I just wanted to thank you guys for the kara cancel video. I watched it on stream with a friend over the weekend and was finally able to help him grasp the concept. Thanks again for the consistently solid content!
@TKBadMoon Жыл бұрын
Getting mixup practice in before SF6 drops, I see.
@goby1764 Жыл бұрын
Danger time is an abomination to put on this list lol
@tenebre5512 Жыл бұрын
you missed the entire joke of the video lol
@fiveromannumerals Жыл бұрын
Do you like burguers Ram
@thatguy884110 ай бұрын
6:01 Not to be that guy but perfect parry has a stricter window than parry
@feri7mble Жыл бұрын
Who doesn't hate invincible reversals that remove half your health, honestly?
@spinoodii Жыл бұрын
Danger Time is definitely a mechanic
@arandomguyontheinternet2308 Жыл бұрын
tbh I didn´t notice it was a joke until the prc one I don´t know why I thought people would like dt either
@finallyanime Жыл бұрын
Definitely wasn’t giving strive ram an actual sword resource mechanic than automatically coming back -_-
@justinboggin9086 Жыл бұрын
Ah the memories getting stomped by Ray's Vatista as I was desperately failing to get dash block timing down.
@jamberrycloud Жыл бұрын
Needs more views. Will share in discords. ✌️
@TheBlazinButch Жыл бұрын
hmm, watchdojo, thats a cute ref/ aesthetic, dig the vid fun stuff
@ericcruz4850 Жыл бұрын
Honestly a great video with a lot of good jokes (watch Mojo, the Johnny super reference, etc.), and solid message to keep in mind. With a lot of the content that is put out there being centered on negativity, it can be easy to focus on and obses over things we don't like. We can easily ignore the all of good of something, over the relatively few things we dislike. As a side note, over the past few months I've been keeping a journal for the games that I'm playing through. I'll write any thoughts or observations that pop into my head. It's helped me analyze and come to terms with aspects of a game that I love/hate. The central idea of the video just reminded me of the journal. I would honestly recommend creating a journal if anyone is feeling disconnected from the games they're playing.
@Dizintegrator Жыл бұрын
Is this some kind of out-of-season april fools vid?
@fiveromannumerals Жыл бұрын
No, this is legit, fr fr
@zechariahcaraballo8765 Жыл бұрын
8:57 she cant be counter hit ... FOR STORY REASONS?!?!?! SO COUNTER HITS ARE JUST A IN UNIVERSE THING!?!? I NEED TO KNOW WHAT STORY REASON IS IT, WHY!
@BHS289 Жыл бұрын
SLD I get the impression you don’t like these much at all!
@turlocs4812 Жыл бұрын
I love this video
@squalace_ Жыл бұрын
You did not just leave armored attacks off this list
@abfloorr Жыл бұрын
This is the best shitpost ever cause i thought you were being serious about risc and prc lmaooo
@visiongap6042 Жыл бұрын
First off, watch dojo is a great pun Second, this list is based.
@Elivanse Жыл бұрын
DP into FADC is a pretty bad mechanic honestly.
@greatestgamer00 Жыл бұрын
i hearth sea leaf
@ВалераКичигин-щ8ю Жыл бұрын
I love R.I.S.C.
@lapis3965 Жыл бұрын
I personally think BlazBlue's Drive Mechanic, which is a unique action for each character is the greatest fighting game mechanic as it allows for more diversity in the cast. I will now give a couple of examples of some characters drive's an how unique they are to each character.: Ragna, A character whose drive allows him to steal health from the opponent with every D attack, this is balanced with the fact that he has some of the lowest health among the cast. This ability is unique only to him. . Valkenhayn a character whose drive transforms into a wolf. He is more agile in this form and gains a completely new moveset to his already existent one in human form. You will need to be able to move flexibly in both human form and wolf form to best play Valkenhayn. While it may be difficult at first, the reward for taking time to learn this character will transform you into a fearsome player, as he has some of the best neutral in the game.Valkenhayn's wolf form has a special pruple guage, and while in the werewolf form, the purple bar above your heat gauge will slowly deplete. If the gauge reaches 0, you will be unable to transform until the gauge fully refills. In addition to this, direction + D will allow the wolf to dash in that direction, and will deplete the gauge faster. 5D will revert you to human form. It is important to conserve your wolf gauge for optimal pressure and look for very minimal methods of depleting meter whilst dealing damage. The gauge will slowly refill as Valkenhayn is on the ground, but not in the air. You also cannot block in wolf form, so it is mandatory you are constantly moving around to make it very difficult for the opponent to land a hit. This drive mechanic is unique ONLY to him and that is on top of all the universal mechanics I mentioned in my previous post. Amane Nishiki, A character who whose drive does chip damage, this mechanic similar to Valkenhayn is also tied to a guage that has a total of 3 levels. The Gauge increases upon using D attacks and decreases over time, though you can charge with the D attack as well to get it go up faster. Drill attacks last longer and do more damage with higher level. Gauge builds even on whiffed D attacks. Each attack will deal more hits if the button is held down, with each hit contributing to the Gauge. You can also stop holding moves at any time. Level 3 D moves do a very high amount of chip damage on block. Again, he is the only character that does chip damage this Massive, which at level 3 can turn the tide of match with ease, but he's not broken. For one, the drill can overheat if charged for too long. When overheated, D moves and D specials cannot be used, which is what he thrives on in order to win matches. Secondly, he lacks in defensive options relying soly on the game's universal mechanics, In addition, he's not strong at close range with the opponent, preferring to attack at a distance. He also has below average health compared to the rest of the cast. Hopefully you now have a better idea of how unique this game is. There is a tutorial titled "BlazBlue Chrono Phantasma Basic System Mechanics" if you want to learn more about the game. The most recent mainline