@@yesock He only dehydrated that woman temporarily though it would be cool if spin had his surgeon related abilities like he attached steel balls into people in which he could make a muscle spin on it's own or see their vital organs and what not
Here's the thing. Spin used to be ungodly op due to the stuns. Everyone used TWAU Spin, TWOH Spin, SP:TW Spin was even viable because spin let you confirm into beatdown. I used TW Spin because the stun confirmed into road roller. It still does, it's just incredibly tight. It used to be absolute busted, now it's garbage. Not even usable like Pluck, it's outright unplayable. Pluck is probably the second worst spec due to it's vulnerability. Well it's interchangable between Pluck and Vamp. Pluck is not the worst because of the pluck combos. They have infinite stun and everything. Spin used to have that and deal too much damage. Even if you blocked they put you in block stun for so long you could heavy punch after for a guard break. That's gone. Makes sense. Not only that though, but they nerfed the damage so hard. They should've at least kept the damage and reduced the stun, but they gutted the whole damn thing. What a disaster...
I still use spin twoh and for a time stop combo its really good, but if I cant ts then its pretty useless, but the fact that you have to rely on ts to make it good is bad enough. But you can still one shot to combo with spin twoh, about the only use it has left, only way to hit spin is from point blank anyways
Oh yeah I remember Spin when it initially released. I’ve had fun experiences just wiping people with my gang who all had Spin and Old 6P, and terrible experiences like ranged stand users just spamming all their projectiles. Spin definitely needs a bit of a damage buff, but god help us if they re-add the stun
@@theisyes6993 yea once you landed that stun you get just a full free combo and do anything you wanted, i used to use the stun to actually land a ger combo
What i think they should do with spin: Steel Ball - Exactly what eclipse said, fix the jank and make it uncancellable Multi Steel Ball - Fix the jank and the lock on thing too Spin Punch - Make the windup a bit faster and unparryable, but when it is charged, the windup is as fast as jawbreaker and there is stun on getup like pluck's crescent slash Golden Skin - Just make it a passive, 90% of the time i forget to use and and die in like 5 hits Other - Reduce the cost of the charge upgrades, the final upgrades costing 5 points each is incredibly dumb, and make it so spin buffs all projectiles when charged, just to make charge more useful, but still not mandatory
maybe you could make it so when spin is charged all projectiles bypass block but do less damage and some of the spin bar is taken for every projectile used
spin punch should NOT stun, you do realize you're adding a unblockable stun with fast windup on a spec which has the best combo pottential in the game, right? that would be waaay too busted, just make Spin Punch a scarlet overdrive with more hit box and when charged becomes as fast as jaw breaker, that's all
Well...out of all adjustments Spin charge should have an interval of *"Golden Spin"* between the 100% and 90% of the bar, where you can use Steel Ball that bypasses any damage reflection (like TA4) and counters, when used, doubles the cooldown of the Steel Ball Steel Ball is ok, just make it so you can move smoothly like throwing knives And maybe adding *Satellite Steel Ball* - Like Wekapipo, make the world disappear at the left of the victim's POV Same range as any explosion, that forces the player to see in 1st person for 5 seconds and make its left side of the screen being transparent (so he can see through every texture, if this is too hard to code, just make the left side of the screen saturated with blue or purple until the effect runs out0
Agree with Eclipse, I think if they make spin charge faster, and have it like hamon where if it's charged you get the dmg reduction, it would make more sense. tho if it was fully passive that's even better.
I think the steel ball throw being wack is because once they’re brought into the workspace, its anchored up until the animation for the throw happens and then it gets unanchored. Edit: CanCollide seems more probable as someone pointed out in the replies below.
if the ball itself was anchored i couldnt even describe how hilarious it would look and it'd be fixed immediately YOU are the one being anchored!!!! (probably should not be the case)
Honestly, spin needs a total rework. I'm talking new moves, new animations and new obtainment methods. Because that's how much this spec sucks right now.
Changes for steel ball: make so when you trow them, it does that sort of aim bot thing similar to Multi Shot, because would make them a bit easier to hit, but still blockable, with a decent cooldown, because based on the last time i really used spin, the steel balls had a long a A§§ cooldown. Changes for spin punch: idk, make it that is unparryable and block break, also this with a not too long cooldown. Then as for golden skin i was thinking about that they shouldn't make it that you press a button, and you have the effect for dome time, then wait 25 long A§§ seconds to get it back, BUT they should make so you automatically have Golden Skin when you charge it, so you take less damage, and you have skill damage improvement all at once during the rotation. Of course, the damage buff would be only for the spec.
Spin seems like such a fun spec I hope that IF they update it, they put Gyro in Main game instead of forcing people to go into an incredibly toxic game mode, I usually hate saying ToXiC but no one can deny MBR is a toxic cess pit of nonsense.
@@Parlisko for me it's usually 1 guy left and my little group, then a hacker zips outta nowhere and wipes us. "We've never received a legitimate report that the anti cheat is faulty" -Speartaro Paragon concurred.
My guess on the steel ball bug is that unlike other projectiles, steel balls are larger and have collision with the player during the animation making the player unable to move for that moment
(SPOILERS) I hate the fact that Spin sucks because in the manga there was so much you could do with it and it’s 1. Lazily designed, the “double steel balls”, “golden skin” and “spin punch” are just not a thing, there’s so many techniques that Gyro uses in the manga that could’ve been added here such as Ball Breaker, which broke through Love Train, and could’ve been unblockable and block breaking, as well as when he spun water against Sandman and used it to deflect his attacks. Yet Uzu decides to make BS fake moves cause he’s lazy 2. It’s extremely weak, despite in the manga being able to contend with Love Train and Mandem, two of the strongest stands in SBR. Just another example of Uzu being lazy. Also who told him Spin is charged? It’s not. It’s literally just Gyro seeing golden rectangles. Also not really necessary but would’ve really enjoyed them adding in the “Left Side Attaxia” for a special move with the steel balls, like how Wekapipo uses, so you could blind half your enemies screen or hide yourself and allies
I think spins charge is maybe a reference to how gyro makes the steel ball spin using the spin energy, not to sure about that as i havent read the manga yet, but i think gyro does some kind of charge in order to make the spin energy go into his fists so the steel ball spins.
@@Furiousio you’re half right. (Spoiler) Gyro uses belt in order to make his steel balls, which we know because Johnny takes one from the belt in the Sandman right, but “charging spin” is never done, although the spin does usually come from Gyro himself. It’s not charged though, rather once he sees the rectangle he simply has the spin. In fact at most points, such as the opening to SBR, the Steel Ball itself has the spin, which we see when Johnny goes to grab it, and ends up getting spun. If anything they charge their throws. I think a better way if they wanted to do a charge thing would be to “search out golden rectangle”, as that’s how it’s actually done in the manga, or for there to be instead of a steel ball a “Gyro Belt”, which once you get the spec you can use to craft steel balls during battles. In general, I think it’s obviously Uzu either hasn’t read the manga, in which case he shouldn’t be making stands he knows fuck all about, or he’s just lazy, which, based on the last few “updates”, I wouldn’t be surprised if it’s the latter.
