@@HQRubbish and I STILL have to learn to just jump in 0.5 frames after the foe to air-combo them after a counter hit just to not waste it in AC+R or likely any XX game.... And Bite Loops? Jump installs in general are fucking hell enough but backdash cancels? Kill me please, I'm going back to BlazBlue to lab more tournament Ragna combos like a baby.
One reason Slayer does not have very good YRC options is that he has amazing options elsewhere with meter. YRC is not as game-defining as people think it is due to things like the meter penalty and being able to still play around it fairly effectively. The fact that you do not mention things like backdash YRC or BDC for Slayer is insane since it gives him so many more ways to deal with YRC let alone many other of Xrd's mechanics. One other thing to mention is that the discussion of RPS situations/game mechanics is very irrelevant because there will always be characters that invalidate certain RPS situations through their risk/reward. Along with this, if a character has weak RPS situations in general they should not engage with those situations in the first place, and usually have stronger options in general.
Yeah I felt this guy just tried to look for surface material on some points he was making with character match ups. I'm surprised he didn't focus on other strong stand alone YRC interactions with chars like Sin's Still Growing move. It used to fill the calorie gauge for near its full amount until it got nerfed. So Sin players would make that play on knockdown, get resources back and still be in the right spacing to poke their opponents. There are probably other strong obvious interactions to highlight but I can't remember off my head (may involve Elphelt or pre nerfed Raven). Hilariously the thing that was universally messed up with YRC especially when done in mid/full screen range was it eats the opponents inputs. So if you are reading super or some special move against your opponent, you can YRC in a timely manner and they are scrambling back to neutral as you come in to pressure.
I was just thinking of those RRC combos where Slayer dumps a full bar of meter to do over half your health in the corner. I don't play Slayer, so I don't know exactly how these work, I just remember that when I got blown up by a Slayer it usually involved a roman cancel combo into super that was less than 5 hits yet did stupid amounts of damage.
Not to be rude, but I think this video, at least the YRC section, is quite poorly informed and more of a biased "I don't like YRC" part instead of actually researched and thought out, like you started with the conclusion "YRC is bad" and then tried to find reasons to "prove" that. First of all is important to note that, even discounting Helter Skelter YRC, which is a decent YRC, we can easily reverse this situation and say that Slayer gets far, far, far more reward from RRC than Ky does. 50 meter means that Slayer is free to swing in neutral with Pilebunkers and Crosswise Heels, and convert them to massive damage on hit and pressure on block, or choose to keep the meter and gamble on a counter hit that will also kill you. Especially in the corner, whenever Slayer has 50 meter, he can do upwards of half your health with no issue, which is also compounded by the fact that he builds meter very quickly. Ky, meanwhile, has relatively few options for it. DP RRC and Stun Dipper are decent, but the reward for those is simply not dying for a move that should have killed you, and wouldn't have had too great reward even if it did hit. His RRC combos aren't all too great either, so he usually just spends meter either on his supers, system mechanics, or YRC. You can not like YRC, that's fine, but acting like it's some overlooked design flaw of the game that Ky has better options for YRC and worse for RRC and Slayer is the inverse is just wrong. And not to be picky, but in that corner situation, Slayer has a lot of ways out. 2H, j2K and footloose journey to change his air momentum to be harder to catch, just normal jumping so you don't commit to an airdash or superjumping so you're too high up to catch on anything but a read, just throwing out Dead on Time raw because it's 0 after flash so even if he YRCs he had to be blocking before the flash to not get punished, there are a lot of options, but you didn't show them to make the situation in the video support your argument more.
Isn't Slayer also, like, intangible 50% of the time? And can't he do, like, 75% damage off a single stray hit if he feels like it? And what about the Xrd unique mechanic of Blitz?
@@Guaporacer Exactly. It would be like playing Leo in Strive and being like "Wallslump is a broken mechanic. Characters like I-no, Bridget, HC, and more recently Ram can 50/50 loop you to death with it but characters like Leo can't get a wallslump to save his life, forcing him to break the wall and reset to neutral lest the opponent escapes or spend 50 meter, if you have it, on a super wallbreak to continue preasure reliably." Like, okay? And? Leo can (as of season 2, at least) cross you up in the corner with no setup required and the only risk is being reversaled or thrown, which he's always at risk at when he does that move. Even Bridget needs her returning yo-yo to hit/be blocked to get her left-right mix in the corner. Some characters are just built to take advantage of certain mechanics and lack a use case for/reliable way to access other mechanics. That's what makes characters unique and, in turn, fighting games so cool.
