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@@heisseething Given that they skipped over Street Fighter and Mortal Kombat to say "Tekken-like" and they claimed all 2D Fighters are "Tekken-likes" when Tekken sets itself apart by not being 2D... I'd be impressed if it wasn't a troll.
For some reason a lot of people who have no idea about fgs default to tekken. (especially in europe, where it's the most played fg, aside from smash if you wanna count that, I guess). I've heard people ask "like tekken?" several times irl when I told people a LoL Fighting game is in the making. So yeah, I actually believe the guy wasn't trolling.
Wow! This is the first Core-A Gaming video that I've ever watched. I just stumbled upon it by accident, but I must say - This is an EXTREMELY well-made video! Top quality! And very informative, I actually watched it till the end. Do you know how hard it is to make a video that's 1 hour long, and capable of catching a passerby's attention until the end. Without having never seen any of your other videos before!? This was well reseached, and excellently-made. I can't emphasise that enough.
@@SharpLCDTV The term Anime Fighter started as an insult to any fighting game that wasn't either Street Fighter or MvC. Yes, that means King of Fighters was once in that category. When was it removed from that category? I have no clue as it just happened one day. As for "air dashers" the term also makes no sense because that implies the "air dashing" is similar enough across them all to validate it as a category defining trait. There's games that have a lot of aerial movement such as Daemon Bride, Arcana Heart, and even Psychic Force that were not even mentioned in this video. None of these games play even remotely the same. The "aerial movement" functions are also drastically different. Yet, the category defining trait was supposed to be "air dashing". In Arcana Heart, you have a button called "Homing" where your character homes in toward the opponent even if they are launched into the air. You can "Directionally influence" that Homing button on press to either "Start the flight with a slight evade" / "Fly in from a bit higher above" / "Fly straight" and you can repeatedly press Homing to speed up. In Daemon Bride, flight consumes a gauge that is also used for Projectiles. (There is a dedicated projectiles button in this game and every character has a variety of projectile attacks where some projectiles can be dashed through.) You must balance the use of that gauge between flight and projectiles or stay grounded otherwise. In Psychic Force, you barely ever see the ground. Next there's games like Aquapazza and Dengeki Bunko Fighting Climax where every character has their own unique abilities. Only Mikoto from Railgun has the ability to stay in the air and she has 3 aerial hops before she is forced onto the ground. However this is more apparent in Aquapazza where you have some characters that can do an additional jump, others can do an aerial dash, and yet others who can't do either of those. There is also another game Sengoku Basara X where you have a character like Oichi who can move along the ground or up high. She literally stays on that elevation. There's also a fighting game based on the Mai Otome/Mai-Hime franchise where the game is all about positioning and evasion. Each character moves only by dashing. Left and Right circles the opponent while otherwise you have High elevation, Low elevation (i forget if there was a Mid elevation) and there's In fight and Out fight. If you want to use your super, you must first position yourself properly and make sure your opponent doesn't evade it. If you are not in the appropriate positioning compared to your opponent, you are not allowed to use your super. You have normal striking attacks and projectiles. Also he talks a lot about Gameplay but then when he mentions 2.5D suddenly that is talking not about Gameplay but about the graphics. Weird. 2.5D gameplay definitely exists. He talks about some of the games with 2.5D gameplay during the rest of the video such as Dark Edge or Aggressors of Dark Kombat. Then there's also Real Bout Fatal Fury that uses lanes. That is also 2.5D gameplay. It's 2D gameplay that mimics 3D. In Fatal Fury you are playing the standard 2D fighting game on either foreground or background and you can switch between them or even do an attack that switches your lanes. Another great 2.5D game is Narutimate Hero. You fight in the foreground or background and you can swap. When he talks about all the non-fighting game genres he leaves out Tales of games particularly Tales of Phantasia. In that game, you have an accessory you can equip that gives you the full command function such that you can play the battles as a full fighting game. There's also games like Gleam of Force by French Bread where each character feels like a boxer despite each character being various "school clubs" such as even the baseball club and the judo club. French Bread currently known for Melty Blood and UNIB also made a game called Ragnarok Battle Offline which is based on Ragnarok Online as a fan game (which was later officially recognized.) It's a 2D game where each stage is split into multiple areas with a boss at the end of the stage. You level up your skill tree like in RO but then you also freely level up your stats where you can even unlock extra hidden attacks. All the attacks are performed with fighting game inputs. FKDigital who is known for Chaos Code also made a game called Super Cosplay Wars where each character is a cosplayer playing as if they were the character they are cosplaying as. There's a ton of franchises in the game, ranging from Gundam and Evangelion to Magical Girl Doremi or even Totoro. While I haven't played 2XKO yet, when he said you input different strings of buttons and each chain produces different attacks, that reminds me a lot of Koei Tecmo's Musou games (or Dynasty Warriors type game) For 3D Party Fighters there's Powerstone but then also Bleach Blade Battlers. If you ask me how I would define an anime fighting game such that it's not vague nor meaningless, it would be any fighting game that uses an IP that is originally an anime. Such as Dragonball, Naruto, Bleach, Dengeki Bunko Fighting Climax, Nanoha Beat of Aces, Mai-Otome, etc.
There's also multiple ways of using items in fighting games. Dark Awake/Chaos Breaker, the items are either passives or an extra attack that you get. You have to slot it into your party slots along with your characters. You can even go solo plus more items if you so wanted. You collect more items as you win fights either in arcade or by beating your opponent. In Flying Dragon, there are equipment and items. Items are basically like spells that alter the state of the game or characters. In SNK Heroines, you play as a tag team of 2. Your background character is the one in charge of the items and they function more like Assist characters or Assist actions in games where you have assists such as KoF 2000, KoF11, MvC, Aquapazza, Koihime-enbu, Million Arthur Arcana Blood, etc And then there's the party game format of using items such as in Smash Bros, Power Stone, Bleach Blade Battlers. Even Narutimate Hero, though in Narutimate Hero, the items are also somewhat an extension of your character and are just as important as your character's actions and abilities as an extended moveset. However, Narutimate Hero is all about evasion anyways, as a "ninja" game.
This was boring, you have tons of videos like this on RUclips. Also didn't appreciate the 10 minutes Hit-box infomercial at the end, guess we all have to eat :) anyways, I always appreciate the work done. thanks!
Thanks to everyone who waited so patiently for this to drop. Hope it can be useful for a lot of people for a long time. Props to @BurnoutFighter for doing the gargantuan task of capturing so many game clips and assisting with research. He's called Burnout for a reason. Some major updates are coming to this channel, so stay tuned!
I understand opening with Smash because it popularized the genre, but it kinda sucks you didn't mention the inventor of the Platform Fighter Genre, The Outfoxies that existed years before. That & the fact you used ai in the video sucks all together.
Thank you so much! This might be the best all-in-one gradual comprehensive introduction to FG terminology I've ever seen. "Every Fighting Game Type Explained" is underselling it - building up this family tree and explaining the rationale behind (and the effects of) every new addition, every step of the way, is doing the genre and community a huge service. Getting into fighting games can be a pretty messy process, and this puts a lot of things into perspective. And the visual aides for all these points are incredible!
We have to push this comment to the top. This is an awesome idea, reviewing the history of fighting game controllers and controllers used in tournaments (like that guy that played ggxrd on a steering wheel)
You forgot about the first person fighting game that starts when I lose 10 times in a row to the same person. It’s pretty cool how every game can transition into it. Fighting game devs are truly masterminds for including it as a mechanic.
SNK was the real "fuck it we ball" developer in the arcade fighting sphere, everyone was learning how to do their shit from them (and what to maybe avoid from their also many failures)
I been playing fighting game since sf2 and this is the best video i have ever seen to help people understand the genre. The rock metaphor is 7 Golden letters PERFECT. Great job Core A I will suggest this viedo to anyone new to fighting games.
@@zeroethsort1071 They mention Technical Death Metal, one of my favorite genres AND Polyphia, my favorite band, I coould not be happier. The best YT channel, the best context, also the best references.
I am a bit sad he has fallen a bit off in Tekken 8, I actually enjoyed his antics (which is mostly a persona, I met him in a tourney once and he was a super chill and cool guy)
He's not though, he's always said that Akuma was top 1, he's talking about peoples' attitude towards him, which is fair considering all the harassment Super Akouma has received over the years.