Double spin has been used against the stand user of boki no rhyme while golden spin not exactly but was used against alternate universe strohiem but was never seen again
how to make spin as good as boxing ? spin punch : becomes a tiny windup true block break and increase damage to 22 steel ball throw : becomes a block bypass but stays cancellable (if you get block bypassed you can just barrage them to not get impaled or beatdowned) double steel ball throw : becomes uncancellable , but stun is decrease golden skin : chance to redirect projectiles and becomes permanent 15% defense increase (30% defense increase against normal projectile golden spin is changed to golden rectange spin , increases all kind of damage by 15% , any kind of projectile bypass defense , gives 5 second bleed effect to all of your moves as well as 15% less cooldown (but the base cooldown is a bit bigger)
Spin is the Tusk 4 as Hamon is to Joseph Like tusk gets some extra stuff when paired with spin, e.x. nails deal more dmg, the more spin charge u have the more dmg you deal, like you wouldn't need to charge spin to have your nails be good but if you do charge it than you get, say, 20% extra dmg? It could be a really cool idea and would make sense since Johnny needed spin to use nails in the first place because the reason why he can shoot his nails, Tusk 1 and onwards allowing him to imbue his nails with spin, thus letting him shoot it at high speeds, this could make tusk better as well cause Tusk gets disrespected in a ton of Jojo games, YBA included. tl;dr spin could give extra stuff to tusk like hamon does to joseph, makes sense in canon Thanks for coming to my TedTalk
Problems with spin: - Long windup - Blockable - Defense is limited - Buggy mess - Extremely weak - Spin Punch is hella obvious, has awful range, parryable, does ragdoll, and awful damage - Way too expensive for a spec skill tree
Tbh, I could agree with most of these changes, but I'm gonna add my two cents anyways. Steel Ball (V) - just like how eclipsed mentioned, it should be a watered down TW knives, with a decent cooldown (10s-12s), cancellable, and blockable, dealing like 15 dmg without charge and 21 dmg with charge. Multi Steel Ball (B) - Hitting the first ball should cause the rebound to hit the same player, but only the first ball, meaning you can hit two players with this (first throw the first ball at one player, using the downtime between the two steel balls, aim at another player), and the stun should be long enough from the rebound and initial hit to land a decent windup move (not enough for twoh smite (so you can use a counter after the stun, or PB a beatdown), but something more akin to a stand barrage finisher). Each ball should deal 9 dmg without charge and 13 dmg with charge (each hit) with a cooldown of around 20s. blockable. Spin Punch (C) - This move should the the bread and butter for this kit to confirm steel ball. It's comeout time is a bit slower, but its fine, it should deal 20 dmg without charge and 27 dmg with charge, bypass block, unparriable, with a cooldown similar to jawbreaker. Golden Nail (Passive) - This shouldn't be a move at all, it should be a passive, increasing defense and damage of spin moves and any projectiles. There should be like 5 nodes, each node giving 5% extra defense and 5% to projectile damage, with the first node simply increasing projectile defense by 10%. so the second node would give a 5% defense buff, with the 10% dmg reduction against projectiles will stack on top of each 5% damage reduction (15->20->25->30->35), and a 5% projectile dmg buff. Spin Charge (Passive/Active) - The fact you didn't need to charge this was a really nice idea. But we can definitely make this move better. Obviously put some nodes in charging and duration, but I think at the end of each node you can add a small passive, like in charging nodes, put the last node alongside increasing in charging, give the steel ball the ability to bypass block. So when you have spin charged, your can combo steel ball better. In the duration nodes, it should allow you to harness the Golden Spin (increase projectile pullout speed by 10%, tusk only) and the ability Golden Rotation. Golden Rotation (X) - Harnessing the power of the Golden Rectangle (This is what the golden spin is based off of in the manga) and throw a steel ball, with the ability to block break. This would be a really obvious move, indicated by a rectangle covering the player, but it would be a really powerful move. It functions similar to a steel ball alongside the ability to break block. It would have a decent pullout animation, but its base dmg should be 26dmg, but it bypasses any defense (counters or damage reduction) with the bleed effect as well as the golden spin debuff, which increases projectile damage done to the victim by 1.618x (golden ratio) Comment if you have doubts or add-ons
If only the YBA staff read the manga, I´m sure Spin would have been other thing. Because I think they just saw to less about it and think: "Oh, so you throw balls, ok". In my case I would make Spin a rework: - Spin Charge: you charge spin but not to buff it, but be avaliable to use other abilities. - Stell ball throw: you throw a stell ball but with 1 sec of CD and you alternate between Right and Left at each throw. - Rotational Redirection: If you throw a steel ball and you dont land it, use the cursor and the key to redirect the steel ball. (It work like the redirection of Six Pistol bullets before its rework) [if you throw a lot of steel balls you redirect them all in the order you throw them] - Spin Punch: you punch the opponent and stun it by make it spin around in it´s position for a little amount of secs (2 secs). [need spin charge] - Water Channeling: you use a stell ball to canalize water and redirect every attack to the enemies (a reflective counter) [need spin charge] - Static Steel Ball: you throw a stell ball and it stay still in middle of the air, and if anyone touches it, it take damage. [need spin charge and you can redirect it too] - Golden Skin: You get 20% damage reduction and 30% of damage buff for a short amount of time (25 secs) [need max spin charge] That´s everything I have to spin rework, I hope the developers fix it because is my favorite spec in the manga and the fact that in this game is trash makes me sad.
From a game developer perspective, the cause of the steel ball freezing might be because the ball model is anchored. This will cause it to freeze in the air and since you’re holding, it will freeze you along with it until it’s thrown.
4:05 actually, the only other projectile that sucks for being a projectile is tusk nails. They stop mid air, and will rarely fly. My theory as to why these projectiles seem to not work is that either a. they rotate, so it messes up movement or b. the originate from a certain appendage point, meaning moving a limb will mess with the origin point.
When watching the fight in the background i was suprised by how good the combat was back in the day, i really feel like this game has become a "spam all moves and hope you do a 70 or 90% combo"
The fact that it's at the end of the sbr race frustrates me, it makes it seem like it's good to new players. In my opinion it should be at the start and a get a buff of sorts to make it viable spec.
I think the reason spin makes you freeze in the air is because the steel balls actually interact with walls and entities, which means the steel balls spawn in your hand and glitch you for a little, but they can just resolve that by not letting the balls interact with walls
This spec was a really good one until boxing health was meta and hamon started to slowly fall because of the gb. And vamp bad (obvious) in sbr and main game but decent in pvp. And of course the projectile bugs ruined it aswell (spin)
One thing I think that could be used to encourage people to charge, just remove the slower speed while charging, because there are some times that you are trying to get next to the enemy or running from an attack, that could be used for your charge. You don't need to slow down to spin your arm and it only makes sense on hamon because *breathe*
For the spin charge they could make it more usable, not through making it have more of an effect, but by making it less of a pain to use by making it so it doesn’t decrease overtime and only if you use a spin move. That way you don’t constantly have to charge it if you want the damage buff and instead you can consistently wait until you have some breathing room to top yourself off, which is what I think they were going for in the first place anyway
Early, also in my opinion what they should do to make spin just usable at least is to make spin punch more on par with jaw breaker by making it so you can’t parry it
@@vivelespatat2670 dio ts'd for 9 seconds because vampires have infinite stamina, if an average human joe was to attempt time stopping like part 3 dio he would tire himself to death
Something cool I think they could do with spin charge is to actually make it a toggle like AUT’s shadow dio. While charging spin, you’re put into a crawling state that makes you slower, but have access to slightly altered versions of the moves or new moves entirely. A cool concept could be designing the spin off moves for more close combat, so more power but less range and precision, and keeping long-ranged steel balls on the spin charged state. The double steel balls would just be a ball orbiting closely around another (the graphics don’t have to reflect this, it could just be one summoning the other, so that the lag doesn’t get out of control), while they’re launched, if they hit someone the second ball will hit the opponent 3 times, dealing the same stun as the steel balls we know and love. This would be a great punish tool for whiffs and block breaks/parries. The steel ball is the normal steel ball, it just slows you down like a kick barrage while throwing it and does more damage. For melee spin, spin punch block bypasses, knocks down, but if the target was blocking, stuns on getup like golden rectangle nail. The stun is really small, only 2 m1s or a ranged steel ball can be hit reliably. The other move is an uncancellable, low damage, low stun, low startup steel ball, like the world’s knives. The last move is a aoe move: you throw a spin ball and it keeps spinning around you for a bit in a spiral, until it falls to the ground and ends the move. You’re still really slowed down while using this move, but it follows you around. Golden skin is now a passive, with a 20% reduction in melee form and a 10% reduction in ranged form. The form shift is bound to the key the charge used to be and has the same cool down as the little cool down you get when you fully charge hamon. Check the top comment for eventual notes and balance changes.
