I mostly play charge characters because while they still can be execution-heavy, the motion itself is always extremely straightforward. Most of the time if I drop my combo, it's because I got the timing wrong and that's it, not because my hadoken turns out to be a shoryuken because I slightly moved my stick, that kind of stuff... So yeah, charge = kinda counterintuitive, but a lot more precise to me
my favorite kind of charge characters are the "human bullet" kind of characters (balrog, e-honda, muscle power etc.) mainly because you can still hold on to your charge while you propel yourself forward.
my best advice for learning charge characters. play examu/team arcana games. Other than Million Arthur because it doesnt have charge charactes, unless you count Nimue having buttons held down a charge character morgan, ignis, anna, from aquapazza/nitroplus have normal motions, and charge moves. Arcana Heart charge characters aren't reliant on being able to do charge moves in combos, since you can just homing/efc cancel into a lot of bnbs. Kamui has a charge move as well as mostly normals. on topic of holding down a button, and going back to arcana. angelia has something like that, where you can also alternate buttons held and keep the charge for the move. meaning you can technically do anything while powering up her drop kick without opponent knowing, besides extend force which requires simultaneous 3 button presses. What throws me off going from game to game is timing of how long to hold charges though. I find I rarely drop moves in examu games. I tried ash crimson, kim kap kwan and had no trouble adapting and doing moves in net games. For some reason, when I tried Vatista and dropped a lot of moves, meaning the time needed to hold a direction in that game is probably longer. I've heard SF2 was a full 2 seconds
I don't prefer "charge" characters, it's just that the characters that I like, happen to be most of them "charge" characters. In SFA3 I like Juni, in USFIV I like Decapre and in SFV I like Cammy, but still I'm having a hard time with charge characters due to timing of the charge. They are fun to play tho. Great content btw man tyvm, keep them coming pls.
I honestly don't understand the history of why charge characters even exist? I hate em, personally. Not that experienced though. I can see that it may appeal to some, but why can't they have commands instead of charges as a toggle?
@@DiarrheaIsFun So they're designed for those who wish to learn an unconventional, often frustrating (to learn) input style to get an unfair advantage in gameplay. Like puppet characters, ig?
@@angelsoflolz There's nothing unfair about them, the time that moves take up charging makes it perfectly balanced, making them come out instantly like shotos(command characters) is what would make them have an affair advantage, hence why they can't have an option to do so. Charge characters aren't any more frustrating to learn than shotos, it will take you about the same time to get used to and consistently pull off moves as it will with shotos, it's only frustrating if you already learnt shotos first, just like transitioning to shotos from charge characters would be equally frustrating. I personally like both styles and heavily favor shotos for offensive, rekka or rushdown characters and heavily favor charge characters for a more defensive playstyle. You're being incredibly reductive towards the charge archetype in your arguing, btw... there's a reason you'll always see a healthy mix of both types dominating competitive scenes, both approaches complement each other well and coexist perfectly without either having and advantage by default.
@@DiarrheaIsFun Mm, I guess I'm just too used to shotos/simpler input systems in 'newbie-friendly' fighting games. Usually the most 'extreme' one of those games has is a command shoto character or a rekka, and I've been 'educated' to think charge and puppet characters are the fringe? For example, MK11 has a lot of back-forward inputs, and these inputs probably date back a long time, but I've rarely if ever dealt with this sort of thing until getting MK11.
@@angelsoflolz Those style of inputs (back-front or up-down without charging) have been a staple of the MK series since the first one, Scorpion and Sub-Zero's most iconic moves have always been paired with such inputs, for example. I used to be all in on shotos as well, but when SF4 came out and we saw defensive play getting a massive upgrade I started transitioning to also include charge types and Guile and Bison have since become some of my favorites. I would recommend using Necalli, he's got one very useful charge move peppered in with his more traditional stuff and you can easily get used to charge moves in a gradual in less intrusive way by using him. His moveset is awesome in general as well so he's quite fun to use, which is an added bonus!
I mostly play charge characters because while they still can be execution-heavy, the motion itself is always extremely straightforward. Most of the time if I drop my combo, it's because I got the timing wrong and that's it, not because my hadoken turns out to be a shoryuken because I slightly moved my stick, that kind of stuff...
