Komentáře •

  • @BigYellowSilly
    @BigYellowSilly Před 2 lety +633

    might be playing a dangerous game with CZcams for not censoring the KBs but I got away with it once so (:

    • @EXFrost
      @EXFrost Před 2 lety +22

      Like the king you are

    • @PomadaGaming
      @PomadaGaming Před 2 lety +3

      Ooo

    • @ameladaptivedaydreamer949
      @ameladaptivedaydreamer949 Před 2 lety +1

      I think it's so hilariously stupid how YT censor that while we have channels with ACTUAL ass pics as their pfp AND we have a bunch of fucked up content that should NOT be in YT, and yet they do nothing. This platform needs a LOT of patching, and we need to punch Suzan right in the face, that horrid bitch -_-"

    • @victoriawang1356
      @victoriawang1356 Před 2 lety +3

      why are your smileys upside down

    • @darlingxluxii7977
      @darlingxluxii7977 Před 2 lety

      Hehe I upload my KB full on no censor so you’re good!! 🤣🤣💗💗

  • @chipslight738
    @chipslight738 Před 2 lety +1079

    "It could've been down with stance change" now hold up buddy, you know they couldn't have done that, they have to keep that button useless, giving it a useful function would defeat its purpose of wasting a button mapping.

    • @BigYellowSilly
      @BigYellowSilly Před 2 lety +301

      It's literally the Kotal totem button fr

    • @DragoonCenten
      @DragoonCenten Před 2 lety +99

      Not sure about 11 but in 9 and 10 stance change helped with a few situational combos here and there. Still a majorly stupid thing to have in the game though.

    • @vanjagalovic3621
      @vanjagalovic3621 Před 2 lety +180

      The stance change button is there because the devs had no idea how to animate characters going back to their original idle stance after using certain moves.

    • @aria3190
      @aria3190 Před 2 lety +18

      Stance change is only used for one thing, Jacqui’s Cybernetic Override, the ability to cancel her strings. But it’s practically useless since your opponent can react to the cancel and punish consistently. This is all my opinion

    • @aria3190
      @aria3190 Před 2 lety +5

      @PKLOVEPANGORO but why have a different button to cancel all of her strings. You can’t have a universal button to cancel all of her strings other than block. 112 cant be cancelled with 2, but can be canceled with 1, 3, or 4. But to cancel b4 you would only be able to cancel with 1, 2, or 3. That would be a little jarring for a new player to come and look at the ability list to see the cancel buttons. It’s much easier for the cancel button to be stance change. Yes, you can say that the block button can be used, but you block so often in mk11 that you could accidentally cancel a string you meant to block after.

  • @Sean_Bird
    @Sean_Bird Před 2 lety +592

    Positivity very is important, but it is always good to look at things that are flawed to see what could be improved, and it’s also fun to see things that just… don’t work or don’t work well. Do whatever you feel like man, I’m enjoying all of it.

    • @leithaziz2716
      @leithaziz2716 Před 2 lety +14

      I think the best approach is to explore both sides of the argument but not to make a deffinitive statement so that both sides are warranted, and therefore, pleased. There's a lot of stuff I like and get upset about when other people say it's terrible, however, I'm completely fine with it if you argue for your thoughts towards it and still respect mine, instead of declaring how I should feel about it. We can explore the cons/pros of something but finish the discussion in a positive and respectable manner : )
      Call it a bi-product of me being a Guilty Gear and KOF lore-head with the added bonus of being a JoJo fan.

    • @KaedeLanyo
      @KaedeLanyo Před 2 lety +9

      "Celebrating" both good and bad, is fantastic. Especially with, actual, in-depth explanations, rather than just saying something "is bad/good", and expecting everyone to accept it at face value. I take a lot of enjoyment out of it, and, respect it a lot, as someone with frequent difficult actually _expressing_ what i mean about such topics.

    • @ILoveToEatRed40
      @ILoveToEatRed40 Před 2 lety +10

      This video was very good at not only pointing the flaws in the system, but giving a logical reason as to why it wouldn’t work, how it could be improved, and they reason why it should. This is actual Critism not baseless bashing

    • @miimiiandco
      @miimiiandco Před 2 lety +1

      There's something fun about bashing something bad too, like clowning on Spring Bean in PVZ2, or joking about how terrible Delibird is.

    • @Archive385
      @Archive385 Před rokem +1

      Positivity gets in the way of objectivity which is why gaming fandoms are so defensive and toxic in the face of criticism

  • @jake384100
    @jake384100 Před 2 lety +422

    I think this speaks also to a problem with the variations system as a whole, where all characters are kinda chopped up piecemeal and you have to choos between options that were previously core to their kits in older games, along with significantly changing how a characters power can be budgeted.

    • @BigYellowSilly
      @BigYellowSilly Před 2 lety +189

      MKX Variations were awesome imo, MK11 Variations felt like making the best of a bad situation or just "Pick the launcher"

    • @leithaziz2716
      @leithaziz2716 Před 2 lety +87

      @@BigYellowSilly Variations in MKX were handled well and gave every character 3 distinctive playstyles, but I'd rather every character just had all their moveset in one singular variation and let the player approach them differently, personally speaking of course.

    • @RanOutOfSpac
      @RanOutOfSpac Před 2 lety +40

      This. I never really understood the appeal to having 1/3 of the character at your disposal. Even in MKX. It’d be a lot funner to have access to all of my options and decide how I wanted to play organically rather than through a menu, but whatever.

    • @pedromarcal5100
      @pedromarcal5100 Před 2 lety +12

      @@leithaziz2716 i don't think this would be good sure if nrs balanced the game accordingly it would work but imagine mkx with that concept, for an exemple imagine if liu kang could have the buff of flaming fist and the cancels of dragon fire, it would be absolutely broken so the characters couldn't have powerful moves like they had in mkx or mk9. Another thing is that with variations it gives the players more options to play i'd say mkx had almost triple the number of characters, just because some variations were so different that you could say that they are 3 different characters mixed in 1, you can see that with triborg

    • @leithaziz2716
      @leithaziz2716 Před 2 lety +1

      @@pedromarcal5100 Which is why I said "personally speaking".

  • @somesandman8328
    @somesandman8328 Před 2 lety +448

    Fighting Game Garbage: WHY TF DID STANCE CHANGE HAVE TO TAKE UP A BUTTON WHEN IT DOES EXACTLY NOTHING

    • @tootsie_
      @tootsie_ Před 2 lety +123

      It does less than nothing, it takes a potential button away from someone.

    • @fierysmile2929
      @fierysmile2929 Před 2 lety +24

      Stance change does do something, they just didn't implement the mechanic it was meant to effectively create in any meaningful way, so what it _does_ do is practically invisible at all times.

    • @tootsie_
      @tootsie_ Před 2 lety +54

      @@fierysmile2929 what does it do?

    • @somesandman8328
      @somesandman8328 Před 2 lety +49

      @@fierysmile2929 teach us, sensei!

    • @steffanrubin3694
      @steffanrubin3694 Před 2 lety +41

      @@somesandman8328 IIRC holding stance change and teabagging 3 times is how you do mercy

  • @NurseValentineSG
    @NurseValentineSG Před 2 lety +566

    Breakaway shares a thing that annoys me with most of the MK games: It just looks flaccid. Unless it's a fatality, a brutality, a super move or a crushing blow, there is just not alot of impact behind most attacks.
    I don't expect anime game levels of impact on every move, but Shao Khan's Hammer just doesn't feel even close to as impactful as it should be. Every single swing should feel like a Sol Fafnir or a Behemoth Typhoon. Just absolute raw power. Instead it feel more like you are getting horny jail bonk'd.