While in ranged form, all your stand moves are disabled unless they are projectiles, and in that case, their cool down is increased, so that TWAU and D4C:LT can’t just run and spam spin’s projectiles plus their own. Spin punch block bypass>multi steel ball>spin spiral is true Same goes for spin punch block bypass>spin spiral. While spin charge is in cool down, no spec moves can be used, and if the change is from ranged to melee, any stand moves that are considered as “stuns”. If you are knocked down in ranged mode, you are immediately put back in melee mode, with no move restrictions, but with an increased (2s) cooldown.
I think an interesting way to fix Golden Skin would not be to make it a passive, but while active to correlate to your spin charge, so the higher it is the more defense, the lower the less; so let's say at max charge, you have 35% defense (since Hamon is 30%, which is just tied to a bar having any amount of charge in it, whereas my idea for Golden Skin would be tied to a bar's actual amount and a move so I think 35% is fair in that-regard), and at the lowest charge, you have either 20% (amount spin currently has, in-game) or slightly-less, perhaps 17%. I'm not 100% sure how long that would take uzu to implement since I don't know what his scripts look like, but in-theory it shouldn't take that long. Oh and also reduce the Cool Down since it's just stupid. Apologies if someone already commented this or it was said in the video, I haven't read the other comments or finished the vid, I just had this thought when Eclipse got to the Golden Skin section and wanted to type it down before I forgot; since, in my opinion, it's probably the most unique way to fix Golden Skin. Edit: This also makes spin charge actually have a significant use. TL;DR Make Golden Skin tied to the spin charge while still being a move instead of as a passive, read the above if you're confused çwç
2 possible uses with spin Tusk act 4 from the fact that charging spin increase nails dmg + makes the build a spam projectile The hand, the steel ball stun is quite good and can increase chance of erasure
Nah man. Any spec except spin and prob vamp is good for th. Damage buff is best for th. Especially since many ppl now just have a spec and damage reduction.
Bro I was so focused on the 1v1 against that TWAU that I just snapped out of reality and cheered you on when you won with like 5% health left LOL, nice video btw.
spins worst thing about it is that all of his moves can get blocked except for the spin punch,but one uses it except for ppl for use like no barrage stands,first spin balls should break block,or else ppl is just gonna block every spin ball.
Really I respect eclipse’s opinion, but i personally think it’s under looked due to all the bigger main specs like boxing and ham on, combinations like SPTW and spin but overall I think the only time I really used it was to just get tusk, (which I Roka’d like a month later.)
Here is why (at least my best idea) why steel ball acts so weird upon throwing them: In roblox studio there is a property that physical objects can have called ”Massless” which if enabled causes the object to be exactly that, it will act as if its super light weight and will not have inertia for instance. If you have an object that you throw out and massless is disabled, you get flung just like how you do with spin ball because the ball has a mass and so throwing it would be hard, since your roblox character technically can lift any object as long as its in your inventory it will affect the character by pushing the character backwards, the heavier the object the bigger the effect is (or the faster you throw it). So I guess the developers must have forgotten to turn massless on... The only reason I think its this property is because as a game developer in roblox I have experienced similar issues and had to fix them by just turning ”Massless” on. It could be something else though, if anybody has a better idea to why this happens you’re welcome to tell me :)
the world spin is actually quite good, if you're going up against dumpster players, if you can't hit double steel balls then you can't get the 40% damage combo meaning the spec is worthless to run
I think that what he said for reworks are all pretty good but in my opinion the most infuriating part of spin is the skill point allocations, like seriously the last node for CHARGING THE SPEC is 5 points and just charging it is a skill point, despite how hamon charge is free. Correct me if I’m wrong but I’m also pretty sure that steel ball itself is 3 skill points and double is 5. Like I’m pretty sure that the moves for the other specs just cost 1 and mastery being 3 more. Just overall too pricey, and of course it, you have to bring 10k and a steel ball to the END of the sbr game mode just to get the spec, meaning that only prestige 2 and above can even get the darn thing. Overall, just getting and using the spec is just complication just for the sake of being complicated and I personally think that the spec would be much better if there were reasonable prices and a way to get it in main game.
Hey @Eclipse about your stand review. If you going to talk about "white album" can you add this idea about how to fix it. Remove flash freeze and add 4 low damage attacks.1 "Frozen body"-grab the enemy , make random limb useless for 20s and 27dmg or make fighting style skills more weaker and 27dmg,can be perfect blocked ,reference from white album fight in which Mista lose his finger in the beginning of the fight.2 "skates slash"-white album charge up to the enemy hit the enemy do 34dmg and set them flying away, can be perfect block.3 "Frozen stand"- grab the enemy , make random stand ability useless or make stand ability weaker ,can be perfect block, reference to how golden experience punched white album and end up freezing his hand because of it.4"Ice ambush"- From the ground you create small chunk of ice which spawn below the enemy and do 33,5 dmg, good if enemy try to run away, or if they have already use their dash already, it works like void surprise of stand cream. Do you like this idea?
I wouldn’t want the to take away flash freeze because of how versatile the move is. I think they should make gently weeps a passive and add 2 more moves. I don’t know what they would be but as a WA main I think it should have more ranged/aoe moves, not grapple moves. Maybe an icicle throw or ice floor attack
cant wait for twau having its entire kit uncancellable, and spam m1s as soon as you m1 back they either knifes, chop, revolver or steel ball then they continue m1ing
Instant slash is equal to spin punch, because it leaves you neutral to the oponent and sometimes gives you endlag and doesn't stun them so they can combo you for landing it.
The steel ball freeze/teleport glitch probably happens because the projectile is there in you character's hand, and it has collision which makes you teleport by getting pushed by the steel ball
Full spin moveset because why not: E - Roundabout barrage (You throw 2 spin balls at the enemy and make them spin around them for 4 seconds, kinda like six pistol's barrage but long Range) R - Golden spin energy (You throw a spin ball very hard. Breaks Block and works like a boomerang) T - Spin ball throw (You throw a spin ball at your cursor, breaks Block) Y - Skin spin (You spin your own skin to decrease Damage for the next 15 seconds) G - Counter (You spin your own body. If someone hits you, you will counter them and spin their body instead to stun them) X - Pizza mozzarella (You eat a pizza and heal yourself)
Ok this basically a stand spin a spec not a pluck since spin is range u most need 3 moveset found wat i seen from ur chance i think 3 of tho is acceptable like golden spin energy , spin ball throw and rounda barrage as a mini barrage
steel balls locks you in place because the devs decided it should be one of those moves that lock you in place, typically the moves that do are grabs (you and target are locked in place so the grab looks good n whatnot), and ig they decided the steel ball anim decided to be on of those. when youre unanchored, you teleport because thats roblox physics trying to calculate your next position, i guess its not rly a bug just questionable move design from what i know
honestly, i know the rework came already, but heres what they could've done imo Golden Spin: Make the damage increase a lot stronger (eg: 60%) Golden Skin: Make the buff a LOT stronger (like 50%), cooldown stays the same Steel Ball: Make it uncancelable and a block break (might be overkill for combos), and fix the jank stuff Multi Steel Balls: Fix the jank, and make the hitbox a bit bigger Spin Punch: Make it uncancelable, block break, unparryable, similar to jaw breaker
Uzuki: d4clt is strong because it was strong in the manga Us: then the same thing happens to spin? Uzuki: yeah in the new update coming out in [REDACTED]
The steel balls could be shifting your position because for some ungodly reason they were made and object just like knives, and because its thrown so far back it collides with your hit box causing an almost spring effect. That's my take on it anyway
I still use twoh spin and to be fair it does have a 1 shot Smite+ts(ts upgrade 1:7sec)+4m1+knive+4m1+steel ball+4m1+multi ball (end of ts)+reality overwrite+barrage Note:its not exactly 4m1 bcuz that shitty glitch that stops u in ts for no reason still exists but remember that its somewhere between 2-4 m1s. Preferably i try to confrim three every time and it works just fine.
