@@Pelmite its pretty crazy to me. 5 years ago, id be imagining blizzard releasing these kinds of games. i would have never guessed that riot would release another game, but look where were at now.
Correction: In Duos play, the Assist character is the one who calls the assist, but the Point character is responsible for tagging in the Assist character when they’re on screen.
@@bladeprincesscharacter on the screen: I'll tag along my partner when I want Character off screen: I'll often press the button so I can use my assistance skill to help my partner
i think he means that only the second player can make his character assist the one on screen. and only the character on screen can swap in the assist player so he becomes point
Not getting one shot by League champions is the exact reason why this game is gonna be such a huge success. Imagine actually getting to play the character you love competitively no matter what. Can't wait to see this game shine!
As an FG player the simple controls is a good marketing strategy but its pretty clear this game will be on the more complex side of FGs but not in a execution level of course but more on playing correctly using the multiple systems present in the game
I'd say on execution level as well. I am a perpetual noob. I can do any motion input that it's common now a days (I won't do the bullshit pentagram input for example lol). But don't ask me to mantain a long as shit combo. I just can't. This game will be that times 40. Sure, some games will certainly have long combos AND motion inputs but still. This doesn't make this game execution simple.
Well, consider that motion inputs are only one, usually minor type of execution, you can still have hard links, tight/precise runups, specific timings and very situationall/hard to judge confirms among others Take 3D fighters, there are near 0 motion inputs in those games while there tends to be a ton of demanding stuff surrounding them
Since those guys say it's free to play I say you should try The skill floor is simple since there's no special inputs like the typical 236 or 214 except for the ultimates because they made the execution of the moves similar to Smash bros Allowing you to jump straight into labbing or fighting and being able to use most of the kit mid fights
I feel ya man, I'm bad at anything involving some sort of super bar, it's why I started falling off of Tekken when 7 came out. But I'll still give this a try. Could at least be fun to play :D
If you're new to fighting games I do have some important things to say 1. Simplified controls doesn't mean you can just mash, you'll have to learn your combos and block strings the same as any other fighting game 2. You're going to lose, a LOT. Fighting games are very deep and hard to learn, most of the FGC is going to be playing this game, so youre going to get out-neutraled a lot, and that's ok. 3. Nothing is "cheap" or "bullshit" its your fault and theres ALWAYS something you can do or could have done, its the best and worst part of fighting games, you can't blame anybody else, because you are entirely in control. And finally 4. Fighting games are still about having fun, the FGC is one of the most welcoming and friendly communities in gaming. If you're nice to them, they'll be nice to you. If you want to learn, there will surely be a discord or something of the like, so don't be afraid to pop in and ask questions, just remember most of the people talking to you are better than you, so arguing with them isn't the best use of your time. I'm very excited to see a big free fighting game like this and I really hope it is a massive hit outside of the FGC.
Point #3 is kinda not true. Look at UMvC3 for example. With what they're kinda presenting I'm gunna guess there's 100% going to be bs/meme shit in Project L (but there is a parry so who knows)
There are absolutely cheap moves in fighting games, what? You can still win and play around unfair or cheap things but that doesn't mean they don't exist lmao. Noob Saibot in mk11 is designed to use cheap tricks that mess with you by making it hard to tell whats happening on screen so that he can combo you. Happy Chaos from GGST is banned in a lot of tournaments because of how unfairly op he is. It's almost universally agreed that Akuma in Tekken 7 is disgustingly op (which is why i played him lol). Soulcalibur ring outs end a match prematurely, that's so cheap.
Always love your videos Necrit! I don't know if you're still going to cover the lore of other games, but if you are: I would love to see you discover the lore of the Guilty Gear series
it being a fighting game youll probably decide you hate it within the first five minutes, but dont worry, my advice is; dont uninstall, come back and play when you're not tilted, and then once you are, hop off again. fighting games are extremely rewarding to get good at and if you have the time id definitely recommend it.
The only thing I am really begging for is that they add unique 4 line dialog at the start of each fight. I love to always watch those 2 hour video's of MK
Trust me Necrit, complicated inputs or execution isnt the barrier to entry for Fighting Games. It's the fact that no matter what, you have to grind combos, matchups and learn to navigate System Mechanics (which this game has a LOT of) to properly play without getting dunked on. I say this as someone who got destroyed in Tekken 7 for a solid 6 months before learning to play with intentionality.
I think the issue is more with matchmaking. People are totally fine with being shit at other games, but many fighting games either have bad matchmaking or a low playerbase (or a small pool of opponents because of poor netcode). If new players got matched up with other new players more often, it wouldn't be as frustrating. Other game modes are also essential so the whole game doesn't feel like a grind.
@@briancompau1694 I feel like knowing Riot the matchmaking will be decent, and this game is bound to have a very big starting player base for a couple months. You're completely right about having lots of different modes, it's conducive to having a complete experience, something which SF6 excels at
@@briancompau1694I think with other games, League and Apex for example, there is a lot of down time. Fighting games by design are high stress. I think this is also a big factor in why beginners struggle so much.
As someone who's trying to get into traditional fighting games coming from Smash (currently playing Injustice 1 and MK11), this exactly. Honestly, it feels like learning the opposing character is way more important than learning yours.
Slight correction: Push block is done with forward light and medium, not light or medium (you need to push them at the same time, just like with the parry)
@iiisixstringiii8285 Bruh... If I didn't know this already I wouldn't be correcting Necrit. All defensive moves in this game cost meter... outside of the dramatic save which has it's own separate meter. These are all things THAT ARE EXPLAINED IN THE VIDEO FROM RIOT! I was saying that I only heard Necrit say L OR M when it's actually L AND M when talking about push block... though, after a quick rewatch he did get the input for the back dash as well since he says L+H (which is the input for the parry, not the defensive utilities).
@@LeJunke Retreating guard requires you use the retreating meter... which functions like the burst meter in Guilty Gear Strive (in that it slowly builds on it's own rather than requiring player actions to be built). So, no... it's not free. If you use your retreating guard too early or it gets baited/punished... that is a defensive resource that you might not get back by the end of the round and won't have during all of the moments you might want it (hell, if you wanna get technically... the fact that it can be punished with a low means it's not free, especially since low hit attacks are the most common type in fighting games. The fact that it can be punished or baited out at all means it's never free, since messing up the timing means you are gonna get hit for a beefy combo after).
I think CO-OP has the potential to be really good. Yes, it is harder to predict a swap, BUT, your opponent also has to play two different people with two different play-styles.
For jinx i would imagine something related with get exited the pasive. Maybe she gets buffs whenever she lands a hit and basically you are force to stop her at the beggining or she can snowball or something
Hahahaha basic lol player ideas, not that it is wrong to have ideas it's just that all my friends that played lol and not much fighting games tend to have pretty weird bad ideas for this game just like this one, if they did something like that it would ruin the gameplay and make the game as shity as league in terms of balance, take Darius for exemple he got that zone control like in league and that crazy passive that makes some good damage that's all what they did there no need to make things too complex until the game destroye it self and that's why I am pretty sure the game will break when Kayle comes out.
