FINALLY SOMEONE MADE A VIDEO ABOUT THIS TOPIC, I’VE SAYING SUCH. It seriously annoys me how people dismiss movement options as a “cheap melee” thing, without learning all of the nuances. The main reason why many Platfrom Fighters feature such tech is to enhance the existence of stages and platforms in the first place. Without them, you run into the “sticky Platform” problem: Standing on platforms being entirely disadvantage due to the lack of advantage tech, in this case movement.
Thank you for the kind words! I have a backlog of these topics and was trying out making some storytelling. I think I should give this type of format some more TLC and try making some more.
very true, tho it was a bit disappointing to wait 3-4 minutes for you to start to say "why". I think you could demonstrate your points better with some custom clips that talk more about positioning, tech, and other things you feel relevant to your audience. this seems to be targetted to rivals players, so rivals 2 comp clips were great, but maybe after introducing your point on movement you could show clips with bad vs. good movement, bad vs. good spacing, and a few examples. something to take home with the video that's tangible and can be practiced. good vid man!
Thanks for the feedback! I'll try to make it more "tangible" in the future. 🙏 I'm ngl I had debated scraping this video because I was unhappy with the scripting but decided to throw on some random edits and just hit send. But that is all to say yes, your feedback is poignant to what I felt as well. I appreciate your comment
Think about it this way...what exactly are you punishing? The first thing you punish in fighting games is the enemy's movement. If they move into a spot where they are easily able to be hit by you, you use that information to attack. This is the most fundamental tactic in EVERY fighting game ever created. RoA just ramps up the speed in which this tactic is employed.
FINALLY SOMEONE MADE A VIDEO ABOUT THIS TOPIC, I’VE SAYING SUCH.
It seriously annoys me how people dismiss movement options as a “cheap melee” thing, without learning all of the nuances.
The main reason why many Platfrom Fighters feature such tech is to enhance the existence of stages and platforms in the first place. Without them, you run into the “sticky Platform” problem: Standing on platforms being entirely disadvantage due to the lack of advantage tech, in this case movement.
Thank you for the kind words! I have a backlog of these topics and was trying out making some storytelling. I think I should give this type of format some more TLC and try making some more.
very true, tho it was a bit disappointing to wait 3-4 minutes for you to start to say "why". I think you could demonstrate your points better with some custom clips that talk more about positioning, tech, and other things you feel relevant to your audience. this seems to be targetted to rivals players, so rivals 2 comp clips were great, but maybe after introducing your point on movement you could show clips with bad vs. good movement, bad vs. good spacing, and a few examples. something to take home with the video that's tangible and can be practiced. good vid man!
Thanks for the feedback! I'll try to make it more "tangible" in the future. 🙏
I'm ngl I had debated scraping this video because I was unhappy with the scripting but decided to throw on some random edits and just hit send.
But that is all to say yes, your feedback is poignant to what I felt as well. I appreciate your comment
Think about it this way...what exactly are you punishing? The first thing you punish in fighting games is the enemy's movement. If they move into a spot where they are easily able to be hit by you, you use that information to attack. This is the most fundamental tactic in EVERY fighting game ever created. RoA just ramps up the speed in which this tactic is employed.
You're exactly right! First thing we learn in any game is how to move and then interact with other entities.