Characters who were nerfed by ADDING a move

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  • Опубликовано: 12 сен 2024

Комментарии • 494

  • @jmcrofts
    @jmcrofts  21 день назад +56

    Thanks to MANSCAPED for sponsoring today's video! Get The Dome Shaver™ Pro for 20% OFF + Free International Shipping with promo code "JMCROFTS" at mnscpd.com/jmcrofts

    • @zanmaru139
      @zanmaru139 21 день назад +1

      Can't wait for Manscaped to go the way of Dollar Shave Club.

    • @averywow
      @averywow 21 день назад

      I love buying MANSCAPED products with the jmcroft referral code !!!!!!!

    • @adelinehaley9428
      @adelinehaley9428 14 дней назад +1

      2:21 to ignore and leave 'em hairy

    • @kaiserbts8007
      @kaiserbts8007 8 дней назад

      I think an interesting video idea would be "Moves that are completely different on different platforms/ports", I'd like if others also contributed to this.
      An example that comes to mind is T. Hawk, in the regular version of SSF2: The New Challengers, his MP throw has some recovery after the throw so you can't abuse it. But in the SNES verion, it has absolutely NO throw recovery. This lets you do T. Hawk shenanigans (this may also apply to other 16-bit versions, but I haven't tested).
      Another example that comes to mind is Karnov, his balloon is completely busted in regular Karnov's Revenge, but when it came time to port it to Super Famicom (Mizoguchi Kiki Ippatsu), it's busted in a different way. The air version of balloon is the same as the arcade version, but if you perform it on the opponent's wakeup right above their head, they can either get hit or blocked multiple times, and that can lead into a combo (that's not to mention the amount of infinites characters have, Mizoguchi, Yungmie and Chelnov).

  • @RanOutOfSpac
    @RanOutOfSpac 21 день назад +769

    Worth mentioning that swiss cheese makes plink dashing with Wolverine nearly impossible. Poor guy.

    • @jefiroi
      @jefiroi 21 день назад +132

      Pretty sure that was the main purpose behind the addition of the move, Wolverine had mad movement in MvC3

    • @zeywop
      @zeywop 21 день назад +75

      @@jefiroi plink dashing hadn't been discovered when they gave wolfy swiss cheese

    • @hung2583
      @hung2583 21 день назад +9

      it's definitely possible, just can't do it too fast

    • @GamexHunter10
      @GamexHunter10 21 день назад +57

      ​​@@zeywopwhat are you talkint about. Plink dash wasn't "discovered" during the Umvc3 era. Plinking wasn't only for dashing. It had also been a thing in SF4.

    • @kayday323
      @kayday323 21 день назад +15

      no, wavedash is the one you cant do with him anymore (dashing then crouching)
      but plink dash was discovered then and he can use it

  • @megapussi
    @megapussi 21 день назад +578

    I like to imagine there was a dev who genuinely thought swiss cheese was a great move idea and forever has to live in the shadow of everyone saying "this move is so bad it must have been an intentional nerf"

    • @RancorousSea
      @RancorousSea 21 день назад +44

      I was just playing mvc3, I could swear they put it as one of the inputs in his his combo missions

    • @Neopumper666
      @Neopumper666 21 день назад +28

      It's a tell when someone is mashing with wolverine

    • @VVheeli
      @VVheeli 21 день назад +16

      Beserker Rage being a mashing move along with his install super being Down-down 2 buttons, Wolverine just has some weird blocks to his wave dash and plink dash.

    • @kyoyaizayoi
      @kyoyaizayoi 21 день назад +9

      Swiss cheese IS in the combo trials sadly.

    • @dangerousdays2052
      @dangerousdays2052 19 дней назад +7

      Swiss cheese isn't made by poking cheese with claws, it's made when the air in the curds creates bubbles in the cheese. 🙄🙄

  • @EnbyVess
    @EnbyVess 21 день назад +784

    The Dan nerf is extra cool because it also adds to his character. He looks shocked when he does it, like “I DID THAT????” It shows that he has a lot of potential, but doesn’t have the skill to tap into all of it.

    • @mythosinfinite6736
      @mythosinfinite6736 21 день назад +213

      A little bit of a tangent, but my favourite instance of "Dan is secretly godlike" is Kage. All of Kage's normals and Specials are scarily close to "perfected" versions of Dan's lazier/goofier versions of moves.
      Since Dan was also rejected by Gouken for being too revenge-motivated, I like to interpret this as saying that Dan's self-completed Saikyo Style is actually some juvenile form of pure Satsui no Hadou.

    • @fRikimaru1974
      @fRikimaru1974 21 день назад +6

      It was a pretty good idea.

    • @RTU130
      @RTU130 21 день назад +2

      Ye

    • @whotfisKy
      @whotfisKy 21 день назад +68

      ​@mythosinfinite6736 I don't think it's canon at all but, I remember seeing Dan start to do the Raging Demon in a comic once. Not the joke version in Marvel, the actual Raging Demon. But he tripped over a rock so didn't land it.

    • @EnbyVess
      @EnbyVess 21 день назад +84

      @@whotfisKy Yeah, that was in one of the Udon comics. He was about to do it to *Sakura* after tapping into the Satsui No Hado for the first time, but tripped over her backpack. The page before him tripping make him genuinely look super intimidating, Akuma type stuff.

  • @kyro8559
    @kyro8559 21 день назад +1024

    I always figured JM could take hair on and off like a lego piece

    • @rush99
      @rush99 21 день назад +18

      😭

    • @juanrios4030
      @juanrios4030 21 день назад +17

      I thought he was born like that.👩‍🦲

    • @lurkathon
      @lurkathon 21 день назад +44

      @@juanrios4030i mean, arent all babies born bald?

    • @Mr.Faust3
      @Mr.Faust3 21 день назад +5

      just like sajam

    • @whytea8076
      @whytea8076 21 день назад +28

      Imagine JM with Sajam’s hair

  • @MegaNardman
    @MegaNardman 21 день назад +528

    I was really upset with Swiss Cheese until I did a combo with Doom and Wolverine, where the audio clipped and I got "BOW DOWN BEFORE ~~ SWISS CHEESE!" as an audio clip. I hadn't laughed that hard in a long time.