@@ronstanmonk9027 i've never heard of this dude coz I don't follow tekken but jeez it made me cringe so hard when he compared character hate to xenophobia, so incredibly tone deaf lmao
@@Cezkarma Definitely not, you can watch his own videos where he puts Akuma like 4-5. He was a massive Akuma downplayer, but I honestly like that about him. Everyone cried about Akuma while playing the other topmost broken characters yet none of them would put in the effort to learn Akuma. So SuperAkouma is justified, but a huge downplayer nonetheless
This breakdown reminds me of Machinima's "All Your History" series. Also, kudos for using musical references to make the fighting game types relatable to us music kids. Also, also...your edits and transitions are top tier! Very well done as always. -Jamaican FGC fan and player since the OG SF2
I play/do outreach for Pokken, and I think it + its experimental mechanics woulda been fun to mention. If anything, I think it's MOSTLY a traditional 2d fighter, NOT primarily a Arena fighter or a 3d fighter like Tekken (despite it often being called those), but it's kinda its own unique thing with some innovative ideas: It has per-character movelists/inputs (vs Arena fighters usually having shared inputs & autocombos), multiple attack buttons with lights and heavies (vs Tekken having limb based buttons), an attack height system (tho a unique one, see below), and cancels, just-frames, resets, oki play, footsies etc all as concepts, even SFIV style Focus Attacks. However, there's dedicated special, block and jump buttons, and of course, the Phase Shift system, the game's most unique and most misunderstood mechanic. All of what I said is true of the game's 2d Duel Phase (DP), but If a player inside the DP lands a universal grab, or maxes out the hidden Phase Shift Point (PSP) gauge, then the game Shifts into the 3d Field Phase (FP). The FP does kinda play like an Arena Fighter, in that there is an over the shoulder camera, and each character now mostly has universal inputs that yield similar moves, but the FP only lasts until a heavy hit, most specials, or a grab successfully connects: Then the game instantly then shifts back to the DP. In essence, this means Pokken is a traditional 2d fighter where the game's Anti Infinite system (the PSP gauge) forces a return to neutral by shifting to the FP, with the FP itself basically just being an extra layer of Neutral play (the state of the match where neither player is at an advantage and is trying to get a hit in/do mindgames) that lasts for one on-hit interaction, on top of the neutral the DP itself has. I often see people wish the game just stuck to one phase, but I think people miss the benefits this mechanic has: Beyond forcing the game to regularly reset to and therefore emphasize neutral (tho the player who causes a shift does retain an advantage state to a degree: you can chase after the other player or set up as the other player is sent flying from the shift and has to wakeup), the fact that different moves add more or less PSP to the gauge means that it also acts as a system to discourage flowcharting and to encourage combo route/move choice variety and having to weigh their pros/cons in real time: Ideally if you're going for optimal damage, you're altering your combos so based on whatever the PSP gauge is currently at when you land your starter/hit confirm, the combo will always max out the PSP gauge and shift right on the high damage ender, rather then the shift interrupting the combo early. But you can also go for non-optimal combos/moves that have higher/lower PSP: For example, a low PSP combo won't max out the gauge and will leave the enemy in the corner, so if you land another starter, you'll get more total damage in that DP (or get another opportunity to use a move that steals meter or applies a status etc) vs if you did a single optimal combo and shifted (sorta like a reset). Or you can use high PSP moves/combos to cause a shift faster then an optimal, if you really need the meter causing a shift gives you right away, or maybe because you're under pressure/in the corner and landed a reversal and just wanna quickly shift to get some space. Some moves also don't add to the PSP gauge at all or even reduce it, so there's a resource management element too. That (finally) brings us to the attack height system: Most FG's use height as a way to make blocking risky, allowing moves on X height to bypass, and punish a block on Y height. But in Pokken, blocking is height universal (but can be broken) and height states exist for moves to bypass and punish OTHER MOVES during their active frames: Think how a 2H in DBFZ is invulnerable to aerials, except in Pokken like half of your moves are invulnerable to one or more of the game's 8 height states. In practice, this means heights enable extra reversals, so even on the backfoot, you can make a read/use a move on reaction to bypass and punish a move the enemy is doing. (Pokken still does have offensive height mixups, tho: If you're doing a meaty or a combo with a gap, the other player might expect a move of X height they can punish with a move of Y height, and you can mix them up by going for a move of Z height instead to still punish them) Both the Phase Shift System and how Pokken handles attack heights contribute to Pokken being a VERY neutral, fundamentals, and mindgame heavy title: Shifts will cause regular returns to neutral, the FP acts an additional layer of neutral play, there's more opportunities for players to get reversals and to revert to neutral thanks to heights even inside the DP, etc: There's so many opportunities to get back in control or to juke the other player out. Each character also plays very differently and has unique mechanics (EX: Aegislash's unique parry mechanic, form switching to change his moveset + you get buffs/just-frame combo extensions the more you form switch), and there's tons of player expression: two people using the same character can play them totally differently. It's also very well balanced and widely-agreed-to be low tier characters regularly still have top 8 placements. Maybe i'm making it sound a bit sterile and constrained, but I assure you the game's absolutely got some wild sauce and nutty moves, character gimmicks and tech/exploits too: EX: Thermodynamics allows you to use moves from one phase in the other! It's a great game and if any of this sounds interesting (there's other unique things I didn't mention, such as the Crit system/attack triangle, which has some weird effects like making it so you tech/punish grabs with attacks rather then other grabs; the game having status buffs and debuffs; Supports, varying stage attributes etc) then I encourage you to check it out: You can still find matches on ranked, and while these days we don't have many majors at big regional events like CEO, there's still online weeklies/monthlies run on the main D1schrord server (disc__d.gg/pokken ; just replace the __ with "or") and run seperately by devlinhart_, Road to Greatness, KalamityKTK etc (there's also some EU and Asia specific events); and the Pokken Supercombo page has frame data, movelists, character guides, and other resources. Here on RUclips, Jukem, 21 Hits, Badintent (he has multiple channels), Comboster, Coronation Productions, Shadowcat, DualDeathLucario, etc all do or have done Pokken competitive content here on RUclips.
This game is really fun and it's a shame it didn't blow up. I think it is due to it being console exclusive (and not on PC or the console most FGC plays), there was almost no advertisement in the states (I didn't hear about it until way after XD had been out), and of course it's nintendo and they even tell you what types of controllers you can use in tournaments. They all but sabotaged it, and it's still a banger.
pokken is fucking awesome 😛it also has its own mini assists in support Pokémon, although they’re not nearly as crazy because support calls have a longer animation and longer reboot times. Everyone gets their own install supers and there’s some airdashes or unique air options that a select Pokémon have. It’s a lot slower paced and beginner friendly but nothing beats a good soul read or 300 damage combo in pokken.
@@Jako3334074 I haven't played a ton of Tekken or Virtua Fighter, but my impression is Pokken's height interaction mechanics are a LOT more fleshed out then Tekken's height crushes. Again, Pokken has 8 different height states and like half of the game's moves bypass at least one other height state. It's not nearly as simple as highs vs lows. Overall I feel like the game is much closer to SF then it is to Tekken, but there's no one true perfect comparison, at least for what i've played (obviously Pokken, but also Skullgirls, Soulcalibur IV, Jojo arcade, DBFZ, Bloody Roar PF, etc, tho most of those not particularly competitively like I have with Pokken)
At the end, the interviewer was describing 1000 hour mastery curves, and it felt like a good encapsulation of why I don't usually love fighting games or online competitive games. I love gaming, but more than that, I love variety. I can count on my fingers the number of times that played a game more than 100 hours, and I just feel like fighting game fans are just cut from a different cloth. This was very entertaining and educational for a gaming community that I don't fully relate to. Respect
Fighting games are incredibly deep, that is where the variety is. Hour 1 and hour 1000 are fundamentally different experiences, assuming you are actually learning things along the way. Like, you wouldn't say that learning addition in preschool and doing calculus in college are the same type of thing, right? They are both "doing math," but there is pretty obviously a massive amount of variety in the experience of learning the fundamentals vs learning the more advanced concepts.
I've heard many professionals even say they don't consider themselves "gamers", because they only play one or two games relentlessly. It's a job. I'm like you, I can't spend that much time with one game. But it's fun to watch the ones who can.
damn I wish the touhou fighter hisoutensoku was mentioned in the blocking section cause you can block highs/lows like street fighter but you can block highs while blocking low and block lows while blocking high its called wrong blocking, you wont get opened up, your opponent is more plus and your guard meter goes down faster so its like a constant 50/50 lol
I Love that he added Gear of War in this Video. I make the argument all the time that a shotgun battle feels like a fighting game. In the first 3 gears game, and best in the first 2 .The spacing ,Roadie Run, and Crab walking gliches feel like footsies in a fighting game. Turly amazing video IMO!!!
When the first Gears came out, all my School buddies were playing a game one night and my team got the opposing team down to a 4v1. All good except , the last dude was a friend of mine who was very good at fighting games and he obliterated us with just a sniper and a shotty.. The mfs pacing and spacing was so good we couldn't get close and he was literally playing footsies with us..I was pissed lol
Quick correction, Sakurai actually debunked the “Smash was inspired by beating a couple senseless in KoF ‘95” rumor in the description of one of his recent videos. Although Smash as a series still does draw a lot of influences from KoF (as you pointed out), so you can still consider Terry as an honorary Smash OG.
