Fun Fact: In GGX Advance Edition, if you enable "Original Mode" in the settings, Roman Cancel will power-up certain special moves as a nod to Charge Cancels.
Season 3 makes Strive feel particularly rich. The RPS with RC is some of my favorite. I really love Street Fighter 6 and the way Capcom integrated the Drive Gauge into all aspects of gameplay. It is critical to manage your meter in that game. And now Season 3 Strive feels similar. I much more enjoy the gameplay of Strive to SF6 and it's because of being able to RC at pretty much any moment if you have the meter. Its rather telling now that all the RCs are on such relatively equal footing. The ability to use them for defense, mixups, combos, whiff canceling, reversals, and plus frames makes the resource one of the best I've personally seen in a fighting game.
Say what you want about strive but, the way the RC system was overhaul is one of the best decisions the team made, even more so in the later seasons, it is genuinely incredible.
no, the frc system is objectively speaking the most well balanced and well done rc system, despite the flaws with the 2f barrier of entry on some frcs. Yrcs and the slowdown of RCs of xrd onward really boxed in the amount of decisions possible with any one move, frcs allowed more nuanced balancing decisions with any 1 move, and made the game feel fast paced. Additionally with the addition of slowdowns, all the characters kind of got homogenized as the slowdown allows for the same kind of mixups across the cast (in strive with blue rc fuzzies, in xrd with yrc projectile oki etc.), objectively speaking if they worked out the kinks with the frc system(make the minimum frc window 3-5 frames and a little bit more obvious, dont just give characters 25% rcs with specials that frc at f2-3) the game would be much much better
I love Roman Cancels so much. No, scratch that. Any kind of Metered Cancel is welcome in any fighting game. FADCs in SF4, V-Trigger cancels in SF5, Drive Rush cancels in SF6, Rapid Cancels in BlazBlue, Sparking Blast in DBFZ, Report Cancels in Among Us Arena, Max Mode Cancels in KOF, Kyanta Cancels in Ultra Fight Da Kyanta 2, and really anything else you can think of that lets players extend their combos to whatever degree they want. It's beautiful. More games need these kinds of systems.
About Missing Link, they actually did consider doing 3D graphics for Missing Link but I think didn't choose it out of budget limitations or just 2D was easier to do
in +R you can't rc your attacks if you're not hitting the opponent That's why frc is the only way to cancel attacks without hitting the opponent which is hard but some moves are way easier to frc than other and also more important if you want to learn FRC start with something like canceling a projectile
Hey this is a fine video on the informative side (although please be very careful when lumping together X and all versions of XX under "+R" because these are different games that have varying mechanics, for example the video fails to address FRCs came with XX which is a bit of a bummer). However what's really frustrating are the background clips, in a video like this it would add so much to the explanation to have clips actually showcasing what you are talking about, explaining RCs while a clip without a single RC plays in the background would probably confuse people who aren't already familiar with the mechanics (which is pretty unfortunate for a video that aims to explain how those mechanics work). It's even worse when it's like 4-5 clips being played on loop for 5 minutes or so and gets really tiring to watch. I think the worst part is probably the PRC explanation in Xrd where there's probably one (?) PRC shown during the full section
I mean before +R there are moves with wide FRC window and there are 1 frame FRC windows. As of +R the FRC windows only as small as 2 frames, so it’s not right to lump it together. Edit: I forgot to add some FRC windows are wide enough for people to execute as of +R. The applications of this kind of mechanic can make it interesting or dull depending on how it communicate with system around it.
To be fair, the 25 meter options in the older games were pretty dominant over other metered options. It is incredibly strong being able to do a thing 4 times instead of 2 times. I was about to say that I wish if they add force breaks to strive they are also 50 meter, but WA and deflect already have the inputs FBs would most likely have, so idk if are getting any more tension options in strive.
Wish you picked some better footage, it was really obvious when you were talking about strive Roman cancels. I get it cause digging through footage is really annoying, but it was a little disappointing
Guess not everyone knows this, but xrd had a unique form of super attack that used burst meter to deal extra damage and get some burst on return. It's literally drive assault without the fully animated super, but with the new bonus of taking their meter.
