Everyone just ignores how good Danger Time is because they hear "RNG" and turn their brains off. Clever use and utilization of random elements is what makes a good game a great game and that's on full display here. GG is about quick decision making and playing by feel, having this explosive thing that can potentially happen on a rare occurrence in the back of your mind to be ready for is an amazing application of GG's identity as a fighter. Other examples in other genres of games that have a similar thing going on with proper utilization of RNG are God Hand with demon spawns, Resident Evil 4 with each headshot potentially turning a normal enemy into a plagas mutant and Synthetik with guns potentially being able to jam at any time. I'm sure there are other examples too if I were to start going into it but I'll leave it with that. When these things occur is random but you are never at the mercy of RNG. Danger Time is a "hey wake the fuck up" moment where your plans have to change rapidly and your skill to keep cool and adapt is being directly tested. Danger Time was always a great mechanic and make sure anyone that's bitching about Strive and suddenly thinking Xrd is the best game ever that shit on Danger Time and YRC is reminded of this.
Fair point, but I'm still mixed about Danger Time. I think it's a fun mechanic for casual play, but not so much for people who are more hardcore. It's a little too unpredictable and hard to deal with for most of them from what I could gather. For me? I'm not a true hardcore at this game so I can't really say. It's mostly annoying when I'm trying to win, but to be fair it's a fun mechanic when I'm not giving a shit. Also big counter hits in Strive strongly resemble Mortal Counters to me. Their function is fees similar, so I can't really say Danger Time as a concept is completely away from the series. And I like YRCs. I think it's nice to have 25% tension options.
You really compared it to how it works within solo games ? That's the main flaw of your whole argument. It may work with the philosophy of GG, but any random thing in an online environment is inherently bad because it breaks the flow of the game without any of the two willing to do it. Twisting something so flawed and rare that no one creates real strategy over it (making it in most of the cases the most stupid exchange in a set) into a "it's cool because it wakes you up" is kinda messy.
@@LucidButtonMasher Faust is the one initiating it and you'll still have something coming out, it's not a 1 in a thousand chance. It's barely comparable
regardless of the actual like, competitive integrity or quality of danger time, there's one thing that's far more important; it's really really really fun
‘Competitive integrity’ this is why FGs are dying, forget casual-ling modern games, everything is about e-sports now, you can’t have dumb things in FGs now smh, everything needs to be bAlAnCed I like danger time for the sole reason it’s dumb (but fun), i like seeing war crimes being committed. I don’t care how unfair it is. I like dumb stuff in FGs. Honestly if someone isn’t pulling their hair out because of something like Danger Time, the devs have failed. It wasn’t made to be bAlAnCeD, Daisuke probably thought “i wonder crazy this would be”
@@LucidButtonMasher Second time I have seen someone pulling out that shat. In middle of match. If In acpr pulls it off . Would be the whole tree. Despite strive Hmc not considered to be dragon install. Edit: yep sol !
I love these videos you do that talk about the mechanics in a short but helpful way and include examples. It's so useful as someone who is still learning. ALSO THE SOL SHIT AT THE END?????