    • @caivondavenez3854
      @caivondavenez3854 Před 2 lety +21

      You should check out Sugarpunch designworks videos on mortal kombat and injustice but basically it feels flacid because the animation is really bad.

    • @NurseValentineSG
      @NurseValentineSG Před 2 lety +118

      @@caivondavenez3854 I wouldn't even say that it's really bad. Like specifically with Breakaway I thought about it, and the problem really is that everyone does the same spinnything.
      It would feel so much cooler if everyone had their own animation. Like Scorpion turns into flames while falling down, Sub-Zero builds a thick layer of ice around him, the special ops take on a more defensive pose, stuff like that. Keep the spinning for the monks, it's alright there.

    • @shawklan27
      @shawklan27 Před 2 lety +3

      Very true

    • @syrelian
      @syrelian Před 2 lety +45

      @@NurseValentineSG The spin feels very much like a normal fighting game juggle state rather then an armored fast-fall, which does nothing for its feel, every single "get out of jail card" mechanic I can think of, including MKX's Breaker feels visually striking, not necessarily Unique, but striking
      BlazBlue lets you blow your Overdrive on it, and you still get all the flourishs of a normal OD, a unique pose and line, the benefits of entering OD, you just get terrible uptime, and being in whatever awkward as fuck spot you were being comboed in
      Skullgirls lets you burst only if a combo goes on too long, but its a big ol' pop with a simple but character specific "get off me" flail, and has a distinctive warning sound that says your opponent can now burst during combos
      Guilty Gear has much the same energy, but is managed by meter rather then as a direct anti-combo button, and of course more fitting GG's aesthetic
      V-Shift, Red Parry, both have a strong but simple energy, using the aesthetics of the game but still being unique, Red Parry isn't exactly a combo breaker, but it still uses the characters unique parry anim combined with a menacing red flash, so its visually striking
      V-Shift has that delightful trail effect, a super flash, and glows BLUE, unlike most V-Meter things
      Meanwhile Breakaway uses the generic "Spent meter" pulse and puts you into a hard spin, thats it

    • @SpeedsonicOddTristan
      @SpeedsonicOddTristan Před 2 lety +27

      @@syrelian Don't forget the C-C-C-C-COMBO BREAKER! from Killer Instinct. The main source of excitement come from the phrase itself with how much energy is put into it. It just sounds really hype. But even on top of that, each character uses their DP as their combo breaker animation, the game pauses half-way between your DP to emphasise the power of the combo breaker, the screen shakes heavily, and a yellow flash appears behind your character. It also sounds good too with KI's meaty sound design. The counter breaker is equally as exciting. The system itself is also good, it's essentially a game of rock-paper-scissors but you also have to time your breaker with the hit.

  • @marcusa2252
    @marcusa2252 Před 2 lety +122

    MK11 was so close to being such a great game. It's a shame NRS didn't really address all of the core issues the game had. Not just breakaways, but the lack of consistent antiairs (and jump kicks being way too powerful for some characters), being able to flawless block launch when you're at massive frame disadvantage, the overall inconsistency of custom moves and how much they cost (why does an S tier character like Jacqui get to have 3 of her most powerful moves in one variation while characters like Raiden have to spend two slots for complete garbage moves?), extremely powerful defensive option selects, the atrocious wakeup system (it was even more awful back in the days of wake up buttons and the three delay types so kudos to them for fixing that at least), the lack of creativity with combos and variations (and so many characters having useless custom moves in general, forcing you to go with one or two kits most of the time), fatal blows being obnoxious and sometimes being unpunishable because of the pushback, the meter system eliminating any kind of meter management, and terrible character balancing issues throughout the game's lifespan (why were Jacqui and Cetrion barely touched but characters like Sonya were nerfed into obscurity?). I think some of the issues could've never been fixed because of how central they are to the game, like the meter system, but NRS could've easily addressed so many of the other issues that the community brought up so many times. I really liked MK9 and MKX so I hope NRS learns from the mistakes of MK11 to make MK12 the best MK game to date.

  • @omegasmesh
    @omegasmesh Před 2 lety +109

    I'm glad you brought up the inconsistencies in the armor breaker moves because even me, someone who only passively followed MK11, instantly knew that not having everyone have an armor breaker in their base moves was gonna be a bad idea and make the whole system feel like a bandage at best

    • @dylancross1039
      @dylancross1039 Před 2 lety +13

      That is the biggest problem. Only certain variations for several characters have armor breakers period. Some of the armor breakers aren't even viable outside of using them to counter a breakaway.

  • @jefedejefes1641
    @jefedejefes1641 Před 2 lety +17

    big yellow: *speaking about how broken the move is to combat tactics*
    me: *distracted thinking about how the background logic works*

  • @Zetact_
    @Zetact_ Před 2 lety +100

    I say that Fighting Game Garbage isn't inherently negative, it's more like a deep dive behind why a mechanic doesn't work very well in a game or how a character is poorly balanced. Like I'd say that you could make a garbage branded video of 3S Ryu simply explaining why Ken is strictly better in 3S even though Ryu isn't terribly constructed.

  • @MaximumLowBlow
    @MaximumLowBlow Před 2 lety +94

    I absolutely despise this mechanic. I love how you also mention how lame it looks. In MKX every character had their own unique breaker animations, one grounded and one in the air. Here everyone just limpdicks out of the air all the same.

  • @TrueUnderDawgGaming
    @TrueUnderDawgGaming Před 2 lety +215

    This video is like Christmas!

    • @user-jz1nt1ej3z
      @user-jz1nt1ej3z Před 2 lety +9

      What the hell did Santa do to you

    • @BigYellowSilly
      @BigYellowSilly Před 2 lety +46

      Remember the classic moment Santa used breakaway to get down the chimney

    • @PlanetNateGaming
      @PlanetNateGaming Před 2 lety +6

      *notices comment from TrueUnderDawg on random MK video*
      Me: Everywhere I go I see his face

    • @batboythecool
      @batboythecool Před 2 lety +2

      @@PlanetNateGaming lol

  • @rigelseybert9406
    @rigelseybert9406 Před 2 lety +43

    This particular vid actually reminded me of something that could make for a really good Fighting Game Gold: the Killer Instinct reboots version of Combo Breakers, and/or the Counter Breaker side of the mechanic. Pretty much one of the best executed defensive mechanics I’ve seen in any fighting game

    • @BigYellowSilly
      @BigYellowSilly Před 2 lety +22

      Not too familiar with KI, but I do love those mechanics and how they're handled

  • @eliasrodriguez5042
    @eliasrodriguez5042 Před 2 lety +42

    I think SF4 is actually a great comparison to show how unevenly distributed armor breakers can work out. Some characters had great armor breakers that supplement their kit, but the characters that don't still have really good universal options against focus attacks. Sure, some characters are better at dealing with armor, but ever character can deal with it if the player has a read.

