Can't download it from flashpoint...even after downloading ruffle. Did they remove it? CN finally took down its website. Honestly, this could be a good project to emulate re-written with HTML5/JS only.
OUTSTANDING video. 🫡Doing it all myself at my local print shop for my Hori Alpha. Followed you every step of the way and got it all mapped out, thank you brother.
"Old school" notation is vastly superior to the numeric one. Just to begin, It works for both sides, no need to do weird mental juxtapositions if you are in player 2. It doesn't need an external reference to make sense, or a specific number pad configuration (there are at least three, and I have the one with the 1,2,3 in the superior row). It also allows the use of caps for movement specifics: as an example, "f" as tap forward vs "F" as hold forward. Finally, english IS currently a universal languaje, much more than "numpad-speech". Forward, Up, Down, Backward are four simple words that any english speaker person will instantly understand, while for non english peaker people they will open an infinite set of possibilites for natural, useful interactions in the real world. I know because english is not my first languaje. In short, knowing what "uf" means in english is way easier, more useful and universal than knowing what "9" means in a specific numpad configuration and a specific game convention.
I do understand that you like the "letter" notation, but saying it's superior is false. For starters: It's mostly English-centric. Forward, Up, Down might be simple English words, but this doesn't add in the nuance of other terms like Short-Hop, Delay, etc. Also it's a bit unfair to have everyone learn English (terms) just to be able to share tech and knowledge. If a Japanese, Chinese, Spanish, (etc) player doesn't know English but want to share it a combo, then they'll most likely share it using their alphabet. Which then will confuse non-speakers of their language and would require to be translated/deciphered... Unlike Numpad. Next: The letter notation constantly uses more characters than numpad. Which means in messages, forums, posts, etc. You're constantly going to share more characters or use more words to explain the same information. This can become an real issue if you have character limits for messages. Lastly: The letter notation is not even universal to multiple fighting games all the time. Being able to use CAPS for taps/holds is cool... but then Guilty Gear throws in the 'Dust' action. Now we have to figure out when "D" means Dust or Down, cause d.D is more confusing than 2D. Letter notation kinda wants games' Actions to be uniform/standard else the everything gets varied and special exceptions will need to be made. All this to say, if the biggest knock against Numpad-Notation is that sometimes you will have to do a mental flip while on P2-side... then that's pretty good. Compared to possibly learning new terms in a different language... that may have different variations or exceptions based on which game you play. Not saying letter notation is bad. It's still used today in NRS-games and Tekken... but I don't think it's the best choice for this game.
8:30 From all their other games characters will most likely be free. They're free in league and in Valorant, and if valorant has free characters with how much it's tryna squeeze out its playerbase (gun and kinfe skins are expensive man) we should be fine. Now they did say that the starting roster we have now will eventually not be the starting roster at some point (when more characters are added) just because some of them are less beginner friendly, although I do not remember where I heard this from.
The card game literally is on life support because there was no reason to spend money and I haven't paid for a champion in league for a decade. If that ain't free2play friendly I don't know what to tell you really.
Lolz that is funny. The skin/cosmetic shop will defo keep this game afloat, but I just don't want to run a marathon to unlock a character when they come out.
@@DimzNomsdefinitely have nothing to go off of other than the chromas being 100 credits but I'm sure that's due to the alpha and not set prices but seeing that I was able to get all of them within my first day of playing I'm sure it's fair to assume that you'll probably be able to get your first character unlocked within the first 5 hours of gameplay. That's my guess anyways
i dont agree with you saying that fuses are just mechanics other tag fighters have natively. i mean, yes, other tag fighters do have these mechanics, but i don't know about a figting game that has all of those at once. having all of those at once would make for extremely long and damaging combos, which is something the devs specifically do NOT want. i do however agree with having DHC as a core mechanic. also, the charge fuse you thought up would not work in this game. you would never have time to charge for any reasonable ammount of time. that's why charge is almost never used in DBFZ
"I don't know about a fighting game that has all of those at once." --- Let me introduce you to a game called BBTAG! And surprisingly combos in BBTAG aren't too long and most times not that damaging. Currently in the Alpha Lab some combos has got hecka long and others are hella damaging for a few hits (Looking HEAVILY at Darius and his bleed). "-you would never have time to charge for any reasonable amount of time." --- Let me introduce you to a game called CVS2 while using S-Groove! There are quite alot of times u can just run away/call an assist and Charge in 2XKO's current state and just in case I still allowed players to gain meter by landing hits. In DBFZ it's mostly irrelevant because hitting someone and going for a combo objectively builds you more meter while increasing your win-state. Only time I actually see anyone realistically Charge in DBFZ is if they have a C-assist or playing SuperBaby2.