When will Necrit cover these lore content from 2019? Necrit Skipped Stories: Trouble - Annie Remember Me - Karma The Spear of Targon(Updated version) - Pantheon Child of Zaun - Urgot Big Head, Bad News - Sett
As a somewhat experienced fighting game player is feels weird for necrit to be explaining such basic concepts but its actually good for newbies. No one in the fgc seems to want to explain this stuff to newcomers so this video is great.
I just hope nobody goes in expecting this game to be an easy transition from league. The FGC is going to be all over project L and it looks like there is a TON of mechanical depth. I’m mentally prepared to take my hundreds of ass kickings as I’ve never played a tag fighter.
@@pregnanttomato9576I think a lot of league players will drop very soon after launch. This game has a lot of dirty mix. I think getting mixed up like that and just thrashed will make people not want to play
I played it at eco on stick with a few buddies. Very easy to understand at the start but becomes very complex on caring out combos w/ a proper support.
Its worth noting that complex inputs does not equal complex gameplay, if anything removing the motion inputs allows for faster, more varied gameplay since motions like Quatercircles or DP's are considerably less responsive even at the absolute highest level and that makes many design decisions unfeasible. And it should be remembered that motion inputs are only a minor part of execution, there is still a ton of different, usually more impressive ways to test player precision and dedication
Motion inputs have a place in balancing though, its why charge inputs are allowed to be stronger than other inputs due to how they work. Same thing for half circles and dp motions. Getting rid of them can also offset balance by A LOT, the thing is with Project L though is it has the Cannon brothers at the front of it and they know what they are doing. So complex inputs CAN mean complex gameplay due to also needing to understand how buffering works (If you see someone in SF6 buffering a move you can tell by the way they are moving so you can play around it) or even just the fact that while blocking inputting a dp is way harder due to its complex input design. Also saying :complex" is kinda asinine in my opinion, its not hard to learn how to roll you finger over 2 buttons.
Those inputs are merely a limitation, nuisance or a minor delay for you or me, but for a non FG player, let alone a normie, god forbid a league player... its a deal breaker. And yeah certain inputs are introduced as a limitting factor, like longer inputs for invincible moves or strong spammable moves being tied to charge inputs but its just one solution of many, and only a problem if you design yourself into a position where it is one, you can design charge inputs and invincible moves with simple inputs just fine. And arguing that motion inputs are a relevant to ballancing of a game that was built entirely on a premise of simple inputs is simply... well... wrong. I don't find much complexity behind..."block high = no flash kick" or "speciall covers for a part of the super" or "you get a random DP for walking up and pressing fool" and I think people overrate that entire aspect, most of those interractions have little player interraction and are neither fun or impressive for either party
@@habaduba2383 Look man, this sounds like you have little to no experience ever playing a fighting game at a high level what so ever. There is TONS of interaction due to how controls are mapped out, if there wasn't KBD would be 1 button when it isn't and there is a reason people agree that making an easier control for most games lowers the skill ceiling and the player expression over all. Also you act like League players cant use their hands what so ever when they can also play characters like Azir and Akali, the thing is you need to just sit down and actually, you know, play the game instead of picking it up for 2 matches and complaining that you got your ass wooped. Now the reason I think that Project L is doing good because like you pointed out, it is being built from the ground up with it in mind and I trust the Cannon brothers whole heartedly (I mean at Evo this weekend Project L was fun af to play so its working obviously) but to make the claim that that complex inputs don't/cant make a complex game is just wrong entirely. Now they don't FULLY make it but they add to its complexity. And yes, for people who do play a lot of FGs, they might not seem like they matter, until you are under pressure, people still dropped combos at Evo this year in games even though they have THOUSANDS of hours. Its why Modern vs Classic is a conversation do to the faster ability to react.
@@anthonyrodriguez9232 1. I played FG's competitivelly for about 6k hours now, you just dissagree and have no response to my arguments so you choose to dismiss me 2. You don't even know what a motion input is, kbd is not a motion input, and motion inputs don't add expression any more then they limit it 3. A regullar player will struggle with motion inputs, especially in actuall play, just ask one, check any of the FG streamer events where they actually have time to train too... hell you point out competitors drop motion inputs under pressure, thats contradictorry 4. Motion inputs raise both ceiling and floor, and the latter more for sure, if the game itself isn't simplistic enough for ceiling to be attainable that manouver is entirely detrimentall to the level of play and enjoyment 5. Having players drop stuff they had in the bank coz of motion inputs, EVO or not is not exciting or fun for anyone, its depressing, and the opposite is never impressive or fulfilling at all If you just wanna assume my credentialls so you can ignore all my points then Ill not entertain this further
Best demo at Evo. They even had riot inspired cabs for it that they left in the open arcade hall. I'm so excited to play duos with ppl in this game lol
As a perpetual fighting game noob I like simple controls as a concept and that some games exclusively use it. But having said that the entry barrier for these games is not actually the controls, especially not these days where buffer windows and input predictions are so big and generous. There is the now famous video of a dog doing a Quarter Circle Forward hadouken as an example. (that said DP inputs or Z inputs and supers (depending) are certainly harder on people totaly not used to them) The real entry barrier for a fighting game is that it really takes a special kind of someone to get completely and utterly corner juggled for the entire round and have them go "wow, that was cool, now, how do I get out of it?" And this will be the corner juggliest game ever. Up there with Marvel vs capcom type stuff. That and the fact that even at its most basic fighting games work on a minute logic that doesn't come second nature to people not familiar to them like it does veterans. Stuff like whiff punishes, minus on block, frame advantage, frame traps, option selects, invinsible reversals and most of what you'll find in the infil dot net fighting game glossary. Sure some stuff will be easier to do and that's cool but if you don't have a proper understanding of footsies you being able to spam specials by mashing or not will have the exact same result of you being locked in long combos with 50/50 resets. All this to say, simple controls are cool and I hope they are always at least an option, but classic controls are hardly the true barrier of entry of the genre. The actual barrier of entry is understanding how exactly you got blown up and what the counterplay to it might be. As long as you keep this mindset you'll just learn grow and keep having fun. And I really hope classic controls, which are what make fighting games stand out terms of expression through execution don't die because of this wrongful idea.
SF and Tekken would never ever change to simple controls. That would basically be suicide. I really doubt classic controls would die at this point. As both styles of play can coexist. It's not like modern controls were made to replace the old ones.
Give me Akali, Zed, Yone, Camille, Vi, Sett. Man so many amazing roster options. They nailed the character identity aspect of PL so far, can’t wait for more reveals.
I'm here rooting for Kayle and or Morgana being part of the roster! Though if not, I'm all down for any Aspect. Probably Pantheon might make it in out of all of the Aspects. Yes I know he's no longer the Aspect of War (controlled) he still manifests the power of it.
I wonder how Yordle champs will be implemented if at all since a characters height or hit box is very important for these games. Granted the most straight forwards Yordle for size would be Rumble in his Mech.