Hey, someone sent me this video, so I want to offer some feedback and observations.: First of all, your editing is really cool. Cool idea cool execution. The writing is good and the narration, although a bit too slow for my taste, is also solid. As for the content itself, the video seems to start from a conclusion, and then build the argument around it. The conclusion "YRC is the worst system mechanic ever and I hate it" is prefaced by a few examples of mainstream games with some mildly offensive System Mechanics that overlap with some aspects of YRC. The issue with this is two-pronged: There are system-wide mechanics that are far more egregious than YRC in the aspects you cite against it. Off the top of my head, Marvel 3's X-Factor or TAC system both severely diminish aspects of the core gameplay, monopolize whatever the current gamestate is and are also incredibly asymmetric in which characters benefit from it the most, with X-factor even being hardcoded with different values per character. So in this sense, my first issue is that this is a lack of research and/or experience. These are perfectly excusable of course, but should keep you from making such encompassing statements as "the worst" or even "one of the worst". Shit, specially about a game that has Danger Time variety hour. For the second part of that: I played Xrd quite a bit. I even play a character that has always benefited from YRC quite a bit (elphelt). Much like most Xrd players I would recognize that the mechanic can be very aggravating and could easily argue that the game would be better if it was re-tuned quite a bit. But the way you talk about Slayer using it, and the specific example you use, is so far off from how the game and that matchup and that situation in particular is played at mid-level Guilty Gear, that it just falls completely flat. Looking at the situation itself, you're talking about a character that can not only backdash straight through the projectile, but also cancel that backdash into jump, or K Mappa, or superjump airdash footloose out of the corner. If he wants, he can even dash forward, cancel that into bite or something else, 6P through the projectile or simply Dead on Time. This is a myriad of other options that he has out of a situation that should already be MOST disadvantageous to him. You couple some of these with YRC, and that's really not a situation that poses nearly as much of a threat to Slayer as it does to some other characters. But worse than that is when you pose Slayer as a character that has little use for YRC. This is simply untrue. You need only to watch a single video of Hase to catch several instances of Slayer using dandy YRC to carry momentum across the ground, Superjump footloose YRC to get fullscreen punishes and escapes, Mappa YRC to make immediate responses if it whiffs, they even gave him Helter Skelter YRC which functions as DP-safe okizeme + a 50/50 mixup pre and post the stomp itself. All of this plus the general uses of YRC that other characters have access to. Slayer has more uses for YRC than the character you pit him up against in the example, and in that way, the example fails completely when compared to your Ryu/Vega analysis, in a game which I also played, where I completely agree. Anyway, just wanted to say that. Good video, keep up the work and all the luck.
@@hugofontes5708 Not at all, actually one of slayer's coolest mechanics in xrd it's the fact that he can carry the invincibility that he gains from the backdash to other options if you cancel it quickly, Mappa hunch it's like the most common use if I'm not mistaken, but you can also jump or whatever
Starting from a conclusion and then building your argument to ignore all contrary evidence is enough to spoil it completely. This is good analysis, hopefully the author reads and learns from it.
The transition from SF4 uppercut FADC to YRC suggests (but does not state) that you can YRC an uppercut. I am worried that will lead to misinformation.
Love the style you put into your videos! On the topic at hand, a fighting game that relies heavily on its universal mechanics is Melty Blood: Type Lumina, and it works well here imo. Every character can do crazy stuff, and it kind of acts like an equaliser where everyone is balanced because of it. The only problem is it might make characters feel samey? but the sheer silliness of using your endless supply of ex-moves with every character is too fun.
