#newyearnewme Join the discord: discord.gg/B6uWue8
@YSEricbanana16 күн бұрын
please 🙏
@owencmyk17 күн бұрын
Option selects exist in Valve's Deadlock (a MOBA Shooter game). It does borrow a lot of mechanics from fighting games, including chargeable melee attacks and a parry. If you get hit with a melee attack while parrying, it'll stun whatever attacked you. Crucially though, you can parry players, but also NPC enemies called "Troopers". If you think your opponent is going to melee you, you can parry within range of a trooper so that even if they don't melee you, you'll still parry successfully because the trooper will hit you instead. Thus it's an option select because you need only parry, and you'll parry either the player or trooper depending on whether the player chooses to attack.
@typhoonbh17 күн бұрын
A MOBA shooter with fighting game mechanics? That's interesting I'll have to look it up!
@owencmyk16 күн бұрын
@@typhoonbh "Fighting game mechanics" very loosely. Like... there's a lot of emphasis on spacing and punishing, and they have melees and parries, but don't get your hopes up too much
@smithbabies788615 күн бұрын
@@typhoonbh it's dead as hell
@EreNyn317 күн бұрын
One way I like to wrap my head around collision is by consciously reaffirming the idea that the characters are still in a three-dimensional world, despite how they’re usually presented to us. It helps to “explain” why the hitboxes of some moves end up whiffing, and even gives me ideas for why certain moves work the way they do. For instance, I don’t think of GGST Johnny’s TMN overdrive as him tanking a hit straight to the back when used as a reversal. Rather, he’s just cleanly dodging the attack within a margin of millimetres before he knocks the opponent into the air. It looks really good with the coatless mod in particular haha
@typhoonbh17 күн бұрын
Yeah that’s a good way to think about it
@testhekid10 күн бұрын
i love doing things like this, makes characters feel more alive than they already are in the game
@EreNyn310 күн бұрын
@@testhekid Heya Tes, good to see you’re a Typhoon enjoyer as well
@testhekid9 күн бұрын
@@EreNyn3 i can say the same to you :> happy to see 2 of my goats in the same comment section
@mimisaiko16 күн бұрын
2:25 Heavier things don't fall faster in real life physics, falling speed is much determined by air resistant.
@eggsoup15 күн бұрын
welcome back goat, happy to hear about your resolutions more vids more vids !!!
@typhoonbh15 күн бұрын
Thanks for sticking around!
@8Yaron816 күн бұрын
It's still strange for me to watch Korean backdash in tekken, visually it looks like the characters are having a seizure.
@typhoonbh16 күн бұрын
True I should’ve mentioned that
@ValentinBD15 күн бұрын
You don't do that much video last year but that when I discover you, and you did a great job. I wish you the best for this new year and it's start great.
@Stevenator54616 күн бұрын
Just wanted to say I love your videos man! The Plok music choice is a deep cut that certifies you as a real one
@typhoonbh16 күн бұрын
I really appreciate it
@uniquename692516 күн бұрын
Don't forget about how slower moves have faster recovery, and faster moves have slower recovery... This was the most unintuitive thing for me to learn. Big, scary moves that take a second to come out are somehow plus on block.
@HotCrossB1S16 күн бұрын
I rationalized that stronger attacks are heavier and harder to block as your character reels longer from the blow, while weaker attacks are easier to parry and glide right off their guard for easier counters. 🤔
@MegafanX12316 күн бұрын
Real, i hate when i try to punish a move with a light but it whiffs and i got hit by another move because of the 5 frames of recovery for no reason
@MegafanX12316 күн бұрын
The things that i felt are more like not intuitive rather than unrealistic, but: 1- Crossups 2- Minus on hit moves 3- A character with bad anti airs as a purposely balance decision 4- A character with bad abare options as a purposely balance decision 5- The fact that universal back dashes doenst exist 6- Having a UI that doesnt show important stuff like incorrect block and combos or minus or plus 7- Characters not having any invul reversals
@testhekid10 күн бұрын
awesome to hear you returning, always a treat to watch your vids! on the note on infinites, theres another method for games to combat that sort of deal besides gravity scaling, for games such as the newest blazblue title relies on what is called combo decay, unlike with guilty gear relying on a move's attack level to determine how much stun will the combo have, blazblue runs on a timer depending on the combo starter and that goes hand in hand with the mechanic to air-tech of course infinites in a game can be the least of your worries if the person knows how to convert a combo into the exact same situation, until your hp evaporates.
@captainphoton169315 күн бұрын
About Grey damage. Its the main mechanic in DNF duel. There is a button that let you delete all gray health to do a roman cancel. And regain the equivalent in mana.
@Hokag3Chrisku15 күн бұрын
Another amazing vid and W New Years Resolution
@FoxxNoodles15 күн бұрын
Amazing work Typhoon. This video is edited quite nice as always. Do your best to make more videos, but of course, don't overwork yourself.
