I dont like that ubg players says that a style is the best style whenever it gets buffed once but also says that a style is the worst now just because it got nerfed once
This video was started before the latest update came out, so I need to clarify that, while yes, double dash PDs still exist, they are much weaker, so "double-dashing capabilities" would be considered the weakest characteristic. I also apologise to Lil Z personally for not mentioning him in the video's introduction, since this video was started before he became a member! (join the discord: discord.gg/K7Ns3NwDfy)
Iron Fist users glazing their style harder than Krispy Kreme and their donuts Turtle and Trickster users when their style finally gets recognition And theres Slugger
I think, knowledge on one stlye makes to be overpower even nerf or buff stlyes ,but, others they want a op stlyes and the nerf ones are going to throw away, i wish they know the importance of patient and knowlage on the stlyes got nerf and how they figure out it self not relaying on the buff stlyes they got.
A thing you forgot to mention is that in the current meta, there's also a somewhat decent level of importance on the front dash quality as it's what makes it possible to punish empty backdashes semiiiiii-reliably, this also pairs with the ability of a decent backdash, since those two essentially give you better distance management. For instance Turtle whilst it benefits from passive play via it having a massive block that regens faster, if it fights a style that likes to keep its distance, it's VERY bad at chasing. A lot of the time if I have a style with a weak front dash I'll find myself not being able to reliably punish a backdash attempt due to the fact I just won't reach. It's definitely a lot less important than other characteristics listed, but distance management is really a crucial thing for a style to be able to handle outboxing properly. I do think that UBG will always have balance or fundamental issues with its gameplay since reaction based PvP with perfect dodges will always favor the person in the position to get easier reactions (swaybacks, defensive PD fishing, overall the aggressor by virtue of launching the attack will not be favored) and most styles essentially have one mixup tool. Doesn't mean it's impossible to enjoy it just won't ever be a really good fighting game due to reactions being WAY more important than any level of mindgames.
I think ditching PD would come a long way or maybe not even ditch it, turn it into a meter-based ability like Hawk's rage meter that goes down when being passive. You fill up at least 80% of the bar and you're allowed to PD. When you PD, it goes back to around 30%, just like that
My thoughts on style comparisons come down to this: When you look at one style being stronger than the other, or a style being overpowering, I first look at the amount of upsides versus the amount of downsides, and how much those downsides actually affect the upsides. For example, Slugger being able to have anti-heal M1’s, being able to deal lots of damage, (both to hp and shield) and having an unpredictable M2, with the 2 main downsides being having bad dash and block. The solution to those downsides is simply to play it safe, which entirely mitigates the downsides. Things like that are things I tend to look at when I look at styles. “How easy is it to mitigate the downsides?”
Generally tierlists and comparisons of characters in fighting games (and the equivalent being UBG styles here) is to look at how many good matchups a style has. If a style has a winning matchup against every other style, it's de facto overpowered because at equal skill, it has increased winning odds against everything else.
@@paleintrovert6495 that’s fair, however I suppose it’s my fault for not clarifying that what I was referring to is styles that take more effort skill wise. Thats on me.
No one thinking about Smash i see. Having the block shredding M1, 2nd strongest M2 in the game, Base Block & Base Dash & Best Stamina, and having access to best feint in the game. And it actully that strong, I have fight with 6k KD player that main corkscrew (I'm 4k KD Smash), and i cannot land any single Raw M2, unless i Perfect Dodge or Guard break, but yet i still can win, with only 12 M2 land, and 300+ M1 thrown. Overpowered❤️🔥
in my opinion i feel like the weakness in styles are mostly useless depending on the player but in terms of those kinds of rules that so called makes a style "op" it would be definitely wolf (in my opinion) it has unreactable mix because of the m1 and m2 you gotta remember if he did an m2 before starting an m1 combo he doesn't NEED to hit that m2 if he gets a m1 combo right a few seconds before missing that m2 he could do the second m2 if you didn't remember he did the first one basically hiding a quick and easy m2 insane dmg is the m2s ofc (actually not sure if thats "insane" dmg) but with both m1 and m2 speed identical its pretty hard to tell which side the punch is coming since you cant really try to remeber the next side 1. he could m2 normally 2.he could feint it 3.he could just do a regular m1 you gotta tell what animation and highlight it is before it actually hits which is hard double dashing is meh possible but not braindead anti-feint is debatable the block is pretty decent anyways sorry for my yapping ty for reading this 😅
I mean at that point the word overpowered loses its meaning because overpowered in fighting games refers to being able to win against all other characters or nearly all other characters reliably at equal skill level. In other words, an overpowered style will carry you to a greater win rate than any of the more balanced styles, even at equal skill levels.
