Game reviews and analysis with a focus on fighting games. Guilty Gear Xrd is my favorite fighting game of all time, but Street Fighter 6 and GGXXAC+R are really cool too. I main Raven in Xrd, Guile in SF6, and Faust in +R. I do not play Skullgirls and neither should you.
Yeah, 5D6 > 5H 5H > 214K is a burst safe alternative to the 5H 5H > AA grab route. Less damage and excitement gain but the vast majority of people burst on the AA grab so it's nice to use occasionally.
Over the course of my time playing Xrd and SF6 I have saved hundreds of clips such as these. What do you think the best way to share them is? - Upload them here in larger compilations, like 3-5 minutes long. - Make a separate clips channel and fire them off one at a time. I'm leaning towards the former since managing two channels seems like a pain but a lot of other FGC youtubers do it and it seems to work well for keeping the higher-effort content and the EPIC FUNNY MOMENTS montages separate.
@@not_cruz3306 It has Denuvo DRM, but the RE Engine is a known factor at this point so there are lots of ways to mod it. The stuff you can't mod is unlocking new costumes/characters without paying for them, but you can recolor or replace existing characters and costumes.
Great first video on a new topic. I used to try to follow every new indie release but it became too much. For every FTL or Outer Wilds, there's a lot of safe stuff like this. Now instead of asking "So what" for each game, I ask "What's new?"
That's a good way of thinking about it, and from the new trailer this game just released it seems like the novelty will come from the characters and charm - which is fine by me since that's what I liked the most.
I've changed my channel name since the "_FGC" branding was making me hesitant about the types of content I produce and how I present the channel. I will definitely continue to talk about fighting games, but I didn't want to prevent myself from making videos that wouldn't align with the FGC. (Also, the FGC is mostly scumbags and degenerates, and not the fun kind. So I don't really want to be associated with them anymore.)
Scratch wallbounces on counter hit, it has nothing to do with excitement If I recall correctly, the raven cosplayer was Arin, Pidas protege and a threatening upper intermediate Raven player from also from Czechia. He's a really cool dude.
Ground scratch needs level 2 or 3 excitement to wallbounce (or tumble, if there's no wall) on counter hit, whereas air scratch's wallbounce increases with excitement. I must have been conflating the two or I misspoke. Neat to hear about the cosplayer. Thanks for informing me.
@@DragonflySwamp glory to stabby bird also it looks like you're using MPV right There should be a way to edit the config files so that you can either adjust the forward/back skip to be shorter or even add a new hotkey for that purpose
CHANNEL UPDATE My plans for the future: I have kind of been living in limbo for the last two years but I have finally begun to shake off the dust. I want to focus on shorter, 5-10 minutes videos that are direct responses to direct questions from my viewers. Longer videos have their place, but I just don't have the same undying passion for Xrd that I used to and I want to avoid burnout. I may also branch out into other games. I've been loving SF6 since I started playing it last year and one of my non-FG friends has gotten into the game with me. Splatoon 1, a very important game to me, recently had its official servers shut down, and I have wanted to chronicle the journey of that game's meta and balance as someone who was there from week 1. There are also a lot of cool indie games coming out these days, and I want to highlight some of the better ones I've played. As for why I got burnt out in the first place, read on. Short version: I got the chance to do a really cool collaborative project with That Blasted Salami about Guilty Gear Xrd, and I greatly underestimated the amount and duration of work I was taking on. I am beginning to crawl out of the hole I dug for myself now and I hope to have a more regular content schedule established this year. I think have abused your collective patience for far too long. Long version: In 2021 That Blasted Salami put out a call for video editors, and while I'm not much of an editor I figured it couldn't hurt to reach out. We talked a bit and he invited me to the TBS Discord server where all the channel's work is collaborated across a wide variety of fighting games. It was super cool to be invited into this club and talk shop with a lot of people who have the same passions I do. In 2022 I started work on a series of videos for Guilty Gear Xrd that would go up on the TBS channel: character overviews and an archetypes video. I would do the writing and footage recording, with editing handled by other people. If you are a creative person, you know that this violates the first rule of being successful - never revisit your old work. Things started well enough, but the total script writing and recording time was probably about 6 hours for each character, or upwards of 200 hours. It takes a long time and multiple revisions for good ideas to be sorted from bad ones. There were other factors as well: - I got hired at a real full-time office job in 2022, which took up most of my time. Sadly I was laid off in 2023. - The skills I developed at that job have basically zero transferability, so I have been taking some personal courses to try shifting careers in the meantime. - In 2023 I was jumped and attacked by some violent teenagers, which resulted in a pretty serious injury and several months of talking to police and asking around my neighborhood. I have healed physically and mentally now, but it was very destabilizing to every part of my life. By the end of 2023, I had basically stopped all progress on writing and recording, and the project is now on soft hiatus until I can commit to it for a meaningful length of time (also, SF6 and Teken 8 are dominating the collective attention span of most FG players). More broadly, Strive has killed Guilty Gear and it's never coming back. If I had a penny for every opinion about Guilty Gear I've heard from people who have never played Guilty Gear before the year 2021, I'd be rich. It grinds down at you over time, y'know? I have found it almost impossible to make the same kind of connection I could make playing Xrd offline with people pre-pandemic. At the time, it seemed everyone I met was a maniac who did character-specific okizeme, knew all the different combo variations for every character, and really enjoyed the way the game was. Even if a matchup was stupid, it was still fun. Now, Strive players who win tournaments instantly start moaning about system mechanics and demand patches. Dustloop admins ban you for improving wiki pages because some idiot declared himself King of Frame Data and you aren't allowed to contradict his ESL screed. Time moves on. Scenes change. People move around. I understand that. But it still hurts.