Hey guys, do you remember when mobile people were forced to buy the pose gamepass on YBA because the developers were too lazy to add it as a goddamn button that worked. It was not fixed for a while.
The single steel ball, even after throwing it, follows your cursor for a short bit of time(some times). If you throw it in one direction and move your cursor in another, the ball will curve towards it for a short time.
My guess to why the steel balls seem to tp you around is that the ball in your hand is physically spinning not just an animation of it spinning so the in game inertia pushes you
Spin should be charged with perfect rectangle reference, like you press the charge button, look at a tree, a UI telling you how much spin you get, than release, boom, mid charged or more, and to charge Hamon, the Hamon mask being on you like Anubis does, charging slower, but constant, boom, easy fix
the reason you can pb spin punch was because life drain used to be pbable and it was also blockable. Then they made it so nothing nothing that was blockable could get pbed. But spin punch went through block. I think they just forgot about it because it went through block.
How to fix spin. (My version) Step 1: Make steel ball be a weaker version of stand knives Step 2: Make multi steel balls be more like a second barrage like SYO or fist barage but last shorter for the range. Step 3: Make any and all projectiles not physical objects. Seriously, all it does is A) break knives in TS B) break steel balls and C) makes nails get stuck in midair. Step 4: Make spin punch a block break, unparriable, and give it more range and less damage. Step 5: Make golden skin a passave. I think this might make spin viable and more balanced than the rest of the specs.
You should also do this for pluck and vampirism, you already sort of said what you thought about boxing in the hamon video where you basically just said it should be left alone and the other specs should be buffed to its level, so a boxing video isn’t really necessary, but I’m really interested in what you think about pluck and vampirism, because even though you already said that you thought pluck was bad in the Cream + Pluck build or bust, you didn’t go into too much detail, and you’ve talked more about vamp boxing and vamp pluck than vampirism itself so I’m curious about that as well
How to fix spin: Fix the bugged steel balls Remove single steel balls downside of being cancelable Make spin punch Unparryable Remove charge and just make spin aura always active Add a new move maybe a heal or a steel ball glide
So around a week or two back, I dedicated an entire 5 days to learning how to use spin for a funny video idea (I never uploaded it) And now, I don't regret it that much. sure, its still pain but to me its just a slightly weaker boxing without eye gouge
I think the bug that happens where you move to the left with spin is due to an animation bug. I animate in roblox and i think the problem here is when an animation plays the humanoid root part (hitbox) moves aswell so they probably animated the steel ball end animation to the left a little bit and i think that's what happened. Or it could be that the steel ball is an anchored solid so it anchors your character per se to the left because the model forces you to the side this could also explain the reason you freeze in the air. Because the player locks to the ball rather than the ball locking to the player.
Man. At least with pluck even tho it doesn’t give health boost and major damage buffs or stuff like that. You can still have good stand combinations with it. With spin. Nope. It’s pointless
It's sad that the spin was one of the strongest techniques in the manga, and YBA screwed up it completely
There were a lot of moves that Gyro and Johnny used that should've been spec moves like the Infinite Rotation and Gyro's stretching powers
@@SoulBro12 there should be a healing move or like a distortion move where gyro could change a woman's age physically for a few seconds
@@yesock He only dehydrated that woman temporarily though it would be cool if spin had his surgeon related abilities like he attached steel balls into people in which he could make a muscle spin on it's own or see their vital organs and what not
i feel like spin needs a buff but what you guys are suggesting should go to ball breaker (if uzu ever releases an update)
@@cream2406 spoiler alert: he wont release an update.
Here's the thing. Spin used to be ungodly op due to the stuns. Everyone used TWAU Spin, TWOH Spin, SP:TW Spin was even viable because spin let you confirm into beatdown. I used TW Spin because the stun confirmed into road roller. It still does, it's just incredibly tight. It used to be absolute busted, now it's garbage. Not even usable like Pluck, it's outright unplayable. Pluck is probably the second worst spec due to it's vulnerability. Well it's interchangable between Pluck and Vamp. Pluck is not the worst because of the pluck combos. They have infinite stun and everything. Spin used to have that and deal too much damage. Even if you blocked they put you in block stun for so long you could heavy punch after for a guard break. That's gone. Makes sense. Not only that though, but they nerfed the damage so hard. They should've at least kept the damage and reduced the stun, but they gutted the whole damn thing. What a disaster...
I still use spin twoh and for a time stop combo its really good, but if I cant ts then its pretty useless, but the fact that you have to rely on ts to make it good is bad enough. But you can still one shot to combo with spin twoh, about the only use it has left, only way to hit spin is from point blank anyways
my friend used crazy monsters and spin and with my other friend we could wipe a sbr server because you could confirm bite and make really dumb comboes
Oh yeah I remember Spin when it initially released. I’ve had fun experiences just wiping people with my gang who all had Spin and Old 6P, and terrible experiences like ranged stand users just spamming all their projectiles.
Spin definitely needs a bit of a damage buff, but god help us if they re-add the stun
@@theisyes6993 yea once you landed that stun you get just a full free combo and do anything you wanted, i used to use the stun to actually land a ger combo
I don't think Vamp is Super Bad. Its Mid. Better then Pluck and Spin but not better then Hamon and boxing
The steel bug is probably caused by them using unions for the model instead of meshs.
something that wouldve also been cool is that if spin is charged, then projectile have a spin particule on them and make 20% more dmg
Like tusk spin but universal to all stands
Unfortunately hamon would still be better,
@@firefusion3750 we dont care
@@firefusion3750 we just want spin to be ATLEAST decent
@@firefusion3750 nobody asked about damn hamon
What i think they should do with spin:
Steel Ball - Exactly what eclipse said, fix the jank and make it uncancellable
Multi Steel Ball - Fix the jank and the lock on thing too
Spin Punch - Make the windup a bit faster and unparryable, but when it is charged, the windup is as fast as jawbreaker and there is stun on getup like pluck's crescent slash
Golden Skin - Just make it a passive, 90% of the time i forget to use and and die in like 5 hits
Other - Reduce the cost of the charge upgrades, the final upgrades costing 5 points each is incredibly dumb, and make it so spin buffs all projectiles when charged, just to make charge more useful, but still not mandatory
idk maybe spec moves shouldn't be uncancellable since they're there for support. also i feel like steel ball should be a true block break
maybe you could make it so when spin is charged all projectiles bypass block but do less damage and some of the spin bar is taken for every projectile used
Spin Punch shouldn't stand crash or it would be absolutely busted
What if spin charge buffs thr dmg but also the windup and the projectile speed is faster?
spin punch should NOT stun, you do realize you're adding a unblockable stun with fast windup on a spec which has the best combo pottential in the game, right? that would be waaay too busted, just make Spin Punch a scarlet overdrive with more hit box and when charged becomes as fast as jaw breaker, that's all
Well...out of all adjustments
Spin charge should have an interval of *"Golden Spin"* between the 100% and 90% of the bar, where you can use Steel Ball that bypasses any damage reflection (like TA4) and counters, when used, doubles the cooldown of the Steel Ball
Steel Ball is ok, just make it so you can move smoothly like throwing knives
And maybe adding
*Satellite Steel Ball* - Like Wekapipo, make the world disappear at the left of the victim's POV
Same range as any explosion, that forces the player to see in 1st person for 5 seconds and make its left side of the screen being transparent (so he can see through every texture, if this is too hard to code, just make the left side of the screen saturated with blue or purple until the effect runs out0
Agree with Eclipse, I think if they make spin charge faster, and have it like hamon where if it's charged you get the dmg reduction, it would make more sense. tho if it was fully passive that's even better.
