Used to be like that with a friend and Xenoverse 2, then I convinced them to give FighterZ a try. They still aren't the best at it, but they admit they have more fun than XV2
Someone else mentioned, but I will mention it myself: It's damn frustrating how many anime get made into mediocre Arena Fighters and Gatcha Games etc when you could do so much more. Heck, they could have made another Arena Fighter out of Fist of the North Star but decided to make it a Yakuza game instead. That I appreciate.
I wish One's Justice was a better fleshed out fighting game, maybe more like DBFZ, cause all these points echo why I didn't like how the game played perfectly
It sounded so dishonest I hate having to see creators lie like this to make a living Wish TH-cam wasn't such a shithole so they wouldn't have to turn to outside sources for income instead
@@mistervoolish7178 I just find it really hard to believe that a generic fantasy game with no sense of identity and an overcrowded UI is the driving force that makes you get up in the morning
@@NeoAya i think the nod to hos breakdown of flappy fighter was a uh.. In a sense, him saying: "Look guys i am a bit strapped on cash, I didn't sell out. I gotta do what I gotta do. Go check that video out, that's a game im really backing."
He's making a point with the character that has the most command on the roster. Lei has had like 200+ moves since many of those are from stances. Some characters have like less than 60. And you really only wanna use like 10-15 moves anyway. Out of those 60, like 10-12 are throws. So I'd say jump in my friend!
They're not too hard to pull off, but they need practice. Also, those Sample Combos like Kazuya's are never really pull off on tournaments/competitive matches because they're impractical, sometimes does less damage than normal combos, and risky if you fail the execution.
And here i am weeping and sobbing, pointing in the direction of Jojo Heritage for the future a crying "JUST MAKE IT LIKE THIS ONE, PLEASE, I'M BEGGING YOU"
Honestly Bandai should just give all of the arena fighters they work on to Arcsys, they know how to make an anime art style in 3D and they know how to make mechanically deep fighting games
There's one other point worth mentioning: It's not JUST that anime fans want a good fighting game with their favorite franchises, they want a good GAME with their favorite franchises. Meaning I don't just want a Naruto FighterZ (although that would be sick, yes please) I want good singleplayer experiences as well. Imagine how well Demon Slayer could function as a single player action-adventure. That's a unique case as well because an arena fighter for Demon Slayer is like, the one shonen that an arena fighting game doesn't even make sense for. There used to be a lot more variety when it came to anime games-RPGs, tactical games, zelda clones, you name it. Not all of them were good, but that doesn't mean we can't do that but better. But all we get is arena fighter after arena fighter. If these studios can't make good 2D fighting games, that's fine! Stick to your strengths. Just give us something that's not an arena fighting game, that's all.
There's a bunch of anime worlds that I'd love a spin of game to explore. I'd love to be able to make a character in the world of Naruto, Bleach, or Soul Eater.
This comment needs more votes and our voices need to be heard. Sick of mediocre arena clones that are over priced for generic and unimersive content. Also sick of all the god damn loading screens in the middle of story cutscenes as well as crappy in lobby models using recyled emotes during said "Cutscenes". Really lazy and shameful...
I don't think I've ever played a great arena fighter. Most of them are just "good", including Storm. It's crazy how after so many tries arena fighters are still garbage. Actually I take it back, Pokken was pretty good but that's about it.
Didn't even watch yet and I already know the reasons 1. Medicore graphics and animation (for some of them) 2. Button mashing 3. Copy paste and samey feeling 4. Poor competitive balance
anime arena fighters feel like the scenes where the MC is beating up a group of no faced grunts. fighting games feel like the final match between MC and antagonist
Dissidia Final Fantasy is arena fighters done right, IMO. Navigating the terrain is a legit part of the game's strategy. Like, why make 360 degree of movements if you can't interact with the environment?
@@kylefields3951 Hell, Smash Bros made it matter in their stages. Even in the Omega stages in Ultimate, the stage sizes vary so hitting the exact same move, at the same damage, at the same relative spot on the stage isn't always a sure-kill.