Gotta admit: if this wasn't a "random" chance but a guaranteed one once per match should you clash, I would actually love this mechanic. As it stands however, this is just "which character can monke harder out of the button they clashed from: the game"
It definitely would not be as special if it was guaranteed to happen. I get where ur coming from where you might say want to “force” a danger time and go for the big risk yadda yadda, but that’s where it would actually be a bad mechanic seeing as the games not built around you clashing
@@TheFortySeventhPlatoon4700 it probably could've been implemented like the RISQ gauge, where certain actions fill it and keeping the "Clashing" Trigger That way, it's not random in a fighting game, where randomness doesn't have any place whatsoever The idea is still here: it shouldn't be random. Although, your opinion is very valid: clashing shouldn't be the focus
I had absolutely no clue you could YRC out of Install. Anywho, Danger Time is the hypest shit, and anybody who disagrees has a completely valid opinion as enjoyment of art is completely subjective and nobody should ever tell you how to enjoy your time off. But you’re still wrong if you don’t like it, cause it’s cool and make my VV go brrrrrrrrrrrr
@@devilmaycrysarockingdontcome Everytime it happens, there’s the moment where both I and the other player jump out of our seats and you can hear the input mashing. That’s a high better than any drug I tell you hwhat
The issue with Danger Time isn't that it's random, it's that the amount it benefits each player is often massively disproportionate. Like when you're trying to land that one last hit on your opponent with about a 40% life lead. They mash 5P out of your pressure it clashes and whoops, now it's an even game again! Even though you were outplaying your opponent the whole time and even kept your burst! If Danger Time could only trigger when both players were at similar health, it wouldn't be such an issue. It might be funny when there's no stakes, but when it's something like top 8 at a major tournament people have flown to with money on the line, it is an extremely unhealthy mechanic to lose to.
Maybe but by that logic, grapplers as an entire core archetype of the genre would be bad game design. Also why should players that fly out and put money down at major tournaments dictate what the rest of the player base can and can't have in terms of mechanics? They're the absolute minority of a fighter's playerbase. Before you even say it, I'm not talking about casuals either, they're not a factor because the term "casual fighting game" is a publisher's delusion. The core audience of any fighter is that guy that's probably about intermediate in terms of skill and generally buys and plays multiple fighters because they're a fan of the genre. People get so wrapped up in thinking everything is esports, developers included, that they forget the part of the fighting game that's supposed to be fun to play.
@@gearhead6042 Grapplers and other such characters that have the ability to instantly turn the game around are not comparable because they are consistent. They always have that ability from the start of the match and are balanced by other such factors. That's actually another, albeit minor, issue with Danger Time, characters who are supposed to do low damage also benefit much more than others because everyone's damage skyrockets to obscene levels. And secondly, let me ask you why should players who don't take the game seriously force everyone who does to have to deal with a mechanic that randomly steals wins from them? It's not just about top players at big events, it's about every single person who's gone to a tournament, tried to climb up in ranked, or even just beat their friend. That community is also important to the game, and Arcsys cares about it, the fact they run big events themselves is proof of it. Hell Daisuke even went to EVO and played with some of the people there. The point is that the fighting game genre as a whole is built around the principle that what dictates who wins is skill, and Danger Time throws that in the dumpster. And the thing is, you can have mechanics that drastically change the game on the spot and are excited AND are (mostly) fair. Like I said, if Danger Time could only occur when the players health are decently comparable (increasing the probability to compensate of course) I think it would have been one of the most hype and enjoyed mechanics of all time. I like Damger Time, but I hate its implementation.
Danger Time is the equivalent of OD level 3 Amane in BBCF but everyone has that kind of damage and it isn't solely on block. It's spooky. Unlike Amane chip, this is the fun kind of unga bunga.
I like danger time but I think that would be better if can be triggered by yourself instead of RNG (idk maybe something like BlazBlue's Overdrive? or a special move that if hits starts danger time), would also like a special mode with permament danger time just for get nuts
@@LucidButtonMasher yeah man, way back in sign people were complaining about it and ASW said in Revelator they won't bring it back, I'll see if I can find an old article and bring it to the discord.
My issue with Danger Time is that it changes TOO MUCH from the game. Xrd is hard enough on its own and learning essentially second game just for off-chance that Danger Time will trigger feels off... What I am saying, is that it would be cool to have an entire separate game that feels like Xrd but has DT on constantly (with slight tweaks perhaps). It'd be too much for me, but I'm casual af and we're only like 90% of playerbase ;)
I am so conflicted here On one hand, god I miss it seeing it randomly in a set I am not playing or when I practically TOD my homie(pretty funny :3) On the other I don't miss losing 80% of life Damn
@@LucidButtonMasher That is true But ya know, if I am blocking, how will damage be dealt 🗿🗿🗿🗿🗿🗿🗿🗿 (Ok but unironically I would wish it back in a way, I actually love rng :3 )
I'm not a fan of DT. But i hate how Strive shills in particular would use it as some big gotcha on Xrd. Its like a 1/10 chance on clash or worse for it to happen. You can watch entire top 8s where it might happen once or not at all. Its not some game ruining mechanic when it does happen either you can often turtle for the few seconds its active unless you're super close and there still is cool shit to do off it. Its such a forgettable mechanic that people bitch about.
