Saw a comment saying how street fighter has become like guilty gear, and guilty gear has become like street fighter. Never understood it, but now I can kinda see it.
Love this topic. It's something you usually feel very quickly, and it deeply influences what games people prefer, but it's hard to put into words until you've been around for long enough to apply context to multiple games.
Tip for whiff punishes. If you treat it as a block option select, you’ll land way more. Basically, you hold block and hit the button 1-2 frames after you think your block will happen. Helps to make it a part of your flow chart and reduce mental stack
You might be the best fgc content creator on youtube, very high level understanding with super insightful info and all explained very eloquently, amazing stuff.
Looking forward to that deeper dive into 2xko neutral. Or a similar video about the different game's offense/defense.
This is a very cool video and I appreciate your insight into a lot of it, but: 1)I think your perspective on strive is maybe warped by maining goldlewis, not in a bad way but in a way that is off center compared to other characters. But im not as experienced with strive as other airdashers, so
2)I feel like the comparison, at least in terms of strive compared to the others, would benefit a lot from analysis in terms of something like Machaboo's guilty gear fundamentals framework. Basically, the idea that there's 3 types of plays(a move can be both, but yeah):
Preventative/Okiwaza, like sticking out a poke to preventively prevent someone from entering a space, or throwing a fireball
Advantage seeking/Atewaza, like dashing forward ~16f(unreactable) into a crouching jab to start pressure
Reactive/Sashikaeshi, like whiff punishing someone who whiffed a preventative poke, or anti airing a jump-in
Generally, preventative beats advantageseeking, which beats reactive, which beats preventative. This can get complicated in games, like in arcana heart homing blocking at someone is both advantageseeking and reactive(ie you can get close but also you can look for whiff punishes etc easily as you move at dynamic angles), but I think this is a really good framework for examing differences in fighting games. How good blocking and reactive play is(ie in invincble versus blocking and just doing like highjump-j22 repeatedly is very strong), how good proactive play of various sort is(ie moves that are both preventative and advantage seeking, like a high priority lariat that can lead into advantage like a burn knuckle or a lariat into a roman cancel), etc.
I feel like the "characters just have really busted moves" remarks on strive are too reductive and gloss over some differences that would be really interesting to dive into regarding the above framework.
Great video overall though, just some thoughts to chew on. Have a great weekend!
This was a very insightful vid. I've played all of the games mentioned but always struggled how to explain the difference in stuff like neutral between them.
I'd say another game with an interesting neutral game is UNI2
Hi, this video is a gem! Very interesting. I've just yesterday watched AndyG video of the "unspoken fundamentals of 2XKO". I thought it was interesting because as you said it's very different from classic fighting games. I feel like the neutral of a tag fighter isn't common knowledge so I crave for more content about it haha. It was very interesting to hear your take on it and I'll be very interested if you make a video more in details :)