (especially not meta-defining ones) and emphasis on player interactions as well as decision making. There should be a mechanical reason for why everything happend, and those reasons should be able to be figured out through logic and reasoning rather than having to study in order to learn the properties of something that is counterintuitive to the animation/visuals (like the jumping attack that's a low). That's why I like Virtua Fighter more than Tekken. You can figure things out by what you see on-screen. Good thing about modern fighters can be patched.
@no642563 жыл бұрын
Could you add captions please? The audio balancing has some problems and it makes some things hard to under
@Gaozetagar3 жыл бұрын
I'm deaf as well and I second this
@Toomnyusernae3 жыл бұрын
Why does Sean's crouch mp destroy hadoukens in New Generation.
@swanphil3 жыл бұрын
Unexpected Bongripper
@keylimecookies3 жыл бұрын
The throw can cause a hard knockdown if the throw stubs :)
@FhargaZ3 жыл бұрын
6:36 all that info is from an external software or fron a version of the game?
@Cardboxx3 жыл бұрын
You can use Lua scripts' for emulator to get this kind of things (hitboxes/frame data/input history and training mode) For exemple with third strike, the best one is probably Grouflon's training mode
@joegahan70553 жыл бұрын
A good way to piss off other players when fighting
@Had0k3n2X3 жыл бұрын
Wow! Im actually about to release a video like this specifically for ST!
@Hoopryfien3 жыл бұрын
Videos like this are some of my favorite kinds found on KZbin
@RagingRowen3 жыл бұрын
Where do I find the SFA2 Hitbox Data thing?
@craaaash3 жыл бұрын
Why did you made it 30(or lower)fps? And fake scanline looks bad too.
@rgg10093 жыл бұрын
I'm surprised someone actually remembers Second Impact. That game is really an underrated gem. Great music, great characters... and really weird oddities. Thank you for the video.
@StrigWilson3 жыл бұрын
Underrated channel! You got my sub instantly
@duo3173 жыл бұрын
CT Arakune had jumping lows too. And you didn't have to neutral jump