there's a reason why they made fuses not core mechanic its for the new players that will be coming in. you know how overwhelming it is to learn all those stuffs for new players especially who never touched a fighting game. 2xko already overwhelming for a tag fighter even with lesser core mechanics. this game meant to welcome new players to the FGC world but still being complex in higher level for veteran FGC players.
@@FatedVillain555 Well what happens when new players aren't new anymore? I understand wanting to ease new players into the game, but I feel that the current set of fuses aren't doing the best job of that. After 3 months of the game, some fuses will just lie dormant because its usage case will just be outclassed... Even though their functions aren't in the same category and shouldn't be compared. Yet they will now have to be compared since they will be vying for the Fuse slot. Heck rn in the Alpha Lab, I'm finding less and less reasons to pick the Freestyle Fuse over every single option.
@@DimzNoms i will say that separating the mechanics into fuzes is fun and lets you understand the limit of the opponents team. also creates a number of non repeating game states. and i understand if you like tag games being crazy and wild but like these are the people that made rising thunder. the game is made to be easy to understand.
@@H0pelessSapphic I do like Tag games being crazy cause they inherently will be. Since ALL of the interactions and situations of each char on every type of team can't realistically be planned for. So wild and unexpected shiz will be found from that alone. I also do like that the devs are making this game easy to understand, because ooof ppl are finding some crazy stuff in the Alpha Lab. So if everyone understand what's going on-- despite the craziness-- the more ppl will have a better time instead of calling BS.
@DimzNoms yeah, and this game is going to have its own crazy identity. The fuses will add to that. Making the game easier is one thing, but making it less overwhelming is another. It also has to be much more streight forward because half the time, 2 people will be playing a team together.
@@H0pelessSapphic An "easier" game does get more people into the door... but how do you get them to stay? I don't think the 2XKO's devs want their 'forever-ongoing-game' to stay simple else it might get 'solved'/centralized. It might lead them into adding more and more fuses, characters, and changing fuses... which may lead to overwhelming situations. I just don't believe that most of these current fuses will have longevity if they remain as a singular option-choice in the name of Simplicity.
Your change to 2x assist is ridiculous, it would be so degenerate to keep on using your lockdown assist, it allows for too much pressure or too long combos, people would be franatic to riot against riot i love your idea of giving teams of two a unique buff like the handshake buff only to them, and included by free. It feels like solo is the better choice objectively, but some buffs like that could encourage 2 player teams more in tournaments
I'm playing the Alpha-Lab right now, and I will see if it would be TOO degen, cause assist do have a moment in-between where they can be hit/interrupted... but Ahri is locking it down heavy lolz. I'm thinking that the meter cost would be more than enough to balance, however with new chars n more assists it might get really crazy fast. I'm also glad that you love my Freestyle change idea! Thanks for your input!
2xko and double knockout have the same amount of syllables. 4. But it's a shame syllables are a scam because some are just much easier to say than others and it is very dependent on the syllables before and after. Double knockout rolls off the tongue much easier despite literally being 2 words.
I feel like only people complaining about the notation are 2D players. Being used to both notations as a Tekken and SF player, I'm glad they've gone the Tekken route, it's way easier to read and to understand for new players intro the FGC. Number notation may be better for complex inputs, but that's not going to be the case in 2XKO.
That maybe true, but I would argue that learning Numpad-Notation in a simpler game would be the best place. + Numpad just uses less characters than other notations, which makes it better to put on screen or send in messages (especially if you have char limits).