    • @Tr0lliPop
      @Tr0lliPop 21 день назад +24

      LMFAO
      thank you for that laughing fit dude, you made my morning

    • @CaptainTacoSauce00
      @CaptainTacoSauce00 21 день назад +31

      Ngl that would be an amazing producer tag at the start of a beat

    • @healthsword9888
      @healthsword9888 21 день назад +21

      ALL HAIL THE SWISS CHEESE!

    • @chrisrockett5897
      @chrisrockett5897 21 день назад +5

      ​@@CaptainTacoSauce00 LMFAO

    • @ag4640
      @ag4640 19 дней назад

      ruclips.net/video/ZtKOnKPX_Zo/видео.htmlsi=Cq9RDd4nbfRw_oWM

  • @kauanjos3199
    @kauanjos3199 21 день назад +243

    "Let's go gambling"
    -procedds to try Dan infinite combo

    • @Tr0lliPop
      @Tr0lliPop 21 день назад +48

      **gets red fireball** aw dang it

    • @thevengefulone57
      @thevengefulone57 19 дней назад +15

      ​@@Tr0lliPop**gets red fireball** Aw, dangit.

    • @deonsockwell4644
      @deonsockwell4644 19 дней назад +13

      ​@@thevengefulone57 *gets red fireball* aw dang it.

    • @eekekdrrlrl
      @eekekdrrlrl 18 дней назад +9

      *gets red fireball *Aw,Dang It.

    • @yaboiRayT
      @yaboiRayT 18 дней назад +8

      **gets red fireball** aw dang it

  • @randomguy9988
    @randomguy9988 21 день назад +45

    Only Dan can get a random surge of power to amp up his attacks and end up screwing himself and his own combos due to it

  • @BlocKoopa
    @BlocKoopa 21 день назад +130

    Zangief just really wants to be a Dead or Alive character with that hold move.

    • @0ctopusComp1etely
      @0ctopusComp1etely 21 день назад +21

      That is the most accurate reference I've heard in awhile. Now if only he could learn the rest of the Hold kit...

    • @superbaas8822
      @superbaas8822 17 дней назад +2

      The bloos roar character Shina has a literal tempest through, predating the great meme by close to 2 decades.

    • @SimoneBellomonte
      @SimoneBellomonte 8 дней назад

      @@0ctopusComp1etely Pfp (Profile Picture) and / or Banner Sauce (Source [Artist])? 🗿

  • @jimmyoutlaw9384
    @jimmyoutlaw9384 21 день назад +78

    I know it’s controversial to call it a fighting game, but Villager in smash ultimate was given a finisher to his jab combo which was a nerf. He used to be able to apply safe pressure up-close with his jabs, but now if he jabs he’s locked into the laggy finisher. He’s already a zoner so taking away his best melee tool was rough for him

    • @BlueBoboDoo100
      @BlueBoboDoo100 21 день назад +27

      This is a great example. Villager's jab used to be a pretty fun and unique tool. I have to believe the nerf was unintentional, because he wasn't exactly climbing up the tiers in Smash 4.

    • @zaneseibert
      @zaneseibert 20 дней назад +23

      Another Smash example, giving Ryu his proxmity hard punch. His roundhouse is a great killing and zoning tool. The punch can... combo into input DP sometimes... Yeah there's basicly no time you'd ever want it over the kick.

    • @toyinbode4368
      @toyinbode4368 19 дней назад +10

      Yoshi Egg Roll (side b). Has been pretty much useless since its introduction aside from a custom special in Smash 4. Without it, both b reversing neutral b and angling his egg throw would be easier.

    • @varenoftatooine2393
      @varenoftatooine2393 16 дней назад +4

      Smash is definitely a fighting game. Anyone who says it isn't is a snob

    • @Azaism
      @Azaism 13 дней назад

      ​@@varenoftatooine2393 Well then the creator of Smash is a snob because he himself has literally said on multiple occasions that Smash is not a fighting game.

  • @publiusnaso9473
    @publiusnaso9473 21 день назад +177

    I love that Dan's red fireball is a reference to the random red fireballs from SF2

    • @SomeoneStoleMyHandle911
      @SomeoneStoleMyHandle911 21 день назад +11

      They aren't random if you do a quarter circle they blue if you do a half circle they are red and do "fire" damage

    • @chrisrockett5897
      @chrisrockett5897 21 день назад +8

      ​@@SomeoneStoleMyHandle911Yeah. It's Shakunetsu Hadoken.

    • @FFKonoko
      @FFKonoko 20 дней назад +30

      ​@chrisrockett5897 no...later editions, it became the shakunetsu hadouken.
      The very first sf2, it was an Easter egg, and random.

    • @FFKonoko
      @FFKonoko 20 дней назад

      ​​@@SomeoneStoleMyHandle911 load up vanilla sf2 l, cps1, and try it.
      It's random, not half circle. You're thinking of later editions, like super street fighter 2.

    • @chrisrockett5897
      @chrisrockett5897 19 дней назад +5

      @@FFKonoko Oh my bad.

  • @lefthandedscout9923
    @lefthandedscout9923 21 день назад +40

    DIO from Heritage for the Future has "one of the most difficult gameplans of any character, requiring insanely high execution for his basic combos" but isn't just hard to play for that - he's also infamous for having multiple moves where you'd rather they didn't exist at all, because using them basically throws the game straight away if the opponent notices! This isn't exactly the same as these moves weren't put in to intentionally make him worse...but sometimes you might wonder! Here's a list of the worst offenders:
    - His grab is cinematic, but minus on hit and usually awards the opponent a free combo for landing it, making it only useful for finishing off opponents
    - His dashing heavy is good, but his other dashing options are minus on hit, meaning the opponent knows you're going to do the dashing heavy every time
    - His "checkmate" knife super is extremely versatile while Stand ON, but while Stand OFF it is one of the worst supers in the game, taking over a second to use
    - His "road roller" super is extremely punishable, to the point where its only use against a non bottom tier character is to punish an opponent using the road roller super in the mirror match
    - Dragon Punch input while Stand OFF gives DIO an invincible teleport with no recovery that is only really countered by a grab, but Stand ON locks you in place for over a second to do a weak ranged attack that's dodged by simply walking forward, and if your opponent punishes you during it, you are combo'd for 2x damage, basically immediately giving up the round

    • @hanegawamidori4081
      @hanegawamidori4081 18 дней назад +17

      "Your grab is minus on hit" is one of my least favorite fighting game phrases to hear.

