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