To fix the explanation a little, it's not *only* double tap a direction and then RC. It's dash and then RC. So you can double tap, or use a dash macro.
@@alessandrobaggi6129 IDK what world you live in, but here in reality, the importance of learning complex combos has been decreasing steadily for the past 20 years
I remember Ky had an FRC window on his throw. Just his regular throw. He could get Real Damage off of it, and the timing lined up really well with the animation. Maybe one of the most satisfying things I ever did.
really wish we couldve gotten more about fast RCs in strive, the way they preserve pre-existing momentum while also adding drift momentum, AND - crucially - have way lower meter gain penalty than a normal RC, meaning they functionally cost even less than the ~40% that you spend on em. (try doing a blockstring with fast RRC, pay attention to the meter gain, then compare it against the same string with a normal RRC) it's actually pretty similar to the strategic considerations you talked about making in +R, because you're never gonna make effective use of them unless you've labbed out a setup, but it gives you the kinds of wild options + meter benefits that FRC does in a more open-ended way. i can forgive the lack of research on older titles, but for the game that's currently alive and highly documented, it's rly frustrating to see that in a video with an authoritative tone
21:37 music got me inspired... SMT Fighterz Block on a 3-frame window to Smirk Cancel Use 1 bar to Summon Cancel mid-combo (half cost if your Persona is already out!)
This is great coverage 👍🏽 I've played every Guilty Gear except Strive. Love them all for different reasons. Guilty Gear 1 was... a game, but very fun and the start of the modern "anime fighter" sub genre. Every game from GGX onwards has been amazing in its own right, with the exception of Isuka, but even that is fun for the lols with friends.
I think RC’s in strive being what they are works for newcomers i think you have a point with the critiques and loving the system. Strive encourages players to use the RCs more which is why they have a 50% usage where it almost feels required but its so easy to have a simple understanding of it you will start enjoying it. I played xrd a lot but i never even used RCs in it while playing strive i started using them which translated me delving into xrd’s rc and it was a lot of fun. Like imagine if strive came out before xrd imagine how many people would be more willing to learn it. Like strive has a simple rc system then xrd would feel like a expansion of it. This does also feel like a dig on strive but i think its just a trend of fighters i still play xrd and love it but i cant say i dont have fun with strive. But playing both i honestly appreciate them both without strive i wouldnt have gotten better in xrd and vise versa. I really liked this vid because i think it dug into one of my many reasons i love GG.
Good video, however small nitpick: you had other stuff to do with Burst besides EMERGENCY in the both Xrd (Blitz Shield/Attack which is probably a predecessor to the new mechanics and Burst Supers to eke out some extra damage and close out rounds) and Blazblue (Overdrive is a more versatile Burst), so it's not something that Strive innovated with per se. In XX it definitely was mostly a EMERGENCY/flex button (Blue/Gold usage accordingly) though.
Blitz uses meter tho? It interacts with the burst gauge by giving you more if you land the blitz shield, and also stealing some burst from the opponent by hitting them with the birz attack but blitz itself doesn't spend burst to be used ever.
You are forgetting FD (Faultless Defense) cancelling as the true middle point between charge cancelling and Roman Cancelling. FD cancelling was a big staple in high level GGX. But it was also busted lol despite it's difficulty. So they added FRCs in GGX2 to keep the complexity that isnt in standard RCs
I think you kinda missed Blitz and its relation to the S3 Strive updates there. Sure not as influential as Roman Cancel in terms of both the Series and the "usual" rounds you'll experience in the games, but at least in Xrd (rev2 specifically) they were responsible for some of the most fun or just ridiculous tournament moments the game had to offer. Also as a Potemkin player, Blitz being an optimal corner combo setup on dizzy status just makes me want to mention it.
Daisuke actually planned to have the game be 3d but something made him change his mind, there was a japanese flyer or something that showed a 3d may that looked like it came from donkey kong
Frc's is the best thing GG has ever had. Honestly feel like they would work really well with Strive if they will tweak positive bonus a bit. Them not slowing down the game while also not being braindead easy like Xrd YRC is awesome
Even then, Rapid Cancels works notably different from Roman Cancels to make them unique. EDIT: Different from Modern Roman Cancels at least. Since pre-XRD didn't have the pause.