It wont be that hard, theres been plenty of short characters in fighting games. Even Nefari can work since theres been dog characters in fighting games too.
For the people that didn't play much fighter games, yasuo is basically subzero from mk11. What I mean is he has A LOT of 50/50s (attacks from air and low attacks) so with long combos it's a huge advantage cause u have to guess while on defend if it gonna be a high or low combo. To balance this subzero has low damage, basically it's the same with yasuo. Kind hyped for him but more hyped for Katarina because I assume she will kinda the same style as Milena and Kitana from mk11 also can't wait to see sonic fox on yasuo xD
I hope Riot Organises tournaments where you can compete as Solo OR Duo. Maybe it wouldn't be fair but it would create insane storylines. Even if its a 4fun tournament they should try it
I'm happy you referenced the Core-A Gaming video at the start. Gerald Lee puts out some of the best FGC content available. Also, Simple inputs aren't going to be the thing that makes this game accessible. It being Free-to-Play and the IP are the biggest strengths of Project L. More new players are going to try it purely because it's LoL characters and it's free. They probably won't even consider the input style. I wish people would stop putting so much weight on games being motion or simple inputs. Anyways, great video Necrit! It's nice to see perspectives about Project L from outside of the FGC space.
Very interesting choice to say u want ur fighting game to be simple and then make it a tag fighter. Cuz I have not once seen or played a tag fighter game and thought "I knew exactly what was going on that entire fight" lmao
I like what they did with Yasuo here. To me it makes a lot more sense for his character to be about defence and waiting to punish his opponent rather then being the aggressor
@@risky2166 Honestly don't know, I mean, who expected Yasuo to be a stance character really. I just thought the way she fights would look nice with it.
7:29 outside of controls being more simple game mechanics of the game are not for casual players at all. As of right now Project L is made for veteran fighting game players, ita kinda dream game of someone who played fighting games for years or decades.
"it will always be more competitive to be solo than duo" I'm not sure if that's correct completely. From a mechanics standpoint, maybe since you have full control of both characters, but 2v1 has it's own advantage which is you're against 2 different minds who might have completely different playstyles and mindgames. if one person gets you in specific habits and the other person tags in and has a different style and you get completely lost in mindgames, that's an advantage of its own.
Im not a big fighting game fan. but this seems really good, since Smash is the other big big fighthing game and pretty much all caracters have the same botton scheme. and the game is massive.
i think its really clever of them to have taken the smash bros approach, making every character have the same inputs that is. This might be one of the reasons why smash is still one of the most played fighting-party games of all time.
every time Riot posts a video about a game, the hype around it is insane... and that is because people know by now that riot will not make a bad game. if the game is bad they will not release it. and let's be honest... a big portion of League players have become regular players in other Riot titles. so from the 150 million LOL players, you can expect 1-2 million to try and play this one. and to be fair, it is cool to look at, the animated style is pleasing to the eye. and reminds you that you are in a game. simple controls, will mean many potential players. and let;s be honest, the fighting game community was expecting for years on, that a Big company would make a game that focuses on the gameplay, on what people want, not on what share holders want... money ofc.
if pantehon isn't in the game at lunch i expect a big reveal you are in the middle of a match , you jsut beat off the enemy your finishing your combo , but you hear a chant , goosbump start , you win the match , a spear arrive , pantheon theme play and you must beat him like a akira in a street fighter so that when he came out you can play him for free
This is already 100% gonna be my main game when it drops, I'm most excited about the roster though. Sett just needs to be here, he was born for this game lol. We need Viego too though so we can get some Shang Tsung action
I hope that when the game comes out its name is Fighters of Runeterra or something like that, it would be simple and dope at the same time. I am so excited and hyped about it.
From what I'm seeing so far, I am very impressed with Project L, and I hope it becomes one of the best fighting games since Killer Instinct. All I can say is that what the game needs is a wide & diverse roster, plenty of offline content such as an arcade mode (with a final boss & endings), survival mode, and maybe a storymode (but told in the style of Arcane) along with alternate costumes. My predictions for possible titles could be League of Fighters, Arcane Champions, or Runeterra Legends just to name a few. As for who I want to be playable in the game, I want Warwick, Renekton, Volibear, Alistar, Rengar, Wukong, Annie, Blitzcrank, Vel'Koz, Fiddlesticks, Thresh, and Kayle.
I played almost every fighting game out there. This looks amazing, tagging system reminds be of dbfz which was hella fun and really unique. I just hope this game dosen't lack on the character interactions. Cause for me personally league of legends characters are not that "unique" nor does it have that much "depth" aside from arcane characters etc. Sf for example has an incredible story about the main cast of characters and a really badass look to it, guilty gear does the same exact thing and for dragon ball we completely know the characters already so seeing them interact with others is so cool. In MK seeing characters interact based on the story is so awesome. I know gameplay is a good factor in making a fighting game be successful obviously but another factor is the interactions. As long as this game can keep that high bar aside from gameplay stuff which they already nailed. This could be really dang huge
I love how it reminds me of the ease of blazeblue, as one of my first fighting games it was fun and later on I abused the fun and harder combos. I even got some of my friends to play it and they quickly learned to beat me up lol. All I wish was the cinematic for a Tag ult or 2 different cinematic ults
Champions to add. Yone Lux Sylas Leona Diana Riven Garen Morgana/Kayle Nasus/Renekton And the obvious one. VI. You know, the champion that PUNCHES THINGS??? Shove Udyr/Lee sin in too.
Hope to see: Vi (similar to Bullet from Blazblu) Sylas (stealing peoples moves) Kayn(with maybe some kind of transformation system into red or blue mid match) Sejuani without a mount would be a cool but Lissandra might be cool too for an sub zero type Zoe, Viktor, Anivia, Shen, Ksante i could see being interesting characters.
"Don't worry it's not League you're not going to get one shot". My good friend and scholar Necrit, may I introduce you to our Lord and Savior Todd (aka TOD)?
As an avid fighting game enjoyer, I would like to provide some context for the non-fighting game people: So far, Ahri is a high pressure, rush down character. She has a lot of mobility compared to the rest of the cast. Ekko is a high mix up, neutral character. He's pretty unique as far as fighting games are concerned, but he's the closest the game has shown to be an "all rounder" but those aren't really useful in tag fighters, so it's understandable why the devs haven't showcased one. Darius is the big stick dude. He's simple, he's got a big stick, he's got the big chunky hits. And Yasuo is what we would call a true neutral character. He has a lot of tools to control what we call the "neutral game" which is that period where both players are trying to get the initial hit in for a combo. He's not exactly a mobile character, he has a dash out of his stance which in Fighting Game terms that's more like a League dash where it's a fixed distance. Stances are generally a button you push before getting access to a handful of other attacks/abilities (typically tied to your Light, Medium, Heavy buttons). So he's certainly a lot slower than you may expect, but he's absolutely got the skill expression at the core of Yasuo's design.