I don’t know whether to criticize you for making the video sound so much like a disguised 2XKO ad towards the end, or to thank you for talking so much about it, because honestly it sounds like the most interesting fighting game in quite some time!
72 people never learned that you should tie back in what you said in the intro into your conclusion to make a compelling essay because, news flash, this is literally a video essay.
Seriously, the 2XKO ad felt *very* out of nowhere. It's basically just guilty gear with a tag system (which ggs will funnily also have around the time 2XKO releases).
Hit box creator : You can't tri jump and Tigger knee anything with this layout. Me doing jump less double 360 motion on wasd : clear sign of superiority. (also sorry. Didn't thought people would take it seriously. I never actualy did it. But got a few frames close.)
@@Basswire updated it. Thought it was gonna be another throwaway comment. But people actualy found it. I actualy never did it. But I get a few frames close to it. I start with the hzlfbzck. Then you do a 360 starting from the up. Wich can be done jump less. And then you lock the character into a move and do Kara up si that it cancel the move that keep him from jumping into the super. Also yeah my fingers are just build different. Minecraft java creative flight kinda force you to always micro adjust your positioning. Alongside having done guitare and some agregiously flexible fingers. And fidgeting by doing 360 motio's in most gales. Like spinning my horse on paladins. Let's just say I don't need an up button on my thumb. For most things. 360 are easy. And the only anoying thing is super jumps. Usualy I can use a charge input in 3 frames top. Tigger motio's for instant aerials are also easy. I play Marisa so I can use the throw invincible tech and so I do it often. And it let me use both of my thumbs for something else. On sf6 it's drive parry on right thumb and impact on left thumb. On ggs its dust and RC.
Any accounting of the hitbox that doesn't peg its origins to people playing fighters on keyboard is just wrong, IMO. As soon as emulation in fighters became competitive online, the keyboard entered the fighting game community as a viable option for input, and anybody that learned to play fighting games on a keyboard would want to carry that preference into other games and platforms that didn't necessarily have easy keyboard access. Hitbox's success both economically and competitively shows that they'd often be right to; that leverless inputs have a lot of advantages in some contexts. Where people were competing in emulated fighters with keyboards, they were doing 360s, 720s, TKs, and everything else with them too. I, personally, used Keyboard-to-Xbox360-controller adapters before hitbox was a thing. They worked, but badly. For me, Hitbox wasn't some revolution of a controller design, it was a natural evolution to meet a clear demand in the community.
On the subject of arena fighters, Virtual On and it's sequel VO:OT deserve a shoutout. It came out before all the games listed in the arena category, yet early enough in fighting game history (1996) that the FGC treated it like a fighting game (with matchup and counterplay meta).
@@pppp-by1bq thrill kill was the first 3d arena 4 player fighting game. It came out about a year before powerstone. It didnt have items and much of the mechanics that power stone had but it was definitely a stepping stone. Also wu tang and def jam are direct spiritual succesors
@@pppp-by1bq lol do you have some sort of complex against thrill kill? Its not a beat em up, it is an actual fighting game with combos, strings, mixups, breakers, frame data etc. Beat em ups do not have these mechanics. I think youre just spliting hairs though
@@gillgillgillgillgill the block and holds system is pretty clever, makes being the defender as fun and rewarding as being the attacker. Hope it's implemented in more fgs.
30:13 After the serious and informative tone of the entire video, one of the distinctive features of Dead Or Alive being jiggle physics absolutely floored me 😂
@@lob5645 There are even earlier fighting games like Astra Superstars which had that mechanic too. I suppose the idea was to give it a quick showcase rather than delve into the whole history of a very specific mechanic.
Wow, what a video. Might literally be the most complete video I've seen on a subject manner. When I thought about gundam versus, you mention it, when I though of Chivalry 2, it gets mentioned (which I do think is a fighting game). The flow was impeccable. Very impressed, sub. PS so is that game in the beginning a Tekkenlike or not :p
38:26 Shmup Fighter is actually something of a subgenre of its own, tracing its roots to 1996’s Psychic Force. The two other major examples besides it and MnS are 2005’s Senko no Ronde and 2011’s Acceleration of Suguri, both of which have sequels of their own. Senko no Ronde would also receive a spinoff based on the Touhou series, by the name of Touhou Genso Rondo, in 2012. There is also a Psychic Force clone based on the manga X by Clamp, called X: Unmei No Sentaku, but there is very little info on the web to be found about this game. Those are all the examples I could think of, but my point is that it’s not like Maiden and Spell just showed up out of nowhere
Yeah, vs. Shmup games are interesting to mention since they're an extremely distinctive genre that doesn't get many releases, so while not inappropriate it does amuse me Maiden and Spell is what got mentioned over, say, any of the three Touhou games in the genre (3, 9 and 19, the latter of which released last year) or Twinkle Star Sprites, possibly the most iconic non-Touhou vs. shmup and the game Touhou 3 is very much not so subtly inspired by. Even then I do think qualifying these as fighting games like is a little funny. There's more directly comparable with vs. Puzzle games like Puyo, which also got a mention and I also think is kinda funny, it does mean they're at least two layers disconnected from fighting games even within the video's logic.
@@FamilyTeamGaming well, hold on. I do think Split screen competitive shmups like Twinkle Star Sprites and Double Spoiler are a different (sub)genre from games like Maiden and Spell where you’re directly firing the bullets at each other in an attempt to deplete their hp, and I think the primary concept of the latter is more fighting game than puzzle game. Though I do understand the confusion since both are competitive multiplayer shmups Edit: I might have misinterpreted thy comment, apologies either way
One extra subgenre to add to the big graph: turn-based fighting games. Pretty much only has two entries: YOMI and YOMI Hustle, which, confusingly, are very different games :p
First of all. Crazy to see you here Trek, love your videos! Second of all. There are a few more, like Flash Duel, BattleCON and Exceed (who also has versions for the arcsys games)
@@user-rn7wf7ry4s that's a turn-based RPG not a fighting game. Going off a quick Google search, the games he's referring to are very different from Pokémon and the many other turn-based RPGs out there.
To add to this, I kind hoped that he talked a little about TCGs. As a person that plays both, I think there are a lot of similarities between the gameplay and communities of fighting games and TCGs
33:25 I would argue that cross ups and high low mix ups do exist in smash (atleast melee) to an extent. There definitely are extra layers to which side you land post-aerial which change up follow-ups or punishes because there's no auto turn and there definitely is a mind game between aiming your shield high (which might make you susceptible to downtilts) so you enter blockstun earlier and can punish.
It isn't just a Melee thing due to how you can deliberately poke below/above a weakened shield in Brawl, 4 and Ultimate and also direct it to block your weak points. Some platform fighters did experiment with forcing directional blocking which makes them more traditional though.
Very nice video, but I would add some precisons to make it more precise: The term "anime fighter" is definitely a diss that was used by capcom only fighting game players to make fun of the artstyle of GG/BlazBlue during the late 00's/early 10's. The name is still used in a less derogatory way but I think it is important to mention this, because this culture prevents you from grouping anime games and VS. games together even if they have very very lot in common, doing this would have helped you explaining that 2XKO is just following up on DBFZ and BBCTB philosophies. For the origin of the genre, yes GG definitely borrows a lot from Darkstalkers, but the game is also a sort celebration of independent and underground fighting game of the time, such as Asuka 120%, Variable Geo and Toukidenshou Angel Eyes that all had airdashes for their characters before GG's release. For arena fighters, forgetting to mention 1996's Virtual On is a very big mistake as it is the first 1 on 1 game to fully use 3D polygonal arena and 3D movement, released way before Powerstone/Ergheiz and was a massive commercial success in japanese arcades. You should have also talked more about Gundam VS, as it originaly was capcom answer to virtual on, and the current most popular japanese arcade game with a massive competitive scene, this would have helped mitigating the bad rep the genre has in the West. Some smalls things that I would add is that the Touhou games got their gamedesigns from 1998 Astra Superstars and that shmup/fighting game crossover that you mention that I can't remember the name is probably a clone of Senko no Ronde. I think wrestling games deserve their own category, but I don't know nothing about them, I'd love to see some video talk about the genre ! That's all I have to say I think, it's still a cool video and a good job.
+1 it's really sad to see such great game like Astra Superstars and Virtual-on be forget. Also, I think Ground based 2D, should have been divided by the use of Split screen like in the DBZ Butoden séries. Lastly, i think it would have been worth to mention Beat-em Up with a pvp mode like Street of Rage 2/3 and Guardian Hereos... Yoh, still satisfied since he, at last, spoke of Darkstalker.