@@Zozz-tw9vn That's not the point. A style is stronger than another style when it has a better win rate than that other style for the *same skill level*. The skill level of the player can be taken into account because a style may have a higher skill ceiling or skill floor, but the fact of the matter is that you can only determine how good a style is when comparing it to other styles with similar skill levels. So by default, not all styles can be overpowered.
@@paleintrovert6495 i honestly believe the more overpowered a style is the less a player has to rely on skill,so when a skilled player with an overpowered style shows up it destroys any competition,what i mean by a skilled style is something with above average stats like hitman
@@Zozz-tw9vn Yes that's the point. An overpowered style will get a higher win rate for the player, for the same amount of skill, and therefore, will also require less skill to use for the same winrate compared to a weaker style.
Honestly what makes a style good depends on the player using it I can barely use ghost but I can use shotgun pretty well so technically everything is a good style 😂
To be honest I don’t think slugger is that overpowered since it has the worst stamina in the game and it also forgets to regenerate so you have to dash or waste a punch for it to kickstart the regeneration
your making it to predictable, what im saying is that your making it seem like your going to ghost jab (for example, back dashing coming right up to your enemy to ghost jab. The enemy knew you were going to ghost jab since your just walking towards him without really doing much like front dashing or baiting)
shotgun isnt even really overpowered, since you can just back dash his shotgun barrage and prodigy barrage. Over all its balanced since your multi-tasking so many things like getting the timing right with the meter (especially when your attacking your enemy) and you need to do a literal rhythm game in ult, though its usually not a problem if the shotgun user is decent in rhythm games since the charting isnt even hard.
Everyone thinks that. I would even dare to say that it is literally the most popular style in the game (if it is not now, it was not long ago). NPC type of style at this point. 🤨
@@Cantlpe I don't know if I would say that, but what I can say with certainty is that when I see a Chronos, I don't think about them as a threat, but more as an annoyance. So it's not like "oh shit, this will be hard." It's more like "bruh, this is gonna be annoying."
I think personally the easiest and most effective way for me atleast to deal with a feint is countering with an m1 even if the style I'm using has a slow m1 it's still faster than a feint
I dont like that ubg players says that a style is the best style whenever it gets buffed once but also says that a style is the worst now just because it got nerfed once
Roland's career in boxing after he got his hamhampangpang
now we need a ranga workshop glove 🔥🔥🔥
Activating PM sleeper agents
Shotgun used to be go- HOLY SHIT IS THAT ROLAND
Gloves are all useles- HOLY FUCK IS THAT ROLAND?!
This video was started before the latest update came out, so I need to clarify that, while yes, double dash PDs still exist, they are much weaker, so "double-dashing capabilities" would be considered the weakest characteristic.
I also apologise to Lil Z personally for not mentioning him in the video's introduction, since this video was started before he became a member! (join the discord: discord.gg/K7Ns3NwDfy)
Its alright, i didn't join just to be mentioned, just for the support!
@@ZanthierGiyatine yippee
Iron Fist users glazing their style harder than Krispy Kreme and their donuts
Turtle and Trickster users when their style finally gets recognition
And theres Slugger
Trickster is always recognized for it having the most abysmally overpowered dashing
i am a slugger main its just m1 m1 hold m2
@@PLATINUM_S0UL u fought any high ranked players yet? cause that's not gonna cut it up there
Iron fist users are spooned fed with their reduced counter damage and ult damage. Style isnt op but its annoying to fight
@@turk3ysandw1ch81Being A counter player or a Freedom Player agains an Iron Fist is like fighting a Final boss😂
love the thumbnail, looks different from your others, feels like a new breath of air
I think, knowledge on one stlye makes to be overpower even nerf or buff stlyes ,but, others they want a op stlyes and the nerf ones are going to throw away, i wish they know the importance of patient and knowlage on the stlyes got nerf and how they figure out it self not relaying on the buff stlyes they got.
