Pretty sure the air dashes are the way they are to be more rollback friendly. It's why Millia on 150ms in Strive feels fine to play against, but in +R, she may as well be a shaman teleporting all over the screen.
@Cezkarma
3 жыл бұрын
Then why were these airdashes in the game since the start and rollback was only a feature they decided to implement much later once they got backlash about using delay based again?
@LordKnightfgc
3 жыл бұрын
I played high ping +R, fast chars can def be cursed in that game lol
@gamelord12
3 жыл бұрын
@@Cezkarma Chances are they decided on rollback early and didn't get it working until way later. And you never promise something (like rollback) until you're sure you can deliver it. This is conjecture. I don't know for a fact that they added extra startup to the airdash before the displacement occurs to be friendlier to rollback, but if you were designing a game to be friendlier to rollback, you'd do exactly that to the airdashes, lol. In fact, I don't remember if it was Keits or Tony Cannon, but they were asked about how good the rollback was in Marvel Infinite, and the one criticism they had of the game was to add an extra frame or two of startup to air dashes before they start moving.
@Time2GoHam1995
3 жыл бұрын
@@Cezkarma The first version of strive didn’t have the air dashes with the dmc style platforms behind them. It had typical air dashes iirc back when only Sol and Ky were playable.
@AchedSphinx
3 жыл бұрын
i get that feel from playing a high ping may. those dolphins leveled up.
@Raxyz_0
3 жыл бұрын
I'm curious to hear more about the "balanced around minus frames" concept. I think I have an idea what it's about and if I'm right, I kinda like that. But I definitely don't want every new game to follow that rule, variety is the spice of life after all. XD
@CrispyLightVybez
3 жыл бұрын
there is already a fg genre based on time control (balanced around minus frames as LK calls it here) - its called hte 3d fighter ( virtua fighter etc) 2d fighters are traditionally centered on the idea of screen/space control over time. modern 2d fighters borrow from 3d fighters heavily in this concept of time control over space control (larger emphasis on frame data is a big symptom of that) So it makes sense why people who have a background in traditional 2d fighters have an issue with this game design, in a sense it brings the genre further away from the core idea of what makes a 2d fg a 2d fg - and that is screen/space control.
@F1ng0riginal
3 жыл бұрын
@@CrispyLightVybez To emphasize this point greater; if you play older FGs generally there's less concern about what is minus and plus on block since push back is so great on everything you're constantly ending back up in neutral.
@CrispyLightVybez
3 жыл бұрын
@@F1ng0riginal that and as james chen would put it "you can disrespect frames more"
@Pandaman64
3 жыл бұрын
Samsho exists
@Soriphen
3 жыл бұрын
He's most likely talking about how every normal and special on block is more minus than in older FGs, leading to a lot of RPS situations. For example, everyone's 2P for the most part was plus on block in the older GG titles so pressure was guaranteed. Now, mostly everyone's 2P is minus on block, but not minus enough to be unsafe, just minus enough to toe the line in creating that RPS of "nothing is guaranteed". So, using the 2P example, you get a few options: mash 2P and be at -2 but be pushed far enough to create a whiff punish scenerio, or gatling 2P into 6P which has a framehole that beats mashed moves that aren't lows but loses to throws/DPs/supers, etc. Or they could block your 2P > 6P and now you'll have to pray to god you can cancel it safely cause most 6Ps are slow and bad on block. Basically, pressure is never guaranteed anymore, and even moreso, ways to safely disengage from pressure isn't guaranteed. I play Sol so I'll use him as an example. In older GG games he had many ways to safely disengage from pressure. fS > 2S left him at +3 and was great even for whiffing the 2S to cut down recovery frames of the overall gatling. 5H was jump cancellable on block. 2P was +2 and can lead to a true blockstring into 6P (or you could even make a frametrap for it). 6P, while shit on block, could be gatling'd into something safer. Gunflame was -4 instead of -8, etc etc. Now, it's not that his pressure is bad in Strive, but that the context of his pressure changes a bit where there is always this RPS now built into his pressure (of course heavily skewed towards him). The best comparison I could make is like, imagine Dudley in 3s is Sol in Strive, and Dudley in SF4 is Sol in Xrd. Dudley in SF4 could stick to the opponent like glue with his shit load of plus on block normals that don't rly push him out too far, and Sol in Xrd could stay on your ass with his pressure resets of 2S and gunflame YRC pressure that led to his 50/50 strike/cmd grab setups. Dudley in 3s can pressure your ass with plus on block normals that move him forward, but, he doesn't have as many plus on block normals and the opponent can parry his frameholes along with red-parrying his true blockstrings like 2LKLK. This makes Dudley rely on very short bursts of pressure that center around his plus-on-block normal that moves him forward, creating false plus on block situations where he is minus on block but because of the priority system his fastest normal beats out anything you could reach out to him in time, etc etc. Basically no different than how Sol is in Strive where his 5H is -5 on block and he can't jump out, but, he can delay cancel into gunflame at anytime or he can be pushed on block far enough that he could fish for a normal and whiff punish you. I forgot to add but, this isn't inherently a bad thing, but, it can be annoying because it can make the character feel a bit restrained in their ability to pressure. You want to feel strong while using a character, and especially in Guilty Gear it feels good to have safe options without having to worry about RPS all the time. This worked in a game like 3s because everyone had parry which could be used offensively (parry fishing) and defensively with relative ease, and you still had LK/LP still be plus on block even though LP could be parried at any direction. In Strive, imo, it's a tad bit annoying because well we don't have parry and your low committal pressure options still leave you at great risk. I think just giving one solid gatling from 6P where you could safely disengage could make things feel way better, and that's rly all that's needed.
@metalgeartrusty
3 жыл бұрын
really good job explaining how getting high rewards off jab is problematic. most dont want miniscule mistakes to be that punishing
@felixc.4294
3 жыл бұрын
To put it another way, offense is so powerful in games like guilty gear that rewarding defensive risks accordingly is important. Thanks to expansive cancel systems, better movement, and more ways to convert into KDs, being on the receiving end of well structured pressure is usually pretty frustrating. Letting people reverse those situations by doing 2A is exciting, and forces people to be clean about their offense. IMO, anyways. Nothing wrong with liking strive's take on this of course, just how I think about it.
@metalgeartrusty
3 жыл бұрын
@@felixc.4294 im glad your response was even-keeled. definitely prefer defense just going back to nooch. defense in strive needs buffed tho, both by increasing IB and reversal window timings. hopefully type lumina fulfills your "exciting defensive risks niche"
@felixc.4294
3 жыл бұрын
@@metalgeartrusty I am super excited for melty haha
@xLuminary
3 жыл бұрын
That's addressed in most games though protation
@freya1348
3 жыл бұрын
LK i really appreciate your channel! I’m a pretty new fighting game player, and I’ve been playing a bunch of Strive and really enjoying it. I’m really glad to have a player as good as you making entertaining and educational content for the game with a really fair and generally positive attitude towards the game! Seeing so many people online claiming its bad and scrubby or whatever has hurt my motivation to play, I know I shouldn’t let it get to me but it does. But your vids always make me wanna play and practice and keep improving!