@@LucidButtonMasher makes it impossible to block and is much feared for how it enhances the inner gorilla. I SWEAR it boosts damage and meter gain too but I'm not certain. Might just be a side effect of unga bunga that comes with it. It triggers on a cycling clock/when intentionally activated, though so that's a big difference.
Everyone just ignores how good Danger Time is because they hear "RNG" and turn their brains off. Clever use and utilization of random elements is what makes a good game a great game and that's on full display here. GG is about quick decision making and playing by feel, having this explosive thing that can potentially happen on a rare occurrence in the back of your mind to be ready for is an amazing application of GG's identity as a fighter.
Other examples in other genres of games that have a similar thing going on with proper utilization of RNG are God Hand with demon spawns, Resident Evil 4 with each headshot potentially turning a normal enemy into a plagas mutant and Synthetik with guns potentially being able to jam at any time. I'm sure there are other examples too if I were to start going into it but I'll leave it with that. When these things occur is random but you are never at the mercy of RNG. Danger Time is a "hey wake the fuck up" moment where your plans have to change rapidly and your skill to keep cool and adapt is being directly tested.
Danger Time was always a great mechanic and make sure anyone that's bitching about Strive and suddenly thinking Xrd is the best game ever that shit on Danger Time and YRC is reminded of this.
Full agree
Fair point, but I'm still mixed about Danger Time. I think it's a fun mechanic for casual play, but not so much for people who are more hardcore. It's a little too unpredictable and hard to deal with for most of them from what I could gather. For me? I'm not a true hardcore at this game so I can't really say. It's mostly annoying when I'm trying to win, but to be fair it's a fun mechanic when I'm not giving a shit.
Also big counter hits in Strive strongly resemble Mortal Counters to me. Their function is fees similar, so I can't really say Danger Time as a concept is completely away from the series.
And I like YRCs. I think it's nice to have 25% tension options.
You really compared it to how it works within solo games ? That's the main flaw of your whole argument. It may work with the philosophy of GG, but any random thing in an online environment is inherently bad because it breaks the flow of the game without any of the two willing to do it. Twisting something so flawed and rare that no one creates real strategy over it (making it in most of the cases the most stupid exchange in a set) into a "it's cool because it wakes you up" is kinda messy.
I don't think random is bad. Therefore faust would be awful and everyone hating him
@@LucidButtonMasher Faust is the one initiating it and you'll still have something coming out, it's not a 1 in a thousand chance. It's barely comparable
It was cool of them to make danger time permanent in the next GG game.
Lmao
😂😂😂😂
the opposite of this statement is true
This is false, since danger time lets you be creative with combos.
considering the matches i been having, the part about not being able to block seems true
The random-ass DI in the middle of Sol's button mashing had me rolling. That dude really just slammed his forehead on the buttons.
It was pretty impressive ngl
You are going to the Daisuke dimension
What about Daiskue punishment room I heard that room have the secret totsugeki army
Nah that's a different dimension entirely
DI YRC is like Sol learned anger management
Lmao
regardless of the actual like, competitive integrity or quality of danger time, there's one thing that's far more important;
it's really really really fun
You're goddamn right
‘Competitive integrity’ this is why FGs are dying, forget casual-ling modern games, everything is about e-sports now, you can’t have dumb things in FGs now smh, everything needs to be bAlAnCed
I like danger time for the sole reason it’s dumb (but fun), i like seeing war crimes being committed. I don’t care how unfair it is. I like dumb stuff in FGs. Honestly if someone isn’t pulling their hair out because of something like Danger Time, the devs have failed. It wasn’t made to be bAlAnCeD, Daisuke probably thought “i wonder crazy this would be”
2:17 this is still single greatest Sol sequence ever
Agreed
Edit: Sol still can do without danger time.
