How did you feel about the takes? (also before anyone asks yes, it was super super hot that day) Also thanks to Fasted Athlete for sponsoring the video, go to bit.ly/4efWMlI and use code LORDKNIGHT for 10% off your order!! (also pls subscribe)
I mean it sounds like the guy just doesn't know how to defend properly, and with as much as there is to defend against in strive I kind of get it if you don't want to spend all your time labbing counterplay
I'm not a strive player, I've just seen enough gameplay in and discourse to know that happy chaos is one of those Menace type characters. And as soon as I heard him say happy chaos I exclaimed, oh hell no!
The fourth guy saying "everything gio does safejumps" and then following up with "I have the worst reversal in the game" is crazy for the most obvious reason
@@saltyluigi4011safe jumps are specifically made to bait and beat reversals no matter how good/bad it is. The only reversal that can't be safe jumped is Baiken's counter
"People complain about slayer just dont know the matchup and dont have the right to complain" "I am monkey brain. I dont want to learn the Abba matchup"
That dude saying that motion inputs are like casting spells hit the nail on they head. I felt the same way drawing with my ink brush in Okami to cast spells in that game. There's something inherently satisfying about learning to execute something and then being able to do it on command.
@@illfordYes, because guile is a charge character. It’s so he can maintain charge while moving forwards, it’s lowkey smart for him, but why do motion input characters have that other than to be unintuitive?
32:00 this dude won this right here… you told him the HC confirm full screen was easy , and you could hear that sadness in his voice and his reevaluation of the entire character in real time lmfao
He said resource characters. But basically only described resource “zoners” who can just get their wincon without interacting with the opponent. Nago ONLY gets his resource back by getting in and interacting with the opponent. Whether some of his moves were too good at times is a diffferent story. But that’s every character.
I get one chance to speak my mind and get skynet'd. If anyone is interested in what I was attempting to say: I hate fighting people that rely on unengaging playstyles to win or that switch to a 100% unengaging playstyle once they can't pressure or play neutral against you properly. I don't really mind in the end (play as you feel like) but always having to catch people gets boring and Slay the Spire is right there calling me.
ngl I think this is incredibly important to acknowledge. if you don't like the thing you're playing, it's like... why not just go play ape escape or need for speed hot pursuit or whatever lol. this is real, and I think it's why smash bros is designed the way it was, imo.
Fr tho, in GGAC+R as long as you aren't stupid, you can go full monkey on most characters. Sol alone has like 4 different combo styles that compliment different playstyles. Gatlings also actually feels like what the name implies, a gatling gun. Strive's 2-3 hit strings into special cancel just doesn't hit the same.
i dont like being a boomer but motion inputs are the main reason why Goldlewis, for example, feels so good to play - it feels good when you have to move your hand in a specific way to make your character move in a similar way, and to a lesser extent this applies to most fg characters
I've been watching your videos for years, saw you at locals and majors and never said hi, and this is the first time I've felt the need to post a comment. This is one of the best videos you've ever made - I was absolutely dying the entire time.
LK this was the best video you’ve EVER done holy shit I was rolling laughing, also homie complaining about fighting games that make execution easy is spitting. Think of it this way. If you’re watching a tournament and someone lands a launcher against an opponent at half life, and you go “that’s dead” because they WONT drop a max damage combo, that shit is too easy. You should see someone land a launcher, then be on the edge of your seat to find out whether they can close it out or not. Tekken does this better than most (except for Dragunov). We should be watching the 10 inputs needed for a full combo with baited breath. Not tuning out because of the 1 launcher that preceded it Really enjoyed the format man. It’s guaranteed people bite this format - it’s THAT good.
It's also acting as if HC doesn't deserve bad matchups. So even if it was true the fact it's "Happy Chaos" means he should get bullied in more scenarios.
Like, isn’t it agreed upon by the top players that HC and Asuke are the hardest to play in tournaments because compared to other strong characters like Leo or Ram, require way more effort to get that little extra advantage they have over everyone else.
for that second guy, yup, resource characters are not resource characters in GG today. they often ignore the resource or get it back for free, which defeats the purpose of having a resource. often leads to better round start scrambles as they effectively have 1 bar of meter to start, and once they get tension they can ignore their meter.
Which is funny cause despite the fact that ABA is strong she’s the only character that actually does HAVE to care about the resource since she cannot get it back passively, yet also she gets to become incredibly toxic as soon as the concept of human error comes into existence and she steals a round for the 900th time, while also sharing the same strength that characters like May and Sol have which is just doing stuff until it works and if it works she kills you.
@@thedocmmd1366yeah aba's design is pretty faithful to the acpr aba by removing the crazy 90% combos and health reduction to making normal mode playable and jealous rage not as broken as Goku moroha mode 😂
Dude talking about motion inputs is real as fuck. Yeah, performing motion inputs doesn't make you good at the game, but it feels NICE to do for some reason
The seventh take hits close to my heart ! I also play/watch for fun and if a game does not present moments as beeing particularly difficult to either react to or execute makes it so high level play looks less interesting and also by the same extention makes you playing the game not appreciate said moment as much. I totally get the part about motion inputs "feeling" like casting a magic spell. I even felt that going to an arcade stick from a controller made the game more visceral, like you are actually throwing punches when you are hitting buttons or churning the butter : ) 2XKO looks sick as hell though so maybe that game will change my mind. Tibazz
It's funny when people take all new angles on disliking the modern wave of games lol. Not too easy, but in fact requires too much practice. And I do mean funny, I legit have no issue with someone's opinion when they insult no one and pursue what they enjoy. That's perfect.