@gsegarra21
3 жыл бұрын
This is an absolute fact LK putting mostly positive energy out for this game is great
@SalamanderLights
3 жыл бұрын
May's 3K feels like a privilege. It's a nice knockdown after mashing P. You're open to whatever if you throw it out without hit confirm, RC, or perfect spacing.
@post9025
3 жыл бұрын
may in general is a privilege
@duo317
3 жыл бұрын
SOUNDS LIKE SOMEONE NEEDS TOTSUGEKI
@LettuceGod1
3 жыл бұрын
I played May for the first time yesterday and like, damn I might main her
@lunafoxfire
3 жыл бұрын
I agree with pretty much everything you brought up here. Only thing I would disagree with is you missing having different getup times for each character. Like, I didn't even realize that's a thing in some fighting games -- seems insane to me. Like, as insane as having different hitstun or blockstun for different characters. Also I would be happy if either the damage was ever-so-slightly lower or maybe the rounds were 3 of 5 rather than 2 of 3. Rounds are so volatile as it is that sometimes it feels like you can explode from a small mistake against someone you normally would beat consistently.
@LordKnightfgc
3 жыл бұрын
Yeah I do understand that that is a me thing. I thought it made sense that they changed that from the jump, it's just a small point I thought was cool about the earlier games.
@StrikerSashi
3 жыл бұрын
@@LordKnightfgc Ryougi punishing Nanaya airthrow ‘cause she has cursed wake up timing is some bad times.
@roar104
3 жыл бұрын
I definitely agree about the damage. I do like higher damage lower hit combos, it just feels like it's taken too far.
@shizukukuroro1201
3 жыл бұрын
100% agreed
@Sakaki98
3 жыл бұрын
Variable knockdowns aren’t as insane as you might think. While definitely not beginner friendly, they can be a balancing factor if done right, like giving control characters with strong neutral tools and range longer knockdown times to more heavily reward rushdown, grappler, etc archetypes who managed to overcome a disadvantageous situation. Hitstun and blockstun specificity isn’t quite the same because that makes it virtually impossible to balance things like startup generalities of faster normals(4-8 frames for the most part) and universal frame data on throws when it comes to basic offense, as well as how different combo routes would interact with character weights, counter hit confirms, hitstun proration, and so on. Balancing such a thing is a totally impractical undertaking for any game with a decent roster size. In comparison, giving a character just a little bit more or less time to set something up while their opponent is in an invincible knockdown state is FAR more simple and functional for balancing purposes, and it already technically exists in the form of variable untechable times in games like Under Night In-Birth and Blazblue where particularly long routes can reduce knockdown time outside of character-specific hard knockdown enders.
@SonicSol
3 жыл бұрын
I can't wait for you to make that 1 and a half hour call we had a video about how minus frames in modern games are sleep af. Also Katalina reactionary playstyle rip
@sleepinbelle9627
3 жыл бұрын
as a new GG player I can confirm the gatlings are great. It took a bit to get used to not just cancelling lights to mediums to heavies, but once I got used to it I knew exactly what my options were. tbh I wouldn't mind if each character had, like, 1 unique gatling on top of it but I definitley think the baseline is solid and makes it way easier to hop around the cast and try out new characters.
@nodruoJ
3 жыл бұрын
I agree with the 1 unique Gatling idea
@Stickrulez22
3 жыл бұрын
Damn, I need to watch that "balanced around minus frames" video, cuz my scrubby ass has no idea what you are talking about
@ubeemac7094
3 жыл бұрын
I feel the same way about the air dashes. In Xrd there was a bit of inertia to them, with little differences in trajectory between super or normal jumps. Strive dashes feel very square, exactly the same every time, you move forward and fall straight down, no craic.
@Timmcd
3 жыл бұрын
You gotta FD cancel them! You can get a huge variety of angles and falling button timings using IAD FDC or SJ IAD FDC
@devilbringer1102
3 жыл бұрын
Personally for me Strive feels like a downgrade of Xrd the damage and more "limited" gameplay is just not for me
@notus11
3 жыл бұрын
@@devilbringer1102 I feel the exact same way, and for some reason xrd with 17 characters felt like it had more characters than strive (which also currently has 17 characters).
@beansboozled1058
3 жыл бұрын
Thanks for the vid LK. Appreciate your grind and hardwork, much love
@us3562
3 жыл бұрын
I disagree that not having different weights and wake up speeds for all the characters is a negative. I think there is such a thing as a good kind of difficulty and a bad kind of difficulty. Having different weights and wake up seeds for all the characters is a bad kind of difficulty. It has nothing to do with being a new or an old player. It's just artificially increasing the lab time without adding real depth to the game. The real fun of fighting games is in the mind games. If I've got my wake up and combo timings down, then I've got them down. Why make me learn 4 different wake up speeds and combo adjustments for the 4 different weight classes of characters. I mean, I'll be forced to do it because I love the game but that's not real depth and it takes time away from practicing things that make fighting games actually fun. I also don't think it has anything to do with character individuality. These characters are some of the most varied, in terms of design and playstyle, in any fighting game I've played. Agree with mostly everything else you said. Watching your EVO run live was awesome. Congrats on making it so far!
@amare7430
3 жыл бұрын
i kinda agree with you on different wake up speeds, but different weights ads variance that is fun to play with, if not depth increasing. any smash player will vouch on this. different weights means unique combo possibilities and unique setups. it adds variance to an area of the game, combos, that are usually pretty static and are the part of the game that is the most at risk of being stale. having different weights challenges the player to think about the combo system intuitively, rather than just memorize sequences. learning johnny's route's in ACPR was difficult because of the variance that different weights add to mist finer upper routes (robo-ky is a bitch) but it was also super fun for the same reason. it also gave me reason to experiment with the route, tweak some parts of it, and really think about it and break down the execution to find something that worked. thats fun to do. by adding more variance to combos, having an intuitive knowledge of the combo system becomes another avenue for skill expression as players have to combo on the fly based on situational factors. converting some random hit from a rare interaction into the proper route because you understand the character's weight and hitbox is super fun to do; its as fun as doing something creative in neutral or on offense. it adds another layer of mastery to the game, and does it by expanding horizontally instead of pushing even further vertically, which is more accessible that just offloading all of your game's depth into one or two directions. wakeup timings do something similar but for setplay, however, i don't think GG needs any help there since its setplay style is so complex already. i like it better in games like 3s where the setplay is so nuanced and setups are rare but specific, so matters of a few differences in frames feel more impactful, and in a lot of different ways. as for characters individuality, i can agree on the design part, but unless we're comparing to DBFZ or SFV or something, i don't know if strive is exceptionally varied in terms of playstyle.