@@HQRubbish I would argue that depending on how it is designed, having certain characters that can use mechanics less is very interesting. In Guilty Gear Strive Season 2 they added slow down on counter hits from punches and kicks, which would make counter hit combos from kicks and punches better for everyone. Now we look at Potemkin, he has awful kicks and punches and while most do the cast got at least decent options he got nothing from the change. Season 2 included other system mechanic updates like the universal kara-cancel that Potemkin already had and now everyone can use it. This has caused Potemkin who was a mid tier to not become any stronger while every character under him became better than him. But this is what makes him so interesting and fun to play, his offense is defined by his slash and heavy slash moves and of course his iconic grabs, not by his kicks or punches. While it is harder to get to a point where you can land your big buttons, landing them has never felt more satisfying because now I have to work for it even harder. I love characters with intended and interesting flaws, even if it objectively makes them worse and I definitely believe system mechanics can empathize strengths and weaknesses in great ways
@@ducklenin8161 yeah I feel like he needs a lot of stuff, becuase he doesn't really have any good mixups or strong pressure and his defence is so bad xd. I do like charachters with weaknesses, but it really sucks to be disrespected by more then half the cast in close range as a grappler
You essentially made no argument about why YRC is unfair. Who is it unfair to? Is any mechanic that gives one player an potential matchup lean "unfair"? You talked about the situations where it's strong, but why does that make it unfair? What does unfair even mean? Is it unfair that Venom's guard cancel is worse than Potemkin's, because it's a system mechanic? Twenty five meter + reduced tension pulse is a massive punishment, and the risk of just... blocking... against Ky is minimal. What's the risk? You get thrown or hit with a greed sever by a Ky with no meter? This is the problem with yrc in a game with Johnny?? If you play a character with narrow defensive options who really wants to one-touch the opponent with huge damage, maybe expect to play some matchups where you actually have to not mindlessly BDC. Adding an extra option for Ky to continue pressure that comes at relatively high cost is interesting. Without yrc, he can try to repressure with greater risk-- but with it, he has to spend damage potential to guarantee a low-reward, low risk situation for him. Suddenly, we have a game where you make decisions instead of flip coins on defense (hello ST). In a game full of broken and oppressive offense, sharing some meme from a green square discord member proving that "ky's greatest strength is stun edge yrc" is total nonsense. Ky's buttons are what win him games, not his utterly average fireball. Also, dismissively calling yrc a "risk" (implying it's not) is just you being salty. It's a risk--just because you don't understand what beats it doesn't mean it's not. I play Kum, who arguably benefits even greater from projectile yrc considering how much better and more versatile blue ball is compared to stun edge. And yet matchups where you see a Kum player try to do this are rare because the payout we're going to get from running up to someone in advantage is not worth the cost of yrcing most of the time. We need that meter to RRC into kickloops--because that's what wins us the game. Not stealing one turn from someone in the corner. I will say, Slayer is definitely one of the matchups where you do want to make the blue ball aggressively and sometimes yrc it out because you're afraid of getting Pilebunkered--so maybe your problem is biased purely by the character you play. This is because he struggles to deal with PROJECTILES, not because he specifically struggles to deal with yrc. Take my word for this: The same concept applies heavily in Jam vs. Haehyun--Jam does not lack options to use with yrc (using your examples, she has a fast run speed and her ryuujin yrc shoots her forward at ridiculous speed). But she struggles to deal with fireballs. Blue ball yrc works great against her. Take this situation: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-PXN30ZgOyPk.html - if you break down this clip, there was no reason for Day to IAD here. It was high risk, low reward. Just block the damn fireball, let Kum risk throwing/repressuring and then gain no meter during the blockstring, and then go back to neutral where now Kum lacks the 50 meter to make hayabusa remotely scary. The reason I yrc there is not because I want a shitty turn, it's because I'm afraid of him pilebunkering as I try to represent blue ball--I want to use the blue ball as a shield to protect myself and get a free knockdown. You will notice this pb I'm afraid of happens literally 10 seconds later in the match and I lose. It sounds like you just don't think it's fun to have to block because the Ky decided to press yrc--it's true that you probably need to block, or double jump away in the air, or essentially go on the defense momentarily against someone who decides to spend 25 meter + kill their tension pulse to briefly steal a turn. That's cool design. If you stop incorrectly thinking that yrc is low-cost then you will come to understand what's interesting about it. If there's any aspect at all of this argument that makes any sense, it's how yrc affects >matchups< rather than just characters. The game is designed around the mechanic existing. You imply that it's not thought through how yrc affects characters strengths--when obviously it is? No one is playtesting guilty gear xrd without yrc, because it's existed from the beginning. But it's true that characters who rely on quickly changing location suffer more against characters who want to use yrc (Dizzy, Venom) in more random spots, because every so often you'll incidentally catch something like a Chipp teleport or a Slayer backdash or dandy step. That's just the game, though. Understand that them wanting to yrc more by default often puts you at more of a risk for jumping or air dashing by default. ANYONE who spends all their meter on yrc gives you massive comeback potential--especially as Slayer!