@Fiddleclap yeah,anyone using spin only unlocks spin ball and double spin,the rest is a huge waste of keybinds and time during a match
I think the steel ball throw being wack is because once they’re brought into the workspace, its anchored up until the animation for the throw happens and then it gets unanchored.
Edit: CanCollide seems more probable as someone pointed out in the replies below.
if the ball itself was anchored i couldnt even describe how hilarious it would look and it'd be fixed immediately
YOU are the one being anchored!!!!
(probably should not be the case)
Probably also have the "Can Collide" property set to true before it's thrown, essentially making it bug out, as it's inside your hitbox
@@TheRealHi who the hell makes projectiles touchable in a roblox game? it's like asking for trouble
@@Ssjvaca honestly yea, i'd have to agree
@@Ssjvaca yeah,it also explains the time stop glitch there used to be where people used spin projectiles with twoh and sptw to 1 shot people
Honestly, spin needs a total rework. I'm talking new moves, new animations and new obtainment methods. Because that's how much this spec sucks right now.
Changes for steel ball: make so when you trow them, it does that sort of aim bot thing similar to Multi Shot, because would make them a bit easier to hit, but still blockable, with a decent cooldown, because based on the last time i really used spin, the steel balls had a long a
A§§ cooldown.
Changes for spin punch: idk, make it that is unparryable and block break, also this with a not too long cooldown.
Then as for golden skin i was thinking about that they shouldn't make it that you press a button, and you have the effect for dome time, then wait 25 long A§§ seconds to get it back, BUT they should make so you automatically have Golden Skin when you charge it, so you take less damage, and you have skill damage improvement all at once during the rotation.
Of course, the damage buff would be only for the spec.
@@mateigabrielzaharia4842 Not a bad concept idea Matei.
This spec is begging to have a block breaking projectile
Obtainment is an easy method, just move Gyro to main game
i agree man. spin needs a rework. also idk why people are complaining about its point cost. its literally the cheapest spec in yba
Spin seems like such a fun spec I hope that IF they update it, they put Gyro in Main game instead of forcing people to go into an incredibly toxic game mode, I usually hate saying ToXiC but no one can deny MBR is a toxic cess pit of nonsense.
Yeah I hate it especially end game where instead of fighting people just set up the fucking bookclub and start talking
@@Nosiite man I love the 15/20 minute combat gameplay at the start then the 5 hour talk on who should kill themselves
@@Nosiite if you ever want to counter the book club just start fighting, most people won’t fight for the stranger
@@Parlisko for me it's usually 1 guy left and my little group, then a hacker zips outta nowhere and wipes us.
"We've never received a legitimate report that the anti cheat is faulty" -Speartaro
Paragon concurred.
Funny because it happened
My guess on the steel ball bug is that unlike other projectiles, steel balls are larger and have collision with the player during the animation making the player unable to move for that moment
(SPOILERS) I hate the fact that Spin sucks because in the manga there was so much you could do with it and it’s 1. Lazily designed, the “double steel balls”, “golden skin” and “spin punch” are just not a thing, there’s so many techniques that Gyro uses in the manga that could’ve been added here such as Ball Breaker, which broke through Love Train, and could’ve been unblockable and block breaking, as well as when he spun water against Sandman and used it to deflect his attacks. Yet Uzu decides to make BS fake moves cause he’s lazy 2. It’s extremely weak, despite in the manga being able to contend with Love Train and Mandem, two of the strongest stands in SBR.
Just another example of Uzu being lazy. Also who told him Spin is charged? It’s not. It’s literally just Gyro seeing golden rectangles. Also not really necessary but would’ve really enjoyed them adding in the “Left Side Attaxia” for a special move with the steel balls, like how Wekapipo uses, so you could blind half your enemies screen or hide yourself and allies
I think spins charge is maybe a reference to how gyro makes the steel ball spin using the spin energy, not to sure about that as i havent read the manga yet, but i think gyro does some kind of charge in order to make the spin energy go into his fists so the steel ball spins.
@@Furiousio you’re half right.
(Spoiler) Gyro uses belt in order to make his steel balls, which we know because Johnny takes one from the belt in the Sandman right, but “charging spin” is never done, although the spin does usually come from Gyro himself. It’s not charged though, rather once he sees the rectangle he simply has the spin. In fact at most points, such as the opening to SBR, the Steel Ball itself has the spin, which we see when Johnny goes to grab it, and ends up getting spun.
If anything they charge their throws. I think a better way if they wanted to do a charge thing would be to “search out golden rectangle”, as that’s how it’s actually done in the manga, or for there to be instead of a steel ball a “Gyro Belt”, which once you get the spec you can use to craft steel balls during battles. In general, I think it’s obviously Uzu either hasn’t read the manga, in which case he shouldn’t be making stands he knows fuck all about, or he’s just lazy, which, based on the last few “updates”, I wouldn’t be surprised if it’s the latter.
Double spin has been used against the stand user of boki no rhyme while golden spin not exactly but was used against alternate universe strohiem but was never seen again
Good old days
Sup pro
Omg earlyq
hello
Hey sage do you want to try out WS pluck/vamp in SBR?
super idol man
how to make spin as good as boxing ?
spin punch : becomes a tiny windup true block break and increase damage to 22
steel ball throw : becomes a block bypass but stays cancellable (if you get block bypassed you can just barrage them to not get impaled or beatdowned)
double steel ball throw : becomes uncancellable , but stun is decrease
golden skin : chance to redirect projectiles and becomes permanent 15% defense increase (30% defense increase against normal projectile
golden spin is changed to golden rectange spin , increases all kind of damage by 15% , any kind of projectile bypass defense , gives 5 second bleed effect to all of your moves as well as 15% less cooldown (but the base cooldown is a bit bigger)
Spin is the Tusk 4 as Hamon is to Joseph
Like tusk gets some extra stuff when paired with spin, e.x. nails deal more dmg, the more spin charge u have the more dmg you deal, like you wouldn't need to charge spin to have your nails be good but if you do charge it than you get, say, 20% extra dmg?
It could be a really cool idea and would make sense since Johnny needed spin to use nails in the first place because the reason why he can shoot his nails, Tusk 1 and onwards allowing him to imbue his nails with spin, thus letting him shoot it at high speeds, this could make tusk better as well cause Tusk gets disrespected in a ton of Jojo games, YBA included.
tl;dr spin could give extra stuff to tusk like hamon does to joseph, makes sense in canon
Thanks for coming to my TedTalk
Problems with spin:
- Long windup
- Blockable
- Defense is limited
- Buggy mess
- Extremely weak
- Spin Punch is hella obvious, has awful range, parryable, does ragdoll, and awful damage
- Way too expensive for a spec skill tree
spin is everything you said but totally not expensive
Spin punch also has better range than other spec moves like jawbreaker or scarlet overdrive
@@uzukee1072this guy is 😢uzukee
Tbh, I could agree with most of these changes, but I'm gonna add my two cents anyways.