    • @megamansoupreme7122
      @megamansoupreme7122 15 дней назад +3

      ​@@hanegawamidori4081 It is a tragedy indeed. HFTF has several notable grabs that aren't just minus, but punishable (Like DIO, but off the top of my head there's also both versions of Hol Horse and Khan)
      It's even worse because rolls are meant to be punished by grabs, meaning these characters have to just *let* their enemies roll through their attacks and do nothing about it, even if it should really be comically unsafe, because getting punished for them gives them a free combo instead of death
      Tldr tho: You right, only thing worse is Grabs punishable on hit

  • @jacobdrag
    @jacobdrag 21 день назад +91

    Once i saw the thumbnail i knew i would be reminded of the Wolverine Infinite Combo.

  • @Kpsla
    @Kpsla 21 день назад +31

    Something you didn't mention about Zangief's Tundra Storm is that it uses the same input as Zangiefs Green Hand from USF4. Green Hand filled an important hole in Zangiefs matchups while Tundra Storm does almost nothing even in it's ideal environment. Players had also been asking for Green Hand to return since SFV launched, the move sharing inputs was basically out of spite.

  • @ExonZenoTwoTheElectricBoogaloo
    @ExonZenoTwoTheElectricBoogaloo 21 день назад +102

    Honorable mention: In FighterZ, they gave android 18 a variation on her special where she calls 17 which is done by holding the input instead of tapping, which is annoying to sometimes accidentally do as it will not connect with the misinput

    • @ZAPRST8879
      @ZAPRST8879 21 день назад +2

      Isn’t that a buff since I heard 18 can do the versions on air on the ground and vice versa which if you’re a pro and don’t get mis-input a lot that’s a good thing right?

    • @ExonZenoTwoTheElectricBoogaloo
      @ExonZenoTwoTheElectricBoogaloo 21 день назад +1

      @ZAPRST8879 I have yet to see any combos with the ability to do so. Maybe a set up or 2, both for most 18 players I watch, they call it an annoyance and wish it didn't get added. Technically a buff, but it also messes with people who already had the inputs.

    • @Tr0lliPop
      @Tr0lliPop 21 день назад +6

      In Moldybagel's breakdown of 18, he mentioned it as a buff, so idk

    • @ExonZenoTwoTheElectricBoogaloo
      @ExonZenoTwoTheElectricBoogaloo 21 день назад +2

      @Tr0lliPop Yes again, it most certaintly is a "buff" (a useless one but a buff) but it fits this video. Moves that mess with a character, half the time because of input differences. A bunch of good 18 players have stated their distaste for the change despite it being a buff

    • @raulmaltrain6893
      @raulmaltrain6893 21 день назад +4

      @@ExonZenoTwoTheElectricBoogaloo no it doesn't fit.
      the video is looking for moves that made the character worse.
      18 didn't get worse, you just had to adjust to a new input.
      swiss cheese makes wolvie worse because he can't do stuff he was able to do before (it messes with plinks and mashes)

  • @Woodborg
    @Woodborg 21 день назад +33

    Even more fun is that outside of the infinite Dan's red fireball is actually a small buff since it knocks down!
    Between that and the lore implications that Dan's more powerful than he looks it was genuinely a masterclass in updating a character from Capcom

  • @Zeekfox
    @Zeekfox 21 день назад +66

    Doesn't She-Hulk also have an issue where if you use up the wall bounce, her super doesn't work?

    • @jmcrofts
      @jmcrofts  21 день назад +37

      she does 😭

  • @blastfire21
    @blastfire21 21 день назад +61

    Tundra Storm use to just be dp with 1 punch instead of 2. It was changed in arcade edition because it would overlap with other moves

    • @k96man
      @k96man 21 день назад +4

      It's because that used to be the input for greenhand (I think)

    • @Skugfisk
      @Skugfisk 21 день назад +7

      @@k96man No, it's because you'd get tundra storm when going from holding down>back to doing a micro walk in to SPD all the time after they added the move. It quite literally was a nerf. I mained Gief at the time and I even saw clips of Itabashi accidentally getting tundra storm when trying to micro walk in to light SPD. I remember reading the patch notes and knowing exactly why they did it but still wishing they had just removed it.

    • @mappybc6097
      @mappybc6097 20 дней назад +2

      ​@Skugfisk I remember seeing it in Gief's sf6 move list and groaning. This pos move made it but not green hand? Heck, even flex would be more useful than tundra storm.

  • @IcePrincessZeroK
    @IcePrincessZeroK 21 день назад +28

    In Blazblue one of Kokonoe's nerfs in Chrono Phantasma 1.1 was that her 236C (freeze ray) gained an automatic super that would come out and do zilch damage wasting 50 meter. The reason they did this is that Kokonoe's 236C was used in a lot of her unblockable setups.

