I love dead body hitting in fighting games and I really hate when games don't include it or remove it with a patch. In Persona 4 Arena Ultimax, if you finish a round with at least 50 meter you get unlimited meter to do whatever, aside from supers, so you can mash One More! Cancels or EX moves for a second or two. In the older BlazBlue titles you could THROW dead bodies. That's probably my favorite post round disrespect.
Lethal league blaze may not necessarily be a fighting game, but when an opponent is knocked out you can do some pretty funny bm, which includes bunting them, smashing them straight offscreen at mach 10, or actually grabbing and throwing their bodies like a football. I believe you can waste super on them too if you're fast enough.
@@viscidvioletdisgustingverm1020 it's not really "wasting" super because meter resets after each stock, but it's super funny to just eat your opponent after a stock as latch
In SF4 could still special and super cancel if you buffered it before the last it. My favorite ways to end a rounds with Dudley was a jab KO buffered into thunderbolt or short swing blow chip KO into focus or super.
Legitimately surprised you didn’t mention the Lethal League games, which ONLY allow you to directly attack your opponent after the round ends. You can juggle and throw them for a few seconds and it’s amazing
i made my team in the ps2 version of capcom vs snk 2 all have a white & blue variant where they had white hair and white trimmed blue clothing (guile, e honda and zangief)
On X-Men Vs Street Fighter and Marvel Vs Capcom, when winning with Gambit, I would try to perform his Royal Flush super as the screen paused to catch the in-between frames of the start-up (if done right, it’d look like he was doing his own version of the D-X chop) or the moment right before execution to see the cards in his hands. Always loved that pose.
In Lethal League Blaze it's basically customary to juggle the opponent you just turned white. It's funny, harmless, expected and it's part of the reason why I love the game.
Yoo knnew someone was gonna bring it up I was honestly waiting for it in the video and it didn't come. I played Doombox a lot, and while I wasn't all too good at technical stuff I had actually been motivated to learn how to do the basic up down up down a few times (and if I have special I'll end it with that) just cause of playing with randoms and my friends it's real cool or I'll just dunk it downwards with a grab lol that's really cool feeling to do (especially on Doombox) regardless of how unimpressive it is (P.S. aren't the people who call corpse juggling Bad Manners funny?)
I absolutely love getting juggled after getting absolutely stomped. It's some of the most skillful bm in almost any fighting game and it's just funny to watch
I wish FGs had Dark Souls' gesture system, so you could communicate with your opponent mid match without having to set up voice chat. Doing gestures in the time after you kill an opponent in PVP but before they vanish is the best feeling.
it reminds me of the moments between stocks in platform fighters like melee or rivals. people tend to spam tech skill, whether it be platform movement or multishines or something like that. You're right these little moments tend to give a lot of personality.
When I used to play smash and i got in my opponent's head, I'd stand on the top platform and wait for them to respawn. Surprisingly it told me a lot about my opponent's emotions. Some would jump right off the halo and try to hit me. Some would just wait there. Some straight up tried to run away.
As a Rivals player, I don't do any of that, not because I can't, _but because I'm playing Sylv and every second I'm not covering the stage in grass is a stock I'll be losing the next round_
This was a really specific chance to show off the post round stun state and character loss scream of Soulcalibur as a series. Doing Nightmare stomps on X and watching her stun animation loop was always really funny. That and the post Ring Out self Ring Out.
It always felt disrespectful to me not to immediately follow your opponent off the ledge if you ring them out in Soul Calibur. It adds a bit of levity and almost feels like a gesture of solidarity lol
@@LieseFury No. Lol No one that's actually good is killing themselves by accident between stocks. If you lose stocks in between stocks, there's no chance you were even going to top 8 let alone win that tournament lol
No, you see, the TRUE BM is to stand completely still after taking a stock definitively. You *could* be spamming tech-skill... but you're not. *And that's the point.*
@@CFlandre Lol along these same lines I like to do really simple things that you don't normally see. I was a Mario main, and (besides the fact that you just lost a stock to Mario lol) people would look up in between stocks and I would be using his slight walk animation where he basically tip-toes across the screen LOL I always find things like that. Like with Fox, if you turn around slightly, he tail actually wraps around his body, so I would just stand wherever and turn slightly so that it looked like he was chasing his tail. Lol I don't know what my opponent thought, but it cracked me up! Hahaha
Yes!! More fighting games should consider adding in this feature! The ONLY reason that I’m not spamming the entire Them’s Fighting Herds dev team with messages about this every single hour of every single day is because I don’t want to beat a dead horse.
