A glance through the video's timeline seems to suggest that Ballz 3D is not discussed in this video, despite it being a fighting game consisting of nothing but orbs. My disappointment is immeasurable, and my day is ruined.
You likely didn’t ask but as someone studying VFX, I can tell you that the prevalence of the Orb is likely partially, at least in 3D games, because it’s a supremely easy effect, both to make AND to render. most Orbs only need to be a 2D sprite, and all it takes to make it look pretty decent is a gradient from the center and a slight noise at the edges. It’s like, an hour tops to make a pretty decent Orb. Orbs are my best friend and I love them
@@rednidedni3875 I wouldn't have enough words to describe my seething displeasure at that pun if I took the sum total linguistic knowledge of the entire Milky Way.
I'm no fighting game expert, but my favorite Orb might be Mewtwo's Shadow Ball in Smash 4. It gave you a HUGE burst of backwards momentum, which they took out in Ultimate. They buffed it in other ways, but I'll always miss being able to schmoove with it.
Funnily enough I loved all the stuff Lucario could do with Aura Sphere in Smash 4, specially hitting the opponent with it while charging it. There was so much cool stuff you could do and again that was just kinda removed in ult
Okay so I don't think I'll ever have the ability to talk about this and have it be somewhat on topic again, so here goes - FUCK Mewtwo's Side B in Ultimate. In Smash 4, it kept your momentum in the air, which made it feel so useful for moving Mewtwo around, and even aided your recovery. Now, you you just stop dead. Realistically, it doesn't change much about the character, but it just BUGS me.
@Big Yellow You can still wavebounce stuff with Aura Sphere in Ult and even hit people with the charge hitbox. It's just a lot smaller and Lucario is too light to ever make use of a fully charged Aura Sphere.
honestly old melty just has a lot of funny stuff like how in the original 3 (maybe 4, I can’t remember if v!akiha is unique) of the characters are just clones Or how Neco Arc Chaos has two exclusive and incredibly stupid (in a good way) arcade bosses in one specific version of one specific game
@@no64256 The two bosses are: Damien Armies, which is just a straight fight of 4 other Neco Arc Chaos per round, and then Neco Chaos Black G666, which is a giant robot version of NAC with a unique moveset.
I would really love for this to become a series, with the next vids possibly being about RNG, supers, Fireballs, Command Grabs, and Game defining mechanics (like Roman Cancels in GGS or tag team in MVC), and meters (like V triggers, momentum, X factor, etc.) in fighting games
@@BigYellowSilly I think something about disjoint characters could be interesting. I’m specifically thinking of swordies in smash brothers but I’m sure there are more interesting contexts.
@@BigYellowSilly definitely do taunts - not just ones you can attack people with, stuff like the buffs taunts in 3s give you, and the weird shit like Terry in SSBU being uniquely allowed to input buster wolf by using side taunt
heres some extra orbs for any of you who want some more squigly (skullgirls) has some of my favorite orbs in FG’s, her level one super SBO is an orb she can place on one of three locations. as skullgirls is an up to 3v3 tag fighter, a multi-hit super allows her to DHC either out of or into another member (dhc is doing another super input to tag to one of your assist characters) and lets her spend meter really well. on top of this, she has her center stage special move which makes the camera focus on her, and when charged with her stance, it freezes the screen as well, which means you can get FULL SCREEN PUNISHES on zoning and otherwise. squigly’s lvl3 is also very similar, but instead it makes a BIG orb, similar to haehyun’s super orb, but instead it homes in on the enemy for HUGE damage on hit or block, and it doesnt go away even if she’s hit allowing it to be an incredible combo breaker. in order to remove the orb you need to hit squigly then tag her out to bring another character in. fukua’s orbs aren’t as interesting, but they’re projectiles you can throw on the ground or in the air that bounce along the ground like oro SA2, so that’s neat.
A personal favorite orb of mine is from HFTF, Vanilla Ice's 214 super is one of the worst supers in the game and I love it because it means he doesn't have 3 great ones.
"Honest Mids" Vanilla Ice needs it, aside from having some of the best buttons in the game, big conversions, unblockable setups, infinite airdashing (can be used to mix on knockdown) and the second fastest roll in the game, he really doesn't have anything going for him.
I respect the Roa pick for Melty Blood Orb User, but I'm personally really partial to Aoko. The way that she can set 2 different kinds on screen that have different properties (limited time proximity mines, or theoretically infinite time negative edge orbs that require her to give up easy access to a button and manually detonate them) create a lot of really interesting situations. The way that her neutral focuses around setting up orbs, and then intentionally positioning around them is a really cool twist on neutral that feels distinct from the usual spectrum of "Keep Them The Hell Away From Me/Get In At All Costs" that most characters exist on. And of course, they enable lots of pressure and mixup shenanigans.