@@nybxcrotona For sure. I don't actually like how most fighting games make stages that don't really matter, platform fighters are a lot more interesting to me in the abstract because that means characters will get advantages or disadvantages based on which stages they fight on.
nah dood, gundam extreme vs IS a fighting game, its not just the 2v2, the game is incredibly complex, with multiple units that work completely diferently from one another. including combos, and attacks, its also a TRUE arena fighting game, where 3d movement is king, how, when or even if you attack is important, there's even a deep footsie aspect to both the dodge, melee and ranged attacks. it might not look like it, but the game goes deep. which is also why (gundam versus) failed.
Yeah, out of all the arena fighters out there, I think people are REALLY sleeping hard on gundam extreme vs. (and subsequently Virtual on). It's about the only modern day arena fighter that's got depth, matchup variety (because like you said, out of a roster of 180+ units, most all of them play differently) and a high skill ceiling while also being appealing to casuals because it's gundam.
It doesn't help that pretty much every version but (IIRC) one is stuck in Japanese arcades and requires a PC crack if you wanna play anywhere outside of that environment.
It’s not even that there are no good arena fighters, Kill La Kill had a great game made recently, the problem is all of the popular IP’s are getting low effort games. I would love to see an arena fighter at EVO, because it could be a unique, deep competitive experience if done right, but at this rate the only steps being made are baby steps, and even those are few and far between
That's the issue with dealing with big property anime though. The anime industry is in deep enough financial crisis, that every move they make has to consider profits if they want to continue to exist. Which means, their video games also have to be as low risk as possible, financially. Low effort would imply that they didn't work hard on the game. Low-risk is a better way to talk about it, as all they did was put in all the hard work necessary to make a complete game(which is a lot), and then avoided the finance necessary to push it further. But unless the entire entertainment industry is no longer operating in the red, there isn't much chance in creating games with more depth. As there is just not a lot of room for risk. The Kill La Kills of the world happen probably just because the already overworked devs, worked on trying to push the game farther, without executive permission.
Awesomeguy 2.0 bro youtubers get fucked in the ass by the system more than almost any other online medium. I just don’t associate sponsors with the message of their video at this point. It’s what they have to do to get by
Gundam vs 2 and maxi boost is an arena fighter that focuses on 2v2 action and has been dominating Japan’s arcade scene for over 10 years. Sadly due to bamco being awful at promoting Gundam overseas you guys never really had the chance to play it.
"Let's talk about why no one takes anime arena games seriously. But first, I want to talk about Raid: Shadow Legends, now _that's_ a game we should take seriously."
One of the main reasons why people are sick of them because they’re so goddamn many of them and they all use amazing ip’s to make this lazy ass style of game.
It's not lazy, it's just low cost/risk. Making games takes a long ass time and a lot of money. All we're looking at, is what happens when you are told to make a full game, with a limited budget.
You're not wrong. If you've played one, you've played *_most_* of them. I was really into DBZ Budokai Tenkaichi 3 when I was younger and can't really get over the fact that the genre has barely changed since (but this could also be due to me really not enjoying battle shounen anime/manga as much as I used to).
Every time I play an arena fighter it just feels like the equivalent of smashing action figures together and pretending they're fighting. It's the same kind of depth just a little flashier.
I'm pretty sure that's supposed to be the appeal of these games. Take DBZ Budokai Tenkaichi 3 for instance, fans didn't regard it as one of the best DBZ games of all time not because of it complexity and mechanics, but rather for being the ultimate (for the time) DBZ toy box game where they have nearly every character and stage from the series and you can make up any dream matches or reenact your favorite scenes from the show.
@@yeetkunedo Wth are you on about? Ok first off I have played Gundam EXVS (Mainly because I can play as Shining Gundam) and second I never said they couldn't be competitive. I just said Tenkaichi 3 specifically wasn't a competitive fighting game because it was meant to be more of an ultimate toy box game for fans of the source material.