I prefer postround mashing like in 3rd over fatalities from MK. You can't really show your personality with a few predefined cutscenes. And requiring specific input makes fatality more "meaningful", more disrespectful, which is not good imo.
Played a ton of Soul Calibur II with a coworker. He's got a really good Mitsurugi and I have a mediocre Nightmare, but our matches are usually super tense. If I win a round and need an extra moral pump, I'll stomp his character on the ground after the KO just to hype me up XD
The best part about the MK "Finish Him" moment is if you're already mid combo, you can keep the combo going as long as you can and then afterwards, finish them off normally with whatever you want. Making them watch that last combo, into whatever else you do is peak expression, especially if they instead do last combo into brutality.
I like doing ky's 5k at round end, just because it looks so dismissive. Like, "let me push this thing out of the way so I can go do something more interesting".
i play Nago and one of my favorite things to do after beating someone thats been giving me hard time in match is 5K after K.O. kicking someones body across the room is super satisfying
Quick aside, it was actually Virtua Fighter that started the whole character customization thing. Everyone seems to give credit to Tekken for that. I guess that's what happens when your game is the more popular one.
Oh boy, I was actually wondering what's it called for when, after a death juggle, you just keep juggling your opponent for that one sec betwern matches to show them you had the win anyway. Thank you.
It's an interesting topic. Personally one of my favourite examples of post-round actions is the post-round taunt in 3rd Strike, mostly because due to taunting actually giving benefits in normal gameplay but what benefits taunts do give does not carry over between rounds the post-round taunt unlike the normal gameplay taunt serves no benefit and is there just to show off your character's taunt before their win animation. It just hits differently when you know it can be justified in the match as "Q just wants more health and taunting is actually part of his meta" or "Ken wanted to have extra damage on his next combo" but when it's post-round it's just a taunt, nothing else.
In the SFEX series, you can even super after KO, and it will not cost any super bar, nor it will do the super-freeze. You can spam Shinkuu Hadokens over your opponent's defeated body, or even miss Level 3 Super grabs on them for about 4 seconds.
In X-men COTA, the start button between rounds is essential. Since it's 1v1 rounds, players can carry the opponent to the corner and start the round with a great position advantage.
My main concern after a round/game is over is being able to move on quickly, either to rematch or to leave. I don’t like fatalities or KI ultras because they make me sit there, win or lose, when I really just want to move on. I’m much more ok with the short, one or two attack post game stuff like in 3rd strike. Juggle me for one more hit, whatever, just don’t waste my time.
@@manwhalegaming Yeah, but you can also chain multiple ultras together. I always skip, and most people do, but sometimes people let it rock and it bugs me. Not the biggest deal in the world, I just prefer shorter turnaround times.
I have a few different ones for 3rd Strike. Chun-Li: overhead somersault, Akuma: light punch into fierce juggle, Twelve: double back medium kick (AKA the Russian squat dance), Elena: super jump, Sean: basketball taunt, Hugo: secret Poison taunt, and Q or Alex: light kick.
I’d like to add on to this: Dudley rose, one of his wins screens is also a rose toss, so sometimes you can get Dudley to throw a rose with taunt, then pause for a second just to throw another one
I hate that they got rid of post KO hits in SF4. There are some rare occasions where you can get a special cancel or fadc to git after the KO, but it isn't the same.
When playing SFV, I love the beginning match character starts, and don’t ever skip them myself, but I understand if some opponents prefer to get right into the match. However, if they then don’t skip the round win pose, it feels like they’re rubbing my nose into the loss. It’s almost enough to make me salty. Also, if they take way too long to accept a rematch after winning the first, it feels like they’re dunking me on their stream or something. Paranoia? Perhaps.
@@mextyle_327 Cody's SFV "near loss" win is the worst cuz unlike others, who show some form of "ya almost had me" sorta respect, he straight up says "man, you suck!"
i think more games should have mk's mercy system, getting to give the opp a tiny chance of coming back and then either beating them again or them actually coming back and beating you was really cool. i really like the way certain brutalities in that game are directly tied to the mercy system too to do even more to grief the other player
then in KOFUM when the fight is over for the last team menber, the screen goes to white and go to the victory screen, skipping the normal victory animation.
MKX has a really good version of this with Brutalities. You can continue a combo long after a match finishes and even uses grabs to extend them, all ending in a quick, stylish finisher.
