"The Devil Inside" is seriously one of the coolest names for an level up mechanic ever, but it's funny that it's referring to Jamie getting drunk. Also something about Gohan was that his Potential Unleashed used to be a lot worse. The only boost beyond level 1 was reverse beat at level 7. It was a cool bonus that enabled cool combos but it was not worth the effort at all. Later patches adding it in made the whole mechanic so much more interesting since there's real incentive to go beyond just grabbing level 1.
A coeple details you missed and i would've liked you to include is how for Susano'o he has to hit the opponent with most of his D attacks for them to unlock a seal, except for 4D because that one put him in a pose that doesn't hit, which in combination with 6A which is a fast fullscreen projectile gives him a way to enact pressure from afar and a decently safe way to unlock a seal
as a long time viewer on hearing "but she's a passive stand character" i braced for the same spiel, but hearing "it means that she sucks" absolutely destroyed me
29:22 That's not just a chainsaw, but two chainsaws duct-taped to a kayak paddle (the Paddlesaw). It's a Dead Rising 2 combo weapon, and another, the Defiler (two fire axes duct-taped to a sledgehammer), acts as the fully upgraded version of Frank's bat normals (Launcher, Jump Special, and H Tools of Survival) it's a nice little Dead Rising 2 reference since Chuck got cut from the game
God I love Yoshitora, it's great because the seventh sword isn't like something to actively work towards in every game, he's a well rounded character that just *also* has a stupid wincon if you're not careful. As a yoshi player, I would say that the two most difficult swords to land are 421 B/C, the command hop, and 214S, the spinny blade. The former is very slow, and quite unsafe on block, while the latter has essentially zero use outside of closer combos. The other specials have safer neutral uses, but those two aren't great. A relatively minor thing is that after a round ends, if you finished it with a normal, you can special cancel the normal, and it's possible to get a flower in that post-round special cancel if you're really itching to get one of the faster specials crossed off.
Really enjoyed the video. The only thing I'd add is that Jamie being at Lvl 4 also let's him get extra drive gauge from continuing to drink, with 22P giving half a block and lvl 2 super giving 3 full blocks. It has niche uses but it's notable as a non-damaging powerup move that continues to have use after reaching max power.
Arakune and Zappa take the cake for most nightmarish power up characters if you count them, arguably some of the scariest characters visually and to play against in any anime fighter, or arcsys game at least.
Don't forget about Shishigami Bang's original gameplay design that had you unlock his 4 seals for getting access to Furinkazan for the rest of the round!
The weirdest example I can think of for this archetype is Junpei from Persona 4 Arena Ultimax. I might get some specific details wrong here since it's been a while. Junpei has a baseball meter. It's shown as a baseball diamond by his super meter, with indicators for each base, as well as Balls, Strikes, and Outs. Landing any of his normals (and some specials) that use his baseball bat will put a runner on base, and they will continuously move base by base until they make it to home, where Junpei will score a run. A blocked bat move will give Junpei a ball, 4 balls will put a runner on base. Getting hit or thrown, or whiffing a bat move, will give Junpei a strike, and 3 strikes gives an out. 3 outs will cause Junpei to lose all current runners on base. Junpei also has a super that will cause a home run, causing all of his current runners to score. After getting 10 runs Junpei will get a massive buff called Victory Cry, which increases his damage dealt and causes all of his bat moves to gain a unique property called Clean Hits. Landing a bat move with a specific part of the hitbox, usually in the center of the bat, will land a Clean Hit which causes the move to gain new properties (and make the most satisfying ping sound.) Anything from more hitstun to being special cancellable to causing a wallbounce. Every 10 runs after the first 10 will further increase the Victory Cry damage buff. Runs persist between rounds It's so cool but so janky.
Yeah, I think the only reason he didn't get mentioned is because MrMixtape already covered Junpei in another video. Granted, the same could be said for Mariah, but I imagine he wanted an example of a level-up character who unfortunately stays bad at max power, which Junpei doesn't even with as complex as his level-up system is, along with more familiarity. (He also could have used other characters from the _Persona_ fighting games I imagine like Yukiko though.)
@@MusicoftheDamnedif you count naotos funny fate meter as a power up i think that'd work better, though it would be closer to the example he gave in the video with yoshitora as morr of an alternate win condition locked behind doing certain things, except this time instead of being optional is something to actively build towards because of how much of her kit revolves around it
@@Ixs4i I personally don't count Naoto's mechanic as a power-up system between a) it not actually powering up any of her moves beyond "just" making two super instant-death, b) focusing on debuffing the opponent rather than really changing Naoto herself as a result, and c) not being something she really has to go out of her way to do, just to optimize. That said, I wouldn't mind seeing (Shadow) Naoto covered just because of how amusingly overpowered her mechanic (unsurprisingly) is.
@@MusicoftheDamned mechanically it isnt a power up but it does kinda achieve the same thing as yoshitoras in a sense. but yeah i can see why shes not in this video. and i do hope a naoto video comes because its always a pleasure to see especially shadow naoto doing everything in their power for The Plan™ hahaha
@@eieneidnf wym 'why the music goes so hard, its just a gacha game'? Gacha games *always* have fire music, they literally have to, its a similar situation to Turn-Based RPGs, always with bangers, it's a necessity because they need to make up for the lack of something in the battle system, in RPGs its usually so you can jam to while waiting for your turn, in Gachas it's usually because the combat is really simplistic, if the music isn't a banger people straight up don't even bother playing. Listen to some music from Gacha games when you have the chance, its actually hilarious how some of them probably could've become popular if they weren't tied to an unknown money-grabbing mobile game (some of them actually break through the bounds and become more popular than the gave they've been made for), its wild. It feels like their budget goes 50% to making the waifus, the whole selling point, 40% to BGM and 10% for combat, if it has any.