@Halaa_
3 жыл бұрын
Yeah gotta agree with you. The weights and wakeup times really just felt like too much I didn't have the time to sit and figure out the timings for every character in the game.
@ghostblade1042
3 жыл бұрын
I would agree with you on weight part but for me i feel like i want Xrd move back for everyone cuz all of them can have a shet tons of option to play around and that is really fun,
@G0dbeast
3 жыл бұрын
I haven't even gotten to the part of the video about minus frames, but if you covered it here I'm really glad because I was introduced to FGs there was a healthy heap of plus frames and reversals, but I felt like the games handled having the plus frames well and it often created more exciting/ ambiguous situations on when to take your turn. But now that it's balanced around being minus on block, offense often feels difficult to branch out or very condition your opponent to respect you. Going for a stagger and missing the delay by 1f and loosing 50% feels bad and it can happen in all the games with plus frames but at least you can more easily deter your opponent and are normally more equipped to deal with plus frames to begin with.
@spacecat275
3 жыл бұрын
You gotta make a vid around fighting games that balance around minus frames. I'm really interested to hear what that means indepth and how older fighting games didn't balance around minus frames
@gerharddamm5933
3 жыл бұрын
Individuality sounds good on paper but it’s honestly overwhelming for the majority of players. I know I would not be playing this game as much if I had to memorize 20+ wake up timings. That’s just dumb.
@maxrusty3596
3 жыл бұрын
Thats an example of individuality that was bad and nobody missed but there are definitely some things they took that just makes the game less fun.
@NeoBoneGirl
3 жыл бұрын
In general the wakeup timings didn’t matter for most of the cast until you got very far, and even then didn’t matter for a lot of characters. LK may just be talking from a Millia play perspective where the difference between getting H disc oki and S disc YRC oki is huge, so he had to think about it more while learning
@alessandroconstantini5941
3 жыл бұрын
Man taking out character individuality and complexity to a degree does make it lame for streamers and pro gamers but it's awesome for casual-semi casual players who can just learn any character real fast. I've had a blast learning a bunch of characters with the limited time I have but It's a rough thing to balance for sure :/ I can definitely see why a lot of top players are feeling a bit dissatisfied.
@Cezkarma
3 жыл бұрын
I'm not a top or pro player and I really dislike the change. It's probably my least favourite thing about Strive.
@chocobolord_
3 жыл бұрын
I'm a beginner and I feel most characters feel watered down I don't want something like tekken with pages of moves but could use some more stuff
@internetmemeplace6886
3 жыл бұрын
@@chocobolord_ they made it dry, nothing worth sticking for
@Fooza05
3 жыл бұрын
Didn't expect you to talk about newer FGs being designed around minus frames I agree with you on that A LOT. Funnily enough though as of the new DBFZ patch most non low hitting 2Ls are 0 on block and Goget4's 6H~3H is just straight up +2 albeit very slow. They aren't much but it is something I guess :d
@ether49
3 жыл бұрын
as a zato main what i cannot stand is the fact that you simply cannot negative edge during the counter hit slowdown effect. I'm assuming its a bug, but also wouldnt they have fixed it already? its a pretty big deal
@Opebin
3 жыл бұрын
It's super irritating yeah
@OurJosh
3 жыл бұрын
I’m new to GG but this pissed me off, I was wondering if this was just me.
@LordKnightfgc
3 жыл бұрын
Didn't know this was a thing actually.
@Opebin
3 жыл бұрын
comes up a lot in counter hit freeze, i usually end up mashing S to get frog to come out because the released S always drops, definitely feels like a bug since any regular input is instant during that
@ether49
3 жыл бұрын
@@LordKnightfgcyea. I believe it does the same thing for charge moves but not certain as i dont play charge characters
@DragynFyre12
3 жыл бұрын
I also miss the unique traits each character had. It felt like one side of the coin because past GG games had so many universal mechanics like dead angle/blitz/air teching/IB. I know a lot of these were rolled into RC and they definitely made the game easier to get into by removing said character traits. I miss it and it feels like this game has definitely been affected by modern-fighter design which goes against what always made GG so cool: its unapologetic individuality and fearlessly being itself.
@garidoskill950
3 жыл бұрын
What kind of unique traits do you mean?
@wolflance64
3 жыл бұрын
i would not mind different traits for defensive options but the whole different knockdown state is something i never wanna do, coming from smash bros that was such a fucking chore figuring out that your best combo is useless against a lightweight or that soemthing that would kill any other character just doesn't work on bowser cuz phat boi.
@fishfillet5555
3 жыл бұрын
Hard agree with you dragyn
@Timmcd
3 жыл бұрын
I don't think fighting games need more pointless knowledge checks to be 'better'. You don't want Tekken in your GG like that, lol. Having different wake-up times (as a primary example) is really inconsequential besides forcing you to memorize and lab out more things. It doesn't actually add any kind of meaningful depth of interaction between the players.
@HellecticMojo
3 жыл бұрын
Blitz is crap. I hope it never comes back.
@Nooctae
3 жыл бұрын
Man, you just made me realize, yes, new games being balanced around minus frames is SO boring.
@LordKnightfgc
3 жыл бұрын
Deserves it's own vid tbh. I don't mind it if it is done like this but I was stressed after DBFZ, ngl.
@jasonslade6259
3 жыл бұрын
What's the alternative though? Just have everything be plus and make moves do mad pushback? Or go the 3S route and have moves that are like -30 on block for no reason?
@poketop111
3 жыл бұрын
@@LordKnightfgc I'd really like to hear about this in depth, personally. It kinda goes over my head lol
@Nice_Boy_555
3 жыл бұрын
@@poketop111 same
@piwithatsme
3 жыл бұрын
@@jasonslade6259 i prefer the game being balanced around pushback. The lack of pushback in sfv seriously turned me off and turned the game into framedata porn for me
@stevemont7022
3 жыл бұрын
I've come around a ton on the new gatlings, it was a scary shift at first coming from old GGs but now I feel there's a lot to like about them. One thing that still bothers me tho is the number of times PPPP or 2PPPP is your only "combo". I definitely don't think you should be able to convert a mashed P into a full combo or knockdown, but having some other options would be nice. Something about it now aesthetically just feels... tacky, for lack of a better word. The game kind of visually grinds to a halt in those moments for me where otherwise it has an amazing rhythm throughout a round.
@unsolol
3 жыл бұрын
i dont like the size of the maps, wall break, gattlings and no frame data in trainings mode ...
