The Uneventful History of the Fireball

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  • Опубликовано: 25 ноя 2024

Комментарии • 131

  • @Smoofmaster
    @Smoofmaster 10 месяцев назад +33

    While I respect the number of games tested, im surprised you didn't test smash ultimate (which has motion inputs for Street fighter characters) just to see if Sakurai did anything weird. i know you were probably focused on covering "real" FGs for the sake of being right on the internet, but man, if I was making this video, id just be too damn curious.

    • @HQRubbish
      @HQRubbish  10 месяцев назад +19

      You win Smoofmaster... you win.
      ruclips.net/video/5r9Lz78h9Co/видео.html

    • @thisisobviouslybait
      @thisisobviouslybait 10 месяцев назад

      Seems to me like they were trying to limit the scope to actual fighting games in this video.

  • @HQRubbish
    @HQRubbish  10 месяцев назад +82

    I mistakenly uploaded this to a short-lived 2nd channel in my discomfort of not doing a video that required 3 months of back-breaking work. Please don't shame me too much.

  • @Greenmeanie123
    @Greenmeanie123 8 месяцев назад +7

    Found your channel through your incredible vid in baberuthlesses channel and I’ve been binging all your vids today and they are all so incredibly written and edited

    • @snootlongbottom
      @snootlongbottom 8 месяцев назад +3

      Same here! Banger channel

    • @HQRubbish
      @HQRubbish  8 месяцев назад +4

      Welcome to the gang

  • @clashmanthethird
    @clashmanthethird 10 месяцев назад +37

    I'm surprised there wasn't any mention of Super Turbo's deeply disturbing input system.
    The timing window for fireballs is somewhere between 7 frames and 14 frames per input, because the game has a random amount of leniency. So, if your fireball doesn't come out, it's actually because the game secretly hates you.

    • @piratesephiroth
      @piratesephiroth 10 месяцев назад +3

      I think all CPS2 fighting games have that random window on the motion inputs.
      The timing window in SFA3's is always between 10 and 18 frames, if I remember correctly.
      Although the extremes are less common. It's usually around 14.
      They also only accept the strict inputs. No simplified aliases there.

    • @HQRubbish
      @HQRubbish  10 месяцев назад +9

      I actually debated putting it in! Though I decided against it seeing as the lowest number the game will accept on the scale isn't really a particularly noteworthy one in terms of speed. There are other interesting things about input speed to consider with certain arcade titles as well, like game speed toggles and the like, but I decided to opt for brevity in this specific video. Thanks for watching!

    • @BainesMkII
      @BainesMkII 10 месяцев назад +1

      @@HQRubbish Yeah, the implementation Capcom used for Turbo speeds in several of their games can lead to inputs being lost. I remember a Capcom dev tried to claim otherwise, only for someone else to use emulation to prove that it was true. And it critically mattered in one of the Alpha games, as it randomly made reversals impossible?

    • @THENAMEISQUICKMAN
      @THENAMEISQUICKMAN 10 месяцев назад +1

      To think there are still people who hold up Super Turbo as the bastion of "when fighting games were real and pure and honest" with shite like that

    • @piratesephiroth
      @piratesephiroth 10 месяцев назад +1

      ​@@THENAMEISQUICKMAN
      The variable speed setting will always come with broken inputs, it's not a ST problem and there's nothing to be done about that.
      The only simple way to change the game speed is by skipping frames.Bootleggers started the trend with the Rainbow Edition machines and Capcom had to copy it.
      Theoretically you could have multiple speeds, each with their own set of frame data but of course that's not realistic at all.

  • @glgaming2677
    @glgaming2677 10 месяцев назад +4

    That was very cool video, thank you!
    One little factual error though. When you calculate slowest accepted execution time for the fireball you do it as if you're waiting before doing 1st input. You don't have to do it. There are 3 gaps between 4 inputs meaning Garou is 48 frames = 0.8s

    • @HQRubbish
      @HQRubbish  10 месяцев назад +4

      You are of course (quite vexingly) 100% correct. Let's chalk it up to poobrain and be glad it doesn't actually change any of the comparisons.

