Something that wasn't mentioned about Yellow Roman Cancel (YRC) is that activating it would slow down the entire screen no matter how far away you are from your opponent. So a common strategy to impose your pressure was to throw out a fireball, YRC, and then cover any air approaches with your own jump-in. The only way to prevent this was for the opponent to also use YRC. Strive implemented a smart solution by having the effect of RC affect a circle around your character and if the opponent was outside that circle, they wouldn't be slowed down. Edit: with the change to Fast RC in Season 2 of Strive, Roman Cancels can cost less than 50% meter, but you still need to have 50% in the first place to activate it. You just get to keep a bit of your meter afterwards.
A lot of the stuff you could do with YRC you can even still do with purple or blue RC, and drift RC is even better when you're close enough to slow down your opponent. The big thing is really the full-screen projectile + follow-up that favors soem characters way more than others or the "screw it, YRC" as it's commonly known. You can sort of do something similar in Strive with projectile + fast RC, especially good on Ram with sword toss when the opponent is near the corner, but it relies a lot more on the opponent already being on the defensive in some small capacity. Overall, the changes made to RC in Strive I think is widely regarded to only having been positive.
YRC also had the problem of YRC OS where from 25-29% meter you could YRC every hit in an air combo and it would automatically OS for if the opponent's burst and give you a cancel if they did. The fullscreen slowdown also ate inputs often so approaches with YRC would fuck up Zato trying to do negative edge nobiru for an anti air.
@@PakuTheMagnificent That was only in Xrd - Sign - where you could OS YRC a Burst, every subsequent version treated Burst startup as being in hitstun so you couldn't YRC that.
Ash actually does have HD mode in KOF15. One of his supers allows for the same combos as KOF13, but I think it's fair since his regular damage is so low, and if you drop that combo you will NOT get the meter for it again.
That's a way of saying but still incorrect. The truth is that some KOF games since the 2000s got an universal combo mechanic, with different rules each but with the basic final effect of extending combos in special ways. Then the combo mechanics of KOF 02 and 13 are related to free cancels, which made both the most famous combo mechanics of the series. KOF 13 only brought it back because 02 made a revolution in the series with that new idea. But Ash specifically has a super move that allows free cancels for a limited time, that reminds of those special mechanics of KOF 02 and 13. But Ash has that super since his debut in KOF 03 and kept it until now. And secondly, your idea is wrong because that super doesn't give Ash all abilities of the Hyper Drive mode on.
@@JohnGaming55 I’m sorry but you didn’t understand what he said. He said with out and most character can’t get tod unless they go into max made with out canceling which no one does. Pls stop being a jerk. Also ash can kill with 3 meter depend on the set up but it is usually hard to do so people go for the 4 meter version which is still drop regularly
too bad that its braindead easy to get rid of recoverable health so that is why we rarely see the dnf Baroque cancel if it wasn't easy to get rid of recoverable health then dnf duel would be more interesting.
I'd argue the reason V-ism is particularly powerful is the last shadow echoing your moves which makes it possible to set up unblockable situations, alongside the damage and crouch cancel setups. Oh and you can activate at 50%. For KOF HD mode you also get the benefit of all your normal attacks gaining special cancelability, this only came into play in a few loops (IE Yuri cl.C into butt into air fireball, Ralf far C into qcf+C into far C) or if you dropped and still had time (any overhead that didn't hard knock down was now a potential combo starter).
The ground bounce \ dribble mechanic in Hakuto no Ken is hilarious to me. I think the idea was that no one would be able to combo off of the bounce once it gets to a certain speed, but people found a way.
Most Arcsys games attempt to prevent infinites by increasing character weight as combos go on, but in HNK, I believe there's a way to overflow the weight value to create basketball infinites that bounce characters off the top of the screen. I'm sure somebody more informed will be able to break it down more accurately.
@GenericSoda the game literally just keeps decreasing the launch height until it goes negative which causes it to start bouncing them higher and higher as it gets lower and lower into the negatives
As GenericSoda said,the developers of hnk tried to prevent the infinites by adding a mehanic in wich the pushback, bounce and fall speed increase with the number of hits,trying to make it very hard for you to keep the combo going.This works pretty well,you can hardly do a 20 hit combo,but the problem is that work only on ground combos.If you manage to do a combo and at some point you do some hits in the air,the system get bugged and the pushback turn near to 0 or you will get pushed very weak(i think the air pushback has bigger priority and overrides the ground pushback,since aerial hit have almost no pushback and your enemy will be treated as airborne because he bounces back in air all time)like the pushback you get when you do light hits chain.I remember that i read this on a forum a long time ago and also i tested it out with infinite meters so i can spam boost and the only times i could do a basuke(basket) combo was by using an air combo,couldn't get a dribble in anyway only by doing ground combos.
Something you didn't mention about Baroque us that you get a damage boost in proportion to how much red health you sacrificed. You could get ABSURD damage if you have enough red health.
A-groove is the custom combo in CVS2 not N-groove (N groove had 3 stocks for 3 level 1s or you could break a stock for a damage boost and then access to level 3 super), A-groove was also really strong but no crouch cancel which is what enabled the jump infinites in A3 (I think it was fixed in A3 Upper).
The big problem with Xrd's YRC is that it was also a fullscreen slowdown that would eat your opponents inputs during it. Doing a YRC on approach could easily eat part of your opponents inputs for a reversal, either preventing it from coming out or getting the wrong move out. Bless Strive for adding a area of effect to roman cancels.
The juggle infinites in SFA3 were due to a mistake in the combo system -- there was a relaxed combo system during the first jump, and crouching while landing and immediately jumping again did not count as landing. V-ism made it easy to start a juggle combo.
Overall it was a mistake to give A3 those new juggle rules and that new broken custom combo (not that the A2 custom combo wasn't anyways). Those two things put together was a "combo" that didn't help the game. But actually that was probably what Capcom wanted, to create very broken combos. When we think that years later the devs could have been wiser and toned down CvS2's custom combos (A Groove)... But no, they gave it new and more stupid cancel rules and special juggle rules.
I really do miss the the old Max Mode of KoF, its really fun to use and allows for cool looking combos, i honestly hope they bring it back for the next games of the series
KOF Max mode was born broken in KOF 02 and continued being broken in 13. SNK made it broken on purpose following the MvC philosophy of making broken a positive quality. And even with the watered down and "fairer" versions made for 14 and 15, they still mess up the games. Max mode is just SNK's version of Capcom's custom combos, where it isn't any less broken than in SFA. In the beginning I was a fan of the mechanic since 02 but looking back on it, i question if it really did good to the series. Maybe that's my bias as an old fan from before 02, but I wish the series didn't turn so fixated into exaggerated combo mechanics. It was a good idea of Capcom abandoning custom combos. They came up with better ideas of combo extension mechanics like FADC and V-Trigger cancel.
As broken as it is, but they make do with how complex the input tolerance is with the game, so i think its a fair trade tho. Pulling out a full neo max from HD is not a simple task, and some might require the players own creativity to adapt. I'd prefer this than the simplified button with more balanced "overdrive" mode that isnt very rewarding for those who actually played Fighting game as it is~
@@famisepta7308 "Pulling out a full neo max from HD is not a simple task" It's as simple or difficult as you make it. Anyone with halfway decent execution can confirm into HD, cl.C command normal xx special move xx DM xx NeoMAX and do 800+ damage for 3 meters + HD. Most practical HD combos are fairly simple loops anyway.
@@AirLancer If we put it on Mr Karate standard, yeah, dude can throw such combos with 2 meters with Full HD or 3 Meters with 1-2 HD cancel. Tho maybe its just my preference, but the rush feeling in KOF XIII with HD cancel (that sometimes extend to more just a combo cancel, but also sudden mix up on higher level) is great tho.
I'd argue that custom combos in Alpha 2 were even more busted. CC activation had a frame 0 hit box that while doing no damage itself, would open up anyone in close range and not preemptively holding back; this most likely resulted in them eating the whole combo.
Technically, with the change to fast roman cancels in season 2, there's some heinous crimes that can be done with a very limited meter cost. Cue the clip of daru labbing Stroke FPRC Megalomania and getting it for 60 meter
What broke V-ISM though was the fact that you could cancel the landing animation with a crouch, preventing the air recovery, and continuing the juggle. Same with TAC, the infinities happened because you could cancel out of the landing animation because which is what turned on the hitstun decay.
There was this one Japanese PS1 3D fighter, which I have but can't remember the name of, that fixed the infinite problem. It was very simple. All it did was record your inputs and if there was any repeat the combo would automatically break. The KOF character assist. It became super broken where if you used the right assist character you could do a combo ending in a super, call in character assist and do another combo to knock them out.
Strikers in KOF00 was such a broken mechanic because it had its own meter and some assists pretty much guaranteed you a TOD. Top Asian players decided to limit the mechanic to only one loop or so for tournament play, so players would have to further develop their neutral, pressure and mix-up game, which ultimately strengthened them and they ended up dominating KOF for many years to come, even today (Chinese and Korean players are particularly, ridiculously strong in KOF).
I think MK4 comes to mind as well. That game had custom combos and everytime I wanted to make a long one the game will automatically break it and knock back the opponents. It can be easily fixed by just measuring the amount of damage you have dealt in one combo, if devs dont do anything to solve it its becasue they are intentionally allowing you to do it.
