It's so weird seeing X-factor here while the Pandora mode from SFxT exists, you sacrifice your tag partner to have full meter for 7 seconds but if that timer runs out you're dead no matter what I can't think of a more bottom barrel "comeback" mechanic
Was about to say, can we add random tripping please? Also Samsho netcode is way too good, we need Smash Ultimate netcode (+ its ranking and automated ban system)
That might legit be the worst mechanic ever in a fighting game. It kills any possibility of competetivness (unless you're Meta Knight and keep flying), it happens randomly (at least Danger Time needed you to clash) and its just something that feels sluggish to the casual audience. It's a mechanic that hurts everyone.
Picture it now, you get the knockdown run in for oki... bang shield, you lose the rps. Youre getting hit by the unburstable combo carried to the wall and beyond, you think this is your way out you hit reversal edge to stop their oki but the 10f delay eats it and they confuse+freeze you they activate x factor and begin their custom combo you can only sit there and suffer watching their rage art 20 minute cutscene knowing youll have to slog through the hour it takes to connect to the lobby and find another match
as someone with 1K hours in SC6 let me tell you right now REs have no place in any fighting game no matter what subgenre. you're going to run into people who are carried by it even at A+ ranks. obviously it's very easy to predict with a break attack which grants a massive damaging combo when preformed against a reversal edge but that won't stop people from doing it over and over
And as some one with 9.5k hours who knows how to counter RE, learn to use strings with Armor break properties instead of spamming and constant attacking. Also learn to take time to read the opponent, so if you do end up in a gambit of RE you can read what the opponent is thinking like any one looking for actual mastery with their main. Instead of relying on self carry by labing like a robot, you answered your own solution when you said that wont stop people from using it over and over.. you have Meter and you have sidestep and you have attacks that have AB properties. for 1K hours you don't know enough of your moves list to make options shine against people with their back against the wall relying on a predictable scenario like RE at the last second.
@@amare7430 9,572 atm 300-400 some Cas's I've pretty much figured how to break out of stuns just before combo as well as use LH stuns used on me to my advantage.. I'll take a launcher just so I can land behind the opponent. But as far as my expertise I was banned from Steam SCVI Discussions cause of stating In game lore based on SCV Cervantes quote.. What Got me was "Women and children always fetch the highest price"; and of course Sarah Lynn the manhater Steam Global mod, had gotten me.. Here is me just reading the heck out of a anxious new player.. ruclips.net/video/Z1MqpcLxqR0/видео.html
I am surprised you didn't mention a common mechanic of some older fighting games before developers realized how ridiculous the mechanic was, random damage values.
@@thechugg4372 Akira doing 90% with one counter hit Tetsuzanko in Virtua Fighter 2 is probably one of the best examples of this. If you get knocked down and do a wake up kick against Akira you just lose the round.
Oooohh I got a good one for part 2, Breakaways from MK11. Essentially they're like bursts/combo breakers but instead of resetting to neutral, the opponent gets a free pass and recovers faster whereas the attacker is in danger of getting punished if they overcommit their combo. And since meter in MK11 is cooldown based instead of being manually built, that happens *way* more often. Put that shit in 😂
Fuck this mechanic, actually made me lose interest in playing spawn since his bnb was alaways full punishiable by breakaway. Later they kinda fixed by adding moves that punish breakaway, but even then its not fun doing a shitty combo hoping your opponent will breakaway, and if he doesnt you just feel bad.
Worst mechanic is in bbtag if Yang loses enough life she gets a buff but what's bad about it is if you combo her into activation range and you have even a slight gap in your combo she automatically activates and it freezes the screen kinda like moon drive and it's activation is pretty much a reversal so you just have to hold that L when it happens
@@theDOVAHKIN1998 it also makes it so you have to mute your own game bgm on youtube videos or rooster teeth will auto copy claim the video and take all the money it made even if it played for 3 seconds tops.
@@Arqodeon Yeah how tf did he forget that the theme is the worst part? Daniel, man, I'll agree with you, but only in a vacuum. When she came out, it really felt like 90% of all players were playing her so it really did overwrite the song you chose. Aaaaand she was a grappler to boot... :(
You also better include the worst super inputs, such as Geese's pretzel, Ivy's Summon Suffering, Guile's original super from SSF2T, Or Sol's quadruple quarter-circle for worse Dragon Install in +R. Gotta increase the skill floor somehow!
He forgot about sound effects and stuff. I vote OG Guilty Gear Run sound. No voice acting, only the sound of clown shoes flopping around. And it's instant kills.
@@Zetact_Speaking of voice actoring i would vote one of Blazblue announcers. I love Blazblue but some of the default announcers were so awful. I'm sure there's worse, but i can't think of one myself. Even by other anime fighters standards Melty Blood is extreme. Fights sound like a conversations, they don't stop talking.(Noel being especially annoying) Heck they talk even in the character select screen. I could really use Len in the roster, that silence would be appreciated.
Add more like: Character design are same as Ballz. Input sensitivity are same as Shaq Fu. Game balanced same as Arm Jo. Game title should be named: Ultra Super Smash Kusoge Bros Turbo XXXrd Rev.69 Accent Type Lumina+ Chrono Extend Ultimax Arcade Edition. - Match of Ultra Giga Dimensionverse - Game tagline would be: "Subvert your expectation"
I think I'll throw in a few more mechanics that would make a game just awful -P4AU Awakening! If you don't kill your opponent before they get Awakening you're both 1 combo away from death! -GBVS Meter! So much you can spend it on, like supers, and. -No timer! If you've ever played a game with no timer you can know how miserable it is, if you haven't, be grateful and take my word for it. -Some sort of mechanic that needs to be set up before a set, such as SFxTs gems. I think these might be cool but who actually takes the time to set them up? -Run buttons and block buttons! Actually a lot of stuff from NRS games could go here. -Really anything from Missing Link.