Been watching the channel's videos for years, but I think this is the first time I actually understand the different genres amongst fighting games, as someone who only plays smash...amazing video. I'm glad I'm still subscribed
@27:14 - Kazuya wasn't the only character with the ability to move into the foreground or background, Yoshimitsu could do it as well with a backspin move which consumed health.
One thing that should be made clear is the general terminology. "Mid" attack usually refers to attacks that can be blocked with either standing or crouching block, at least in most 2d fighters and most fighters in general. This is why its called a High-Low mix-up. This video prefers to refer to this as "High" attacks, in line with Tekken's terminology.
Isn't that more inline with 2D fighters? Tekken's "mid" attacks need to be blocked standing, like a "high" attack in a 2D fighter. I figured it was referred to as "high" attacks throughout the video because, as huge as Tekken is, most fighting games are 2D and thus calling them "highs" is more generally applicable.
Everyone is excited you're back... but honestly having someone explain all of this is HUGE. No one really goes into detail comparing different mechanics and it's yet another hurdle to overcome for someone who wants to get into fighting games.
I kinda wish the Naruto Clash of Ninja series was mentioned in this video. It's a 3D fighter like Tekken but you can't do low or mid attacks. But you side step, combo and guard break. The series even has a team battle, 1vs2, beat em up (Tekken Force.)and free for all. Many people talk about Ninja Storm, but less people talk about Clash of Ninja.
It would've been awesome if he mentioned more about the DBZ Budokai series and Naruto Clash of Ninja series since those games are 2.5D style games with 3D perspectives. DBZ Budokai series has 2 attack buttons with a guard and a button for ki blasts special moves can be done with either dial up combos or hold the direction then press the energy button. They were trying to capture the authenticity of an actual DB fight through that perspective and was simplified to draw in fans of the anime. It can still be technical with the cancel combos. Naruto Clash of Ninja is more akin to Tekken with unique movement and mechanics that feels closer to the anime. Then theres the Naruto Ultimate Ninja series thats SSB like.
Great video! Just wanted to add that you can actually control the direction of Kazuya‘s mist step. If you input an even number of frames Kazuya steps to the left otherwise he will step right
just got to the Arena fighter section and I'm desperately hoping there's going to be a surprise experimental/unique branch that features Rumble. if any VR fighting game deserves a spot on this chart, it's Rumble.
that sponsor video at the end was so well done and placed. I was actually interested to watch it and it reminded me of the complexity of some of the games layouts.
On the spirit of this MOVIE of a video I'm gonna take my time to type this COMMENT lol. First, this video could not have come at a better time. I literally was thinking the other day how I wish there was a video going in detail about every little archetype of fighting games. So to have you making it is beyond perfect. Secondly, I'd just like to thank you for your videos. I have no Idea what you make to them to make it so addicting to watch, but I keep going back to these videos no matter how much I've already seen them (I think I'm starting to quote the kbd video by heart lmao). You were one of the reasons I have fallen in love for fighting games after so many years of disliking them. So Tldr, thanks Gerald ❤
This is the most work i have ever seen to be put behind a video presentation regarding fighting games. Just for that fact, congrats. I did learn something from watching. I hope someone else learns something as well. My hat's off to you, sir. Respect.
42:14 in naruto ultimate ninja storm, if the screen was behind my opponent, i would use my assist, sakon and ukon to form a giant wall between us and use a character that could teleport to the opposition. 😂
Thanks for the tremendous work! Not a fan of fighting games but I had a blast watching this. You can consider this a very well made documentary for all audiences
I love the thumbnail mimicking a part of the insert credit screen of sf2. It just makes it feel like your delving into the blueprints of the fighting game genre
Enjoy Early Access Videos and Members-only Podcast episodes on Patreon or RUclips Membership
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I will be there
My GOAT
Naturally
the goat
🫡
o7
Props to the guy who called 2XKO a Tekken-like you triggered an fgc canon event.
Yeah man that’s so wild lol I was flabbergasted when I saw that, but it made sense to the dude that said it. Unless it was a troll move 🤯
@@heisseething Given that they skipped over Street Fighter and Mortal Kombat to say "Tekken-like"
and they claimed all 2D Fighters are "Tekken-likes" when Tekken sets itself apart by not being 2D...
I'd be impressed if it wasn't a troll.
@@nyon7209 lol big brainssss
@@nyon7209 I was about to say.... isn't it like, trying to be much less 2D in gameplay than its predecessors?
For some reason a lot of people who have no idea about fgs default to tekken. (especially in europe, where it's the most played fg, aside from smash if you wanna count that, I guess). I've heard people ask "like tekken?" several times irl when I told people a LoL Fighting game is in the making. So yeah, I actually believe the guy wasn't trolling.
Wow! This is the first Core-A Gaming video that I've ever watched. I just stumbled upon it by accident, but I must say - This is an EXTREMELY well-made video! Top quality! And very informative, I actually watched it till the end.
Do you know how hard it is to make a video that's 1 hour long, and capable of catching a passerby's attention until the end. Without having never seen any of your other videos before!?
This was well reseached, and excellently-made.
I can't emphasise that enough.
there's a lot of errors and missing information.
@@siekensou77 such as?
@@SharpLCDTV
The term Anime Fighter started as an insult to any fighting game that wasn't either Street Fighter or MvC. Yes, that means King of Fighters was once in that category. When was it removed from that category? I have no clue as it just happened one day.
As for "air dashers" the term also makes no sense because that implies the "air dashing" is similar enough across them all to validate it as a category defining trait. There's games that have a lot of aerial movement such as Daemon Bride, Arcana Heart, and even Psychic Force that were not even mentioned in this video. None of these games play even remotely the same. The "aerial movement" functions are also drastically different. Yet, the category defining trait was supposed to be "air dashing".
In Arcana Heart, you have a button called "Homing" where your character homes in toward the opponent even if they are launched into the air. You can "Directionally influence" that Homing button on press to either "Start the flight with a slight evade" / "Fly in from a bit higher above" / "Fly straight" and you can repeatedly press Homing to speed up.
In Daemon Bride, flight consumes a gauge that is also used for Projectiles. (There is a dedicated projectiles button in this game and every character has a variety of projectile attacks where some projectiles can be dashed through.) You must balance the use of that gauge between flight and projectiles or stay grounded otherwise.
In Psychic Force, you barely ever see the ground.
Next there's games like Aquapazza and Dengeki Bunko Fighting Climax where every character has their own unique abilities. Only Mikoto from Railgun has the ability to stay in the air and she has 3 aerial hops before she is forced onto the ground. However this is more apparent in Aquapazza where you have some characters that can do an additional jump, others can do an aerial dash, and yet others who can't do either of those.
There is also another game Sengoku Basara X where you have a character like Oichi who can move along the ground or up high. She literally stays on that elevation.
There's also a fighting game based on the Mai Otome/Mai-Hime franchise where the game is all about positioning and evasion. Each character moves only by dashing. Left and Right circles the opponent while otherwise you have High elevation, Low elevation (i forget if there was a Mid elevation) and there's In fight and Out fight. If you want to use your super, you must first position yourself properly and make sure your opponent doesn't evade it. If you are not in the appropriate positioning compared to your opponent, you are not allowed to use your super. You have normal striking attacks and projectiles.
Also he talks a lot about Gameplay but then when he mentions 2.5D suddenly that is talking not about Gameplay but about the graphics. Weird. 2.5D gameplay definitely exists. He talks about some of the games with 2.5D gameplay during the rest of the video such as Dark Edge or Aggressors of Dark Kombat. Then there's also Real Bout Fatal Fury that uses lanes. That is also 2.5D gameplay. It's 2D gameplay that mimics 3D. In Fatal Fury you are playing the standard 2D fighting game on either foreground or background and you can switch between them or even do an attack that switches your lanes.
Another great 2.5D game is Narutimate Hero. You fight in the foreground or background and you can swap.
When he talks about all the non-fighting game genres he leaves out Tales of games particularly Tales of Phantasia. In that game, you have an accessory you can equip that gives you the full command function such that you can play the battles as a full fighting game.
There's also games like Gleam of Force by French Bread where each character feels like a boxer despite each character being various "school clubs" such as even the baseball club and the judo club.
French Bread currently known for Melty Blood and UNIB also made a game called Ragnarok Battle Offline which is based on Ragnarok Online as a fan game (which was later officially recognized.) It's a 2D game where each stage is split into multiple areas with a boss at the end of the stage. You level up your skill tree like in RO but then you also freely level up your stats where you can even unlock extra hidden attacks. All the attacks are performed with fighting game inputs.
FKDigital who is known for Chaos Code also made a game called Super Cosplay Wars where each character is a cosplayer playing as if they were the character they are cosplaying as. There's a ton of franchises in the game, ranging from Gundam and Evangelion to Magical Girl Doremi or even Totoro.