Really sorry to hear what you have to go through, but im glad you get everything sorted¡, I love your Xrd videos even tho English isnt my first launguage , really has helped me improve on the game , even tho all my friends moved to STRIVE and i cant bring myself to like it, ill be sure to check out your other videos in the future even tho they arent from fighting games at all, ive just started playing blazblue so im exited to see what you bring in the future, stay safe¡
I disagree, the whole reason I gravitated towards Melty Blood in the first place was because of the plain characters. Plain characters doing flashy magical fighting was an unforgettable contrast that was really cool to me. Also, compared to other fighting games like blaze blue or guilty gear, the plain character designs were a breath of fresh air to the extravagant over the top fighting game designs, Which I consider bland.
The reason Ky doesn't get hit is because his hurtbox shrinks out of the ground for a couple frames, not because Potemkin gets hit by Stun Edge. Read the description.
@DragonflyFGC I know, but if this was Blazblue, they'd just make the hitbox bigger and make slide head unable to hit jumping enemies, but because Guilty Gear uses a more typical hitbox style, we get jank
@@DragonflySwamp it really does make you appreciate that a human sat down and typed out the coordinates for each of those for 8hrs a day (or dragged them around on a screen, but still)
Hey man. I hope you've been sticking with Xrd. I had wanted to have something done in the last few months but life (and the consequences of my own actions) has been coming at me hard. I really appreciate any new player trying to get into Xrd and I'm sorry for not being a better source of information.
@DragonflyFGC hey dude sorry I didn't see this earlier BUT I've been really enjoying xrd I didn't end up picking up raven I'm a dedicated slayer ram player but that doesn't mean I enjoy your content any less I hope all is well and that hopefully things get sorted out
I'm coming into this discussion literal years after its relevance has expired, but here's my perspective. I think you're right when you say that the character designs make melty blood difficult to approach from an outside perspective. So, here's why I appreciate the designs from an insiders perspective. The aesthetics of Tsukihime are all about horror in the mundane. One of Shiki's classmates is a ghoul, barely repressing her urge to eat everyone she sees, a random woman he meets is a godlike super vampire who could destroy the town he lives in with a thought, there's an immortal, undead wizard guy living in his basement, and he, himself has this bizarro instant death vision that all of them fear by instinct. All of this is conveyed under an oppressive, Silent Hill like atmosphere; it's honestly unlike anything else I've ever seen.
Yeah, I understand how that aesthetic needs to be handled in a subdued way. The only problem is I don't think it can be done in a fighting game without very specific and precise consideration - something like the early SamSho games where everything is very deliberate and authentic to the mood of a samurai duel. I don't hate Tsukihime for what it is, but it just doesn't mesh with a fighting game.
@@DragonflySwamp It's a problem with no real solution imo. Fighting game players hear from their friends about a cool old game with crazy movement tech and a bunch of weird and unique characters, show up, see a bunch of school kids, and don't know where to start. But, take the persona approach, and suddenly you run the risk of hyper focusing on one or two minor traits of the character, totally flanderizing them and alienating your core audience.
I plain look i think really helps the presentation, it all looks very clean and still manages to be distinct i felt compelled to try other characters, while in other fighting games, not really, i don't want to look at something i don't like, but melty's art is perfect