Steel Ball (V) - just like how eclipsed mentioned, it should be a watered down TW knives, with a decent cooldown (10s-12s), cancellable, and blockable, dealing like 15 dmg without charge and 21 dmg with charge.
Multi Steel Ball (B) - Hitting the first ball should cause the rebound to hit the same player, but only the first ball, meaning you can hit two players with this (first throw the first ball at one player, using the downtime between the two steel balls, aim at another player), and the stun should be long enough from the rebound and initial hit to land a decent windup move (not enough for twoh smite (so you can use a counter after the stun, or PB a beatdown), but something more akin to a stand barrage finisher). Each ball should deal 9 dmg without charge and 13 dmg with charge (each hit) with a cooldown of around 20s. blockable.
Spin Punch (C) - This move should the the bread and butter for this kit to confirm steel ball. It's comeout time is a bit slower, but its fine, it should deal 20 dmg without charge and 27 dmg with charge, bypass block, unparriable, with a cooldown similar to jawbreaker.
Golden Nail (Passive) - This shouldn't be a move at all, it should be a passive, increasing defense and damage of spin moves and any projectiles. There should be like 5 nodes, each node giving 5% extra defense and 5% to projectile damage, with the first node simply increasing projectile defense by 10%. so the second node would give a 5% defense buff, with the 10% dmg reduction against projectiles will stack on top of each 5% damage reduction (15->20->25->30->35), and a 5% projectile dmg buff.
Spin Charge (Passive/Active) - The fact you didn't need to charge this was a really nice idea. But we can definitely make this move better. Obviously put some nodes in charging and duration, but I think at the end of each node you can add a small passive, like in charging nodes, put the last node alongside increasing in charging, give the steel ball the ability to bypass block. So when you have spin charged, your can combo steel ball better. In the duration nodes, it should allow you to harness the Golden Spin (increase projectile pullout speed by 10%, tusk only) and the ability Golden Rotation.
Golden Rotation (X) - Harnessing the power of the Golden Rectangle (This is what the golden spin is based off of in the manga) and throw a steel ball, with the ability to block break. This would be a really obvious move, indicated by a rectangle covering the player, but it would be a really powerful move. It functions similar to a steel ball alongside the ability to break block. It would have a decent pullout animation, but its base dmg should be 26dmg, but it bypasses any defense (counters or damage reduction) with the bleed effect as well as the golden spin debuff, which increases projectile damage done to the victim by 1.618x (golden ratio)
Comment if you have doubts or add-ons
bro added a whole dollar
The "golden ratio" multiplier is interesting
If only the YBA staff read the manga, I´m sure Spin would have been other thing. Because I think they just saw to less about it and think: "Oh, so you throw balls, ok".
In my case I would make Spin a rework:
- Spin Charge: you charge spin but not to buff it, but be avaliable to use other abilities.
- Stell ball throw: you throw a stell ball but with 1 sec of CD and you alternate between Right and Left at each throw.
- Rotational Redirection: If you throw a steel ball and you dont land it, use the cursor and the key to redirect the steel ball. (It work like the redirection of Six Pistol bullets before its rework) [if you throw a lot of steel balls you redirect them all in the order you throw them]
- Spin Punch: you punch the opponent and stun it by make it spin around in it´s position for a little amount of secs (2 secs). [need spin charge]
- Water Channeling: you use a stell ball to canalize water and redirect every attack to the enemies (a reflective counter) [need spin charge]
- Static Steel Ball: you throw a stell ball and it stay still in middle of the air, and if anyone touches it, it take damage. [need spin charge and you can redirect it too]
- Golden Skin: You get 20% damage reduction and 30% of damage buff for a short amount of time (25 secs) [need max spin charge]
That´s everything I have to spin rework, I hope the developers fix it because is my favorite spec in the manga and the fact that in this game is trash makes me sad.
@@nobitchesmf Well, is a techcique of Gyro un the manga, so no using it is kinda strange
From a game developer perspective, the cause of the steel ball freezing might be because the ball model is anchored. This will cause it to freeze in the air and since you’re holding, it will freeze you along with it until it’s thrown.
Spin according to manga: EXTREME POWER
every member of the YBA dev team: *So boxing gloves?*
Yo! I got spin! So I can now use the power of infinity right? Oh nvm I get to throw balls...
Lollll
uzu doesnt read manga so :/
4:05 actually, the only other projectile that sucks for being a projectile is tusk nails. They stop mid air, and will rarely fly. My theory as to why these projectiles seem to not work is that either a. they rotate, so it messes up movement or b. the originate from a certain appendage point, meaning moving a limb will mess with the origin point.
False
When watching the fight in the background i was suprised by how good the combat was back in the day, i really feel like this game has become a "spam all moves and hope you do a 70 or 90% combo"
0:34 eclipse forgets about kcr spin
The fact that it's at the end of the sbr race frustrates me, it makes it seem like it's good to new players. In my opinion it should be at the start and a get a buff of sorts to make it viable spec.
I think the reason spin makes you freeze in the air is because the steel balls actually interact with walls and entities, which means the steel balls spawn in your hand and glitch you for a little, but they can just resolve that by not letting the balls interact with walls
This spec was a really good one until boxing health was meta and hamon started to slowly fall because of the gb. And vamp bad (obvious) in sbr and main game but decent in pvp. And of course the projectile bugs ruined it aswell (spin)
New YBA player: I worked so hard for spin it's time for me to get a good spec!
Uzu: Put these foolish ambitions to rest.
If this was true,iam truly sorry lol
@@eduardosoisso6206 it is true tho....
When you're watching this 2 years later and its still the worst spec after a rework
Hey Vsauce, Michael here
Spin is really bad! ...or is it?
Steel Ball is so Circular it breaks the Ball itself
2:56 "The world may never know", Is there a pun-intended?
One thing I think that could be used to encourage people to charge, just remove the slower speed while charging, because there are some times that you are trying to get next to the enemy or running from an attack, that could be used for your charge. You don't need to slow down to spin your arm and it only makes sense on hamon because *breathe*
For the spin charge they could make it more usable, not through making it have more of an effect, but by making it less of a pain to use by making it so it doesn’t decrease overtime and only if you use a spin move. That way you don’t constantly have to charge it if you want the damage buff and instead you can consistently wait until you have some breathing room to top yourself off, which is what I think they were going for in the first place anyway
I personally think it would be cool if golden spin was a toggle on/off move with a very short added cooldown between golden skin on or off
Early, also in my opinion what they should do to make spin just usable at least is to make spin punch more on par with jaw breaker by making it so you can’t parry it
16 minutes of talking about balls in lego game
Great vid eclipse! Keep up the great work! Your content just gets better and better! You've earnt a sub! Nice job!!
It sucks how you need to the worst spec to get one of the best stands
Assuming that all the bugs, jank ect. were patched out, and each move would function as intended, where would you put Spin compared to other specs?
It still would be the worst in my opinion
3rd best better than pluck imo
@@Aiden-Hi you do realize that Vampire Pluck is the 2nd best spec rn right?
The bat is worse
@@Aiden-Hi you realize pluck has one of the best gbs in game right and that gb alone is better then spin
Woooo yeah baby that's what we've been waiting for!!
Kinda odd how a spec like spin increases ONLY tusk's damage (not really, just the nails) yet something like vampirism with TW does nothing?
Johnny's spin helped tusk directly, dio being a vampire didn't strengthen the world at all
Tw doesn’t use any vampire-related abilities, while tusk was based off of johnny’s spin.
@@falxblade1352 Dio being a Vampire doesn't increases TW power ?
How the fuck did he get a 7-9 seconds timestop then ?