"Having two bars to manage instead of one..." Me, an Asuka main: Pretend there's a hackerman gif where the guy has like three different keyboards and 10 different monitors plastered on his wall and he's going to town swapping between the keyboards and monitors and stuff.
Ooh i just had an idea: What if they add ex moves like XX's hidden supers that cost half of the burst meter? Like fafnir into tyrant rave for half burst meter so you sacrifice half of your burst to get a wallbreak or sumn
@@KaitouKaiju well yeah but that wasn't exactly intended. I just mean more the idea of sacrificing gray health to cancel any move into any other. It's a really sick mechanic and the resource management of your health gets another level.
Nice video... but, you could've done a better job illustrating the different types of RC, instead most of the times you showed a completely unrelated clip of Johnny comboing, I still don't know what a good example or blue RC is; of course I may be severely wrong and you did show good examples of it and bc I'm not used to Guilty Gear as a whole, I couldn't notice, and if it's the case I apologize
Random thing to note, while missing link DOES have infinites, that 66K infinite at the start isn't actually real, the game has a tech out system that it never explains and the AI doesn't use, there are a lot of "infinites" that aren't real combos. Missing Link is a fucked up game and absolutely a Kusoge but it's a very misunderstood game, mainly because it completely fails to explain most of its core mechanics.
Changing Dead Angle into Roman Cancel does have a gameplay effect. Since in the older games each Dead Angle was a different animation that meant they had different effective hitboxes. By turning it into a Roman Cancel now everybody's Dead Angle is the same. It's a great change overall since it's always iffy when universal mechanics aren't actually universal and some characters just get given shittier Dead Angles for no reason.
I actually do go back and play GGX, but I'm nowhere near good enough to know wth to do with cancels, so I can't confirm or deny how the mechanic works in that game...
Hey dog I love your videos but also I think you're lacking in one element of the editing department, which is making sure that things on screen align with whats being said. I find myself a lot of the time getting tripped up cause what's on screen does not really match at all what you're talking about. I'd like to see how purple roman cancels affect gameplay as someone who's never played Xrd, but, that doesn't really track as I'm not getting a proper display of that, yknow? Your vids are great in pretty much every other aspect but I feel like this attention to visual aid is an important aspect of these styles of video that your videos tend to lack on.
Little known fact bout infinites in GGML; there's actually wayyy fewer than people think there is ! You can tech by pressing any button, and this makes most "infinites" like sol's most notorious one with 66K completly fake
I love almost everything about the wild assault system, but I don't like the ability to steal burst meter. To me, that defeats the point of bursts to begin with
Nah I feel stealing burst on hit is aight, what with it always costing the aggressor way more burst of their own to do. I think it is kinda dumb that it steals burst on block, though. That seems minorly unfair, and more like a remnant from the Drive Impact inspiration than a well-thought-out mechanic of Wild Assault.
@@juniperrodley9843 Yeah, on block is my least favourite part. But still, I think even on hit, the idea of taking away your ability to get out of combos, right as a long-ass combo starts feels... Contradictory.
Sorry to um actually, but roman cancels actually have different costs in Strive. The different roman cancels have tension penalties that apply for different lengths of time. YRC has the longest and BRC has the shortest. So while the initial cost is the same, the future meter gain is affected by the different options. I think they wanted to standardize things while allowing for obsessive optimizers to consider the tension penalty. This information is not particularly well conveyed though.
can't believe you didn't mention that Roman Cancel is actually short for Romantic Cancel, because there's nothing more romantic than canceling your recovery frames
6:18 Heads up, Guilty Gear X is very different in terms of mechanics. No Dust button, no Burst, no FRCs, faultless defense cancel infinites everywhere. The only common mechanic with XX is red roman cancel. XX series added quite a lot, especially in the 25% meter cost department, and for that it is my favorite version of Guilty Gear. FRC especially, you can do SO MUCH with this mechanic, it's almost perfect, besides being too hard to execute. Xrd and Strive keep pausing the game every time someone does a cancel, it's so jarring and annoying in neutral, i can't stand it. Slowdown on red roman cancel though is a really good idea because it only happens when the attack connects and makes some combos possible that shouldn't be if there was no slowdown, so that's cool.