While I haven't played 2XKO yet, when he said you input different strings of buttons and each chain produces different attacks, that reminds me a lot of Koei Tecmo's Musou games (or Dynasty Warriors type game)
For 3D Party Fighters there's Powerstone but then also Bleach Blade Battlers.
If you ask me how I would define an anime fighting game such that it's not vague nor meaningless, it would be any fighting game that uses an IP that is originally an anime. Such as Dragonball, Naruto, Bleach, Dengeki Bunko Fighting Climax, Nanoha Beat of Aces, Mai-Otome, etc.
There's also multiple ways of using items in fighting games.
Dark Awake/Chaos Breaker, the items are either passives or an extra attack that you get. You have to slot it into your party slots along with your characters. You can even go solo plus more items if you so wanted. You collect more items as you win fights either in arcade or by beating your opponent.
In Flying Dragon, there are equipment and items. Items are basically like spells that alter the state of the game or characters.
In SNK Heroines, you play as a tag team of 2. Your background character is the one in charge of the items and they function more like Assist characters or Assist actions in games where you have assists such as KoF 2000, KoF11, MvC, Aquapazza, Koihime-enbu, Million Arthur Arcana Blood, etc
And then there's the party game format of using items such as in Smash Bros, Power Stone, Bleach Blade Battlers. Even Narutimate Hero, though in Narutimate Hero, the items are also somewhat an extension of your character and are just as important as your character's actions and abilities as an extended moveset. However, Narutimate Hero is all about evasion anyways, as a "ninja" game.
@@siekensou77I appreciate your input and your additional info on other unsung fighting games.
My king, the landscape has much changed. The people need you now more than ever.
For real!
This is the comment of the century, right here.
This was boring, you have tons of videos like this on RUclips. Also didn't appreciate the 10 minutes Hit-box infomercial at the end, guess we all have to eat :) anyways, I always appreciate the work done. thanks!
whiny baby
You got that right! All these classic releases!
Thanks to everyone who waited so patiently for this to drop. Hope it can be useful for a lot of people for a long time. Props to @BurnoutFighter for doing the gargantuan task of capturing so many game clips and assisting with research. He's called Burnout for a reason.
Some major updates are coming to this channel, so stay tuned!
The legend has returned... 🙌 Props G, your interview with JWong was dope. Glad to see a new video from you.
I understand opening with Smash because it popularized the genre, but it kinda sucks you didn't mention the inventor of the Platform Fighter Genre, The Outfoxies that existed years before. That & the fact you used ai in the video sucks all together.
No mention about Duelist Of Eden?
Thank you so much! This might be the best all-in-one gradual comprehensive introduction to FG terminology I've ever seen. "Every Fighting Game Type Explained" is underselling it - building up this family tree and explaining the rationale behind (and the effects of) every new addition, every step of the way, is doing the genre and community a huge service.
Getting into fighting games can be a pretty messy process, and this puts a lot of things into perspective. And the visual aides for all these points are incredible!
Why is Leffen in this video? Are you unaware of how terrible a human being he is?
No lie, the ending ad kinda had me wanting to see a mock/documentary on different fighting controller types. This was a very well done video.
@@Jtblake If Gerald took that project on I want a full budget and an official release
We have to push this comment to the top. This is an awesome idea, reviewing the history of fighting game controllers and controllers used in tournaments (like that guy that played ggxrd on a steering wheel)
@daverius4189 he actually did an interview with the guy that played on steering wheel!
You forgot about the first person fighting game that starts when I lose 10 times in a row to the same person. It’s pretty cool how every game can transition into it. Fighting game devs are truly masterminds for including it as a mechanic.
@@zacharynovak2180 the Denny's parking lot...
@@D3wd20pdon’t forget the Walmart parking lot DLC stage
The Wazzler effect
@@D3wd20pOmg, that's my favorite stage.
Waffle House tournament stage 😂
Honestly this video just gives me a new found respect for SNK
SNK was the real "fuck it we ball" developer in the arcade fighting sphere, everyone was learning how to do their shit from them (and what to maybe avoid from their also many failures)
I been playing fighting game since sf2 and this is the best video i have ever seen to help people understand the genre. The rock metaphor is 7 Golden letters PERFECT. Great job Core A I will suggest this viedo to anyone new to fighting games.
Dad's back with the milk
Ong
😂
back with a whole buffet
ONE HOUR OF MILK
I can cry happy tears on my fightpad.
Can't believe Core-A Gaming mentioned Virtua Fighter, Touhou and Power Stone in the same video. Good stuff.
As a long-time metal enjoyer, it was so cool for me to see technical death metal mentioned :)
Can’t believe any of those games got mentioned
For Honor getting mentioned by the fgc is a blue moon event
@@zeroethsort1071 They mention Technical Death Metal, one of my favorite genres AND Polyphia, my favorite band, I coould not be happier. The best YT channel, the best context, also the best references.
Dude forgot to mention Astra Superstars, the game that the Touhou game was inspired by. Sunsoft games never got a shout-out in this video
This is the most academic ad for "2XKO" I've ever seen.
Im soooo fcking happy i never unsubscribed this channel.
Welcome back and we all hope your shop is doing good ❤️
Real
Why would you unsubscribe it though? Its the greatest channel
Me too, I always hoped it will return
@@ClownAl3n why would you even unsubscribe anyways? Does seeing a channel that hasn't uploaded in a while in your subscription list annoy you?
he only came back because this is an hour long ad for 2xko
Super Akouma downplaying Akuma is such a classic.
I am a bit sad he has fallen a bit off in Tekken 8, I actually enjoyed his antics (which is mostly a persona, I met him in a tourney once and he was a super chill and cool guy)
He's not though, he's always said that Akuma was top 1, he's talking about peoples' attitude towards him, which is fair considering all the harassment Super Akouma has received over the years.
@@ronstanmonk9027 i've never heard of this dude coz I don't follow tekken but jeez it made me cringe so hard when he compared character hate to xenophobia, so incredibly tone deaf lmao
@@gjergjipocari8227 I met him and played against him in Bracket at Evo 2024, so can confirm. He's a really chill dude.
@@Cezkarma Definitely not, you can watch his own videos where he puts Akuma like 4-5. He was a massive Akuma downplayer, but I honestly like that about him. Everyone cried about Akuma while playing the other topmost broken characters yet none of them would put in the effort to learn Akuma. So SuperAkouma is justified, but a huge downplayer nonetheless
This breakdown reminds me of Machinima's "All Your History" series.
Also, kudos for using musical references to make the fighting game types relatable to us music kids.
Also, also...your edits and transitions are top tier!
Very well done as always.
-Jamaican FGC fan and player since the OG SF2
DOA 3D definitions are as follows 1. Hold System 2. JIGGLE PHYSICS
@@gagoman68 doa beat all of the fgc in its time when jiggle physics in the series was introduced lmao
I play/do outreach for Pokken, and I think it + its experimental mechanics woulda been fun to mention. If anything, I think it's MOSTLY a traditional 2d fighter, NOT primarily a Arena fighter or a 3d fighter like Tekken (despite it often being called those), but it's kinda its own unique thing with some innovative ideas: It has per-character movelists/inputs (vs Arena fighters usually having shared inputs & autocombos), multiple attack buttons with lights and heavies (vs Tekken having limb based buttons), an attack height system (tho a unique one, see below), and cancels, just-frames, resets, oki play, footsies etc all as concepts, even SFIV style Focus Attacks. However, there's dedicated special, block and jump buttons, and of course, the Phase Shift system, the game's most unique and most misunderstood mechanic.
All of what I said is true of the game's 2d Duel Phase (DP), but If a player inside the DP lands a universal grab, or maxes out the hidden Phase Shift Point (PSP) gauge, then the game Shifts into the 3d Field Phase (FP). The FP does kinda play like an Arena Fighter, in that there is an over the shoulder camera, and each character now mostly has universal inputs that yield similar moves, but the FP only lasts until a heavy hit, most specials, or a grab successfully connects: Then the game instantly then shifts back to the DP. In essence, this means Pokken is a traditional 2d fighter where the game's Anti Infinite system (the PSP gauge) forces a return to neutral by shifting to the FP, with the FP itself basically just being an extra layer of Neutral play (the state of the match where neither player is at an advantage and is trying to get a hit in/do mindgames) that lasts for one on-hit interaction, on top of the neutral the DP itself has.
I often see people wish the game just stuck to one phase, but I think people miss the benefits this mechanic has: Beyond forcing the game to regularly reset to and therefore emphasize neutral (tho the player who causes a shift does retain an advantage state to a degree: you can chase after the other player or set up as the other player is sent flying from the shift and has to wakeup), the fact that different moves add more or less PSP to the gauge means that it also acts as a system to discourage flowcharting and to encourage combo route/move choice variety and having to weigh their pros/cons in real time: Ideally if you're going for optimal damage, you're altering your combos so based on whatever the PSP gauge is currently at when you land your starter/hit confirm, the combo will always max out the PSP gauge and shift right on the high damage ender, rather then the shift interrupting the combo early.