@@angulinhiduje6093 I'm not sure what definition of neutral you're referring to, but I'm going based on play tester descriptions, not exclusively footage. And based on several accounts, he's described as a Neutral Game Character, meaning he has a lot of tools to control the pace of a match: far reaching normals, a stationary projectile, the wind wall, a cross up, an instant overhead. I'm very thankful for Necrit covering this game, but that description for Yasuo is very clearly made from someone who is not familiar with fighting game archetypes. Not his fault by any means, but it's worth noting.
@@angulinhiduje6093 While this is true, his combos are incredibly long and technical, so they may do some balance changes on him if players get too consistent, but right now play testers are comparing him to Virgil from Marvel 3, but like a more balanced version of Virgil. One thing I find interesting though is his stance moves are very similar to Shadow Ranger from Power Rangers Battle for the Grid, which makes sense because Clockwork, one of the lead devs, was also a lead dev on BFTG. Right now the rush down character appears to be Ahri, Ekko is a little speedy but he's pretty unique with his rewind/timewinder projectile. The main reason why I feel play testers have called Yasuo neutral focused is because he has a smaller version of Virgil's Judgement Cut, stationary sphere of weeaboo samurai slices with 3 set distances, and the Wind Wall. The Wind Wall blocks projectiles, but his he hits the wall with his "judgement cut" then it creates his tornado Q, which is massive, goes full screen, and destroys all projectiles it runs into. I believe they said the opponent can jump over it with a super jump? But still, super powerful tool. Not to mention, his level 1 Ultimate is a massive, tall hitbox. Pretty good for catching aggressive jump-ins/air dashers.
I noticed that Ahri's face expresion and the way she moves around looks a lot happier and posetive and a bit playful. Maby im reading to much into it idk, thats just how i feel/see it. Or decide to see it.
Riot's game design and quality of life improvements in their titles never fail to astound me. I always love when game studios update old systems and replace them with modern ones, and the motion inputs in fighting games are one thing that really needed some work. Seeing how tournament casters commentate on FG matches, I think the mind games, combos, and decision making are fundamentally more exciting than input mastery.
It really hasn’t been that long since a fighting game broke out. MK11 was 4 years ago, made like 500 million and is very new player friendly. We’ll see how Project L turns out, but it’s tough to make a game with a high and complex competitive ceiling that’s new player friendly.
Dragon Ball FighterZ was also a game meant to be easily picked up by casuals, but that really means nothing because casuals never stay. the gap between them and experienced fighting game players will always be too massive. Thats the real reason casuals dont play fighting games or if they do they dont stick around. If you want a game that is truly casual friendly then it has to be a party fighting game like Smash Bros, the only game wher skill is not a issue because you just turn on items and pick a massive stage. or go back to the days of Killer Instinct where combos were done on a D pad rather than a analog stick which made it as simple as possible to perform combos.
crazy times we live in where Project L turned out to be a huge W actually
its actually crazy that riot has managed to release back to back successful titles when they only had one game for 10 years
Is that crazy? Riot doesn’t really miss their communities blow but their games are incredible
@@Pelmite its pretty crazy to me. 5 years ago, id be imagining blizzard releasing these kinds of games. i would have never guessed that riot would release another game, but look where were at now.
@@Miwhe more money than god and a ton of talented devs not too surprising
@Pelmite Same could be said about blizzard a decade ago, but look at them now.
Lowkey, I wouldn't mind if they used the name "Rift Rivals" for the game since they've discontinued using it from the old EU vs NA tourneys.
I also like the name they used for the summer event *Soul Fighter*
But they probably wouldn't use that
Wouldn't make sense as in the lol lore the rift isn't a thing
@@Hakokoroyou do know in the lore, the League in ‘League of Legends’ is also not a thing too
@@JakeTran141it was a thing, until they scrapped the old summoner lore.
@@ThreeFacedLiarwhich means its not a thing anymore
I love the art style of the characters, they all look so good
Correction:
In Duos play, the Assist character is the one who calls the assist, but the Point character is responsible for tagging in the Assist character when they’re on screen.
Could you please explain
@@bladeprincesscharacter on the screen: I'll tag along my partner when I want
Character off screen: I'll often press the button so I can use my assistance skill to help my partner
@@bladeprincess
Basically think of the back up as the one who comes in occasionally to assist
While the one at the front decides when to tag out
@@sr.cabritopredador5130It's like the Street fighter X Tekken tag system
i think he means that only the second player can make his character assist the one on screen. and only the character on screen can swap in the assist player so he becomes point
having a main in this game is gonna be a huge part of player identity i hope they let you express your dedication to a particular champ in a cool way
Waiting for Mastery 7 Yasuo flashing his Mastery after droping every combo
Not getting one shot by League champions is the exact reason why this game is gonna be such a huge success. Imagine actually getting to play the character you love competitively no matter what. Can't wait to see this game shine!
Lol true, and you're not trapped in a 30-min game with a negative kda
Tods are coming for you :)
jwong was doing 90% damages from what ive seen, maybe even 100% you aint safe from nothing
And no teammates! NGL that is like a dream come true. LOL chars are all so cool but actually playing league is suffering...
As an FG player the simple controls is a good marketing strategy but its pretty clear this game will be on the more complex side of FGs but not in a execution level of course but more on playing correctly using the multiple systems present in the game
I'd say on execution level as well.
I am a perpetual noob.
I can do any motion input that it's common now a days (I won't do the bullshit pentagram input for example lol).
But don't ask me to mantain a long as shit combo. I just can't.
This game will be that times 40.
Sure, some games will certainly have long combos AND motion inputs but still. This doesn't make this game execution simple.
a lot of tag fighter tend to be a stomp heavy game. keep that in mind newcomers
Well, consider that motion inputs are only one, usually minor type of execution, you can still have hard links, tight/precise runups, specific timings and very situationall/hard to judge confirms among others
Take 3D fighters, there are near 0 motion inputs in those games while there tends to be a ton of demanding stuff surrounding them
Nah, this game will have crazy execution despite being simple inputs. I can't wait to see some crazy high difficulty combos.
This is great though, right? Low skill floor, high skill ceiling?
I'm very much trash at fighting games but this really has me intrigued and wanting to give it a try when it comes out.
It should be free isn't it planned to be at least? Nothing to lose but time giving it a shot.
@@HaunterVyep free to play
Since those guys say it's free to play I say you should try
The skill floor is simple since there's no special inputs like the typical 236 or 214 except for the ultimates because they made the execution of the moves similar to Smash bros
Allowing you to jump straight into labbing or fighting and being able to use most of the kit mid fights
and by trash you mean lacking the ability to finishing a captcha before making every move, don't worry we don't do that in modern game design anymore.
I feel ya man, I'm bad at anything involving some sort of super bar, it's why I started falling off of Tekken when 7 came out. But I'll still give this a try. Could at least be fun to play :D
If you're new to fighting games I do have some important things to say
1. Simplified controls doesn't mean you can just mash, you'll have to learn your combos and block strings the same as any other fighting game
2. You're going to lose, a LOT. Fighting games are very deep and hard to learn, most of the FGC is going to be playing this game, so youre going to get out-neutraled a lot, and that's ok.