@typhoonbh15 күн бұрын
Thank you
@natethebad15 күн бұрын
Thanks for the video, and I'm wishing you the best of luck in locking in this year! I really enjoy your videos, and I'll be here for whatever you make!
@typhoonbh15 күн бұрын
I appreciate the support!
@a06death16 күн бұрын
seeing a new typhoon video is always so neat TwT
@typhoonbh16 күн бұрын
@JoshuaMullins-f3j17 күн бұрын
Sucks your channel this past year isn't gaining a lot of traction, your videos are really interesting.
@typhoonbh17 күн бұрын
@@JoshuaMullins-f3j it’s kind of my fault, I wasn’t consistently posting videos
@JoshuaMullins-f3j16 күн бұрын
@typhoonbh something to work on, ill be there to watch em when you do.
@bigkebizino897016 күн бұрын
Nice vid man, good analysis on the liberties fighting games take compared to reality and even other games. Id love to see a vid where you talk about your favourite fighting games and why u love them.
@typhoonbh16 күн бұрын
Thank you!
@InitialWish16 күн бұрын
Sorry for posting Cat Vids, it will happen again 😔
@ToxicPollito16 күн бұрын
Let the peak continue 🗣️🗣️
@snowflake410817 күн бұрын
typhoon posting i'm truly blessed🥹🥹
@typhoonbh17 күн бұрын
@darkdendan16 күн бұрын
new video essay channel discovered
@Randomyesfyhgv16 күн бұрын
love this dude
@TarnishedCrucible16 күн бұрын
What's the fighting game at 1:07 called? It looks pretty interesting.
@GoldGuard16 күн бұрын
I was just about to ask that same question. Unfortunately it's not even in the description
@typhoonbh16 күн бұрын
Punch planet
@GoldGuard15 күн бұрын
@@typhoonbh Thanks🙏
@Turtle-p8d16 күн бұрын
If i Remember correctly the persona games have Blue health thats the same as grey health in SF
@CatInfant16 күн бұрын
PLOK OST LET'S GOOOOO
@sonixbelit15 күн бұрын
Goat finally cooked again
@YSEricbanana16 күн бұрын
no sir I won't click off the video till youtube kicks me off
@Nominal_GDP16 күн бұрын
> Why Fighting Games BREAK Logic > Character switching Whut?
@davesigma1516 күн бұрын
HES BAACK
@ZachStarAttack15 күн бұрын
if only they used common sense to balance z a t o
@Mage_Nichlas_16 күн бұрын
There's something I wanna complain about and it's the visual realism compared to Tekken juggle combos. I just really don't like how they look. Imagine if you're laying on a table and I throw a straight punch at the bottom of your foot, you wouldn't raise slightly into the air or bounce on the table. The physicality just doesn't read good to me. Even if Fireballs and extremely exaggerated kinds of attacks in something like Street Fighter are technically not possible in real life, the physicality completely sells them. Even if it looks like throwing a Sonic Boom looks easy for Guile, you believe it, or a Zangief SPD doesn't throw up a "I don't think this looks right" flag. Extended air combos in Street Fighter are so unique that they are cool and quicker so you don't really have time to dissect one or two hits that hit slightly weirdly. Even something like Luke's Level 2 constantly re-standing the opponent for all like 10 hits being a little weird, they don't really trigger the same feeling when I see Tekken juggles. It's probably because that weird physicality scenarios in Street Fighter are few and far between while Tekken's juggle system *IS* practically the entire game's combat so weird looking hits are frequent.
@rational101617 күн бұрын
Hell yeah
@typhoonbh17 күн бұрын
indeed
@HELLRAISER0216 күн бұрын
I play FGs but i cant lie, some hitboxes are so egregously not visually synced that it annoys me, like midsthat look like highs, overheads that look like mids, moves in tekken that look linear but track, i thknk it makes some moves look way more confusing then they need to be but maybe thats just me
@uniquename692516 күн бұрын
Don't forget lows that look like highs... Leo's 2D puts him in the air, gives him throw invulnerability, but isn't an overhead... It's a low.
@HELLRAISER0216 күн бұрын
@uniquename6925 nah ok this one is JUST me but in SF most standing light kicks look like lows but arent lows, then kens jinrai stomp is a low but zangiefs stomp isnt,like, what? Im also alone in that i hate deceptive animations more than janky animations i think (like mortal kombat, but they also deceptive too)
@MegafanX12316 күн бұрын
I hate that most of ggac foward heavy slashes have the most overhead looking ahh animation ever and all of them hits mid
@MegafanX12316 күн бұрын
Especialy on Chipp, Millia and Sol Also in under Night In-Birth 2 theres is no way to know if something hits low or not. Akatsuki, Gordeu and Chaos all have punchs as their crouching A animation, however Aka and Chaos hits low and Gordeau hits mid for no reason? Also Hyde and Orie stabs the ground as their Standing A animation, and both hit mid