Lol just sol?
@@LucidButtonMasher Second time I have seen someone pulling out that shat. In middle of match. If In acpr pulls it off . Would be the whole tree. Despite strive Hmc not considered to be dragon install.
Edit: yep sol !
it's called "slayer mode" and it's beautiful
Could even be doom Slayer mode
2:15 feels like an accurate visual of what the brain processes of a Sol look like
UNGA
I love these videos you do that talk about the mechanics in a short but helpful way and include examples. It's so useful as someone who is still learning. ALSO THE SOL SHIT AT THE END?????
Lol so many options so little time. And thanks man cheers
Gotta admit: if this wasn't a "random" chance but a guaranteed one once per match should you clash, I would actually love this mechanic. As it stands however, this is just "which character can monke harder out of the button they clashed from: the game"
no, because you can FD at any point
^this. But also i think if it was forced it would be too prevalent
It definitely would not be as special if it was guaranteed to happen. I get where ur coming from where you might say want to “force” a danger time and go for the big risk yadda yadda, but that’s where it would actually be a bad mechanic seeing as the games not built around you clashing
I dunno if there's a specific number but it feels like 1/3 of the time. Considering Slayer 6p either beats or clashes all the time it's often enough
@@TheFortySeventhPlatoon4700 it probably could've been implemented like the RISQ gauge, where certain actions fill it and keeping the "Clashing" Trigger
That way, it's not random in a fighting game, where randomness doesn't have any place whatsoever
The idea is still here: it shouldn't be random. Although, your opinion is very valid: clashing shouldn't be the focus
People often hate on Danger Time, but I love it. It gives the match some spice.
Agreed
you could also dash cancel mortal counters on the ground actually, johnny used that for crossup treasure hunt hits into like 400 damage
I showed dash cancels on the ground too, do you mean there's a special Johnny version?
@@LucidButtonMasher oh my bad somehow missed the ground dash part and onlt saw the one about airdashes
guess i cant read
No it's cool, tbh my organization isn't the best
the fact that that one monke sol YRC'D DI is hilarious to me
It was very impressive ngl
holy shit that full monke clip is sending me into oblivion.
So many inputs in so little time
I had absolutely no clue you could YRC out of Install. Anywho, Danger Time is the hypest shit, and anybody who disagrees has a completely valid opinion as enjoyment of art is completely subjective and nobody should ever tell you how to enjoy your time off. But you’re still wrong if you don’t like it, cause it’s cool and make my VV go brrrrrrrrrrrr
Stealing games with this shit is what I live for
@@devilmaycrysarockingdontcome Everytime it happens, there’s the moment where both I and the other player jump out of our seats and you can hear the input mashing. That’s a high better than any drug I tell you hwhat
It's always hype especially in bracket
Danger Time is either hype or hilarious (that Potemkin 5P clash mash comes to mind.
Lmao i was thinking of including that clip
I love this feature unironically
Big same
Dissapointed I didn't see the Chad Slayer face at the end with such a 6K maneuver. Exceptional planning.
He lives on in your memory
The issue with Danger Time isn't that it's random, it's that the amount it benefits each player is often massively disproportionate. Like when you're trying to land that one last hit on your opponent with about a 40% life lead. They mash 5P out of your pressure it clashes and whoops, now it's an even game again! Even though you were outplaying your opponent the whole time and even kept your burst! If Danger Time could only trigger when both players were at similar health, it wouldn't be such an issue. It might be funny when there's no stakes, but when it's something like top 8 at a major tournament people have flown to with money on the line, it is an extremely unhealthy mechanic to lose to.