  • @Jgt612
    @Jgt612 Před 2 lety +46

    A friend of mine who adores MK11 just couldn’t understand why I didn’t like the changes between MKX and 11. I much preferred the risk/reward decision making in X, it made sense to me that if you needed to sacrifice some resources for defence your offence should be weakened afterwards

  • @galacticpool1262
    @galacticpool1262 Před 2 lety +237

    I remember that back when I played this game, I had to equip Baraka's armor breaker into all my variations because for whatever reason NRS decided to not make his armor breaker a move he universally has in every possible variation. It was so annoying and made me had to sacrifice a different move. Or even how before customs were legal, I had to use only one tournament variation because his other two didn't have the armor breaker. I just don't understand why NRS implemented armor break the way they did.

    • @DOODOOBUTT_
      @DOODOOBUTT_ Před 2 lety +7

      And some Characters like Noob and Scorpion get the privilege of having the armor break be one of their normal attacks

    • @gothamcitygoon2491
      @gothamcitygoon2491 Před 2 lety +28

      @@DOODOOBUTT_ that's hardly a privilege, their armour breaks are actually among the worst (especially scorpion) because unlike special move armour breaks, they can't be cancelled into from most buttons and in fact some of them especially scorpion and sub zero's straight up aren't usable basically at all after a certain point in the combo.

    • @DOODOOBUTT_
      @DOODOOBUTT_ Před 2 lety +6

      @@gothamcitygoon2491 point is they get a armor break in all 3 of their variations. Like the original comment says why should certain characters have to choose between an armor breaker or a launcher?

    • @gothamcitygoon2491
      @gothamcitygoon2491 Před 2 lety +5

      Cristian Campos just highlights how dumb the armour break system is in the first place. The normal attacks may be available in all variations, but they are also for the most part the complete easiest to deal with because they don’t really have a mind game behind them since you can’t cancel into them. That’s why its not really a privilege, if anything its a detriment.

    • @BaldTorment
      @BaldTorment Před 2 lety +1

      @@DOODOOBUTT_ because not all breakers are created equal, I don't like the variation system but Barakas armor breaker is insane, 50% for breaking armor in most situations and it's easy to hit, Scorpion's is only guaranteed after D2 KB and the timing is tight, even if you land it you don't get a ton of damage. The only thing it's good for is snuffing out wakeup fb, and even so it's more beneficial to block and punish

  • @Mayadel100
    @Mayadel100 Před 2 lety +42

    I think my least favorite part of breakaway is the animation, your best dead fish impersonation should not be an acceptable combo breaker.

  • @josephtpg7329
    @josephtpg7329 Před 2 lety +42

    My biggest issue with breakaway is that you can break in the middle of some characters special moves or non special cancelable strings. Mileena is a good example of this. You can break during ball roll, which defeats the whole purpose of her armor breaker in the first place because she can’t use it after her BEST LAUNCHER. F1 2 also can be broken out of and punished, and Mileena can’t do anything to stop you.
    What was the point of having armor breakers if you can’t use them to catch breaking opponents in some situations?

  • @aruretheincomprehensible20
    @aruretheincomprehensible20 Před 2 lety +32

    I think it's perfectly fine for some characters to have better armor breakers than others, but if armor breakers are supposed to be the systemic counter to breakaways there are two things that armor breakers should fundamentally do:
    1. It should be a systemic mechanic available to every character regardless of variation
    2. Your armor breakers should be useful against breakaways no matter how bad they are
    I haven't played MK11, but based on the description of breakaways and armor breakers in this video and some of the other comments, it sounds a lot like armor breakers do neither of these things.

    • @BigYellowSilly
      @BigYellowSilly Před 2 lety +16

      Yeah I think the big difference in the quality of armour breakers would be less of an issue if at least everyone had one all the time, and you got rid of the borderline useless ones

  • @tommyc8006
    @tommyc8006 Před 2 lety +33

    using shao as an example for good breakaways is so funny for me as i remember when they added armour breakers, shoulder charge could not be enhanced when it hit armour meaning it could not armour break despite being an armour breaker. happy to see they fixed that atleast.

  • @gabebise693
    @gabebise693 Před 2 lety +26

    To me the fun of fighting game _____ be it garbage or gold is to just hear someone be a nerd about stuff I’m also a nerd about, and to hear about sick shit/hilarious jank in games I don’t play

    • @leithaziz2716
      @leithaziz2716 Před 2 lety +3

      You're basically me but replace "jank" with "lore". I just like people talking about lore/characterisation and then analysing how it adds to the gameplay. Sugar Punch Designworks does this with his A.B.I.torial series and I love it. Guilty Gear is what I find most compelling when it comes to this subject, but I also just love when people talk about GG, which is what I loved about FG Gold/Garbage for Potemkin.

  • @emeraldmann1329
    @emeraldmann1329 Před 2 lety +6

    I think one thing that also might be worth noting is that Breakaway also applies to different characters differently. Like, some characters have to worry about it less than others. If I remember correctly, doesn't the military lady basically just not have to launch you, and she still gets a solid combo out of a hit? It applies to characters who rely on launchers more than those who do solid grounded damage.

    • @BigYellowSilly
      @BigYellowSilly Před 2 lety +6

      Yeah some characters like Johnny or Joker can easily do 25% or more in unbreakable damage, which is ironic cause Johnny's Armour Breaker is awful

  • @Harmless_Music
    @Harmless_Music Před 2 lety +19

    I think something that helped this particular Fighting Game Garbage talk in general was talking about why the ideas are good on paper (and some neat aspects about them), in conjunction with why they don’t work. Also, having fun with the character nicknames and commentary really helps too (Kotal Recall and Fresh Frozen got a good laugh out of me)
    Edit: Whoops, that’s not to say I don’t enjoy these! Keep up the good work, I don’t play much MK so this is a mechanic I don’t have much to contribute on from experience.

  • @jrfproductions7226
    @jrfproductions7226 Před 2 lety +26

    Also, about breakaway allowing punishes on hit, this is especially awful for certain characters. I've mained Skarlet for my entire competitive life in MK11, and her regular BnB is 212 212 44~tentacle. However, if the opponent breaks in the middle of the two 4s in the ender, the tentacle will come out on the armor, the opponent will get up and immediately full combo Skarlet. So, the "optimal" thing to do with Skarlet was to start my combo, look at the opponent's bar, and then end my combos in standing 4 whenever he had bar to break. After the armor breakers were introduced, I'd just always cut my combos short just in case they would break. It always felt awful and was really awful for Skarlet especially, and if I was playing against a Jacqui player, they would do 30% unbreakable in these punishes while I got 20% at most for any combo.
    MK11 sucks ass.

  • @Slayerthecrow
    @Slayerthecrow Před 2 lety +59

    I was like so "Better Skip it" when MK11 came out that this FGG only makes me love the first 2 entries even more.

    • @voidkirb5477
      @voidkirb5477 Před 2 lety +32

      I was on gigantic fucking copium until MK11 did that one last patch and managed to change fucking nothing after all of that. That was whn my copium supply ran out and I realized "Wow they will never make this game as sick as MKX...."

    • @liriumcarrousel4284
      @liriumcarrousel4284 Před 2 lety +9

      I'm a super huge fan of 9 and I wish they did a game like that again, X and 11 are okay but I wanted the over the top ridiculously badly balanced game again, but now with more characters, 9 is magical in the sense where it's so broken that it's basically an anime game

    • @BilliamTorpedo
      @BilliamTorpedo Před 2 lety +8

      9 was just goofy busted fun, reminded me a lot of the 3d era games I grew up playing, while X felt like a legit fighting game and it's what got me to sit down and learn all the ins and outs of a game for the first time. Mk11 took out the breakneck pace and excitement and gutted a lot of the tools players had in just the last game. Everything was streamlined and as such, you can't really get creative with much of anything. Just felt like a massive downgrade.