I feel like Manon is interesting as a "power up character" because the medals tie in so well with her grappler gameplan. The more medals you have the more your opponent fears taking a grab, and your pressure gets that much scarier as the match goes on.
Even as someone who doesn't play a lot of fighting games, I find your videos to be really cool and informative, You've introduced me to a lot of cool fighting games and play styles. your vids rock, keep up the awesome work
It's exactly the same as one of Rugal's moves which is called God Press in the KoF series, same with stuff like Z Broly's 236X. Weirdly enough, Rugal doesn't have this move in KoF XV.
God Press is Rugal's move, so naturally people will use it as shorthand when referring to similar moves Same with DP, Tatsu, Flash Kick, SPD, Deadly Rave, Tiger Knee, etc
6:49 one small little detail as a Jamie season 1 main. Using lvl 2 with 4 drinks lets you recover half the entire drive gauge, even in burnout. It was good for spending a lot of cash, or healing burnout in a clutch.
Shun Di from virtua fighter has a very strong drink mechanic that gives him access to new moves. He's effectively the only character with 'meter' in the series. Additionally, each character in virtua fighter games has moves that can reduce his meter; characters can 'sober' him up. If you aren't familiar with the series I understand his lack of inclusion here. I'd love to see an analysis of his mechanics in this type of video.
While it’s understandable given how the series hasn’t had a truly new entry in 14 years, I also feel like any fighting game video that talks about them from a historical perspective isn’t complete if it hasn’t researched VF. It’s so incredibly influential on not just 3D fighters, but 2D fighters as well. Granted this video didn’t attempt to be comprehensive, but I do still find that VF tends to be glossed over for things like this, which is wrong given how innovative it was.
each drink is also a damage buff - though it's something like 0.8% - so you don't necessarily see more damage with each drink - but it adds up. His chowan BNB goes from 83 damage at 8 drinks, to 105 at 40 drinks, as an example. VF5FS also added some VERY strong moves that cost Shun drinks - including a plus on block mid launcher, and a low normal hit launcher.
One of the best memories I have about fighting games is me and a friend doing hours of Susanoo vs Azrael in blazblue. It felt like an anime where we were having back to back matches with each of us going “Damn man, that was nice”.
@@MonkeyKingSSBM i love his vibe, he's a chill caring dude whos funny, i love drunken boxing, his playstyle is one i really like, i love how him and luke just hate eachother's guts (and how the voice actors of each are total bros irl), and that THEME MUSIC. He's probably bottom tier but it's impossible for me not to love him
really surprised he wasn't brought up. I mean yeah, Jamie's more relevant and is also a drink character. but it would have been nice to talk about the how shunis allowed to keep his drinks between rounds and , the various options he gets from them and how he literally gets different frame data AND damage based on his drinks lol
@@Lenoh uhhh, no? his drinks altered his damage, gave him access to new moves and string enders and even sped up the frame data on his moves changing how they behaved in juggles and making him safer . Shun Di become a different character the move and more drinks he got.
The most messed up part about ultimate gohan is that he has SOLO touch of deaths when level 7 with just 4 and a half meter, which again is really easy to build up esp if you're a base goku enjoyer. They're easy to do too/don't even require sparking
Najd in KOFXV seems like she could be a good power-up character if only her charges stayed through rounds. KOFXV is a pretty high-damage game and unless the pros are playing her with full use of the level-ups i never really saw a good reason to store up. i think she has the same issue as jamie and honestly if rock can keep his install between rounds i don't see why najd can't keep her charges
I see Susanno my beloved, I click. Also glad to see that there’s quite a few different examples of “power up” characters as they’re a little on the uncommon side.
Lucilius in GBVSR would count as one of these. He starts each round with 0 levels of his Evangelist's Blades and fills the meter by using specials or his Unique Stance. The Powerup only raises the damage and lowers the cooldown of his specials but they get lowered to an absolutely ridiculous degree if he maxes it out and while that game is dominated by the top tiers currently he's definitely not a bad character.
Also worth noting that at the start, all his specials, including light and medium variants, have the longest cooldowns in the game, which is why building up the blade levels is integral to his gameplan.
Yeah his cooldowns start at an insane 12 seconds at level 0. It takes 2 specials to raise his Blade Level up by 1 and his levels either only lower his cooldowns or raise damage. Levels 1 3 and 5 lower his cooldowns (down to 10, 7, and 3 seconds respectively) while levels 2 and 4 raise his damage (by 10% and 20%).
comparing to the characters in this video, that sound so fucking lame lmao, thank god he didn't waste video time on that boring ass ""power up character"" lmao
@@cheeseistakenThe catch is that all of Lu-silly-us' specials have the properties of EX specials, except they're normal specials So at Blade Lv 5 he becomes a beast, because he essentially gets EX specials with normal cooldowns
I thank you for making this vid, my favorite characters are definitly install characters, Gohan lvl 7 litteraly made me love DBFZ as he rewarded knowledge of the level and made him basicly a god that slowly starts building up to full. Also susano my goat of blaz blue not only is he cool his seals make him terrefying, the litteral lore reason is he would be too strong if he was just constantly at full power.