I agree very heavily with this, I know it's a lot of work for very little payoff but I wish Smash had more victory screens because something a lot of people miss is that you can choose the victory screen using the d-pad and it goes unappreciated but it is a form of expression. Whenever I play Melee and win with Peach always always I select the "Oh did I win?" Victory screen
As someone who cut his teeth as a competitive player in the Capcom Vs. games, I was super disappointed at how prudish Capcom was being with SFIV over post-fight shenanigans. Fast forward to GG Strive, and you can kind of get away with a bit of it, but it's still very restrictive.
Smash has a good idea when they added special zoom. You got hit by a strong, easily avoidable attack, and now time will slow and the camera will briefly zoom in to show exactly what happened. Now you feel humiliated and the audience is popping off at you. All of this technically doesn't directly affect gameplay, but it does make a difference in mind games.
if there was post-K.O. gameplay in Street Fighter V, i would either do a standing heavy punch into hundred hand slap on my opponent's corpse for a quick 6 hits from my e. honda, or i would do a stomp command normal and then whiffcancel it into a command grab motion "ooh she's gonna stomp me- ...oh she whiffcancelled it"
In Fighterz, I love hitting the opponent with any j2H that launches just to see the character fall all the way down. It's also fun to hit a fujin follow up as Anji post KO.
I think a lot of this, particularly the comments, is coping with the fact these players are really toxic. And there is a vast underestimation on how many people use the feature explicitly to be toxic, at least they don't lie that it's "expression". Like for every person who uses the feature not for toxic reasons there are maybe 20 or 40 people who use it to be toxic and stray people away from the game. Way more harm than good really.
Soulcalibur was always such a fun game due to this SC3 for the Ps2 in particular, had a glitch that was just so fun to do. Not only u are able to keep hitting your opponent (and everytime you do so they do their ko scream again) but if done right, they will scream again during your win screen for some reason. It even works for yourself if you suicide via ring out after winning, in which case your character will scream audibly AND visibly while doing their win pose
this is a great video my usual criticism of this channel is how nearly all content is aimed at mid-to-highlevel concerns. but this is a great take on emphasizing something that both high and low level players can really get behind (and if you want to be a flthy capitalist about it, something companies can pounce on and monetize to some degree). post round freedom to hit bodies or even just hit a couple extra buttons a la SF4 is always fun. a clever studio could even find ways to incorporate those moments into the design, letting people use unlockable/purchased taunts, some of which might loop in a funny way, like when you spam certain dances in League of Legends i personally have never heard the argument that stuff like this in BM but i think you do a good job in dismissing that notion. as long as you have the ability to crouch people will teabag you, there's no getting away from it. better to harness it, let players use it, and maybe even give the downed player something fun to do like roll around or give the winner the finger guns or something. have fun with it! the comparison to battle royales is a good one, too. by design you almost never win, the games themselves are very complex, but low skill players come back for months or even years because there's other ways to have fun than winning just a great vid all around!
This is super fascinating because your reasoning is exactly why in games like Tekken 7 I turn the ability to act post-round off. If I drop a round, I don't want to give them that momentum or chance to test their execution, and I'd rather throw their rhythm off when they try and nothing happens. Plus it's sort of a mental reset, the round ends, it's over, on to the next one. Choosing not to act when you win can send a message too!
My friend plays Dante, and whenever he gets the win he ALWAYS without fail pulls out the "funny gun" which is Just him holding down 236P or Multilock. "I only do it cause it pisses people off!"
Post round freedom is one of my favorite parts of soul calibur and it has so much depth depending on your character and the condition of your victory. Flailing yourself off the stage, practicing JFs, or just beating up on someones limp character adds so much.
in melee when you get a star ko, you have a lot of free time to do whatever you want before they come back on the next stock. some people do execution practice but it can be funny to just stand there, taunt or do silly movement options that wouldn’t be useful in match
Killer instinct's ultra combo comes to mind, it's basically the punching bodies concept turned into a silly mini game, since the length of your ultra combo ends up depending largely on your combo skill and how much metre you had left over at the end of a round
It really is the little mechanics like dead body punching, taunts, mercy, etc. that can make a game stick out in your memory. Mentioning the parallels between game genres actually brought me back to my Team Fortress 2 days, where for a short period post-game the losing team members would throw their arms over their heads in surrender while the winning team got to hunt them down with critical damage. I have so many memories of crit-rocketing entire teams after getting a clutch back-cap victory or managing to completely dodge the enemy fire coming at me after a loss, that even if it rubbed salt in the wound pretty often, the fun and memorability of the mechanic ended up winning out completely in the long run.