Me and my brother called V-ism as "V-ism is V for Vega". He forgot to mention the takeaway of charging for charge attacks. An entire screen of blue effects from all angles from Vega.
Funny thing about mega crash, I actually distinctly remember Ryu shouting "mega crash!" and doing said mechanic in very early beta gameplay footage of Marvel 3 all the way back when it was first revealed. Seems they had considered putting it in at some point but removed it during development.
Some corrections about V-ISM in Alpha 3. It is broken, but not for some of the reasons you mentioned: 1) Zangief doesn't have an infinite in A3. The characters with reliable infinites are Sodom, Karin, Vega, Ryu, Sagat, Cody, Rose, Chun-li, Ken, and Birdie. Rolento, Blanka and Balrog technically have infinites, but are much harder to land in a real match due to limited setups or basically requiring TAS level execution in Rolento's case. 2) V-ISM wasn't really crazy because you could do custom combos and cancel moves into each other. Customs worked very similarly in Alpha 2 and especially CvS2 where they're almost identical to A3's. Also, they're rarely ever used for straight pressure the way you're showing in this video because you can't block during the activation state, so any jab or fireball or whatever will kick you out of V-ISM mode and all your meter will be gone for nothing, or people will just run and wait the meter out -- in which case, you again wasted the meter for like no damage. For those corner strings you showed, for example, they can just alpha counter or air block and roll out even if they're stuck in the corner. 3) What really made V-ISM crazy was the combo of crouch cancel infinites and invincible startup on activates. You basically had a universal "parry" of sorts that would net you huge damage if you read an opponent's attack timing or activated VS something reactable. Again, this is why A-Groove is so dangerous in CvS2 and is probably why SNK opted to not give activates any invincibility in the KoF games. Activates were basically "yolo DP into FADC Ultra" before SF4 existed. Most of the infinite setups have guaranteed counters, but they're still dangerous for obvious reasons. 4) Customs in CvS2 work literally almost the same way as A3 except there's no juggle limit tied to the neutral state because that game had no air tech/flip system, so no infinites. However, you can use them to juggle and pressure in exactly the same way. In fact, they're even stronger for that in CvS2 because your opponent isn't able to tech flip out, so you can do pretty much whatever you want for the juggle sequence, whereas A3 needed very specific move sequences to not let them hit neutral and flip. That actually means CvS2 customs are stronger on a base level because you can convert more easily from more situations. They're just not as notorious because crouch cancel infinites don't exist in that game, but the juggles themselves usually actually do the same damage or more as A3 customs. Like your content, but research was kinda sus.
The Doom TAC combos for MarlinPie are amazing and hype af. Also TAC stop hit decay when the opp is in the air but people find rejump combos that made up infinites. If you can do it you basically can kill from anything like grabs
The key thing about TAC infinites is that you need to avoid being in a “neutral grounded position”. It’s easiest to see with Sentinel but if you time an attack so that the character doing the combo is in hit stop right as they land on the ground it causes the landing animation to stay a few frames long than the actual recovery of the landing so you can jump again without ever entering a “neutral grounded position”.
Yellow Roman Cancel is the sucessor of FRC or False Roman cancel aka Blue RC from Guilty Gear X2 and Accent Core, in which you could cancel some moves before the active frames came out for 25 tension to various benefits, like Sol and Ky being able to run behind their projectiles or Sol again canceling Riot Stomp on the way foward to get a massive speed boost to his aerial moment, but the difference is that the frames to do a FRC on these games were really tight like 2 frames for Sol's Gun Flame, so it was actually a really skill and timing reliant ability, unlike YRC.
Honestly, i hate how FRC works. Like, if those 2 framw windows let you do the RC for 25%, and flubbing it meant you spent 50%, i would find it far better. That's just me though.
It means force, not false. Not all windows are 2f, it varies from 1 to 4. Another major thing about frc is that it can only be done out of specific moves, so coupled with the tight window its highly situational.
@@funkuro I mean the hype is real but i would rather FRC be a reward for skillful play, but not 100% necessary to RC something like Gunflame. If you don't want to spend the time learning FRC timings, then you could just do regular RCs, at a higher cost. But instead it's honestly the one reason i don't like +R nearly as much as Xrd and Strive. That, and no input buffer.
There's similar mechanics to Mega Crash in Fate: Unlimited Codes (spend 2 out of 3 bars to burst out of a combo) and the Naruto: Clash of Ninja games (spend 75% chakra to vanish). The latter solved for the snowball effect by making the defender gain a lot of chakra on hit...making them basically KI's combo breakers, but *easier*.
HD combo maybe a bit overpowered in XIII but again the combo execution are still hard, and its also fun since its kinda testing your creativity, like you wanna do big damage or you wanna do a swaggy combo?
Smash Brawl - Random Tripping. In brawl while dashing or turning around your character may randomly trip putting you in a down state. This can ruin combos, zoning, neutral game, etc. Depending on the situation this can very well cost you the match, as your opponent will at the very least get an advantage but could also allow them to get free hits in. It's not even that rare and since it's random it might favor one player over the other
Another thing worth mentioning about YRC is how it eats your opponent's inputs, but lets you buffer whatever you want during the slowdown. Add this to the afforementioned benefits and it becomes pretty clear why it was so controversial along with Blitz Charge.
I think the Red Parry mechanics should make a comeback it gave great punishes and high reward for being a skilled player. also made some matchups playable .
@@teezee9387 To be fair, in 2003 and XI, it's not all that good a super anyways, and the only way Ash can do it is if he's selected as team leader in those games (which hardly anyone does because there are much better leader picks). Idk about XII, but no one plays XII anyways. But otherwise, whoever said it's a callback to 13 is basically what happens when people treat KOF13 as if it's somehow the first and best KOF and everyone starts to parrot that idea. Hopefully that didn't come across as passive aggressive, KOF has a lot of misconceptions behind it.
In Kof 2003 the install super was weak since all you could do was just throw fireballs without charge custom combos were given to him in XI (mostly corner only). In XIII and XV thanks to [4]6 K you can now do corner carry and loops. Also if cancelled from a super or special Sans Cullote has no scaling.
Custom Combos (V-Ism) was introduced in Street Fighter Alpha 2. In Street Fighter Alpha 3, it was made its own selectable play style. Also, it appears in CVS2 as its own super meter option as "A Groove". So its in 3 games.
Not tryna be that guy, but aren’t ISMs from Alpha 3 basically grooves from CVS2? So they did kinda have the same concept of changing your fighting style based on what you chose
Not tryna be that guy, but people follow logic orders. A3 came first. Grooves are updated Isms. Also all Grooves are just ideas taken from old games anyways. And Custom combos were created by SF so it's ok to reference it the way he did.
Also not tryna be that guy, but Isms aren't even an original idea of Capcom. It was a blatant ripoff of SNK's KOF 97, where it works the same but with two options. That idea was also added to SNK's Last Blade 1, before SFA3. So it's also right to say: Isms like in KOF 97. Whatever.
DNF duel has a similar mechanic to Baroque called conversion so I'd be hard pressed to say it's a mechanic that never came back. I know it's 2 different franchises, but it does exist in a modern game
One honorable mention that I bring here is the "danger mode" in Guilty Gear Xrd... where your damage scale a lot less, if any scalation actually happens, the frame data changes a lot, some combos simply doesn't work anymore... It's just SO bizarre... And I'm GLAD AF ArcSys took it out on GG Strive!
in GGXX Accent Core (dunno about previous versions) The lower your life, the higher your defense, I haven't played xrd but is that what you're referring to?
@@CustodianPayge I was just tryna clarify if that's the mechanic they're referring to, ik Strive has it but I have only played a bit of strive and a ton of GGXX Accent Core + R
Haven't finished the vid yet but the drive mechanic from KoF 13 was what made it my favorite game from my childhood. I still love the recent games but i just want my special to special cancels back. 🥲
@@kuwandak You are acting like one by saying that instead of discuss it why you don't agree. I also like the drive mechanic, can be an interest concept if is balanced properly.
@@Ramsey276one Ash is not even broken, I don't understand your comment more than being a personal issue with the character being annoying in that case. Which can happen, I hate certain characters because how annoying their personalities or the voices can be.
The super meter is an Art Of Fighting invention, not a Street Fighter one. N Groove from CvS2 is Advanced mode from KOF 97. Nothing like Alpha 2's Custom Combos.
My favorite thing in XRD are YRCs. It's great to get your turn back in a pinch, it gives you extra time to think about anti air responses and it's generally a great mechanic, in my opinion. I can see why some would disliked it, but I'm always excited when my opponent yard YRC and we get in a taking turns war hahah
Honestly I don't agree that YRC is too powerful. Misusing YRC is a pretty easy way to lose a round, because it also gives you a 6 second meter penalty where you essentially cannot gain any meter at all, so in the end it costs a decent chunk more than the 25% upfront that you have to pay for it. Not to mention that while they're fun, a lot of the movement YRC options are really gimmicky for 25 meter. For instance, Potemkin would never seriously use ICPM YRC to fly at the opponent, he'd either save it for Hammerfall YRC, or an RRC to make Hammerfall safe on block or to convert hits into good combos, or Giganter for his corner TODs.