I see your point
Maybe but by that logic, grapplers as an entire core archetype of the genre would be bad game design. Also why should players that fly out and put money down at major tournaments dictate what the rest of the player base can and can't have in terms of mechanics? They're the absolute minority of a fighter's playerbase.
Before you even say it, I'm not talking about casuals either, they're not a factor because the term "casual fighting game" is a publisher's delusion. The core audience of any fighter is that guy that's probably about intermediate in terms of skill and generally buys and plays multiple fighters because they're a fan of the genre. People get so wrapped up in thinking everything is esports, developers included, that they forget the part of the fighting game that's supposed to be fun to play.
This man's can't be stopped
@@gearhead6042 Grapplers and other such characters that have the ability to instantly turn the game around are not comparable because they are consistent. They always have that ability from the start of the match and are balanced by other such factors. That's actually another, albeit minor, issue with Danger Time, characters who are supposed to do low damage also benefit much more than others because everyone's damage skyrockets to obscene levels.
And secondly, let me ask you why should players who don't take the game seriously force everyone who does to have to deal with a mechanic that randomly steals wins from them? It's not just about top players at big events, it's about every single person who's gone to a tournament, tried to climb up in ranked, or even just beat their friend. That community is also important to the game, and Arcsys cares about it, the fact they run big events themselves is proof of it. Hell Daisuke even went to EVO and played with some of the people there.
The point is that the fighting game genre as a whole is built around the principle that what dictates who wins is skill, and Danger Time throws that in the dumpster. And the thing is, you can have mechanics that drastically change the game on the spot and are excited AND are (mostly) fair. Like I said, if Danger Time could only occur when the players health are decently comparable (increasing the probability to compensate of course) I think it would have been one of the most hype and enjoyed mechanics of all time. I like Damger Time, but I hate its implementation.
As a casual player, no, I don't want to learn tacked on extra mechanics. I just wanna play the game.
This is the game
Just follow your heart
No, please! I wanna get off of Daisuke's wild ride!
Great guide btw.
Cheers mate
My guy you cannot get off of Daisuke's wild ride, as soon as you got into the series you've been stuck there and will be until your death
Thankfully
Danger Time is the equivalent of OD level 3 Amane in BBCF but everyone has that kind of damage and it isn't solely on block. It's spooky.
Unlike Amane chip, this is the fun kind of unga bunga.
Yep you still gotta hit them
@@LucidButtonMasher But hitting buttons is my specialty. Especially wakeup supers/wakeup 720.
I feel that
@@LucidButtonMasher The one thing I'm good at in fighting games. Doing stupid things.
Fuck yeah i respect that
Choose your fate: Being sent to Minecraft, The Shadow Realm, or the Daisuke Dimension
What about slurp juice land
That’s the main lobby of the Fate Junction
Ah I'll head that way
ah yes, the worst mistake Xrd ever made
To each their own. I enjoy it
WAIT HELTER SKELTER IS A PROJECTILE WHAT !?
Yep. That's why it can be yrc'd and flicked by pot
i'll be sure to take that into account when the game comes out for real
Rollback?
Danger time is a comedic mechanic and should be brought back in strive
It's just the base damage and hit stun of strive
@@LucidButtonMasher I still think it would have been a pretty funny mechanic to have in strive
It would in fact be crazy
I like danger time but I think that would be better if can be triggered by yourself instead of RNG (idk maybe something like BlazBlue's Overdrive? or a special move that if hits starts danger time), would also like a special mode with permament danger time just for get nuts
Interesting idea
Love your videos man. Keep em coming
Many thanks. Cheers mate
I want to do the twilight zone monologue but I'm not funny enough
I respect it
Danger time is a stupid fucking mechanic and I love everything about it. It’s always hype as hell in tournament
Not going to lie you had me in the first half
I remember them saying "No Danger Time in the next game" then Revelator, revealed....that was bullshit lol.