There's this game, Touhou Hisoutensoku, where leveling up is actually a universal mechanic There's not only "system cards" that any character can bring and use, some of which are buffs that can stack up to 4 times, but every character can also bring special cards, which can upgrade and even change their special moves. Every character has 3 options for their specials so I'm just going to bring up my Suwako's 623 since that's my main, and all her 623s are very different. The default 623 is probably the worst, as it's a surrounding hitbox that's only good as a combo ender, however when leveled up it gets quite big and thus gains some merit as an anti-air or cross up move after dashing under the opponent The second 623, rings, is a helicopter spin that is the character's bread and butter for offense, it does good damage, knocks down from just about any height, and also allows for pressure by being ground cancellable, making her + on block and making for basically the most consistent midscreen pressure in the game. Upgrading it increases damage, and at level 3 the grounded version becomes strike invul, but in short, it just hits too high to be more than an anti-air. Then the last 623 is a set of lasers, which spread out then shoot towards the opponent, the projectiles are dense and fast, which can be important in some matchups, though it lacks the offensive presence that rings have, it's good in MUs where you can't get in well and are forced to play neutral. Upgrading this one increases the amount of lasers from 4 up to 8 which can make it deal a good chunk of damage but it's main use is forcing the enemy to dodge it to give you room to do your own set-play, which suwako also excels at. All that, though not always to the same extent, applies to every special in the game, so there's a lot of variety in how even the same character is played by different people. But the most interesting part in my opinion, is that the cards serve as meter, and the super moves, spell cards, consume mutiple cards on use, so I could upgrade my special to make my combos stronger or make the move more useful, or I could use a spell to extend a combo or pressure and maybe close a round because of it. To that end, using four level 5s, for example, will take your entire 20 card deck. There's just a lot that goes into it even before the character is selected, and I think that's cool.
I feel like calling Susano’o a power-up character is a bit inaccurate. I feel like UNLOCKING HIS SPECIAL MOVES is different than a temporary power-up. Characters can live without installs and power-ups, Susano’o cannot live without his specials.
Sure, he CAN level up his specials, but that’s secondary and not necessary for most of his combos, and quite suboptimal. Truly only worth it for the troll 5k DMG super, because the opponent will either die before getting everything maxed or you’re wasting valuable damage.
Growhan my GOAT :,)))) He still is one of my favourite Fighting Game Characters of all time. The absolute rush of might you feel after leveling up and going absolutely BONKERS on the enemy block is incomparable for me ❤
I want to mention touhou12.3 hisoutensoku, with the card system giving access to multiple general permanent statbuffs, and every character can change and upgrade each specials with 3 choices and up to 4 times.
When I saw a Jojo character, I was also expecting you to cover Final form Pucci from Jojo ASB R. His entire shtick is levelling up a charge meter to evolve his stand, and once you do, you have to evolve it again by using an install super that's very long winded but once it activates, it's literally a game winning move. It fits the "cheat button" even harder than Yoshitora. Also, I know you know but since somebody in the comments is going to bring it up, yes, I know that was default Pucci in the original ASB, and that base form Pucci is the new character added in R.
I could tell you put some research into covering Soulcalibur 6. Not many people cover SC6 and well at the same time. But you cover it amazingly, especially with the mention of just Red Rose Amy. It's very common at high level to just skip purple altogether. The risk-reward is just not worth it while Red is just strong enough on its own making her one of the best in the game. Thanks for shining some light on our game!
The funniest thing about Mariah to me is that when an entirely different dev team made Jojo All Star Battle R, they made her a level up character again. A rose by any other name is still a low tier.
Does order sol count as a power up character? He’s more like a short term faster paced one that gets quick his special meter quickly and then burns it just as fast as opposed to getting big buffs over a long period of time
Great video as always! But as a Jamie player I gotta say lvl 2 is still good at max drinks because you can cancel ex moves into level two meaning if you mess up an ex bakkai you can cancel into level 2 to get more free pressure. And level 2 while in burnout will reduce the burnout timer by about half
If we don't seperate platform fighters then Steve in ultimate works like this cause he's the only one who's buffs carry over enough to act as nearly permanent
Honestly, that's not really how steve is played. Steve doesn't even start that weak. He has a wooden sword and iron. He'll just turtle until he gets diamond or gold than he spikes up in power
@sennahoj9332 A power-up character makes slow progress to reach a certain level of power. Steve starts average but then shoots up to top tier. Crafting isn't that central to Steve, it's his resources
Rubbish recently released a video that’s kinda of related to this topic , which I think is worth checking out. Video name is “The fighters who turn time against you”
You could have also added in rouge (the one in mvc2) and colossus (im mvc2). Rouge has a move that can kiss a character and obtain their advantage like for example, if she's on wolverine, she would get a speed buff for like a short amount. And also colossus that has a super that makes him a tank only for maybe 15 secs.
Should already be expecting this from Activision. Your skins never carry, besides the MW3 asset flip. $20 is silly for a skin that basically expires every year and literally expires when they decide the number on the end of Warzone goes up. Every time I see a bundle skin, I know that person is part of why we aren't getting a decent deal with the microtransactions in these games.
From what i've noticed, power up characters can be complicated to balance, ESPICALLY depending on the way they power up, but they are always awesome in some way even though they're typically either really strong or really weak.