  • @GuyWithAnAmazingHat
    @GuyWithAnAmazingHat 10 месяцев назад +10

    And then there's SF6, where you're just playing footsies, crouch spamming, and instead of doing a fireball you accidentally do a super

  • @superbro6413
    @superbro6413 10 месяцев назад +2

    You have _NO_ idea how much it adds to the "physicality" (the best word I have here) of what it feels like to perform a fireball motion when you have the sound clicks for the direction inputs during the showcase portion.
    Tekken really were innovating when they came up with the "demo the move or combo while having the input / commands make noise" feature present in their various games' training mode
    Tldr: this video makes my brain produce the feel good chemicals

  • @pkphyre8920
    @pkphyre8920 10 месяцев назад +15

    You're consistently putting out some of the best fighting game think pieces on the platform. Here's hoping for your channel's growth and success!

  • @MrCactuar13
    @MrCactuar13 10 месяцев назад +14

    where's TJ "Henry" Yoshi to tell us a fireball input is a fireball input

  • @monokle3017
    @monokle3017 10 месяцев назад +2

    Riktigt fint med texten på svarta tavlan

  • @ducklenin8161
    @ducklenin8161 10 месяцев назад +12

    wtf bro is gorgeous? since when did we let the FGC get this handsome???

  • @jebuscrust9875
    @jebuscrust9875 10 месяцев назад +1

    great vid, your editing is really top notch

  • @RubyRedgrave
    @RubyRedgrave 10 месяцев назад +1

    Incredible, engaging and entertaining deep dive into something most people probably wouldn't bother, this video was great!
    alsoyou'rereallypretty

  • @WAZAAAAA-
    @WAZAAAAA- 12 дней назад +2

    The Paul deathfist input (tested only TK3 and TK7) works with 26RP as long as 6 and RP are pressed in separate frames and 5 gets skipped.
    The DOA series from DOA3 (2001) started accepting the 26 shortcut for 236 moves. Have some input leniency details for Hayabusa 236P extracted from DOA6:
    CMD_KEY(LV_D)
    CMD_KEY(LV_R)
    CMD_TIME(16)
    CMD_KEY(BT_P)
    Oh and there's Modern inputs in SF6, does it count?
    I'm sorry, little one. 🗿

    • @HQRubbish
      @HQRubbish  12 дней назад

      @@WAZAAAAA-Are you doing this to me because I wouldn't play Poison mirrors with you that one time? 😶

    • @WAZAAAAA-
      @WAZAAAAA- 12 дней назад +1

      @@HQRubbish Reality is often disappointing. 🗿

  • @Demonstormlord
    @Demonstormlord 10 месяцев назад +2

    Imagine being so wrong that Rubbish willingly boots up VF5FS.

  • @h2_
    @h2_ 10 месяцев назад +4

    Marking this down as a massive w for yvngdoffy.

    • @HQRubbish
      @HQRubbish  10 месяцев назад +1

      2024 is the year of yvngdoffy

  • @nipp6262
    @nipp6262 10 месяцев назад +2

    love your content! thanks for the upload :)

  • @metalkangaroo2102
    @metalkangaroo2102 10 месяцев назад +6

    This is petty, and I love it

  • @mavi4697
    @mavi4697 9 месяцев назад

    Some further answers to #1:
    -Some games let you input the button for your special very slightly before completing the motion. Xrd does this, as does Strive iirc.
    -Some vintage KOF titles achieve something kind of similar to the above because they artificially delay all your button inputs relative to directions.
    -Koihime Enbu and its successive versions let you 636 for fireballs. This does not apply to 214 specials. It also allows 323 for DP specials and you can shortcut its universal super motion. I like this one a lot - it completely resolves QC vs DP issues without forcing any additional input time and makes reaction EX fireballs very snappy even from a walk or dash.
    -Speaking of KOF, 239 fireballs are a thing in XV.
    All of these allow 236 of course.