3. Nothing is "cheap" or "bullshit" its your fault and theres ALWAYS something you can do or could have done, its the best and worst part of fighting games, you can't blame anybody else, because you are entirely in control.
And finally 4. Fighting games are still about having fun, the FGC is one of the most welcoming and friendly communities in gaming. If you're nice to them, they'll be nice to you. If you want to learn, there will surely be a discord or something of the like, so don't be afraid to pop in and ask questions, just remember most of the people talking to you are better than you, so arguing with them isn't the best use of your time.
I'm very excited to see a big free fighting game like this and I really hope it is a massive hit outside of the FGC.
Imagine league players when they can't blame their team for losing
@alm3na284 I have a sneaking suspicion that they'll manage somehow
You literally can blame your teammate here since theres a 2v2 option 🤣
Point #3 is kinda not true. Look at UMvC3 for example. With what they're kinda presenting I'm gunna guess there's 100% going to be bs/meme shit in Project L (but there is a parry so who knows)
There are absolutely cheap moves in fighting games, what? You can still win and play around unfair or cheap things but that doesn't mean they don't exist lmao.
Noob Saibot in mk11 is designed to use cheap tricks that mess with you by making it hard to tell whats happening on screen so that he can combo you.
Happy Chaos from GGST is banned in a lot of tournaments because of how unfairly op he is.
It's almost universally agreed that Akuma in Tekken 7 is disgustingly op (which is why i played him lol).
Soulcalibur ring outs end a match prematurely, that's so cheap.
Always love your videos Necrit! I don't know if you're still going to cover the lore of other games, but if you are: I would love to see you discover the lore of the Guilty Gear series
Necrit does FNAF theories?
GG Lore is convoluted and messy, but also really cool. I would also love to see Necrit dive into it
Damn, i would like Necrit diving into GG
Everytime I think about GG lore I just think of that one clip of Gekkosquirrel shouting "oh god this lore's got HANDS!"
I really love the graphic style of the game, really nice colors as well, I'm not a fighting game guy but I definitely want to give this a try.
it being a fighting game youll probably decide you hate it within the first five minutes, but dont worry, my advice is; dont uninstall, come back and play when you're not tilted, and then once you are, hop off again. fighting games are extremely rewarding to get good at and if you have the time id definitely recommend it.
i remember hearing that the friend has control over the assists, while the point player controls the tags
The only thing I am really begging for is that they add unique 4 line dialog at the start of each fight. I love to always watch those 2 hour video's of MK
Trust me Necrit, complicated inputs or execution isnt the barrier to entry for Fighting Games. It's the fact that no matter what, you have to grind combos, matchups and learn to navigate System Mechanics (which this game has a LOT of) to properly play without getting dunked on. I say this as someone who got destroyed in Tekken 7 for a solid 6 months before learning to play with intentionality.
I think the issue is more with matchmaking. People are totally fine with being shit at other games, but many fighting games either have bad matchmaking or a low playerbase (or a small pool of opponents because of poor netcode). If new players got matched up with other new players more often, it wouldn't be as frustrating.
Other game modes are also essential so the whole game doesn't feel like a grind.
@@briancompau1694 I feel like knowing Riot the matchmaking will be decent, and this game is bound to have a very big starting player base for a couple months. You're completely right about having lots of different modes, it's conducive to having a complete experience, something which SF6 excels at
@@briancompau1694I think with other games, League and Apex for example, there is a lot of down time. Fighting games by design are high stress. I think this is also a big factor in why beginners struggle so much.
As someone who's trying to get into traditional fighting games coming from Smash (currently playing Injustice 1 and MK11), this exactly. Honestly, it feels like learning the opposing character is way more important than learning yours.
Combos is the last thing u want to learn if you are a beginner in fighting games. New players overrate combos so much 😅
Slight correction: Push block is done with forward light and medium, not light or medium (you need to push them at the same time, just like with the parry)
@iiisixstringiii8285 Did Necrit say L or M for that one as well?
@iiisixstringiii8285 Bruh... If I didn't know this already I wouldn't be correcting Necrit. All defensive moves in this game cost meter... outside of the dramatic save which has it's own separate meter. These are all things THAT ARE EXPLAINED IN THE VIDEO FROM RIOT!
I was saying that I only heard Necrit say L OR M when it's actually L AND M when talking about push block... though, after a quick rewatch he did get the input for the back dash as well since he says L+H (which is the input for the parry, not the defensive utilities).
@@SirGrimly retreating guard doesnt cost meter. its free but its vulnerable to lows
@@LeJunke Retreating guard requires you use the retreating meter... which functions like the burst meter in Guilty Gear Strive (in that it slowly builds on it's own rather than requiring player actions to be built).
So, no... it's not free. If you use your retreating guard too early or it gets baited/punished... that is a defensive resource that you might not get back by the end of the round and won't have during all of the moments you might want it (hell, if you wanna get technically... the fact that it can be punished with a low means it's not free, especially since low hit attacks are the most common type in fighting games. The fact that it can be punished or baited out at all means it's never free, since messing up the timing means you are gonna get hit for a beefy combo after).
I really have an impression it is simple to get in, but really hard to master. This gives a pretty good longevity.
I think CO-OP has the potential to be really good. Yes, it is harder to predict a swap, BUT, your opponent also has to play two different people with two different play-styles.
For jinx i would imagine something related with get exited the pasive. Maybe she gets buffs whenever she lands a hit and basically you are force to stop her at the beggining or she can snowball or something
That would be kind of cool actually.
Hahahaha basic lol player ideas, not that it is wrong to have ideas it's just that all my friends that played lol and not much fighting games tend to have pretty weird bad ideas for this game just like this one, if they did something like that it would ruin the gameplay and make the game as shity as league in terms of balance, take Darius for exemple he got that zone control like in league and that crazy passive that makes some good damage that's all what they did there no need to make things too complex until the game destroye it self and that's why I am pretty sure the game will break when Kayle comes out.
i hope we get Blitzcrank as a grappler, he would make a good fit
Gimmie Hecarim, Yorick, or Nautilus instead.
Hear me out, Sett
@risky2166 I don't see sett as a grappler in regular league, but honestly, he fits the role the best in project L
@@HaunterV I just want Vi
i want ramus and all his ability is that blocking hits deals damage to opponents.
I’ve been so used to the name Project L, it’s gonna be weird when it gets renamed.
When will Necrit cover these lore content from 2019?
Necrit Skipped Stories:
Trouble - Annie
Remember Me - Karma
The Spear of Targon(Updated version) - Pantheon
Child of Zaun - Urgot
Big Head, Bad News - Sett
He won't
@@HeroOfJusticeYT he completely forgot about them 🥲
He might, but he’s not focused on league anymore
When will riot give fans a grown up Annie skin?
Nah
As a Fighting Game fan, I'm absolutely in love with this game. I need it now (meanwhile, I will keep dunking people with Zangief).
As a somewhat experienced fighting game player is feels weird for necrit to be explaining such basic concepts but its actually good for newbies. No one in the fgc seems to want to explain this stuff to newcomers so this video is great.