@@vivelespatat2670 rephrasing: Johnny and tusk USED spin abilities, Dio didn't explicitly use anything like the laser eyes or freeze with TW
@@vivelespatat2670 dio ts'd for 9 seconds because vampires have infinite stamina, if an average human joe was to attempt time stopping like part 3 dio he would tire himself to death
Something cool I think they could do with spin charge is to actually make it a toggle like AUT’s shadow dio.
While charging spin, you’re put into a crawling state that makes you slower, but have access to slightly altered versions of the moves or new moves entirely.
A cool concept could be designing the spin off moves for more close combat, so more power but less range and precision, and keeping long-ranged steel balls on the spin charged state.
The double steel balls would just be a ball orbiting closely around another (the graphics don’t have to reflect this, it could just be one summoning the other, so that the lag doesn’t get out of control), while they’re launched, if they hit someone the second ball will hit the opponent 3 times, dealing the same stun as the steel balls we know and love. This would be a great punish tool for whiffs and block breaks/parries.
The steel ball is the normal steel ball, it just slows you down like a kick barrage while throwing it and does more damage.
For melee spin, spin punch block bypasses, knocks down, but if the target was blocking, stuns on getup like golden rectangle nail.
The stun is really small, only 2 m1s or a ranged steel ball can be hit reliably.
The other move is an uncancellable, low damage, low stun, low startup steel ball, like the world’s knives.
The last move is a aoe move: you throw a spin ball and it keeps spinning around you for a bit in a spiral, until it falls to the ground and ends the move.
You’re still really slowed down while using this move, but it follows you around.
Golden skin is now a passive, with a 20% reduction in melee form and a 10% reduction in ranged form.
The form shift is bound to the key the charge used to be and has the same cool down as the little cool down you get when you fully charge hamon.
Check the top comment for eventual notes and balance changes.
While in ranged form, all your stand moves are disabled unless they are projectiles, and in that case, their cool down is increased, so that TWAU and D4C:LT can’t just run and spam spin’s projectiles plus their own.
Spin punch block bypass>multi steel ball>spin spiral is true
Same goes for spin punch block bypass>spin spiral.
While spin charge is in cool down, no spec moves can be used, and if the change is from ranged to melee, any stand moves that are considered as “stuns”.
If you are knocked down in ranged mode, you are immediately put back in melee mode, with no move restrictions, but with an increased (2s) cooldown.
I think an interesting way to fix Golden Skin would not be to make it a passive, but while active to correlate to your spin charge, so the higher it is the more defense, the lower the less; so let's say at max charge, you have 35% defense (since Hamon is 30%, which is just tied to a bar having any amount of charge in it, whereas my idea for Golden Skin would be tied to a bar's actual amount and a move so I think 35% is fair in that-regard), and at the lowest charge, you have either 20% (amount spin currently has, in-game) or slightly-less, perhaps 17%. I'm not 100% sure how long that would take uzu to implement since I don't know what his scripts look like, but in-theory it shouldn't take that long. Oh and also reduce the Cool Down since it's just stupid. Apologies if someone already commented this or it was said in the video, I haven't read the other comments or finished the vid, I just had this thought when Eclipse got to the Golden Skin section and wanted to type it down before I forgot; since, in my opinion, it's probably the most unique way to fix Golden Skin.
Edit: This also makes spin charge actually have a significant use.
TL;DR Make Golden Skin tied to the spin charge while still being a move instead of as a passive, read the above if you're confused çwç
Bold of eclipse to make such a controversial video title which probably triggered the sp and twoh spin mains.
You could say he has *balls of steel*
Keep it up dude, love your vids!
2 possible uses with spin
Tusk act 4 from the fact that charging spin increase nails dmg + makes the build a spam projectile
The hand, the steel ball stun is quite good and can increase chance of erasure
Nah man. Any spec except spin and prob vamp is good for th. Damage buff is best for th. Especially since many ppl now just have a spec and damage reduction.
remember when spin was strong?
Oh, how the tables have turned.
At least you can spin the green baby
Bro I was so focused on the 1v1 against that TWAU that I just snapped out of reality and cheered you on when you won with like 5% health left LOL, nice video btw.
spins worst thing about it is that all of his moves can get blocked except for the spin punch,but one uses it except for ppl for use like no barrage stands,first spin balls should break block,or else ppl is just gonna block every spin ball.
Let's go, I was waiting for this from the KCR build or bust
Really I respect eclipse’s opinion, but i personally think it’s under looked due to all the bigger main specs like boxing and ham on, combinations like SPTW and spin but overall I think the only time I really used it was to just get tusk, (which I Roka’d like a month later.)
Yea but like did you even watch the full video
I was watching it as I typed this,
@@drillaybop so you didn’t?
And how are you expecting me to already have the video down, it just released a few minutes ago my time.
ham on
Very good day when eclipse uploads
Here is why (at least my best idea) why steel ball acts so weird upon throwing them: In roblox studio there is a property that physical objects can have called ”Massless” which if enabled causes the object to be exactly that, it will act as if its super light weight and will not have inertia for instance. If you have an object that you throw out and massless is disabled, you get flung just like how you do with spin ball because the ball has a mass and so throwing it would be hard, since your roblox character technically can lift any object as long as its in your inventory it will affect the character by pushing the character backwards, the heavier the object the bigger the effect is (or the faster you throw it). So I guess the developers must have forgotten to turn massless on...
The only reason I think its this property is because as a game developer in roblox I have experienced similar issues and had to fix them by just turning ”Massless” on. It could be something else though, if anybody has a better idea to why this happens you’re welcome to tell me :)
the world spin is actually quite good, if you're going up against dumpster players, if you can't hit double steel balls then you can't get the 40% damage combo meaning the spec is worthless to run
also the combo is double steel balls, knives, road roller. And another is double steel balls, steel ball, knives, kick barrage
I think that what he said for reworks are all pretty good but in my opinion the most infuriating part of spin is the skill point allocations, like seriously the last node for CHARGING THE SPEC is 5 points and just charging it is a skill point, despite how hamon charge is free. Correct me if I’m wrong but I’m also pretty sure that steel ball itself is 3 skill points and double is 5. Like I’m pretty sure that the moves for the other specs just cost 1 and mastery being 3 more. Just overall too pricey, and of course it, you have to bring 10k and a steel ball to the END of the sbr game mode just to get the spec, meaning that only prestige 2 and above can even get the darn thing. Overall, just getting and using the spec is just complication just for the sake of being complicated and I personally think that the spec would be much better if there were reasonable prices and a way to get it in main game.
Been waiting on this video
Eclipse: Spin sucks.
Also Eclipse: DEMOLISHES CHILDREN
"why did I teleport midair? THE WORLD may never know" and he's using the world, crazy i know.
So lemme get this straight, spin was OP before but now the only REAL reason to use it is just to get Act 4 on tusk
Spin is basically a buffed version of being stand less the difference is that you get access to throwing your balls
i think instant slash from pluck may be the only spec move that can battle against spin punch
Hey @Eclipse about your stand review. If you going to talk about "white album" can you add this idea about how to fix it. Remove flash freeze and add 4 low damage attacks.1 "Frozen body"-grab the enemy , make random limb useless for 20s and 27dmg or make fighting style skills more weaker and 27dmg,can be perfect blocked ,reference from white album fight in which Mista lose his finger in the beginning of the fight.2 "skates slash"-white album charge up to the enemy hit the enemy do 34dmg and set them flying away, can be perfect block.3 "Frozen stand"- grab the enemy , make random stand ability useless or make stand ability weaker ,can be perfect block, reference to how golden experience punched white album and end up freezing his hand because of it.4"Ice ambush"- From the ground you create small chunk of ice which spawn below the enemy and do 33,5 dmg, good if enemy try to run away, or if they have already use their dash already, it works like void surprise of stand cream. Do you like this idea?