  • @nubi_EX
    @nubi_EX 5 месяцев назад

    Psychic Force has a pretty unique input system, a move with a QCF input can be done in any direction from any point and it only cares that you make a 90 degree input, also the buffer itself can be changed in the controls menu for each player separately.

  • @Paulchiefsquad
    @Paulchiefsquad 10 месяцев назад +8

    is it just me or does the webcam hold one frame consistently? Like some sort of rhythmic microstutter

    • @HQRubbish
      @HQRubbish  10 месяцев назад +8

      ye its fucked (and never to be used again)

    • @roomnoxii
      @roomnoxii 10 месяцев назад

      @@HQRubbish i was waiting for some kind of big brain analogy between the stuttering of the webcam and input leniency

    • @HQRubbish
      @HQRubbish  10 месяцев назад +6

      If you want to be nice to me you can still imagine that.

  • @Regis_Philbin
    @Regis_Philbin 10 месяцев назад +1

    banger video new favorite channel

  • @Lexa1.1.2
    @Lexa1.1.2 10 месяцев назад

    The editing is always top notch, even on these smaller videos❤Great vid love your work!❤❤

  • @ZeroBlazer
    @ZeroBlazer 10 месяцев назад

    This was a delightful and informative video. Thanks mate for the fun watch.

  • @joshuajenkins5044
    @joshuajenkins5044 10 месяцев назад +1

    My actual reaction to seeing this video on my home page.
    "Perpetual motion input? Seems interesting. I'll watch it later. Oh shit, it's Rubbish?" *click*

  • @evilded2
    @evilded2 10 месяцев назад +3

    I hope this video is better than that last one. :D fireballs are such a deep and nuanced mechanic.

  • @Qeiji
    @Qeiji 10 месяцев назад +1

    love your videos man
    great as always

  • @pumpSHO
    @pumpSHO 4 месяца назад +1

    The 4 second fireball hates us 🤣🤣🤣🤣🤣🤣

  • @Shodan130
    @Shodan130 10 месяцев назад +9

    tbh in the case of fireballs you are right. but in terms of DP there is so many problems with the "simplification" of DP inputs. to the point where whenever input shortcuts being a problem is being talked about. odds are people are refering to DP's and walk forward fireballs rather than the 236 fireball we all know and love today. as you mentioned getting specials that you don't want.. sucks. in old games walk forward fireball is just... walk forward into fireball. but in every modern game if i play it after an extended time of playing say 2 turbo. i will get accidental DP's ALOT. to a point where i question my own inputs. nope 6 236 will give you DP. meaning that in an attempt to simplify inputs. walk forward fireball goes from 6 236 to 6 41236. kinda silly.
    still i appreciate the research done into this. it was very interesting. also HFTF and street fighter EX being mentioned is always great to see.

    • @HQRubbish
      @HQRubbish  10 месяцев назад +6

      Fighting Game inputs have definitely seen pretty bonkers variance of the years, that is 100% true. It just doesn't seem to hold true specifically to the QCF.

    • @Shodan130
      @Shodan130 10 месяцев назад

      @@HQRubbishyea that sounds right. QCF motions seem to be relatively unphased when compared to DP inputs. devs probably thought the Z motion was the main gatekeeper in fighting games lol.

    • @radumotrescu3832
      @radumotrescu3832 10 месяцев назад

      I fucking hate this in Strive and SF6. In SF6 you get a DP when trying to walk forward and throw a fireball, and in Strive I play Sol who has an overlapping DP and QCF input for his K, meaning in combo's where you need a QCF K after a 6S, you need to either do a HCF K, or go specifically through neutral after 6S, which is not always super precise.