  • @kickasscowell5654
    @kickasscowell5654 21 день назад +52

    I love how excited JM is about the clean chrome dome, it just geniunely looks like manscaped pops off

    • @jmcrofts
      @jmcrofts  21 день назад +32

      DOME SHAVER PRO GOT ME LOOKIN SMOOOOOOTH

    • @kickasscowell5654
      @kickasscowell5654 21 день назад +2

      @@jmcrofts #DEFINITELYSPONSORED
      and for good reason, manscaped goes hard

  • @SSM24_
    @SSM24_ 21 день назад +16

    Potemkin in GGST actually has another pretty good example, that being kara-canceled Back Mega Fist (kBMF). (yes I would argue this counts)
    For those unaware, you can kara cancel Pot's specials with 6K, giving them extra forward momentum. In the game's beta, this turned out to be especially strong with Back Mega Fist, which is a move that gives up space but hops over many moves and is great on hit and block (+4 on block, goes into c.S on hit). Kara-canceling it, however, meant you could get those properties without giving up any space, which they didn't really want (for comparison, the regular Forward Mega Fist was not only punishable on block, but, at the time, minus on _hit_ too).
    They decided to nerf this by actually giving the kara-canceled version special properties without touching regular BMF, effectively turning it into a new move. They gave it more recovery (now -2 on block and can't start combos on hit), but as compensation it also got extra damage and a ground bounce on aerial hit. So he lost some potency on one of his best neutral tools, but in exchange he got a high-execution but very rewarding combo extender.

    • @LoraLoibu
      @LoraLoibu 21 день назад +1

      You can still combo off kBMF on *Counter* Hit, I've done it a few times
      but yeah kBMF is a funny combo tool

    • @SSM24_
      @SSM24_ 21 день назад

      @@LoraLoibu I meant to specify non-CH but guess I forgot lol

  • @Slayerthecrow
    @Slayerthecrow 21 день назад +22

    Trading Green Hand for Tundra Storm was like a slap in the face.
    Capcom: hey, remember that cool movility tool you use to make your low tier grappler more reliable. Well, we got rid of it and we gave him a parry.
    Player: Ok...? Is like a Geese Howard's parry at least, Right?
    Capcom: ...
    Player: Right?

  • @Mmacrossfirekenai
    @Mmacrossfirekenai 21 день назад +25

    Guile was nerfed in Street Fighter 2 Champion and Hyper Editions, by adding an extra hit to the medium and strong Flash kick. That means if you don't hi the flash kick deep enough,, the medium and strong versions will only hit once, and not knock down, leaving you wide open for a punish. Also Sagat's Tiger Knee was super quick that could leap frog over fireballs in Champion and Hyper Edition of Street Fighter 2 , but was nerfed Super Street Fighter 2 and Super Street Fighter 2 turbo by making it slower, less priority, and much harder to successfully leapfrog fireballs or combo into uppercut.

    • @X2011racer
      @X2011racer 19 дней назад

      Tiger Knee was not in Champion Edition, unless it was a CPU only move.

    • @Mmacrossfirekenai
      @Mmacrossfirekenai 18 дней назад +1

      @@X2011racer Tiger Knee certainly was in champion Edition and playable too as Sagat was playable. I played Sagat in Champion Edition in the arcades, that's how I know.

  • @isiceradew716
    @isiceradew716 21 день назад +58

    This video is quite fascinating, thank you for creating and sharing.
    On the Wolverine in Marvel 3 point it doesn't really nerf his combos, it hits his movement. If you plink dash to move quickly in the game that input overlaps with mash moves, and the addition of Swiss Cheese limited the rate at which he could move across the screen.

    • @mallow2902
      @mallow2902 21 день назад +6

      It's extra bad because Wolverine has the same issue that Ryu has where he has an install super on down down two buttons, so wavedashing can get you to do berserker charge accidentally. Berserker charge is much better than Ryu's install, but you still dont want to throw away meter by accident.
      Also, why does Wolverine get these dumb nerfs to his movement when characters like Magneto are just twerkin' around all over the screen way faster than someone like Wolverine ever could?

    • @megamansoupreme7122
      @megamansoupreme7122 15 дней назад

      Well, plink dashing was only discovered a good bit after the move was added, meaning it wasn't an intentional thing at all in this regard. Still did fuck it up, but it wasn't the main point since at that time it didn't exist in their eyes

    • @isiceradew716
      @isiceradew716 14 дней назад

      @@megamansoupreme7122 At least here in NorCal people were talking about plink dashing in Vanilla which is certainly before Swiss Cheese. Unsure how much Capcom knew when of course.

    • @megamansoupreme7122
      @megamansoupreme7122 14 дней назад

      @@isiceradew716 Hmm... Were they talking about it before or after UMvC3 released? Perhaps they went back to Vanilla and it still worked there (Do realize this is only a theory, a guess, and not an attempt at assigning truth or whatnot)

    • @isiceradew716
      @isiceradew716 14 дней назад

      @@megamansoupreme7122 I remember The Gagaguy told me to learn to plink dash near the end of vanilla and I failed to listen to his advice for like 3 years, then when I finally did learn, it substantially improved my QoL while moving around in the game.

  • @mavado2073
    @mavado2073 21 день назад +57

    I heard that Swiss cheese being added was to nerf wolverines plink dash I could be wrong but that’s just what I’ve heard

    • @mikamoschella3410
      @mikamoschella3410 17 дней назад +1

      Plink dashing wasn't discovered until a little ways into UMVC3, after Wolverine already got Swiss Cheese.
      That being said it did have that effect in practice.

  • @SilverlandgmodTV
    @SilverlandgmodTV 21 день назад +29

    I'm actually pretty impressed that you were able to find 7 of these. Adding moves is definitely an unconventional method for nerfing characters. I agree that the SF5 Dan red fireball is one of the most elegant nerfs I've seen in a fighting game. You've already covered it before in other videos, but tripping in Brawl is kind of an additional universal mechanic that nerfed every character. And it was intentional to try and get people to stop wave dashing.

    • @thelastgogeta
      @thelastgogeta 21 день назад +20

      Wavedashing wasn't in Brawl at any known point and by design, it wouldn't have been affected since it is an interaction of directional air dodging (removed in Brawl) with the ground.
      Tripping was probably intended to add to the party factor of randomness, but like you say, really nerfed some characters who depended on ground movement though inconsistently.

    • @TwilightFlower9
      @TwilightFlower9 21 день назад +18

      Ironically, had wavedashing been allowed by the mechanics of Brawl, tripping would have made it even more useful, since you don't actually dash in a wavedash, and therefore can't trip.