So u basically created a 2d arena fighter.. ( I'm talking about all of those comeback mechanics you put in the game because arena fighters have a lot of teleport out of combos punish better player mechanics)
The worst netcode is not in face SNK, but ATLUS. You might say "But ATLUS doesn't even make multiplayer games!" and that's true, mostly. There is online multiplayer in Catherine Full Body. Good luck completing a match without it just disconnecting midway through. No, they never fixed it. Also something something Smash Bros netcode but at least that finished matches
I would say GG1 instant kills winning you the whole game or HNK star system that just lets you get a free round, altought I dont know if people actually hate these mechanics or enjoy them in a kusoge way.
GG1 mechanics are all around peak kusoge material so I feel like it's hard to genuinely judge each mechanic seperately. You have infinites for every character (Sol has 6 I think), infinite meter once you're on low health, Insta Kills are just charged mid match and once you fill the bar your rush towards the opponent. If it hits you instantly win the match. I have no idea if GG1 had a competitive scene, but I feel like the community would hate IK's winning the ENTIRE match.
@@leithaziz2716 that's not how IKs work, you just get IKs all the time at any point in the match. Once it lands, you enter a mini game where both players have to press an input, if the player who started gets it faster then they get their IK ans win all rounds. If the defending player gets the input, they dodge the IK and its supposed to reset to neutral. Notably, the IK state is activated even on block, and instant blocking attacks forces the opponent into the IK state. Also Ky can loop his IK indefinitely since it's so big it will hit opponents even if you dodge during the minigame. Also most people aren't aware but the game has air techs, so most infinites are actually fake (the ai never techs). The only real infinites are charge cancel loops
Hokuto no Ken’s Fatal K.O. isn’t broken enough to be in this game. You at least have to work towards getting them in a prior round and some characters guaranteed Fatal K.O. combos can be kind of hard unlike The Missing Link where you just have them at all times and it’s one input to do them. If it takes effort it’s not broken enough. If there’s one thing that should be taken from Hokuto no Ken it’s either basketball combos or Toki in general (SuperCombo wiki is pretty much the biggest Hokuto no Ken website, kinda like that games Dustloop and he has 3 cons one of which being that people might hold a grudge against your for playing him).
im about to open pandoras box so if you have a weak stomach stand back. lets see if you can top this :) 1. normally in fighting games the stage's shape is just a box with pretty pictures on it.... so make the stage geometry randomly generate at the start of every round heres some ideas on how: 1a minecraft random seed world generator. yup thats right a random piece of a randomly generated world from minecraft's world generator. there was a tekken stages with small changes in elevation depending on where you stand.. it was notoriously horrible. 1b imagine drawing a straight line but every random number of pixels less than one hundred the line suddenly goes straight in a different random direction and you repeat until you hit an edge of the screen. this is how your new stage shape is decided at the start of every round. the direction or your characters gravity always completely matches the last line you touched while not airborne. and it might have ring outs which gives the opportunity for your seemingly fine jumps to just randomly ko you with no way stop it 1c just straight use a bunch of curves that are CONSTANLY bending there shape into other random curves of random lengths and angles without ever stopping even for a single frame and with no actually way to know whats coming next and do this WHILE THE CHARACTERS ARE FIGHTING while keeping the gravity rules on 1b 2. the way a characters moves work in fighting like frame data, hit box size and shape and the way the character moves while using it, are always set in stone... but what if it wasnt? 2a what if we gave all the hit boxes ragdoll physics and the numbers that decided how much stretch and speed a move has is GREATLY influenced IN REAL TIME by: a mood ring that measures a precisely detailed state of a person emotional well being and turns that info into a seemingly random number with 8+ digits and these ringS are worn by seemingly random people who dont even care about fighting games? 2b. also random numbers generated are also influenced by the right most four OR five (decided at random at that time) digits of the current USA national debt and presidential approval ratings and the count down of days until bethesda yet again releases skyrim. edit: have the game steal your youtube ad money by playing "i burn" automatically whenever a certain character reaches low health. ya a fighting game that actually takes your money. its real
Add the weather system from soku, but make it random and only include the worst ones: typhoon makes both players have armor and not be able to block for its duration, swr spring haze made it so that you just can’t press the a button (so bad it got changed before making it to soku), river mist makes both players oscillate towards and away from each other, sun shower gives everyone frame 16 and lower high low mixups, etc. You could even add danger time to the list, it would fit right in.
I feel there's a distinct lack of platform fighter mechanics here. Let's change that. You haven't seen a terrible fighting game mechanic until you've seen random tripping from Super Smash Bros Brawl. It basically gave a 1% chance to lose neutral just for playing footsies, and is likely worse than most, if not all, of the mechanics in this video. Also terrible from Smash (appearing in just about every Smash game) is stale move negation, which causes moves to get weaker if you use them too often (as opposed to the generally good mechanic of combo/damage scaling, which makes moves weaker as your combo length gets longer). It's basically an anti-balance mechanic where the weak characters get weaker and the strong characters get stronger, although its other problems wouldn't really rear their head in a traditional fighting game. Brawlhalla even tested it in its experimental mode, and it was so poorly received they quickly removed it, and no non-Smash platform fighter has ever tried including it. What would be genuinely terrible mechanic from a platform fighter to include in a traditional fighting game is crouch canceling. It lets you greatly reduce the knockback, damage, and hitstun you receive from a move. In the context of a traditional fighting game, it means that you would probably have infinite armor to most moves just by holding down. This is present in Super Smash Bros Melee and Rivals of Aether (although it's heavily restricted in Rivals), and would make for a terrible mechanic. Finally, here's an old Brawlhalla mechanic that doesn't exist anymore, but is absolutely terrible: the speed dodge. Basically, if you moved forward, you could press the dodge button and get an invincible, cancellable dash. In addition, this could be chained up to 3 times when used on the ground. It not only removed all footsies, but also made defensive play very, very good. Any worst fighting game should have this mechanic.