    • @fluury
      @fluury 10 месяцев назад

      This was the main thing swirling around in my head in this video and I think an aspect the commenter is right on, if intentionally or not. Just like you said, depending on the game the difficulty of pulling off a QCF from a forward walk (or dash) varies wildly from my experience with a lot of games turning it into a 623 instead if you don't clear the input buffer by going neutral (or holding 6 towards the end). Definitely annoying in Strive, but older games like hisoutensoku also have this problem.
      So in that sense and from that perspective, you could definitely argue not all QCFs are equal across games, if you want to be really pedantic. Whether or not it was the intention, it definitely impacts the QCF.

    • @bloomallcaps
      @bloomallcaps 10 месяцев назад

      This has been like that in KOF for 20 years, it's more like a feature at this point, kinda like the many, many ways the game let's you cancel a simple 426X or 6246X

  • @h3artcxxk
    @h3artcxxk 10 месяцев назад +1

    They're back!

  • @drmntpibb
    @drmntpibb 10 месяцев назад +1

    when you pause the video to complain in the comments then unpause and your complaint is the first thing the youtuber addresses

  • @_Snowflame
    @_Snowflame 10 месяцев назад +1

    Shout outs to FD Signifier, I guess.
    👍

  • @Dizintegrator
    @Dizintegrator 10 месяцев назад +1

    *puts on glasses* well, acfuawwy Pauls deathfist is not a fireball motion per say, since it's firstly makes him enter a forward sway, out of which he can chose to do deathfist earlier or later, with the damage being higher the later you press a button. So again, technically, Paul doesn't have a fireball, he has a window for fairy balls (that came out wrong...)

  • @tootsie_
    @tootsie_ 10 месяцев назад

    I'm shocked the lack of buffer on old games was never brought up.

  • @zombiekanyewest7946
    @zombiekanyewest7946 10 месяцев назад +1

    Incredible 💀💀💀

  • @Dontjudgeme420
    @Dontjudgeme420 10 месяцев назад

    Another shout out to Battle Arena Toshinden! WOOOOOOO!!!

  • @tverdyznaqs
    @tverdyznaqs 10 месяцев назад

    Yo, this editing is pretty intense, huge props on that! The only aspects that still need work in my opinion are your mic quality and script delivery. I dunno it's either that you talk too slow or the script itself could've been made a little tighter or maybe both? But those are minor nitpicks, otherwise the video is impressively well-crafted and I have nothing but respect for all the work you put into it ✌

  • @leosharman8630
    @leosharman8630 10 месяцев назад

    Uneventful video about uneventful history

    • @HQRubbish
      @HQRubbish  10 месяцев назад

      Don't say I didn't warn you.

  • @theoriginalstinger
    @theoriginalstinger 10 месяцев назад +1

    List of tested games (incomplete): Stree

  • @luccabibar7033
    @luccabibar7033 10 месяцев назад

    Battle Arena Toshinden is the spider georg of fireball input

  • @pvsd_cs
    @pvsd_cs 10 месяцев назад +1

    RUBBISH I LOVE RUBBISH@!!!!

  • @Kenlac92
    @Kenlac92 10 месяцев назад

    Pauls deathfist comes out of a backwards roll dash stance, it is not a fireball.

    • @HQRubbish
      @HQRubbish  10 месяцев назад

      Deathfist does not come out of backsway, it comes out of his regular roll dash which is a QCF motion : )

  • @drew8235
    @drew8235 10 месяцев назад +1

    This is one of the reasons why, despite growing up with Street Fighter and still loving it to this day, I will always prefer Smash. Smash is, despite what anyone says, an actual serious fighting game. The series proves that you don't need traditional fighting game inputs to make an incredibly deep, competitive, and rewarding experience that will stand the test of time.
    But, I do like to ⬇️ ↘️ ➡️ 👊 someone on occasion.