I just hope nobody goes in expecting this game to be an easy transition from league. The FGC is going to be all over project L and it looks like there is a TON of mechanical depth.
I’m mentally prepared to take my hundreds of ass kickings as I’ve never played a tag fighter.
@@pregnanttomato9576 yeah, all my fighting game experience is button-mashing my way through MKX's story mode so I'm probably gonna get my shit stomped
@@pregnanttomato9576I think a lot of league players will drop very soon after launch. This game has a lot of dirty mix. I think getting mixed up like that and just thrashed will make people not want to play
@@novaseerwhy would someone button smash a game instead of trying to learn?
@@waddledottz i tried to learn but i suck at using controllers and the game was beyond unplayable with KBM
I played it at eco on stick with a few buddies. Very easy to understand at the start but becomes very complex on caring out combos w/ a proper support.
Played the demo at EVO. Its going to be the best fighting game of all time...
Its worth noting that complex inputs does not equal complex gameplay, if anything removing the motion inputs allows for faster, more varied gameplay since motions like Quatercircles or DP's are considerably less responsive even at the absolute highest level and that makes many design decisions unfeasible.
And it should be remembered that motion inputs are only a minor part of execution, there is still a ton of different, usually more impressive ways to test player precision and dedication
Motion inputs have a place in balancing though, its why charge inputs are allowed to be stronger than other inputs due to how they work. Same thing for half circles and dp motions. Getting rid of them can also offset balance by A LOT, the thing is with Project L though is it has the Cannon brothers at the front of it and they know what they are doing. So complex inputs CAN mean complex gameplay due to also needing to understand how buffering works (If you see someone in SF6 buffering a move you can tell by the way they are moving so you can play around it) or even just the fact that while blocking inputting a dp is way harder due to its complex input design. Also saying :complex" is kinda asinine in my opinion, its not hard to learn how to roll you finger over 2 buttons.
Those inputs are merely a limitation, nuisance or a minor delay for you or me, but for a non FG player, let alone a normie, god forbid a league player... its a deal breaker.
And yeah certain inputs are introduced as a limitting factor, like longer inputs for invincible moves or strong spammable moves being tied to charge inputs but its just one solution of many, and only a problem if you design yourself into a position where it is one, you can design charge inputs and invincible moves with simple inputs just fine.
And arguing that motion inputs are a relevant to ballancing of a game that was built entirely on a premise of simple inputs is simply... well... wrong.
I don't find much complexity behind..."block high = no flash kick" or "speciall covers for a part of the super" or "you get a random DP for walking up and pressing fool" and I think people overrate that entire aspect, most of those interractions have little player interraction and are neither fun or impressive for either party
Tldr
@@habaduba2383 Look man, this sounds like you have little to no experience ever playing a fighting game at a high level what so ever. There is TONS of interaction due to how controls are mapped out, if there wasn't KBD would be 1 button when it isn't and there is a reason people agree that making an easier control for most games lowers the skill ceiling and the player expression over all. Also you act like League players cant use their hands what so ever when they can also play characters like Azir and Akali, the thing is you need to just sit down and actually, you know, play the game instead of picking it up for 2 matches and complaining that you got your ass wooped. Now the reason I think that Project L is doing good because like you pointed out, it is being built from the ground up with it in mind and I trust the Cannon brothers whole heartedly (I mean at Evo this weekend Project L was fun af to play so its working obviously) but to make the claim that that complex inputs don't/cant make a complex game is just wrong entirely. Now they don't FULLY make it but they add to its complexity. And yes, for people who do play a lot of FGs, they might not seem like they matter, until you are under pressure, people still dropped combos at Evo this year in games even though they have THOUSANDS of hours. Its why Modern vs Classic is a conversation do to the faster ability to react.
@@anthonyrodriguez9232
1. I played FG's competitivelly for about 6k hours now, you just dissagree and have no response to my arguments so you choose to dismiss me
2. You don't even know what a motion input is, kbd is not a motion input, and motion inputs don't add expression any more then they limit it
3. A regullar player will struggle with motion inputs, especially in actuall play, just ask one, check any of the FG streamer events where they actually have time to train too... hell you point out competitors drop motion inputs under pressure, thats contradictorry
4. Motion inputs raise both ceiling and floor, and the latter more for sure, if the game itself isn't simplistic enough for ceiling to be attainable that manouver is entirely detrimentall to the level of play and enjoyment
5. Having players drop stuff they had in the bank coz of motion inputs, EVO or not is not exciting or fun for anyone, its depressing, and the opposite is never impressive or fulfilling at all
If you just wanna assume my credentialls so you can ignore all my points then Ill not entertain this further
Best demo at Evo. They even had riot inspired cabs for it that they left in the open arcade hall. I'm so excited to play duos with ppl in this game lol
It feels like an endless pool of opportunity when you don't tie yourself to the baggage of the fighter genre that's come before.
Riot hyping the game using Project L
Riot after seeing the amount of recognition the name has
*PROJECT LEGEND*
when the game is mediocre and bland: project lose
Riot after adding baker pantheon: project loaf
As a perpetual fighting game noob I like simple controls as a concept and that some games exclusively use it.
But having said that the entry barrier for these games is not actually the controls, especially not these days where buffer windows and input predictions are so big and generous. There is the now famous video of a dog doing a Quarter Circle Forward hadouken as an example. (that said DP inputs or Z inputs and supers (depending) are certainly harder on people totaly not used to them)
The real entry barrier for a fighting game is that it really takes a special kind of someone to get completely and utterly corner juggled for the entire round and have them go "wow, that was cool, now, how do I get out of it?"
And this will be the corner juggliest game ever. Up there with Marvel vs capcom type stuff.
That and the fact that even at its most basic fighting games work on a minute logic that doesn't come second nature to people not familiar to them like it does veterans.
Stuff like whiff punishes, minus on block, frame advantage, frame traps, option selects, invinsible reversals and most of what you'll find in the infil dot net fighting game glossary.
Sure some stuff will be easier to do and that's cool but if you don't have a proper understanding of footsies you being able to spam specials by mashing or not will have the exact same result of you being locked in long combos with 50/50 resets.
All this to say, simple controls are cool and I hope they are always at least an option, but classic controls are hardly the true barrier of entry of the genre.
The actual barrier of entry is understanding how exactly you got blown up and what the counterplay to it might be. As long as you keep this mindset you'll just learn grow and keep having fun.
And I really hope classic controls, which are what make fighting games stand out terms of expression through execution don't die because of this wrongful idea.
SF and Tekken would never ever change to simple controls. That would basically be suicide. I really doubt classic controls would die at this point. As both styles of play can coexist. It's not like modern controls were made to replace the old ones.
@@Martin-yh7viyeah we see in SF6 (especially at EVO) that both can coexist. And that Simple controls doesn’t overpower Classic.
Tldr
@@Martin-yh7vimodern was meant to replace classic. The devs fought hard for classic to be implemented at all
@@HighLanderPonyYT Classic controls aren't the entry barrier they are said to be. Fighting game specific core mechanics are.