@shizukukuroro1201
3 жыл бұрын
Blazblue (if it was alive) solves 3 out of your 4 problems xD
@ManlyPlant
3 жыл бұрын
One weird thing that I kinda don't like is how kinda close in the screen is and how big the characters are which makes everything more claustrophobic. imo it's part of what makes air movement feel kinda worse in an odd way.
@doublaich5990
3 жыл бұрын
I totally disagree, that's one of my favourite changes from XRD.
@absoul112
3 жыл бұрын
While I understood what people were talking about when they said DBFZ felt homogenous (though it got exaggerated), I really don't get people saying it for Strive.
@zxt5148
3 жыл бұрын
I tried to pick up a new main for fun and Im struggling to get them even close to my Gio. But I could also just be a scrub
@hiiambarney4489
3 жыл бұрын
@@zxt5148 Gio kinda the beginner character it feels. Even though they say that about Ky but Ky takes a huge fundamental knowledge and close hit confirms to be efficient.
@G-Nius87
3 жыл бұрын
I'm a floor 8 player in Europe and I honestly find it hard to switch between my mains during the same session because game plans and buttons are way too different for each character. Never had that issue with other games like SF4 or Tekken or even BlazeBlue
@jackredfield5993
3 жыл бұрын
@@micaheiber1419 Yeah, I would also say Ky is a good pick if you're new to guilty gear, but not necessarily new to fighting games
@Trigun_Bebop
3 жыл бұрын
It's for people who have played old games. They took out a lot of characters options and tools, some of which made them very unique. Now people's tools seem more similar just cause there's less of them. Mays a super good example if you look at Rev2 may. She had a bunch of oki and setplay specials that are gone. Now she just has the slow beach ball.
@abxy2257
3 жыл бұрын
As a new player, it scares me to shit to hear that there could potentially have been non-universal wakeup speeds etc... Really glad to hear that they chose to abolish it
@shizukukuroro1201
3 жыл бұрын
I'm a longtime player of ASW FGs and I 100% agree with you. Non-universal wake-up speeds (etc) are pure BS. Having to memorize that kind of stuff isn't fun or skilled. It's just nonsense...
@Garethaxz
3 жыл бұрын
@@shizukukuroro1201 It's not inherently different from memorizing anything else about a matchup though...
@Adalore
3 жыл бұрын
Like you could pull me towards maybe, MAYBE, having like 2 or 3 hard telegraphed "wake up" categories that you can readily tell who is part of what. It would have to include things like the categories having very stark and different wakeup mechanics like not having one of the states or having stupefying fast recovery that guarantees returning to neutral and preventing wakeup setups.
@kekon3
3 жыл бұрын
I 100% understand the like for new gattling as “yeah people really didn’t use everything and some shit was just bad” When I speak on “gattling is good for casuals” I want to make clear I’m not even talking about casual fighting game fans. I’m talking about the people who put on fighting games as party games, I’m talking MASHERS mashers who want a response for them pressing everything. Gattling being too expansive is a form of fun, and anyone interested would go to a guide and learn what to never hit anyway. Maybe this is me coming from Skullgirls where because the input structure is so free it’s the reason the game has such a diverse offense from player to individual player and I GET that the game is different in ways that make it not as much of a chore to defend also. TL;DR party homies/casuals enjoy freedom of “too much” in gattling and competitive players would optimize no matter what’s there to begin with.
@vigorouslethargy
3 жыл бұрын
I'd like Millia's Iron Savior to end when clashed instead of just continuing the animation with your opponent just standing on you like a surfboard, your face wide open to whatever combo they want to unleash.
@Sang-Drax
3 жыл бұрын
I think that interaction is hilarious lol, usually it's not a big problem since you shouldn't be driving your hair car around in neutral without meter anyways.
@vigorouslethargy
3 жыл бұрын
@@Sang-Drax Yeah, it's a rare occurrence for me but I still get super salty when it does happen.
@Ranakade
3 жыл бұрын
To be fair. I think they simplified it a little bit to polish their netcode a lot faster. Because reciting from a video about netcode. They have to go through every single move to configure it with the netcode
@aganaom1712
3 жыл бұрын
I like that I don't have to spend 30 straight seconds watching my character die off of one light in neutral after I already bursted I like how intuitive RC feels to use I like wallbreak as a mechanic I like how smooth the online is I like how the online ranking system determines player skill and places you with opponents accordingly I like how good the game looks I like the new music I like how grounded movement feels I like how Gatling was changed I don't like how basic aerial movement feels like I'm playing Tetris I don't like how ky doesn't have sigils or greed sever I don't like not being able to yrc on guard crush I don't like sol not having DI (for no other reason than memes) I don't like not having blitz
@maxmin2434
3 жыл бұрын
"I like that I don't have to spend 30 straight seconds watching my character die off of one light in neutral after I already bursted" cap
@aganaom1712
3 жыл бұрын
I'm surprised it took this long to get a comment that highlights a poor understanding of rps Good job
@aclosh2983
3 жыл бұрын
I hate the wallbreak, i understand why is there, still dont like it, i dont like the new gatling, other than that I agree
@honeyzephyr7542
3 жыл бұрын
Great analogy with aerials and Tetris. That is what it sort of feels like.
@DrFate-dd7ek
3 жыл бұрын
I hate how inconsistent the game is with disjointed and who gets then on what move. Feels like they just threw a dart at a board lmao. I also don’t like how certain characters can’t Gatling off important moves like Faust 2p
@HankHillHighCaliber1
3 жыл бұрын
i agree with you saying that some specific gattlings were pretty useless but they should at least bring back K chaining into S literally every person and character made use of K going into S
@maxTheOG
3 жыл бұрын
the editing in these videos is crazy, also waitin on that minus frames video
@m0002856
3 жыл бұрын
See I agree with you on the gatling thing. I think the change was positive. Strive was my first GG game, and I've gone back and done most of the Xrd Rev 2 combo trials just to get a feeling of like... why people complain that the combos are so limited and easy in Strive. It's not really the gatlings that make the combos so long. The combos are so long and complicated in Xrd because you have multiple ways of continuing combos (wall splat/sliding down into the crumple state, ground slides which you can hit people out of and it DOESNT COUNT AS AN OTG), and the fact that so many moves just allow you to link into other moves. Great example of this is Ram's 214K. It pops up in Xrd allowing you to link into her rekkas. It does not in Strive. The fact that I can't do 5P before I do my 5K Ramlethal bread and butter combo has nothing to do with why the combo isn't as complicated as Xrd. They've just dramatically toned down the amount of things that allow you to link into more moves. As for the 6P thing: I am not SUUUUPER familiar with how it worked in Xrd. I know a lot of the cast was able to j.c their 6P after landing an anti air hit (I know Raven had that option removed from him specifically to nerf him). The way I understand it is that the 6P in Strive is WAY buffed from Xrd's versions. I'd have to see the Xrd hitboxes to understand, but I'm assuming the removal of gatlings off of 6P is related to the fact that they're universally "better" than Xrd. It would be kinda abusrd if you could frame 1 anti air every move into a full combo, though also the whole sticky air dash thing makes 6P better too... I dunno there's a couple of issues I think compound on themselves like air dash. 6P hurtboxes, and 6P lack of gatlings are all probably related in some capacity..