The original version of tech throw. In SFII when they added teching throws, when teching you took half damage from the throw instead of no damage. Moving forward I don't believe other games made this error.
He doesn't mention what really makes V-ism broken in Alpha 3: the shadow that can hit you like the infamous broken KOF 98 Chizuru super. That makes impossible to block hits in many situations because the character is hitting above and the shadow below or viceversa.
It was A-Groove that was for custom combos. N-Groove was more like KoF'98 where spending one bar for Advance Mode and spending another bar for a super turns into a Lv3, costing 2 bars instead of 3.
As a Raven player in Rev2 i loved YRC, 'cuz it started a lot of his pressure (ball, needle, etc.) and, with a bit of frame knowledge, allowed to make some moves safer (claws and 2H for example) while also resetting the pressure or opening opportunities for counterplay. Important note - YRC was only possible on starting and some active frames of the move, if you used RC anytime later - you got PRC for 50% Tension, so a bit of a knowledge check was needed to effectively use this mechanic. But yeah, overall it was somewhat busted, 'cuz it allowed you to "eat" your opponent's inputs in neutral, while he was slightly frozen and not blocking, trying to overpoke you or something. Or you could use YRC defensively to give you time to react to some broken shit like select IAD attacks, Ky's Greed Sever or Faust's 6H, probably even countering some stuff with 6P. For the options that it gave you in neutral 25% Tension was kinda fair IMO. It's not the level "oh fuck, I screwed up" PRC, or "hehe, boi, combo video time" RRC type of stuff.
Art of Fighting from 92. Though it was an unique type of super meter. The average super meter as we know today draws more from SF2 than AOF. And Samsho from 93 had a meter but it wasn't for super (as they didn't exist in SS1) but for the Rage system. Samsho's innovation was in creating a comeback mechanic, not creating a super meter. All comeback mechanics related to a power boost kinda owe it to Samsho's Rage.
When A3 was mentioned, I thought the broken mechanic would be guard crush (GC). A3 has a guard meter that depletes when blocking. When fully depleted, the character is stunned. Other games have a similar GC mechanic, but they fully restore the guard meter after the stun. I think only A3 has the mechanic of "stun and reduce the guard meter". This reduction also stacks, so each GC makes the next GC easier. Eventually, blocking anything more than like a jab or two would stun.
Armor mode was really ridiculous. And SNK was literally near death so I guess that's why the devs didnt even bother trying to balance armor mode in KOF 00.
I don't know if it's been said already but didn't SFA2 have a variable combo mechanic? It wasn't a separate ism but I'm sure it started there. SFA3 is technically it's second iteration.
SFA2 created custom combos (cancel moves that are normally not cancellable), SFA3 created variable combos (cancellable moves PLUS a shadow copying your actions). SFEX2, CVS2, and CFJ/CFE also have custom combos.
@@blaire9524 But the main point isn't the Ism system, which is indeed an A3 thing. The main point is how the custom combo is broken. And A2 has a custom combo, only not identical. But even super bars don't have identical rules over SF history. Like all main sequels after SF3 wanted different rules for ex moves. So the detail about A2 and A3 not having the same custom combo isn't important.
In KOF'99, when your health bar is down to like 15%, it flashes red. If you do a super in this state, you do an extended version of your super with extra hits and additional animation. It's a cool looking Easter egg.
Many SNK games are like that. Like World Heroes Perfect. Actually... that had regular super moves and Crazy Death Finishers which were active at 30% or so. If you had a full super bar as well you'd get a powered up version.
It's not an Easter egg... you mistook the term. You must not know much of KOF either but I'll help. The game has a general separation between DM and SDM... the regular super move and the stronger version of the same move. The rules of DM-SDM keep changing over time and only became more constant in the late 2000s. Since KOF 94 you automatically gain a SDM doing a super with full bar in low hp, but only the damage changed back then... the animation started changing in 96. Then there's a new SDM rule in 97-98, then a new one in 99, a new one in 00, 01, etc. The 99's SDM rule seems to be a reference to the classic ones in the way it changes to SDM on its own. Also 99's rule was the last time SDMs were tied to a low hp condition. And still before KOF 96, Fatal Fury 3 (1995) already had SDMs and with new animations. Like FF3 was the game that introduced Terry's famous triple Power Geyser SDM that is so common today. Then KOF 96 adopted the move a year later.
@@neah2k11 WH isn't a SNK game, it's made by a different company and just released on the NeoGeo. Then they died in the late 90s and SNK bought the WH rights in the 2000s. Anyways KOF had the SDM system (stronger variation of a super) before WH, and FF3 had SDMs with different animations before WH. Making it a true SNK idea. FF3 in fact used "super move variations" even before SFA1. What Capcom actually did first was using a 3 level super meter for that, while FF3 didnt even have a meter and used a low life condition for that.
I don't know if you remember, but there used to be a yrc os on xrd. If you had 25-49 meter you could do an rc after each hit. If the opponent tried to burst, you'd get a yrc and bait it for free
More than time slow down, something that I found quite crazy about Xrd YRC is the fact that some attacks gain some sort of crazy AF momentum, giving movement options that shouldn't even exist. Like Zato's Shadow Gallery YRC when he appears on the floor suddenly pushing him half screen forward. I think they removed this in Revelator and Rev2, but things like these made the mechanic fun. Strive sorta took this back by making the extra movement optional after triggering the RC, which was great because now you had the option to decide if you wanted to either remain neutral, let the momentum carry you by canceling the time stop with a normal or displacing your char's body forward, backward, etc
For broken mechanics, I'd think of things that are almost inherently broken by their nature. X-Factor is really only broken because of how over-tuned it is. Comparable mechanics like Sparking in Dragon Ball aren't as nuts.
Isn't yellow roman cancel just an easier version of force roman cancel for a lot of moves in previous games, where with very particular timing on certain moves you can get a discounted blue cancel? A lot of fireballs had it.
the thing that made YRC extra oppressive (that he didnt mention) was that it was also a fullscreen slowdown, making it way easier for you to get in or enforce pressure on the opponent not only due to the fireball and whatnot, but due to the opponent physically being unable to fight back sometimes
Honestly TAC wouldn't have been nearly as problematic if losing the 1/3 didn't completely turn off every single infinite protection mechanic in the game.
There used to be false (blue) roman cancels which did the exact same thing as yellow roman cancels, but only certain moves could use false roman cancels and they had to be done with a certain timing, and some of them had a very small frame window. So these yellow roman cancels are really just easy mode false roman cancels.
Fun fact, in Strive, Chipp can momentum fling with grounded Diagonal Alpha Blade + PRC+ any normal immediately after, so you can full screen overhead someone with Chipp. This also applies to aerial Horizontal Alpha Blade, which is much better, but gives less distance
Suggestion: list of old abandoned mechanics that could return to new games, identical or not. (Not like "SF3 parry" but really different abandoned ideas)
Well, I'm not sure if they're even going to bother making a Soul Calibur 7 but in 6 I have that obnoxious rock paper scissors move that parries every single attack thrown at you and then throws you and your opponent into a rock paper scissors.. once you know which moves can punish it's not so bad, but for the casual player base, that is such a crutch and everyone just spams it.
Actually in a TAC you can make it unbreakable, if you TAC down, then x factor then use another tac in a different direction you wont be able to break out. I think a pro player even used this glitch in a tournament to against Phoenix, so for your x factor no counter play.
TAC is fun as hell to pull off but I agree its a little too easy to abuse, especially if the opponent doesnt know it has directional variants (as is the case with my unfortunate roommates)
V-ism seems a lot like Under Night In-Birth's Veil Off, the main difference being that veil off slowly drains the existing meter gauge instead of a separate gauge.
I actually like Megacrash in TvC as it acts as a pseudo combo limiter. Comboing off of it is dumb but I do think it costing meter or red life is the best way to add a combo breaker in something like MvC.
Vism's custom combos were in Alpha 2 and were stronger. Basically high level play in that were mostly custom combos Xfactor has a descendent in DBFZ's Sparking anyways
They are not the same system. In Alpha 2 the damage can be abusive, yes, but the shadow doesn't hit you. In Alpha 3 it does. It is like the infamous KOF 98 Chizuru's broken super. How is it that so many people in the West don't know this? In Japan you go to a game center and you see only Akuma or Ryu with the broken V-ism doing unblockables with the shadow hitting below and the character above or viceversa. Playing another character or another system makes you an easy target of those shameless players. People need to realize that V-ism is not only a custom combo, but a double attack of 2 characters (the normal and the shadow) against one. That is what is really unfair and broken.
I want the Mega Crash burst back. For real it added a level of depth to that game and made it so you weren't just passively watching your character get smacked. Had to decide to spend, or not. It's like the combo breaker in KI, and the counter breaker in that. Made EVERY SINGLE INTERACTION a thinking game. You could NEVER be passive.