Hi I think you're getting caught up on definitions here, "unfair" doesn't have to mean " game is imbalanced". There are more quantifiable variables in a game than "who is the strongest?". The unfair aspect is the usability dichotomy, some characters get to massively partake while others pretty much get nothing from it. Something that imo is a very "feel bad" instance in terms of design. How it affects game balance is irrelevant to the point. I think Ky vs SL is totally fine in terms of matchup balance, but the video isn't about character strength.
@@HQRubbish Options can and should have different strength levels. It makes them interesting. The concept of one fireball being slower to recover than another is 'unfair' but creates interesting design space, because you give the character with the weaker fireball something else to compensate. The player with the strongest fireball gets to partake in shooting endless tiger shots, while the weaker one has to navigate the situation by jumping or evading through and find their advantage elsewhere. (This to say nothing of all the interesting ways that system mechanics can influence these interactions). That's good design.
Yes, variance is generally good, I don't think you'll find me ever disagreeing with that. I don't think massive swinging variance in game defining new mechanics is very fun though, especially not from the perspective of veteran players going into a new iteration. Building and advertising largely around one specific mechanic and then making it incredibly lopsided in terms of usability is to me not desirable. But feel free to disagree.
@@HQRubbish Learning to play around a mechanic like yrc provides interesting decisions and creates fun. Be someone who can feel good about dealing with stun edge yrc and then smoke Ky with mappa rc once you're back to neutral because he's out of meter. If you do that, you are engaging in the system mechanic. You aren't the one doing yrc, but your experience is affected by it being there. If something not fun to play against, then that's something that needs fixing for other reasons. Also... Slayer definitely uses yrc. Helter Skelter yrc is good.
25% meter + reduced pulse is not massive punishment come on now lol. stun edge yrc allows him to control space very well for a character that has good neutral without spending too much meter or having a timing behind it. Yrc stun edge isn't the only tool that makes him strong but it is very cohesive with his other tools.
I adore yrc being able to set projectiles and create mixups. I play Sol/Slayer (monkey gang les gooo). Doing Yrc mappa into BU never is expected and setting the neutral with Yrc gun flame is awesome. However, I do think the slowdown THAT IS FULLSCREEN is a little stupid. If it was like FRC in +R without slowdown, but still accessible like in xrd (any move, generous window) it would be an adored mechanic. I still love Xrd and will even play it on delay happily. Nonetheless, amazing video and Subbed 👍
Thanks for the kind words! I definitely prefer the RC mechanics in XX. The execution part is take it or leave it for me, but I do quite like the idea of selective application for whiff cancellable moves.
I’ve been considering ideas for a fighting game I want to develop and I reached the same conclusion you did, just from a different perspective. I figured it would be more fun and enticing to play a character if they had a unique system tied to them (ex. Roman cancels for one character, King throws for another, etc.) but I have been heavily considering how each character works and what system would greatly benefit them. I thought your take on Ryu vs Vega was great, btw, seeing how the FADC system compliments one style while hindering another made me rethink some of my initial, notebook ideas. I have one question, though, do you think it’s too much to add general system mechanics on top of that or should they be added? What examples could we have for something like that?
@Jtjelani Not trying to undermine your will (more like an advise), but your idea already has been developed: it is the blazblue franchise. Every character has a different mechanic aside the main one. If you see the characters and their matches, some of them are just pure robbery, while others just exist. What I think is the main argument of the video is when you put a system in a game with different playstyles, this new system will invariably fall more for one side of playstyle than the others. While it distinguishes your game from the others, it also becomes a nightmare in the balance aspect.
@@rcj2198 Honestly not that fair of a comparison, drive attacks are less of a entirely different mechanic and more of a part of a character's toolkit. Overdrive on the other hand is a wonderful system mechanic, it's a temporary buff, a burst and an universal reversal FOR EVERY CHARACTER at the same time, opening the door for combo routes, new options, mind games etc.