BB title called "BlazBlue Central Fiction", is a game that is arguably just as complex as "Guilty Gear XRD Revelator," with the game like Revelator having legacy skill, meaning if you haven't stuck with the game since the original back in 2008 you have a MASSIVE hill to climb in learning frame data for each character's normals, gatlings, and overall mobility options that can be used on offense and neutral. Then there are the game's plentiful system mechanics, such as having a half a dozen options on defense that you need to master such as having four ways to block based on specific scenarios for example, and the game having a multitude of wake up options with each having a specific use, and that's not even going into the Drive mechanic, which again, is a unique action for each character, which there are OVER 35 of, which MOST of the cast plays VASTLY DIFFERENT from each other. Mainline BlazBlue games were HUGE in japan, with it being popular in many Japanese arcades, and as Obama stated in a podcast with Blasted Salami that the series had at one point been up there even with the almighty Tekken in terms of popularity. With many veterans like Dogura ( who is one of the best players in Guilty Gear who uses Slayer) and Fenrich ( who is arguably the best BB player, and currently one the best in DBFZ) representing the series for a long time . Sadly, The series just never took off over here in the west. However, the lack of popularity nationwide doesn't equate to the game's quality.The fact that is arguably the most unique AND complex 2D fighter on the market, but isn't talked about hardly at all in the west was always baffling to me. Especially when I read comments, and watch videos of people in the FGC complaining about how boring fighting games have gotten recently, or how easy it has become and yet will REFUSE to give the game a try. Thankfully, that seems to be changing, for instance Lord Knight, a tournament player who plays a variety of different fighting games made a fighting game tier list and put "BlazBlue Central Fiction" near the top, as well as popular Guilty Gear content creators like Obama saying on blasted salami's podcast that "BlazBlue Central Fiction" is arguably just as hard as Guilty Gear Xrd. Even Punk, arguably one of the best players in Street Fighter 5 said that BlazBlue was one of his favorite fighting game series. For those who want to see high level game play in order to get a grasp of how hype this game can potentially be for you, I'd recommend a video titled "BlazBlue: Chrono Phantasma Grand Finals - Evo 2014" on youtube, and while the game represented there is not Central Fiction, I think it works, since Central Fiction is more of an evolution of Chrono Phantasma any way. Other channel's include "Burst Recap" and "Jourdal" for more high level Japanese play. Finally, "BlazBlue Cross Tag Battle" and mainline BlazBlue games are two SEPARATE things all together, with "BlazBlue Cross Tag Battle" having it's own set of rules with the system mechanics, and SIMPLIFYING ALL of the characters. It's for these reasons that you can't approach "BlazBlue Central Fiction" in the same way that you would "BlazBlue Cross Tag Battle".
@thatguy884110 ай бұрын
.
@user-wl2xl5hm7k Жыл бұрын
Watch Dojo is 100x better than Watch Mojo.
@Triler500 Жыл бұрын
risc has to be one of the worst mechanics of all time imo. im more favourable with mechanics that help the defender rather than hindering, ig grd, ib, etc i think risc is bad because it overpunishes trhe defender, not only do they have to take oki from the opponent, they get the extra downside of beeing put in extra danger by trying to escape waht this means is it incentivises players to try to escape blocking as fast as possible, hince why gg players are known by theyr wack wakeup options, or using alot of abare. due to that mechanic you have very little room to play patient defence, specialy if you dont have meter in conclusion is just too punishing for the defender
@Jabroni_14 Жыл бұрын
I think it's pretty cool because it can be reduced with fd at the cost of meter but higher risc means more meter gain(high risk high reward lol) so the first layer of descion making is more intereting due to how pressure works in gg, and in the old games instant blocks increased risc faster which gave instant blocks a trade off. Honestly risc is kinda genius for rewarding the attacker while presenting the defender with a series of interesting decisions
@Jabroni_14 Жыл бұрын
Fighting games naturally want to encourage offense because the alternative is a turtle fest. Gg is very offense orientated, ironically they have way more defensive options than in other games. More options selects, stand blocking increases pushback and its even further with fd, faultless defense, just block, blitz, dead angle attack, I frame backdash, abare, reversals and character specific stuff. Defense is also more layered in the older games since insta block and fd both change frame data and distance which results in some of the most interesting defense I've seen on gaming history
@Triler500 Жыл бұрын
@@Jabroni_14 instant blocks already have the tradeoff of needing timing and you can get hit by missinputing it, fd needing meter is another thing i dontlike, because again it disfavours the defender. with how key meter is for your offence beeing forced to spend it like that is really bad, altho the pushblock is really great, you most of the time use it for it and not the risc, only if you fear dying of chip.
@Triler500 Жыл бұрын
@@Jabroni_14 i think you have other better ways of encouraging offence, games with more rewarding defencive sistems also have good offence, the difference is in how they are designed, but i can point as undernight and blazblue as good examples of games that dont punish the defender that also encourage offence
@Jabroni_14 Жыл бұрын
@Triler500 no the timing isn't enough just like the meter loss wasn't enough for fd. By tying it to resource it allows for nuanced decision making at a medium to high level. If fd never cost meter than why would you even not use it unless it was for a punish, it would make attacks way to weak since pressure becomes significantly less scary