Correction! Gohan's LIGHT DP is what starts ToD's. His light DP, however, is not a true DP. it is an anti-air. His medium DP is a heavily scaled move, but is truly invulnerable.
I do not agree that it's good that Jaime loses the drinks. In general, I don't like the idea of these power-up characters having their power-ups completely reset at the start of new rounds. It makes no sense to me from a game-design perspective. I think for Jaime, I'd prefer his drinks be halved, rounded-up at the start of new rounds. End a round with 1 or 2 drinks, and you start the next one with 1 drink. End a round with 3 or 4 drinks, and you start the next one with 2 drinks.
"Gohan is very strong at Level 1 already, but at Level 7 he becomes a f***ing cartoon character." I mean, anime is a form of cartoon, so isn't he one already? Couldn't resist, lol.
When i think in "Power Up Character" my mind goes to my favorite char in every fighting game, that is G from SFV I love the idea on that char that in every level you buff the skills and it gains more propertys and combo potencial, including you can lose the levels and gain again!
I always loved ripping Gohan players in half. A lot of the time he would be the only character they know how to play and I just developed the hatred for him cuz at high level he outspeeds some of the slower characters normals. It is funny watching a player crumble after you kill their main guy
Kind of a missed opportunity to talk about the Krushing Blow system in MK11. You needed to get certain conditions to unlock a single hit powered up move. Given its single hit, applies to all characters and most of the time allowed for half health kombos.
Jamie reaching his full strength at max drink and 1 pixel of health so that he does 80% of the enemy's health with critical art is just funny. Also it just kills Akuma.
Mariah has one of the best designs in the game in terms of her conversion from the manga, but she's the worst character (despite being fairly fun to play). Compare her to Kak, however...
I thought there were 3 level up characters in SF6. Also, it would be interesting to see the main rivals in the game be romantically involved with each other, but Capcom might be too afraid of success
I don't think GG Strive has a true level-up character yet but with the announcement of Lucy Cyberpunk someone posited a cool idea that she could upgrade with chips over the course of the match so we'll see how that goes
not enough asleep nayuki from eternal fighter zero, her silly ass airdash gets a hitbox it's not a great hitbox, but it's thematically appropriate and funny.
"The Devil Inside" is seriously one of the coolest names for an level up mechanic ever, but it's funny that it's referring to Jamie getting drunk.
Also something about Gohan was that his Potential Unleashed used to be a lot worse. The only boost beyond level 1 was reverse beat at level 7. It was a cool bonus that enabled cool combos but it was not worth the effort at all. Later patches adding it in made the whole mechanic so much more interesting since there's real incentive to go beyond just grabbing level 1.
I thought it was referring to something else 🤣🤣🤣🤣
Wait till Jaime unlocks car keys
Bo Rai Cho sipped so Jamie could drink
goblin mode
It’s really funny to use the Dokkan attack up icon for Gohan lmao
Mariah is my favorite fighting game character she's so fun
A coeple details you missed and i would've liked you to include is how for Susano'o he has to hit the opponent with most of his D attacks for them to unlock a seal, except for 4D because that one put him in a pose that doesn't hit, which in combination with 6A which is a fast fullscreen projectile gives him a way to enact pressure from afar and a decently safe way to unlock a seal
Jamie might need to power up his moves, but he starts the battle at max swag.
as a long time viewer on hearing "but she's a passive stand character" i braced for the same spiel, but hearing "it means that she sucks" absolutely destroyed me
Sussano mentioned 💥💥💥💥💥
Where’s my boy Junpei?
Steve Super Smash Bros?
29:22 That's not just a chainsaw, but two chainsaws duct-taped to a kayak paddle (the Paddlesaw). It's a Dead Rising 2 combo weapon, and another, the Defiler (two fire axes duct-taped to a sledgehammer), acts as the fully upgraded version of Frank's bat normals (Launcher, Jump Special, and H Tools of Survival)
it's a nice little Dead Rising 2 reference since Chuck got cut from the game
Susanoo easily clears this list as the easiest “level up” character
Who tf is that? You mean Susan???
gohan takes it
Stylish susan, spam B, profit
Susan my boy
"Nonsense, your name is Susan."
XD
God I love Yoshitora, it's great because the seventh sword isn't like something to actively work towards in every game, he's a well rounded character that just *also* has a stupid wincon if you're not careful. As a yoshi player, I would say that the two most difficult swords to land are 421 B/C, the command hop, and 214S, the spinny blade. The former is very slow, and quite unsafe on block, while the latter has essentially zero use outside of closer combos. The other specials have safer neutral uses, but those two aren't great. A relatively minor thing is that after a round ends, if you finished it with a normal, you can special cancel the normal, and it's possible to get a flower in that post-round special cancel if you're really itching to get one of the faster specials crossed off.
thanks jetstream sam- that's cool. makes me wanna pick up samurai showdown now
One of the reasons why I am collecting SNK games in my Switch!
XD
Really enjoyed the video. The only thing I'd add is that Jamie being at Lvl 4 also let's him get extra drive gauge from continuing to drink, with 22P giving half a block and lvl 2 super giving 3 full blocks. It has niche uses but it's notable as a non-damaging powerup move that continues to have use after reaching max power.
Using 4D on Susano'o has the use of annoying your opponent
Arakune and Zappa take the cake for most nightmarish power up characters if you count them, arguably some of the scariest characters visually and to play against in any anime fighter, or arcsys game at least.