But you can also go for non-optimal combos/moves that have higher/lower PSP: For example, a low PSP combo won't max out the gauge and will leave the enemy in the corner, so if you land another starter, you'll get more total damage in that DP (or get another opportunity to use a move that steals meter or applies a status etc) vs if you did a single optimal combo and shifted (sorta like a reset). Or you can use high PSP moves/combos to cause a shift faster then an optimal, if you really need the meter causing a shift gives you right away, or maybe because you're under pressure/in the corner and landed a reversal and just wanna quickly shift to get some space. Some moves also don't add to the PSP gauge at all or even reduce it, so there's a resource management element too.
That (finally) brings us to the attack height system: Most FG's use height as a way to make blocking risky, allowing moves on X height to bypass, and punish a block on Y height. But in Pokken, blocking is height universal (but can be broken) and height states exist for moves to bypass and punish OTHER MOVES during their active frames: Think how a 2H in DBFZ is invulnerable to aerials, except in Pokken like half of your moves are invulnerable to one or more of the game's 8 height states. In practice, this means heights enable extra reversals, so even on the backfoot, you can make a read/use a move on reaction to bypass and punish a move the enemy is doing. (Pokken still does have offensive height mixups, tho: If you're doing a meaty or a combo with a gap, the other player might expect a move of X height they can punish with a move of Y height, and you can mix them up by going for a move of Z height instead to still punish them)
Both the Phase Shift System and how Pokken handles attack heights contribute to Pokken being a VERY neutral, fundamentals, and mindgame heavy title: Shifts will cause regular returns to neutral, the FP acts an additional layer of neutral play, there's more opportunities for players to get reversals and to revert to neutral thanks to heights even inside the DP, etc: There's so many opportunities to get back in control or to juke the other player out. Each character also plays very differently and has unique mechanics (EX: Aegislash's unique parry mechanic, form switching to change his moveset + you get buffs/just-frame combo extensions the more you form switch), and there's tons of player expression: two people using the same character can play them totally differently. It's also very well balanced and widely-agreed-to be low tier characters regularly still have top 8 placements. Maybe i'm making it sound a bit sterile and constrained, but I assure you the game's absolutely got some wild sauce and nutty moves, character gimmicks and tech/exploits too: EX: Thermodynamics allows you to use moves from one phase in the other!
It's a great game and if any of this sounds interesting (there's other unique things I didn't mention, such as the Crit system/attack triangle, which has some weird effects like making it so you tech/punish grabs with attacks rather then other grabs; the game having status buffs and debuffs; Supports, varying stage attributes etc) then I encourage you to check it out: You can still find matches on ranked, and while these days we don't have many majors at big regional events like CEO, there's still online weeklies/monthlies run on the main D1schrord server (disc__d.gg/pokken ; just replace the __ with "or") and run seperately by devlinhart_, Road to Greatness, KalamityKTK etc (there's also some EU and Asia specific events); and the Pokken Supercombo page has frame data, movelists, character guides, and other resources. Here on RUclips, Jukem, 21 Hits, Badintent (he has multiple channels), Comboster, Coronation Productions, Shadowcat, DualDeathLucario, etc all do or have done Pokken competitive content here on RUclips.
This game is really fun and it's a shame it didn't blow up. I think it is due to it being console exclusive (and not on PC or the console most FGC plays), there was almost no advertisement in the states (I didn't hear about it until way after XD had been out), and of course it's nintendo and they even tell you what types of controllers you can use in tournaments. They all but sabotaged it, and it's still a banger.
the height system is basically tekken's high/low crush, & the way attacks blow through grabs is directly from virtua fighter
pokken is fucking awesome 😛it also has its own mini assists in support Pokémon, although they’re not nearly as crazy because support calls have a longer animation and longer reboot times. Everyone gets their own install supers and there’s some airdashes or unique air options that a select Pokémon have.
It’s a lot slower paced and beginner friendly but nothing beats a good soul read or 300 damage combo in pokken.
@@Jako3334074 I haven't played a ton of Tekken or Virtua Fighter, but my impression is Pokken's height interaction mechanics are a LOT more fleshed out then Tekken's height crushes. Again, Pokken has 8 different height states and like half of the game's moves bypass at least one other height state. It's not nearly as simple as highs vs lows. Overall I feel like the game is much closer to SF then it is to Tekken, but there's no one true perfect comparison, at least for what i've played (obviously Pokken, but also Skullgirls, Soulcalibur IV, Jojo arcade, DBFZ, Bloody Roar PF, etc, tho most of those not particularly competitively like I have with Pokken)
I didn't expect a dissertation on Pokken when I hit "Read More" but I'm glad I did! I miss watching the Official VGC matches.
At the end, the interviewer was describing 1000 hour mastery curves, and it felt like a good encapsulation of why I don't usually love fighting games or online competitive games. I love gaming, but more than that, I love variety. I can count on my fingers the number of times that played a game more than 100 hours, and I just feel like fighting game fans are just cut from a different cloth.
This was very entertaining and educational for a gaming community that I don't fully relate to. Respect
Fighting games are incredibly deep, that is where the variety is. Hour 1 and hour 1000 are fundamentally different experiences, assuming you are actually learning things along the way. Like, you wouldn't say that learning addition in preschool and doing calculus in college are the same type of thing, right? They are both "doing math," but there is pretty obviously a massive amount of variety in the experience of learning the fundamentals vs learning the more advanced concepts.
I've heard many professionals even say they don't consider themselves "gamers", because they only play one or two games relentlessly. It's a job. I'm like you, I can't spend that much time with one game. But it's fun to watch the ones who can.
damn I wish the touhou fighter hisoutensoku was mentioned in the blocking section cause you can block highs/lows like street fighter but you can block highs while blocking low and block lows while blocking high
its called wrong blocking, you wont get opened up, your opponent is more plus and your guard meter goes down faster
so its like a constant 50/50 lol
Can’t wait for the return!!!
For real, nothing like some core-a on a saturday
So same time next year?
Bro not gonna upload for another year after this let's be real 😂
@@The1SunshineFeeler oh hey, good to see u
I Love that he added Gear of War in this Video. I make the argument all the time that a shotgun battle feels like a fighting game. In the first 3 gears game, and best in the first 2 .The spacing ,Roadie Run, and Crab walking gliches feel like footsies in a fighting game. Turly amazing video IMO!!!
When the first Gears came out, all my School buddies were playing a game one night and my team got the opposing team down to a 4v1. All good except , the last dude was a friend of mine who was very good at fighting games and he obliterated us with just a sniper and a shotty.. The mfs pacing and spacing was so good we couldn't get close and he was literally playing footsies with us..I was pissed lol
Quick correction, Sakurai actually debunked the “Smash was inspired by beating a couple senseless in KoF ‘95” rumor in the description of one of his recent videos. Although Smash as a series still does draw a lot of influences from KoF (as you pointed out), so you can still consider Terry as an honorary Smash OG.
Yeah, that experience moreso went on to influence Sakurai's general design philosophy, rather than directly inspiring Smash Bros
Do you know what video it was mentioned?
@@HorseWithNoBane "be kind to beginners" ruclips.net/video/R7rd4-ua2AI/видео.html
@@HorseWithNoBanei believe it’s in “Being Kind to Beginners [Planning & Game Design]”
@@Krix08 You’re correct
God damn, no wonder why they where gone for a year, this masterpiece is a hour long
I don’t know whether to criticize you for making the video sound so much like a disguised 2XKO ad towards the end, or to thank you for talking so much about it, because honestly it sounds like the most interesting fighting game in quite some time!
I've done stretches, taken my vitamins and supplements, liquidated all of my assets, and created my living will. I'm ready for this.
You forgot to pay your taxes
the whole purpose of the first 45 minutes was to set up a 10 minute 2XKO ad and then a hitbox ad after lmao, pretty amazing
and everything said in the 2xko part is mostly "its bbtag but clunkier and free to play"
@@Gadlight And likely to die once it stop making money for Riot
72 people never learned that you should tie back in what you said in the intro into your conclusion to make a compelling essay because, news flash, this is literally a video essay.
Seriously, the 2XKO ad felt *very* out of nowhere. It's basically just guilty gear with a tag system (which ggs will funnily also have around the time 2XKO releases).
@@MrAndoProductions Nothing wrong with that. It was a good video essay regardless of the ads. We all gotta eat at the end of the day 😆
Hit box creator : You can't tri jump and Tigger knee anything with this layout.
Me doing jump less double 360 motion on wasd : clear sign of superiority. (also sorry. Didn't thought people would take it seriously. I never actualy did it. But got a few frames close.)
wasd grounded 720??? brother how? I need asd spacebar for that on kb, you got the secret sauce or your fingers just built diff?