My favorite "orb(s)" push(es) the definition of orb, sort of like how I'm going to push the definition of "normal person" after describing them. Ergo, I still play Smash Bros for Wii U and 3DS casually.... With Miis as my favorite characters... and equipment and customs as a staple part of my gameplay. I know, I'm a loser. However, in doing so, I've found out that speed equipment not only drastically improves movement, but also improves framedata. I'm not a labbing guy and Smash Bros as a whole doesn't usually provide comprehensive frame data, but I can say that the improvement is substantial, breaking the function of several moves that weren't meant to combo. Particularly, there's two (technically 3, but it's essentially just a weaker, missle version of one of these moves and _not_ an orb) moves that go from semi-noteworthy-at-best "fluff" to monsterous threats. Those moves are custom neutral special 3, Grenade Launch, and custom down special 2, Bomb Drop. They're both laggy, mediocre-powered projectiles that launch opponents away - absolutely not traits that would give any sort of follow up on a normal zoner. Despite that, they still have potential qualities because of set-play. The aerial version of bomb drop allows you to keep controlling your momentum mid air. It also launches the bomb slightly forwards, potentially allowing it to detonate with you nearby it. (Likewise, it seems to be a little less laggy mid air.) Meanwhile, the grenade is a more variable-range projectile since it can be charged, so it's detonation timing and distance can be manipulated. It also hits multple times so even though it's a laggy move, by the time it's launching hitbox activates the lag is more or less over. It's just that the Gunner doesn't have the speed to keep up with the launched opponent. However, speed equipment gives even the slowest zoners the frame data and speed of the fastest rushdown characters. This leads to an opportunity that I haven't seen in any other Smash Bros game: Full stage, projectile to normal/aerial kill combos. Since you can finally move faster than both projectiles and the characters they launch, you can capitalize ofd of every single one. It essentially turns every projectile into an early stage-wide kill move if you're good at follow ups. This is especially true since both of them have different launch angles (straight up and close for bomb drop, diagonally up and away for the grenade) and both have an element of set-play to them. I've killed as early as about 40% with grenade into back air carry, but you can theoretically go even lower. I've done grenade into f-air carry, I've done bomb into up-air kills (you can kill even earlier with up special 2, Gunner Uppercut), and I have even hit with both projectiles in one combo. My absolute favorite combo is grenade into down air. IT'S A PROJECTILE COMBO THAT ENDS IN A SPIKE KILL! I just wanted an excuse to talk about that, but it's relevant since they're still orbs (or orb like, in the grenade's case) with a set-play factor.
large yellow: in this video i will talk about funny circles for 30 whole, real life minutes me (in love with big yellows content): i will click this video literally fucking instantly. thank you so much
Love the video! I wanted to say that there is a very niche use for Urien’s EX Sphere. It involves it colliding with an opponents 1-hit projectile on the first 2 frames of the sphere being out, then canceling into aegis. For some reason while the super freeze occurs, your EX Sphere that collided still travels across the screen hitting the opponent while they are frozen which allows you to combo off of if they also get caught in the aegis after the freeze.
@@BigYellowSilly hope you have a fun time playing then. AACC is so broken is hilarious, like C-Kohaku and, ofc, C-Roa are just warcrimes, TL is way more balanced but it still has some stupid things
A personal favorite orb is Fukua’s “Love Dart” from skullgirls. (236P) Only one can be out at a time but it has 6 angles (3 for each punch grounded or arial). The orb has a unique mechanic where the farther away Fukua is from the opponent when the orb makes contact (hit OR miss) determines the amount of meter she gets from the move: ranging 2.35% to 9% of bar. It’s an alright assist with some niches especially for peacock, helping cover an angle her zoning misses. She has a super orb too with 4 angles (1 grounded 3 arial) but is used primarily for chip damage and swapping in. Very very fun orb held back by the low damage of being on a joke character and the other zoning options skullgirls has beating it in almost every way.
Personally, i use Love Dart as a sort of Oki tool after ending an air combo, or as a reset tool, as the j.236LP version drops directly down, and bounces a small distance a few times.
In Hisoutensoku, basically all of Reimu’s supers are orbs in some way, but I’d like to mention Iku’s super that people usually call “Exodia” due to it usually winning the round, which makes a lightning orb above her (not the only Iku super that does this), comboing into it deals about 50%, and the orb spawns a series of smaller orbs that spiral outwards and trail lightning behind them, which stay around for a long time and will oki the opponent after the combo, locking the opponent to block for a while, dealing large chip damage, and reducing their guard guage.
Now of course there are plenty of sphere shaped attacks in DBFZ, but one controllable orb worth mentioning is Yamcha’s Spirit Ball/Orb. I actually realized it’s probably inspired by Secret Garden while listening to this video. After the initial hit that travels forward, the other (I believe) 6 hits can have their direction determined by which direction you’re inputting during the next input of the move. (Or you can just not do another input and end the super there.) The direction has to do with where the control stick is. The four cardinal directions, the 4 diagonal directions, or simply the neutral position, in which the next direction is automatically programmed in the super by default. This super can open a variety of different extensions due to this ability, from assist extensions, to assist super extensions, to an extension into lvl 3 outside of the limit break state. Which I think is pretty cool imoimoimo.