Don't forget about Shishigami Bang's original gameplay design that had you unlock his 4 seals for getting access to Furinkazan for the rest of the round!
Arakune definitely counts, I feel like Zappa doesn't really because you don't actually want to summon Raoh most of the time
Arakune counts more like a install imo
The weirdest example I can think of for this archetype is Junpei from Persona 4 Arena Ultimax. I might get some specific details wrong here since it's been a while.
Junpei has a baseball meter.
It's shown as a baseball diamond by his super meter, with indicators for each base, as well as Balls, Strikes, and Outs. Landing any of his normals (and some specials) that use his baseball bat will put a runner on base, and they will continuously move base by base until they make it to home, where Junpei will score a run. A blocked bat move will give Junpei a ball, 4 balls will put a runner on base. Getting hit or thrown, or whiffing a bat move, will give Junpei a strike, and 3 strikes gives an out. 3 outs will cause Junpei to lose all current runners on base. Junpei also has a super that will cause a home run, causing all of his current runners to score.
After getting 10 runs Junpei will get a massive buff called Victory Cry, which increases his damage dealt and causes all of his bat moves to gain a unique property called Clean Hits. Landing a bat move with a specific part of the hitbox, usually in the center of the bat, will land a Clean Hit which causes the move to gain new properties (and make the most satisfying ping sound.) Anything from more hitstun to being special cancellable to causing a wallbounce. Every 10 runs after the first 10 will further increase the Victory Cry damage buff. Runs persist between rounds
It's so cool but so janky.
Yeah, I think the only reason he didn't get mentioned is because MrMixtape already covered Junpei in another video. Granted, the same could be said for Mariah, but I imagine he wanted an example of a level-up character who unfortunately stays bad at max power, which Junpei doesn't even with as complex as his level-up system is, along with more familiarity. (He also could have used other characters from the _Persona_ fighting games I imagine like Yukiko though.)
@@MusicoftheDamnedif you count naotos funny fate meter as a power up i think that'd work better, though it would be closer to the example he gave in the video with yoshitora as morr of an alternate win condition locked behind doing certain things, except this time instead of being optional is something to actively build towards because of how much of her kit revolves around it
@@Ixs4i I personally don't count Naoto's mechanic as a power-up system between a) it not actually powering up any of her moves beyond "just" making two super instant-death, b) focusing on debuffing the opponent rather than really changing Naoto herself as a result, and c) not being something she really has to go out of her way to do, just to optimize. That said, I wouldn't mind seeing (Shadow) Naoto covered just because of how amusingly overpowered her mechanic (unsurprisingly) is.
@@MusicoftheDamned mechanically it isnt a power up but it does kinda achieve the same thing as yoshitoras in a sense. but yeah i can see why shes not in this video. and i do hope a naoto video comes because its always a pleasure to see especially shadow naoto doing everything in their power for The Plan™ hahaha
4 minutes without video, sad that the author abandoned the channel😔
Fatherless behavior 👆
I enjoy this twist on the meme
No please don’t let this become the new 0 likes in 0 minutes bro fell off
Npc moment
@@joebin3106wty?
Damm bro used the Dokkan Attack Up icon and the Teq Gohan theme. He was so real for that
Why does the music for dokkan go so hard it's a gacha game
@@eieneidnfYou should listen to some of them. They go so hard.
Absolutely
@@eieneidnf wym 'why the music goes so hard, its just a gacha game'? Gacha games *always* have fire music, they literally have to, its a similar situation to Turn-Based RPGs, always with bangers, it's a necessity because they need to make up for the lack of something in the battle system, in RPGs its usually so you can jam to while waiting for your turn, in Gachas it's usually because the combat is really simplistic, if the music isn't a banger people straight up don't even bother playing.
Listen to some music from Gacha games when you have the chance, its actually hilarious how some of them probably could've become popular if they weren't tied to an unknown money-grabbing mobile game (some of them actually break through the bounds and become more popular than the gave they've been made for), its wild. It feels like their budget goes 50% to making the waifus, the whole selling point, 40% to BGM and 10% for combat, if it has any.
I know this mf didnt use the dokkan attack up icon😭
Redzone kid buu ptsd
Shit had me tweaking too😭
@@Hazkal-ep3zsthey tryn powercreep my boy ssj3ku
@@Hazkal-ep3zsbro I CANT BEAT HIM
27:19 Is that a funger reference?
I feel like Manon is interesting as a "power up character" because the medals tie in so well with her grappler gameplan. The more medals you have the more your opponent fears taking a grab, and your pressure gets that much scarier as the match goes on.
Getting 5 medals maximizes my serotonin
Even as someone who doesn't play a lot of fighting games, I find your videos to be really cool and informative, You've introduced me to a lot of cool fighting games and play styles. your vids rock, keep up the awesome work
Who else click on the video cause of the dokkan attack up icon
11:24 are you telling me this move is *not* called God press? my entire life was a lie
It's exactly the same as one of Rugal's moves which is called God Press in the KoF series, same with stuff like Z Broly's 236X. Weirdly enough, Rugal doesn't have this move in KoF XV.
Or hedgehog, or ground crocodile, black sword, thunder ball etc. lmao
God Press is Rugal's move, so naturally people will use it as shorthand when referring to similar moves
Same with DP, Tatsu, Flash Kick, SPD, Deadly Rave, Tiger Knee, etc
6:49 one small little detail as a Jamie season 1 main. Using lvl 2 with 4 drinks lets you recover half the entire drive gauge, even in burnout. It was good for spending a lot of cash, or healing burnout in a clutch.
at 0:04 i saw that username and considered calling it a day
I don't get it
Don’t beat yourself up over it. (Pun absolutely intended)
Oh that’s a common thing in Uni2
1:03 why not both?