12:59 to answer that, you have to realize that while Kazuma was the "Hero" of the village, all he managed to do was end up being put to death. His death was meaningless because of the fact that he didn't help anyone and only allowed Gato and company to take over. The village was then lead into Gato's control and lead into poverty. Enter Naruto and Team 7, who not only managed to bring Tazuna to safety but also allowed him the chance to complete his bridge but also managed to stop Zabuza and Haku and also get rid of Gato. Naruto was the main driving force in all of that though. If it wasnt for Naruto's ideology, Inari wouldn't have tried to rustle up the Wave Villagers because he was a coward and someone who didn't believe in heroes. If it wasn't for Naruto's tearful rant at Zabuza then Gato would have been alive cause it was only through Naruto that Zabuza had it in hisself to push the fight. So here we Have Naruto who managed to cause a domino effect that, in the end, was able to turn the Wave village into what it was in their present. That's why he was hailed as a hero, because he managed to make the most change and also was the major force who helped bring change to the Wave village were Kazuma failed. Tazuna explains his reasoning in Chapter 32: Hero's Bridge, if you want to follow up on it.
I appreciate both types of fighters and feel they both have their strengths and weaknesses. Single-player content and story mode content certainly seems stronger on the arena fighter side of things, which as someone who doesn't play online, is much appreciated. Great video and the shout-out to some active and high quality arena fighters at the end is fantastic.
I see the description has Pokken Tournament listed on the “game shown”. I’m choosing to believe that’s because Pokken does a good job of doing an Arena Fighter that is actually competitive. I don’t know if that’s true, but that’s why I love Pokken.
@General Jiggler It naturally switches between an arena fighter-like Terrain phase and a traditional 2D fighter-like Duel phase during the course of a round as players exchange hits. Every attack adds a unique amount to a hidden sort of "phase meter", once it's full, the phase changes.
Pokken does an amazing job with arena fighter mechanics because its Field Phase (the arena fighter part) gives every character unique tools and places an emphasis on movement within a limited ring. It's also got an active, if small, competitive scene if you'd like to learn more.
Eyes of Heaven ain’t bad gameplay wise, everyone has a different playstyle. A lot of the good characters have samey-combos but there’s enough difference to make it good. You can pick up two different characters and 9/10 time they will play completely different, which is good. In a game that has such a big roster it’s surprising that most characters feel relatively different to play. The only problem is that game is cheap as hell. Seriously, no local split screen? And they couldn’t fix the fucking net code? The fanservice kinda makes up for it but christ the game needed more time in the oven. It could’ve been so much better. And yeah, Pokken Tournament is the best arena fighter. I had the original on the Wii U, and it was fun as shit.
Gundam Versus has some very deep movement mechanics as well. Advanced movement really separates beginner players from veteran ones. I think it definitely separates itself both in the team aspect that you mentioned and in the movement techniques. Cool video as always, love whenever one of your vids hits the sub box!
there are 2 games when people talk about versus, there's gundam versus, which is the less technical and fun of the 2, and then there's extreme vs, which is the earlier, arcade-ps3(and now)ps4 game. which is probably the best arena fighter there is. ironically, versus, which is still a great game, was bashed for being too simple, which is why it died so fast(by comparisson). as a side note, gundam arena games have always been heavily competitive, more so in asia where they did have tournaments, i still remember back in the ps2 days, people commenting about the gundamzaft vs rengou2, tourney, and the ban on a couple of characters for being unbalanced. hell, talking about it, i even remember the units, the strike launcher pack(due to the gattling), and the strike noir due to its spinning guns.
@@kennysorel i would say it goes even beyond what he said in the video, as the game does more than just 2v2. melee combos, footsies and even 3d awareness are absurdly important.
@@marcosdheleno And your role and cost. The battle began as soon as you choose a character. I mean if you choose a 3000 suit, you know how important your role is as oppose to lesser unit like 1000 (now bumped up to 1500 for balance sake because you don't want to see Gundam Alex SIX FUCKING TIME IN A ROW.)