As a Smash player, I'm also not to keen on the numbers, but I can work with them thanks to DBFZ. I just don't like, that you have to flip the numpad in your head everytime you change sides.
tekken style notation makes sense for fighting games that mostly have only direction+button style of inputs, like, well, tekken or even mortal kombat since that's basically tekken with special moves, but number notation makes sense in games with that might have more specialized inputs, like guilty gear and street fighter.
on the point of "your paying with time" it wont be terrible. chances are you are going to find a character you vibe with and by the time you either get tired of playing them or want to try something new you will have either enough currency or close to enough to buy it with the in game currency. if they make it like league you will be able to unlock alot of new character very shortly while having to pay alot of in game currency for the newest character.
respectfully, I much prefer using notations like "f.HP" akin to Street Fighter rather than Numpad notations as forward and back mean the same thing regardless of the side you're on. Now, I know that it's just a small issue, but could you imagine trying to teach a super newbie directional inputs by saying numbers? they'd lose their minds lmao.
@@KingSlayerGoose At my local I was teaching 2 ppl. It took a minute for one of them, but the other picked it up immediately! They said that it was like they are "Speaking some hidden coding language," and loved it lolz! After that I found out that ppl pick it up way fast if you have a visual of the number-pad while teaching them.
but 6 and 4 do mean the same thing regardless of what side you're on. Every time I've taught a new player and I've said something like "6 is forward, 4 is backwards, so a 6S is holding forward and pressing slash" they get it immediately.
I've taught several of my friends fighting games, and honestly, it entirely came down to having a number pad in front of them. I could literally say "look at your numpad, then look at 2 then 3 then 6" It tends to click fast. If we were on a couch on console I'm not sure it would've ever come across properly
Riot has a lot of experience with the Grindr aspects of the games. I would say they already have a good track record. They probably give you a rotating free cast (probably 4 characters?) and I've you complete the tutorials you are able to afford 1 character. After that it is probably a decent Grindr but didn't feel impossible.
@@DimzNoms there is no bad farm from Riot.. Even Legends of Runeterra is the most generous TCG in the market up to the point they are focus on PVE because they can't manage PVP of small microtransaction
Having gone back and beaten it on expert with everyone not named Cinderblock (lol), my own feedback on the rankings. Based on your Starfire ranking, if we are basing this entirely on how easy it is to beat computers since PvP does not exist, Jinx does not deserve a top 2 spot. I couldn't even finish the opponents in 90 seconds and was just winning by timeouts. Her projectile is considerably slower to come out compared to Gizmo/Mammoth/Starfire, and as far as vs computer, only projectile attacks matter basically, with the exception of Plasmus Arm Swipe which may as well be a projectile when the range is so huge. Everything else is kind of just a gimmick. Robin probably deserves his own tier with how overpowered he is - almost every character can feel strong when used by the CPU, but I generally found most of the challenge of each villain run being defeating Robin with the rest of them being pushovers. Tier Ranking for beating CPUs (Primary metric): God Tier: Robin, Gizmo Good Tier: Starfire, Plasmus, Mammoth, Jinx Acceptable Tier: Raven Bad Tier: Beast Boy, Cyborg Garbage Tier: Cinderblock Tier Ranking when used by the CPU: Elder God Tier: Robin, Mammoth God Tier: Jinx, Gizmo, Raven Middle Tier: Starfire Trash Tier: Plasmus, Cinderblock, Beast Boy, Cyborg Hypothetical PvP Tier Ranking: Top Tier: Robin, Jinx, Mammoth Viable Tier: Gizmo, Starfire Bad Tier: Beast Boy, Cyborg, Raven Instantly dies to projectiles tier: Plasmus Cinderblock Tier: Cinderblock
Dude, the fact that your went back and played this whole game on expert is FREAKING AMAZING!! It makes me feel like I really did something right with this video! I love your feedback and tiering of chars as well! I can solidly see why you put each character in their respective tiers and it all completely makes sense to me! You truly made my day!
@@DimzNoms You definitely did something right. I'm glad someone else has the passion for this forgotten game to go and do this! I'd really thought this was forgotten before specifically putting it into the youtube search bar. After finishing up, I played around some more with the bottom tiers and edited the tiers slightly in the other post - Cyborg and Beast Boy are really exceptionally awful with their slow projectiles and Cyborg's slow jab. As computers, computer Cyborg/BB can be beaten by almost any character jab spamming, even Cinderblock. Jab spamming is generally easier than consistently making projectile inputs, especially when Cyborg's terrible projectile input makes him walk forwards and his laser can't even hit Gizmo.
