Views : 194,859
Genre: Gaming
Date of upload: Sep 15, 2020 ^^
Rating : 4.969 (70/9,063 LTDR)
RYD date created : 2022-04-09T02:27:06.660745Z
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Top Comments of this video!! :3
i'm glad you brought up "mental time" because i feel it's more important than the actual time on screen
you can notice in yourself and in other players that when people are on the defensive, there's always a jeopardy timer going on until you go "... fuck that shit i'm going in" --- the short/long fuse you described.
the opposite is also true, when people have been scrapping for a while they want to take some time to chill and eat lunch
it's super interesting, kind of how you need a moment to build confidence and get back into the action
i dedicate this video to Fox players who'll laser 4 times then realize they've become the very things they swore to destroy, as in campers, and attempt the dumbest approach ever.
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I think the one game I've played that times out more than any other is Pokken Tournament. Even at top level and high level play you see time out driven situations extremely commonly, and the time still ticking down during many cinematics only emphasizes how menacing the time really is as an element in the gameplay in that game. I genuinely like it.
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7:45 Loved the Tekken transition, "so in tekken right?" lmao
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There was a point in TFH where the game still had the skullgirls timer, which MikeZ specifically made work like the Marvel timer, so time outs literally were not a thing.
The Devs then changed this, and it proved to be a boon to characters like Velvet, Tianhuo, and Oleander who are content to just run the clock if need be, and it happens a LOT more often then you'd think at high level play.
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i think Touhou 12.3 is an interesting example of a timer in a fighting game. the way it works is that, rather than just counting down and ending the match, it changes the weather, and weather has a big impact on gameplay. in theory, sure, a game can go on for infinitely long. but because of the way the rest of the game is designed, it almost never becomes an issue.
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I wouldn't say Dark Souls is a weird point of comparison to make when talking about fighting games. I think alot of mentalities that go into Soulslike PvP is decently applicable to certain aspects of fighting games and these similarities are something I have considered for a good amount of time. One of my friends was interested in getting into fighting games, sparked by my rediscovered passion for them, but found herself nervous about getting into the headspace. Knowing that she had played around with Dark Souls 3 PvP alot before, I refer to it as a baseline to help her understand certain concepts easier. Footsies, block-stun, framedata/advantage, wiff-punish, baiting, understanding hitboxes, hurtboxes and I-frames, alot of these ideas apply very directly to DS PvP.
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In the topic of time, something I noticed a while ago while playing competitive Smash Ultimate was how the Spanish ruleset affects it. The community is so afraid of time outs that it was decided the match timer to be 8:00 long, what makes them impossible to attain, as you mentioned. This, in fact, creates an interesting scenario for my main, Robin. She has limited uses in her stuff, but when something runs out, she recovers it after a few seconds. So, when I run out of items in neutral, I just play defensive, even if I am at a disadvantage, cause I know I don't have to be worried about the timer. This, in fact, makes Robin better, since she doesn't have to commit to offense when not fully equipped.
I found your channel yesterday and I am having a great time and enjoying your videos a lot. I am now learning sfv and your videos are the perfect background to keep motivation and feeding ideas to think about at work while i wait to arrive home and play again.
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Ha! In Soku, the timer goes faster than real seconds and is influenced by gameplay! Not that it functions remotely similar to other fighting game timers anyways. The timer doesn’t end the round so there is no hard cap on how long a match can take, but it’s also not feasible to run away or block forever.
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Hisoutensoku's weather system is a kind of timer that doesn't outright end the game but just makes turtling nearly impossible through changing the rules of the game. Granted this is completely different to your average time system but it functions as one. Assuming both players can block perfectly and noone can break the guard, suddenly weather rules that there is no longer the ability to block and you both have super armour. Or removing the ability to tech and making wakeups deal damage to the person who got knocked down. If you can't find a reason to approach, there's some kind of weather that can change the game just enough for you to have an opportunity, and there isn't a problem with turtling. Who's going to say no to securing a win when you have a health lead and you both cannot block
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A lot of the FGC community takes these concepts for granted, but I'm glad you take the most important aspects of fighting game culture and get us to think about them critically without sounding patronizing or on the opposite end of the spectrum - snobby. This is why you're the best FGC content creator atm <3.
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@SoraTrace
3 years ago
Did I really find this channel? Or did this channel find me...
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