@@Basswire updated it. Thought it was gonna be another throwaway comment. But people actualy found it.
I actualy never did it. But I get a few frames close to it.
I start with the hzlfbzck. Then you do a 360 starting from the up. Wich can be done jump less. And then you lock the character into a move and do Kara up si that it cancel the move that keep him from jumping into the super.
Also yeah my fingers are just build different. Minecraft java creative flight kinda force you to always micro adjust your positioning. Alongside having done guitare and some agregiously flexible fingers. And fidgeting by doing 360 motio's in most gales. Like spinning my horse on paladins.
Let's just say I don't need an up button on my thumb. For most things. 360 are easy. And the only anoying thing is super jumps. Usualy I can use a charge input in 3 frames top.
Tigger motio's for instant aerials are also easy. I play Marisa so I can use the throw invincible tech and so I do it often.
And it let me use both of my thumbs for something else.
On sf6 it's drive parry on right thumb and impact on left thumb.
On ggs its dust and RC.
Any accounting of the hitbox that doesn't peg its origins to people playing fighters on keyboard is just wrong, IMO. As soon as emulation in fighters became competitive online, the keyboard entered the fighting game community as a viable option for input, and anybody that learned to play fighting games on a keyboard would want to carry that preference into other games and platforms that didn't necessarily have easy keyboard access. Hitbox's success both economically and competitively shows that they'd often be right to; that leverless inputs have a lot of advantages in some contexts.
Where people were competing in emulated fighters with keyboards, they were doing 360s, 720s, TKs, and everything else with them too.
I, personally, used Keyboard-to-Xbox360-controller adapters before hitbox was a thing. They worked, but badly. For me, Hitbox wasn't some revolution of a controller design, it was a natural evolution to meet a clear demand in the community.
On the subject of arena fighters, Virtual On and it's sequel VO:OT deserve a shoutout. It came out before all the games listed in the arena category, yet early enough in fighting game history (1996) that the FGC treated it like a fighting game (with matchup and counterplay meta).
see my specineff
also no mention of thrill kill, probably the most infamous and also innovative 3d arena fighters that would go on to inspire powerstone
@@pppp-by1bq thrill kill was the first 3d arena 4 player fighting game. It came out about a year before powerstone. It didnt have items and much of the mechanics that power stone had but it was definitely a stepping stone. Also wu tang and def jam are direct spiritual succesors
@@pppp-by1bq lol do you have some sort of complex against thrill kill? Its not a beat em up, it is an actual fighting game with combos, strings, mixups, breakers, frame data etc. Beat em ups do not have these mechanics. I think youre just spliting hairs though
This is exactly the same thing I wanted to say. Virtual On is definitely a fighting game, and was insanely innovative for its time.
30:21 DoA's defining characteristic of "jiggle physics" is very unfair to how unique that series is but its an EXTREMELY funny comment to make
mmmm no. trash games for incel losers
@@gillgillgillgillgill the block and holds system is pretty clever, makes being the defender as fun and rewarding as being the attacker. Hope it's implemented in more fgs.
Yeah. The hold system easily makes it the most fun and interesting 3D fighter IMO
@@RezSkelpartially true, but the mechanics do warrant play
30:13 After the serious and informative tone of the entire video, one of the distinctive features of Dead Or Alive being jiggle physics absolutely floored me 😂
I was looking for this comment bro...
I didn't believe it when I saw it...
Touhou Antinomy of Common Flowers mentioned by my favourite fgc-content creator? I'm so happy right now! Great video as always!
@SleepyYosh Shouldn't he have mentioned Hopeless Masquerade instead though? 🤔
@@nio2.09 Technically yes since HM introduced the "jumping down" mechanic but AoCF is the most polished one that people actually play.
@@lob5645 There are even earlier fighting games like Astra Superstars which had that mechanic too. I suppose the idea was to give it a quick showcase rather than delve into the whole history of a very specific mechanic.
37:16 Hybrid Theory in the end was such a clever title. This whole video was a cure for the itch ive been looking for.
ayyyy
Wow, what a video. Might literally be the most complete video I've seen on a subject manner. When I thought about gundam versus, you mention it, when I though of Chivalry 2, it gets mentioned (which I do think is a fighting game).
The flow was impeccable. Very impressed, sub.
PS so is that game in the beginning a Tekkenlike or not :p
The Aqua Teen Hunger Force scene with the spring rolls is from the episode “The”
@@admiralAlfonso9001 thank you 🫂
38:26 Shmup Fighter is actually something of a subgenre of its own, tracing its roots to 1996’s Psychic Force. The two other major examples besides it and MnS are 2005’s Senko no Ronde and 2011’s Acceleration of Suguri, both of which have sequels of their own. Senko no Ronde would also receive a spinoff based on the Touhou series, by the name of Touhou Genso Rondo, in 2012. There is also a Psychic Force clone based on the manga X by Clamp, called X: Unmei No Sentaku, but there is very little info on the web to be found about this game. Those are all the examples I could think of, but my point is that it’s not like Maiden and Spell just showed up out of nowhere
I love shmup fighters. Stuff like Twinkle Star Sprites or Touhou PoFV would also be absolutely worth mentioning.
@@lob5645damn how did i not think about this, absolutely right
I'm glad I'm not the only person who remembers Psychic Force!
Yeah, vs. Shmup games are interesting to mention since they're an extremely distinctive genre that doesn't get many releases, so while not inappropriate it does amuse me Maiden and Spell is what got mentioned over, say, any of the three Touhou games in the genre (3, 9 and 19, the latter of which released last year) or Twinkle Star Sprites, possibly the most iconic non-Touhou vs. shmup and the game Touhou 3 is very much not so subtly inspired by.
Even then I do think qualifying these as fighting games like is a little funny. There's more directly comparable with vs. Puzzle games like Puyo, which also got a mention and I also think is kinda funny, it does mean they're at least two layers disconnected from fighting games even within the video's logic.
@@FamilyTeamGaming well, hold on. I do think Split screen competitive shmups like Twinkle Star Sprites and Double Spoiler are a different (sub)genre from games like Maiden and Spell where you’re directly firing the bullets at each other in an attempt to deplete their hp, and I think the primary concept of the latter is more fighting game than puzzle game. Though I do understand the confusion since both are competitive multiplayer shmups
Edit: I might have misinterpreted thy comment, apologies either way
What a journey! Thanks for the video. (Footsies and WWE should be mentioned for completeness sake)
More than predators, Akuma in Tekken 7 and Scorpion in Justice feel like invasive species: The local inhabitants never evolved to deal with them.
One extra subgenre to add to the big graph: turn-based fighting games. Pretty much only has two entries: YOMI and YOMI Hustle, which, confusingly, are very different games :p
Toribash?
First of all. Crazy to see you here Trek, love your videos!
Second of all. There are a few more, like Flash Duel, BattleCON and Exceed (who also has versions for the arcsys games)
pokemon is a turn based fighting game.
@@user-rn7wf7ry4s that's a turn-based RPG not a fighting game. Going off a quick Google search, the games he's referring to are very different from Pokémon and the many other turn-based RPGs out there.
To add to this, I kind hoped that he talked a little about TCGs. As a person that plays both, I think there are a lot of similarities between the gameplay and communities of fighting games and TCGs
This is probably the first video I've watched in a long time without skipping any part. Amazing explanation of fighting games!
As soon as I heard the Makoto theme at 3:16, I knew I was home.
@@frozenindustry same I was like the king is back
Yes! As soon as it started playing I let out a giddy smile
The GOAT is back!!!!
Fantastic video, well spoken, edited, and lots of fun interview clips/highlight moments. A delight to watch!
33:25 I would argue that cross ups and high low mix ups do exist in smash (atleast melee) to an extent. There definitely are extra layers to which side you land post-aerial which change up follow-ups or punishes because there's no auto turn and there definitely is a mind game between aiming your shield high (which might make you susceptible to downtilts) so you enter blockstun earlier and can punish.
It isn't just a Melee thing due to how you can deliberately poke below/above a weakened shield in Brawl, 4 and Ultimate and also direct it to block your weak points.
Some platform fighters did experiment with forcing directional blocking which makes them more traditional though.
Technical death metal mentioned!!! Time to listen Necrophagist again.
Btw, this was a great retrospective video.
Music genres to fighting game types comparisons were spot-on.
@@Simte Necrophagist gang wya💪💪💪
Love Epitaph!
*pokepoke* Where is 3rd album Muhammed? :D
You're the greatest ytber of all time. I don't even play fighting games and I've watched all your videos over 4 days.
Very nice video, but I would add some precisons to make it more precise:
The term "anime fighter" is definitely a diss that was used by capcom only fighting game players to make fun of the artstyle of GG/BlazBlue during the late 00's/early 10's.