was hoping for Wizard's Orb from Your Only Move Is HUSTLE, came out satisfied with C-Roa orbage Wizard's Orb is a very silly move-- For 3/9 bars, you get a cool little orb to follow you around, and it has one of three follow-ups it can do after all of your non-super moves- unparriable blender, a nice ball that keeps enemies grounded on hit, and unparriable OTG lightning. You don't lose it from getting hit, unlike similar installs, but it does drain meter. You can also freely push it around as you please, and there's also movement options unlocked with the orb (jumping to its position, and sacking it to teleport to its location)
I want to throw a shout out to Project M Lucario's orbs. He's got the regular neutral b "aura sphere" that works like most charged projectile moves, but if you build up enough aura/meter (Project M lucario is supposed to be a reminiscent of traditional 2D fighters so he can build up an invisible meter and his jabs link into tilts which link into smash attacks, sort of like Street Fighter's light medium heavy links or Guilty Gear's punch, kick, slash, heavy slash gattlings) he can instead throw out an even larger slow moving version of his aura sphere without needing to charge it. It's pretty laggy to throw out though and it's usually better to spend Lucario's meter doing a different action (he can also choose to spend his meter to "roman cancel" any of his moves into just about any action, like dashing, smash attack, his specials... Lucario can be a combo fiend in this game and I hope some day we get Project M/Project + with rollback!!!) but it's undeniably cool to see Lucario jump over his opponent, throw out the spirit bomb, teeter cancel the ending animation into turn around grab, and then back throw the opponent into the slow moving off-stage projectile to launch them into death.
small misconception about the juggle counter in sf3: how juggles work in 3s is that there's a timer that counts down between each hit in a juggle, and when it runs out, completely locks you out of juggles for the rest of the combo (this also extends to air reset > supers too). the counter determines how short the timer is and it keeps getting cut down lower and lower as it goes up, usually resulting in follow-ups being impossible around 5-7 points depending on the character and situation. the most visible example that I can think of of this is Hugo's Ultra Throw > Clap > Backbreaker, which works, but the window for it connecting is right around when the juggle timer runs out
It's weird to mention orbs and Melty Blood without bringing up Aoko. Lady has orbs for days. She can set them up basically whenever. In some match-ups, she can just set up a house of orbs and just kinda sit behind it, firing beams or whatever. There's very little some characters can do to stop her from doing this. There's also BIG ORB. Witch also does stuff.
Xrd also has Raven's "Horny Orb". I like that one. So many good orbs in Xrd. Also thank you for dropping Elphelt for Bed. By doing that theres one less Elphelt player in the world which is a net positive.
It’s hilarious to me that the third strike juggle limit, which is specifically there to prevent infinites/ToDs, is the only reason Oro’s unblockable loops, effectively an infinite combo as long as you have meter, that can ToD some characters, are possible. Similar energy to the Hokuto no Ken dribbling combos. Like in that game, every character (and especially Oro) would have easy ToDs and infinites without the system so it isn’t like it doesn’t do anything but it’s still funny that it enables the thing it is designed to prevent in any capacity
Can't believe you made this without talking about Amakusa from Samurai Shodown, a character who's entire thing is using an orb. He literally just throws his orb at you for like every attack, its great.
C-Roa is such a fun character. I can't tell you how much I love this dude, even though I'm kinda trash with him. There's just something cathartic about winning a round where you *know* your opponent hated every second of it.
There’s something fun about being trash with a broken character. My high school had a senior lounge, and I lent it my copy of Brawl for the year I was allowed in. Early on I played Meta Knight, but the thing is my Smash air game in general isn’t the best. So MK wasn’t that oppressive in that casual scene because I wasn’t actually good with him. And then everyone played enough to unlock Sonic. Who’s my main in Brawl. THEN I started destroying everyone.
Othello from Monster Ancient Cline. One of his attacks has him sacrifice a small bit of health to throw 1-3 orbs of his blood depending on which, if any awakening you're using. If they hit the ground, they stay there as small puddles. If they hit the opponent, they stick to them like Snake's C4 in Smash Bros. He also has a move that literally detonates all the orbs near-instantly. And the most fun part: you can stack them infinitely before you decide to detonate.
I can’t wait to watch a video about a fighting game concept I’ve never thought about once in my life and then become obsessed with it for the next 3 months
0:52 Ranno orb my belorbed. High level Ranno from folks like Darai and Wai is easily some of my favorite Rivals gameplay to watch, so I can't wait to see the shenanigans his mains will come up with in Rivals 2 now that needles bounce off of it and throws exist.
Part of me was secretly hoping that there were some indie games because for example Duels of Fortune has a boss that's called "The Orb" and how in Merfight you're collecting orbs in the form of bubbles to give you meter and the ability to cancel any normal or special in any movement
Heya! Been watching you for a while, I just wanna say I absolutely adore your style - both in looks and video presentation. I tend to struggle watching a video and doing nothing else, but it's very easy to watch your stuff, you present everything really well, and your voice is super clear. Thanks for all the effort you put into these, man!
That peter Griffin censor is one of the best things Ive ever seen. I also am really surprised by your overall interesting and unique topics. Good work!
I see this in my sub feed & immediately think about Urban Legend in Limbo, the fighting game with a song called "An Everyday Life with Balls" & one of its characters uttering "Let us wager our balls & fight!"