@R4Z0R98
2 жыл бұрын
I agree with most of what you're saying in this video, I just disagree with one thing, different wakeup timings. I actually love that they removed that for strive. The reason being that for some characters who didn't have standard projectile oki it could end up being really obnoxious to time meaties or safejumps due to the nature of the knockdown. It became really annoying to have people just being able to jump out or instantly airthrow you out of safejumps, just because you couldn't get a very specific timing window down. Making it universal really helps for such situations. I understand for projectile oki characters it adds some cool stuff, like learning what kind of oki you'll be getting, but for others it became a real chore to just practice different timings for every character. Especially annoying if it was a rare character you hardly got to play against.
@samsonfgc3472
3 жыл бұрын
I think that something that'd be nice in concept would be to give some characters slightly more expanded gatlings to make up for a lack of strong command normals or special moves in certain situations. Kinda like how some characters can mash their K buttons but others can't. If some characters could cancel 5/2K>5/2H or a specific command normal after f.S/5/2H, assuming it wouldn't just end up being superfluous, it just seems like it would be cool.
@Lufftwaffles15
3 жыл бұрын
i do like how strive is more balanced on risk reward by the low risk buttons give low return and the higher risk button give a big reward
@Cheezmonka
3 жыл бұрын
....But not on all characters. Several characters get great return on low-risk buttons.
@umarrashdan51
3 жыл бұрын
@@Cheezmonka *Cough* Sol *Cough*
@blueperiodfan4725
3 жыл бұрын
@@Cheezmonka or the opposite like ky fireball. high risk low reward
@Aripuni1
3 жыл бұрын
@@Cheezmonka thats why balance patch exist
@OldManSilencer
3 жыл бұрын
I pretty much agree on all points. I personally didn't like the different wake up timings in older guilty gears because it felt like something hard and esoteric for its own sake. I didn't like having to know many different meaty set ups or being in a situation where my main set up didn't work on 2 characters that I rarely fought so I didn't have enough muscle memory for it and would lose not because the character couldn't deal with it but because I just wasn't solid enough. I know it's a git gud kind of thing but it's not a skill I personally care to refine since most of it is just time invested and not anything beyond that. I much prefer things that were a decision like back roll vs quick rise in SFV, or robo ky's delay get up where they make a choice to mess with your set up rather that just another semi arbitrary thing to learn to add to add to stuff you just gotta know. I do agree it gave personality and made me appreciate smaller details about design at times but for the most part I didn't like that. not that strive is a stand out on this I don't particularly like wake up game in strive but I don't actively dislike it. I also really do like the delay cancel window extending into recovery frames. I like leaving bigger and bigger gaps and having a bit more freedom with timings. it feels good and is a nice subtle way for skill expression I like a lot in strive. leaving a gap big enough to catch a specific fuzzy, or check all options for data gathering those kinds of things were possible in older guilty gear titles and other games but through different means and button choice in this game the exact same gat link or special cancel has more variation and expression than other anime fighters. I also absolutely love that challenging out with a 2p doesn't lead to that much. that stuff is wack in a lot of games and really skews the risk reward situations. outside of some specific things I feel risk reward in this game is deliberately designed which is really nice and one of the things that is pretty much across the board is that challenging out and trying to convert on it is a commitment not something that just happens.
@Ocean5ix
3 жыл бұрын
Absolutely hate the individuality part. Nothing is worse than having to learn a specific combo for a specific character just because his hitbox is 2 pixels smaller than the rest of the cast. Or like you mentioned, having to learn 2 different wake up animations for each and every character in the game. IMO what makes competitive sports (and games) truly competitive is that they manage to be simple, repetitive and stay the same for ages. To me that's why Soccer, Counter Strike (just to give an example in gaming) and Chess are so popular and manage to stay that way for decades or even millenniums in the case of both Soccer and Chess. The more "unique" stuff you put into your game, the more asymmetrical the game becomes, the less balanced it gets and for that reason it ends up becoming less fair. Now, is that a problem? I guess that's for each one to decide. I'm personally not a fan of adding mechanics on top of mechanics just for the sake of being unique. I think being a good FG player is already something hard to achieve, becoming a pro player is already very exclusive, as it should. Removing a few minor mechanics that makes specific characters different won't be the reason a scrub gets on the same level as the top 5% players that compete in this game.
@trollofjom
3 жыл бұрын
I get the cautiousness there is against individuality, but too little individuality in a game where characters are supposed to have different archetypes and you kill that game. You put as examples soccer, CS and chess, but there are also a lot of other games that are huge in popularity and competitiveness and have a lot more individuality like the examples you just mentioned like most mobas (dota, lol, etc), hero shooters (apex, overwatch, etc), some battle royales AND fgs (just look at how popular Tekken, SF and Smash are). That's precisely the intention they are made with. Besides, soccer does have an individuality aspect though. A team doesn't play the same formation over and over again vs different opponents. Sometimes it doesn't even plays the same starters in some positions depending on the opponents they face too. It depends on the "matchup" which it would be the equivalent to having to learn different combos for different characters. And still, most of those usually have common denominators like you could group them in "big, medium and small characters" and don't differ too much from that. But that's probably where the balance has to enter: as you say, too much of those super specific things to learn and it could complicate too much the game and make it too contrived to understand and even develop a big follow. I do agree somewhat with that idea if that's what you were refering. Btw, idk what you mean by "truly competitive" either, it's a very subjective and debatable term imo.
@aaronmikeborda3777
3 жыл бұрын
As a person who came from Dragon Ball, mostly plays online or with friends and not for tourney, I think the thing I dislike most is gatlings. I just get a fat wave of serotonin from pressing buttons and flashy shit happens. Like, I really liked doing Xrd's combo trials while waiting for Strive, even though probably none of it is practical.
@Scuddi
3 жыл бұрын
the wall not being 100% clear is something i hope they fix. the concept needs to be refined but i think it's a great mechanic. i think the game needs to be a bit more fluid still, things are kind of plodding sometimes (you mentioned airdashing) but all of this is really tweakable stuff. the core is very strong imo. i think people dumping on the game for being simple are really funny. it's been two months. every game is 'simple' this early on. it's just not a criticism.