  • @mikaela5938
    @mikaela5938 21 день назад +8

    Wolverine in umvc3 is the only example of this i had ever heard of, it is cool learning about these other ones

  • @soggybread4583
    @soggybread4583 21 день назад +16

    the zangeif counter throw will always be the most baffling thing I've ever seen

    • @jasonelbow3807
      @jasonelbow3807 20 дней назад +1

      Even in SF6 it can counter more different types of kicks but it still sucks.. it just sucks a little less. Please give us green hand..

  • @justsignmeup911
    @justsignmeup911 21 день назад +15

    Honda's far HP wasn't in CPS-1 versions of SF2. I think it was added to make his anti-air "chop" HP less useful.

  • @tcchip
    @tcchip 21 день назад +7

    Zangief's Tundra Storm definitely fits this topic. It originally had the same command as his green hand until it was patched out. If you had muscle memory from SFIV and didn't know they removed green hand in SFV, you'd be screwing over yourself every time you tried to green hand on reflex.

    • @ominousparallel3854
      @ominousparallel3854 21 день назад +2

      Not to mention the missed SPDs because of that useless special

  • @Pendergast891
    @Pendergast891 18 дней назад +3

    16:06 imo a lot of people were complaining about the counter move was probably due to remnant muscle memory for green hand kicking in still

  • @DevilRaptorB
    @DevilRaptorB 21 день назад +12

    I mean the reason why I stopped playing wolverine was because of that damn move, it just made him unplayable for me

  • @guitalex2005
    @guitalex2005 21 день назад +4

    I mained She Hulk and lamp post is the absolute worst garbage. Not only does it mess up back throws and throw techs, but on hit it uses up your wallbounce so THE ONLY SUPER SHE CAN COMBO INTO loses 2/3 of its damage and its followup potential.

  • @JadeJackal4
    @JadeJackal4 21 день назад +7

    Characters looked so weird in SFV and we didn't even care. Giefs hands are just huge

    • @phabiorules
      @phabiorules 21 день назад +10

      Fun fact, one of the directors for street fighter mentioned that he has the hands and feet bigger than a normal person’s to make it easier to see and react.

  • @unrighteous8745
    @unrighteous8745 21 день назад +13

    Swiss cheese was painful. I couldn't play him after that.

  • @ThrowingRave
    @ThrowingRave 9 дней назад +1

    I know this video isn't primarily about the sponsor but I'm glad it got so successful. First time I watched them on Shark Tank was hilarious and then they started going viral for their meme ads and now they've sponsored thousands of creators. Company's worth around 1 billion dollars, and boy am I happy.

  • @Andreecals
    @Andreecals 21 день назад +8

    It's a niche thing to say, but in the transition from smash 64 to melee they added the sideB specials, and I always thought yoshi was hurt by it, since holding to the sides while using his neutral b (where he swallows you and makes you an egg) helped controlling its movement in the air, and now when you tilt to the sides you get its sideB, eggroll, which has always been a garbage move in 20+ years of existence

  • @CrisEdmundson
    @CrisEdmundson 21 день назад +2

    A funky example is dynamo roller in the third person shooter Splatoon made by Nintendo. When they added vertical flick rollers by jumping while you attack it was a huge nerf to dynamos playstyle of jumping into horizontal flicks
    (I'm sure this will mean nothing to most people who read it)

  • @kristianbraun5604
    @kristianbraun5604 21 день назад +5

    Leaving the infinite in, but just making it a chance thing is honestly really cool.

  • @HandlelessTML
    @HandlelessTML 16 дней назад +1

    0:07 SF2 Bison's Psycho Crusher doing that much chip damage is insane, I didn't know he was like that

  • @lurkerlp
    @lurkerlp 21 день назад +8

    I’m still traumatized by Swiss Cheese.

  • @TheKrangled
    @TheKrangled 19 дней назад +2

    That Dan nerf is the most lore-friendly nerf I've ever seen. Dan not being able to control the kind of fireball he throws is the most Dan thing imaginable.

  • @codyxvasco592
    @codyxvasco592 21 день назад +2

    The concept of the video (i only read the title) reminds me of the "random red fireball" buff/nerf for sfv Dan. Something you probably mentioned.

  • @crab230
    @crab230 21 день назад +4

    Fun fact: Sakurai added Alpha 2's red fireball in Smash Bros. Ultimate, and it ended up being one of the best projectiles in the entire game.

  • @subterraneanretrogames556
    @subterraneanretrogames556 21 день назад +2

    It’s like in Ninja Gaiden on the NES when you get the whirlwind slash and you can no longer perform a jump attack without using bar.

    • @RoundShades
      @RoundShades 17 дней назад +1

      Edit: you hold down and press jump, to jump without the spin attack.
      Old: Actually, you can jump without using it if you slash grounded then jump within one frame, or some trick i can't remember specifically but it isn't obvious, it's something you don't know about until someone tells you.

    • @subterraneanretrogames556
      @subterraneanretrogames556 17 дней назад

      @@RoundShades no way! Been playing the game for 35 years and had no idea. Thanks!

  • @way2creative
    @way2creative 21 день назад +2

    the first one with Dan is actually super cool and a really creative way to nerf a character but keep the sauce players found with him. Random even works for Dan since hes a Troll character

  • @AvangionQ
    @AvangionQ 21 день назад +2

    Zangief Tundra Storm comes to mind.

  • @CatboyJerma2
    @CatboyJerma2 21 день назад +2

    The worst part of tunda storm, is that the initial input was exactly the same as green hand used to be

  • @goodgamer1419
    @goodgamer1419 21 день назад +2

    Id like to mention jubei from blazblue who has a near useless parry that only serves to make his movement a bit harder

  • @stanm4410
    @stanm4410 21 день назад +2

    When the sponsored ad fits like a glove. You love to see it.

  • @apex403
    @apex403 21 день назад +2

    For a brief shining period... swiss cheese was... gouda.