The answer is yes
Shun Di from virtua fighter has a very strong drink mechanic that gives him access to new moves. He's effectively the only character with 'meter' in the series. Additionally, each character in virtua fighter games has moves that can reduce his meter; characters can 'sober' him up. If you aren't familiar with the series I understand his lack of inclusion here. I'd love to see an analysis of his mechanics in this type of video.
While it’s understandable given how the series hasn’t had a truly new entry in 14 years, I also feel like any fighting game video that talks about them from a historical perspective isn’t complete if it hasn’t researched VF. It’s so incredibly influential on not just 3D fighters, but 2D fighters as well.
Granted this video didn’t attempt to be comprehensive, but I do still find that VF tends to be glossed over for things like this, which is wrong given how innovative it was.
each drink is also a damage buff - though it's something like 0.8% - so you don't necessarily see more damage with each drink - but it adds up. His chowan BNB goes from 83 damage at 8 drinks, to 105 at 40 drinks, as an example.
VF5FS also added some VERY strong moves that cost Shun drinks - including a plus on block mid launcher, and a low normal hit launcher.
One of the best memories I have about fighting games is me and a friend doing hours of Susanoo vs Azrael in blazblue. It felt like an anime where we were having back to back matches with each of us going “Damn man, that was nice”.
Thanks for talking about Jamie before pride month ended
Jamie looks like James charles
@@thesyclemonte6571 shut your mouth
@@thesyclemonte6571 you don't gotta do my boy like that
how is jamie your boy i hate jamie so much
@@MonkeyKingSSBM i love his vibe, he's a chill caring dude whos funny, i love drunken boxing, his playstyle is one i really like, i love how him and luke just hate eachother's guts (and how the voice actors of each are total bros irl), and that THEME MUSIC. He's probably bottom tier but it's impossible for me not to love him
Shun Di is probably the progenitor of this archetype
IIRC his only gave him a defense buff but it could go up to 40, and you unlocked moves at certain drink levels
Someone who puts respect on Virtua Fighter. I like.
Oops made another comment about this before seeing your comment.
really surprised he wasn't brought up. I mean yeah, Jamie's more relevant and is also a drink character. but it would have been nice to talk about the how shunis allowed to keep his drinks between rounds and , the various options he gets from them and how he literally gets different frame data AND damage based on his drinks lol
@@Lenoh uhhh, no?
his drinks altered his damage, gave him access to new moves and string enders and even sped up the frame data on his moves changing how they behaved in juggles and making him safer .
Shun Di become a different character the move and more drinks he got.
You’re right that Soulcalibur doesn’t usually have power up characters. Soulcalibur VI introduced lots of unique mechanics like this to series.
The most messed up part about ultimate gohan is that he has SOLO touch of deaths when level 7 with just 4 and a half meter, which again is really easy to build up esp if you're a base goku enjoyer. They're easy to do too/don't even require sparking
No no no, that's not messed up at all. He deserves that if he got to level 7 😂😂😂
@@theflashfan3234 getting to level 7s easy! Just bring a baseku
Najd in KOFXV seems like she could be a good power-up character if only her charges stayed through rounds. KOFXV is a pretty high-damage game and unless the pros are playing her with full use of the level-ups i never really saw a good reason to store up. i think she has the same issue as jamie and honestly if rock can keep his install between rounds i don't see why najd can't keep her charges
Hell yeah, more BlazBlue talk from MrMixtape!
at level 7 gohan can cancel his specials into other specials which leads to insane pressure and combos
You can just throw all four specials at them in the corner and with nothing else it's 60% of their health gone
I see Susanno my beloved, I click.
Also glad to see that there’s quite a few different examples of “power up” characters as they’re a little on the uncommon side.
Lucilius in GBVSR would count as one of these. He starts each round with 0 levels of his Evangelist's Blades and fills the meter by using specials or his Unique Stance. The Powerup only raises the damage and lowers the cooldown of his specials but they get lowered to an absolutely ridiculous degree if he maxes it out and while that game is dominated by the top tiers currently he's definitely not a bad character.
Also worth noting that at the start, all his specials, including light and medium variants, have the longest cooldowns in the game, which is why building up the blade levels is integral to his gameplan.
Yeah his cooldowns start at an insane 12 seconds at level 0. It takes 2 specials to raise his Blade Level up by 1 and his levels either only lower his cooldowns or raise damage. Levels 1 3 and 5 lower his cooldowns (down to 10, 7, and 3 seconds respectively) while levels 2 and 4 raise his damage (by 10% and 20%).
comparing to the characters in this video, that sound so fucking lame lmao, thank god he didn't waste video time on that boring ass ""power up character"" lmao
@@cheeseistakenThe catch is that all of Lu-silly-us' specials have the properties of EX specials, except they're normal specials
So at Blade Lv 5 he becomes a beast, because he essentially gets EX specials with normal cooldowns
Percival is granblue versus’ original power up character respect your elders.
I thank you for making this vid, my favorite characters are definitly install characters, Gohan lvl 7 litteraly made me love DBFZ as he rewarded knowledge of the level and made him basicly a god that slowly starts building up to full. Also susano my goat of blaz blue not only is he cool his seals make him terrefying, the litteral lore reason is he would be too strong if he was just constantly at full power.