It's me, the Smash guy again! I know all of you know about Tripping in Brawl, it was awful and we all love to hate it. But did you know that Smash 4 had a mechanic that sucked almost as hard, called Rage? Rage is effectively intended as a comeback mechanic. The way it works is, as your damage increases (which makes you get launched further by attacks and you become more likely to die), the knockback that YOUR attacks do becomes multiplied by some amount, capping after 180% damage or so. For context, 140% is high enough to kill any character, even heavy characters, with a reasonably strong attack and good setup. Lighter characters can consistently die at around 90% in high levels of play. But generally speaking, an average percent to die at is 120%. In its most basic manifestations, a player who has 150% damage may be able to abuse the Rage mechanic to kill an opponent with a particular move at 100% that otherwise NEVER would have killed unless it was past 130%. This might not sound like a big deal, but consider that as your opponent's percent damage increases, it becomes significantly harder to combo them and deal significant amounts of damage. You might open up the game with a combo that deals 60% damage, but then every hit after that you might just be dealing 10% at a time. A 30% damage difference for one kill move could literally save you from having to win multiple neutral interactions just because you were losing. Okay, that doesn't sound bad. Sure, it's annoying, but it doesn't sound THAT strong. But recall what I said: that's only the most BASIC manifestation of the Rage mechanic. It got much, much worse. Rage also allowed death combos that were otherwise completely impossible without it. It was very finnickey, it was always percent specific, character specific, stage specific, etc. You had to be intimately familiar with the game to know when you could attempt to combo someone to death (usually killing them off the top) in a situation where that was otherwise not an optimal combo. Oftentimes, people just went for it anyway and prayed that it worked because it happened so often. How early would these death combos kill you? Many top tiers could land a clean hit/grab at 30% and kill you off the top because they had heavily stacked Rage. The competitive ruleset for Smash 4 was two stocks, which are your lives. You would easily have half the game completely stolen from you because you made a single mistake after kicking your opponent's ass. It was very much like X Factor in that sense, but not as insane. But it gets worse! Some characters, most famously Samus, could literally kill you at 0% damage with stacked Rage. It was called the Shine Spark, she would dash attack and hit you with only the first hit of her Up B, and the knockback would be incredibly jank and kill you instantly. Other characters could do this too, like Peach. And when this mechanic wasn't robbing you of your wins, it was just being generally annoying and making it harder to combo people consistently because you had to adjust your combo percent ranges based on how much Rage you had. It was not a fun mechanic at all. Some people justified it by saying it made a lot of the bad characters a lot better, but this is honestly not an accurate statement. Rage made a LOT of characters better, not just bad ones, and some of them were top tiers. But that's the only defense for Rage I've ever heard. Generally speaking, most people disliked the mechanic. Some slightly, some strongly. It came back in a much weaker form in Smash Ultimate, according to what people tell me, but if that's true then it's so weak that it may as well not exist at all.
IMO, the single most ridiculous offender is damage scaling. Or, more specifically, reverse damage scaling. It's realistic ... in real life, if you're hurt, getting hit again deals more damage. In a fighting game (Angel Eyes) however, it's ridiculously broken.
I want the timed rc back from plus r. Those were only for canceling things at specific timings for specific uses but at a reduced cost of 25 percent. Feels so good to hit a bunch of those and feels less crazy compared to yrc.
HD mode is a skill based comeback mechanic needed. especially if you had only 1 character left against your opponents 3. In KOF98, it was very hard to comeback from a 1v3 character deficit.
Y'know, with a name like "Team Aerial Combo", there is absolutely no way I could have ever expected what its actual function was Also, holy moly Baroque is such a cool concept, I'd've loved to see it exist in more games, albeit with a bit of tuning so it isn't crazy, just a decent risk/reward defensive option
KOF Max mode was born broken in KOF 02 and continued being broken in 13. SNK made it broken on purpose following the MvC philosophy of making broken a positive quality. And even with the watered down and "fairer" versions made for 14 and 15, they still mess up the games. Max mode is just SNK's version of Capcom's custom combos, where it isn't any less broken than in SFA. In the beginning I was a fan of the mechanic since 02 but looking back on it, i question if it really did good to the series. Maybe that's my bias as an old fan from before 02, but I wish the series didn't turn so fixated into exaggerated combo mechanics. It was a good idea of Capcom abandoning custom combos. They came up with better ideas of combo extension mechanics like FADC and V-Trigger cancel
I think it would’ve been worth mentioning the run mechanic in MKX. The entire game was based on it, and it essentially removed an entire archetype from the upper tiers
is it a coincidence two of these games broke my dpads in training mode or mission mode, Morgana soul fist fly unfly Chris G combos, and KOF with the back QCF's cancel's into QFC forward into Shoryuken into back QCF again etc, like, seriously
a reminder that the max mode you mentioned in 13 existed back with 2002 um aswell. which is how some characters got crazy combo. ALSO FRC was worse than YRC in alot of ways, tho it didn't freeze the screen for mixups, not all characters have the most useful frc and others had frc points so useful you RAELLY needed to know them. this is also to say earlier versions of it were at times so frame specific later versions of the game had to increase the windows for them to be doable consistantly. YRC basically took FRC and made it accessible to everyone which is why i don't view it as TOO bad, tho it was bad at times. Also guilty gear always let you do momentum tricks. I know baiken's guard cancel h in +R has a frc point that when you hit it you get flung across the stage worse than potemkin with icpm, Guilty gear just loves momentum.
Destrega needed a sequel. Also, bring back bushido blade. More can be done in modern days with the World Heroes shared life mechanic where taking or dealing damage moves a needle left or right until it goes off the edge. What about a burst escape mechanic that heals your opponent, or drops your ability to gain meter for a while? That same 2 meter burst, but no meter gain for 6 seconds?
I do not play fighting games, not then not now nor ever (aside from smash) but your videos are Soo interesting and so entertaining, passionate and well informed I can't help to watch all of them
Surprised to not see Primal Rage's weird special move-inputs that required you to hold multiple buttons plus a motion input, as opposed to a motion input followed by a button.
You got me! Definitely love YRC, I just hate the slowdown. Even though it kinda makes the technique more reactable--I feel like it still favored the user more and often times forces the second player to yrc which just creates a stale situation. Tho maybe in the end no slow-down would be even worse lol. Love the slowdown with RRC tho.
Something that wasn't mentioned about Yellow Roman Cancel (YRC) is that activating it would slow down the entire screen no matter how far away you are from your opponent. So a common strategy to impose your pressure was to throw out a fireball, YRC, and then cover any air approaches with your own jump-in. The only way to prevent this was for the opponent to also use YRC. Strive implemented a smart solution by having the effect of RC affect a circle around your character and if the opponent was outside that circle, they wouldn't be slowed down.
Edit: with the change to Fast RC in Season 2 of Strive, Roman Cancels can cost less than 50% meter, but you still need to have 50% in the first place to activate it. You just get to keep a bit of your meter afterwards.
Yeah my favorite part about YRC is how it was so strong that the best counter to YRC was YRC.
A lot of the stuff you could do with YRC you can even still do with purple or blue RC, and drift RC is even better when you're close enough to slow down your opponent. The big thing is really the full-screen projectile + follow-up that favors soem characters way more than others or the "screw it, YRC" as it's commonly known. You can sort of do something similar in Strive with projectile + fast RC, especially good on Ram with sword toss when the opponent is near the corner, but it relies a lot more on the opponent already being on the defensive in some small capacity.
Overall, the changes made to RC in Strive I think is widely regarded to only having been positive.
YRC also had the problem of YRC OS where from 25-29% meter you could YRC every hit in an air combo and it would automatically OS for if the opponent's burst and give you a cancel if they did. The fullscreen slowdown also ate inputs often so approaches with YRC would fuck up Zato trying to do negative edge nobiru for an anti air.
@@PakuTheMagnificent That was only in Xrd - Sign - where you could OS YRC a Burst, every subsequent version treated Burst startup as being in hitstun so you couldn't YRC that.
Throw YRC OS was such a silly and painful trick to deal with X_x
Ash actually does have HD mode in KOF15. One of his supers allows for the same combos as KOF13, but I think it's fair since his regular damage is so low, and if you drop that combo you will NOT get the meter for it again.
That's a way of saying but still incorrect. The truth is that some KOF games since the 2000s got an universal combo mechanic, with different rules each but with the basic final effect of extending combos in special ways. Then the combo mechanics of KOF 02 and 13 are related to free cancels, which made both the most famous combo mechanics of the series. KOF 13 only brought it back because 02 made a revolution in the series with that new idea.
But Ash specifically has a super move that allows free cancels for a limited time, that reminds of those special mechanics of KOF 02 and 13. But Ash has that super since his debut in KOF 03 and kept it until now. And secondly, your idea is wrong because that super doesn't give Ash all abilities of the Hyper Drive mode on.
@@carlosaugusto9821 Those are all fair points, but the man still gets 80% combos without needing 5 bars which is insanely good.
man seeing that one recent clip of xiaohai vs mok brought me back to 13
@@TrueUnderDawgGaming if you’re spending five bars to only do 80% damage, what are you doing?
@@JohnGaming55 I’m sorry but you didn’t understand what he said. He said with out and most character can’t get tod unless they go into max made with out canceling which no one does. Pls stop being a jerk. Also ash can kill with 3 meter depend on the set up but it is usually hard to do so people go for the 4 meter version which is still drop regularly
The reason I never had an issue with the HD mode in KOF13 was because of the execution it required, as well as meter usage.
Yeah, usually big damage is a fair reward for offloading all of your resources in one combo
DNF duel has a mechanic almost exactly like Baroque, so I'd argue it has come back.
too bad that its braindead easy to get rid of recoverable health so that is why we rarely see the dnf Baroque cancel if it wasn't easy to get rid of recoverable health then dnf duel would be more interesting.