3rd guest, I would say 5/10 two reasons, 1 we don’t know what you play, 2 Asuka does take atleast some decent amount of game awareness to know the spells he has to make the most of them. Elephelt main btw
As a resource enjoyer Kokonoe and Arakune i dont think I've ever once actually thought about my resources. Cursing is just something i get off every single one of my combos and my curse routes are a flow chart. Gravitons, banishing ray and flame cage are just kind of always available if im being honest
I got a hot take. Sin is crazy. I swear it feels like he has full tension at round start because of his stamina and the only way you're gonna catch a sin slippin is if they go full stupid and use up all their stamina
working on a fighting game now, all reversals are safe on block and armored and every character has a minus but safe armor breaker. the armor breaker anti airs. on frame 4 it checks to see if the opponent is grabbable (not in air or too far or using armor) and grabs them if so. built in antiair throw os, and reversal os. not only that, no more awkward respect on oki, either meaty with armor breaker or pressure. reinventing the game lol
That dude is completely right about resource characters, and HC, and Asuka AS a resource character, and the stupid gameplan Asuka has that avoids like 80% of his kit. You CANNOT tell me that adapting to spells on the fly is more braindead than EVERY other modern fighting game character. Goldlewis? Classic S1/2 glueeater ram? Whatever you wanna complain about from SF6 or Tekken? Come on now.
What part of Asuka's kit avoids his gameplan. Genuinely explain it to me because that sounds like the most idiotic take I've ever heard. He is literally a micromanagement character that has to use multiple resources. His normals are fundamentally flawed off the rip so he has to have Mana from round start. There was a person on DomiWurld's video saying asking for a change to make Asuka's HCSPS Super a Mana required move. If you took both of those suggestions given by the players where 1. Asuka gets no mana or spells round start (They said no resources at all) & 2. HCSPS can't be used without Mana. Then Asuka would be at the mercy of a failed round-start combo starter every single time. His base moves are so fundamentally flawed he can't even do a proper Block-string WITHOUT Super or a spell to end it safely outside of 2Px3-4 times.
@@BraveBirdFGC By "gameplan which avoids most of his kit" I meant he has a lot of LOT of tools and tech you just do not see. TK Screamer mixups, j.D JC j.K with meterless blue cube pickups , the entirety of Test Case 2 including low grav staff which had a lot of unique and interesting situations tied to it, and so on. Hell even proper high APM cube pressure you would rarely see. The problem is that just getting mana regen / autofill from TC3 and absolutely flooding the screen with projectiles is a better gameplan than engaging with a bunch of really specific pressure and mixup tools. It focuses an extremely unique character with an insane amount of complexity down into a very simple strategy, and culls so much potential in the process. He does also generally have the ability to get his resources back extremely well without giving up much. And while he really does need it and it can be fun and dynamic for the Asuka it can feel very uninteractive on the receiving end. On Asuka I don't think it's the worst thing and I don't know if you could ever fix it but it's been a consistent issue with Strive's design for years (see: HC).
this shit was fire af! top tier ACTUAL FUCKING CONTENT. also, I really appreciate that, while you could've been HELLA MEAN with some of these, you handled this very well and didn't try to break people who maybe didn't quite understand what they were talking about. like, part of what bothers me about scrubquotes is that *sometimes* it can feel somewhat mean-spirited, and this keeps people from saying anything, which then keeps that person in a place of ignorance. that sense of understanding you showed, imo, is something I would love to see more in gaming spaces. ...unless they're being a belligerent asshole about their incredibly wrong takes. if that's the case, get 'em, lmfao.
I speak as a 100% purebred scrub when I say this: Bedman? would be doing 5 sets of tomfoolery and 3 sets of antics, I can't tell wtf is going on on the screen and suddenly I'm in the corner getting dogged by a move I'm 80% sure isn't even in the game.
Bro please make more vids in this style, not necessarily the same video but I really like the vids where it’s just you talking naturally to the stream, but in a slightly more structured way. Still love the presentation style vids but these crack me up so much. Ik about LK chronicle we need more of that.