I think putting in more complex button combos would help depth dramatically. Like (on a gamepad) pressing the trigger buttons with face buttons (or combos of face buttons) for specific moves and follow ups would bring in much more combo depth with less issues of execution since it doesn't rely on precise stick movements but instead well-timed simultaneous button presses. Button combos could probably be used to add depth to blocking, like using the trigger for shield and then another button is assigned to crouch & block low (like the opposite bumper/shoulder button).
14:29 This seems like a really odd point to make considering the fact that Ultimate has a massive worldwide competitive scene and it is exceptionally well-balanced by any measure. Obviously very few people buy Smash so they can enter tournaments, but most people who buy Street Fighter don't want to enter tournaments, either.
@@QuintessentialWalrus I'd say that despite all the thing they said about balance. Smash game have always been pretty balance. Each game might have a few edge case but the rest of the cast are generally fine. This is thank to the fact that Sakurai himself is a FG fan.
@@dieptrieu6564I think Brawl specifically is way too unbalanced and has mechanics that intentionally punish players with a lead at random. Otherwise yeah, all Smash games are fairly balanced
They're just fun to play tbh not a game to play competitively, my favorite arena games were dragon ball bodukai tenkaishi 3 and naruto ultimate ninja storm 4
What I've seen a lot, and I really mean a lot, is people focussing entirely on the combos when talking about the depth of Arena Fighters, even though combos aren't the main aspect of it. Although I do agree that many are unbalanced af, that is the main issue that I have with them. Characters differ not by their combos, but by their speed, move options, defensive options, items, bar regain speed, ranged attack type and so on. I do agree that most Tenkaichi characters play similar, but only combo move and Super wise. Everything else differs greatly between them. Naruto Storm is actually a great example. Combos literally consist of a singular button, not a lot of complexity to be had there. It doesn't need to be complex to be deep. Any good Naruto player could easily use movement to punish your attempt to get a combo off in every case. A game like Tenkaichi (the one I obviously mainly play), has few combo moves, that anyone can easily learn with a quick look at the skill list. And it's true, Tenkaichi's combos can all be learned in like 20 minutes because the movepool is the same for all characters.Thing is, it doesn't matter what crazy combos you can pull off if you can't touch your opponent in the first place. Because this is an Arena Fighter, movement plays a much larger role. And both the Storm and the Tenkaichi series offer an amazingly large amount of movement options. Any attack you do can easily be punished with the right dash. Games like Tenkaichi 2 even have move cancels, giving you a whole plethora of new options. Yes, the games aren't made to be competitive, but you can still take them to a much higher competitive level than what most people think. In fact, most people just play the CPU or 1-2 online matches of an Arena Fighter, get mad at the fact combos aren't character specific and dip out again, never really giving the game a chance. Defensive systems are a whole other topic. Tenkaichi 2 for example does have Left/Right and High/Low guarding, contrary to what has been said. Even in games like Storm, where blocking consists of one button, it isn't as simple as one might think. You can't move while guarding, so someone could throw setup items for later. You need to decide if you use movement or guarding to counter, cause if you guard, the opponent could continue attacking until your guard is broken, leading to a punish. If you use movement, through cancels the attacker could read it and try to counter it with their own movement. Storm is hella movement heavy btw. All I'm saying is that even tho blocking might be one button, it still has a lot more depth to it than "press X to negate all damage". I know this is way too long to read (and I could go on), but it's really difficult compacting Arena Fighters to a comment. All I'm saying is if you do enjoy traditional styles more, I fully get behind that, but at least recognize that most Arena Fighters are more than just button mashers.