I just wanna say I appreciate that sonic cd music was used when you were talking about amy from soul calibur 😂
There's this game, Touhou Hisoutensoku, where leveling up is actually a universal mechanic
There's not only "system cards" that any character can bring and use, some of which are buffs that can stack up to 4 times, but every character can also bring special cards, which can upgrade and even change their special moves. Every character has 3 options for their specials so I'm just going to bring up my Suwako's 623 since that's my main, and all her 623s are very different.
The default 623 is probably the worst, as it's a surrounding hitbox that's only good as a combo ender, however when leveled up it gets quite big and thus gains some merit as an anti-air or cross up move after dashing under the opponent
The second 623, rings, is a helicopter spin that is the character's bread and butter for offense, it does good damage, knocks down from just about any height, and also allows for pressure by being ground cancellable, making her + on block and making for basically the most consistent midscreen pressure in the game. Upgrading it increases damage, and at level 3 the grounded version becomes strike invul, but in short, it just hits too high to be more than an anti-air.
Then the last 623 is a set of lasers, which spread out then shoot towards the opponent, the projectiles are dense and fast, which can be important in some matchups, though it lacks the offensive presence that rings have, it's good in MUs where you can't get in well and are forced to play neutral. Upgrading this one increases the amount of lasers from 4 up to 8 which can make it deal a good chunk of damage but it's main use is forcing the enemy to dodge it to give you room to do your own set-play, which suwako also excels at.
All that, though not always to the same extent, applies to every special in the game, so there's a lot of variety in how even the same character is played by different people. But the most interesting part in my opinion, is that the cards serve as meter, and the super moves, spell cards, consume mutiple cards on use, so I could upgrade my special to make my combos stronger or make the move more useful, or I could use a spell to extend a combo or pressure and maybe close a round because of it. To that end, using four level 5s, for example, will take your entire 20 card deck.
There's just a lot that goes into it even before the character is selected, and I think that's cool.
I feel like calling Susano’o a power-up character is a bit inaccurate. I feel like UNLOCKING HIS SPECIAL MOVES is different than a temporary power-up. Characters can live without installs and power-ups, Susano’o cannot live without his specials.
Sure, he CAN level up his specials, but that’s secondary and not necessary for most of his combos, and quite suboptimal. Truly only worth it for the troll 5k DMG super, because the opponent will either die before getting everything maxed or you’re wasting valuable damage.
The "he's covered wars you know" gotta be a Fear and Hunger 2 ref
Growhan my GOAT :,)))) He still is one of my favourite Fighting Game Characters of all time. The absolute rush of might you feel after leveling up and going absolutely BONKERS on the enemy block is incomparable for me ❤
0:36 or maybe, you know, Sol Badguy with his Dragon INSTALL?
READY OR!!!
I want to mention touhou12.3 hisoutensoku, with the card system giving access to multiple general permanent statbuffs, and every character can change and upgrade each specials with 3 choices and up to 4 times.
When I saw a Jojo character, I was also expecting you to cover Final form Pucci from Jojo ASB R. His entire shtick is levelling up a charge meter to evolve his stand, and once you do, you have to evolve it again by using an install super that's very long winded but once it activates, it's literally a game winning move. It fits the "cheat button" even harder than Yoshitora.
Also, I know you know but since somebody in the comments is going to bring it up, yes, I know that was default Pucci in the original ASB, and that base form Pucci is the new character added in R.
Yoy forgot shun di from virtua fighter he has the same playstyle as jaime "be drunk and do kung fu while drunk"
Man casually skips the one Frank super that caused one of the biggest upsets in Marvel history.
Against a Dark Phoenix no less.
Just came here to point out... "DOKKAN BATTLE ASSET SPOTTED"
Aight that's it have a good one.
No Phoenix Wright? I mean he can be considered a power up character right? based on his gameplay mechanincs?
I wont stand for this disinformation! While Jamie has the best theme in the base cast, Ed's theme is impossible to beat even by Elena.
I could tell you put some research into covering Soulcalibur 6. Not many people cover SC6 and well at the same time. But you cover it amazingly, especially with the mention of just Red Rose Amy. It's very common at high level to just skip purple altogether. The risk-reward is just not worth it while Red is just strong enough on its own making her one of the best in the game. Thanks for shining some light on our game!
16:40 i had this on the background and when i heard "the tiddy bolts" i was certain i must've misheard it
I did not XD
Sad that mako from kill la kill if wasnt on this list shes probably the most extreme level up character ive ever seen
"Some consider him Lukes rival, some, his lover"
Theyre both, lets be real
Another power-up character I love is Pucci from ASBR
SUSAN SUSAN SUSAN, can't get pass that, Susa-NOO!! Susa_NO!
I had literally no idea that warden my main in for honor is in a fighting game until I saw him in a clip in this video. Thank you for enlightening me.
The funniest thing about Mariah to me is that when an entirely different dev team made Jojo All Star Battle R, they made her a level up character again.
A rose by any other name is still a low tier.
Yoshitora is so goddamn cool I love him and SamSho so much
SAME
As a Jamie player, let him keep drinks. He deserves it
>no G
*ONE EARTH*
Does order sol count as a power up character? He’s more like a short term faster paced one that gets quick his special meter quickly and then burns it just as fast as opposed to getting big buffs over a long period of time
More like a resource character rather than a power up character. He's more Tsubaki than Susano'o.