    • @Slayerthecrow
      @Slayerthecrow Před 2 lety +13

      @@BilliamTorpedo MK9 is like MvsC2, every character is fun to play in some way but the top tiers are super top tiers, also the tag mode was godlike.

    • @Zangelin
      @Zangelin Před 2 lety +1

      I think MK9 is the only good Mortal Kombat game.

  • @jovan7365
    @jovan7365 Před 2 lety +95

    Bro thank you. I absolutely adored mk9 and mkx became the game that brought me into the fgc. Mk11 came out and the balance between the characters on launch was just abysmal. I always told people I didn’t like the defensive mechanics of mk11 and this is one of the major reasons. Breakaway put the most sour taste in my mouth from the start and I only got to see it get worse (IMO) as the game went on. Same goes for the flawless block reversals. Even though Sfv has different v-reversals for everyone, it was way more consistent to what can and can’t get punished on a char to char basis. Mk11 just had some horrible buttons on the defense end

    • @BigYellowSilly
      @BigYellowSilly Před 2 lety +33

      The thing that personally drove me away from the game a bit was the patches, I feel like they were never that impactful a lot of the time or the changes felt a bit aimless. Variation 3 and Customs did way more for the game's balance imo

    • @leithaziz2716
      @leithaziz2716 Před 2 lety +12

      I do think that MK11 did suffer from the meta not evolving enough at a good enough pace. But really, MK11 really just pushed me to try out other fighting games (that's how I discovered my favorite FG, Guilty Gear) and that ended ended up making me get turned off of NRS games as a whole. From the music, realistic artstyle, animations and how offensive/defensive mechanics are explored.
      MK9 and X are fun games, there's enough merit to enjoying them, (so don't feel like my opinion should influence yours) but my dislike of how NRS approaches things personally made me more interested and respect other games in the market when it coems to certain elements. It probably didn't help either that I started watching Sugar Punch Designworks and 4th Snake, and those guys really open your eyes to a lot of NRS games' underlying issues. So while I don't enjoy MK11, I feel like its simply a biproduct of issues that existed in previous entries.

    • @opssoldier3316
      @opssoldier3316 Před 2 lety +3

      The problem MK11 has is that defense always means offense. You’re not getting out of things instead you’re getting another turn, or EVEN A COMBO, whether this be breaking at certain spots where you’re plus, u3/2, roll or flawless blocks.Tom Brady goes into more detail but I made the summary here.

  • @hanzonoskillmercymainbtw8584

    All breakaway needed imo was for it to always force a delayed wakeup after use. This way, it’d still have its use of denying big combo damage while also ensuring that players would never be punished mid-combo.

  • @vvvaire
    @vvvaire Před 2 lety +9

    that evo clip fr pissed me off even though ive never touched mk11 in my life, it doesnt help that iirc robocop is considered low tier so i was subconsciously rooting for him too ,,,,

    • @BigYellowSilly
      @BigYellowSilly Před 2 lety +9

      Literally like everything about that clip is so gross the Sub did a raw -20 on block move and got a huge punish on Robocop's small punish like what

    • @hanzonoskillmercymainbtw8584
      @hanzonoskillmercymainbtw8584 Před 2 lety +2

      RoboCop is actually considered a solid mid-tier nowadays. Good projectiles, a 10 frame mid that’s safe on block and easy to hit-confirm, and a mid command grab allows him to act as a potent zoner/grappler hybrid, further amplified by the fact that MK11 places more emphasis on strike-throw mix-ups over overhead-low ones.

    • @reekyjones2658
      @reekyjones2658 Před 2 lety +1

      It's crap but it's also day 1 anti RoboCop tech. The player knew this and I believe he even tried baiting out the breakaway by not amplifying. Its really his own fault but the people that watched the clip on twitter like to blame the game instead. Also Robo has been a solid character since the customs patch and especially since getting 1100hp.

  • @Shaosprojects
    @Shaosprojects Před 2 lety +13

    IMO Breakaway is a really fun and interesting mechanic with possibly the worst execution ever in a fighting game

  • @leothevirgo3375
    @leothevirgo3375 Před 2 lety +13

    IMO they should have just given everyone at least 2 armor breakers besides the super and made a minimum airtime requirement for breakaway so that evo situation wouldn't happen...this doesn't fix it fully but it's better than leaving it as is and leaving people frustrated. The forced delay wakeup may be a bit much imo so giving a second option on wakeup can be helpful because there are armor breakers ( and better ones hopefully if they ever did give everyone more armor breakers) and so gives a chance your breakaway can just get blown up. I feel that might help everyone and this doesn't fix everything and every situation but i feel it's step in the right direction. Nice vid as always!

  • @theofficialpaladyn1148
    @theofficialpaladyn1148 Před 2 lety +6

    You had to talk about this at some point! As a big MK11 fan, it is odd how inconsistent Armor Breaker is. Oh yeah, you know how some characters get punished when their opponents Breakaway? Well, some characters can punish Breakaway and get MORE DAMAGE THAN BEFORE. For example, Kabal has an Armor Breaker that activates a KB, so he gets more than a combos worth if the opponent breaks. In general, some matches breaking away gets you killed! It's so inconsistent!

  • @Newt.--.Jaeden
    @Newt.--.Jaeden Před 2 lety +3

    Things that we could use the Stance Switch Button for instead of Switching Stance:
    -Breakaway
    -Interactables
    -Separate Meter Management
    -Launching MKX

  • @cyruswilson9130
    @cyruswilson9130 Před 2 lety +7

    Yellow I promise you that these videos have given me the inspiration to check out games that I otherwise would have never touched. These videos are comprehensive, hilarious, and insightful. If you want to keep making them, I will happily keep watching them.

  • @brandnamepending4817
    @brandnamepending4817 Před 2 lety +15

    Yea I've honestly enjoyed your pokemon videos a lot because its always fun to watch someone genuineloy gush about things they enjoy, I'm happy enjoying your content whatever you put out. keep up the good work!

  • @SleepmodeFGC
    @SleepmodeFGC Před 2 lety +13

    hey, remember how you could use normal throws in juggles in MKX? it seems kinda weird to me that they didn’t bring that system back as a universal answer to breakaway -- it’d be both intuitive and consistent. could even throw in some kb triggers if you wanted

    • @BigYellowSilly
      @BigYellowSilly Před 2 lety +12

      I would've loved that cause they were one of the better answers to Breaker in MKX

    • @PomadaGaming
      @PomadaGaming Před rokem +1

      hm

  • @b.blobbentein5774
    @b.blobbentein5774 Před 2 lety +6

    5:26 man, I wish people remembered SC6. Krushing Blows before they were cool.

  • @MaoriGamerDood
    @MaoriGamerDood Před 2 lety +17

    Yeah the Breakaway.
    Good idea, Horrible execution.
    I kommend you for positivity and how you approached this rather negative topic with the game. Good video. 👍
    And yes, I feel the same about Kahn. He has 3 Armor Breaks! I like him but, why couldn't the other Karacters have em?