this was a great watch. the one issue i'd bring up would be the vega vs ryu example. granted it was used as a step to talk about YRC but the example sounded like vega had no options for using FADC (which is true) and no options really against it either (which is somewhat false) the reality is especially against shoto's is that FADC goes from an optional way to extend pressure to a required use to keep their main poke (cr mk fireball) safe. in every other match up the push back is enough to negate the fact that fireball is -6. though due to vega's cr mp being 4 frames and EXTREMLY long. ryu players had to use it even if they did not exactly want to use the cr mk fireball for pressure on block. most Evil ryu players would use it as a confirm, on hit FADC into their main bnb but against vega doing cr mk fireball at all had to be followed with an FADC otherwise they would eat cr mp EX flying barcalona into a safe jump. granted the safe jump didn't mean much to shoto's who had a 3 frame reversal but was still a big deal against sagat for instance. also if the shoto did use the FADC for pressure. between crouch tech and vega having the second best backdash in the game. vega arguably had more options than most to get out of that pressure if it occurred. besides that. great video. not gonna bother defending YRC as honestly that mechanic sucks ass lmao.
As much as I do agree with the situation being a little bit more complex than I specified, you gotta remember that in Vanilla ex barcelona had a shite hitbox. It won't connect from cr.mp in that game unless you basically specifically block a point blank normal cancelled into fireball. It just be do like that.
@@HQRubbish ahhhhhhhh fuck. forgot how bad that was in vanilla lmaoo. yea you right i clean forgot about the hitbox changes. I apologise. been a hell of a long time since i touched vanilla SF4 lmaoo.
This showed up in my recommendations and I gotta say, I really love your video editing style. The video title was what drew me in but your style and presentation got the like/subscribe/comment!
I think I prefer how Kill La Kill IF did the RPS exchange. It's practically the same kind of attack for everyone, but the aggressor's choice determines what small bonus they'd get if they succeed. The defender's choices are all extra damage, but they could potentially guess what the aggressor's choice may be depending on the bonuses. Might they try to get HP recovery? Extra meter? Extra damage? And the aggressor could either try to benefit from a helpful bonus, or take a risk on the opponent thinking they'd go for that. So yeah, it's a lot more strategic than simply guessing buttons.
Your editing style is amazing, it never takes away from the pacing or direction of the video. I'd love to see you cover install type moves or supers sometime in the future, theyre notoriously weird to balance As a personal tangent, yrc really fucked with how i learned neutral very very hard because rev was one of my first fighting games. I would always spend 25 on yrc gamma whenever it was available, regardless of context. I didnt even understand why people ever did raw yrc to assess situations because my logic back then was "yrc will cancel the recovery of the move anyway so i should always do a move". It rotted my brain that much lol
Your channel is superbly underrated! Which is a shame, production value is really good and I enjoy your stuff! Hopefuly you will gain traction soon, you def deserve to be seen ^^
I have to agree with this sentiment. Keeping the core mechanics simple means you can make changes to an individual character that don't break the game. However, that does not mean that the title must lack complexity as the individual characters you make can be unique in some way. On to how this would play out, I think the Killer Instinct remake has some good examples. It isn't a tag team game, but with clever character design there is a character that functions like that. Armor isn't some core mechanic, but there are characters who use it, and something like Aganos is unique in that it requires a little bit of time to set up and can be used almost like a resource for several different actions. With that said, depending on how far you go with this, it can greatly increase the amount of knowledge required to understand matchups.
First of all: this style of editing or presentation, or whatever you wanna call it, is great. Not distracting, but with it's own style and even a few gags. It's awesome. Second: I thought this would be your typical "fighting games too hard for no reason :(" video by someone who doesn't play the genre at all, so I was pleasantly surprised. Third: I don't know much about Xrd, as I was just getting into fighting games when it was released. Then the delayed PC releases, being in Europe and all that, so I didn't even have much of an opportunity to play it competitively. But, when watching tournaments, I was always surprised with how often YRC is used. It was also one of the reasons as to why I couldn't get comfortable in the game. So seeing how the system was changed in Strive I was like "yeah, no shit" That being said, I do feel like even though Slayer gets murked on defence, he would probably get some good rewards on offence, no? Again, I don't know much about Xrd, so obviously my words have no meaning, but, yeah. Unless this is just a rant piece, which is fine. But like... it would just make sense for him to excel in one area and be lacking in a different one. That's kinda how it goes, doesn't it? System mechanics will often favour certain archetypes (something something, Rashid) but that doesn't mean that other ones aren't good. They just have to work a little bit harder, or around the issue. Which, yes, isn't fair, but, well, what is? All I'm trying to say is... it can't be that bad. I don't want to educate you on how to make videos, seeing how you're the one actually making them, but yeah, there's gotta be more situations that aren't as dire, or are maybe even advantageous for Slayer. Which would be a great counterpoint, and you still could've ended video with "I just don't like YRC, man." In the end, isn't the unfairness the fun here? The push and pull, I mean. My character is good at X, but sucks at Y, whereas the opponent is the opposite. So I have to work around it or directly against it, but my opponent will have to do the same, too. Something like that. Anyway, I'm gonna sub and watch some other videos of yours, good stuff.