@pian-0g445
3 жыл бұрын
When you’re close to it, it should have almost like a window look to it. Not much but enough to distinguish it. Almost like when you wall break
@MarcelVincent
3 жыл бұрын
Ooo this vid is tight.... Lord Kight.. im reallt suprised i didnt notice fsce up and face down wake up speeds are different in GG.. well its because i aint trying for tournament... The forward air dash feels worse because of the stupid yellow sigil that telegraphs the air dash for all characters if your looking for the sigil.. thank your editor for the 6p 2h pop up...... I really think the skill celing of strive is higher then people give the game credit... -,poppedandwrecked
@OnmyoKrow
3 жыл бұрын
I think the varied wakeup timings is a bit esoteric but i do wish characters had more identity to them I like that they streamlined character's gatlings but it seems like they streamlined the characters as a whole. Which makes the characters general win condition effectively their only one
@beeftank_jr8314
3 жыл бұрын
Another thing about gatlings. I don't like that S is the most important button for literally everyone. The quality of a character's S buttons is too indicative of how good that character is (though it's very obviously not the only thing).
@Galacticbraindentist
3 жыл бұрын
Never thought I’d hear someone talk about how character weights were good
@HasekuraIsuna
3 жыл бұрын
TheoryFighter (I think it was) has a whole video praising the different wake-up times in Xrd.
@draw_neos-5064
3 жыл бұрын
I think it's cool than Arcsys get rid of old gatlings, Like, I don't know someone who use P-K-S-HS combo, it's always things you CAN do in strive
@raiden3079
3 жыл бұрын
About walls, imo there should be some type of wall meter to know when it will splat, and also i would like wall health to be reset when a combo ends its pretty lame im trying to do a knockdown for oki and then if my mix hits i get a short combo after and the wall breaks, obviously you can kinda circumvent this with super but the "oki" on wall break super knockdown is pretty underwhelming.
@harrisonbrooks6534
3 жыл бұрын
The best solution to a lot of the issues in strive are being worked on in the 'plus' mod. It's bringing back classic moves and even some gattlings. Its what strive should be.
@Jeffxblack
3 жыл бұрын
The wall is definitely Cap! I’ve done some combos mid screen with I-no and the opponent wall splat as soon as they hit it lol
@tristanbryan3067
3 жыл бұрын
Confused what is meant by balancing around minus frames, does that mean making more moves minus??
@moemanji880
3 жыл бұрын
I think it has to do with devs developing fg games in a way where when they give characters certain moves they make sure to make moves with good properties ( such as smash , reversal , low,high, armor , gap closers, invul etc) extremely negative on block or whiff so the opponent can easily punish if said move is done. This is kind of a cop out because if the opponent is good at blocking they can just sit there and block everything until the opponent runs out of ways to extend pressure without going for the obvious grab or positive move which all leave a gap in the string and can be mashed with jump or button on reaction and literally wait for his turn rather than earn it by finessing his way out of block string or in by not just having to autopilot immediately after pressing c.S , which can make blocking / block string interaction not meaningful because they simplified this game so much so that it can be pretty much be boiled into button button button , special move , there’s obvs ways to extend pressure but usually involves having to take a risk by leaving a gap in the string where the opponent can usually mash on reaction. Instead of just making a move negative ( which is a time thing ) so the opponent can always easily punish they need to make moves interact with block better and push back maybe? so it’s more about space control so both players have to really work for their wins by one making sure he’s on point with his punishes ( having to dash up , or having to only be able to pick a certain string that’s not as strong as other string for a punish because others won’t work with maybe how the move can push the character in a certain hard to reach punishable location, and by giving the other opponent a chance to atleast block or slightly move to put himself in a better spot for doing the move so he doesn’t have that complete fear of blowing up every time , especially in a game like ggs where you don’t have assists to protect you all the time. this makes it a little more engaging with the interaction and more meaningful. I could have also interpreted this all wrong so LK can correct me or any one else who knows ( I have been thinking about this issue a lot because I main millia in this game and I noticed this problem with her over all as a character , if her mix up does not hit , she literally will blow up because everyone can just do c.S as a punish to any of her negative moves which is why I started adapting c.S into moon for example solely for the reason to g check the opponent so they aren’t just tempted to just sit there and guard low the entire set or use shaker if I think they will guard high and hope the general push back will help me out by giving me a chance to block instead of just waiting to punish any single one of my moves like my slide move , s disk, turbo fall , roll etc
@hijster479
3 жыл бұрын
@@moemanji880 An interesting take, but If this really is what balanced around minus frames means I don't think it's necessarily a bad thing. In fighting games risk reward favors the aggressor, especially in oki and pressure situations. And most modern fighting games' defensive options are high commital and/or unrewarding. I get that turtling isn't interesting, but nothing is forcing people to choose unsafe options, or even to pressure at all. The aggressor can literally walk away from the situation, the defender doesn't have that option. The aggressor can force the defender to deal with whatever tricks they have up their sleeves. It seems kinda cruel to fault the losing player for trying to play safe in a bad situation. In fact, conversely I think it's uninteresting that so many players take the vortex as a given. In my opinion the problem is that a lot of modern games made this the best way to play.
@egebamyasi2929
3 жыл бұрын
The character individual stats is bullshit. I remember learning about it and being immediately turned off because it's just busywork. The thing that I dislike the most right now is the landing recovery change. I get taken aback everytime I get PUNISHED for it when I just wanted to close the distance. It feels really disgusting
@ACR995
3 жыл бұрын
I saw a mod that showed visually how close the wall is to splatting mid combo through a meter. If arcsys added something like that to the game it would remove 50% of my complaints with the game
@bluemarb1e787
3 жыл бұрын
I disagree with a couple of these points, I absolutely hate the new Gatling system so much because it hard nerfs abare and makes every character feel the same on offense, and I miss RC slowdown. I think a lot of the reason RC slowdown was so abusable in xrd was the fact that it was 25 meter and the fact that it only works nearby just fucks zoners, again, in addition to fucking then by removing gatlings (and frame advantage in general) off their mash buttons. Why does zato 5p only lead to itself wtf arcsys. I agree the airdash is airtrash, but I played uni so whatever I can get over it. Honestly tho biggest issue is the massive gulf between how creative I feel when I play Xrd and how limited I feel here. Overchoice is a thing, I get it, devs gotta deal with that, but Jesus man it’s not fun when I can watch a whole tournament set and see like 2 things that I didn’t know were possible as opposed to watching one game of Xrd and seeing 10.
@kei7540
3 жыл бұрын
Having the old galting would change anything honestly you only press 2 more buttons in combos
@bluemarb1e787
3 жыл бұрын
@@kei7540 ehh dunno if I agree. The risk reward in xrd for a zoner mashing is: zoner guesses right on a throw attempt=zoner gets a low damage knockdown, else zoner gets counterhit comboed. In strive it’s: zoner gets to be 0 or +1 on hit and can reset pressure from there, or gets counterhit if he guesses wrong. The fact that 2p and 5p aren’t usable makes chars like Faust and zato who rely on 5p because 5k doesn’t work as a neutral poke or to stuff out moves MUCH weaker in scrambles.