Melty Blood's reduce mechanic isn't even close to being the same as the stagger shake mechanics of GG. Reduce is just giving the person stuck in a long combo something to do and rewards good timing. It's brilliant and should have been in TL.
Yeah fr wtf even was that comparison. Stagger is stupid in GG because you need to transition from blocking to joystick wiggling/mashing which if you fail means you eat an extended combo and if you succeed that might still happen because you might not block in time, meanwhile reduce is legit a complete upside for the defender that might make the attacker reconsider how to attack to change up the timing while still keeping the advantage/disadvantage states intact. Don't see how Jiyuna even came close to that conclusion
Imagine landing a parry only to lose for landing it because you guessed wrong after landing it. Only to be told to guess better when you get punished for attempting it. That's how I feel about melty shield and reversal edge. I'd far prefer this stuff to happen during a clash.
I love danger time. This is so cool , the screen freeze you need calm down , take a breath , make a choice , mash?fd?overdrive?Flash in one mind, dead or alive. Come on, danger time is basically heaven or hell situation, is so gear , i love it.
game needs soku's weather system but the only options are river mist (randomly moves both characters towards and away from each other) and typhoon (disables blocking and hitstun)
Make sure the DLC is done by Bandai Namco too so we can make this game pay2win as well. I refuse to buy this game if I can’t also pay $4 for frame data and $9 for a busted character
If you want peak kusoge Sol, you pick GG1 Sol. I'm talking SIX DIFFERENT INFINITES. Also with how in GG1 you gain infinite meter on low health, Sol will just chip kill you and you cant use FD to save yourself (it wasnt a feature yet). If that wasn't enough, Sol could use the infinite meter to stack Dragon Install endlessly, which sounds even more broken. Sol in Xrd SIGN 2014 is also pretty busted.
Worst thing about this fighting game is not only it has controversial mechanics, it also has a lot of systems in it which is not appealing for casuals lmao even if they weren't polarising it would still deter a lot.
We need weapon break from Soul Blade/Edge (psx) you guard enough and your weapon breaks and you lose 95% of your moveset and you take chip damage from blocking
Is it bad this hypothetical "bad" fighting game would still a helluva better than most actually BAD fighting games, like Shaq Fu and Rise of the Robots?
The worst mechanic is still MK11 Breakaways. They are the worst form of a "burst" I've ever come across in a fighting game. Even BlazBlues "you take bonus damage after" is better than Breakaways terrible "get punished for getting the hit" burst.
I’m a music major and I really enjoy the music in MK11. It’s post-modern and fills a more cinematic role. Not just general songs. It’s more atmospheric. Whoever thinks MK’s soundtrack is “bad” is a stooge. Edit: since I’m being meme’d now. I am not trying to state that my education means that my opinion is greater than anyone else’s. I was just giving my background and my perspective. People are allowed to have their own tastes. “Stooges” was not meant to offend anyone. I said it playfully. Not every hot take on the internet has to turn into people insulting one another. Also, before you hammer down on your opinion, listen to this with an open mind. ruclips.net/video/YHasv0Rmfb8/видео.html
Its just really really lame in comparison to other games. Something like GG has bombastic over the top rock tracks then theres MK which is hardly even audible
I think the big problem people have with Mk11 music is the lack of impact. Since it's a fighting game, players wanted more dynamic music, something like the songs we have in DBFZ, Blaz Blue and KI. MK11 music have the same vibes of MK1 and MK2, which is not a bad thing, but I understand why people didn't appreciate it much.
I liked reversal edge, mostly because different characters wanted to win with different inputs. A nightmare often wants a Vertical because he gets loads of damage off of that, my character does that too but I rather win the reversal edge instead of risking failing. Not only that, the armor portion of reversal edge is also cool as hell, Talim is the best with it as she can cancel out of it. Its just her parrying a string of attacks and getting away with it.
Honestly like the only mechanics I really hate are like comeback mechanics & air juggling. If you're adding something that negates player skill or makes it to where you're just sitting there waiting for your opponent to finish taking off most of your health with nothing you can do to stop it, then that's definitely bad game design.
Stagger state is so dumb. I completely agree with Jiyuna on this one, I HATE it. Actually to my surprise, wow, every game does have some kind of bad mechanic huh....I've never actually think about this.
You forgot to add tripping from brawl. We don't want that schmoovement in neutral shit in this game. Also a turn-around button like in Guilty Gear Isuka and P4A
I'll defend MBTL shield forever, love the mind games it creates and it's fun to watch. I totally agree about stagger shake/mashing to reduce damage though, anything that adds extra mashing you need to do is terrible. Also the shadow characters in p4u were terrible! I'd go so far to say Persona is the only fighter where I liked the first version more than the updated one.
Smash 4 added a rage mechanic where you inflict more hitstun based on how much damage you’ve taken, up to a 10% increase. It led to some truly cursed TODs that are only enabled when you are about to die. This shit was especially cursed because you get multiple stocks in smash and it didn’t check who had more stocks so often the comeback mechanic would benefit the player who was already winning. Smash Ultimate has it too, but it’s only 5% so it’s a lot less intrusive.