No way?
@@LucidButtonMasher yeah man, way back in sign people were complaining about it and ASW said in Revelator they won't bring it back, I'll see if I can find an old article and bring it to the discord.
Daisuke's vision
Let it not be distorted
My issue with Danger Time is that it changes TOO MUCH from the game. Xrd is hard enough on its own and learning essentially second game just for off-chance that Danger Time will trigger feels off...
What I am saying, is that it would be cool to have an entire separate game that feels like Xrd but has DT on constantly (with slight tweaks perhaps).
It'd be too much for me, but I'm casual af and we're only like 90% of playerbase ;)
Not going away an entire danger time game would be kind of sick as a one off
Daisuke's Nightmare
Hey he created it
Mortal Counter HPB... imagine the possibilities :axlteefemoji:
Death
Happy that this mechanic is GONE
But the damage stayed
I enjoy it
Danger Time and Xrd YRC are the best mechanics in the series and I'm sick and tired of pretending that they weren't.
Yrc is literally my favorite. Only think i don't like is it can eat the other guys inputs
Aka Strive mode in 10 sec 😭
Basically lol
you should really include hitstop for the moves in your outros that's what gives the moves weight, elsewise they just awkwardly float away
Lol yeah that one was giving me trouble
Calmest Sol player
Facts
I am so conflicted here
On one hand, god I miss it seeing it randomly in a set I am not playing or when I practically TOD my homie(pretty funny :3)
On the other I don't miss losing 80% of life
Damn
You always have the option of blocking
@@LucidButtonMasher That is true
But ya know, if I am blocking, how will damage be dealt 🗿🗿🗿🗿🗿🗿🗿🗿
(Ok but unironically I would wish it back in a way, I actually love rng :3 )
The duality of man in one comment.
I SAW THE TITLE AND I CHEESED SO HARD YOU HAVE NO IDEA
Lol probly because you said it before
What a great teaching video!
Appreciate it!
I love pot 6H into 6H into 6H into 6H
It do hurt. HF cancel in between ofc
2:16 that got me so fucking good
Got us both good
Ah slayers best friend :)
Should be everyone's best friend
Nah he needs it bro lol
its already implemented in strive LUL as base damage
Facts
I haven't played much xrd mostly xx but dangertime seems interesting
It happens just enough to keep it interesting but not enough to interfere with usual matches
I like to call this MUGEN mode
Unlimited blade works
I'm not a fan of DT. But i hate how Strive shills in particular would use it as some big gotcha on Xrd. Its like a 1/10 chance on clash or worse for it to happen. You can watch entire top 8s where it might happen once or not at all. Its not some game ruining mechanic when it does happen either you can often turtle for the few seconds its active unless you're super close and there still is cool shit to do off it. Its such a forgettable mechanic that people bitch about.
Yeah that's rare enough that it doesn't really come into play
You could argue that the rarity is part of the problem.
I think the rarity prevents it from being an even bigger problem
2:15 what the actual Fuck
Hehehe
ITS FUCKING TYPHOON FROM SOKU
Nani
@@LucidButtonMasher makes it impossible to block and is much feared for how it enhances the inner gorilla. I SWEAR it boosts damage and meter gain too but I'm not certain. Might just be a side effect of unga bunga that comes with it.
It triggers on a cycling clock/when intentionally activated, though so that's a big difference.
Sounds fun tbh
@@LucidButtonMasher It absolutely is... except when you're both on 1 hp because it becomes a dodge fest, nobody willing to commit to monke.
I would and die
Another thing Strive should bring back
The damage is what inspired strive
Danger time is sick and anyone who disagrees is a coward
Lmao i feel that
Why they have to do Strive instead of Rev3,... T.T
Rev2 rollback when
@@LucidButtonMasher True, They puted it in +r and not in Rev2,...
It was a fan project at first to be fair anyway it wasn't arc sys. But yeah rev2 rollback please