@kei7540
3 жыл бұрын
@@bluemarb1e787 welp that's a real shame for them
@Time2GoHam1995
3 жыл бұрын
Strive is a weird game for me. In Xrd, there are things that I really like. The characters feel more fun, I like the way that general pressure is structured, etc. Then there are things that I really hate about it like tech buttons and different character wakeup times. But for Strive, there isn’t a mechanic that I really hate in it. However; there isn’t much that I love about the game either. Everything is so so for me in Strive while I felt things in extreme in xrd lol.
@sleepinbelle9627
3 жыл бұрын
I kinda get that tbh. I'm having fun with strive, but there isn't really a thing that grabs me about it. I reckon a few system changes could turn it into something great, hopefully the next few balance patches will shake things up.
@Fooza05
3 жыл бұрын
Wdym tech buttons btw?
@pbyn153
3 жыл бұрын
I like your take on Strive and it is very understandable and justifiable LK. It is indeed a different GG game but I like how ArcSys tried things differently this time. It is a matter of time as the Patches will definitely improve the game bit by bit. Also, any buffs for Millia that you want?
@cyootlabs
3 жыл бұрын
Like straight up, "balance around minus frames," is so fucking real. And then the fact that you can't get creative with your strings in Strive makes it feel even worse...
@trinitygsaint2383
3 жыл бұрын
I'm lowkey mad you didn't bring up hitboxes and floor progression It's annoying when you're clearly behind someone and their attack hits you but if Im a air heavy it misses right on top of them I got kicked from the 7th floor like 8 times in this one week I get back their no problem but it's extremely annoying becuase it always feels like it's harder to get back up their and way easier to get knocked down
@ThisJustOne
3 жыл бұрын
you know i only played xrd a bit, but i really prefer the air dash in strive. Xrd felt weirdly floaty? I dunno I just could never grasp when i would start descending it was really weird.
@Aripuni1
3 жыл бұрын
Yeah, Xrd feel floaty because the game is still design to more air combat (old GG design), but because rollback implementation (the game is made for rollback) they tone down the airdash, but you still can use advance tech to control your airdash like FD Cancel and roman cancel
@skywalker1217
3 жыл бұрын
THE MILLA GOD
@NeoBoneGirl
3 жыл бұрын
I agree with most of the vid, but I definitely feel the lack of KD off of P normals is kinda wack in a game where if you make one mistake in the corner you lose 70% is pretty wack. Most characters wouldn’t even get a huge reward since most KDs are pretty gimped, so I think it would be fine in the grand scheme of things and at the very least, fit with the “big swing” nature the game seems to be going for
@FJimmy01
3 жыл бұрын
Can someone explain to me what he means by balanced around minus frames?
@dyligent3247
3 жыл бұрын
As someone who got into fighting games because of Xrd, I'll never agree with the gattling changes because new players LOVE mashing buttons.
@eduardoserpa1682
3 жыл бұрын
The gatlings are definitely my favorite part of the whole thing (in addition to small annoying things like having to FD in the air and not being able to hold a button to tech), even above new RC. The minigame of delaying normals in pressure is fun. It also feels very rewarding to wait for the right opening to 2K 2D out of pressure instead of mashing 2P.
@lsnail382
3 жыл бұрын
Can you expand more on fighting games balanced around minus frames? Not exactly sure what you mean.
@real765rp8
3 жыл бұрын
The idea is that moves that have any sort of benefit like evasive properties, fast startup with high range and other stuff that would make them really mashable are paired with being unsafe on block. So it's on the defender to punish these accordingly to stop the opponent from spamming it. One good example could be Potrmkins forward mega fist
@Nooctae
3 жыл бұрын
I like strong abare myself, even when on the other side of it. But I can understand why even veterans don't like it.
@zackeryschaffer2864
3 жыл бұрын
On the specific topic of character specific traits and weights, to me it almost feels lile they ended up with the worst of both worlds and it ends up creating a lot of bad feel all around. There still is some character specific traits and weights, but they don't matter to most characters. Since they don't often matter much and the differences are small, when it does pop up it causes a real awkward game feel. As an I-No player, you really have to somewhat constantly keep character traits in mind because your most dead ass basic combo off of HStroke doesn't work on a quarter of the cast almost at random. If they want to go for uniformity that would be cool, but the way it is now doesn't feel super good.
@DaProphecyKJ24
3 жыл бұрын
I-No main as well and I completely agree, I would go to training mode after casuals and just combo different characters because I had random drops and it wasn’t because the connection or input delay lol
@DudesPlayingVidGames
3 жыл бұрын
my big grip is throws beating strikes. it makes for some really shitty situations where you have to jump but your opponent can just option select a fuzzy jump break and now you're face down making another guess. it makes throws really good in neutral beyond them being 2 frame start up. that and apparently you can naturally punish ait dashing. that just seems off. i understand why, but it still is just something I'm getting used to.
@dominiccasts
3 жыл бұрын
To be fair, that's a GG thing, which is actually weaker in Strive than in earlier games, where throws had 0 frame startup and generally advantaged the person waking up or being jumped in on, so you had to get really clever with spacing on meaties and jump-ins to avoid getting thrown defensively. Throws had short enough range, however, that you'd stuff them by being far enough away that your opponent ends up doing a random move instead (usually 5H or 6H) and then you can punish that.
@noticeme6412
3 жыл бұрын
The wallbreak is a good idea on paper, except that it wasnt executed very well
@emerrinsytchannel1214
3 жыл бұрын
As a fighting game noob: I like how I don't have to learn long complicated combos to be effective I like the movesets not being 30 pages long like in Tekken I like how RC works as a mechanic I like that everybody has a universal anti air I like wall break from both sides of the coin - I don't feel like I'm stuck in the corner for 2 hours on the receiving side, and I feel more rewarded for opening my enemy up on the wallbreaking side I like how well balanced the game is, I can't ever blame characters for anything I don't like the lobby system, and how often lobbies break and crash I don't like the rating system, or that it's not explained at all. Is it a set amount of matches I need to win? Is it ELO based? Where's the numbers? I don't like how much damage grabs deal for a 2 frame punish button I don't like how ridiculously disjointed some hitboxes are I don't like yellow RC, I think Burst is enough of a get out of jail free card I don't like gold burst filling up your entire meter, certainly feels like a robbery whenever I lose to that
@rin-senpai7115
3 жыл бұрын
Maybe it's because I play a character with a slower airdash, but Milia's feels very fast to me. xD Still not as fast as dbfz airdashes. I actually like they taking out varied wake-up timings, at least such a big variety. If 1-3 characters have it it's fine but practising 10 different safejump-timings and oki-setups is not great game design imo.