Is that a fucking fear and hunger reference at 27:19 lmao
My favourite power up character is Reisen in Touhou 12.3, where she can scale her attack and defence up by 25% each. It’s simple, but very fun
Great video as always! But as a Jamie player I gotta say lvl 2 is still good at max drinks because you can cancel ex moves into level two meaning if you mess up an ex bakkai you can cancel into level 2 to get more free pressure. And level 2 while in burnout will reduce the burnout timer by about half
Also just combo extensions in general
how come u keep sayin screenshot for frank west? is that a tablet or a camera? lol wtf...
Did I say Screenshot instead of Snapshot? That's my bad lol. I blame it on me being tired
If we don't seperate platform fighters then Steve in ultimate works like this cause he's the only one who's buffs carry over enough to act as nearly permanent
Honestly, that's not really how steve is played. Steve doesn't even start that weak. He has a wooden sword and iron. He'll just turtle until he gets diamond or gold than he spikes up in power
@@jamesjoe1690 Isn't that what a power up character is?
@sennahoj9332 A power-up character makes slow progress to reach a certain level of power. Steve starts average but then shoots up to top tier. Crafting isn't that central to Steve, it's his resources
Chin from KoF should be on this list
6:36 This super used to be ASs , lmao
I like to call them snowball characters.
Rubbish recently released a video that’s kinda of related to this topic , which I think is worth checking out. Video name is “The fighters who turn time against you”
DOKKAN ASSET IN THUMBNAIL 🔥🔥
yet another mrmixtape fighting game character archetype video that could debatably include Johnny from guilty gear xrd rev 2
i heard terry hintz in the credits and immediately went yooooooo in real life
Not playing Must Die
good timing, needed something to watch while eating
It was really cool seeing Soulcaliber covered, id love to see you talk about it more!
You could have also added in rouge (the one in mvc2) and colossus (im mvc2). Rouge has a move that can kiss a character and obtain their advantage like for example, if she's on wolverine, she would get a speed buff for like a short amount. And also colossus that has a super that makes him a tank only for maybe 15 secs.
He is Luke's lover for sure
G from Street Fighter 5?
You forgot about 6MK~6MK and 2HK~3HK which are also command normals that give Jamie drinks.
Should already be expecting this from Activision. Your skins never carry, besides the MW3 asset flip. $20 is silly for a skin that basically expires every year and literally expires when they decide the number on the end of Warzone goes up. Every time I see a bundle skin, I know that person is part of why we aren't getting a decent deal with the microtransactions in these games.
From what i've noticed, power up characters can be complicated to balance, ESPICALLY depending on the way they power up, but they are always awesome in some way even though they're typically either really strong or really weak.
Correction! Gohan's LIGHT DP is what starts ToD's. His light DP, however, is not a true DP. it is an anti-air. His medium DP is a heavily scaled move, but is truly invulnerable.
I do not agree that it's good that Jaime loses the drinks. In general, I don't like the idea of these power-up characters having their power-ups completely reset at the start of new rounds. It makes no sense to me from a game-design perspective.
I think for Jaime, I'd prefer his drinks be halved, rounded-up at the start of new rounds.
End a round with 1 or 2 drinks, and you start the next one with 1 drink.
End a round with 3 or 4 drinks, and you start the next one with 2 drinks.
"Gohan is very strong at Level 1 already, but at Level 7 he becomes a f***ing cartoon character."
I mean, anime is a form of cartoon, so isn't he one already? Couldn't resist, lol.
Huh, they just straight up made a Kazuma Kiryu costume for Frank West
When i think in "Power Up Character" my mind goes to my favorite char in every fighting game, that is G from SFV
I love the idea on that char that in every level you buff the skills and it gains more propertys and combo potencial, including you can lose the levels and gain again!
I always loved ripping Gohan players in half. A lot of the time he would be the only character they know how to play and I just developed the hatred for him cuz at high level he outspeeds some of the slower characters normals. It is funny watching a player crumble after you kill their main guy
Kind of a missed opportunity to talk about the Krushing Blow system in MK11. You needed to get certain conditions to unlock a single hit powered up move. Given its single hit, applies to all characters and most of the time allowed for half health kombos.
Jamie reaching his full strength at max drink and 1 pixel of health so that he does 80% of the enemy's health with critical art is just funny.
Also it just kills Akuma.
Mariah has one of the best designs in the game in terms of her conversion from the manga, but she's the worst character (despite being fairly fun to play). Compare her to Kak, however...
babe wake up, new mrmixtape fg vid just dropped.
I thought there were 3 level up characters in SF6. Also, it would be interesting to see the main rivals in the game be romantically involved with each other, but Capcom might be too afraid of success
I'm mad excited for Riot Games' Project L, 'cus I truly believe that Kayle will be a power-up character to reflect her exponential scaling in the MOBA
I don't think GG Strive has a true level-up character yet but with the announcement of Lucy Cyberpunk someone posited a cool idea that she could upgrade with chips over the course of the match so we'll see how that goes
I call them Snowball characters.
I'd say Adult Gohan is a good power-up character, but not the best power-up character in his own game
(Cut to SSJ4 Gogeta Level 3)
not enough asleep nayuki from eternal fighter zero, her silly ass airdash gets a hitbox it's not a great hitbox, but it's thematically appropriate and funny.