The name is still used in a less derogatory way but I think it is important to mention this, because this culture prevents you from grouping anime games and VS. games together even if they have very very lot in common, doing this would have helped you explaining that 2XKO is just following up on DBFZ and BBCTB philosophies.
For the origin of the genre, yes GG definitely borrows a lot from Darkstalkers, but the game is also a sort celebration of independent and underground fighting game of the time, such as Asuka 120%, Variable Geo and Toukidenshou Angel Eyes that all had airdashes for their characters before GG's release.
For arena fighters, forgetting to mention 1996's Virtual On is a very big mistake as it is the first 1 on 1 game to fully use 3D polygonal arena and 3D movement, released way before Powerstone/Ergheiz and was a massive commercial success in japanese arcades. You should have also talked more about Gundam VS, as it originaly was capcom answer to virtual on, and the current most popular japanese arcade game with a massive competitive scene, this would have helped mitigating the bad rep the genre has in the West.
Some smalls things that I would add is that the Touhou games got their gamedesigns from 1998 Astra Superstars and that shmup/fighting game crossover that you mention that I can't remember the name is probably a clone of Senko no Ronde.
I think wrestling games deserve their own category, but I don't know nothing about them, I'd love to see some video talk about the genre !
That's all I have to say I think, it's still a cool video and a good job.
+1 it's really sad to see such great game like Astra Superstars and Virtual-on be forget.
Also, I think Ground based 2D, should have been divided by the use of Split screen like in the DBZ Butoden séries.
Lastly, i think it would have been worth to mention Beat-em Up with a pvp mode like Street of Rage 2/3 and Guardian Hereos...
Yoh, still satisfied since he, at last, spoke of Darkstalker.
oh my, Variable Geo mentioned.
It did a lot of things right, and you could take out the H elements without undermining anything.
RIP Takahiro Kimura 😞
When the sponsor section is also a mini-documentary. Seriously this channel is awesome
Been watching the channel's videos for years, but I think this is the first time I actually understand the different genres amongst fighting games, as someone who only plays smash...amazing video. I'm glad I'm still subscribed
@27:14 - Kazuya wasn't the only character with the ability to move into the foreground or background, Yoshimitsu could do it as well with a backspin move which consumed health.
I forgot about Yoshi's spin being available in 2, lol. He also forgot that VF2 had command steps before (I think) Tekken 2
What about Heihachi who could run with maniacal laught?
1:05
Sister Rosetta Tharpe came before Chuck Berry to be the godmother of rock and roll.
Core-A dropped a video? LFG!
One thing that should be made clear is the general terminology. "Mid" attack usually refers to attacks that can be blocked with either standing or crouching block, at least in most 2d fighters and most fighters in general. This is why its called a High-Low mix-up. This video prefers to refer to this as "High" attacks, in line with Tekken's terminology.
Isn't that more inline with 2D fighters? Tekken's "mid" attacks need to be blocked standing, like a "high" attack in a 2D fighter.
I figured it was referred to as "high" attacks throughout the video because, as huge as Tekken is, most fighting games are 2D and thus calling them "highs" is more generally applicable.
Everyone is excited you're back... but honestly having someone explain all of this is HUGE. No one really goes into detail comparing different mechanics and it's yet another hurdle to overcome for someone who wants to get into fighting games.
Incredible journey across all the various types of fighting games throughout the years. It was really cool to pick apart all of these games!
I kinda wish the Naruto Clash of Ninja series was mentioned in this video. It's a 3D fighter like Tekken but you can't do low or mid attacks. But you side step, combo and guard break. The series even has a team battle, 1vs2, beat em up (Tekken Force.)and free for all. Many people talk about Ninja Storm, but less people talk about Clash of Ninja.
It would've been awesome if he mentioned more about the DBZ Budokai series and Naruto Clash of Ninja series since those games are 2.5D style games with 3D perspectives. DBZ Budokai series has 2 attack buttons with a guard and a button for ki blasts special moves can be done with either dial up combos or hold the direction then press the energy button. They were trying to capture the authenticity of an actual DB fight through that perspective and was simplified to draw in fans of the anime. It can still be technical with the cancel combos. Naruto Clash of Ninja is more akin to Tekken with unique movement and mechanics that feels closer to the anime. Then theres the Naruto Ultimate Ninja series thats SSB like.
i'm disappointed that Dong Dong Never Die didn't make it on the video
As a guitarist and a Shoto and Mishima connoisseur, i really appreciate this video and welcome back (rlly miss you man) 😆😂
Great video
I don't play fighting games, but your videos are peak.
The only person who can actually explain every fighting game type so well in the FGC.
That’s why he’s the GOAT 🔥
Great video! Just wanted to add that you can actually control the direction of Kazuya‘s mist step. If you input an even number of frames Kazuya steps to the left otherwise he will step right
just got to the Arena fighter section and I'm desperately hoping there's going to be a surprise experimental/unique branch that features Rumble.
if any VR fighting game deserves a spot on this chart, it's Rumble.
+1 for Rumble, I think it's unique in how the physics of the game make for some creative and extremely high skill plays
When the world had lost all hope...
HE RETURNED.
that sponsor video at the end was so well done and placed. I was actually interested to watch it and it reminded me of the complexity of some of the games layouts.
These videos remind me why I like this genre so much, will gladly wait years for the next one.
On the spirit of this MOVIE of a video I'm gonna take my time to type this COMMENT lol.
First, this video could not have come at a better time. I literally was thinking the other day how I wish there was a video going in detail about every little archetype of fighting games. So to have you making it is beyond perfect.
Secondly, I'd just like to thank you for your videos. I have no Idea what you make to them to make it so addicting to watch, but I keep going back to these videos no matter how much I've already seen them (I think I'm starting to quote the kbd video by heart lmao). You were one of the reasons I have fallen in love for fighting games after so many years of disliking them.
So Tldr, thanks Gerald ❤
God tier video and a new subscriber. Found you through run the mindset and I have been missing out!
I was just thinking yesterday I hope Core A gaming comes back! I swearrrrrrrrrr
Yeah, yeah. Touch grass.
@@DontKnowDontCare6.9 lol
Gerald, you're alive! I am so glad!
This is the most work i have ever seen to be put behind a video presentation regarding fighting games. Just for that fact, congrats. I did learn something from watching. I hope someone else learns something as well. My hat's off to you, sir. Respect.
The GOAT is back!
New Core A Video the world is healing 🥲
Say TY to Riot's marketing department
11:08 Dhalsim throwing Blanka into Ryu was a nice touch
We're alive, and Core A Gaming is back
Its been a year, but we got a new Core A video!
Major props for all those edits and clips. Missed this channel!
You are the only one of my hundreds of subscriptions that i actually hit the bell on. Can't believe this payed off
Same
MY GOAT IS BACK 2024 IS REDEEMED
This is not only a great video to discuss fighting game types but also a great history lesson of past and current games. Amazing job Gerald!
THE CHANNEL LIVES!!!
42:14 in naruto ultimate ninja storm, if the screen was behind my opponent, i would use my assist, sakon and ukon to form a giant wall between us and use a character that could teleport to the opposition. 😂
@@CagedPhoenixThe1st do you happen to know what’s the name of the song is playing in the background
@@nastymaar_123 on my time stamp? I'd have to ask my bro. I'll let you know
@@nastymaar_123 might be a deep cut. No ideas, good sir.
@@nastymaar_123 Power Stone - Day of the Manches
Thanks for the tremendous work! Not a fan of fighting games but I had a blast watching this. You can consider this a very well made documentary for all audiences
The return of the great one! I can’t wait
Core-A uploading again!! 🎉🎉
Damn love the over 1 hr documentary of fighting games!
1:02 I'm so glad you put Necrophagist here 🥰 I'm in love
Still waiting for the 3rd album by the way 🤘🏻
HE IS ALIVE!!!
It's really nice to see you post a video again after some time. Your videos always have so much quality.
WE WILL BE WATCHING
I love the thumbnail mimicking a part of the insert credit screen of sf2. It just makes it feel like your delving into the blueprints of the fighting game genre
When the world needed him most, he returned.
I even watched the hit box ad ❤
literally lmao
i didn't even clock it was an add but then again i had a few drinks in celebration of this goated vid
Coming back with a banger I see
Holy shiet i didnt realize how much i missed your videos man ❤
He's back ❤
Oh my god! You ACTUALLY take the time to explain fighting game words! Wow!
OMG LETS GO! GERALD IS BACK BABY!!
44:26 Virtual On and the ultimate head to head mecha action sequel Virtual On Oratorio Tangram would like to have a word with you
nice profile pic.
That's a long sponsor section yet I watched whole thing. Cause it tele/matches with video content.
Nice Video
Oh how I have missed you