He wasn’t talking about Baroque
Their is a reason for that: 8-ing
They are a developer known for Bloody Roar before they worked on TvC and disappeared for a long time till DNF Duel.
Man…people just hear what they want to hear. He wasn’t talking about Baroque.
@@subterraneanretrogames556 "this game actually has 2 mechanics that never came back. The first is baroque."
The best v-ism is doing sonic booms and filling the entire screen.
TOUHOU-ism!
I'd argue the reason V-ism is particularly powerful is the last shadow echoing your moves which makes it possible to set up unblockable situations, alongside the damage and crouch cancel setups. Oh and you can activate at 50%.
For KOF HD mode you also get the benefit of all your normal attacks gaining special cancelability, this only came into play in a few loops (IE Yuri cl.C into butt into air fireball, Ralf far C into qcf+C into far C) or if you dropped and still had time (any overhead that didn't hard knock down was now a potential combo starter).
The ground bounce \ dribble mechanic in Hakuto no Ken is hilarious to me. I think the idea was that no one would be able to combo off of the bounce once it gets to a certain speed, but people found a way.
Most Arcsys games attempt to prevent infinites by increasing character weight as combos go on, but in HNK, I believe there's a way to overflow the weight value to create basketball infinites that bounce characters off the top of the screen.
I'm sure somebody more informed will be able to break it down more accurately.
@GenericSoda the game literally just keeps decreasing the launch height until it goes negative which causes it to start bouncing them higher and higher as it gets lower and lower into the negatives
As GenericSoda said,the developers of hnk tried to prevent the infinites by adding a mehanic in wich the pushback, bounce and fall speed increase with the number of hits,trying to make it very hard for you to keep the combo going.This works pretty well,you can hardly do a 20 hit combo,but the problem is that work only on ground combos.If you manage to do a combo and at some point you do some hits in the air,the system get bugged and the pushback turn near to 0 or you will get pushed very weak(i think the air pushback has bigger priority and overrides the ground pushback,since aerial hit have almost no pushback and your enemy will be treated as airborne because he bounces back in air all time)like the pushback you get when you do light hits chain.I remember that i read this on a forum a long time ago and also i tested it out with infinite meters so i can spam boost and the only times i could do a basuke(basket) combo was by using an air combo,couldn't get a dribble in anyway only by doing ground combos.
Not a mechanic.
Something you didn't mention about Baroque us that you get a damage boost in proportion to how much red health you sacrificed. You could get ABSURD damage if you have enough red health.
A-groove is the custom combo in CVS2 not N-groove (N groove had 3 stocks for 3 level 1s or you could break a stock for a damage boost and then access to level 3 super), A-groove was also really strong but no crouch cancel which is what enabled the jump infinites in A3 (I think it was fixed in A3 Upper).
The big problem with Xrd's YRC is that it was also a fullscreen slowdown that would eat your opponents inputs during it. Doing a YRC on approach could easily eat part of your opponents inputs for a reversal, either preventing it from coming out or getting the wrong move out.
Bless Strive for adding a area of effect to roman cancels.
It's so nice for a begginer like me to learn so much from your videos
The juggle infinites in SFA3 were due to a mistake in the combo system -- there was a relaxed combo system during the first jump, and crouching while landing and immediately jumping again did not count as landing. V-ism made it easy to start a juggle combo.
Overall it was a mistake to give A3 those new juggle rules and that new broken custom combo (not that the A2 custom combo wasn't anyways). Those two things put together was a "combo" that didn't help the game.
But actually that was probably what Capcom wanted, to create very broken combos. When we think that years later the devs could have been wiser and toned down CvS2's custom combos (A Groove)... But no, they gave it new and more stupid cancel rules and special juggle rules.
I really do miss the the old Max Mode of KoF, its really fun to use and allows for cool looking combos, i honestly hope they bring it back for the next games of the series
KOF Max mode was born broken in KOF 02 and continued being broken in 13. SNK made it broken on purpose following the MvC philosophy of making broken a positive quality. And even with the watered down and "fairer" versions made for 14 and 15, they still mess up the games.
Max mode is just SNK's version of Capcom's custom combos, where it isn't any less broken than in SFA. In the beginning I was a fan of the mechanic since 02 but looking back on it, i question if it really did good to the series. Maybe that's my bias as an old fan from before 02, but I wish the series didn't turn so fixated into exaggerated combo mechanics. It was a good idea of Capcom abandoning custom combos. They came up with better ideas of combo extension mechanics like FADC and V-Trigger cancel.
As broken as it is, but they make do with how complex the input tolerance is with the game, so i think its a fair trade tho. Pulling out a full neo max from HD is not a simple task, and some might require the players own creativity to adapt. I'd prefer this than the simplified button with more balanced "overdrive" mode that isnt very rewarding for those who actually played Fighting game as it is~
@@carlosaugusto9821 Max mode was only op on a few characters in 02. More than half the cast didn’t really benefit much from it.
@@famisepta7308 "Pulling out a full neo max from HD is not a simple task" It's as simple or difficult as you make it. Anyone with halfway decent execution can confirm into HD, cl.C command normal xx special move xx DM xx NeoMAX and do 800+ damage for 3 meters + HD. Most practical HD combos are fairly simple loops anyway.
@@AirLancer If we put it on Mr Karate standard, yeah, dude can throw such combos with 2 meters with Full HD or 3 Meters with 1-2 HD cancel. Tho maybe its just my preference, but the rush feeling in KOF XIII with HD cancel (that sometimes extend to more just a combo cancel, but also sudden mix up on higher level) is great tho.
I'd argue that custom combos in Alpha 2 were even more busted. CC activation had a frame 0 hit box that while doing no damage itself, would open up anyone in close range and not preemptively holding back; this most likely resulted in them eating the whole combo.
Technically, with the change to fast roman cancels in season 2, there's some heinous crimes that can be done with a very limited meter cost. Cue the clip of daru labbing Stroke FPRC Megalomania and getting it for 60 meter
Still need 50% though
What broke V-ISM though was the fact that you could cancel the landing animation with a crouch, preventing the air recovery, and continuing the juggle. Same with TAC, the infinities happened because you could cancel out of the landing animation because which is what turned on the hitstun decay.
There was this one Japanese PS1 3D fighter, which I have but can't remember the name of, that fixed the infinite problem. It was very simple. All it did was record your inputs and if there was any repeat the combo would automatically break.
The KOF character assist. It became super broken where if you used the right assist character you could do a combo ending in a super, call in character assist and do another combo to knock them out.
Strikers in KOF00 was such a broken mechanic because it had its own meter and some assists pretty much guaranteed you a TOD. Top Asian players decided to limit the mechanic to only one loop or so for tournament play, so players would have to further develop their neutral, pressure and mix-up game, which ultimately strengthened them and they ended up dominating KOF for many years to come, even today (Chinese and Korean players are particularly, ridiculously strong in KOF).
I think MK4 comes to mind as well. That game had custom combos and everytime I wanted to make a long one the game will automatically break it and knock back the opponents. It can be easily fixed by just measuring the amount of damage you have dealt in one combo, if devs dont do anything to solve it its becasue they are intentionally allowing you to do it.
Fighters Impact is the PS1 game yer talking about
Me and my brother called V-ism as "V-ism is V for Vega". He forgot to mention the takeaway of charging for charge attacks. An entire screen of blue effects from all angles from Vega.
Caffeine Mode!
XD
A groove in Cvs2 is 99% the exact thing.
Funny thing about mega crash, I actually distinctly remember Ryu shouting "mega crash!" and doing said mechanic in very early beta gameplay footage of Marvel 3 all the way back when it was first revealed. Seems they had considered putting it in at some point but removed it during development.
@2:07 - it's A groove in CvS2, not N groove.
It's also cute that he doesn't think that A-Groove is almost exactly as busted as V-Ism, if not more so. Shows he really doesn't know CvS2 at all.
Some corrections about V-ISM in Alpha 3. It is broken, but not for some of the reasons you mentioned:
1) Zangief doesn't have an infinite in A3. The characters with reliable infinites are Sodom, Karin, Vega, Ryu, Sagat, Cody, Rose, Chun-li, Ken, and Birdie. Rolento, Blanka and Balrog technically have infinites, but are much harder to land in a real match due to limited setups or basically requiring TAS level execution in Rolento's case.
2) V-ISM wasn't really crazy because you could do custom combos and cancel moves into each other. Customs worked very similarly in Alpha 2 and especially CvS2 where they're almost identical to A3's. Also, they're rarely ever used for straight pressure the way you're showing in this video because you can't block during the activation state, so any jab or fireball or whatever will kick you out of V-ISM mode and all your meter will be gone for nothing, or people will just run and wait the meter out -- in which case, you again wasted the meter for like no damage. For those corner strings you showed, for example, they can just alpha counter or air block and roll out even if they're stuck in the corner.
3) What really made V-ISM crazy was the combo of crouch cancel infinites and invincible startup on activates. You basically had a universal "parry" of sorts that would net you huge damage if you read an opponent's attack timing or activated VS something reactable. Again, this is why A-Groove is so dangerous in CvS2 and is probably why SNK opted to not give activates any invincibility in the KoF games. Activates were basically "yolo DP into FADC Ultra" before SF4 existed. Most of the infinite setups have guaranteed counters, but they're still dangerous for obvious reasons.