I think this game could need Directional Influence (hold a direction to affect your knockback direction) from platform fighting games. It's not a hated mechanic, but I bet it would suck really hard in a 2D fighting game.
Can't believe you didn't include Orochi Rugal and his catalogue of seizure-inducing Mugen moves. How can it be the worst fighting game ever unless it hurts people in real life? Smh
worst fighting game of all time has the resolution of jiyuna going full screen with the logo in the middle. my great grandfather have watched videos with better quality in the trenches.
No street fighter alpha 3 guard bar? In that game, if you got guard broken or used an alpha counter, your guard bar got permanently reduced for the rest of the round. It could get to the point where if that happened enough times, you could only block a max of once before the next hit guard broke you. Let’s also make sure the fg developers in charge of said game are inept and constantly forget to balance the low tiers (gigas, ryu), and instead keep releasing an overpowered dlc character for the next season only to nerf him to hell afterward (sf5, tk7)
How in the world did you not mention Samsho's custom lobbies? Wait...I think I get it now. Samsho's custom lobbies were so incomprehensible your mind just removed them from your memory, like a nightmare that wakes you in a cold sweat before dawn, only to be forgotten by morning. But those of us who lived those lobbies...we can never forget...and we will never know who has next.
Another thing to make a shitty fighting game: Make one character so fucking overpowered every top level player is using it *COUGH COUGH* BRAWL META KNIGHT *COUGH*
If somebody was dedicated enough, they could make a game with most of those unpopular systems and somehow make them balance eachother out. lol
if everything in broken, nothing is
@@joaquincarreno4014 It would be one hell of a headache to try to comprehend, though
The mugen game to end all mugen games
Or possibly "cancel each other out".
by god that's Mike Z's music
This is equivalent to Goku making the spirit bomb but instead we shared our hated mechanics for Jiyuna to make this monstrosity.
As Cell would say: "Give me some of that stupid energy!"
@@leithaziz2716 Budokai 2 😭
The only other thing this game needs is tripping. Every time you dash there's a chance you put yourself into a hard knockdown.
You hit my brawl spot...
I'm a massive defender of Brawl and lemme tell you, you for sure make your game 50% more unplayable by adding this.
i wish someone could put this concept together in MUGEN and call it ULTIMATE KUSOGE FIGHT
"MUGEN FINAL ULTIMATESTEST REMERGENCE EDITION"
Idk of they’ll be able to implement wall break but it’ll be an amazing experience
It's so weird seeing X-factor here while the Pandora mode from SFxT exists, you sacrifice your tag partner to have full meter for 7 seconds but if that timer runs out you're dead no matter what
I can't think of a more bottom barrel "comeback" mechanic
The touch of death combos in this game involve the player opening the game and having a heart attack
Lol, I was already dead by the Strive lobbies with Samsho netcode.
You're just not gonna play between the lobbies in strive not connecting and DELAY HELL I couldn't
Yo, worse mechanic has to be Random Tripping in Smash bros. Brawl. Your character just trips sometimes for no reason.
Was about to say, can we add random tripping please?
Also Samsho netcode is way too good, we need Smash Ultimate netcode (+ its ranking and automated ban system)
You could streamline this by making whoever wins round 1 trip repeatedly
That might legit be the worst mechanic ever in a fighting game. It kills any possibility of competetivness (unless you're Meta Knight and keep flying), it happens randomly (at least Danger Time needed you to clash) and its just something that feels sluggish to the casual audience. It's a mechanic that hurts everyone.
@@leithaziz2716 Well, it's a good thing Smash isn't a fighting game LOL
Don’t forget hitstun cancelling lol
Picture it now, you get the knockdown run in for oki... bang shield, you lose the rps. Youre getting hit by the unburstable combo carried to the wall and beyond, you think this is your way out you hit reversal edge to stop their oki but the 10f delay eats it and they confuse+freeze you they activate x factor and begin their custom combo you can only sit there and suffer watching their rage art 20 minute cutscene knowing youll have to slog through the hour it takes to connect to the lobby and find another match
Needs Neco Arc to be seven tiers higher than everybody else and also be a grappler.
You missed Random stun modifiers like old SF II. Good and balanced mechanic :v
as someone with 1K hours in SC6 let me tell you right now REs have no place in any fighting game no matter what subgenre. you're going to run into people who are carried by it even at A+ ranks. obviously it's very easy to predict with a break attack which grants a massive damaging combo when preformed against a reversal edge but that won't stop people from doing it over and over
And as some one with 9.5k hours who knows how to counter RE, learn to use strings with Armor break properties instead of spamming and constant attacking. Also learn to take time to read the opponent, so if you do end up in a gambit of RE you can read what the opponent is thinking like any one looking for actual mastery with their main. Instead of relying on self carry by labing like a robot, you answered your own solution when you said that wont stop people from using it over and over.. you have Meter and you have sidestep and you have attacks that have AB properties. for 1K hours you don't know enough of your moves list to make options shine against people with their back against the wall relying on a predictable scenario like RE at the last second.
@@sown-laughter4351 9.5k hours holy shit
@@amare7430 9,572 atm 300-400 some Cas's I've pretty much figured how to break out of stuns just before combo as well as use LH stuns used on me to my advantage.. I'll take a launcher just so I can land behind the opponent. But as far as my expertise I was banned from Steam SCVI Discussions cause of stating In game lore based on SCV Cervantes quote.. What Got me was "Women and children always fetch the highest price"; and of course Sarah Lynn the manhater Steam Global mod, had gotten me..