Number 6 has the spirit even if he's a little confused, I totally get where he's coming from but just from a different perspective because Tekken is my main game. I started playing fighting games with Tekken 7, then I tried to play Strive and SF6 and those games felt like they were determined by just the frame data and the knowledge check of "did you lab for a hundred hours to know the one correct answer to this situation". You still have to lab in Tekken, but by contrast you can learn a lot of your defensive answers without any extra effort just by looking at the animations and visually judging how minus or plus you are and trying a few things out. Tekken's movelist helps a lot on both sides of it too, SF's 30 moves that only work one way every time require you to do the homework before you can play, Tekken's hundred moves per character make it insanely difficult to memorize everything because you can always be put into a new weird situation that you need to find an answer for on the fly. It's the same on offense too, Tekken will let you start the party in any number of ways that the opponent may or may not know, may or may not figure out, but everyone in SF either knows exactly how to beat you or has absolutely no chance of beating you depending on if they know your flowchart. The best way I think I can put it is, SF is a final exam you pass or fail based on how hard you studied, Tekken is on the job training where you're being tested on how you adapt and apply what you know to unique situations you haven't seen before.
that's wild because coming from 2d games, tekken 8 felt like *the* knowledge check fighting game. In SF i only have to know a couple of scenarios or pieces of frame data, in tekken every single character has 3-4 fakeass strings that are super bad unless you don't know the counterplay, and then they become absurdly strong. In tekken, some opponents would just completely crumble if they didn't know the answer to my dumb knowledge check, and even up till purple/blue ranks people were losing games to strings of mine that are horrible at the top level.
@@Sporkyz74 You're not entirely wrong but I think Tekken and SF are different kinds of knowledge checks. When I get hit by some fake nonsense in Tekken the answer is almost always to duck, block, step or mash, so as long as I know my character's jab and a fast mid I can more or less find my way out of it on the fly, and if it's the rare thing that's more specific, 10 minutes in the lab will solve it just by experimenting. When I get hit by some fake nonsense in SF, I go to training mode and I can't recreate the situation for some reason, so I go online to find the answer and find out they were doing 3 different forms of tech to me, and the only way to escape the situation is to delay a character-specific number of frames before choosing one of two buttons depending on spacing, and if you pick the wrong button it's a counterhit for them. I'll give you two examples, one for each. Lars is a character lots of newbies have issues with, he goes into stance and says "guess" and he'll absolutely mid-low mix you to death on repeat until you know better. I tried blocking it and got mixed, it looked like there was a gap so next time I tried interrupting with jab and it kind of worked but sometimes he would low profile, round 3 I hit him with a 12 frame mid and it completely defused the situation, and has defused it against every Lars I've played against since. In SF one of the most common situations for a new player to encounter is basic-ass strike throw in the corner on their wakeup, where they'll exist in a perpetual rock paper scissors until someone tells them about Delay Tech or they see it online and find out that's actually fake, you can block meaty and tech at the same time because of the way the throw tech window works at a system level. In both cases once you know about the answer, the situation becomes a lot less threatening, but one of them I could just figure out looking at it, and the other requires secondary research before you can play the game "correctly".
@@fighting1fefnir I really think this is an issue of familiarity. Knowing that you just need to look for a 12 frame mid and thinking that's intuitive while thinking delay techs are wild and hard to intuit just screams "this person is more experienced with tekken than street fighter" to me
@@Sporkyz74 That's sort of what I'm saying, I **didn't** know that the thing I needed was specifically a 12 frame mid, I didn't know Lars' frame data to know exactly what would beat it, I just knew that he did a little pause before the third hit came out and that I needed to interrupt him somehow. So, I checked my fastest attack which he ducked under, and then my fastest mid, which happened to be 12 frames, and the latter worked. Seeing a pause in the animation and going "bet I could stick a button in there" feels way more intuitive to me than "I need to wait exactly 5 frames on my wakeup to overlap the coverage of block and teching the throw so I don't get mixed to death for free".
@@fighting1fefnir Right, but instead of delay tech, you could just as easily be like "yeah the correct counterplay in this scenario in tekken is to low parry, but I didn't know low parry existed and had no way to intuit that mechanic based on visuals."
For confession 3, a hard or easy resource character is mostly context Carl has plenty of ways to do resource cycling, but his weaknesses relating to his puppet distribution (being unable to cover for Ada but Ada is easily able to cover for Carl) makes it a lot harder to manage at low level his difficulty starts off pretty high at low level the evens out with the rest of the cast once you get to High/top level
I also hate baiting DPs. I also think baiting them is uninteresting. It would be more interesting if hard calling out the DP is an option that doesn't necessarily give up your turn if it fails. I dunno, Safejumping DPs is interesting. But it can get boring if it's the only solution. I kinda miss being able to grab DPs. It doesn't necessarily give up your turn if the grab fails to snag a dp, but without resource it's not that great sometimes.
Motion inputs in fighting games for me, depends on the game. So much of what makes a characters options unique or balanced can be tied to their motion inputs. A great example is Venom (GGAC+R) and Guile. Changing a charge input go a quarter circle fundamentally changes what the character is capable of. I feel a game needs to be designed from the ground up with either motion or simple inputs in mind. Having both can be very murky.
If you've only played Strive and DBFZ I don't wanna hear you make some statement about something being the "most (anything) in any fighting game ever made". I still remember people saying Strive launch Sol was the most broken character in any fighting game ever because he had a plus on block mid, and that just exposed how ignorant people are because they don't know about 3S Chun, 3S Yun, USF4 Elena, all the top tiers in Marvel 2, I could go on.