  • @ardidsonriente2223
    @ardidsonriente2223 10 месяцев назад

    "Más lento que bola de Toshinden"

  • @bored_god_slayer
    @bored_god_slayer 10 месяцев назад +1

    you are probably right about the input speed of tekken's Paul death fist move (i don't know but trust you for this) but you forgot that it is actually a stance move in tekken to do the quarter circle with Paul (also forward not just backwards) so the window to hit the 2 button is very lenient because you are in a stance mode the entire time he is crouch dashing, so yes you might have to input fast if u want the fastest possible input but you can delay a whole lot and it still comes out because of the few stance options available. look at it like doing an electric with Kazuya versus a regular wind god fist is what i would compare it too in this case.

  • @Youbuu2
    @Youbuu2 10 месяцев назад

    I love them bros

  • @RhythmLP
    @RhythmLP 10 месяцев назад

    Happy new year rubbish! 🎉

  • @werewolf74
    @werewolf74 10 месяцев назад

    Regardless of timing / frames I would argue a fluid motion with no other input interrupting it. So fluid for that specific game.

  • @AofCastle
    @AofCastle 10 месяцев назад +2

    Good video, sorry for the wall of text down below.
    I appreciate the time you took to get this data but I have questions. What's the point?
    I'm not trying to be malicious, I like to hear the opinions of people about fighting game inputs.
    For example, you discarded the games that let you skip the diagonal. What do you think about games that do such shortcuts?
    From the video I could see you're not too fond of them. Why?
    From the miniature and title I thought this video was about the importance of the QC motion. Not that what I watched wasn't good, but it wasn't what I expected. It felt as if I had to know that this input is super important. But, other than "because it's been done since SFII", why is it so important? Why is it so important to make it a quarter circle instead of down > forward?
    It's questions like these that I find interesting.
    Anyway, if you read up to this point, thank you.

    • @HQRubbish
      @HQRubbish  10 месяцев назад +2

      Those may all be noble and/or interesting things to discuss. But someone said I was wrong on the internet, so I had to step up!

    • @AofCastle
      @AofCastle 10 месяцев назад

      @@HQRubbish understandable, easy content is easy content (well the investigation you did wasn't exactly what I'd call easy content but you know what I mean)
      I just dropped these as things that could spark an interesting debate. Either way, good luck and good job :D

  • @DigiMatt52
    @DigiMatt52 10 месяцев назад +14

    While games have different input windows for a a fireball, I would make the hypothesis that none of them prevent you from doing the motion as fast as possible.

    • @davidespanti
      @davidespanti 10 месяцев назад

      I guess it depends on if the game checks your input at the framerate it runs at (so every 1/60 of a second for a 60 fps game) or if it cheks the inputs more frequently, whenether possible, regardless of framerate. I heard that different games use different methods, though I'm not entirely sure.

    • @Basarapoil
      @Basarapoil 10 месяцев назад +1

      Well your hypothesis is wrong as most games in the genre only allow one input per frame. And you need at least 3 inputs for a qcf.
      I can't even name one game that doesn't work this way.

    • @AirventOS
      @AirventOS 10 месяцев назад

      ​@@BasarapoilThe game only checking inputs every 1/60th of a second is not the same as the game seeing you do it too quickly and disallowing it

    • @Basarapoil
      @Basarapoil 10 месяцев назад +1

      @@AirventOS Yes, so what?

    • @AirventOS
      @AirventOS 10 месяцев назад

      @@Basarapoil i believe the original comment is going off the idea that doing a qcf in 3 frames is the limit, so you went as fast as possible from the game's perspective. You could input faster than a frame but thats faster than what the game is checking, so 3 frames is as fast as you can go. I think the commenter was saying that there isnt a game that lets do do a qcf in 3 frames, but reject you because you did it too fast.
      Also, EFZ has a subframe system, letting you input faster than a displayed frame, but that's whatever

  • @NBSilentShadow
    @NBSilentShadow 10 месяцев назад

    Excellent video, as always! But I really find it a shame it's missing one critical component: Input priority.
    While the priority of the fireball input over other special inputs doesn't affect the execution of the fireball itself, how the games treat that priority, and how they allow players to surcomvent the rules in-place, will greatly alter how the fireball _feels_ to do, so it would have been nice to see this subject included.