Here is me just reading the heck out of a anxious new player.. ruclips.net/video/Z1MqpcLxqR0/видео.html
Name of the game should be:
"GGS: Shake my hand Turbo"
the sequel should be GGS: Extend my hand
then the japanese only update is GGS: Extend my hand revision 2 Turbo edition X
No seagull voice featured?
~Noel
Also, i propose a name for the game, its called "best kusoge: period"
If you really want to piss everyone off, this game has got to have ST unjumpable throws (with one-frame reversal windows).
I am surprised you didn't mention a common mechanic of some older fighting games before developers realized how ridiculous the mechanic was, random damage values.
Or bloated counter hit damage.
@@thechugg4372 Akira doing 90% with one counter hit Tetsuzanko in Virtua Fighter 2 is probably one of the best examples of this. If you get knocked down and do a wake up kick against Akira you just lose the round.
Oooohh I got a good one for part 2, Breakaways from MK11.
Essentially they're like bursts/combo breakers but instead of resetting to neutral, the opponent gets a free pass and recovers faster whereas the attacker is in danger of getting punished if they overcommit their combo. And since meter in MK11 is cooldown based instead of being manually built, that happens *way* more often. Put that shit in 😂
Fuck this mechanic, actually made me lose interest in playing spawn since his bnb was alaways full punishiable by breakaway. Later they kinda fixed by adding moves that punish breakaway, but even then its not fun doing a shitty combo hoping your opponent will breakaway, and if he doesnt you just feel bad.
Before I dropped NRS, I had to deal with doing Scorpion spear combos, but then they breakaway and I get punished for it.
The dumbest mechanic in the game
I played kollector so I just never had to deal with that shit.
Worst mechanic is in bbtag if Yang loses enough life she gets a buff but what's bad about it is if you combo her into activation range and you have even a slight gap in your combo she automatically activates and it freezes the screen kinda like moon drive and it's activation is pretty much a reversal so you just have to hold that L when it happens
even worse, her "theme" overrides the music for the rest of the match
@@Arqodeon yeah but the theme is sick
@@danielsmith561 until it overrides your fav song for 50th time and her wack ass damage throws you into the sun lmao
@@theDOVAHKIN1998 it also makes it so you have to mute your own game bgm on youtube videos or rooster teeth will auto copy claim the video and take all the money it made even if it played for 3 seconds tops.
@@Arqodeon Yeah how tf did he forget that the theme is the worst part?
Daniel, man, I'll agree with you, but only in a vacuum. When she came out, it really felt like 90% of all players were playing her so it really did overwrite the song you chose. Aaaaand she was a grappler to boot... :(
You also better include the worst super inputs, such as Geese's pretzel, Ivy's Summon Suffering, Guile's original super from SSF2T, Or Sol's quadruple quarter-circle for worse Dragon Install in +R.
Gotta increase the skill floor somehow!
Auto-combos with Guilty Gear character stats leading to any particular character's auto-combo only working on a third of the cast
Now we need the opposite of this video. The best game ever
I’m on it.
@@ANIMEILLUMINATI I thought you already made that video LOL
just footsies
You dont need to create the worst fighting game ever,MK11 already exists
He forgot about sound effects and stuff. I vote OG Guilty Gear Run sound. No voice acting, only the sound of clown shoes flopping around. And it's instant kills.
I love that run sound effect. It’s like Looney Tunes.
@@Zetact_Speaking of voice actoring i would vote one of Blazblue announcers. I love Blazblue but some of the default announcers were so awful. I'm sure there's worse, but i can't think of one myself.
Even by other anime fighters standards Melty Blood is extreme. Fights sound like a conversations, they don't stop talking.(Noel being especially annoying) Heck they talk even in the character select screen. I could really use Len in the roster, that silence would be appreciated.
Add more like:
Character design are same as Ballz.
Input sensitivity are same as Shaq Fu.
Game balanced same as Arm Jo.
Game title should be named:
Ultra Super Smash Kusoge Bros Turbo XXXrd Rev.69 Accent Type Lumina+ Chrono Extend Ultimax Arcade Edition.
- Match of Ultra Giga Dimensionverse -
Game tagline would be:
"Subvert your expectation"
Add a & Knuckles and a Featuring Dante from Devil May Cry and a New Funky Mode in the title
I like melty mashing to reduce damage just because it gives me something to do while i get put in the montage
I think I'll throw in a few more mechanics that would make a game just awful
-P4AU Awakening! If you don't kill your opponent before they get Awakening you're both 1 combo away from death!
-GBVS Meter! So much you can spend it on, like supers, and.
-No timer! If you've ever played a game with no timer you can know how miserable it is, if you haven't, be grateful and take my word for it.
-Some sort of mechanic that needs to be set up before a set, such as SFxTs gems. I think these might be cool but who actually takes the time to set them up?
-Run buttons and block buttons! Actually a lot of stuff from NRS games could go here.
-Really anything from Missing Link.
So u basically created a 2d arena fighter..
( I'm talking about all of those comeback mechanics you put in the game because arena fighters have a lot of teleport out of combos punish better player mechanics)
The worst netcode is not in face SNK, but ATLUS. You might say "But ATLUS doesn't even make multiplayer games!" and that's true, mostly. There is online multiplayer in Catherine Full Body. Good luck completing a match without it just disconnecting midway through. No, they never fixed it.
Also something something Smash Bros netcode but at least that finished matches
I would say GG1 instant kills winning you the whole game or HNK star system that just lets you get a free round, altought I dont know if people actually hate these mechanics or enjoy them in a kusoge way.