The third confession, the one regarding resources, needs nuance because you can fall into the trap of Jaime from SF6 where on 0 drinks he is garbage, and pretty damn good at 4 drinks. And I think it should be around the middle of that situation.
Was gonna mention this too. In Sf6 it goes the opposite way a lot of times, Jamie especially has to get drinks to be almost as good as most other characters, just for it to reset next round, sacrificing damage and oki to get drinks in the first place. Kim's level 3 buff is similar, getting average damage, plus since akuma came out the increased walk speed isn't too special now.
I 100% agree with the first take, baiting DPs is cringe, for two primary reasons: unless your character has a specific bait move, your options are usually "run offense" or "do nothing" to bait a reversal, and safejumps are incredibly boring by virtue of being a "I hit this setup and I get guaranteed oki risk-free 100% of the time."
7th confession speaks to me. I loved fighterz but the fact all the moves were just qcf or qcb got really boring and limiting really fast. I feel like the move lists couldve been made more interesting and fun to play if they implemented other motion inputs. There is definitely something to the fun factor of moving your hand a certain way that feels right for the character and the attack theyre doing. When an input doesnt seem to match what the character is doing, you can definitely feel it.
How did you feel about the takes? (also before anyone asks yes, it was super super hot that day)
Also thanks to Fasted Athlete for sponsoring the video, go to bit.ly/4efWMlI and use code LORDKNIGHT for 10% off your order!!
(also pls subscribe)
This hot take town hall format is pure genius! Please don't let this be a one-off
@@0therwisesleep522 it won't, trust. I will announce the next one on YT/Twitter, trying to do more stuff involving viewers :)
@@LordKnightfgc I ache for more tekken hot takes specifically.
mans had the church towel ready
damn I missed this I have some takes the world needs to hear
Chat: "HE'S SPITTING" "STRAIGHT FIRE" "WE AGREE" "GO OFF"
Guy: "I play [good character]"
Chat: "SCRUB SCRUB SCRUB SCRUB SCRUB"
"its not scrubby because im right" is one of the most confident things ive heard and i respect it heavily
I agree with the guy saying all resource characters should start with no resource. Asuka should start with no mana and die at round start.
🤣🤣
@@steffanhymer1285 nago starts off exploding
@@jkreincarnation nago just 1 hp when the round start intro finishes XD
Happy Chaos should start with no bullets and have to reload every time he shoots once just to balance him
Happy Chaos should keep walking during his intro animation and leave the area
the bedman? guy "I play Happy Choas" IT WAS OVER BRO
LK straight up advocating for deceptive knave behavior upon the reveal.
"Ya should've lied"
I mean it sounds like the guy just doesn't know how to defend properly, and with as much as there is to defend against in strive I kind of get it if you don't want to spend all your time labbing counterplay
I'm not a strive player, I've just seen enough gameplay in and discourse to know that happy chaos is one of those Menace type characters. And as soon as I heard him say happy chaos I exclaimed, oh hell no!
When he said HC, my jaw dropped. I main Bedman and HC is a nightmare to fight.
Ethically sourced journalism
Finger on the pulse journalism
Lord Knight I think this is one of your best videos yet. I was crying laughing by the end.
Only facts
The final confession got me crying man. That one gave me a real good laugh
'when Slayer mashes buttons and he BRBRBRBRRRREGGGRRHHHHHVVVV'
"Oh yeah yeah I feel that"
@@SaikyoSensei actually so true tho
For real
I could not hold my laughter in, I was just wheezing
Bruh the safe space died after the second confession.
A spacing trap if you will
Last caller is on the connection that 90% of strive players use
Homie said college wifi no ethernet that's how you know LMAO
The fourth guy saying "everything gio does safejumps" and then following up with "I have the worst reversal in the game" is crazy for the most obvious reason
for why I'm dumb
@@saltyluigi4011 my man likely never tried to block on wake up
@@saltyluigi4011safe jumps are specifically made to bait and beat reversals no matter how good/bad it is. The only reversal that can't be safe jumped is Baiken's counter
@@mrblooper1994 I thought this was too simple and I was like maybe he's talking about something else lmao like pressure
@@saltyluigi4011 I was.
This mf Tene with one of the more recognizable voices in the GG community be like "is this anonymous" 😭
Lordknight offering a safe space for people to explain themselves then Tene pulls up immediately with no reasoning just “because I don’t like them”
"People complain about slayer just dont know the matchup and dont have the right to complain"
"I am monkey brain. I dont want to learn the Abba matchup"
42:17 This dude was so real for this take I'm glad that some people are willing to say what they believe in even if it's so controversial
"I just don't wanna deal with them" Is a fucking king ass answer lmao. No defense, no reasoning, Nah "FUCK" DP's I can't even be mad
That dude saying that motion inputs are like casting spells hit the nail on they head. I felt the same way drawing with my ink brush in Okami to cast spells in that game. There's something inherently satisfying about learning to execute something and then being able to do it on command.
This is why Strive CONSTANTLY making moves that go forward on backward inputs and moves that go backward on forward inputs feels so stupid
@@__-be1gktbf we've seen this before with stuff like Guile
@@illfordYes, because guile is a charge character. It’s so he can maintain charge while moving forwards, it’s lowkey smart for him, but why do motion input characters have that other than to be unintuitive?