@@VillainousWarlord Depends on the project. For the ones I am working on currently, no further collaboration is needed at this time. For the ones in the future, who knows~ :D
Found your video while trying to find some answers about Olympia's A rune not working. Would you happen to know if that one is bugged too? Thanks for making a cumulative video of Abyss bugs. Hopefully they get fixed at some point!
Do you have any color correction tips in regards to preparing for print? I'm worried my art will print out too dark. Focus attack makes some suggestions in regards to adjusting the levels, but they use photoshop in their example, not gimp.
Not sure. I haven't had a color situation as of yet. 1st I would tell you to maybe do a test print to see if your print comes out too dark or even try to check it on different displays (if you have access to). Aside from that I would look into GIMP's CMYK features and see if that would help your situation (if the test print didn't go well).
Well most fightsticks have a canvas surface that's bigger than most home printer beds. So I would say that your first thing to do is find out if your fighstick is small enough for you to print at home. If it is, then most likely A4 paper will do the trick.
I don't have the exact template, but if you download any fightstick template that uses 30mm buttons, you can just consolidate that section for your printing needs.
4:37 "If I explained all the moves that Maypul can do she's gonna sound broken when she's not." I don't know how to tell you this, but Maypul is uber broken LMAO Anyways, this is a very interesting video, I didn't expect to see a vid on a Rivals 2 character moveset. I like the idea of Artemis taking some stuff from Loxo because it fits her character, being under his command, but I just have a really hard time imagining Artemis doing most of Loxo's normals. And personally, I don't love the idea of Artemis inflicting fire. It just feels a bit unnecessary in her kit imo. I would much rather see her reuse Loxo's magma floor in some way, having it last longer because she can't get any charges off of it, and also having every spike into it bouncing the opponent up instead of putting them in knockdown, like with Loxo's dthrow. I also really love the idea of Artemis getting rage. Fits the character very well and isn't insanely crazy in R2 because she also loses her ability to floorhug/cc as the percent goes up, so she also loses defense in exchange for offense which, again, makes a ton of sense. I would've really liked to see heal be a more central part of her gameplan though, as that's one of the things that I really remember about Artemis from my time in Dungeons and would potentially allow her to heal underneath the % thresholds for her buffs while still retaining them, allowing her to gain back her defensive utility with her buffs still active if you play her well. I think a good spot for it would be in her pummel special, because it creates a very interesting mindgame as it isn't strictly better or worse than her normal pummel. I like the idea of Demand being referenced in this slot, but I think giving Artemis a more cohesive kit would be for the better, even though healing could be difficult to balance as a central mechanic. Anyways, I hope to see more videos like this in the future because this was fun to watch and think about! :3
While I like the concept of more characters being added in echo slots eventually, I wouldn’t actually like her to be one of those Sure, element, weapon, and faction are the same but consider that “earth element fighter that controls plants, fights with vines, belongs to the aetherial forest” applies to both Maypul and Sylvanos You can easily differentiate between Artemis and Lox by the way they use their weapons. Rage tends to be a polarizing mechanic in these games so you can instead have a mechanic where she has specific moves that are empowered when she’s attacked DURING it. Or the ability to use EX variants of her moves at the cost of raising her percent considerably. Theres many directions one can go with her and her having a big tail and sharp teeth add to the variety of ways she can attack distinct from Lox
While all chars being wholly their own slot is preferred, if she shares similarities to Loxo I would rather the devs take the easier route to just put her in the game. She can have unique range and quirks to herself with also being a remix to Loxo's moves. Work smarter not harder. Her using EX versions of her moves at the cost of her health is an amazing idea too!
Do you have the template set to 'Open With' GIMP or any other photo editing software that accepts .psd files? If not, right-click the template file and have it 'Open With' a program that accepts .psd files. Or you can drag and drop the file into an open application of GIMP.
Not a dumb question at all! On FocusAttack, if they have a pre-made template for your controller (which they do for most of the popular ones) then they will cut the button holes for you! What controller are you trying to get the holes cut for?
@@terrygat6059 Oh that's great! Will cut the holes for you for this stick! Here's the direct link: focusattack .com/artwork-print-and-cut-for-hori-fightstick-alpha-read-description/ Lower on the page you can download their template so that you can put your artwork on there, then upload up it for printing. I also do GFX commissions for fighsticks if you would like me to help you with getting your fightstick piece done (Link in description).