GG1 mechanics are all around peak kusoge material so I feel like it's hard to genuinely judge each mechanic seperately. You have infinites for every character (Sol has 6 I think), infinite meter once you're on low health, Insta Kills are just charged mid match and once you fill the bar your rush towards the opponent. If it hits you instantly win the match. I have no idea if GG1 had a competitive scene, but I feel like the community would hate IK's winning the ENTIRE match.
@@leithaziz2716 that's not how IKs work, you just get IKs all the time at any point in the match. Once it lands, you enter a mini game where both players have to press an input, if the player who started gets it faster then they get their IK ans win all rounds. If the defending player gets the input, they dodge the IK and its supposed to reset to neutral. Notably, the IK state is activated even on block, and instant blocking attacks forces the opponent into the IK state. Also Ky can loop his IK indefinitely since it's so big it will hit opponents even if you dodge during the minigame. Also most people aren't aware but the game has air techs, so most infinites are actually fake (the ai never techs). The only real infinites are charge cancel loops
Hokuto no Ken’s Fatal K.O. isn’t broken enough to be in this game. You at least have to work towards getting them in a prior round and some characters guaranteed Fatal K.O. combos can be kind of hard unlike The Missing Link where you just have them at all times and it’s one input to do them. If it takes effort it’s not broken enough. If there’s one thing that should be taken from Hokuto no Ken it’s either basketball combos or Toki in general (SuperCombo wiki is pretty much the biggest Hokuto no Ken website, kinda like that games Dustloop and he has 3 cons one of which being that people might hold a grudge against your for playing him).
After this we should make the worst crossover fighting game ever made by getting each worst bottom tier character from each game
This hypothetical game is filled with the most unhype characters. No Ryu or Sol, just Remy and kliff
im about to open pandoras box so if you have a weak stomach stand back. lets see if you can top this :)
1. normally in fighting games the stage's shape is just a box with pretty pictures on it.... so make the stage geometry randomly generate at the start of every round
heres some ideas on how:
1a minecraft random seed world generator. yup thats right a random piece of a randomly generated world from minecraft's world generator. there was a tekken stages with small changes in elevation depending on where you stand.. it was notoriously horrible.
1b imagine drawing a straight line but every random number of pixels less than one hundred the line suddenly goes straight in a different random direction and you repeat until you hit an edge of the screen. this is how your new stage shape is decided at the start of every round. the direction or your characters gravity always completely matches the last line you touched while not airborne. and it might have ring outs which gives the opportunity for your seemingly fine jumps to just randomly ko you with no way stop it
1c just straight use a bunch of curves that are CONSTANLY bending there shape into other random curves of random lengths and angles without ever stopping even for a single frame and with no actually way to know whats coming next and do this WHILE THE CHARACTERS ARE FIGHTING while keeping the gravity rules on 1b
2. the way a characters moves work in fighting like frame data, hit box size and shape and the way the character moves while using it, are always set in stone... but what if it wasnt?
2a what if we gave all the hit boxes ragdoll physics and the numbers that decided how much stretch and speed a move has is GREATLY influenced IN REAL TIME by: a mood ring that measures a precisely detailed state of a person emotional well being and turns that info into a seemingly random number with 8+ digits and these ringS are worn by seemingly random people who dont even care about fighting games?
2b. also random numbers generated are also influenced by the right most four OR five (decided at random at that time) digits of the current USA national debt and presidential approval ratings and the count down of days until bethesda yet again releases skyrim.
edit: have the game steal your youtube ad money by playing "i burn" automatically whenever a certain character reaches low health.
ya a fighting game that actually takes your money. its real
Kinda shocked that gems from SFxT weren't mentioned. Gotta get some pay to win mechanics in there!
So you can cancel Melty Blood Shield into X-Factor into Custom Combo in this theoretical fighter? Jesus.
Lmao
Add the weather system from soku, but make it random and only include the worst ones: typhoon makes both players have armor and not be able to block for its duration, swr spring haze made it so that you just can’t press the a button (so bad it got changed before making it to soku), river mist makes both players oscillate towards and away from each other, sun shower gives everyone frame 16 and lower high low mixups, etc. You could even add danger time to the list, it would fit right in.
I feel there's a distinct lack of platform fighter mechanics here. Let's change that.
You haven't seen a terrible fighting game mechanic until you've seen random tripping from Super Smash Bros Brawl. It basically gave a 1% chance to lose neutral just for playing footsies, and is likely worse than most, if not all, of the mechanics in this video.
Also terrible from Smash (appearing in just about every Smash game) is stale move negation, which causes moves to get weaker if you use them too often (as opposed to the generally good mechanic of combo/damage scaling, which makes moves weaker as your combo length gets longer). It's basically an anti-balance mechanic where the weak characters get weaker and the strong characters get stronger, although its other problems wouldn't really rear their head in a traditional fighting game. Brawlhalla even tested it in its experimental mode, and it was so poorly received they quickly removed it, and no non-Smash platform fighter has ever tried including it.
What would be genuinely terrible mechanic from a platform fighter to include in a traditional fighting game is crouch canceling. It lets you greatly reduce the knockback, damage, and hitstun you receive from a move. In the context of a traditional fighting game, it means that you would probably have infinite armor to most moves just by holding down. This is present in Super Smash Bros Melee and Rivals of Aether (although it's heavily restricted in Rivals), and would make for a terrible mechanic.
Finally, here's an old Brawlhalla mechanic that doesn't exist anymore, but is absolutely terrible: the speed dodge. Basically, if you moved forward, you could press the dodge button and get an invincible, cancellable dash. In addition, this could be chained up to 3 times when used on the ground. It not only removed all footsies, but also made defensive play very, very good. Any worst fighting game should have this mechanic.