@@__-be1gk u mean like tatsumaki senpukyaku?
@@ckorp666 no, not like tatsumaki, because characters with tatsus don't have forward inputs that move them backward, they just have the one move
32:00 this dude won this right here… you told him the HC confirm full screen was easy , and you could hear that sadness in his voice and his reevaluation of the entire character in real time lmfao
42:15 Truer words have never been spoken than these.
Mans spittin.
What if instead of LordKnight he was FreakyKnight, and instead of Fighting games he played Freaky games.
What if instead of beating you with mids and throws he touches you with his meat and moans
That's what the f in fgc stand for
@@dankmemesdonedirtcheap2714freaky gooner community
IVE BEEN SAYING THIS💯
FreakyKnight Man
Lk's haircut got him looking like a fgc mad scientist
the half gray beard is hella cool ngl
The "resource characters should start at 0" guy is Emperor Scrub. 100000000/10.
Nah he's spitting, I'm a Nago player and I think we deserve to pop at round start and lose immediately
He said resource characters. But basically only described resource “zoners” who can just get their wincon without interacting with the opponent. Nago ONLY gets his resource back by getting in and interacting with the opponent. Whether some of his moves were too good at times is a diffferent story. But that’s every character.
@@Hawko1313Lmao asuka does better close up lmao
The last interview was so perfect, Ingenious comedic timing.
I get one chance to speak my mind and get skynet'd.
If anyone is interested in what I was attempting to say:
I hate fighting people that rely on unengaging playstyles to win or that switch to a 100% unengaging playstyle once they can't pressure or play neutral against you properly.
I don't really mind in the end (play as you feel like) but always having to catch people gets boring and Slay the Spire is right there calling me.
ngl I think this is incredibly important to acknowledge. if you don't like the thing you're playing, it's like... why not just go play ape escape or need for speed hot pursuit or whatever lol. this is real, and I think it's why smash bros is designed the way it was, imo.
RIP.
But you are legendary in your own way now
yeah old games have a lot of this shit
Real
Brother you made a legendary clip and thousands of people laugh.
17:50 what a timing lol
nahh the guy beast blaming Giovanna was on a different level. man was hurt by her fr fr
The last guy was spitting hollyy
I got mindfu*ked with that Happy Chaos player struggling against Bedman?
Like, u got a damn GUN and you're struggling ?! 😑😑😑😑
The "New games don't let me just press buttons so they don't have sauce" guy is 100% objectively wrong, yet is spitting. How is that even possible.
Fr tho, in GGAC+R as long as you aren't stupid, you can go full monkey on most characters. Sol alone has like 4 different combo styles that compliment different playstyles. Gatlings also actually feels like what the name implies, a gatling gun. Strive's 2-3 hit strings into special cancel just doesn't hit the same.
holy SHIT that clown music during the gio rant is making me SCARED
i dont like being a boomer but motion inputs are the main reason why Goldlewis, for example, feels so good to play - it feels good when you have to move your hand in a specific way to make your character move in a similar way, and to a lesser extent this applies to most fg characters
my man at 42:20 was spitting facts
I've been watching your videos for years, saw you at locals and majors and never said hi, and this is the first time I've felt the need to post a comment. This is one of the best videos you've ever made - I was absolutely dying the entire time.
Final confession complaining about runaway and then fading into static was perfection.
fair broken is killing me
Fair broken just sounds like high-mid tier 😂
Halfway through the video right now and I'm dying laughing, can't believe I missed this stream. Please do this type of stuff again
Your editor is goated for the tight zoom and cuts for the last one, by gawd
LK this was the best video you’ve EVER done holy shit I was rolling laughing, also homie complaining about fighting games that make execution easy is spitting.
Think of it this way.
If you’re watching a tournament and someone lands a launcher against an opponent at half life, and you go “that’s dead” because they WONT drop a max damage combo, that shit is too easy.
You should see someone land a launcher, then be on the edge of your seat to find out whether they can close it out or not. Tekken does this better than most (except for Dragunov). We should be watching the 10 inputs needed for a full combo with baited breath. Not tuning out because of the 1 launcher that preceded it
Really enjoyed the format man.
It’s guaranteed people bite this format - it’s THAT good.
LMAO second confession just admits they don't know how to block hahahaha
That last one is KILLING me even more than the twitter clip version
37:10 can you imagine asuka with no mana round start LMAOOOOOOO
17:28 the PERFECT timing
It’s worth mentioning: this video’s ad-break was the most responsibly-done promo for a caffinated supplement. Salute
I think the HC conversation is interesting because he is hard at low level, easy as shit at high level, and then hard again at top level
It's also acting as if HC doesn't deserve bad matchups. So even if it was true the fact it's "Happy Chaos" means he should get bullied in more scenarios.
Like, isn’t it agreed upon by the top players that HC and Asuke are the hardest to play in tournaments because compared to other strong characters like Leo or Ram, require way more effort to get that little extra advantage they have over everyone else.