A thing you forgot to mention is that in the current meta, there's also a somewhat decent level of importance on the front dash quality as it's what makes it possible to punish empty backdashes semiiiiii-reliably, this also pairs with the ability of a decent backdash, since those two essentially give you better distance management.
For instance Turtle whilst it benefits from passive play via it having a massive block that regens faster, if it fights a style that likes to keep its distance, it's VERY bad at chasing. A lot of the time if I have a style with a weak front dash I'll find myself not being able to reliably punish a backdash attempt due to the fact I just won't reach.
It's definitely a lot less important than other characteristics listed, but distance management is really a crucial thing for a style to be able to handle outboxing properly.
I do think that UBG will always have balance or fundamental issues with its gameplay since reaction based PvP with perfect dodges will always favor the person in the position to get easier reactions (swaybacks, defensive PD fishing, overall the aggressor by virtue of launching the attack will not be favored) and most styles essentially have one mixup tool.
Doesn't mean it's impossible to enjoy it just won't ever be a really good fighting game due to reactions being WAY more important than any level of mindgames.
I think ditching PD would come a long way
or maybe not even ditch it, turn it into a meter-based ability like Hawk's rage meter that goes down when being passive.
You fill up at least 80% of the bar and you're allowed to PD. When you PD, it goes back to around 30%, just like that
My thoughts on style comparisons come down to this:
When you look at one style being stronger than the other, or a style being overpowering, I first look at the amount of upsides versus the amount of downsides, and how much those downsides actually affect the upsides. For example, Slugger being able to have anti-heal M1’s, being able to deal lots of damage, (both to hp and shield) and having an unpredictable M2, with the 2 main downsides being having bad dash and block. The solution to those downsides is simply to play it safe, which entirely mitigates the downsides.
Things like that are things I tend to look at when I look at styles.
“How easy is it to mitigate the downsides?”
Generally tierlists and comparisons of characters in fighting games (and the equivalent being UBG styles here) is to look at how many good matchups a style has. If a style has a winning matchup against every other style, it's de facto overpowered because at equal skill, it has increased winning odds against everything else.
@@paleintrovert6495 that’s fair, however I suppose it’s my fault for not clarifying that what I was referring to is styles that take more effort skill wise. Thats on me.
@@InkTheFox All good, matchups are determined via the downsides and upsides anyway so you were on the right track!
No one thinking about Smash i see. Having the block shredding M1, 2nd strongest M2 in the game, Base Block & Base Dash & Best Stamina, and having access to best feint in the game. And it actully that strong, I have fight with 6k KD player that main corkscrew (I'm 4k KD Smash), and i cannot land any single Raw M2, unless i Perfect Dodge or Guard break, but yet i still can win, with only 12 M2 land, and 300+ M1 thrown. Overpowered❤️🔥
Hope this helps explain why i forking ban those styles previously.
Dope editing btw!
Trife cooked with this one ngl, no bs only fax
honestly a pretty decent metric of power
"Slugger has no weaknesses"
in my opinion i feel like the weakness in styles are mostly useless depending on the player
but in terms of those kinds of rules
that so called makes a style "op"
it would be definitely wolf (in my opinion) it has unreactable mix because of the m1 and m2 you gotta remember if he did an m2 before starting an m1 combo
he doesn't NEED to hit that m2 if he gets a m1 combo right a few seconds before missing that m2
he could do the second m2 if you didn't remember he did the first one basically hiding a quick and easy m2
insane dmg is the m2s ofc (actually not sure if thats "insane" dmg) but with both m1 and m2 speed identical its pretty hard to tell which side the punch is coming
since you cant really try to remeber the next side 1. he could m2 normally
2.he could feint it
3.he could just do a regular m1
you gotta tell what animation and highlight it is before it actually hits
which is hard
double dashing is meh possible but not braindead
anti-feint is debatable the block is pretty decent
anyways sorry for my yapping ty for reading this 😅
Everything is good in their own department like the game stated "All Styles are viable"
tbh, any style is overpowered if you know how to use it properly, just my opinion 👍
I mean at that point the word overpowered loses its meaning because overpowered in fighting games refers to being able to win against all other characters or nearly all other characters reliably at equal skill level.