My favorite part about the TF2 victory state is when you're on the losing team and you manage to get a taunt kill off and kill someone on the winning team by surprise. It's so rare that it actually works, but when it does it's _fantastic._
I miss player expression in fighting games. That is one reason why I still like to play 3rd Strike. I was there, when they patched it out entirely in SFIV and it was certainly a bad choice. Even though it pissed me off pretty good a few times back then.
To play devil's advocate for a moment, one other reason Capcom may have wanted to stop people from hitting KO'd opponents is for presentation/story purposes. I can't speak for the older games since I don't play them, but I know the newer ones at least have virtually no ways to hit opponents even when they're knocked down during a match. If they're trying to maintain the idea that this is still a martial arts match even with all the supernormal powers involved, it would be looked down upon to strike an opponent who's already been knocked down, even worse so had they been knocked out entirely. For all I know it's probably not this and I'm pretty neutral on the subject in general. I had fun with it in Soul Calibur 2, but I've never really missed its presence in other fighting games. I value player expression during the matches, but even then I can appreciate the option to let loose on the controller after the game says I'm done. A similar example would be practicing tech between stocks in Smash while waiting for your opponent to respawn.
This is something I never really thought about but it really is a small thing that means a lot. I was honestly a bit upset when I found out I couldn't use Axl's timestop super once the round ended because I just think the pose looks cool.
Marvel vs Capcom (the first one) DID have a minor mechanic to these. If you ended the post-match beating in a particular frame or pose, you'd score points. Zangief's Spinning Clothesline was worth 1,000, while Roll's Beat Plane was worth 50,000 if you timed it JUST right.
All of your videos are great! While I definitely can vouch for the Punching Bodies technique working on me a little bit in certain games and messing with my mental (especially Strive where there doesn't seem to be a clear way to actually do so), you did help me realize that I do totally have a tell in that game - whenever i win a round as Anji in Strive, i ALWAYS try to throw out a shitsu/butterfly. it feels like i'm thanking them for a good match :) And you made a great point - honestly, just the control after a round end should be standard in every game! I really like the idea of, if you press start at round end, you take manual control again. It could also add an interesting sort of side-effect where an overly confident player could press it a bit too early, and, especially in a competitive setting, end up costing them the match (assuming they press it long enough to open up the start menu).
Naaah... Beating up on a corpse is disrespectful. I'm perfectly fine with that aspect not being in the game. Kicking someone while they are down.... This is why the FGC is toxic. They want to keep finding ways to make you feel bad for not "git'n gud." I don't personally care it someone beats on my corpse, but I think it's poor sportsmanship.
I was really hoping you'd mention post ko in lethal league, there are character specific combos you can do on your opponents dead body that really flex your skill and execution, can also show a lot of expression while doing it. Also can be tilting mid match when you have to watch your whited out body get tossed around for 7 seconds before you can do anything about it
BBCF has Corpse Kick as a bonus in its non-Arcade modes. Gets you Points, and in SpeedStar Mode I WILL get more time with it! In other games I just try to get as many hits and I can. Live practice, basically
Not sure if most fighters does this but Tekken post match/round will turn all of the winner's incoming attacks into Counter-hit properties which can lead into a half-baked combo into a beatdown by the walls.(or they can just ki charge, a notorious form of pop off or disrespect) Also depending on what button you pressed during post-match you can select which win animation to play.
i’m late to this vid but how did you not talk about Killer Instinct 😭🤦🏽♂️ literally can infinitely combo someone after they’re knocked out as long as you can
Jojo HFTF has a really interesting "punching bodies" mechanic mid round. You can't attack in round transitions but you can do anything else. You can set yourself up positionally, pick to start the round in stand on or off, or (my personal choice) taunt. However, taunting carries a massive risk in that if your taunt is too long, you can get punched round start. It then becomes a shopping cart dilemna situation and it's fun to see whether they'll punch me in the face or not or even taunt back. Additionally, if you are really good and really evil, you can make the game play the death sfx twice by landing a killing blow while in a grab animation. It's satisfying and disrespectful, but requires a useless setup.
Idk if most people would count it as a fighting game, but in Lethal League and Blaze, the community calls the after round body hitting “Corpse Juggling” and there’s even a small community around it. A mod was made that would let you spawn a corpse in the training room to practice and mess around with. A lot of players juggled differently and it was cool cause it definitely took some skill!