4) Customs in CvS2 work literally almost the same way as A3 except there's no juggle limit tied to the neutral state because that game had no air tech/flip system, so no infinites. However, you can use them to juggle and pressure in exactly the same way. In fact, they're even stronger for that in CvS2 because your opponent isn't able to tech flip out, so you can do pretty much whatever you want for the juggle sequence, whereas A3 needed very specific move sequences to not let them hit neutral and flip. That actually means CvS2 customs are stronger on a base level because you can convert more easily from more situations. They're just not as notorious because crouch cancel infinites don't exist in that game, but the juggles themselves usually actually do the same damage or more as A3 customs.
Like your content, but research was kinda sus.
what's really sus is thinking someone is going to read this wall lmao
@@Try_Hard_Dad ratio
Shame thumbs down dont show the number count
@@ChicCanyon does thumbs down even do anything on this garbage?
@Drumguy1211 makes show lower in the comment order...in theory
The Doom TAC combos for MarlinPie are amazing and hype af. Also TAC stop hit decay when the opp is in the air but people find rejump combos that made up infinites. If you can do it you basically can kill from anything like grabs
The key thing about TAC infinites is that you need to avoid being in a “neutral grounded position”.
It’s easiest to see with Sentinel but if you time an attack so that the character doing the combo is in hit stop right as they land on the ground it causes the landing animation to stay a few frames long than the actual recovery of the landing so you can jump again without ever entering a “neutral grounded position”.
Yellow Roman Cancel is the sucessor of FRC or False Roman cancel aka Blue RC from Guilty Gear X2 and Accent Core, in which you could cancel some moves before the active frames came out for 25 tension to various benefits, like Sol and Ky being able to run behind their projectiles or Sol again canceling Riot Stomp on the way foward to get a massive speed boost to his aerial moment, but the difference is that the frames to do a FRC on these games were really tight like 2 frames for Sol's Gun Flame, so it was actually a really skill and timing reliant ability, unlike YRC.
Honestly, i hate how FRC works. Like, if those 2 framw windows let you do the RC for 25%, and flubbing it meant you spent 50%, i would find it far better. That's just me though.
Some moves FRC on hit but like you said the window is extremely small. Potemkin's Mega Fist for example
@@gspandem1204 I prefer the window because the moment someone frc’s something twice in a row consistently I go crazy.
It means force, not false. Not all windows are 2f, it varies from 1 to 4. Another major thing about frc is that it can only be done out of specific moves, so coupled with the tight window its highly situational.
@@funkuro I mean the hype is real but i would rather FRC be a reward for skillful play, but not 100% necessary to RC something like Gunflame. If you don't want to spend the time learning FRC timings, then you could just do regular RCs, at a higher cost. But instead it's honestly the one reason i don't like +R nearly as much as Xrd and Strive. That, and no input buffer.
Wish I could play Tatsunoko vs Capcom again. Really loved that game.
There's similar mechanics to Mega Crash in Fate: Unlimited Codes (spend 2 out of 3 bars to burst out of a combo) and the Naruto: Clash of Ninja games (spend 75% chakra to vanish). The latter solved for the snowball effect by making the defender gain a lot of chakra on hit...making them basically KI's combo breakers, but *easier*.
Incidentally, all 3 games are also made by Eighting.
@@Wolfedge75 Clash of Ninja is made by 8ing?
HD combo maybe a bit overpowered in XIII but again the combo execution are still hard, and its also fun since its kinda testing your creativity, like you wanna do big damage or you wanna do a swaggy combo?
Smash Brawl - Random Tripping.
In brawl while dashing or turning around your character may randomly trip putting you in a down state. This can ruin combos, zoning, neutral game, etc. Depending on the situation this can very well cost you the match, as your opponent will at the very least get an advantage but could also allow them to get free hits in. It's not even that rare and since it's random it might favor one player over the other
Skullgirls' tag system was never replicated, though a whole decade has passed since it premiered.
Another thing worth mentioning about YRC is how it eats your opponent's inputs, but lets you buffer whatever you want during the slowdown. Add this to the afforementioned benefits and it becomes pretty clear why it was so controversial along with Blitz Charge.
I think the Red Parry mechanics should make a comeback it gave great punishes and high reward for being a skilled player. also made some matchups playable .
When you swapped to Ash at the end I thought that you were gonna show how they gave him an install that does something similar to how HD mode was
Ah yes, the PANTLESS Super
I mean BOTTOM LESS
(Sans Culottes)
XD
Ash has always had that install super ever since his debut in KOF2003, it's not unique to KOF13 or 15.
@@Lichmassacre oh really? My bad, I'd heard they gave it to him in XV as a callback to 13 combos, I must've heard wrong
@@teezee9387 To be fair, in 2003 and XI, it's not all that good a super anyways, and the only way Ash can do it is if he's selected as team leader in those games (which hardly anyone does because there are much better leader picks). Idk about XII, but no one plays XII anyways. But otherwise, whoever said it's a callback to 13 is basically what happens when people treat KOF13 as if it's somehow the first and best KOF and everyone starts to parrot that idea. Hopefully that didn't come across as passive aggressive, KOF has a lot of misconceptions behind it.
In Kof 2003 the install super was weak since all you could do was just throw fireballs without charge custom combos were given to him in XI (mostly corner only).
In XIII and XV thanks to [4]6 K you can now do corner carry and loops. Also if cancelled from a super or special Sans Cullote has no scaling.
Custom Combos (V-Ism) was introduced in Street Fighter Alpha 2. In Street Fighter Alpha 3, it was made its own selectable play style. Also, it appears in CVS2 as its own super meter option as "A Groove". So its in 3 games.
I love Street Fighter Alpha 3, especially the World Tour Mode. 😍
Better then 3S
xrd
me : ughh danger time
jm : it's something call YRC
me: whaa?????
Not tryna be that guy, but aren’t ISMs from Alpha 3 basically grooves from CVS2? So they did kinda have the same concept of changing your fighting style based on what you chose
Not tryna be that guy, but people follow logic orders. A3 came first. Grooves are updated Isms. Also all Grooves are just ideas taken from old games anyways. And Custom combos were created by SF so it's ok to reference it the way he did.
Also not tryna be that guy, but Isms aren't even an original idea of Capcom. It was a blatant ripoff of SNK's KOF 97, where it works the same but with two options. That idea was also added to SNK's Last Blade 1, before SFA3. So it's also right to say: Isms like in KOF 97. Whatever.
Your fighting game "history" vids, like these, are always instant plays for me. Keep it up!
DNF duel has a similar mechanic to Baroque called conversion so I'd be hard pressed to say it's a mechanic that never came back. I know it's 2 different franchises, but it does exist in a modern game
same devs btw
One honorable mention that I bring here is the "danger mode" in Guilty Gear Xrd... where your damage scale a lot less, if any scalation actually happens, the frame data changes a lot, some combos simply doesn't work anymore... It's just SO bizarre... And I'm GLAD AF ArcSys took it out on GG Strive!
in GGXX Accent Core (dunno about previous versions) The lower your life, the higher your defense, I haven't played xrd but is that what you're referring to?
@@JJSquirtle Nah Strive still has that. Its called "Guts" now and different characters have different amounts.
@@CustodianPayge I was just tryna clarify if that's the mechanic they're referring to, ik Strive has it but I have only played a bit of strive and a ton of GGXX Accent Core + R
Haven't finished the vid yet but the drive mechanic from KoF 13 was what made it my favorite game from my childhood. I still love the recent games but i just want my special to special cancels back. 🥲
@@kuwandak Nah, I'm 20
@@kuwandak You are acting like one by saying that instead of discuss it why you don't agree. I also like the drive mechanic, can be an interest concept if is balanced properly.
Seeing Ash in XV:
“Hora… Sora yo…”
2P: KILL ME NOW
Ash: It’s happening… ;)
XD
@@Ramsey276one Ash is not even broken, I don't understand your comment more than being a personal issue with the character being annoying in that case. Which can happen, I hate certain characters because how annoying their personalities or the voices can be.
the problem is, modern games are just focused in competitive gaming. not for the general public. that's the reason i don't waste time in new games
The super meter is an Art Of Fighting invention, not a Street Fighter one.
N Groove from CvS2 is Advanced mode from KOF 97. Nothing like Alpha 2's Custom Combos.
I was about to say that. What he was talking about is A-Groove
Yeah he also mistook KOF 01 being the origin of "max mode" like combo mechanics, when it was KOF 02. At least not a big miss.
Most bloggers do that on suppose, never giving SNK the proper respect. Most of the moves and mechanics used in FG were invented by SNK
My favorite thing in XRD are YRCs. It's great to get your turn back in a pinch, it gives you extra time to think about anti air responses and it's generally a great mechanic, in my opinion. I can see why some would disliked it, but I'm always excited when my opponent yard YRC and we get in a taking turns war hahah
Honestly I don't agree that YRC is too powerful. Misusing YRC is a pretty easy way to lose a round, because it also gives you a 6 second meter penalty where you essentially cannot gain any meter at all, so in the end it costs a decent chunk more than the 25% upfront that you have to pay for it. Not to mention that while they're fun, a lot of the movement YRC options are really gimmicky for 25 meter. For instance, Potemkin would never seriously use ICPM YRC to fly at the opponent, he'd either save it for Hammerfall YRC, or an RRC to make Hammerfall safe on block or to convert hits into good combos, or Giganter for his corner TODs.