Jinx is going to go INSANE and hopefully in an Arcane way-- glowy, incredibly fast and unbelievably dangerous
the thumbnail gave me hope that they didnt include her in the beta cause they were changing her model to the arcane one 💀
😭😭
Give me Akali, Zed, Yone, Camille, Vi, Sett. Man so many amazing roster options. They nailed the character identity aspect of PL so far, can’t wait for more reveals.
Cant wait to see all the arcane edits with ekko vs jinx and whoever else in rhe future!
Calling the name to be: runeterra fighters
And we indeed know somethings they have done with Jinx... she has a HAMMER.
I'm here rooting for Kayle and or Morgana being part of the roster!
Though if not, I'm all down for any Aspect. Probably Pantheon might make it in out of all of the Aspects.
Yes I know he's no longer the Aspect of War (controlled) he still manifests the power of it.
we need the darkins too
I wonder how Yordle champs will be implemented if at all since a characters height or hit box is very important for these games. Granted the most straight forwards Yordle for size would be Rumble in his Mech.
It wont be that hard, theres been plenty of short characters in fighting games. Even Nefari can work since theres been dog characters in fighting games too.
*Gon PTSD*
There exists short characters in fighting game
@@HighLanderPonyYT Yoda has entered the chat
Neco Arc.
For the people that didn't play much fighter games, yasuo is basically subzero from mk11. What I mean is he has A LOT of 50/50s (attacks from air and low attacks) so with long combos it's a huge advantage cause u have to guess while on defend if it gonna be a high or low combo. To balance this subzero has low damage, basically it's the same with yasuo. Kind hyped for him but more hyped for Katarina because I assume she will kinda the same style as Milena and Kitana from mk11 also can't wait to see sonic fox on yasuo xD
Necrit "glass cannon characters can be very annoying"
Me: *flashbacks to vanilla mvc3 dark Phoenix*
The devs’ 2v2 match from evo is crazy good
Looking forward to seeing how this turns out, my friend has been hyped about it and I'm down to try
The game will be called Legends of League
I hope Riot Organises tournaments where you can compete as Solo OR Duo. Maybe it wouldn't be fair but it would create insane storylines. Even if its a 4fun tournament they should try it
Pretty sure it will be Open allowed both Solo and Duo
okay i cant lie im getting really hype for this game actually
Was it the Yasuo gameplay that got you?
@@matrxzeno4761 no lmao
The way he breaks down all the details makes everything make sense and I hate fighting games cause I’m shit but this game sounds dope as hell.
"you're not gonna get one shot" you sure about that?
I'm happy you referenced the Core-A Gaming video at the start. Gerald Lee puts out some of the best FGC content available.
Also, Simple inputs aren't going to be the thing that makes this game accessible. It being Free-to-Play and the IP are the biggest strengths of Project L. More new players are going to try it purely because it's LoL characters and it's free. They probably won't even consider the input style. I wish people would stop putting so much weight on games being motion or simple inputs.
Anyways, great video Necrit! It's nice to see perspectives about Project L from outside of the FGC space.
Very interesting choice to say u want ur fighting game to be simple and then make it a tag fighter. Cuz I have not once seen or played a tag fighter game and thought "I knew exactly what was going on that entire fight" lmao
It's gonna be something like Legends in the Arena or something like that
i love how the last 4 videos are project L and have significantly more viewers than the most of the videos before it
Yasuo and Echo [Freestyle] is going to be very hype to watch
I like what they did with Yasuo here.
To me it makes a lot more sense for his character to be about defence and waiting to punish his opponent rather then being the aggressor
i think gragas would be a frickin hilarious and amazing character for this.
Cant wait for Jinx she looks awesome.
I love the idea of jink become practically a Stance-zoner
I'd imagine that to be more like Caitlyn, but yeah.
@@zzzumozomu How would Cait be a Stance character?
@@risky2166 Honestly don't know, I mean, who expected Yasuo to be a stance character really. I just thought the way she fights would look nice with it.
7:29 outside of controls being more simple game mechanics of the game are not for casual players at all. As of right now Project L is made for veteran fighting game players, ita kinda dream game of someone who played fighting games for years or decades.
I would love Rumble as a Boswer Jr type character and that he is the only yordle I could see get put into the game
Kled, Poppy and Vex are also possible I think, with the shadow doing the fighting for Vex.
@@jankatdincer true, I dont think vex is as probable but kled and poppy sure are possible
@@jankatdincerVex as a Zato type puppet character would be insane
also Gnar
Rumble is like, the least probable yordle to be in the game
Ahri the 9-tail baddie.
"it will always be more competitive to be solo than duo"
I'm not sure if that's correct completely.
From a mechanics standpoint, maybe since you have full control of both characters, but 2v1 has it's own advantage which is you're against 2 different minds who might have completely different playstyles and mindgames.
if one person gets you in specific habits and the other person tags in and has a different style and you get completely lost in mindgames, that's an advantage of its own.
Im not a big fighting game fan. but this seems really good, since Smash is the other big big fighthing game and pretty much all caracters have the same botton scheme. and the game is massive.
i think its really clever of them to have taken the smash bros approach, making every character have the same inputs that is. This might be one of the reasons why smash is still one of the most played fighting-party games of all time.
6:05 Elphelt Trauma from XRD lmao
every time Riot posts a video about a game, the hype around it is insane... and that is because people know by now that riot will not make a bad game. if the game is bad they will not release it. and let's be honest... a big portion of League players have become regular players in other Riot titles. so from the 150 million LOL players, you can expect 1-2 million to try and play this one.
and to be fair, it is cool to look at, the animated style is pleasing to the eye. and reminds you that you are in a game. simple controls, will mean many potential players. and let;s be honest, the fighting game community was expecting for years on, that a Big company would make a game that focuses on the gameplay, on what people want, not on what share holders want... money ofc.
if pantehon isn't in the game at lunch i expect a big reveal
you are in the middle of a match , you jsut beat off the enemy your finishing your combo , but you hear a chant , goosbump start , you win the match , a spear arrive , pantheon theme play and you must beat him like a akira in a street fighter so that when he came out you can play him for free
That Ahri description.. Pause!!
That Firefox Jumpscare
i think qiyana would be a great fit for project L
Nothing better than seeing a notification that you uploaded a new video
This is already 100% gonna be my main game when it drops, I'm most excited about the roster though. Sett just needs to be here, he was born for this game lol. We need Viego too though so we can get some Shang Tsung action
I hope that when the game comes out its name is Fighters of Runeterra or something like that, it would be simple and dope at the same time. I am so excited and hyped about it.
So we just coming to Necrit now for update news on Riot
nice start to the video btw. Guess you weren't there when Valo was known as Project A
From what I'm seeing so far, I am very impressed with Project L, and I hope it becomes one of the best fighting games since Killer Instinct. All I can say is that what the game needs is a wide & diverse roster, plenty of offline content such as an arcade mode (with a final boss & endings), survival mode, and maybe a storymode (but told in the style of Arcane) along with alternate costumes.