  • @cambalache9139
    @cambalache9139 Před 2 lety +6

    Dont be afraid to share your opinion man, its your video and channel after all.
    I'm here for your personality, also whats your opinion on mkX

    • @BigYellowSilly
      @BigYellowSilly Před 2 lety +5

      MKX is an insanely sick game that I wish I got into earlier honestly, it's stupid fun

    • @cambalache9139
      @cambalache9139 Před 2 lety +1

      @@BigYellowSilly last month it was free in ps4 if you have it there there are a lot of newcomers. But yeah, its amazing how every character is super hype and has some real and aparent strenghts, it feels like a refined mk9, without the unbeatable setups and armored launchers.

  • @treverponce1349
    @treverponce1349 Před 2 lety +6

    I absolutely love mk11 and find myself agreeing with almost all of your points. In my opinion frost is the best example of an armor breaker working perfectly, it's a universal special move that can be used immediately after launch, (b1-2-d3) it can be used after the 2 wich lauches the oppenent and catches instant breakaway, if you read the oppenent will delay you can finish the string and still armor break in time. The main thing with her though is that you still get a follow up either way, if you read a breakaway and the oppenent doesn't, you just get slightly less damage for the bnb and if you read it right you get a massive damage combo. Forsts armor break can be fit into her bnbs without changing the combo rought (it does change damage and combo timing and if you read the instant breakaway you can technically get a more optimal route then usual but the imporant thing is the usual routes stay the same and still work wether they breakaway or not) there are of course still times the oppenent can breakaway but they need to eat the majority of the combo first to do it safley. I feel like the mindgame behind frosts armor break is what they wanted for the whole cast, it feels similar to the counterbreaker mindgame in killer instinct where it makes the oppenent have to think and take risk to escape a combo. This comment will keep going if i let it but i wanted to share an example of what I think is the armor breaker actually adding depth to the combo game of a charecter rather than just not really functioning properly like scorpions or Sonias. Ty for the video it's agreat analysis of how this mechanic never really seemed to find it's footing in functioning properly. I would love to see you talk about some of the stuff you like in mk11 the game doesn't get enough credit for everything it does really well imo.

  • @diegodankquixote-wry3242
    @diegodankquixote-wry3242 Před 2 lety +2

    (To the tune of the Robocop theme) *HE IS ROBERT. HE IS A COP. HE IS A ROBERT COP!*

  • @Barristan14
    @Barristan14 Před 2 lety +29

    Your Fighting Game Garbage videos and Leon Massey's video essays are what got me into Guilty Gear! Don't worry about these videos turning away newcomers, to me they explain a lot of the game's mechanics in an interesting way.

    • @leithaziz2716
      @leithaziz2716 Před 2 lety +1

      I'm not really into Leon or his content anymore, but I'm always happy to welcome another GG newcomer. Hope you enjoy it : )

    • @Talking_Ed
      @Talking_Ed Před 2 lety +2

      Same it's what got me into playing fighting games a few months ago.
      100% FGG makes people want to play fighting games.

  • @biggbobtail
    @biggbobtail Před 2 lety +2

    I don’t see a lot of MK content so I actually really love seeing these videos🥰, keep up the great work

  • @DoomRater
    @DoomRater Před 2 lety +5

    Fresh Frozen as a name for Sub Zero? Gordon Ramsay is going to roll in his grave for 30 years afterwards yelling stop!

    • @dnr-vs1lk
      @dnr-vs1lk Před 2 lety

      Gordon Ramsay is immortal.

  • @PatchtheReaper99
    @PatchtheReaper99 Před 2 lety +18

    Fully agree with the idea that a universal mechanic should have universal, consistent ways of dealing with it. You even used pretty much every example I would have of other defensive mechanics with universal use and counter

    • @dylancross1039
      @dylancross1039 Před 2 lety +5

      The other defensive mechanics also require proper timing to not be terribly punished. Burst from GG, Sparking from DBFZ, V-Shift from SFV... you can't just mash this defensive option and expect to get away with it. Hitting it at the wrong time could end with you eating even more damage than you would have with the combo you were in before. In MK11 there doesn't ever seem to be a "bad" time to use your breakaway. At best you can actively punish your opponent for taking their turn. At worst, it resets neutral and you take a blockstring or have to read a grab.

    • @PomadaGaming
      @PomadaGaming Před rokem

      @@dylancross1039 not as hard as you’d think and baiting them is often safe too. V shift is literally an OS of meaty throw that you can react with something if they vshift,and dbfz sparking bait can also serve for lv3’s,invincible reversals or just a bait to catch them overextending.
      I don’t get this comment I don’t entirely agree.

  • @ibncarter8573
    @ibncarter8573 Před 2 lety +19

    i think we can all agree that this game is good but incomplete.
    the game is beautiful and i think they spent so much time on visuals that the gameplay was thrown together, thats why we have breakaway and roll instead of breaker…
    think about it, they woulda had to make a different breaker animation
    for everyone on the roster but they went with universal animations, dropping(tucking) and rolling.
    thats why only certain characters have default mid projectiles and default armor breaking moves and why every characters down 4 isnt but should
    be the same frame startup and
    special move cancelable and thats just simple.
    after 2 years of this game being out, i realized that simple shit like that really really gets you far and is usually the best option and they missed a lotta basic important shit on this game but this might really help.
    db fighter z just got it right on the last update they had, everybody is op now.
    i just started playing it this summer but i’ve been been in tune since launch on, watching yt and watching a few tournys.

    • @ibncarter8573
      @ibncarter8573 Před 2 lety +1

      they coulda made tag mode both on and offline, increase gravity and lower the damage(becuz combos will be longer and your opp will airborne longer becuz of the extended tags or reg combo juggles) and of course tag partner can be p2 or cpu.
      that woulda brought life and fans back to they game, but ayy idk shit about shit so…. 🤷🏾‍♂️

    • @ibncarter8573
      @ibncarter8573 Před 2 lety

      and i wrote this before i finished watching the video so im not reiterating a anything you said. i tweeted them something similar to this a few weeks ago.

    • @elmaionesosexo
      @elmaionesosexo Před 2 lety +1

      its not even good its just a decent game, X and 9 have more things to do for replay value, have a more interesting gameplay, and even if 9 and X's story modes suck, they're at least not as shit as MK11's

    • @elmaionesosexo
      @elmaionesosexo Před 2 lety

      @@ibncarter8573 that wouldn't be enough, it would be awesome as shit, but there are more problems with the game

  • @ADxTygon
    @ADxTygon Před 2 lety +3

    I like how you explained the logic of why breakaway is the way it is, the context makes the criticism a lot more interesting

  • @scatman1236
    @scatman1236 Před 2 lety +2

    Always good to hear honest critiques about games, cause it shows that people just want to see more of what makes a game fun to them!

  • @sirpikapika1129
    @sirpikapika1129 Před 2 lety +3

    Anyone else watching the background for most of the video
    Spinny thing go brr

  • @RosiYYAP
    @RosiYYAP Před 2 lety +53

    Cool vid. I agree with most the comments here, positivity is way more important than negativity but that it's equally important to maintain a healthy level of constructive criticism. I def think that the best kind of criticism comes from a place of desiring (realistic) improvement or some other form of genuine appreciation for the work, rather than clickbaity or dogpiling/reactionary content, which you def seem to avoid. Keep it up, comrade

    • @PomadaGaming
      @PomadaGaming Před rokem

      it’s not way more important. It’s not about being positive or negative,it’s about understanding.