Local semi-competent C-Roa main here, since we didn't have much time to spend with the old "Numerology - Nest of Snakes" (that is the actual name of the move) here are some more fun orb facts! The quick projectile 236A can be canceled into ground orb set, which itself can be canceled into 22C, a chargeable special move which is at WORST +2 on block. This means that if you have fast enough hands, the sequence 236A 214X 22C lets you set a very plus uncharged orb, catch mashing, and stay plus all at the same time! Charged orb detonate combos into 2C, your best ender, on grounded opponents because of its high number of hits. That means that air counterhits, ground strings, or even hits in neutral with charged orb detonate all lead into your best oki, because 214[A] 22C 214[A](!) 2C is a true combo, and 22C, on top of being plus, also has a knockdown hit box that extends to the ceiling! And, finally, orbs also enable converting off of FUZZY GUARD BREAK MIXUPS! All of your air normals are double jump cancellable on block, so when you make people block a close to the ground falling air button, you can force them to guess between 2B and double jump j.C, the latter of which combos into detonate, not to mention how the immense blockstun of a charged orb detonation can enable you positioning yourself for the mixup in it of itself! Honest mids? Says who!
I could listen to you explaining random niche stuff for hours, you have a great voice but most importantly you're passioned ! You care about what you talk about and that's so satisfying to listen to even though I care about only half of your topics. Like I don't care, but YOU care and that makes it worth to listen to ! Also, you're beautiful, such a shame I mostly listen to your vids and not watch.. But I love listening to cool stuff while falling asleep, it truly helps me out !
I'm a slayer main and as much as I love cheating the shit out of 6p over any poke attack, we kind of deserve getting absolutely punished over orb okizeme because of that.
We're reaching "talking about random bullshit" levels that shouldn't be possible.
Thats what we're all here for though
mf you're watching Big Yellow, that's why you're here
I love Big Yellow's content. Hahahah.
6799 original video ideas remain.
But this is why we watch Yellow
A glance through the video's timeline seems to suggest that Ballz 3D is not discussed in this video, despite it being a fighting game consisting of nothing but orbs.
My disappointment is immeasurable, and my day is ruined.
I was sure when the not attacking came up Broly's shield orb was about to be mentioned =[
Wait till you learn about Joy Mech Fight
Well, you’re right, it _is_ a rather curious omission, but I’m not going to let that intersphere with my enjoyment of this video.
Damn. Beat me to it.
@@deadfr0g I can't ballieve you just went for that
Can’t wait to ponder the Orb for 30 minutes with the lads
yes! yes!
I made it lads it’s orb time
Nothing quite like cracking open an orb with the boys.
Truer words have never been spoken
Orb of Creation is a game that lets you, finally, ponder the Orb for real.
Part of me was really waiting for the manscaped sponsor being like
"But let's talk about the most important orbs, your orbs."
LOLLL
You likely didn’t ask but as someone studying VFX, I can tell you that the prevalence of the Orb is likely partially, at least in 3D games, because it’s a supremely easy effect, both to make AND to render. most Orbs only need to be a 2D sprite, and all it takes to make it look pretty decent is a gradient from the center and a slight noise at the edges. It’s like, an hour tops to make a pretty decent Orb. Orbs are my best friend and I love them
Big Yellow finally gives us their 34 minute essay on balls.
With 3 minutes dedicated to Kum, no less.
yeah a twink like him would inevitably do that lmao
I love that you released this video right after Asuka comes out and his whole aesthetic is cubes. Classic Big Yellow chaotic energy.
The best part about Asuka is he’s this 4th galaxy-brain master mind yet can’t tell the difference between a cube a sphere for his super
@@nauticalmoon2109 cubes are just edgy orbs
@@rednidedni3875 I wouldn't have enough words to describe my seething displeasure at that pun if I took the sum total linguistic knowledge of the entire Milky Way.
The fact that you went a full half an hour of this without making a single joke about balls is a feat you should be proud of.
I'm no fighting game expert, but my favorite Orb might be Mewtwo's Shadow Ball in Smash 4. It gave you a HUGE burst of backwards momentum, which they took out in Ultimate. They buffed it in other ways, but I'll always miss being able to schmoove with it.
Funnily enough I loved all the stuff Lucario could do with Aura Sphere in Smash 4, specially hitting the opponent with it while charging it. There was so much cool stuff you could do and again that was just kinda removed in ult
Smash 4 M2 had so much schmovement that Ultimate took out for literally no reason, I miss my third jump side B
@BigYellowSilly i never even knew they removed the hitbox on the charge????!?
Okay so I don't think I'll ever have the ability to talk about this and have it be somewhat on topic again, so here goes - FUCK Mewtwo's Side B in Ultimate. In Smash 4, it kept your momentum in the air, which made it feel so useful for moving Mewtwo around, and even aided your recovery. Now, you you just stop dead. Realistically, it doesn't change much about the character, but it just BUGS me.
@Big Yellow You can still wavebounce stuff with Aura Sphere in Ult and even hit people with the charge hitbox. It's just a lot smaller and Lucario is too light to ever make use of a fully charged Aura Sphere.
The best Orb in fighting games is kirby, because he's shaped like a friend
the yassification of big yellow is amazing
I appreciate the Mario “watch for falling rocks parallel universe” music in explaining 3S unblockables. Really gets me in the mood for learning
i can't tell you how much i appreciate the pannenkoek style explanation of third strike unblockables lmao
I love that people still do pannenkoek sections in videos years later. "The naive answer" made my brain tranport directly to 2016
34 minutes? That’s a lot of orbs. May the orbs continue to bless fighting games forevermore.
Don't bring up the "Konami Orbs" in the Yu-Gi-Oh card game... We'd be here for HOURS.