28:33 this dude would have been so reasonable if he just said "motion inputs are more fun for me " instead of " motion inputs are objectively better"
This vid template is one of the best ideas youve ever had
more, more moremore
for that second guy, yup, resource characters are not resource characters in GG today. they often ignore the resource or get it back for free, which defeats the purpose of having a resource. often leads to better round start scrambles as they effectively have 1 bar of meter to start, and once they get tension they can ignore their meter.
It's worst when they have a super that gives them back there resource doesn't help positive bonus is a thing
Which is funny cause despite the fact that ABA is strong she’s the only character that actually does HAVE to care about the resource since she cannot get it back passively, yet also she gets to become incredibly toxic as soon as the concept of human error comes into existence and she steals a round for the 900th time, while also sharing the same strength that characters like May and Sol have which is just doing stuff until it works and if it works she kills you.
@@thedocmmd1366yeah aba's design is pretty faithful to the acpr aba by removing the crazy 90% combos and health reduction to making normal mode playable and jealous rage not as broken as Goku moroha mode 😂
They are 100% easier than in previous games but to say they are braindead means that everyone else in the cast is just straight up lobotomized
Nah
Dude talking about motion inputs is real as fuck. Yeah, performing motion inputs doesn't make you good at the game, but it feels NICE to do for some reason
LordKnight put Skynet guy at the end because he knows his internet won't load the full video and therefore spare him the embarassment
Make this a series please.
You gotta keep this series going 😂
The seventh take hits close to my heart ! I also play/watch for fun and if a game does not present moments as beeing particularly difficult to either react to or execute makes it so high level play looks less interesting and also by the same extention makes you playing the game not appreciate said moment as much. I totally get the part about motion inputs "feeling" like casting a magic spell. I even felt that going to an arcade stick from a controller made the game more visceral, like you are actually throwing punches when you are hitting buttons or churning the butter : ) 2XKO looks sick as hell though so maybe that game will change my mind.
Tibazz
THE LAST CONFESSION BRO MY FUCKING HEAD HURTS FROM LAUGHING SO MUCH😭😭😭 42:30
great video lol ended too soon even tho its almost an hour. the brm for everyone was hilarous
Hot Take: Real Guilty Gear is playing against a teleporting Chipp on 400 ping.
Lore accurate Chipp playing on African Jungle wi-fi
As a Ryu, Ky, Katalina main. Seeing the "hawdukn" complaint in the intro and the first confession being about DPs really set the tone for me
It's funny when people take all new angles on disliking the modern wave of games lol. Not too easy, but in fact requires too much practice.
And I do mean funny, I legit have no issue with someone's opinion when they insult no one and pursue what they enjoy. That's perfect.
WHY AM I ONLY SEEING THIS VIDEO NOW!? This is by far my favorite video on this channel I love this format so fucking much.
hope this becomes a recurring series or at least something similar to it does, community interaction is always fun and this was a cool vid
3rd guest, I would say 5/10 two reasons, 1 we don’t know what you play, 2 Asuka does take atleast some decent amount of game awareness to know the spells he has to make the most of them.
Elephelt main btw
i play gio
I will say, the second confession is a 10/10, but he was honest. I’ll give him a 9/10 for being honest.
As a resource enjoyer Kokonoe and Arakune i dont think I've ever once actually thought about my resources. Cursing is just something i get off every single one of my combos and my curse routes are a flow chart. Gravitons, banishing ray and flame cage are just kind of always available if im being honest
7th caller should play Motion Sickness, where u have stuff like a fireball on a 1476 input
my brother in christ, this video is fire. definitely need more of these
I got a hot take. Sin is crazy. I swear it feels like he has full tension at round start because of his stamina and the only way you're gonna catch a sin slippin is if they go full stupid and use up all their stamina
Bro this is a banger, please do a part 2
Seventh confession is actually so batshit insane to me wtf lmao 😭 the fourth guy was my favorite he was spitting
working on a fighting game now, all reversals are safe on block and armored and every character has a minus but safe armor breaker. the armor breaker anti airs. on frame 4 it checks to see if the opponent is grabbable (not in air or too far or using armor) and grabs them if so. built in antiair throw os, and reversal os. not only that, no more awkward respect on oki, either meaty with armor breaker or pressure. reinventing the game lol
This was such a fun video - this would be awesome as a series if there's enough mileage
This was a fun video format!
That dude is completely right about resource characters, and HC, and Asuka AS a resource character, and the stupid gameplan Asuka has that avoids like 80% of his kit.
You CANNOT tell me that adapting to spells on the fly is more braindead than EVERY other modern fighting game character. Goldlewis? Classic S1/2 glueeater ram? Whatever you wanna complain about from SF6 or Tekken? Come on now.
What part of Asuka's kit avoids his gameplan. Genuinely explain it to me because that sounds like the most idiotic take I've ever heard.
He is literally a micromanagement character that has to use multiple resources. His normals are fundamentally flawed off the rip so he has to have Mana from round start.
There was a person on DomiWurld's video saying asking for a change to make Asuka's HCSPS Super a Mana required move.
If you took both of those suggestions given by the players where 1. Asuka gets no mana or spells round start (They said no resources at all) & 2. HCSPS can't be used without Mana. Then Asuka would be at the mercy of a failed round-start combo starter every single time.