I'd love to hear your thoughts on FRC too it's like a system mechanic but... not really universal in the sense that everybody can use it the same something like slayers 6P able to be FRC'd but to my knowledge nobody else can do that
Cool video, the editing style is cool to look at and pretty creative + You explained everything well enough that i, someone that has little to no experience on Xrd, managed to understand everything just fine If i had to nitpick something though, i'd have to admit, the glitchy sound effects can get a tiny little bit jarring at times, like, a couple of them kinda hurt. But otherwise, great video
Another fun one to add to the list for you. Mortal Kombat 11's "Breakaway" system. Basically, it allows a character to spend defensive meter (There are two different meters, they build passively over time) to enter an armored freefall state to escape from any juggle. Basically it's meant to function as the game's *demi burst*, a way for the player to escape before they take too much damage... but give it a little thought and I bet you can see exactly what the problem is. You see, juggles aren't created equal in Mortal Kombat 11. Some characters optimal damage combo routes don't put you airborne at all, while others can't even do a basic B&B without launching... characters like Shao Khan. He's kind of the big, lumbering one-chance character of the game who will have a hard time touching you but when he does you can bet he'll do 50%... unless you breakaway, in which case he does basically nothing. He was bottom tier for most of the game's lifespan, mostly because of this.
Simply a fantastic video, I'd be interested in your opinion on Instant airdash -> YRC as well. I personally don't like YRC when it comes to fireball but I have a lot of fun finding new scummy ways to use it like cancelling the start up of 5D to then do a low when they're ready to block the overhead. Or 5D -> Yrc -> Potemkin buster, using a forward advancing move to get close to the opponent -> YRC (before it hits obviously) -> throw. I'm a scumbag mad scientist : - )
The algorithm fed me this video and I'm glad it did. Super good video, awesome editing, big fan. One minor suggestion: turn the audio up. I had to turn this video up about twice as loud as most other videos
I never played Xrd so I don't have much input on YRC, but Happy Chaos in Strive has taught me more than enough about some characters utilizing system mechanics better than others.
Nice editing. Regarding YRC in Guilty Gear Xrd I think David Sirlin's take on how it solves some design problems was interesting (Mike Zaimont hated it though).
the quality of your editing consistently amazes me, fantastic job. also, I will say that roman cancelling was what really interested me initially about guilty gear, because it felt like it was such a free form tool, but I can see how it leads to unfair interactions for some matchups. I think my preferred system would maybe be a hybrid of +R's and Xrd's roman cancel, maybe by keeping the "cancel anything, anytime" aspect, but remove the forced slowdown?
It is definitely the slowdown that really messes with it imo. I much prefer either BB's approach of no slowdown, no whiff cancels or Accent Cores with whiff cancellable moves being selectively chosen with FRC.
I think the way roman cancels work in strive is a nice compromise because of how the slowdown is only proximity based. You can't slow the entire screen down at any moment and it also costs more meter to do than xrd yrc. Strive RC (I guess BRC is the best comparison to yrc but all RCs cost the same in strive) is also easier to apply to anyone in the cast imo. There's still some funk to it like the positive bonus loops and punishing someone who successfully backdashed a command grab, but it's still my favorite implementation of it.