  • @Jibbert
    @Jibbert 16 дней назад +1

    Another good example is Akuma close 5HK in 3rd Strike. cl.5HK didn't exist in 2nd Impact, which is already a plus since his normal 5HK is super good in 2nd Impact. The big kicker though was that not only did 5HK combo out of his divekick in that game, but it causes backturn, allowing for the only true confirm into Raging Demon in SF3. The damage was pretty scaled but even just divekick > 5HK xx Demon would do ~50% on most characters and give oki. cl.5HK was added in 3rd Strike SPECIFICALLY so that combo would not be possible anymore.

  • @Lillybonnet22
    @Lillybonnet22 21 день назад +2

    that dan fact is actually the funniest thing i've seen in a while.

  • @KyokujiFGC
    @KyokujiFGC 21 день назад +3

    Alpha 3 Sodom got 2 new moves that both overlapped with his slide input (fake tengu and his overhead counter), and both moves were awful and left him wide open if you got them by accident, which happened al the time.

  • @dyrr836
    @dyrr836 21 день назад +2

    Since we're talking about Zangief, I've seen Gief players in SF6 get accidental Borscht/Air SPD because the buffer on it is so large.

    • @ultimateman55
      @ultimateman55 20 дней назад +1

      Hell, even just the changed input from punch to kick still occasionally tricks my muscle memory and screws me. So many years of air SPD w/ punches and now it's kicks...fucks with your head. Anyway, I'm kinda hungry so I'm gonna grab some crayons.

  • @ShoRyuBarbie
    @ShoRyuBarbie 19 дней назад

    In ST, Ken's Crescent Kick was also a move overlap nerf(not intended as one). The input is a quarter circle from forward to down and any kick button. During footsies, if you wanna throw out a sweep, chances are you're getting a Crescent Kick in stead.

  • @eth102
    @eth102 20 дней назад +1

    Oh god, *Tundra Storm*. And yes, I would get that a lot if I churned too quickly. They changed it to Down- Down HK in 6 which made it no longer a nuisance and it has niche use (Bison scissor kick lol).

  • @Mustar1989
    @Mustar1989 21 день назад +1

    In Blazblue when Kokonoe was released she was slightly busted so along with a few nerfs they added an extra move to her fireball attack which burns half your meter if you have any making it a really bad combo ender if you are trying to save up for something.

  • @lellis4778
    @lellis4778 21 день назад +6

    thanks manscaped 👍

  • @thejedisonic67
    @thejedisonic67 5 дней назад

    Captain Falcon in Melee (besides version 1.0.3) has this little issue where there's two neutral attack finishers you can pull off. The one that you'd actually want is called the gentleman, but the way the inputs read works is that an extra input is read when you let go of the last button for some reason. This causes Falcon to do the vastly inferior rapid punch attack instead of the gentleman, so you can barely pull the later off.

  • @ChiefJH
    @ChiefJH 6 дней назад

    Great video. An example I always think of is Kazumi's wr1 being added in (I think) season 3 of Tekken 7. Deep dash jab would often come out as that instead. Considering how vital her jab was to her gameplan, it really made offense with her feel more sluggish when dashing in

  • @ryxiewuff
    @ryxiewuff 19 дней назад

    It was in there from the start, but Peacock's fake teleport definitely exists as a nerf to the character. She can call item drops with 214P, which you can delay by holding the punch button. When you release punch, the item drops. She has teleports: half a screen back, directly in front of the opponent, and directly behind them. It would be insane to be able to do teleport crossup mix from full screen with item drops, so... If you hold punch while teleporting, you get a fake teleport which doesn't move you but spawns a kinda crappy projectile directly under the opponent. This move absolutely exists just to remove item drop/teleport mix from the game.

  • @Shinji2016
    @Shinji2016 21 день назад +2

    After a year of SF6, it has become incredibly jarring to go back and see SFV Gief. Like, some of the SFV models still hold up and look decent, but god damn. Gief's model just looks AWFUL now

  • @theholydragoon5475
    @theholydragoon5475 21 день назад +1

    The biggest kick in the balls about Tundra Storm is that the input is the same for Banishing Flat, aka Green Hand. One of the things players had been begging for the return of, and several people are still begging for it to come back. I'm not a Gief player but feelsbadman for the Gief homies out there.

  • @FOOD2o
    @FOOD2o 19 дней назад

    i feel like ibuki’s added roundhouse kick in 3rd strike counts too, it’s a good move but it makes it way harder to do the launching kick that made her so good in new generation and 2nd impact

  • @sigurdtheblue
    @sigurdtheblue 21 день назад +1

    I feel like this is a really obvious concept once you played a fighting game seriously. There is usually some great move that is held back by being too easy to misinput for a bad move.

  • @VileLasagna
    @VileLasagna 21 день назад +1

    As a Potemkin myself, I didn't think about Heat Tackle getting input instead of Hammerfall, but not really an issue on stick or leverless, which I play, I guess. On the other hand, the amount of times I get a Mega Fisto when I just want to 6P... Oh boy

  • @raqueltyrant
    @raqueltyrant 21 день назад +7

    9:39 I was under the impression that it was to nerf wolverine's plink dash

    • @bju83
      @bju83 20 дней назад

      Someone knows about the new comment algo… 😂

  • @ZephyrTheWyvernKing
    @ZephyrTheWyvernKing 21 день назад +1

    This made me wonder if we can get a video on buffs that were also indirect nerfs.
    One that I'm still salty about to this day, and heard nobody talk about, was a "buff" to Juri in SF4. Her ex dive kick originally would do all three parts on hit or block. So it was extremely easy to punish. And depending on where you hit, the auto follow-up might drop the combo. At some point, it was changed and you could control the follow-ups. However this came with massive damage scaling. Each follow-up added to the scaling. So using EX DK into Ultra II to punish a fireball or long recovery attack did way lass damage.
    I don't remember if the Super/Ultra never doing less than 50% started in sf4 or sf5

    • @SSM24_
      @SSM24_ 21 день назад +2

      Potemkin in Strive actually got one of these in the season 3 update with the Forward Mega Fist changes. It now always did a soft knockdown, instead of doing a regular hit on grounded hit and a hard knockdown on air hit. This was regarded as a massive buff at first, but in practice it was actually a pretty harsh nerf overall.
      It was much better on normal grounded hit (getting a soft KD instead of being -2 on hit was a big deal), but it was much worse everywhere else. On grounded counterhit you had much worse combo followups, but even worse, losing the hard knockdown on air hit made it so much harder to go into his best oki since he didn't really have any other combo enders that gave a decently close knockdown like FMF did.
      Fortunately that last bit was remedied with later patches that gave him better knockdown combo enders (Heat Tackle in the season 3.5 patch, then 5H and Hammer Fall in the post-EVO patch more recently) so it did become a buff overall, but yea it was kinda rough there for a bit.