In other words, an overpowered style will carry you to a greater win rate than any of the more balanced styles, even at equal skill levels.
No most styles have a limit to how good they can get,the players don’t though
@@Zozz-tw9vn That's not the point. A style is stronger than another style when it has a better win rate than that other style for the *same skill level*.
The skill level of the player can be taken into account because a style may have a higher skill ceiling or skill floor, but the fact of the matter is that you can only determine how good a style is when comparing it to other styles with similar skill levels.
So by default, not all styles can be overpowered.
@@paleintrovert6495 i honestly believe the more overpowered a style is the less a player has to rely on skill,so when a skilled player with an overpowered style shows up it destroys any competition,what i mean by a skilled style is something with above average stats like hitman
@@Zozz-tw9vn Yes that's the point. An overpowered style will get a higher win rate for the player, for the same amount of skill, and therefore, will also require less skill to use for the same winrate compared to a weaker style.
I think iron fist is good because zamn that dmg But I do think ghost is too 3 only because you can technically inf combo
Honestly what makes a style good depends on the player using it I can barely use ghost but I can use shotgun pretty well so technically everything is a good style 😂
W
I feel like this is just wolf
To be honest I don’t think slugger is that overpowered since it has the worst stamina in the game and it also forgets to regenerate so you have to dash or waste a punch for it to kickstart the regeneration
Hitman has the best range, insane m1 dmg, good block dmg, and a good ult. Would that classify as an overpowered style?
It’s predictable asf tho
Fr i can pd all the m1@@rhavols
if ghost is unreactable how come so many people perfect doge my m1s and even the ghost jab ability
your making it to predictable, what im saying is that your making it seem like your going to ghost jab (for example, back dashing coming right up to your enemy to ghost jab. The enemy knew you were going to ghost jab since your just walking towards him without really doing much like front dashing or baiting)
wheres shotgun?
💀💀💀💀💀
shotgun isnt even really overpowered, since you can just back dash his shotgun barrage and prodigy barrage. Over all its balanced since your multi-tasking so many things like getting the timing right with the meter (especially when your attacking your enemy) and you need to do a literal rhythm game in ult, though its usually not a problem if the shotgun user is decent in rhythm games since the charting isnt even hard.
IS THAT THE BLUE REVERBERATION OUTFIT RIGHT THERE?!
What Make Style OverPower Is The User
guys,i think chorons is s- or A+ tier. i think it is so good.
Everyone thinks that. I would even dare to say that it is literally the most popular style in the game (if it is not now, it was not long ago). NPC type of style at this point. 🤨
nah chronos B+ at best
@@zero_emperor i think it is fun to play so thats why i use it
@@Cantlpe I don't know if I would say that, but what I can say with certainty is that when I see a Chronos, I don't think about them as a threat, but more as an annoyance. So it's not like "oh shit, this will be hard." It's more like "bruh, this is gonna be annoying."
@@agabuga7097 That, my guy, is what everyone thinks. That's why most people play it.
I think personally the easiest and most effective way for me atleast to deal with a feint is countering with an m1 even if the style I'm using has a slow m1 it's still faster than a feint
its m1 is always in the left, easy to pd if you know the timing
@@evanfietas6960 it isn't a feint is dependent on the next side of the m1 after an m2
the feint is exceptional of course, but everything in hitman is predictable. M1 always in the left, M2 in right.
@@evanfietas6960 I wasn't talking about specifically hitman
oh now that i think about it. I guess i reply to a wrong comment. Sorry for disturbance
Range, damage, ability if there is one and stats overall
so basically Hitman but with the nerfs it got eh its easier to play against now
@@judm3546 fr, using Hitman would put u at a disadvantage at this point
To be honest I don’t think slugger is that overpowered since it has the worst stamina in the game
78th
Damage and range, that's what makes a style overpowered.
qnd speed, remember when ghost was newly added?
@@beanerguys64 I don't want to T^T
Shotgun can win just by runing and atacking when barage is charged f annoing that's why I stopped playing rang and ubg it self
Stop with the "if you don't knowr" bs it's getting on my nerves bruh come on man 😭😭
35view in 360seconds bro fell off
Im early 😎
NERF BULLET I HATE BULLET