So yeah, charge = kinda counterintuitive, but a lot more precise to me
my favorite kind of charge characters are the "human bullet" kind of characters (balrog, e-honda, muscle power etc.) mainly because you can still hold on to your charge while you propel yourself forward.
Claw was my favorite charge character of all time, until he wrecked him. Good video btw, your style reminds of core-A. Keep it up!
Leo, May and Potemkin from GG Strive have some fun charge moves too. Mostly May since her combo routes need charge specials more
I'm surprised you didn't showcase Vatista from Under Night. She is entirely charge and negative edge.
my best advice for learning charge characters. play examu/team arcana games. Other than Million Arthur because it doesnt have charge charactes, unless you count Nimue having buttons held down a charge character
morgan, ignis, anna, from aquapazza/nitroplus have normal motions, and charge moves. Arcana Heart charge characters aren't reliant on being able to do charge moves in combos, since you can just homing/efc cancel into a lot of bnbs. Kamui has a charge move as well as mostly normals.
on topic of holding down a button, and going back to arcana. angelia has something like that, where you can also alternate buttons held and keep the charge for the move. meaning you can technically do anything while powering up her drop kick without opponent knowing, besides extend force which requires simultaneous 3 button presses.
What throws me off going from game to game is timing of how long to hold charges though. I find I rarely drop moves in examu games. I tried ash crimson, kim kap kwan and had no trouble adapting and doing moves in net games. For some reason, when I tried Vatista and dropped a lot of moves, meaning the time needed to hold a direction in that game is probably longer. I've heard SF2 was a full 2 seconds
I don't prefer "charge" characters, it's just that the characters that I like, happen to be most of them "charge" characters. In SFA3 I like Juni, in USFIV I like Decapre and in SFV I like Cammy, but still I'm having a hard time with charge characters due to timing of the charge. They are fun to play tho.
Great content btw man tyvm, keep them coming pls.
Charge characters are my favourite archetype. I just wish there was more with personalities I like.
Great Vid!
Urien-3rd strike
I honestly don't understand the history of why charge characters even exist?
I hate em, personally. Not that experienced though. I can see that it may appeal to some, but why can't they have commands instead of charges as a toggle?
Lokia~Scythe because they would be completely broken that way.
@@DiarrheaIsFun So they're designed for those who wish to learn an unconventional, often frustrating (to learn) input style to get an unfair advantage in gameplay. Like puppet characters, ig?
@@angelsoflolz
There's nothing unfair about them, the time that moves take up charging makes it perfectly balanced, making them come out instantly like shotos(command characters) is what would make them have an affair advantage, hence why they can't have an option to do so.
Charge characters aren't any more frustrating to learn than shotos, it will take you about the same time to get used to and consistently pull off moves as it will with shotos, it's only frustrating if you already learnt shotos first, just like transitioning to shotos from charge characters would be equally frustrating.
I personally like both styles and heavily favor shotos for offensive, rekka or rushdown characters and heavily favor charge characters for a more defensive playstyle.
You're being incredibly reductive towards the charge archetype in your arguing, btw... there's a reason you'll always see a healthy mix of both types dominating competitive scenes, both approaches complement each other well and coexist perfectly without either having and advantage by default.
@@DiarrheaIsFun Mm, I guess I'm just too used to shotos/simpler input systems in 'newbie-friendly' fighting games. Usually the most 'extreme' one of those games has is a command shoto character or a rekka, and I've been 'educated' to think charge and puppet characters are the fringe? For example, MK11 has a lot of back-forward inputs, and these inputs probably date back a long time, but I've rarely if ever dealt with this sort of thing until getting MK11.
@@angelsoflolz Those style of inputs (back-front or up-down without charging) have been a staple of the MK series since the first one, Scorpion and Sub-Zero's most iconic moves have always been paired with such inputs, for example.
I used to be all in on shotos as well, but when SF4 came out and we saw defensive play getting a massive upgrade I started transitioning to also include charge types and Guile and Bison have since become some of my favorites.
I would recommend using Necalli, he's got one very useful charge move peppered in with his more traditional stuff and you can easily get used to charge moves in a gradual in less intrusive way by using him. His moveset is awesome in general as well so he's quite fun to use, which is an added bonus!