for all the true gamers 29:39 is Glove On Fight 2: Gleam Of Force which is made by french bread (yes, the under night/melty blood people) and has music by raito and everything. we have a small little community that you can find pretty easily and we've been working to make the game more playable in any way possible. its tight
So cool to see some 3rd Str- I mean Touhou: Gensokyo Reloaded gameplay here. Hilariously enough, the YOOOOOOOOOOOO from the second clip is just perfectly timed with Koishi's Super/Last Word as the sound is from the bgm itself. Still hilarious though.
19:26 Honestly one of my favorite fighting game characters of all time. She's asleep, or very sleepy, and her whole moveset is just her sleepwalking you to death.
I’ve played the GBF Gacha for far more than any mortal ever should, so I can answer with 100% confidence as to why Vira does so much damage: she’s a lesbian.
Gleam of Force has the most solid and painful impacts I know in a fighter. The karate girl is just doing a regular takedown as her super but it looks like your soul is gone.
Yeah. I played an older version of the game, and, mostly due to the damage scaling mechanics, if she hits you directly with the ground punch super, any life lead you've built up is gone. The scaling isn't so overtuned in the current version, otherwise it would be difficult to land a KO (which is not just depleting the life bar, but landing a heavy enough blow after the life bar is depleted) from 2/3 life remaining.
That Marisa clip shows that technically the timer in SF6 is 1 less than it looks, because the moment it hits 0 it's done. There's no 0.99 or 0.5 or 0.133333, if the timer says 2 that means there's 1 second and some change left and that's it.
26:35 Shuzen guard breaks DO scale, POSITIVELY. The red and blue bars at the bottom is called "Zeal", and it's like a combination of RISC and positive bonus from gear, where you do more damage if you play aggressively. In fact, if you hit the legendary double shield break, it's effectively an automatic win. Play Shuzen y'all! It's super early access, it only has 2 characters right now, but it's already crazy fun.
So is it similar to that from Gleam of Force? (Shifting based on who's landing (counter-)hits, who's in the corner, who had to Burst (if Shuzen has a Burst), and a few other factors?)
Overdrive in GBVS gives you like 25% more damage on everything except super and Vira is a high damage character in her install. Yeah there's a reason that mechanic isn't coming back lmao
The moment I saw Vira and over drive against metera, I felt the soul crushing pain of that first hit. I hate fighting Vira so much, but there’s no debate on how solid she is
Sajam saying @10:45 "I'll dabble with Tekken as a very casual gamer, but I plan to play UNI more" is really funny to hear with the benefit of hindsight
I coin tossed my way into a 10-5 start only to lose all 5 of the last clips and the damage of that last super was an emotional roller coaster. Great stuff as always Sajam
Every time I see WIK i always think “damn, it’s the end of the month already? Wasn’t the last one just uploaded?” Time goes by so fast these days its crazy.
Love how I convinced my little brother to submit roblox somewhat as a joke and it made it into the half time show and since then it has continued to show up here and there.
Went 13-7, enjoyed a lot of the clips in this one but had a surprising amount of difficulty in the first half. Street Fighter 6 is a crazy game. I sussed out that Marisa clip though, I'm proud of that!
so for kyanta rollback. it's coming """""eventually""""". the dev has been working on it for quite a while but the engine the game uses doesn't even have netplay by default so they pretty much have to implement it from scratch. they've shown tests of rollback working but i'm sure a stable non-buggy version of it is still a ways off.
Great show as always! It's awesome to find out about even more fighting games. Apologies for the volume on the Under Night clip. It's super low because I set the Master Volume in-game to 10% (to hear people in voice) and forgot to increase it back up for OBS.
Fun fact for Shuzen clips, the bar at the bottom affects damage. Think of it like kusoge GRD system, you don't get it for blocking, only for being on the offense, and the more you have of it, the more damage you do, and the less your opponent does. Won't prevent you from guessing wrong but now you can be smartasses about it.
I am flabbergasted, to be frank, that when you mentioned the soundtracks of T8 and SF6, a Killer Instinct player didn't kick in your front fuckin door.
That was the first WIK I participated. Started with 6k points. Ended with 0. And I loved it. Way more fun to spend channel points in these than to highlight messages that (most) streamers won't read anyway.
obligatory beowulf isnt a grappler. he mainly opens you up with really fast overheads and lows after a hkd (hkd's being rare in skugs). He definitely looks like one, and his game plan is pretty similar, he just does low/high instead of low/command grab, and has a funny grab stance for combos. But he doesnt actually command grab you. he has command grabs, but one is super slow with small reward mainly for catching sleeping opponents and for combos, and the other costs 3 bars and is mainly for getting full hype immediately, but isnt worth it otherwise. for reference, if they had full hype they wouldve been able to kill here off a normal throw. I think its a pretty interesting discussion. thank you for attending my ted talk.
Wulfamania does give you a serious damage bonus as well, if you forgot, you do like roughly 40% more damage iirc across everything you do off that grab stance I also absolutely would call Beo a grappler, he does plenty of high low but getting wolf'd from mid-screen is part of the bully game just as much as his solid striking is, the real batshit thing is his fucking mobility, like yeah Cerebella's not lacking, has a sick glide even, but my man just crosses screens and shatters dreams
He's got an anti air grab too. And doesn't his regular grab go into stance for big followups? That's like 3 command grabs plus a normal grab that leads to huge reward. I'm not sold on this one. Esp because if the metric is "opens you up with throws", pretty much all of sf6's roster is grapplers, and King in tekken 7 is also disqualified despite half his movelist being grabs and that being his defining trait, simply because his strikes are good and safe enough that he never even has to use his grabs, and often doesn't.