Sorta surprised you glossed over MK, namely, brutalities. Their remake into condition based quick (in comparison to a normal fatality) kills was a super clever way to add hype to a match. They're unique animations that don't take a ton of time (or don't have to) and let your opponent know "not only did i beat you, but I did this minigame while I did it". They often flow super well and feel like a nice "punctuation" to the end of a match. Even if you're on the receiving end it can be cool to see as well. I'm hoping to see some game expand on it more. Just crazy things you can do only in a brief post win state with unique animations. Make it linked to "not dropping the combo" like brutalities so it's not just time for teabagging and I think you get a good inbetween of "well there's a taunt button so lets annoy people" and "no you're not allowed to do anything"
A really stupid favorite of mine is, the eternal, the ever-amusing. Purposefully launching yourself off the stage at the end of a round in Soulcalibur.
in melee and smash in general you get to express yourself a lot during the 2-3 second respawn doing crazy tech and flexing your movement, it really works as an intimidation but also helps some to keep in the flow
When you mentioned Mortal Kombat I was surprised that you didn't mention how you can continue your combos post ko. MKX was the best at this imo, especially since you could ex grab at any point and and continue your combos even further post ko or use it as a restand for standing only brutalities. Edit: I forgot to mention Killer Instinct does this very well too
Kinda sad you didnt mention Skullgirls. Theres a mechanic in that game where Cerebella can get meaningless points by hitting a dead body with a certain move. Check this video out for how it works ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-wf_qIJsPFIQ.html
I agree post round stun its good for expressing yourself on a won round, but the issue of player retention kind of under cuts that. It basically just allows people to flex on weaker players if they choose. This puts another road block for newer players to just deal with. Its kind of like having an extra button that tells them they suck when a round is over. Yes people dont have to press it or may think of doing the move to show the other player what they miss. But most the people that use it will use it to taunt a faceless person on the other side. Maybe in person it can be not toxic, but to me online it just basically asking players to bm players. I will say if the post round stun is something iconic like it is for MK, its at least understandable because its part of the brand. But for a game like SF, I much rather the round and and the option to fight again if i want to run it back.
I absolutely love this in SoulCalibur, where they make the death noise over and over Alongside that i'm not someone who jumps into the pit with the person who got rung out, I just crouch bc i ain't doing that lol
Player expression also comunicates player relantionship. In tekken ki charge after a round win is seen as a disrespectul way to say easy win and we see it more often when players already have a relantionship between them, varying from a friendly joke from a way to distract your opponent or simply express you two have a bad blood
Two of my favourite ones are the post-win flexing in Fortnite and the gap between stocks in Melee. In either one you can decide to either do the usual tech flex or you can go for a bit of mental damage with an emote or taunt. Personal favourites being constantly walk turning in Melee and emoting a knocked opponent in Fortnite whilst their teammate runs to stop you from finishing them off.
In melee is pretty common to spam tech skill while you took a stock from your op before they respawn. Usually is just a small practice or a flex, but there's a reasonable amount of times where the player dies due to missing some tech, and that's pretty funny
I was a TekkenTag 1 player at the main Arcade in Central London where the best players played during the games prime over here 2000 - 2006 i used to do on player 1 side after a KO 6 waves into an EWGF with Jin all the time , and i noticed after a while people started copying me doing it on the player 2 side after a KO
In Sonic the Fighters, you have full control after winning the round. I use this to teabag or to finish my combo because of muscle memory and/or to squeeze lemon on the wound. To add to this, there's a replay of the last few seconds of the round where you see yourself or the enemy getting beat up, and you also see whatever you or the opponent did after the round ended. Most skip the replay to get to the next round quicker, but sometimes I want to watch the replay to see how I lost or to copy a combo my opponent did, although it's usually skipped anyway by the other person. Sometimes I make the opponent watch the replay if they're the type to not skip the replays, just to make them see their loss. I also do this for people I know will skip the replay, but it's worth a shot, right? Unfortunately, Bark can't crouch, so he can't teabag. When I'm playing Bark and I want to disrespect the opponent, I spam the down button to teabag but since Bark doesn't crouch, he's just standing there staring down the enemy lying unconsciously on the floor. I either do that or I jump around to disrespect.
in Them's Fightin Herds you have 2 seconds to still do a full combo + super if available, and if you stay in the air even extend it until you hit the ground. Makes for really funny things to do like post round super, mashing air buttons or literally carrying them to the top of the screen with Velvet's wind