I'm glad that you brought up Pokken Tournament. A big part of the reason that it works so well as a competitive arena fighter is a result of every character having a variety of unique tools in every situation, while also keeping the extreme basic structure consistent. Sure, pressing the Y button will be a ranged attack for everyone, but for Sceptile it's a wide-but-short pair of projectiles, while for Chandelure it's a repeatable collection of small homing shots. Their utility is different and distinct, giving that depth. It also helps that the arena fighter is only half the game. I often call it a Hybrid Fighter because the Duel Phase brings the game into a significantly more traditional 2D fighter with an emphasis on combos rather than positioning, and the earlier point still stands here as well. Up+X in Duel Phase will always break through throws regardless of character, but while Sceptile's is a slow hitting overhead that gives a full combo on a successful hit, Gardevoir's is a get-off-me tool to let her get back to zoning safely. In short, I love Pokken, and I wish more arena fighters would learn from it, especially Bandai Namco's considering they have the team that developed it.
Anime arena fighters will always be my genre of choice when I just want to have some fun, somedays I don't feel like needing to study a masters degree on neutral just to understand and play a game, just like my warriors games, they are good for some casual fun with friends :) nice video Stumblebee
Fighting games are not fun until you overcome the hurdle of understanding the mechanics of the game. There is such a steep learning curve, jargon, and meta-data to consider before even getting to that level of enjoying that for many it just doesn't seem like a viable investment. And while I'm merely speaking from the perspective of those who care about fighting games it will always be a problem. Fighting games are just too esoteric.
honestly once you take your time to learn one of them (preferably street fighter as its the most basic one out there) the others come in naturally like yeah theyre surelly different in mechanics and whatnot but honestly the only thing i practice when i try out a new game is movility which is pretty fun :>
Yuh id rather learn how 2 play a real fighting game. Cuz then interactions mean a whole lot more and i feel more accomplished about it. Way better than getting bored after senseless button mashing. Thats just me tho
Thanks for talking about Gundam EXVS. It's such a wonderful game that avoids most of the issues other arena fighters does and I wish more people talked about it.
@@Redxyellow1 I really wanna get into Gundam, but I have no idea where to begin. Are there articles or guides? I'm a big mech, cyberpunk fan and fell in love with MS Saga (a Gundam game from the ps2)
Glad that you add Gundam EXVS series because it's legit as they come the problem is required to learn about many things like movement, proyectile, melee priority, shooting extended fighting groove in the arcades they have 3 more, etc. The game requires good connection and in the west it's not well known unlike in Japan.
I know he brings up Dissidia for a solid one second, but I wrote this rant about why the 3v3 design just doesn't work at all. Dissidia 012 has an amazing engine and design. It has a legitimate focus on proper movement and spacing to play different characters properly, while still retaining the fantastical anime-esque style with things like wall running, chases, EX crystals, breakable environments, and tons of variety in stage layouts. I think NT's decision to go 3v3 hampered a lot of the things that made 012 great; stages need to be big open battlefields, there's no option to have a weird cramped environment like Pandemonium, or a super vertical stage like Planet Core. A lot of the characters had to be altered because they were designed for deep 1v1 gameplay that just doesn't work when you have to worry about two other people ganging up on you. Golbez, one of my favorite characters in 012, went from being a unique character who excelled at long and close range but had major blindspots in-between, to being a generic magic-caster who made big orbs of water or rock and a generic "He's stronger when he has the dragon that's on a cooldown" mechanic. Some of the character changes were great, I legitimately loved the complete overhaul of Bartz, but a lot of the game's depth suffered from the switch, and they tried to fill the hole with complexity. You can't do a neutral focused fighter when anyone can pop in and knock you out of you and your opponents' cat-and-mouse game. 012 had a legitimate amount of depth with limited combos and punish-heavy gameplay, having different character builds that geared them towards assists or EX; sure, there were only a few good assists and HP attacks were prioritized, but it wasn't game-breaking and could have been fixed in future titles if they just stuck with the formula. Characters were relatively simple to understand in concept, with most having a specific gimmick or archetype. Firion is the best character in the game on the ground, but the worst in the air; Terra is a spellcasting zoner; WoL is a balanced fighter; Gabranth is all about charging his EX meter and dealing a few massive blows in EX mode. NT was forced to remove a lot of mechanical depth and instead shifted to stuffing characters with overcomplicated mechanics, especially new ones. Ace has a convoluted card type system; Sephiroth has a new weird attack cancel that's hard to use and is barely useful; Bartz, for how fun he is, has twelve different jobs with levels he needs to keep track of to upgrade. You end up playing a lot of minigames instead of fighting your opponent, or you fly around for a second in this big arena trying to get within range of someone, running out of gauge, waiting a few seconds, then repeating until you finally get to interact with your opponent. I could go on about the multitude of other problems that plague the game (single-player, training mode, online, progression), but I just don't like the team-based fighting game approach; I don't think it was a good implementation of a structure I'm not even sure works well for a deep fighting game.