Forevermorb
@@zdelrod829 Orb-eyes Pendulum Dragon
My favorite orb in a fighting game is melee Mr.Game&Watch's shield 🙃
That whole Oro section was fantastic lol
I was genuinely scared that 3rd Strike somehow had PUs for a second there
Instead of a parallel universe we just have a parry universe
Parry Lol Universe
I love how in some MK games the character being juggled looks like they're performing some insane gymnastics.
Roa going from a bottom tier (like on the level of the literal joke character, Neco Arc Chaos) to arguably top 1 is just really funny
honestly old melty just has a lot of funny stuff like how in the original 3 (maybe 4, I can’t remember if v!akiha is unique) of the characters are just clones
Or how Neco Arc Chaos has two exclusive and incredibly stupid (in a good way) arcade bosses in one specific version of one specific game
I know this is a bit old, but what are those bosses?
@@no64256 The two bosses are: Damien Armies, which is just a straight fight of 4 other Neco Arc Chaos per round, and then Neco Chaos Black G666, which is a giant robot version of NAC with a unique moveset.
I would really love for this to become a series, with the next vids possibly being about RNG, supers, Fireballs, Command Grabs, and Game defining mechanics (like Roman Cancels in GGS or tag team in MVC), and meters (like V triggers, momentum, X factor, etc.) in fighting games
I'd love to do more vids like that honestly, taunts you can hit people with is one I'd like to get to someday
@@BigYellowSilly if ever you do a video that wants to look into hittable taunts (and taunts that are otherwise useful) please look into skullgirls!
I mean this is basically part of the “bug slow moves” series
@@BigYellowSilly I think something about disjoint characters could be interesting. I’m specifically thinking of swordies in smash brothers but I’m sure there are more interesting contexts.
@@BigYellowSilly definitely do taunts - not just ones you can attack people with, stuff like the buffs taunts in 3s give you, and the weird shit like Terry in SSBU being uniquely allowed to input buster wolf by using side taunt
The pannenkoek bit for the Oro SA2 is amazing, honestly almost uncanny in it's presentation lol
As the C-roa in 33:27, playing this character requires maximum cognition. Trust me :)
I love when Vanilla Ice says "Its orbin' time", and then he orbs all over some stand user.
1:03 this one sentence is one of the best advertisements for this channel
heres some extra orbs for any of you who want some more
squigly (skullgirls) has some of my favorite orbs in FG’s, her level one super SBO is an orb she can place on one of three locations. as skullgirls is an up to 3v3 tag fighter, a multi-hit super allows her to DHC either out of or into another member (dhc is doing another super input to tag to one of your assist characters) and lets her spend meter really well. on top of this, she has her center stage special move which makes the camera focus on her, and when charged with her stance, it freezes the screen as well, which means you can get FULL SCREEN PUNISHES on zoning and otherwise.
squigly’s lvl3 is also very similar, but instead it makes a BIG orb, similar to haehyun’s super orb, but instead it homes in on the enemy for HUGE damage on hit or block, and it doesnt go away even if she’s hit allowing it to be an incredible combo breaker. in order to remove the orb you need to hit squigly then tag her out to bring another character in.
fukua’s orbs aren’t as interesting, but they’re projectiles you can throw on the ground or in the air that bounce along the ground like oro SA2, so that’s neat.
My favorite part of fighting games is when my character says "It's Orbin' time!" and proceeds to orb all over the opponent
I don’t know why but referring to a move as “fucked up” is hilarious to me. Every time it was said managed to get a laugh out of me
It’s orbin’ time!
Fuck im too late
Orbulation!
@@diegodankquixote-wry3242 extraorbinary
@@theofficialchannelofoffici7962Just like this guy that used this stupid meme
*Proceeds to orb every other character*
A personal favorite orb of mine is from HFTF, Vanilla Ice's 214 super is one of the worst supers in the game and I love it because it means he doesn't have 3 great ones.
VIce is a very very honest character using the very very balanced and interactive tandems and he actually needs to have another good super
He needs a second Tandem, it will help this honest mid tier succeed in this world of sharks and lions (Shadio loopers)
"Honest Mids" Vanilla Ice needs it, aside from having some of the best buttons in the game, big conversions, unblockable setups, infinite airdashing (can be used to mix on knockdown) and the second fastest roll in the game, he really doesn't have anything going for him.
I respect the Roa pick for Melty Blood Orb User, but I'm personally really partial to Aoko. The way that she can set 2 different kinds on screen that have different properties (limited time proximity mines, or theoretically infinite time negative edge orbs that require her to give up easy access to a button and manually detonate them) create a lot of really interesting situations. The way that her neutral focuses around setting up orbs, and then intentionally positioning around them is a really cool twist on neutral that feels distinct from the usual spectrum of "Keep Them The Hell Away From Me/Get In At All Costs" that most characters exist on. And of course, they enable lots of pressure and mixup shenanigans.
My favorite "orb(s)" push(es) the definition of orb, sort of like how I'm going to push the definition of "normal person" after describing them.
Ergo, I still play Smash Bros for Wii U and 3DS casually.... With Miis as my favorite characters... and equipment and customs as a staple part of my gameplay. I know, I'm a loser.
However, in doing so, I've found out that speed equipment not only drastically improves movement, but also improves framedata. I'm not a labbing guy and Smash Bros as a whole doesn't usually provide comprehensive frame data, but I can say that the improvement is substantial, breaking the function of several moves that weren't meant to combo.