@@xXWIKSubmitter69Xx the anti air grab is actually a hit, its just unblockable if the enemy moving upwards. it forces you to use one of the stance enders in the air. its mainly a reversal super since you get invuln and the only reward you really get is a free ex canis major press for hkd. You can get big damage off grabs, but you get a lot more damage from a high or low starter and then comboing into grab stance. Also worth mentioning that while he has 2 or 3 command grabs, the actual grappler has like 7, they are much faster (one of them being faster than the fastest button) and gets much higher reward off them. A lot of other non grapplers in sg also have command grabs, like valentine and big band. Its to catch people sleeping on defense. And again, if youre counting the anti air "grab", thats 2 of his command grabs costing meter and not really being used for damage, and the other one has 24 frames of start up and only grants an extra knee or headbutt. Its because his gameplan doesnt revolve around these command grabs. zangief, your gameplan is to threaten lows so you can command grab them, beowulf your gameplan is to threaten lows so you can hit them with a 14 frame overhead, and then ruthlessly mix them with more unreactable highs and lows into death. sorry for the long post
@@syrelian its 3 meter though, and the damage bonus is only for ex moves you do during it and headbutt, not really worth the damage you mainly just use it for immediate hype building. with 3 hype and roughly 3 meter you can kill off normal throw even with the harsh scaling. he had the meter, just didnt have the hype. if you getting hit by the 24+ frame startup command grab from half screen thats on you, you cant 50/50 people with that. And it only grants you one extra throw followup. its mostly a combo tool or to catch sleepers, but you get better and safer reward off your other options. 14 frame overhead does a lot more and leaves you way more + if it fails than a 24 frame command grab. cerebellas movement is actually really good, and beowulfs movement is really bad. also worth mentioning cerebella has like 7 command grabs and only one is a super, and her command grabs do a lot more damage and lead to much higher reward. Her basic one being 4 frame startup you can actually 50/50 people with low/command grab. also like 70% of the cast has a command grab or two, its a fairly common tool in sg. sorry for the long post. like i said i just think this is an interesting discussion. so many people think hes a grappler, but the last thing he wants to do is try and command grab you. even maries command grabs are better
@@hmad898 King's gameplan in tekken 7 also doesn't revolve around his grabs but he's literally the game's poster grappler. Meanwhile, Sol's gameplan in strive relies entirely around his grabs, and nobody calls him a grappler - and nago's mix prior to the most recent patch was almost entirely command-grab vs strike. Few people call Nago a grappler. Seems to me the criteria should be game dependent. If king can be a grappler in tekken despite primarily being a overhead/low character, I don't see why beowulf can't. It's been a while since I played skugs, but last time I did he was definitely the closest thing the game had to a grappler. Also don't his combo's rely extensively on the usage of his grabs? That's basically where king uses most of his, and that's enough in tekken (because in tekken throws are mostly bad at a competitive level, and can usually be ducked).
13 to 7 this time, probably my best so far the first kyanta clip my descision was purly "the wind current feels right today so it will kill". it sure as hell doesnt make sense, but thats how that game is sometimes
39:04 "Hello... it's me.. your new God. I bet you are wondering how your dumbass got into this situation. Shushushushu dont fight it it'll all be over soon....WEEEEEEEEE😆"
The moment the Gleam of Force clip came up, I recognize the similar strike-guard mechanic that was present on a few Hiryu no Ken/Flying Dragon nes games in the past. Hope it find success in the future.
For the first time in a while, I fared better in the first half than the second one, scoring seven guesses in a row. Still only 13/7 in the end, but that's mostly because I tried playing the odds and guessed No for most of the second half. At least it payed off in the end! Also, while I do think some of those halftime clips could've been easily used in the second half, I think I'm okay with just seeing more cool combos if the other choice is just, like, not having them. Though I do always appreciate hearing the behind-the-scenes talk along the lines of "We didn't use this because X Y and Z".
I'm waiting on T8 for Eliza to drop. Game looks fire but everyone in T7 aside from Eliza makes me feel like I'm playing a piano with all the keys in random order.
lmao what? its Joe-Ver is from the destiny 2 comunity. joe blackburn is the lead director and it was a way to say were done with destiny. the oposite is, "were Back-burn"
I'm glad I'm a youtube watcher cuz even tho I get majority of guesses right, I'm not trying to guess. I'm trying ordering the character to kill. If I see a grappler I mentally say "My brother in christ, you going to kill here"
for 11:04, if they charged up 5BC after the super, they would've been able to kill, since you are able to hit that after doing Gyre Vortex. But hey, that works too.
Hey there, clip-poster here. Unfortunately, Hyde's [FF] will not connect after IW considering it's the ender; the startup of [FF] is 32f considering I used Vorpal to CVO IW. There is a limit of 2 in the amount of wallbounces/groundbounces/OTGs (shared between them), and since I used both of them in the combo (214B~d.4B~d.4B ; 3B > FF wallbounce) Seth would be 100% invincible once he touches the ground. Thus, the only way to hit after IW ender is with a faster attack while he is in midair, and DP happens to be the most damaging at that point. You may be thinking of IW as a starter, in which you can connect a non-IC FF (in the corner) since you have the leeway of unused OTGs. The clip in this video is 2 months old now, and the one in the next is about a month old. I have since found the most optimal CVO ender, at least for CLR (66C > 623A > d.236C > 3C > CVO > 236A~236B if confident> IW > 623B).
The fakeout with the Koishi from the thumbnail is great. I click for one of my favorite Touhou characters... but first I get her in the wrong game, and then I get the right game but not her. (And the right game isn't even what I expected, I thought it would be Hisoutensoku)