    • @HQRubbish
      @HQRubbish  10 месяцев назад

      Heyo, thanks for watching. I suppose I could have added a part where input priority was mentioned, but in general most FG's operate under the same principle where QCF motion are given the lowest input priority in terms of special moves. Meaning that half circles and dragon punches will win out if clashes occur.

  • @kaijew8930
    @kaijew8930 10 месяцев назад

    Rubbish making whole videos just to make a point. You love to see it

  • @CrowFGC
    @CrowFGC 10 месяцев назад

    When you factor in that most people are fast enough to QCF in any game, yeah, there honestly aren’t any notable differences in how you fireball in each game. It is what it is.

  • @BlitzWhat
    @BlitzWhat 10 месяцев назад

    Toshinden 4/Subaru may be inconsequential when it comes to input buffer and as an actual fighting game, but it has the absolute best minigames I've ever seen in a fighter. Tekken Ball and Bowl got NOTHING on Puella's Egg.

    • @HQRubbish
      @HQRubbish  10 месяцев назад +1

      It also got my guy Bang -Boo!!!!

  • @myboy_
    @myboy_ 4 месяца назад

    15:48 ?

  • @strippinheat
    @strippinheat 10 месяцев назад +5

    Only game I can think of where a fireball motions feels much different is SF1 since you basically had to be frame perfect on every input in the notion. Even the ones with extra leniency can still be done with faster inputs and still come out. But in SF1, you had to be exact.

    • @BainesMkII
      @BainesMkII 10 месяцев назад +2

      I used to believe that, but a quick test in MAME shows otherwise. It looks like SF1 is surprisingly lenient *only for direction inputs.* What kills SF1 is how the game handles *button inputs.* The first issue is that the fireball doesn't activate with the button press, it activates only with the button release. The second issue is that the button input window is much smaller than the direction input window, you have to release Punch no more than two frames after the game registered the Forward input.

    • @Copperhell144
      @Copperhell144 10 месяцев назад

      @@BainesMkII Huh, I do remember some video somewhere saying SF1 specials were easier with negative edge. So this was the reason...

  • @condescending28
    @condescending28 10 месяцев назад

    I just hope Motion Inputs never go away from 2D Style Fighting Games. Even though some of these MF'ers are trying to get rid of them. They're the most enjoyable aspect to me about Fighting Games. Project L can suck a 🍆 for not having Motion Inputs.

  • @frumiousgaming
    @frumiousgaming 10 месяцев назад

    Deja vu

  • @colaocha1115
    @colaocha1115 10 месяцев назад

    One place that fireball motions do differ between games (even within the same series) on, and one where the timing window becomes more relevant (due to needing to contain a jump input and prejump the differences are larger proportionally) is how TK-able they are. Venom's Mad Struggle j.236S/H/D in GGXXAC+R is much easier to TK than Mad Struggle j.236S/H in GGXrdR2. But I don't know how much of the difference is in the motion input itself and how much is in the games leniency for TKing it.

    • @strippinheat
      @strippinheat 10 месяцев назад

      Similar to that are the KoF games that have input priority where you MUST TK to get a dash fireball or else a DP comes out. Same with going from a forward command normal into a fireball. Re:KoF13 combo challenges.

    • @colaocha1115
      @colaocha1115 10 месяцев назад

      @@strippinheat so you can't even press back then do a fireball input, 64236 is still DP?