I'm so glad I got to see this. I saw "Dissidia" and that Ramza was in it and got NT, and dropped it in less than a day because it just absolutely killed everything I loved about the first two games, even including the moveset customization! Sure, I usually used the stuff that was actually "the best" on any given character but there was that opportunity to run meme movesets or adjust what motion you used for a move to suit your own taste. Even if he was a broken, busted mess of ridiculous hitboxes, they still even tried to do some balancing with Feral Chaos by making him choose between having all of his moves or a good set of skills. That's an interesting way to try adjusting a character's strength that only Dissidia 1 and 012's systems allowed. Pretty much everyone was fun to play but completely unique, with even the magic-spamming zoners having completely different playstyles. Everyone in NT feels... lobotomized in comparison, with a solid chunk of them becoming "smash buttons but sometimes your buttons work better because you used your temporary buff special" and the really unique ones are only that way because you have to jump through more hoops to get your powerup gimmick working.
This is an excellent video, really good, fair, arguments, and It's visible that there's some great research behind it. Really made the whole question of arena fighters vs competitive fighters easy to understand for me (which is something I'm lazy about researching myself, since I like fighting games on competitive side, even though I'm a noob and am getting my ass handed to me, lol). Thank you so much, Stumblebee, good fighting game content creators are hard to find, and you sure are one of them!
The one thing I really wanna see in the fighting game genre is more good arena fighters that have depth. We all know that there will be plenty more 2D and 3D fighters in the future, but we don't know what the future holds for arena fighters. Are they gonna continue being on the same level they currently are, or will there be a shift at some point? Could there ever be an arena fighter that plays sort of like a DMC or Bayonetta game? And if so, how would developers go about balancing the roster? I'm obviously very curious about this kinda stuff, and I hope I get to witness some sort of evolution in this genre.
Dissidia USED to be a very complex series. I remember playing Duodecim and learning tech with Cecil while trying to understand the counterplay to character's like Gabranth and Kefka. NT's team structure however ruined that depth, and the sorry state Dissidia NT ended up in has caused Square to make the decision to effectively abandon the concept of Dissidia in the future.
Also, Pokken isn't entirely an arena fighter. I think that also helps. It's phase shifting is one of the collect mechanics in FGs. Seriously, more people need to play this game. It's fantastic and very much not dead.
I treat anime arena fighters the same way I treat Dynasty Warriors type games, which is to play and relax while listening to a podcast or something and that’s honestly fine, what makes Warriors games good in this regard is the amount of content that’s packed onto them and anime arena fighters generally have a lot of content packed into them as well for the single player. Because of this I like to call anime arena fighters, junk food fighting games, similarly Warriors games are junk food action games.
@@archersterling6726 I can’t speak for the main Warriors games cause I haven’t played them, the closest I played was Warriors Orochi 3 Ultimate which was a spin-off, I can only speak for the stuff they did for other companies like Hyrule Warriors and things like that. That said if those reflect what’s going on in the main Warriors games then they’re doing well. More of these games let you give characters commands to go to different keeps and stuff and you can swap to them whenever, in general they give you a lot more options for multitasking and that’s what makes a lot of the current games fun.
If they don't want to make a Proper fighting game, if they want it to be easy to approach, then they should make something else. Make action platformers or RPGs or whatever. Hell, I'd Far rather have a decent action RPG of Bleach or Naruto or, if I could pick one series, Soul Eater, than a crappy fighting game. And then you can toss the huge issues of balance, and long specials, and so on, because... No-one complains about how OP the Stop Watch is in Castlevania. Or how long the massive boss finishing moves in Bayonetta are.