Particularly, there's two (technically 3, but it's essentially just a weaker, missle version of one of these moves and _not_ an orb) moves that go from semi-noteworthy-at-best "fluff" to monsterous threats. Those moves are custom neutral special 3, Grenade Launch, and custom down special 2, Bomb Drop. They're both laggy, mediocre-powered projectiles that launch opponents away - absolutely not traits that would give any sort of follow up on a normal zoner. Despite that, they still have potential qualities because of set-play. The aerial version of bomb drop allows you to keep controlling your momentum mid air. It also launches the bomb slightly forwards, potentially allowing it to detonate with you nearby it. (Likewise, it seems to be a little less laggy mid air.) Meanwhile, the grenade is a more variable-range projectile since it can be charged, so it's detonation timing and distance can be manipulated. It also hits multple times so even though it's a laggy move, by the time it's launching hitbox activates the lag is more or less over. It's just that the Gunner doesn't have the speed to keep up with the launched opponent.
However, speed equipment gives even the slowest zoners the frame data and speed of the fastest rushdown characters. This leads to an opportunity that I haven't seen in any other Smash Bros game: Full stage, projectile to normal/aerial kill combos. Since you can finally move faster than both projectiles and the characters they launch, you can capitalize ofd of every single one.
It essentially turns every projectile into an early stage-wide kill move if you're good at follow ups. This is especially true since both of them have different launch angles (straight up and close for bomb drop, diagonally up and away for the grenade) and both have an element of set-play to them. I've killed as early as about 40% with grenade into back air carry, but you can theoretically go even lower. I've done grenade into f-air carry, I've done bomb into up-air kills (you can kill even earlier with up special 2, Gunner Uppercut), and I have even hit with both projectiles in one combo. My absolute favorite combo is grenade into down air. IT'S A PROJECTILE COMBO THAT ENDS IN A SPIKE KILL!
I just wanted an excuse to talk about that, but it's relevant since they're still orbs (or orb like, in the grenade's case) with a set-play factor.
large yellow: in this video i will talk about funny circles for 30 whole, real life minutes
me (in love with big yellows content): i will click this video literally fucking instantly. thank you so much
The pannenkoek segment had me freaking out xD
21:09 I was so ready to hear "parallel universes"
Love the video! I wanted to say that there is a very niche use for Urien’s EX Sphere. It involves it colliding with an opponents 1-hit projectile on the first 2 frames of the sphere being out, then canceling into aegis. For some reason while the super freeze occurs, your EX Sphere that collided still travels across the screen hitting the opponent while they are frozen which allows you to combo off of if they also get caught in the aegis after the freeze.
Man, I wasn't expecting melty at all, that really surprised me. TL and AACC are both awesome games, I love them
I'd love to sink more time into both when I can, love watching both but never got round to learning them properly
@@BigYellowSilly hope you have a fun time playing then. AACC is so broken is hilarious, like C-Kohaku and, ofc, C-Roa are just warcrimes, TL is way more balanced but it still has some stupid things
This truly is the concept for a video ever
A personal favorite orb is Fukua’s “Love Dart” from skullgirls. (236P) Only one can be out at a time but it has 6 angles (3 for each punch grounded or arial). The orb has a unique mechanic where the farther away Fukua is from the opponent when the orb makes contact (hit OR miss) determines the amount of meter she gets from the move: ranging 2.35% to 9% of bar. It’s an alright assist with some niches especially for peacock, helping cover an angle her zoning misses. She has a super orb too with 4 angles (1 grounded 3 arial) but is used primarily for chip damage and swapping in. Very very fun orb held back by the low damage of being on a joke character and the other zoning options skullgirls has beating it in almost every way.
Personally, i use Love Dart as a sort of Oki tool after ending an air combo, or as a reset tool, as the j.236LP version drops directly down, and bounces a small distance a few times.
you look so good in this❤ eyebrows on fleek
I love the Pannenkoek tribute halfway through. It's beautiful
It's spherical!
*_SPHERICAL!!_*
In Hisoutensoku, basically all of Reimu’s supers are orbs in some way, but I’d like to mention Iku’s super that people usually call “Exodia” due to it usually winning the round, which makes a lightning orb above her (not the only Iku super that does this), comboing into it deals about 50%, and the orb spawns a series of smaller orbs that spiral outwards and trail lightning behind them, which stay around for a long time and will oki the opponent after the combo, locking the opponent to block for a while, dealing large chip damage, and reducing their guard guage.
Isn't one of the touhou fighting games literally all about orbs
@@pageclayton6850 It's mostly projectiles, a good deal of them being orb-shaped but it isn't exclusively about orbs.
I remember when a good 3rd of XRD's cast had "Knockdown into oki orb" as their gameplan
Now of course there are plenty of sphere shaped attacks in DBFZ, but one controllable orb worth mentioning is Yamcha’s Spirit Ball/Orb. I actually realized it’s probably inspired by Secret Garden while listening to this video. After the initial hit that travels forward, the other (I believe) 6 hits can have their direction determined by which direction you’re inputting during the next input of the move. (Or you can just not do another input and end the super there.) The direction has to do with where the control stick is. The four cardinal directions, the 4 diagonal directions, or simply the neutral position, in which the next direction is automatically programmed in the super by default. This super can open a variety of different extensions due to this ability, from assist extensions, to assist super extensions, to an extension into lvl 3 outside of the limit break state. Which I think is pretty cool imoimoimo.
shame asuka just came out, he doesnt have orbs persay but his projectiles give alot of plus frames and have alot of creative uses, awesome vid
cubes in fighting games
@@BigYellowSilly just like mined craft...