I wouldn’t want the to take away flash freeze because of how versatile the move is. I think they should make gently weeps a passive and add 2 more moves. I don’t know what they would be but as a WA main I think it should have more ranged/aoe moves, not grapple moves. Maybe an icicle throw or ice floor attack
cant wait for twau having its entire kit uncancellable, and spam m1s as soon as you m1 back they either knifes, chop, revolver or steel ball then they continue m1ing
When i mained sptw, I used SPIN, so when someone ran in my ts and jumped i could hit them and get the full 100 dmg i needed from the ts.
Eclipse going into gamer mode when he fought the TWAU near the end tho
Instant slash is equal to spin punch, because it leaves you neutral to the oponent and sometimes gives you endlag and doesn't stun them so they can combo you for landing it.
instant slash i only really that good for cancelling moves. spin punch sucks for that
@@chatarrra7457 I guess you can use it on terrible players.
Ngl tho, that TWAU in the background gameplay was pretty good. He managed to almost beat Eclipse.
The steel ball freeze/teleport glitch probably happens because the projectile is there in you character's hand, and it has collision which makes you teleport by getting pushed by the steel ball
Full spin moveset because why not:
E - Roundabout barrage (You throw 2 spin balls at the enemy and make them spin around them for 4 seconds, kinda like six pistol's barrage but long Range)
R - Golden spin energy (You throw a spin ball very hard. Breaks Block and works like a boomerang)
T - Spin ball throw (You throw a spin ball at your cursor, breaks Block)
Y - Skin spin (You spin your own skin to decrease Damage for the next 15 seconds)
G - Counter (You spin your own body. If someone hits you, you will counter them and spin their body instead to stun them)
X - Pizza mozzarella (You eat a pizza and heal yourself)
Ok this basically a stand spin a spec not a pluck since spin is range u most need 3 moveset found wat i seen from ur chance i think 3 of tho is acceptable like golden spin energy , spin ball throw and rounda barrage as a mini barrage
4:00 i think this happens because the steel ball collision affect the user than it can go backward or tp you to the left.
"It has some minor flaws that drow it- It has some pretty clear flaws that draw it back." lol
steel balls locks you in place because the devs decided it should be one of those moves that lock you in place, typically the moves that do are grabs (you and target are locked in place so the grab looks good n whatnot), and ig they decided the steel ball anim decided to be on of those. when youre unanchored, you teleport because thats roblox physics trying to calculate your next position, i guess
its not rly a bug just questionable move design from what i know
honestly, i know the rework came already, but heres what they could've done imo
Golden Spin: Make the damage increase a lot stronger (eg: 60%)
Golden Skin: Make the buff a LOT stronger (like 50%), cooldown stays the same
Steel Ball: Make it uncancelable and a block break (might be overkill for combos), and fix the jank stuff
Multi Steel Balls: Fix the jank, and make the hitbox a bit bigger
Spin Punch: Make it uncancelable, block break, unparryable, similar to jaw breaker
if they did this i would quit yba
Uzuki: d4clt is strong because it was strong in the manga
Us: then the same thing happens to spin?
Uzuki: yeah in the new update coming out in [REDACTED]
2:24 found it funny at this part how eclipse stuttered
That TWAU fight in the background was so close
The steel balls could be shifting your position because for some ungodly reason they were made and object just like knives, and because its thrown so far back it collides with your hit box causing an almost spring effect. That's my take on it anyway
Spin in jojos: Can legit rip a whole arm off with one ball throw
Spin in Yba: Budget hamon
Imagine getting a barrage and then jawbreaker but your jawbreaker gets parried and you get punished
I still use twoh spin and to be fair it does have a 1 shot
Smite+ts(ts upgrade 1:7sec)+4m1+knive+4m1+steel ball+4m1+multi ball (end of ts)+reality overwrite+barrage
Note:its not exactly 4m1 bcuz that shitty glitch that stops u in ts for no reason still exists but remember that its somewhere between 2-4 m1s. Preferably i try to confrim three every time and it works just fine.
Hey guys, do you remember when mobile people were forced to buy the pose gamepass on YBA because the developers were too lazy to add it as a goddamn button that worked. It was not fixed for a while.
The single steel ball, even after throwing it, follows your cursor for a short bit of time(some times). If you throw it in one direction and move your cursor in another, the ball will curve towards it for a short time.
sheesh that fight vs twau was fire
My guess to why the steel balls seem to tp you around is that the ball in your hand is physically spinning not just an animation of it spinning so the in game inertia pushes you
Spin should be charged with perfect rectangle reference, like you press the charge button, look at a tree, a UI telling you how much spin you get, than release, boom, mid charged or more, and to charge Hamon, the Hamon mask being on you like Anubis does, charging slower, but constant, boom, easy fix
Also, great video eclipse, keep up the good job
the reason you can pb spin punch was because life drain used to be pbable and it was also blockable. Then they made it so nothing nothing that was blockable could get pbed. But spin punch went through block. I think they just forgot about it because it went through block.
As a developer myself. I think the reason why steel balls make you teleport is because the balls are anchored at the start or its Collision is on
probably collision
How to fix spin. (My version)
Step 1: Make steel ball be a weaker version of stand knives
Step 2: Make multi steel balls be more like a second barrage like SYO or fist barage but last shorter for the range.
Step 3: Make any and all projectiles not physical objects. Seriously, all it does is A) break knives in TS B) break steel balls and C) makes nails get stuck in midair.
Step 4: Make spin punch a block break, unparriable, and give it more range and less damage.
Step 5: Make golden skin a passave.
I think this might make spin viable and more balanced than the rest of the specs.
You realise that Steel Ball doesn't have as much endlag as Zoom Punch have right ? Making it a weaker version of stands knives would be enough
@@vivelespatat2670 oh yeah you're right.
You should also do this for pluck and vampirism, you already sort of said what you thought about boxing in the hamon video where you basically just said it should be left alone and the other specs should be buffed to its level, so a boxing video isn’t really necessary, but I’m really interested in what you think about pluck and vampirism, because even though you already said that you thought pluck was bad in the Cream + Pluck build or bust, you didn’t go into too much detail, and you’ve talked more about vamp boxing and vamp pluck than vampirism itself so I’m curious about that as well
How to fix spin:
Fix the bugged steel balls
Remove single steel balls downside of being cancelable
Make spin punch Unparryable
Remove charge and just make spin aura always active
Add a new move maybe a heal or a steel ball glide
Spin has gotten a lot better with KC and KCR since steel balls bypass block so you can use it with your Time Erasure to start an unavoidable combo.
So around a week or two back, I dedicated an entire 5 days to learning how to use spin for a funny video idea (I never uploaded it) And now, I don't regret it that much. sure, its still pain but to me its just a slightly weaker boxing without eye gouge
I think the bug that happens where you move to the left with spin is due to an animation bug. I animate in roblox and i think the problem here is when an animation plays the humanoid root part (hitbox) moves aswell so they probably animated the steel ball end animation to the left a little bit and i think that's what happened. Or it could be that the steel ball is an anchored solid so it anchors your character per se to the left because the model forces you to the side this could also explain the reason you freeze in the air. Because the player locks to the ball rather than the ball locking to the player.
Man. At least with pluck even tho it doesn’t give health boost and major damage buffs or stuff like that. You can still have good stand combinations with it. With spin. Nope. It’s pointless
Damn, the people I thought with Spin only must've been GOD AWFUL
They just didnt make spin as the manga or ASB, EOH. Just decided to make it as they want, but they shouldn't have done that.
as someone who read sbr and absolutely loves gyro and the spin i absolutely despise how uzu turned spin into just "haha throw ball"
also spinning punches I guess
I can’t help but think my Cmoon spin shenanigans are partly responsible for this