The original version of tech throw. In SFII when they added teching throws, when teching you took half damage from the throw instead of no damage. Moving forward I don't believe other games made this error.
The Alpha 3 infinites were because of crouching canceling. Vism did enable it more.
He doesn't mention what really makes V-ism broken in Alpha 3: the shadow that can hit you like the infamous broken KOF 98 Chizuru super. That makes impossible to block hits in many situations because the character is hitting above and the shadow below or viceversa.
HD combos may have been broken but they were the most fun I've ever had with a KOF mechanic
It was A-Groove that was for custom combos.
N-Groove was more like KoF'98 where spending one bar for Advance Mode and spending another bar for a super turns into a Lv3, costing 2 bars instead of 3.
As a Raven player in Rev2 i loved YRC, 'cuz it started a lot of his pressure (ball, needle, etc.) and, with a bit of frame knowledge, allowed to make some moves safer (claws and 2H for example) while also resetting the pressure or opening opportunities for counterplay. Important note - YRC was only possible on starting and some active frames of the move, if you used RC anytime later - you got PRC for 50% Tension, so a bit of a knowledge check was needed to effectively use this mechanic. But yeah, overall it was somewhat busted, 'cuz it allowed you to "eat" your opponent's inputs in neutral, while he was slightly frozen and not blocking, trying to overpoke you or something. Or you could use YRC defensively to give you time to react to some broken shit like select IAD attacks, Ky's Greed Sever or Faust's 6H, probably even countering some stuff with 6P. For the options that it gave you in neutral 25% Tension was kinda fair IMO. It's not the level "oh fuck, I screwed up" PRC, or "hehe, boi, combo video time" RRC type of stuff.
You forgot that Kick Factor was reintroduced in Divekick
Didn't Samsho invent super meter? It came out in '93 while Turbo came out in '94
Art of fighting did iirc
Art of Fighting from 92. Though it was an unique type of super meter. The average super meter as we know today draws more from SF2 than AOF. And Samsho from 93 had a meter but it wasn't for super (as they didn't exist in SS1) but for the Rage system.
Samsho's innovation was in creating a comeback mechanic, not creating a super meter. All comeback mechanics related to a power boost kinda owe it to Samsho's Rage.
When was Art Of Fighting 1??
You’re absolutely right Samsho invent The super Meter. Also Art of Fighting invented Supers street fighter just copied
When A3 was mentioned, I thought the broken mechanic would be guard crush (GC). A3 has a guard meter that depletes when blocking. When fully depleted, the character is stunned. Other games have a similar GC mechanic, but they fully restore the guard meter after the stun. I think only A3 has the mechanic of "stun and reduce the guard meter". This reduction also stacks, so each GC makes the next GC easier. Eventually, blocking anything more than like a jab or two would stun.
For a broken kof mechanic that's never coming back, I feel like Armor mode from 99/2000 would be a better fit. It's way more broken than HD mode.
Armor mode was really ridiculous. And SNK was literally near death so I guess that's why the devs didnt even bother trying to balance armor mode in KOF 00.
I don't know if it's been said already but didn't SFA2 have a variable combo mechanic? It wasn't a separate ism but I'm sure it started there. SFA3 is technically it's second iteration.
Its not the same as a2 thats why the isms are for. X ism is for st a ism is for a1 and v ism is just a focused a2 custom combo
SFA2 created custom combos (cancel moves that are normally not cancellable), SFA3 created variable combos (cancellable moves PLUS a shadow copying your actions). SFEX2, CVS2, and CFJ/CFE also have custom combos.
@@blaire9524 But the main point isn't the Ism system, which is indeed an A3 thing. The main point is how the custom combo is broken. And A2 has a custom combo, only not identical. But even super bars don't have identical rules over SF history. Like all main sequels after SF3 wanted different rules for ex moves. So the detail about A2 and A3 not having the same custom combo isn't important.
@@carlosaugusto9821 thats clearly why i said the a2 system isnt the same as a3 ._.
@@blaire9524 I agree that it's not identical, but the principle of custom combo was revisited and tweeked. A variation of the mechanic had been used.
In KOF'99, when your health bar is down to like 15%, it flashes red. If you do a super in this state, you do an extended version of your super with extra hits and additional animation. It's a cool looking Easter egg.
Many SNK games are like that. Like World Heroes Perfect. Actually... that had regular super moves and Crazy Death Finishers which were active at 30% or so. If you had a full super bar as well you'd get a powered up version.
It's not an Easter egg... you mistook the term. You must not know much of KOF either but I'll help. The game has a general separation between DM and SDM... the regular super move and the stronger version of the same move. The rules of DM-SDM keep changing over time and only became more constant in the late 2000s.
Since KOF 94 you automatically gain a SDM doing a super with full bar in low hp, but only the damage changed back then... the animation started changing in 96. Then there's a new SDM rule in 97-98, then a new one in 99, a new one in 00, 01, etc. The 99's SDM rule seems to be a reference to the classic ones in the way it changes to SDM on its own. Also 99's rule was the last time SDMs were tied to a low hp condition.
And still before KOF 96, Fatal Fury 3 (1995) already had SDMs and with new animations. Like FF3 was the game that introduced Terry's famous triple Power Geyser SDM that is so common today. Then KOF 96 adopted the move a year later.
@@neah2k11 WH isn't a SNK game, it's made by a different company and just released on the NeoGeo. Then they died in the late 90s and SNK bought the WH rights in the 2000s.
Anyways KOF had the SDM system (stronger variation of a super) before WH, and FF3 had SDMs with different animations before WH. Making it a true SNK idea.
FF3 in fact used "super move variations" even before SFA1. What Capcom actually did first was using a 3 level super meter for that, while FF3 didnt even have a meter and used a low life condition for that.
I don't know if you remember, but there used to be a yrc os on xrd. If you had 25-49 meter you could do an rc after each hit. If the opponent tried to burst, you'd get a yrc and bait it for free
More than time slow down, something that I found quite crazy about Xrd YRC is the fact that some attacks gain some sort of crazy AF momentum, giving movement options that shouldn't even exist.
Like Zato's Shadow Gallery YRC when he appears on the floor suddenly pushing him half screen forward. I think they removed this in Revelator and Rev2, but things like these made the mechanic fun.
Strive sorta took this back by making the extra movement optional after triggering the RC, which was great because now you had the option to decide if you wanted to either remain neutral, let the momentum carry you by canceling the time stop with a normal or displacing your char's body forward, backward, etc
For broken mechanics, I'd think of things that are almost inherently broken by their nature. X-Factor is really only broken because of how over-tuned it is. Comparable mechanics like Sparking in Dragon Ball aren't as nuts.
Isn't yellow roman cancel just an easier version of force roman cancel for a lot of moves in previous games, where with very particular timing on certain moves you can get a discounted blue cancel? A lot of fireballs had it.
the thing that made YRC extra oppressive (that he didnt mention) was that it was also a fullscreen slowdown, making it way easier for you to get in or enforce pressure on the opponent not only due to the fireball and whatnot, but due to the opponent physically being unable to fight back sometimes
I didn’t even know that TAC did all that. I always chose down because the ground bounce looked so cool
Honestly TAC wouldn't have been nearly as problematic if losing the 1/3 didn't completely turn off every single infinite protection mechanic in the game.
There used to be false (blue) roman cancels which did the exact same thing as yellow roman cancels, but only certain moves could use false roman cancels and they had to be done with a certain timing, and some of them had a very small frame window. So these yellow roman cancels are really just easy mode false roman cancels.
I love that Custom Combos in Alpha 2 were pretty broken, and their solution was to break them even more in Alpha 3 with V-ISM haha.
Fun fact, in Strive, Chipp can momentum fling with grounded Diagonal Alpha Blade + PRC+ any normal immediately after, so you can full screen overhead someone with Chipp. This also applies to aerial Horizontal Alpha Blade, which is much better, but gives less distance
Suggestion: list of old abandoned mechanics that could return to new games, identical or not. (Not like "SF3 parry" but really different abandoned ideas)
Well, I'm not sure if they're even going to bother making a Soul Calibur 7 but in 6 I have that obnoxious rock paper scissors move that parries every single attack thrown at you and then throws you and your opponent into a rock paper scissors.. once you know which moves can punish it's not so bad, but for the casual player base, that is such a crutch and everyone just spams it.
Actually in a TAC you can make it unbreakable, if you TAC down, then x factor then use another tac in a different direction you wont be able to break out. I think a pro player even used this glitch in a tournament to against Phoenix, so for your x factor no counter play.
TAC is fun as hell to pull off but I agree its a little too easy to abuse, especially if the opponent doesnt know it has directional variants (as is the case with my unfortunate roommates)
V-ism seems a lot like Under Night In-Birth's Veil Off, the main difference being that veil off slowly drains the existing meter gauge instead of a separate gauge.