I would like to note that, while yes, YRC can get a little cheezy here and there, but I feel like it wouldn't be thrown out left and right. Sure, how the meter is removed after one round brings out this "use it or lose it" mentality, players would usually think about using meter in the long run. YRC is just a gear in the works of something much bigger (Pun intended). The opponent could always save that meter for something else like an overdrive or a RRC for a combo, but this is where we start playing into mind games and stuff like that where I would even start to begin. There are so many other, and much better uses for the meter. Heck, one of those options do what YRC can do in some situations, but in a more defensive position, Blitz Shield. Blitz Shield can be a useful option because it can cover the projectile and any attack that your opponent throws out anyways on full charge, except lows if you're using mid and mid and high if low. Not to mention grabs and overdrives which negate Blitz Shield entirely. Even then, if you were to be put in a situation like that anyways, you'er at disadvantage because you want to be close to the opponent anyways, literally in grab range even. It's just how Slayer should be played. Take it from me as a fellow Slayer main (although I am still a novice) it sucks to be outside of your optimal range. But there are ways to get back in that range. Teleport jump cancelling can neglect the opponents counter that they may have, Back Dash Jump Cancelling will give any move invincibility, even the jump itself. In your case, like I said, Slayer is a High Risk, way to high reward character, as he has Guilty Gear STRIVE damage, but requires some smart approaching, and use of quite a lot of his upper body invincibility, especially from forward punch. He has trouble getting in because he's supposed to have trouble getting to where he wants to be. I'm not defending YRC, because I know it can be hard to contest, but it isn't as game defining as you make it out to be. The RC mechanic as a whole, hell even how Tension is gained and how everyone is a rush down character under circumstances that they have one advantage. Anyways, sorry for the wall of text. Love your editing style, it's cool as all hell. Especially this video.
this video is just a massive case study as to what extent Slayer mains refuse to block lmao. just hold the SE. he will spend 25 meter to reset pressure and literally nothing else. also you didn't mention BDC.
Now i know what a yrc is. I wonder if time gets doubled slowed with raven's needle. Yeah, i prefer character's specific mechanics more than universal ones but i assume is gonna be very hard for devs to remove the concept entirely. I guess my favourite universal mechanic is D moving and meditating in V Special even if it mean Kusaregedo has a unique roll that makes him very annoying to fight against
First I appreciate the Trojan Horse video to talk about YRC Second I think the main issue with YRC is that it goes to far. It’s window is lenient, it’s a full screen stop, it costs 25 meter, and it’s also in a game that doesn’t seem super balanced around 25 meter options besides YRC itself. I mean look at what other games have done for similar effects. Force RC in XX didn’t stop and was more strict in its timing, and PRC in Strive is both proximity dependent on whether the stop happens, and you need positive bonus to get even close to approaching a 25 meter option, which requires work to already be done in the match. YRC just feels kinda bloated, which honestly in a game like Xrd is pretty fitting. This is a game with danger time after all
I am Slayer main at heart but I play more strive then XRD or +R so I have moved onto Potemkin until they add Slayer into Strive. I had no idea the yellow rc game was so unfavorable for him, but while that does suck for him without that system mechanic he would still have the same weakness and I feel like yellow rc just makes it easier to exploit them. The reason I love playing Slayer and Potemkin or for another game example Fox and Incineroar is that I want to struggle to get in and I really mean struggle, until I am face to face with my opponent and I can play my game “insert Slayer combo”. I didn’t know slayer had such issues dealing with yellow rc in XRD because I play at a lower level in XRD compared to strive but his limited access to it feels like it aligns very well with his general weakness of approaching and I think that is very interesting and one of the reasons I gravitated towards him to begin with. While Vega genuinely got nothing of the cancels and the same is true for Slayer, I think that is more designed and in line with the character, if they wanted him to be able to use it well then they would have given him a projectile like Nagoriyuki from strive, but playing a limited character can also be incredibly satisfying in my opinion. Great video, but inequality is important for balance, the same way that there will be good characters there will of course be bad characters and as long as bad characters are well designed and still have interesting options (like Potemkin in Strive or Xrd), then I think it is completely fine to have insane system mechanics
As informative and great as this video is the Slayer scoot with YRC is great and the fact that you didn't complain about Ky's 2D as a Slayer player makes me very sad lol. Just a little Emu "mitochondria is the powerhouse of the cell" one frame flash across the screen lol.
Vid has a very neat visual style, but the ky vs slayer corner trap example looks a lot weaker if you have any familiarity with GGXrd. If your main argument is that slayer can't utilize yrc as well as ky so the mechanic sucks, slayer can just kill ky with 50, and has enough evasive properties to escape a fireball corner trap. It might have been worth it to show more examples of ky fireball trapping other characters if it's really as strong as you say. If your main argument is that global mechanics not having consistent rules across the cast is bad, why not actually bring up other inconsistencies in Xrd because being able to yrc projectiles is something rather consistent in xrd, but there are other examples that are more worth talking about, like Pot and Johnny