No HNK Basketball juggles? Won't your game be kinda boring without 90 second infinites (that don't even K.O.)
Forgot a necessary detail, everyone is a grappler
you didnt put blocking as an anoyying mechanic. as a guilty gear player blocking is pure cringe like hit me up when blocking does damage
Is this satire?
Those are some nice mechanics. Now introduce them all to players through a 2 hour tutorial that is nothing but walls of text.
Melty Blood's reduce mechanic isn't even close to being the same as the stagger shake mechanics of GG. Reduce is just giving the person stuck in a long combo something to do and rewards good timing. It's brilliant and should have been in TL.
Yeah that's super lame they left that out
Yeah fr wtf even was that comparison. Stagger is stupid in GG because you need to transition from blocking to joystick wiggling/mashing which if you fail means you eat an extended combo and if you succeed that might still happen because you might not block in time, meanwhile reduce is legit a complete upside for the defender that might make the attacker reconsider how to attack to change up the timing while still keeping the advantage/disadvantage states intact. Don't see how Jiyuna even came close to that conclusion
@@boomguy2 This dude gets it.
Imagine landing a parry only to lose for landing it because you guessed wrong after landing it. Only to be told to guess better when you get punished for attempting it.
That's how I feel about melty shield and reversal edge.
I'd far prefer this stuff to happen during a clash.
I love kuso mechanics in games, just not when its being applied on me.
This video is so good. Editor killed it. Love you Jiyooner
Ok, hear me out.
A game with korean backdash but every time you backdash you have a 10 percent chance to get a hard knockdown
I love danger time. This is so cool , the screen freeze you need calm down , take a breath , make a choice , mash?fd?overdrive?Flash in one mind, dead or alive. Come on, danger time is basically heaven or hell situation, is so gear , i love it.
game needs soku's weather system but the only options are river mist (randomly moves both characters towards and away from each other) and typhoon (disables blocking and hitstun)
I remember watching some soku matches where the weather changed to typhoon when one player has like 1 pixel of HP... I can still feel their pain. :(
Amazing lmao
No macro-ing and no pad support, sticks only, everyone has to play the game in its truest and most pure form.
🤨
If it's gonna be Strive lobbies, its GOTTA be the beta lobbies. No duel stations, failed match setups, all confusion.
Surprised the most obvious mechanic wasn't here. The NRS block button. Also a personal one of mine, projectiles that don't interact with each other
Strongly disagree on the netcode. It would have to be the netcode in smash bros.... brawl
Dammit Sajam, how could you not include the original Guilty Gear's instant kill mechanic? Tournaments would go by so much faster
“If you’re not crouch blocking it becomes unblockable”
should of put in karnov's stun system where certain pieces of clothing on the characters body indicated their stun point.
also vsav pushblock
Hm... how about adding Touhou Hisoutensoku's weather system, it will be even more chaotic with all the mechanics you said.
Breakaway from MK11. I can combo someone and they can breakaway mid combo and punish me....... I get punished for comboing you? WTF?
Make sure the DLC is done by Bandai Namco too so we can make this game pay2win as well. I refuse to buy this game if I can’t also pay $4 for frame data and $9 for a busted character
The game also needs to have AT LEAST 30 seconds of loading when rematching.
You need a roster:
Day 1 Strive Sol
Ken with a teleport
Jigglypuff
C Roa
Every grappler ever
Every zoner ever
Neco Arc
If you want peak kusoge Sol, you pick GG1 Sol. I'm talking SIX DIFFERENT INFINITES. Also with how in GG1 you gain infinite meter on low health, Sol will just chip kill you and you cant use FD to save yourself (it wasnt a feature yet). If that wasn't enough, Sol could use the infinite meter to stack Dragon Install endlessly, which sounds even more broken. Sol in Xrd SIGN 2014 is also pretty busted.
Vanilla Kokonoe
Vanilla Elphelt
Calamity Trigger Carl Clover
+R Testament
Arakune
Add all these mechanics, and then just give every character 1 hp to invalidate it all.
Lets add X-Factor, every character has a Dark Phoneix gimmick, and the entire roster consists of nothing but grapplers.
Add Sailor moon's madness of breaking a grab does more damage than just eating the grab itself.
Worst thing about this fighting game is not only it has controversial mechanics, it also has a lot of systems in it which is not appealing for casuals lmao even if they weren't polarising it would still deter a lot.
There actually already exists a game with Netherrealm's music design and Nintendo's sound design. It's called Brawlhalla
We need weapon break from Soul Blade/Edge (psx) you guard enough and your weapon breaks and you lose 95% of your moveset and you take chip damage from blocking
How did Obama describe Guilty Gear? Powerful offense with rich defensive mechanics? This sounds like his dream game.
Add the random tripping mechanic from smash brawl and folks will lose their minds.
I hope the PR of this game lives up to its quality. Looking forward to influencer only private betas and such.
Is it bad this hypothetical "bad" fighting game would still a helluva better than most actually BAD fighting games, like Shaq Fu and Rise of the Robots?
The worst mechanic is still MK11 Breakaways. They are the worst form of a "burst" I've ever come across in a fighting game. Even BlazBlues "you take bonus damage after" is better than Breakaways terrible "get punished for getting the hit" burst.
Ok, now do the inverse and create the best fighting game ever.
What should its mechanics be like, gang?
I’m a music major and I really enjoy the music in MK11. It’s post-modern and fills a more cinematic role. Not just general songs. It’s more atmospheric. Whoever thinks MK’s soundtrack is “bad” is a stooge.