His base moves are so fundamentally flawed he can't even do a proper Block-string WITHOUT Super or a spell to end it safely outside of 2Px3-4 times.
@@BraveBirdFGC By "gameplan which avoids most of his kit" I meant he has a lot of LOT of tools and tech you just do not see. TK Screamer mixups, j.D JC j.K with meterless blue cube pickups , the entirety of Test Case 2 including low grav staff which had a lot of unique and interesting situations tied to it, and so on. Hell even proper high APM cube pressure you would rarely see.
The problem is that just getting mana regen / autofill from TC3 and absolutely flooding the screen with projectiles is a better gameplan than engaging with a bunch of really specific pressure and mixup tools. It focuses an extremely unique character with an insane amount of complexity down into a very simple strategy, and culls so much potential in the process.
He does also generally have the ability to get his resources back extremely well without giving up much. And while he really does need it and it can be fun and dynamic for the Asuka it can feel very uninteractive on the receiving end. On Asuka I don't think it's the worst thing and I don't know if you could ever fix it but it's been a consistent issue with Strive's design for years (see: HC).
Chat self reporting themselves whenever Tekken comes up tsk tsk
Smash player has to learn frame data, says games have no sauce. Fucking shocker
"The older the game, the more evil the DP"
Granblue Fantasy Vs Rising w/Launch Day Nier:
Hold my beer...
this shit was fire af!
top tier ACTUAL FUCKING CONTENT.
also, I really appreciate that, while you could've been HELLA MEAN with some of these, you handled this very well and didn't try to break people who maybe didn't quite understand what they were talking about. like, part of what bothers me about scrubquotes is that *sometimes* it can feel somewhat mean-spirited, and this keeps people from saying anything, which then keeps that person in a place of ignorance. that sense of understanding you showed, imo, is something I would love to see more in gaming spaces.
...unless they're being a belligerent asshole about their incredibly wrong takes.
if that's the case, get 'em, lmfao.
I speak as a 100% purebred scrub when I say this:
Bedman? would be doing 5 sets of tomfoolery and 3 sets of antics, I can't tell wtf is going on on the screen and suddenly I'm in the corner getting dogged by a move I'm 80% sure isn't even in the game.
Bro please make more vids in this style, not necessarily the same video but I really like the vids where it’s just you talking naturally to the stream, but in a slightly more structured way. Still love the presentation style vids but these crack me up so much. Ik about LK chronicle we need more of that.
100/10 for the uninstall take, Slayer players will defend the balance of the sillest shit as if the fictional character will let them hit.
When I heard him talking to megatron I couldn't stop laughing.
1:47 based and true opinion tbh
Number 6 has the spirit even if he's a little confused, I totally get where he's coming from but just from a different perspective because Tekken is my main game. I started playing fighting games with Tekken 7, then I tried to play Strive and SF6 and those games felt like they were determined by just the frame data and the knowledge check of "did you lab for a hundred hours to know the one correct answer to this situation". You still have to lab in Tekken, but by contrast you can learn a lot of your defensive answers without any extra effort just by looking at the animations and visually judging how minus or plus you are and trying a few things out. Tekken's movelist helps a lot on both sides of it too, SF's 30 moves that only work one way every time require you to do the homework before you can play, Tekken's hundred moves per character make it insanely difficult to memorize everything because you can always be put into a new weird situation that you need to find an answer for on the fly. It's the same on offense too, Tekken will let you start the party in any number of ways that the opponent may or may not know, may or may not figure out, but everyone in SF either knows exactly how to beat you or has absolutely no chance of beating you depending on if they know your flowchart. The best way I think I can put it is, SF is a final exam you pass or fail based on how hard you studied, Tekken is on the job training where you're being tested on how you adapt and apply what you know to unique situations you haven't seen before.
that's wild because coming from 2d games, tekken 8 felt like *the* knowledge check fighting game. In SF i only have to know a couple of scenarios or pieces of frame data, in tekken every single character has 3-4 fakeass strings that are super bad unless you don't know the counterplay, and then they become absurdly strong. In tekken, some opponents would just completely crumble if they didn't know the answer to my dumb knowledge check, and even up till purple/blue ranks people were losing games to strings of mine that are horrible at the top level.
@@Sporkyz74 You're not entirely wrong but I think Tekken and SF are different kinds of knowledge checks. When I get hit by some fake nonsense in Tekken the answer is almost always to duck, block, step or mash, so as long as I know my character's jab and a fast mid I can more or less find my way out of it on the fly, and if it's the rare thing that's more specific, 10 minutes in the lab will solve it just by experimenting. When I get hit by some fake nonsense in SF, I go to training mode and I can't recreate the situation for some reason, so I go online to find the answer and find out they were doing 3 different forms of tech to me, and the only way to escape the situation is to delay a character-specific number of frames before choosing one of two buttons depending on spacing, and if you pick the wrong button it's a counterhit for them.