My predictions for possible titles could be League of Fighters, Arcane Champions, or Runeterra Legends just to name a few.
As for who I want to be playable in the game, I want Warwick, Renekton, Volibear, Alistar, Rengar, Wukong, Annie, Blitzcrank, Vel'Koz, Fiddlesticks, Thresh, and Kayle.
ahri's feet is the best thing of this game, give
I played almost every fighting game out there. This looks amazing, tagging system reminds be of dbfz which was hella fun and really unique. I just hope this game dosen't lack on the character interactions. Cause for me personally league of legends characters are not that "unique" nor does it have that much "depth" aside from arcane characters etc. Sf for example has an incredible story about the main cast of characters and a really badass look to it, guilty gear does the same exact thing and for dragon ball we completely know the characters already so seeing them interact with others is so cool. In MK seeing characters interact based on the story is so awesome. I know gameplay is a good factor in making a fighting game be successful obviously but another factor is the interactions. As long as this game can keep that high bar aside from gameplay stuff which they already nailed. This could be really dang huge
I love how it reminds me of the ease of blazeblue, as one of my first fighting games it was fun and later on I abused the fun and harder combos. I even got some of my friends to play it and they quickly learned to beat me up lol. All I wish was the cinematic for a Tag ult or 2 different cinematic ults
Champions to add.
Yone
Lux
Sylas
Leona
Diana
Riven
Garen
Morgana/Kayle
Nasus/Renekton
And the obvious one.
VI. You know, the champion that PUNCHES THINGS???
Shove Udyr/Lee sin in too.
basically if you guys have played bbtag you would catch on fast
what is it going to be, legends of Fighting
At this stage they could let "Project L" as the name itself
I REALLY want Draven to be in the game. He would be so cool
this basically sounds like dragon ball fighterZ with a league paint job and i am here for it
Yup gonna randomly smash any buttons and hope for the best
Hope to see:
Vi (similar to Bullet from Blazblu)
Sylas (stealing peoples moves)
Kayn(with maybe some kind of transformation system into red or blue mid match)
Sejuani without a mount would be a cool but Lissandra might be cool too for an sub zero type
Zoe, Viktor, Anivia, Shen, Ksante
i could see being interesting characters.
anivia sounds like a terrible fit for a fighting game.
I wanna hear him go Sorye Ge Ton when he ults
i always love the "and widout furderadoo" so much
Oh boy can't wait for when they release my main champion Ivern as a playable character. 🙏
"Don't worry it's not League you're not going to get one shot".
My good friend and scholar Necrit, may I introduce you to our Lord and Savior Todd (aka TOD)?
Really wonder what they will end up naming it
This game is gonna launch and take the fuck off, I'm calling it.
I mean I feel street fight 6 hit a mass audience of both veterans and new players.
The title will be Legends of League
As an avid fighting game enjoyer, I would like to provide some context for the non-fighting game people:
So far, Ahri is a high pressure, rush down character. She has a lot of mobility compared to the rest of the cast.
Ekko is a high mix up, neutral character. He's pretty unique as far as fighting games are concerned, but he's the closest the game has shown to be an "all rounder" but those aren't really useful in tag fighters, so it's understandable why the devs haven't showcased one.
Darius is the big stick dude. He's simple, he's got a big stick, he's got the big chunky hits.
And Yasuo is what we would call a true neutral character. He has a lot of tools to control what we call the "neutral game" which is that period where both players are trying to get the initial hit in for a combo.
He's not exactly a mobile character, he has a dash out of his stance which in Fighting Game terms that's more like a League dash where it's a fixed distance. Stances are generally a button you push before getting access to a handful of other attacks/abilities (typically tied to your Light, Medium, Heavy buttons). So he's certainly a lot slower than you may expect, but he's absolutely got the skill expression at the core of Yasuo's design.
yasuo dosent seem like neutral character at all. not in the slightest. i think necrits description was much better from what weve seen
@@angulinhiduje6093 I'm not sure what definition of neutral you're referring to, but I'm going based on play tester descriptions, not exclusively footage. And based on several accounts, he's described as a Neutral Game Character, meaning he has a lot of tools to control the pace of a match: far reaching normals, a stationary projectile, the wind wall, a cross up, an instant overhead.
I'm very thankful for Necrit covering this game, but that description for Yasuo is very clearly made from someone who is not familiar with fighting game archetypes. Not his fault by any means, but it's worth noting.
@@DrgoFx i guess im wrong then. he seemed like a combo based character which usually don't have the best neutral for obvious reasons.
@@angulinhiduje6093 While this is true, his combos are incredibly long and technical, so they may do some balance changes on him if players get too consistent, but right now play testers are comparing him to Virgil from Marvel 3, but like a more balanced version of Virgil.
One thing I find interesting though is his stance moves are very similar to Shadow Ranger from Power Rangers Battle for the Grid, which makes sense because Clockwork, one of the lead devs, was also a lead dev on BFTG.
Right now the rush down character appears to be Ahri, Ekko is a little speedy but he's pretty unique with his rewind/timewinder projectile.
The main reason why I feel play testers have called Yasuo neutral focused is because he has a smaller version of Virgil's Judgement Cut, stationary sphere of weeaboo samurai slices with 3 set distances, and the Wind Wall. The Wind Wall blocks projectiles, but his he hits the wall with his "judgement cut" then it creates his tornado Q, which is massive, goes full screen, and destroys all projectiles it runs into. I believe they said the opponent can jump over it with a super jump? But still, super powerful tool. Not to mention, his level 1 Ultimate is a massive, tall hitbox. Pretty good for catching aggressive jump-ins/air dashers.
The Samira run is like a trailer to this and I absolutely loved it
Still hoping for xayah and morgana would be awesome
I noticed that Ahri's face expresion and the way she moves around looks a lot happier and posetive and a bit playful. Maby im reading to much into it idk, thats just how i feel/see it. Or decide to see it.
Riot's game design and quality of life improvements in their titles never fail to astound me. I always love when game studios update old systems and replace them with modern ones, and the motion inputs in fighting games are one thing that really needed some work. Seeing how tournament casters commentate on FG matches, I think the mind games, combos, and decision making are fundamentally more exciting than input mastery.
It really hasn’t been that long since a fighting game broke out. MK11 was 4 years ago, made like 500 million and is very new player friendly. We’ll see how Project L turns out, but it’s tough to make a game with a high and complex competitive ceiling that’s new player friendly.
As a huge street fighter main this game fixes many problems of streetfighter tekken and co
it will be awesome i bet my booty on it
Legends of the League!
Dragon Ball FighterZ was also a game meant to be easily picked up by casuals, but that really means nothing because casuals never stay. the gap between them and experienced fighting game players will always be too massive. Thats the real reason casuals dont play fighting games or if they do they dont stick around. If you want a game that is truly casual friendly then it has to be a party fighting game like Smash Bros, the only game wher skill is not a issue because you just turn on items and pick a massive stage. or go back to the days of Killer Instinct where combos were done on a D pad rather than a analog stick which made it as simple as possible to perform combos.