  • @Icyfortune
    @Icyfortune 21 день назад +1

    Gotta say RQ, You're unfortunately incorrect about Heat Tackle. It's a rather powerful roundstart option and is insanely good against some of our harder MU's like Asuka or Millia, adding it hasn't actually done much of anything in indirectly nerfing hammerfall, plus We rarely ever actually use HF without meter, because it's SUPER punishable on block.

  • @LordRaptor
    @LordRaptor 21 день назад +1

    Swiss Cheese is useless, but it was fun to use against someone who never played a Marvel vs game before, so I'd abuse it until my friend learned to adapt.

  • @emperormegaman3856
    @emperormegaman3856 20 дней назад

    I had never paid attention until now, But JMcroft head have such a regular shape, no bumps, just a flat surface.

  • @alestanealonraskin6155
    @alestanealonraskin6155 18 дней назад

    In SF6 Tundra Storm actually has a use despite being super niche, as it can save Gief from burnout-stun setups if the character performing it against them has a mid kick for their DI, which is surprisingly a decent amount

  • @ardidsonriente2223
    @ardidsonriente2223 21 день назад

    When Tekken began integrating moves directly with sidestep motion, many old tech involving sidestep into fast normals were deleted. There were many players complaining about it. I don't remember all the specific cases, there were many across the board, but two affected my characters:
    - Lei's ss,4 used to be the "magic 4", just done after sidesteping an attack. After the change, it became a very stylish launcher with better potential but worse range. I loved it, but many other Lei players hated it a lot.
    - Xiaoyu's ss3 sidestep into the counter launching normal standing 3 became a much slower snake edge, wich lots of players considered a nerf too. In fact, they removed the ss3 sweep for tekken 8, changing it to a different input.

  • @brutus9929
    @brutus9929 13 дней назад

    Worth noting that Tundra Storm was originally DP + one punch and had longer recovery on whiff. You'd get the move accidentally trying to walk up and press CrLP which is one of Zangief's best pokes, and then you died

  • @GuileWinQuote
    @GuileWinQuote 19 дней назад

    Great idea for a vid, never really thought about how messed up ST Guile would be with his old fierce!

    • @jmcrofts
      @jmcrofts  19 дней назад

      guilenerfquote?

  • @Vulgun
    @Vulgun 20 дней назад

    Link's Remote Bomb is one I'd like to mention personally. Imagine you have a move in previous titles (especially the one prior to the game Remote Bomb debuted in) where you could do practically everything with it. Combo into massive damage or kill confirms, use it as a recovery tool, snuff out grounded attack options and projectiles by planting it on the ground, utilize it as a threatening edge-guarding option that can set up into a kill confirm, you name it, the Bomb could have done it. And you could have two of them out at the same time. The Bomb was one of the reasons Link could have arguably been a high tier in Smash 4 had it not been for the game's competitive scene croaking for several reasons.
    Now imagine either removing all of that utility or, at best, making that utility significantly worse in the process of making a brand new move that grants you the ability to make setup play and create extremely elaborate combos that are way too difficult to pull off for the reward of it. And you could only use one at a time. On top of being on a worse engine and Link getting an overall net nerf in terms of his kit, Remote Bomb was a slap to the face for the character's viability and peoples' interest in playing him.
    And while there are many reasons why both Young Link and Toon Link are not only more popular picks, but more viable ones, a major contributing factor to this is that they have bombs that actually do what the Smash 4 version of Link does, but on two extremely mobile and still-hard-hitting characters.
    Had Link kept his Bombs from Smash 4 to Ultimate, he would've arguably been a solid high-middle tier character, possibly above Toon Link. But alas, Link was given the single worst version of the Bomb special in the entire series (not counting Customs) and thus will likely never see high tier viability in Ultimate.

  • @akilcharles3473
    @akilcharles3473 21 день назад +1

    The funny thing is they woulda have gotten rid of Zangief's tundra storm in the next game which was SF6 but choose not too. And quite frankly why bother at this point when Zangief is now consider ti be 1 of the strongest characters in the game (pro players said that not me).

  • @CountofBleck
    @CountofBleck 20 дней назад

    Kokonoe in Blazblue ChronoPhantasma is the biggest example for me. She had very powerful combos and an unblockable super, as well as a move that could freeze you in place. To nerf her, they gave her a new super that automatically triggers when she uses the freeze and she has enough meter, turning it into a forced combo ender.

  • @DonMiguelQuixote
    @DonMiguelQuixote 21 день назад +6

    Hell yeah, jm rocking that ad promo

  • @chasejones6164
    @chasejones6164 5 дней назад

    Surprised subzero didn't get a mention. In mortal kombat x he had a command grab that was really easy to do but eventually they made it require an additional input to do the original move otherwise he'd just push them away after a single stab.

  • @nickel_n_dime719
    @nickel_n_dime719 21 день назад +1

    finally, a product review for me from a reviewer i can trust has used it

  • @xRhychux
    @xRhychux 21 день назад

    The frame 1 "FOLKS!" really gets me sometimes

  • @massi4h
    @massi4h 18 дней назад

    My Chun-Li got nerfed in SFV Season 2 when they made lightning legs work through mashing.
    Her bnb was st.MP, cr.MK xx SBK which was really tight on charge timing, so when I learned the combo in vanilla, I would push the st.MP and pull the stick down while mashing MK to get the link and then cancel as late as possible to get SBK. But since they added another input for lightning legs I would just get st.MP and then random lightning legs.