@dregling5884
3 жыл бұрын
they finna reincorporate more universal gats in the next season or whatever, i can see each season introducing new system mechanics or at least switching them around...arcsys about that lifestyle
@aoimachine4825
3 жыл бұрын
Don't like the gatling system never will. But i'll respect your opinion.
@acdtiririca4120
3 жыл бұрын
i feel like strive went a bit too hard on things like weight other character atributes, always feels like it never comes up even if i felt like xrd and +R were a bit bloated in that regard
@apa123APA
3 жыл бұрын
Hard disagree on the different weights/wakeup timings etc. I don't like that homework. I hated it playing SF4 back in the day when you had to keep track of which characters you can combo with this combo and which you can't because it just didn't work on this and that guy because of how wide the hurtbox was.
@RageOfLeoEX
3 жыл бұрын
I just wish just block had an actual use. It seems very useless imo unless I'm playing pot. (Or just buff defence in general, +r's was pretty good in that regard imo.) I've gotten use to the new gatlings, but please add more routes in the future. I dont want the old ones back, just more options for the new. no new character vs themes? Wtf asw..... (Insert street fighter strive joke here) Oh, and can we get an actual challenge mode for combos and not just 2 wack examples/force people to go on youtube to look it up? Other than that, still like it more than xrd.
@Gilbot9000
3 жыл бұрын
I missed Xrd entirely, so I can't speak to the changes from that game to this one, but having played a ton of vanilla GGX2 and some AC+R in the months prior to Strive's release, I think I understand somewhat about the gatling changes and unique personality that went into things like wake-ups and DAA and stuff. I appreciated everyone having a different, unique DAA that did something different from everyone else's. While everyone's YRC pose is kinda different, it's just not the same because the opponent always reacts the same way to it.
@AresGod0fWar
3 жыл бұрын
It was good to hear your opinions. As someone that grinds the game, are you still enjoying it? I put several hours into fighting games, but I also bounce around a lot.
@zerobeatw2059
3 жыл бұрын
it's wild with the air dash... I'm a Pot main and haven't messed with other people... I don't know how good/bad it feels.
@Monty2289
3 жыл бұрын
Would I be wrong in saying that the character nuances extend to really big stuff in this game. Previous character just one iteration of GG ago were way different than now and yet in this game they were homgenouized into giant beatsticks. Ram is a good example of a character that lost a lot of individual in favor of damage and setplay when in the previous game you had to work for it.
@StringKiller
3 жыл бұрын
I believe YRC is similar to guardbreaks, in general, there are many situations in this game compared to previous entries that feel like gambling your options.
@agaed7676
3 жыл бұрын
Yes in some ways but you could just yrc back which gives you a direct counter and just way more defensive options to work with It was a very different environment since your number of effective options was much higher
@MasterChibi
3 жыл бұрын
I hated all the convoluted stuff in prior GG titles. Different weights, different wake ups, that kind of thing. I'm happy to see them gone, but still acknowledge player expression and game nuance isn't as prevalent anymore.
@FesNeedsNewShoes
3 жыл бұрын
They could add a life bar for the wall in the ui. simple
@shad0wXaX
3 жыл бұрын
I used to main millia for along time. But I can't get behind the air dashing so I end up not liking playing millia lol
@saysay7191
3 жыл бұрын
The one thing I miss were Rams juggle combos. They felt so nice a satisfying to do. And they could’ve def put that(even if it’s the bare minimum) in the game.
@cylondorado4582
3 жыл бұрын
I don’t think I ever played a game that wasn’t built around the minus frames. It wouldn’t have offered to me that you could do something else. That’s pretty interesting.
@zachstarattack7320
3 жыл бұрын
Could you elaborate on what you don’t like about the air dashes. All I really got from it was that you don’t like it becuase it feels wrong
@DaProphecyKJ24
3 жыл бұрын
That’s basically it, feels blocky and gross to some and fine to others lol I’m not a fan because it’s robotic, same dash and you drop straight down like a rock
@zachstarattack7320
3 жыл бұрын
@@DaProphecyKJ24 You had some control in the airdashes before? I have only played strive in tmers of traditional fighitng games
@DaProphecyKJ24
3 жыл бұрын
@@zachstarattack7320 dbfz air dash is fast and you can fake crossup to float (Mary poppins) and all the blazblue games air dash had a nice momentum feel
@yanek_
3 жыл бұрын
Kind of shocked the beastcoast didn’t and post a vid like this.
@yokaiyuko0-046
3 жыл бұрын
Time to witness the new influx of opinions people are gonna use on twitter😂😂
@ZeroillusionX
3 жыл бұрын
I like that it has good netcode, and that roman cancel kinda got more simplify for everyone, which is fine I guess, and that's it, everything else is a massive downgrade for the series and the devs should feel ashame of what they done, rev2 was basically perfect, this, this is just wrong, but the netcode is good.
@dcfighter14
3 жыл бұрын
When we getting the Rev2 Millia Oki video
@researchbashio
3 жыл бұрын
what specifty gatlings would you bring back and would be character specify? also if you had it your way would you bring back everything about old gg airmovement?
@Stammered
3 жыл бұрын
Instructions unclear. Does this mean I should shit on anyone who doesn't like the game, or that I should complain its too dumbed down?
@zman8471
3 жыл бұрын
The wall is dumb, only some moves should cause a wall splat. Another thing is that combos are extremely limited.
@jpVari
3 жыл бұрын
I'm not sure what it is about the air dash you dislike? edit - and that combo didn't look familiar to me :( aaaaah
@monicasayad-personal3974
3 жыл бұрын
Can you do a non-Millia guide on how to fully incorporate the games mechanics into movement. Like how to abuse stuff like FD and super jump in neutral.
@monicasayad-personal3974
3 жыл бұрын
Please
@TheMariox222
3 жыл бұрын
8:30 hey so do you like more strive's way of lowering the reward of 2P mash or blazblue's?
@Beans-do6wc
3 жыл бұрын
Whenever I react to an overhead-airdash-overhead mix I'm not really reacting to the airdash, I'm reacting to the fat ass circle behind it. It's super cap
@rexhasta
3 жыл бұрын
honestly strive is cool i just really don't like how so many of the characters are complete monke, fgs where most characters are hard are so much fun bc to me it feels like im actually getting outplayed as opposed to sol fs
@yogurt2466
3 жыл бұрын
bro please what is the music that is in the background of this video
@micksmith1812
3 жыл бұрын
As an I-no main I completely agree about airdashes being trash
@seokkyunhong8812
3 жыл бұрын
Universal mechanics not working universally is garbage design. Just look at how much effort it's taken SFV to un-screw themselves with the whole V system, and having to create a whole new set of them just to make up for the imbalance. Things like Videl deflect being another case of universal tools applied applied non-universally. Hell, there's video on this channel about how Tager is always possible to crossup in BBCT due to hurtbox issues.
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