Edit: since I’m being meme’d now. I am not trying to state that my education means that my opinion is greater than anyone else’s. I was just giving my background and my perspective. People are allowed to have their own tastes. “Stooges” was not meant to offend anyone. I said it playfully. Not every hot take on the internet has to turn into people insulting one another.
Also, before you hammer down on your opinion, listen to this with an open mind. ruclips.net/video/YHasv0Rmfb8/видео.html
they arent bad but they certainly arent good or memorable. just suitable background noise.
@@silverphoenix4934 he’s not joking. He didn’t make this list. Commenters made this list.
Its just really really lame in comparison to other games. Something like GG has bombastic over the top rock tracks then theres MK which is hardly even audible
@@georgealvarez1195 one may argue that is what music in most games should be.
I think the big problem people have with Mk11 music is the lack of impact. Since it's a fighting game, players wanted more dynamic music, something like the songs we have in DBFZ, Blaz Blue and KI. MK11 music have the same vibes of MK1 and MK2, which is not a bad thing, but I understand why people didn't appreciate it much.
I liked reversal edge, mostly because different characters wanted to win with different inputs. A nightmare often wants a Vertical because he gets loads of damage off of that, my character does that too but I rather win the reversal edge instead of risking failing. Not only that, the armor portion of reversal edge is also cool as hell, Talim is the best with it as she can cancel out of it. Its just her parrying a string of attacks and getting away with it.
I also liked RE as Asty. Had real cool options for ring outs. Too bad online is trash so game died basically right out the gate.
Honestly like the only mechanics I really hate are like comeback mechanics & air juggling. If you're adding something that negates player skill or makes it to where you're just sitting there waiting for your opponent to finish taking off most of your health with nothing you can do to stop it, then that's definitely bad game design.
Stagger state is so dumb. I completely agree with Jiyuna on this one, I HATE it.
Actually to my surprise, wow, every game does have some kind of bad mechanic huh....I've never actually think about this.
You forgot to add tripping from brawl. We don't want that schmoovement in neutral shit in this game. Also a turn-around button like in Guilty Gear Isuka and P4A
It isn't a mechanic, but if we could also get the characters animated by NRS that would be swell.
Know it's not a trad fighter, but adding in the random trip mechanics from Smash Bros Brawl would be the icing on the cake.
I'll defend MBTL shield forever, love the mind games it creates and it's fun to watch. I totally agree about stagger shake/mashing to reduce damage though, anything that adds extra mashing you need to do is terrible. Also the shadow characters in p4u were terrible! I'd go so far to say Persona is the only fighter where I liked the first version more than the updated one.
Iirc reversal edge is also unblockable when fully charged and gave you a crapton of meter. Fuck that mechanic.
Smash 4 added a rage mechanic where you inflict more hitstun based on how much damage you’ve taken, up to a 10% increase.
It led to some truly cursed TODs that are only enabled when you are about to die. This shit was especially cursed because you get multiple stocks in smash and it didn’t check who had more stocks so often the comeback mechanic would benefit the player who was already winning.
Smash Ultimate has it too, but it’s only 5% so it’s a lot less intrusive.
1-frame links with delaybased netcode are the ultimate combo.
Also 2-frame reversal timing is pretty dope online.
I think this game could need Directional Influence (hold a direction to affect your knockback direction) from platform fighting games. It's not a hated mechanic, but I bet it would suck really hard in a 2D fighting game.
In the future I want to make my own fighting game so this video helped decide what NOT to put in
Can't believe you didn't include Orochi Rugal and his catalogue of seizure-inducing Mugen moves. How can it be the worst fighting game ever unless it hurts people in real life? Smh
Another mechanic that I hate is the clash system in injustice 2. It's very forced.
I will combine all the worst fighting games mechanics and create... Clay fighter 63 1/3
Add the Injustice 2 clash and the stage transitions.
I thought you could turn off the stage transitions in injustice 2.
DON'T FORGET TO PUT IN KEN'S SFV HAIR
=)
This game could use some RPG elements, cooldown special and random item buffs
Choosing a fighting game you want to play with all these "great" mechanics, is like choosing a venom you want to drink to die.
You don't die to drinking venom...
Poison you ingest, venom you get bit with.
@@uniquename6925 thanks for the correction
worst fighting game of all time has the resolution of jiyuna going full screen with the logo in the middle. my great grandfather have watched videos with better quality in the trenches.
MK9 where if the players trade, the P1 always wins.
Mash to reduce dmg on shadow combos. Save yourself by jus getting 95% shaved off.
- Throws comboable on hit, like good old KoF
- BBCF Naoto 1f dash cancels... just to break people's fingers
No street fighter alpha 3 guard bar? In that game, if you got guard broken or used an alpha counter, your guard bar got permanently reduced for the rest of the round. It could get to the point where if that happened enough times, you could only block a max of once before the next hit guard broke you.
Let’s also make sure the fg developers in charge of said game are inept and constantly forget to balance the low tiers (gigas, ryu), and instead keep releasing an overpowered dlc character for the next season only to nerf him to hell afterward (sf5, tk7)
Thank you for including custom combo's in your game. This is a day one buy for me.
How in the world did you not mention Samsho's custom lobbies? Wait...I think I get it now. Samsho's custom lobbies were so incomprehensible your mind just removed them from your memory, like a nightmare that wakes you in a cold sweat before dawn, only to be forgotten by morning. But those of us who lived those lobbies...we can never forget...and we will never know who has next.
Another thing to make a shitty fighting game: Make one character so fucking overpowered every top level player is using it *COUGH COUGH* BRAWL META KNIGHT *COUGH*
every single character must have parries and counters, but good ones like nullifying supers and other strong moves