That'll be saved for the "Cubes in Fighting Games" video I assume.
@BigYellowSilly the damn shapes are in-fighting again, hate to see it 🤧🥺😔
@@BigYellowSilly ANALYZE CUBE
This is for Alex Yiik
was hoping for Wizard's Orb from Your Only Move Is HUSTLE, came out satisfied with C-Roa orbage
Wizard's Orb is a very silly move-- For 3/9 bars, you get a cool little orb to follow you around, and it has one of three follow-ups it can do after all of your non-super moves- unparriable blender, a nice ball that keeps enemies grounded on hit, and unparriable OTG lightning. You don't lose it from getting hit, unlike similar installs, but it does drain meter.
You can also freely push it around as you please, and there's also movement options unlocked with the orb (jumping to its position, and sacking it to teleport to its location)
34 minute video about BALLS
34 minutes of *ORB PONDERING*
Glorious.
Balls in Fighting Games. Your restraint is immense.
And the character that is literally named Kum.
Fellow accidental Centipedes during Raoh gamer
was expecting a 34 minute video essay on oros nuts im deeply disappointed
Me: Big Yellow will never be orbin'
Big Yellow:
Time for another episode of "what the fuck is this individual rambling about," with my favorite Irish rambling individual.
Great timing i was pondering my orb just before you uploaded
Daisuke deadass named a character Kum
I want to throw a shout out to Project M Lucario's orbs. He's got the regular neutral b "aura sphere" that works like most charged projectile moves, but if you build up enough aura/meter (Project M lucario is supposed to be a reminiscent of traditional 2D fighters so he can build up an invisible meter and his jabs link into tilts which link into smash attacks, sort of like Street Fighter's light medium heavy links or Guilty Gear's punch, kick, slash, heavy slash gattlings) he can instead throw out an even larger slow moving version of his aura sphere without needing to charge it. It's pretty laggy to throw out though and it's usually better to spend Lucario's meter doing a different action (he can also choose to spend his meter to "roman cancel" any of his moves into just about any action, like dashing, smash attack, his specials... Lucario can be a combo fiend in this game and I hope some day we get Project M/Project + with rollback!!!) but it's undeniably cool to see Lucario jump over his opponent, throw out the spirit bomb, teeter cancel the ending animation into turn around grab, and then back throw the opponent into the slow moving off-stage projectile to launch them into death.
small misconception about the juggle counter in sf3:
how juggles work in 3s is that there's a timer that counts down between each hit in a juggle, and when it runs out, completely locks you out of juggles for the rest of the combo (this also extends to air reset > supers too).
the counter determines how short the timer is and it keeps getting cut down lower and lower as it goes up, usually resulting in follow-ups being impossible around 5-7 points depending on the character and situation.
the most visible example that I can think of of this is Hugo's Ultra Throw > Clap > Backbreaker, which works, but the window for it connecting is right around when the juggle timer runs out
Thanks for this, always found that combo tough and never understood why so this was very interesting
It's weird to mention orbs and Melty Blood without bringing up Aoko.
Lady has orbs for days.
She can set them up basically whenever.
In some match-ups, she can just set up a house of orbs and just kinda sit behind it, firing beams or whatever.
There's very little some characters can do to stop her from doing this.
There's also BIG ORB.
Witch also does stuff.
Xrd also has Raven's "Horny Orb". I like that one. So many good orbs in Xrd. Also thank you for dropping Elphelt for Bed. By doing that theres one less Elphelt player in the world which is a net positive.
2:41 Let’s not forget his Acid Spit, making him more of a Gunner and a True Zoner.
Didn't expect bro to be so majestic
It’s hilarious to me that the third strike juggle limit, which is specifically there to prevent infinites/ToDs, is the only reason Oro’s unblockable loops, effectively an infinite combo as long as you have meter, that can ToD some characters, are possible. Similar energy to the Hokuto no Ken dribbling combos. Like in that game, every character (and especially Oro) would have easy ToDs and infinites without the system so it isn’t like it doesn’t do anything but it’s still funny that it enables the thing it is designed to prevent in any capacity
"im about as technical as a fisherprice laptop" IM DED
This video is conceptually a gaming listacle from 2013
real
3:00 oh nonono you keep your filthy modern input nomenclature out of my umk3
Can't believe you made this without talking about Amakusa from Samurai Shodown, a character who's entire thing is using an orb. He literally just throws his orb at you for like every attack, its great.
On today's episode of funny nb person talking about random things, we are gonna talk about balls
GOATed video on concept alone, the type of thing the FGC really needs to focus on.
Another orb i really love are beerus orbs from dbfz. I think it's really cool how you can interact with them during zoning and combo situations
I’m not going to scroll down to see if someone’s said it already, but, ITS ORBIN TIME
C-Roa is such a fun character. I can't tell you how much I love this dude, even though I'm kinda trash with him.