  • @Yuber187
    @Yuber187 21 день назад

    I love the topics you come up with. I’ll even rewatch your old vids! Forever a fan

  • @kinciscorner
    @kinciscorner 21 день назад

    Charge moves have a problem that is, usually a character that has a back charge front, also have a down charge up move. So we usually just do diagonal and charge both st the same time. So its easy to make a mistake and make it a half circle front instead.

  • @McDoubleFunny
    @McDoubleFunny 21 день назад +2

    yooo I’ve been binging your videos and I just opened youtuber wondering when you’d upload a random fighting game info video again and here we are!

  • @KruxisV
    @KruxisV 19 дней назад

    VSav Aulbath's Direct Scissors is a meme super that spends 3 bars to do a slow overhead that does a heavy normal's worth of damage. It's a reference to his old crHP and can only be accessed by picking the default color. It's on a 22 input, so getting it accidentally does sometimes happen. Picking alternate colors is recommended for helping to forget this move actually exists.

  • @MegaElGris
    @MegaElGris 18 дней назад

    As a Potemkin main, I agree. It also ruined my kara Garuda Impact setup. Before Heat Tackle came out, inputting 214236K~HS would lead into kara Garuda. Now it does kara Heat Tackle.
    Also I always charge by doing *CROUCH* block (1) so I don't walk back while charging.
    Now when I do (1)6 sometimes I get Heat Tackle by accident (I play with d-pad ps4 controller). Now I must make sure I input (1)46HS in order to get Hammerfall properly.

  • @YouGuessIGuess
    @YouGuessIGuess 21 день назад

    I'm loving these high concept deep dives. Really interesting stuff from a genre history standpoint. Here's hoping we'll see something as creative (and character appropriate) as Dan's red fireball nerf in future games.

  • @WangerZ3291
    @WangerZ3291 21 день назад

    Idk if this would be considered an addition that nerfed a character, per se, but in uniclr, linne was given a helm breaker that can be done with half circle in the air - this overlapped input with a grounded move with the same input and technically overlapped her 214x specials. [Un]Fortunately, the grounded half circle special was changed to a 22 move.

  • @X2011racer
    @X2011racer 19 дней назад

    I have one, although it's mostly a "change your playstyle and approach" thing: Mario's F.L.U.D.D. In Super Smash Bros. 64 and Melee, the Mario Tornado was a handy move as a get-off-me option in Free-for-alls, as well as a good recovery option in conjunction with his Super Jump Punch. His original down air was also good as a combo starter, too. Since Brawl, Mario no longer has the Mario Tornado as a special and has become his down-air move, which now pushes enemies and no longer has a vaccum effect like it used to. F.L.U.D.D. is considerably not that useful for anything other than a good edge guard strategy.
    In WWE Day of Reckoning, John Cena got a new move for downed opponents: the Knuckle Shuffle. In Wrestlemania XIX, he had a standard kick like most wrestlers. The problem with his Knuckle Shuffle is that it's ridiculously slow because of how long the animation is, meaning he can't deal as much damage as quickly as he originally could. This is not to be confused with his Five Knuckle Shuffle, which was his Momentum Shift move.

  • @servebotfrank4082
    @servebotfrank4082 21 день назад +6

    I wanna say Tundra Storm used to not even be two punches and it was just a normal DP input. They later made it two punches to address people constantly getting it on accident.

  • @moreorless87
    @moreorless87 21 день назад

    Sticking with Guile in SF2, adding a close jab in latter versions was a significant nerf, before that you could link together loads of them and get dizzy pretty often.

  • @thewrightone13jack
    @thewrightone13jack 16 дней назад

    I love Dan's red fire ball. It's such a great idea to stop an infinite from happening.

  • @kingcobraarchie
    @kingcobraarchie 19 дней назад

    So the first one was a nerf by giving the characters attack a different random effect, not adding a move but still cool.
    The second one was a nerf by changing the move and then to supplement that they added it back as a separate move, not nerfed by adding the move but the move was added to supplement the nerf.
    The third one was actually a nerf by adding a move because the strong move was changed to a different input string.
    The fourth one is also actually a nerf by adding a new move because it adds a reason to be very careful when doing the combo or you'll get a worse move.
    Fifth one is also a nerf by adding a new move because it's slow and can again be done by accident if you read your opponent wrong.
    Sixth is actually a nerf by adding a move because it causes you to be unable to wavedash.
    The next one is not a nerf, it's just a different move that you might do by accident, though any move using that input would have the same problem.
    The last one is just a bad move. Not a nerf and he said not even one you're likely to do by accident.
    Overall 4/8 were moves that nerfed that were added to nerf the character, the other 4 were just slightly related moves

  • @ultimateman55
    @ultimateman55 20 дней назад +1

    Accidental tundra storms usually come out for Gief on the rare occasion when you attempt to land an SPD after an opponent has jumped over you. This happens because the typical input for a crosscut DP occurs as you swing through the SPD motion, so if your punch input happens to come out at the wrong moment, the game will read your input as a DP instead of an SPD. It doesn't happen often, but dear GOD is the final iteration of Gief absolutely TERRIBLE in SF5 so by no means does he need yet another weakness.

  • @colaocha1115
    @colaocha1115 20 дней назад

    A friend of mine (a Slayer main) says that Last Horizon is a nerf to Slayer because you want to hold 100 tension for funny kill move when it's probably better to just cash out on Super Mappa Hunch and RCs

  • @leukashot123
    @leukashot123 21 день назад +1

    Most convicning Manscaped ad yet

  • @MatthewMatticusFinchThe3rd
    @MatthewMatticusFinchThe3rd 21 день назад +3

    Heat tackle misinput happens to me all the time. But a lot of times it saves my ass. But for kara oki....not good.