  • @0.e-xerith841
    @0.e-xerith841 Před 2 lety +2

    Nice to see a video about MK. I love the games, but I think it's important to discuss the issues present in them

  • @bees3707
    @bees3707 Před 2 lety +43

    You could still do Fighting game garbage, but still balance it out by providing more positive points about how a move or character like the one you discuss could be improved or provide alternative strategies for using certain tools or characters. I'm so glad that this series is back, though! Was the main reason I hopped on this channel in the first place.

  • @HellecticMojo
    @HellecticMojo Před 2 lety +6

    So it's an inconsistent Combo Breaker? seems rough.
    Also, does this game have air blocking? if not, up + block seems to be the more logical mistake-proof input.

    • @BigYellowSilly
      @BigYellowSilly Před 2 lety +8

      That's a good idea, there's no air blocking so that would make sense tbh

  • @MusicoftheDamned
    @MusicoftheDamned Před 2 lety +42

    Yeah, I've only seen complaints about this mechanic from all that I've seen of _MK11_ in passing, and it's really not that surprising when it seems to be implemented in arguably the worst possible along with the supposed answers to it, especially since some characters got absolutely terrible Armor Breakers. I hadn't even known that it's done with something as easy (to accidentally do) as Down + Block, which somehow makes Breakaway even worse than it already was.
    Between the terrible story of _MK11_ and the piecemeal mechanics of it alongside all the bad choices throughout, that "such wasted potential" line from Sub-Zero II basically sums the entire game out. I have to wonder how _MK11_ ended up the way it did given _MKX_ was, for all its issues, done well.

    • @sirchris6047
      @sirchris6047 Před 2 lety

      Mkx was complete garbage compared to mk9

    • @MusicoftheDamned
      @MusicoftheDamned Před 2 lety +1

      @@sirchris6047I'll take your word for it. I have no real comments about that game since I know very little about it beyond Cyrax being one of the best characters in it, Sheeva being *the* worst, it being the start of the now finished & squandered NRS reboot part of the series, and having some *really* ugly (face) models, especially for the female characters. Shrug.

    • @sirchris6047
      @sirchris6047 Před 2 lety

      @@MusicoftheDamned you think MK9 has ugly face models? Have you seen Scarlet and Kitana in mk11

    • @MusicoftheDamned
      @MusicoftheDamned Před 2 lety +3

      @@sirchris6047 Yes, I have. Even if I agreed that _MK11_ Kitana and Skarlet have ugly face models, which I don't, that still wouldn't magically make the _MK9_ models any less ugly to me. _MK11_ has a *lot* of problems, but looking visually ugly isn't one of them...outside of whatever genius decided Jade's default costume should barely have any green on it.

    • @elmaionesosexo
      @elmaionesosexo Před 2 lety

      @@sirchris6047 they are equal dude

  • @MilkyWayGrump
    @MilkyWayGrump Před 2 lety +3

    Not technically "Fighting Game Garbage" because its not about the core mechanics but I'd love a video on the absolute train wreck that was IJ2's gear system

  • @PomadaGaming
    @PomadaGaming Před 2 lety +19

    I prefer mkx,personally. I’ve been seeing a lotta random clips of this game recently though,so yeah,good timing.

    • @CameronKujo
      @CameronKujo Před 2 lety +3

      MKX is far better, but MK11 is better balance wise (despite the balancing being shit ironically). Like MK11 is slow and impactful and you feel the attacks more than you did with most attacks in MKX (unless you were playing a Johnny, Jax, or Lui Kang). It’s really toned down and slower than the previous game, but damn is it satisfying to speed up the game yourself with offensive pressure. Command grabs and hard reads are 10x more satisfying. Fuck breakaway btw

    • @leithaziz2716
      @leithaziz2716 Před 2 lety +3

      @@CameronKujo Attacks are somewhat more impactfull because of the pacing, but the impact is letdown by NRS' usual shtick when it coems to animating in-game.

    • @PomadaGaming
      @PomadaGaming Před 2 lety +3

      @@CameronKujo agreed. I always said mk11 resembles WAY too much to injustice 2. But yeah mk11 is more balanced than mkx for sure,though i find mkx more fun.

    • @DzungLongVN
      @DzungLongVN Před 2 lety +4

      @@CameronKujo MK11 is NOT better balanced MKX. That statement only applies to Injustice2. Low tier in this game has NOTHING and struggle 99% of the time against top tier. Characters like Cetrion, Jacqui and Liu Kang are literally low tier murderers, the match always goes one sided and the low tiers have to block them the entire game then die. MKX is chaotic, not really balanced, but at least low tiers still have a lot options thanks to all the insane tools NRS give low tiers. There is a reason many recent videos feature characters like Boraicho, CSZ and Leatherface....

  • @nhall129
    @nhall129 Před 2 lety +10

    Positivity is great
    Honestly, your videos have always been largely well-balanced when discussing stuff that can be improved
    You tend to be more constructive in your criticism, rather than just saying mechanic/character bad

  • @Wolf99555
    @Wolf99555 Před 2 lety +6

    I get not wanting to focus too much on negativity, but honestly focusing too much on positivity can also be a problem too. its better to just focus on being productive. Acknowledging what's good but not pretending everything's all smiles, Acknowledging what's bad but not nitpicking for the sake of reveling in it. Fighting game garbage helps give a more nuanced look at these games. If you only list what's good about them, then when people try them they might encounter the bad parts and assume you just sugarcoated everything and then just give up. Better to let them know there's problems, but the good outweighs the bad!

  • @borkbork9541
    @borkbork9541 Před 2 lety +1

    I just noticed 'Robert Cop'; excellent.

  • @sem3ndem0n_73
    @sem3ndem0n_73 Před 2 lety +4

    Mr. Yellow, since you like both fighting games and Pokémon, I was wondering about you opinion on Pokken?

    • @BigYellowSilly
      @BigYellowSilly Před 2 lety +5

      Unfortunately I really don't like it, I wanted to but I don't like the RPS system or the arena fighter aspect

    • @joycelinlgbtq
      @joycelinlgbtq Před 2 lety +1

      @@BigYellowSilly i hated it too. Too many unnecessary mechanics and i also hated the style change stuff

  • @Fighting4eva
    @Fighting4eva Před 2 lety

    I just love you that you do pokemon and fighting games, your awesome!

  • @Neogears1312
    @Neogears1312 Před 2 lety +3

    I said it before but I think one of the biggest reason these suck is that krushing blows are one use. Soulcalibur 6 had the same idea with lethal hits but instead of absurd damage and combo extensions they just gave you extensions. But the main trade off is they’re infinite; if you keep meeting the requirements you keep getting it.
    Because KB’s are a one time deal they really makes breakaway feel awful because characters with only a few kbs to their name get completely screwed unless they have a shao Kahn tier armor break or are jax and can keep resetting with 50/50’s on the ground. Kbs working like lethal hits would help a lot just by making it less punishing. If you’re Johnny cage and they break your uppercut krushing blow then it’s gone forever and you’re best mid screen combo was wasted.
    I’d think it could be really good if kbs were like lethal hits. There’d be more decision making because you’d lose your wake up attack and they could get that extender again so you just forced yourself in a reset. As it is now it kills potential where you have to be unoptimizable with your combos if someone has bar and you just lose your big damage options if they’re smart.