There's just something cathartic about winning a round where you *know* your opponent hated every second of it.
There’s something fun about being trash with a broken character. My high school had a senior lounge, and I lent it my copy of Brawl for the year I was allowed in. Early on I played Meta Knight, but the thing is my Smash air game in general isn’t the best. So MK wasn’t that oppressive in that casual scene because I wasn’t actually good with him.
And then everyone played enough to unlock Sonic. Who’s my main in Brawl. THEN I started destroying everyone.
fantastic video!! came here from bad balance and was pleasantly suprised to see you've only been getting better and better at making videos :-)
"Kinda fucking goofy" kinda describes the whole og mortal kombat triology and I kinda love it. Kinda.
13:15 YO MY SPREADSHEETS GO NUTTY
Ty for your service it served me well for the 3ish weeks I played Haehyun
personal favorite orb character is amakusa from samsho. no orb specials, but pretty much only these kooky disjointed orb normals. peak orb pondering.
Othello from Monster Ancient Cline. One of his attacks has him sacrifice a small bit of health to throw 1-3 orbs of his blood depending on which, if any awakening you're using. If they hit the ground, they stay there as small puddles. If they hit the opponent, they stick to them like Snake's C4 in Smash Bros. He also has a move that literally detonates all the orbs near-instantly. And the most fun part: you can stack them infinitely before you decide to detonate.
I can’t wait to watch a video about a fighting game concept I’ve never thought about once in my life and then become obsessed with it for the next 3 months
0:52 Ranno orb my belorbed. High level Ranno from folks like Darai and Wai is easily some of my favorite Rivals gameplay to watch, so I can't wait to see the shenanigans his mains will come up with in Rivals 2 now that needles bounce off of it and throws exist.
Part of me was secretly hoping that there were some indie games because for example Duels of Fortune has a boss that's called "The Orb" and how in Merfight you're collecting orbs in the form of bubbles to give you meter and the ability to cancel any normal or special in any movement
Cant believe they didnt talk about Vanilla Ice, the Orb Stand guy
pondering my orb so fking hard rn
Heya! Been watching you for a while, I just wanna say I absolutely adore your style - both in looks and video presentation. I tend to struggle watching a video and doing nothing else, but it's very easy to watch your stuff, you present everything really well, and your voice is super clear. Thanks for all the effort you put into these, man!
I think my personal favorite orb of note is Dormammu’s Stalking Flare just for how absolutely obscene of an idea it was for a fighting game
0:56 FIGHTERZ ON THIS CHANNEL WOOOOOO
thumbnail caught me
cant say how
That peter Griffin censor is one of the best things Ive ever seen. I also am really surprised by your overall interesting and unique topics. Good work!
I see this in my sub feed & immediately think about Urban Legend in Limbo, the fighting game with a song called "An Everyday Life with Balls" & one of its characters uttering "Let us wager our balls & fight!"
I haven't watched a single second of this video before commenting, but I know it's gonna be great. And ponderous...
Local semi-competent C-Roa main here, since we didn't have much time to spend with the old "Numerology - Nest of Snakes" (that is the actual name of the move) here are some more fun orb facts!
The quick projectile 236A can be canceled into ground orb set, which itself can be canceled into 22C, a chargeable special move which is at WORST +2 on block. This means that if you have fast enough hands, the sequence 236A 214X 22C lets you set a very plus uncharged orb, catch mashing, and stay plus all at the same time!
Charged orb detonate combos into 2C, your best ender, on grounded opponents because of its high number of hits. That means that air counterhits, ground strings, or even hits in neutral with charged orb detonate all lead into your best oki, because 214[A] 22C 214[A](!) 2C is a true combo, and 22C, on top of being plus, also has a knockdown hit box that extends to the ceiling!
And, finally, orbs also enable converting off of FUZZY GUARD BREAK MIXUPS! All of your air normals are double jump cancellable on block, so when you make people block a close to the ground falling air button, you can force them to guess between 2B and double jump j.C, the latter of which combos into detonate, not to mention how the immense blockstun of a charged orb detonation can enable you positioning yourself for the mixup in it of itself! Honest mids? Says who!
I could listen to you explaining random niche stuff for hours, you have a great voice but most importantly you're passioned ! You care about what you talk about and that's so satisfying to listen to even though I care about only half of your topics. Like I don't care, but YOU care and that makes it worth to listen to !
Also, you're beautiful, such a shame I mostly listen to your vids and not watch.. But I love listening to cool stuff while falling asleep, it truly helps me out !
TH-cam wouldn't allow *balls* of this level in a video so it had to be changed to orbs
I feel like you couldn't make this video without mentioning roa. It's such a iconic Orb moment
Babe wake up, Big Yellow uploaded a half-hour video about balls!
I'm a slayer main and as much as I love cheating the shit out of 6p over any poke attack, we kind of deserve getting absolutely punished over orb okizeme because of that.
Wasn't expecting to see Idol Showdown
I started this channel with the Pokémon content and this is the first non-Pokémon content that I immediately had to click.
Ya got me. Well done.
AS SOON AS I SAW THE BEDMAN ORB I CLICKED ON THE VID 😂
With Asuka, the orb has evolved, we now have CUBE
for me orbs are specifically projectiles with weird trajectories and speed
Glad to see you again dude!