God I miss Hd mode and kof 13 combos. Doing crazy Shen Woo combos was so much fun
A-Groove is SF Zero V-ism/CC's in CvS2. N-Groove is basically Advanced Gauge from KOF
I'm surprised you didn't talk about soul calibur 6's rock paper scissors called reversal edge
Expected that to be #1. SFVI is now using it without the r,p,s part.
not that bad
YRC was also known as YRCa. People started to sing Y-R-C-A, It's fun to stay at the Y-R-C-A, and that was really broke.
Samurai Shodown was the first fighting game to use a super bar.
I actually like Megacrash in TvC as it acts as a pseudo combo limiter. Comboing off of it is dumb but I do think it costing meter or red life is the best way to add a combo breaker in something like MvC.
Vism's custom combos were in Alpha 2 and were stronger. Basically high level play in that were mostly custom combos
Xfactor has a descendent in DBFZ's Sparking anyways
They are not the same system. In Alpha 2 the damage can be abusive, yes, but the shadow doesn't hit you. In Alpha 3 it does. It is like the infamous KOF 98 Chizuru's broken super. How is it that so many people in the West don't know this? In Japan you go to a game center and you see only Akuma or Ryu with the broken V-ism doing unblockables with the shadow hitting below and the character above or viceversa. Playing another character or another system makes you an easy target of those shameless players.
People need to realize that V-ism is not only a custom combo, but a double attack of 2 characters (the normal and the shadow) against one. That is what is really unfair and broken.
I want the Mega Crash burst back. For real it added a level of depth to that game and made it so you weren't just passively watching your character get smacked. Had to decide to spend, or not. It's like the combo breaker in KI, and the counter breaker in that. Made EVERY SINGLE INTERACTION a thinking game. You could NEVER be passive.
V ism is basically:
"wouldn't it be sick if you could infinite off genei jin?"
"That does sound sick, let's give it to every character"
we NEED kof xiii rollback!! i loved how insane drive cancel was but the netcode for that game was BOOTY!
It's me, the Smash guy again! I know all of you know about Tripping in Brawl, it was awful and we all love to hate it. But did you know that Smash 4 had a mechanic that sucked almost as hard, called Rage?
Rage is effectively intended as a comeback mechanic. The way it works is, as your damage increases (which makes you get launched further by attacks and you become more likely to die), the knockback that YOUR attacks do becomes multiplied by some amount, capping after 180% damage or so.
For context, 140% is high enough to kill any character, even heavy characters, with a reasonably strong attack and good setup. Lighter characters can consistently die at around 90% in high levels of play. But generally speaking, an average percent to die at is 120%.
In its most basic manifestations, a player who has 150% damage may be able to abuse the Rage mechanic to kill an opponent with a particular move at 100% that otherwise NEVER would have killed unless it was past 130%. This might not sound like a big deal, but consider that as your opponent's percent damage increases, it becomes significantly harder to combo them and deal significant amounts of damage. You might open up the game with a combo that deals 60% damage, but then every hit after that you might just be dealing 10% at a time. A 30% damage difference for one kill move could literally save you from having to win multiple neutral interactions just because you were losing.
Okay, that doesn't sound bad. Sure, it's annoying, but it doesn't sound THAT strong. But recall what I said: that's only the most BASIC manifestation of the Rage mechanic. It got much, much worse.
Rage also allowed death combos that were otherwise completely impossible without it. It was very finnickey, it was always percent specific, character specific, stage specific, etc. You had to be intimately familiar with the game to know when you could attempt to combo someone to death (usually killing them off the top) in a situation where that was otherwise not an optimal combo. Oftentimes, people just went for it anyway and prayed that it worked because it happened so often. How early would these death combos kill you? Many top tiers could land a clean hit/grab at 30% and kill you off the top because they had heavily stacked Rage. The competitive ruleset for Smash 4 was two stocks, which are your lives. You would easily have half the game completely stolen from you because you made a single mistake after kicking your opponent's ass. It was very much like X Factor in that sense, but not as insane.
But it gets worse! Some characters, most famously Samus, could literally kill you at 0% damage with stacked Rage. It was called the Shine Spark, she would dash attack and hit you with only the first hit of her Up B, and the knockback would be incredibly jank and kill you instantly. Other characters could do this too, like Peach.
And when this mechanic wasn't robbing you of your wins, it was just being generally annoying and making it harder to combo people consistently because you had to adjust your combo percent ranges based on how much Rage you had. It was not a fun mechanic at all. Some people justified it by saying it made a lot of the bad characters a lot better, but this is honestly not an accurate statement. Rage made a LOT of characters better, not just bad ones, and some of them were top tiers. But that's the only defense for Rage I've ever heard. Generally speaking, most people disliked the mechanic. Some slightly, some strongly. It came back in a much weaker form in Smash Ultimate, according to what people tell me, but if that's true then it's so weak that it may as well not exist at all.
IMO, the single most ridiculous offender is damage scaling.
Or, more specifically, reverse damage scaling.
It's realistic ... in real life, if you're hurt, getting hit again deals more damage.
In a fighting game (Angel Eyes) however, it's ridiculously broken.
Link please?
Man I thought I knew a lot about fighting games and these new terms got me looking them up lol awesome video JM!
I want the timed rc back from plus r. Those were only for canceling things at specific timings for specific uses but at a reduced cost of 25 percent. Feels so good to hit a bunch of those and feels less crazy compared to yrc.
Some timings were CRAZY to land
HD mode is a skill based comeback mechanic needed. especially if you had only 1 character left against your opponents 3. In KOF98, it was very hard to comeback from a 1v3 character deficit.
Vism did come back in its entirety though, in the SF EX series. You spent one super combo stock to essentially enter vism.
interesting fact about v-ism:
Akuma can delete some characters by guard damage alone, from full health by just using tatsu over and over.
Y'know, with a name like "Team Aerial Combo", there is absolutely no way I could have ever expected what its actual function was
Also, holy moly Baroque is such a cool concept, I'd've loved to see it exist in more games, albeit with a bit of tuning so it isn't crazy, just a decent risk/reward defensive option
KOF Max mode was born broken in KOF 02 and continued being broken in 13. SNK made it broken on purpose following the MvC philosophy of making broken a positive quality. And even with the watered down and "fairer" versions made for 14 and 15, they still mess up the games.
Max mode is just SNK's version of Capcom's custom combos, where it isn't any less broken than in SFA. In the beginning I was a fan of the mechanic since 02 but looking back on it, i question if it really did good to the series. Maybe that's my bias as an old fan from before 02, but I wish the series didn't turn so fixated into exaggerated combo mechanics. It was a good idea of Capcom abandoning custom combos. They came up with better ideas of combo extension mechanics like FADC and V-Trigger cancel
I always hated how Alpha 3 separated the super bar. Like we'd just forget we had access to super and custom combos from the same bar in Alpha 2 😂
I think it would’ve been worth mentioning the run mechanic in MKX. The entire game was based on it, and it essentially removed an entire archetype from the upper tiers
HD combos in KOF XIII was the best mechanic in fighting games ever! Omg so fun... and Ash's HD to Sans-Culotte and vice versa combos were nuts
So I was just thinking:
Tatsunoko vs Capcom
Marvel vs Capcom
Capcom vs SNK
Capcom changing their formula…
is it a coincidence two of these games broke my dpads in training mode or mission mode, Morgana soul fist fly unfly Chris G combos, and KOF with the back QCF's cancel's into QFC forward into Shoryuken into back QCF again etc, like, seriously
I played a game called Fighter's Destiny on N64, it has that crazy "dodge button" mechanic that makes me love the game ❤️
a reminder that the max mode you mentioned in 13 existed back with 2002 um aswell. which is how some characters got crazy combo. ALSO FRC was worse than YRC in alot of ways, tho it didn't freeze the screen for mixups, not all characters have the most useful frc and others had frc points so useful you RAELLY needed to know them. this is also to say earlier versions of it were at times so frame specific later versions of the game had to increase the windows for them to be doable consistantly. YRC basically took FRC and made it accessible to everyone which is why i don't view it as TOO bad, tho it was bad at times. Also guilty gear always let you do momentum tricks. I know baiken's guard cancel h in +R has a frc point that when you hit it you get flung across the stage worse than potemkin with icpm, Guilty gear just loves momentum.
Destrega needed a sequel. Also, bring back bushido blade. More can be done in modern days with the World Heroes shared life mechanic where taking or dealing damage moves a needle left or right until it goes off the edge. What about a burst escape mechanic that heals your opponent, or drops your ability to gain meter for a while? That same 2 meter burst, but no meter gain for 6 seconds?
I do not play fighting games, not then not now nor ever (aside from smash) but your videos are Soo interesting and so entertaining, passionate and well informed I can't help to watch all of them
Surprised to not see Primal Rage's weird special move-inputs that required you to hold multiple buttons plus a motion input, as opposed to a motion input followed by a button.
You got me! Definitely love YRC, I just hate the slowdown. Even though it kinda makes the technique more reactable--I feel like it still favored the user more and often times forces the second player to yrc which just creates a stale situation. Tho maybe in the end no slow-down would be even worse lol. Love the slowdown with RRC tho.
For some of these, your opponent could just put their controller down and walk away.
sweet now i dont have to worry about dropping the combo
I can't believe you didn't put danger time in from guilty gear