I'll give you two examples, one for each. Lars is a character lots of newbies have issues with, he goes into stance and says "guess" and he'll absolutely mid-low mix you to death on repeat until you know better. I tried blocking it and got mixed, it looked like there was a gap so next time I tried interrupting with jab and it kind of worked but sometimes he would low profile, round 3 I hit him with a 12 frame mid and it completely defused the situation, and has defused it against every Lars I've played against since. In SF one of the most common situations for a new player to encounter is basic-ass strike throw in the corner on their wakeup, where they'll exist in a perpetual rock paper scissors until someone tells them about Delay Tech or they see it online and find out that's actually fake, you can block meaty and tech at the same time because of the way the throw tech window works at a system level. In both cases once you know about the answer, the situation becomes a lot less threatening, but one of them I could just figure out looking at it, and the other requires secondary research before you can play the game "correctly".
@@fighting1fefnir I really think this is an issue of familiarity. Knowing that you just need to look for a 12 frame mid and thinking that's intuitive while thinking delay techs are wild and hard to intuit just screams "this person is more experienced with tekken than street fighter" to me
@@Sporkyz74 That's sort of what I'm saying, I **didn't** know that the thing I needed was specifically a 12 frame mid, I didn't know Lars' frame data to know exactly what would beat it, I just knew that he did a little pause before the third hit came out and that I needed to interrupt him somehow. So, I checked my fastest attack which he ducked under, and then my fastest mid, which happened to be 12 frames, and the latter worked. Seeing a pause in the animation and going "bet I could stick a button in there" feels way more intuitive to me than "I need to wait exactly 5 frames on my wakeup to overlap the coverage of block and teching the throw so I don't get mixed to death for free".
@@fighting1fefnir Right, but instead of delay tech, you could just as easily be like "yeah the correct counterplay in this scenario in tekken is to low parry, but I didn't know low parry existed and had no way to intuit that mechanic based on visuals."
Please make more of these this was a banger idea
Oh shit. Colonel Campbell called in with a scrub quote from MGS2 😂 you gotta do this more
I NEED SCISSORS, 61
For confession 3, a hard or easy resource character is mostly context
Carl has plenty of ways to do resource cycling, but his weaknesses relating to his puppet distribution (being unable to cover for Ada but Ada is easily able to cover for Carl) makes it a lot harder to manage at low level
his difficulty starts off pretty high at low level
the evens out with the rest of the cast once you get to High/top level
The last guy was the best haha
I also hate baiting DPs. I also think baiting them is uninteresting. It would be more interesting if hard calling out the DP is an option that doesn't necessarily give up your turn if it fails.
I dunno, Safejumping DPs is interesting. But it can get boring if it's the only solution. I kinda miss being able to grab DPs. It doesn't necessarily give up your turn if the grab fails to snag a dp, but without resource it's not that great sometimes.
Can we get a part 2? I really like these discussions
15:13 my man just needed to let off, he didn't even read the title I respect it
Final confession must've come from a Smash Ultimate online player.
Motion inputs in fighting games for me, depends on the game. So much of what makes a characters options unique or balanced can be tied to their motion inputs. A great example is Venom (GGAC+R) and Guile. Changing a charge input go a quarter circle fundamentally changes what the character is capable of. I feel a game needs to be designed from the ground up with either motion or simple inputs in mind. Having both can be very murky.
The guy at the end at college was funny asf 😭
This should be a series
If you've only played Strive and DBFZ I don't wanna hear you make some statement about something being the "most (anything) in any fighting game ever made". I still remember people saying Strive launch Sol was the most broken character in any fighting game ever because he had a plus on block mid, and that just exposed how ignorant people are because they don't know about 3S Chun, 3S Yun, USF4 Elena, all the top tiers in Marvel 2, I could go on.
lmk any other char that plays neutral for u unironically in a modern competitive game
The third confession, the one regarding resources, needs nuance because you can fall into the trap of Jaime from SF6 where on 0 drinks he is garbage, and pretty damn good at 4 drinks. And I think it should be around the middle of that situation.
Was gonna mention this too. In Sf6 it goes the opposite way a lot of times, Jamie especially has to get drinks to be almost as good as most other characters, just for it to reset next round, sacrificing damage and oki to get drinks in the first place. Kim's level 3 buff is similar, getting average damage, plus since akuma came out the increased walk speed isn't too special now.
I 100% agree with the first take, baiting DPs is cringe, for two primary reasons: unless your character has a specific bait move, your options are usually "run offense" or "do nothing" to bait a reversal, and safejumps are incredibly boring by virtue of being a "I hit this setup and I get guaranteed oki risk-free 100% of the time."
im glad im not alone in this
Im new at ggst, and newish at fighting games, and all i have to say, is git gutt - mostly because saying anything else will get me flamed
This video is amazing
This feels like therapy
7th confession speaks to me. I loved fighterz but the fact all the moves were just qcf or qcb got really boring and limiting really fast. I feel like the move lists couldve been made more interesting and fun to play if they implemented other motion inputs. There is definitely something to the fun factor of moving your hand a certain way that feels right for the character and the attack theyre doing. When an input doesnt seem to match what the character is doing, you can definitely feel it.
6:32 man's had everyone on his side in the first half.