    • @colaocha1115
      @colaocha1115 10 месяцев назад

      tested KOF13 on the steam version it's technically possible to get 6641236X to get fireball

  • @NiadHGR
    @NiadHGR 10 месяцев назад

    still swag

  • @thatjuantoo
    @thatjuantoo 10 месяцев назад

    236 🔥

  • @ima4248
    @ima4248 10 месяцев назад +2

    Every time I click on your videos I'm just taken the fuck aback by how handsome you are it's unreal
    + an extremely smooth script as always

  • @evilded2
    @evilded2 10 месяцев назад +1

    I am only 6 ish minutes in so mabye it will be mentioned (in which case I shall edit this) but, an important aspect of motion inputs that varies between fighting games is not only the gates that need to be hit but also the duration that a input will be stored in the memory. This affects how quickly a input must be done as well how easy something is to hit confirm (among others).
    Edit: It is mention. :D
    although it doesn't go in to the technical details as much as I would like.

  • @commiekin
    @commiekin 10 месяцев назад

    why does groove on fight have a mario movie goomba as a character

    • @HQRubbish
      @HQRubbish  10 месяцев назад

      Perhaps we ought to be asking what happened in 97 that prevented future inclusions of Mario Movie Goombas?

  • @ronindebeatrice
    @ronindebeatrice 10 месяцев назад

    Wasn't the original Street Fighter notorious for very specific input timing to pull off the specials though?

    • @BainesMkII
      @BainesMkII 10 месяцев назад

      I remembered it that way, but I just tested it in MAME and found it behaved differently than I'd believed. SF1 appears to be relatively lenient with the direction input. The issues come from how it handles the button input. The fireball only activates on button *release* and you have to release the button no more than two frames after inputting Forward.

  • @Mushiotaku
    @Mushiotaku 10 месяцев назад

    faiyhabawll

  • @detugny
    @detugny 10 месяцев назад

    am i missing something or are the conversions from frames to seconds all wrong? like, how can a 59 frames move be 4 seconds when the game runs at 60fps? wouldnt it be 1 second?

    • @HQRubbish
      @HQRubbish  10 месяцев назад

      You are missing a couple of words there. 59 frames PER INPUT.

    • @detugny
      @detugny 10 месяцев назад

      @@HQRubbish ooooooooooh ok thats crazy

  • @newrocktwink
    @newrocktwink 10 месяцев назад

    :3

  • @TheOblomoff
    @TheOblomoff 10 месяцев назад

    I find it funny how there are forum crusades for/against modern and classic in SF6.
    While in Granblue Rising, it's: Yes, one button fireballs and supers exist; yes, everybody uses them. The topic was debated only for the first week and then it died out.
    (And yes, I should really be talking about that under Controllers video. But the game just wasn't out then)

  • @woodchipdust
    @woodchipdust 5 месяцев назад

    Please unhide your TTT2 Alisa tutorial videos. Thanks 🙏🏾

    • @HQRubbish
      @HQRubbish  5 месяцев назад +1

      All the unlisted videos are available on my Patreon.

    • @woodchipdust
      @woodchipdust 5 месяцев назад

      @@HQRubbishI’m loving the anti-character content from Tag 2! But the old Alisa guide still seems to be hidden, unfortunately 😢

    • @HQRubbish
      @HQRubbish  5 месяцев назад +1

      It should be back in the unlisted playlist now.

    • @woodchipdust
      @woodchipdust 5 месяцев назад

      @@HQRubbish u r goated 🙏🏾

    • @HQRubbish
      @HQRubbish  5 месяцев назад +1

      @@woodchipdust Thx for the support

  • @alexandreoliveiras7760
    @alexandreoliveiras7760 10 месяцев назад

    damn what a boring video

  • @CoolAndNormal
    @CoolAndNormal 10 месяцев назад

    what is with the video quality here, you're losing frames

    • @HQRubbish
      @HQRubbish  10 месяцев назад +2

      Yes, the recording sadly got fucked up with no way to save it. I wont be using that setup again in the future though.