    • @Neogears1312
      @Neogears1312 Před 2 lety +1

      Like this I half the reason I stuck with Jax. Yeah he reminds me a lot of classic ralf Jones, mediocre specials overall in exchange for the best normals in the game, but really it’s the sheer amount of unbreakable damage. His mix up is pretty powerful for something free and it leads to krushing blows that do a third of your goddam health from a mix up. He also punished get up attack hard and had the best fatal blow for a while so he’s the one character who basically thrived off the meter system universally. Even with that in mind I didn’t find breakaway satisfying. If I played raiden at launch and my launcher just didn’t work because of this I’d snap the disc in half.

  • @Blazekid1906
    @Blazekid1906 Před 2 lety +2

    MAN YOU SHOULD'VE ENLISTED ME WE COULD GO DEEP ON THIS GAME MK11

  • @plasty8665
    @plasty8665 Před 2 lety +31

    honestly this was my absolute favorite fighting game garbage so far. i think looking at a game’s menu mechanics and it’s answers is a really good way to add some variation since a mechanic isn’t like a character, it can be annoying and cheap but excluding very specific scenarios like pandora from sf x tekken, it cannot be outright wholly and totally bad Id say. Mechanics apply to a whole cast, and whole casts are going to vary pretty heavily. I’d also honestly like more fighting game garbages to focus on shit that is just garbage in terms of the games mood and balance, unfitting, like shit that’s just absurdly too good, rather than just objectively bad moves. All the same, this is just my thoughts, this, the zangief vid, and the Pokémon vids have been my ABSOLUTE favorites from your channel and I’d just like to say keep up doing whatever you’re doing.

    • @MrMonsterKen
      @MrMonsterKen Před rokem

      MK11 is fucking awesome, but the breakaway mechanic is terrible. I don't know what the complaints are about for Krushing blows and Fatal Blows, they are awesome, and just as great as X-Ray.

  • @Sorrelhas
    @Sorrelhas Před 2 lety +1

    **looks at Sub-Zero's variation**
    **Kitchen Nightmares sound effect**

  • @nsbathome
    @nsbathome Před 2 lety +8

    MK11 has so much going for it for me, but breakaway is one of the reasons I quit. I hated it in Injustice 2, hate it here.

    • @kobold7964
      @kobold7964 Před 2 lety +5

      Injustice two was better though, the air escape cost a pretty penny of 2 bars and could still be punished if you made the right read. Wager is just more fun to look at tbh, and you only get one, and you have potential to get health back, making it a more valuable possession. In MK11, it’s no risk, high reward.

    • @leithaziz2716
      @leithaziz2716 Před 2 lety +2

      @@kobold7964 I felt like those mechanics were not used much in Injustice 2 because the game as a whole suffered from zoning (and not the creative zoning with Axl or DHalsim, just playing keepaway with projectiles). From the little time I spent in IJ2, it was never used, but it could be my experience alone.

    • @kobold7964
      @kobold7964 Před 2 lety +1

      @@leithaziz2716 I never was the guy to subject other to the pain of playing against zoners, always been more of a rush down and footsies player, and most of the people I’ve fought against did the same, but yeah, air escape wasn’t used a ton, although wager was used a lot.

  • @drsherifff
    @drsherifff Před 2 lety +9

    I always meant to ask
    If you were gonna do a vid on vanilla melee Bowser, would it be a Gold for what you like about Bowser, or a garbage for what is horrible about him and how it could be improved?

    • @BigYellowSilly
      @BigYellowSilly Před 2 lety +12

      It would probably be something completely different tbh

    • @Hitmonchu
      @Hitmonchu Před 2 lety +5

      Fighting Game Mixed Bag

    • @drsherifff
      @drsherifff Před 2 lety +4

      @@Hitmonchu *fighting game gant decide

    • @altokia2724
      @altokia2724 Před 2 lety +1

      Fighting game favorites

    • @dnr-vs1lk
      @dnr-vs1lk Před 2 lety

      Fighting game

  • @CameronKujo
    @CameronKujo Před 2 lety +5

    This mechanic is so shit. Literally the reason I play Kano; so I can command grab people for damage instead of comboing

  • @thetruejerrycan
    @thetruejerrycan Před 2 lety +3

    I don't know anything about MK but from what I can see in this video, I agree with your take very strongly. Good idea, not the most polished execution. Armor breaks have me thinking, though. While I would be very quick to say that universal mechanics should be performed the same way across the roster, it reminds me that SFIV had a similar thing going on: Focus Attacks are all armored moves performed using MP+MK, and like MK11, SFIV also introduced moves that break armor. But like MK11, it's not consistent among every character as this property is reserved *only* for special moves, such as Ryu's Tatsu or Honda's Hands or any special move done during wakeup. That leaves me wondering what people think about armor break in SFIV? I don't know much about SFIV either so apologies for any misinformation!

  • @xboxgamer474246
    @xboxgamer474246 Před 2 lety +4

    As someone who plays Strive and not MK it's very strange their burst equivalent can be used on cutscene attacks like krushing blow. Whenever you start a cutscene attack in Guilty Gear (usually a super but IK and Pot Buster too) you cannot burst it.

    • @BigYellowSilly
      @BigYellowSilly Před 2 lety +5

      I wonder if that would've worked for MK tbh, would've made KB combos more reliable at least

    • @punishedbrak4255
      @punishedbrak4255 Před 2 lety

      Only Strive does that out of all the GG games

    • @herbbirb3766
      @herbbirb3766 Před rokem

      its not just cinematic attacks that are unburstable, it's grab attacks too (potbuster, heat knuckle, wild throw)

  • @Tuler914
    @Tuler914 Před 2 lety +1

    I appreciate all the variation names

  • @mr.m4302
    @mr.m4302 Před 2 lety +2

    They should do a similar thing to Guity Gear's Burst. But if they want to keep the Brakaway mechanic unchanged, they should give to every charcter a armor break move, regardless of the variation.

  • @conormckenna7796
    @conormckenna7796 Před 2 lety +11

    Breakaway also makes it so that your big damage usually requires some kind of setup, you either gotta have them break first or bait a defensive move. Either way you gotta open them up twice. Breaker was fine imo, but it obviously wouldn't work because of the meter system in mk11. The big disparity between breakaway mechanically and most of the rest of the game is that breakaways can be done many times but krushing blows and fatal blows can only be done once.

    • @RanOutOfSpac
      @RanOutOfSpac Před 2 lety +1

      The worst part is, when you do bait a break away, you’re on a friggin’ time limit before their meter fills up again. I can’t tell you how unbelievably annoying it is for their meter to fill up mid-combo. Making the meters auto-fill was so dumb.

    • @conormckenna7796
      @conormckenna7796 Před 2 lety +2

      @@RanOutOfSpac yeah I remember that bullshit, completely sucked. The refilling meter is definitely something that in my opinion didn't work out at all.

  • @opssoldier3316
    @opssoldier3316 Před 2 lety +2

    MK11 has this thing where it rewards you for making mistakes. Hopefully NRS figures out its important to have counters in fighting games

  • @Underground3
    @Underground3 Před 2 lety +2

    I can understand this mechanic existing in MKX were you have to deal with infinite mixups, rush down, and vortex's. But I don't understand why it exist in a game that took away all the craziness from MKX and completed cut its nut off.

  • @tentayeprimo6674
    @tentayeprimo6674 Před 2 lety +1

    Your variation names are creative

  • @ultralowspekken
    @ultralowspekken Před 2 lety +7

    I think you should continue talking about Fighting Game Garbage. It's vital to fighting games and it lures new players in just as well as positivity.
    Look at Melee.

    • @BigYellowSilly
      @BigYellowSilly Před 2 lety +5

      I'm defo gonna look into doing more with it, haven't had the urge for a while but I think it'll be fun

  • @Dreamcleaver
    @Dreamcleaver Před 2 lety +1

    The separate offensive and defensive bars was a terrible idea to begin with.

  • @jimcrumpet7015
    @jimcrumpet7015 Před 2 lety +17

    Funny, bad balance actually got me into street fighter!

  • @LunarRoses
    @LunarRoses Před 2 lety +2

    The main thing I don't like is the fact that breakaway isn't kinda made equally for the roster. I feel a good amount of the better characters have grounded combos that don't gotta juggle people. Meaning they never really gotta deal with breakaway. Jax for example for from when i used to play feels like he never has to really juggle people meaning player 2 kinda never gets to use that system(not saying he doesn't have to juggle but alot of his combos doesn't need to have juggles to get good damage, plus with the gatcha grab he can restand people which is scary)

  • @smoothsavage2870
    @smoothsavage2870 Před 2 lety +2

    When i watched, i was just expecting another video that does nothing but take a crap on breakaway. But you actually outlined the good, not just the bad. CONSTRUCTIVE criticism throughout this game's lifespan was something that was very rare with this game. People wanted it to be MKX 2.0 and it showed lol.

  • @kenshisanki
    @kenshisanki Před 2 lety +5

    Soulcalibur VI Reversal Edge would like to have a word with you :)

  • @arturodominguez2232
    @arturodominguez2232 Před 2 lety +1

    As a scorpion player i don't even bother braking armor unless my opponent has awful wifi.

  • @folknerdragon4113
    @folknerdragon4113 Před 2 lety +2

    13:35 Oh my fucking god I'm not alone

  • @rells1da1great1
    @rells1da1great1 Před 2 lety +7

    I think you should have looked into breakers from the pre netherrealm mk games for a way it could have been implemented into mk11 and not be busted

  • @somerobot7155
    @somerobot7155 Před 2 lety +2

    Kotal‘s back 2 is really good. Back 2, 2, 3 is safe on block but had a flawless block gap, but you can replace it with another special move to mix it up.

    • @BigYellowSilly
      @BigYellowSilly Před 2 lety +1

      Maybe it was patched but I'm pretty sure the gap between 2 and 3 isn't a FB gap but a big enough gap for the entire cast to go for a D1?

    • @somerobot7155
      @somerobot7155 Před 2 lety

      @@BigYellowSilly This one spawn last night flawless block and u2 every time and it took the the entire first game to realize I had to mb ground cat to change timing and still be safe. Point is, it’s still there. There’s also time for some standing 1 and some d1 as well.
      Main purpose of b22 is whiff punish though.

  • @oshkosh7
    @oshkosh7 Před 2 lety

    This video was actually pretty helpful, I thought breakaway was very goofy and weird so I just never put effort into working around it, I used to just let them breakaway and pressure them after.

  • @coffeebird2857
    @coffeebird2857 Před 2 lety +1

    I feel like the best way to balance breakaway is to make uppercut into a universal armor breaker and is able to extend combos, in exchange do a lot less damage on armored opponents.

  • @hanzonoskillmercymainbtw8584

    A side note here, I kind of understand why many strong equip-able launching special moves were made to replace an armor break. These moves would often give incredibly high damage very easily and usually for minimal resources, such as Spawn’s charging hellspawn and Kotal’s kahn cut. As such, most players would want to breakaway ASAP from these to minimize the damage they take, as not breaking away from even one combo could mean instant death. This is already incredibly threatening, but if you gave a character with damage that potent a powerful way to circumvent the opponent’s one option for avoiding this damage, that’d feel like too much. Still though, I do wish they made armor breaks more consistent across the board, both in terms of the ability to land it as well as the reward you get from doing so.

    • @opssoldier3316
      @opssoldier3316 Před 2 lety

      Don’t other games have no way to escape damage though?

  • @drsherifff
    @drsherifff Před 2 lety +4

    Let's goooooo new Yellow vid great way to end the day

    • @FistfulOfDollar
      @FistfulOfDollar Před 2 lety

      End the day? Dude it's not even 4 P.M.

    • @drsherifff
      @drsherifff Před 2 lety +1

      @@FistfulOfDollar you know what time zones are right?

  • @ToranosukeEdo
    @ToranosukeEdo Před 2 lety +1

    The Fighting Game Garbage series feels more humorous and analytical than it does negative

  • @thecaininstinct
    @thecaininstinct Před 2 lety +2

    I think I would have given up on this game so much earlier than I did if my main from day 1 wasn’t probably the only character to almost completely not care about whether or not the opponent breaks away. Once I picked up other characters it became so obvious how terrible the mechanic was

  • @rockguitarshred
    @rockguitarshred Před 2 lety

    Your content is amazing! Every think about touching on Capcom vs SNK 2 stuff?

  • @Korvisio
    @Korvisio Před 2 lety +2

    I completely agree, I was a Kano main and I just could not get into playing any other character. It sucked that some characters like Jacqui could always get good unbreakable damage, making Breakaway an irrelevant mechanic, while Kano would always have to spend bar to launch, only to have to constantly deal with Breakaway. I also think Wakeups in MK11 were not very well thought out either.

    • @BigYellowSilly
      @BigYellowSilly Před 2 lety +1

      I agree I think there's kinda just too many wakeup options honestly

  • @wesleyruff4997
    @wesleyruff4997 Před 2 lety +2

    even if it didnt work out its still a super interesting to see how different games try to make ways for players to reduce the inherent frustration of defense. my answer would be to make the offence less frustrating in the first place by balancing the game around combos that dont take forever and putting less emphasis on hit confirming and more on footsies mid range footsies. but i know thats hardly an original opinion.id still prefer a more ground-up solution that simply adding a mechanic to let you opt out of getting comboed

  • @Shadowtheheartbroken
    @Shadowtheheartbroken Před 2 lety +1

    Can honestly say I've never heard "punished on hit". My soul hurts.

  • @mloyd64
    @mloyd64 Před 2 lety +1

    Pretty much nailed it bro

  • @PomadaGaming
    @PomadaGaming Před 2 lety +3

    2:03 yeah that game is pretty crazy,as someone who played it a lot.

    • @PomadaGaming
      @PomadaGaming Před rokem

      4:05 or maybe make it an unique animation or effect to the character lol
      6:40 uhm ya
      7:13 oh no
      9:47 thing is that is just narrowing down the already obnoxiously limited combo game of this game.
      13:04 yeip

  • @DeluxeMammoth
    @DeluxeMammoth Před 2 lety +8

    I think it's clear this game was left in such a extremely unfinished state it's not funny

  • @suddenllybah
    @suddenllybah Před 2 lety +2

    It's funny, because NRS had made plenty of better combo breaker mechanics before breakaway, so they don't even have to look to others for better ideas.

  • @ShinxBOOM247
    @ShinxBOOM247 Před 2 lety

    Honestly, I feel like a pretty elegant solution to quite a few of Breakaway's problems that were brought up in this video earlier on (it being easy to get it on accident, it synergizing poorly with Krushing Blows, some characters being extremely easy to breakaway from while others aren't) would've been to take a page from the Kombo Breakers from earlier games and make Breakaway work from the second attack of a launch combo onwards rather than being available instantly. Idk, that just feels like it would've been an elegant solution to a good chunk of the issues here