I remember seeing someone say jump force should get fighting game of the year, so I checked it out, learned the meta is hold shield until your opponent gets bored and tries to grab you, then you dodge and mash B until Naruto smashes them into the ground, then hold shield again.
Gundam Extreme versus is the gold standard for this type of games so far. It is pretty different to your average anime arena fighter due to being team based and being notably more complex but I think what makes it work as a great competitive game(it was/is incredibly popular in Japan) is that it understood that since melee combat can't be as complex as in a more controlled 2d space then the meaningful decision making would be based on movement options(you can only dash a certain number of times before overheating if you don't land which makes you vulnerable) and multiple, meaningfully different types of projectiles that add a layer of resource management into the game. Hell, even then you have potential for some neat combos in those games. Dissidia tried to imitate it but the busy interface + being 3vs 3 + being focused on competitive play instead of plot and content like the psp ones make most FF fans don't care about it and most fighting game fans look at it as a clusterfuck of visual information. Shame Namco was too stupid to publish the game in the west back when it was the hottest thing in Japanese arcades and decided to make a worldwide release just until now when most of the people who were waiting for the game for years have already moved to other things.
it also doesnt help that they didnt release on pc, where it would have a big audience, probably even bigger as pc market is insane on the west. it also doesnt help the way versus was developed, which pushed alot of fans of the series away for not being as good or diverse(seriously, no G?).
Dmc proves how deep combos can get in a 3d space. I mean the amount of depth in dang in 5 is enough for like 10 good characters. Not saying dmc is a good system for 1v1 pvp, but even then the Dante vs Vergil fights are pretty good, if not perfect for pvp.
tbh i think th that jojo would be better than both of them cuzz the stand and hamon and spin is so unique thay it would have more depth as a fighting game u could cuzz stand give characters alot of skill and it would have a deep mechanism like some characters can separate its stand and control to characters and u could have a normal mode and a stand mode that would make u play 2 characters at and u could play them at once and that somethings that would be unvirsal without counting the skills of a the characters
So firstly, I'm an avid 2d fighting game fan and agree with everything said in this video. However, I would like to point out that even though these games all kinda suck, I would say that My Hero One's Justice 2 is above avagerage for an arena fighter. Havent played Kill la Kill IF yet. But every character in MHOJ2 plays differently, has very different combo strings, weaknesses and exploits, and have to be paired with specific assists for specific strats. Even the combo break that you can get by using an assist is very important within matches because it conpletely drains the assist meter and then locks the player out of extended combos by using said assist. I personally feel like it has more complexity than the majority of arena fighters but is not as complex as say, tekken 7 or soulcalibur. But it still has plenty of mechanics that need time to learn and understand to stomp opponents like traditional games.
Exactly. MHOJ2 is definitely a arena fighting game with actual depth just like any fighting game. And the roster and variety on it is huge. Ppl should really try to learn the game more instead of turning their heads because of the "anime arena fighters suck" point.
It blew my mind how popular gundam vs was in arcades. I couldn't find a single arcade that didn't have 20+ people in japan lined up after school let out or doing vacation. Pretty fun game but the pokemon one was my favorite even if you constantly felt that it was a few changes from one of greatests the entire time you were playing
i never really considered gundam vs an anime arena fighter when i played it in japan. it was a lot closer to like those mechwarrior sims that used to exist. but i guess i see how they're similar outside of arcades when you use a controller not like a full pod with 180 degree screens and an entire cockpit.
What I want out of arena fighters are a huge selection of the anime's characters, and an addictive 1v1 and singleplayer experience. I don't think competitive is something all fighting games should aim for. But where I will criticise these games is when the controls are mindless, or the gameplay is just a mess. JoJo Eyes of Heaven would be a great package if it wasn't such a chore to play with its weird platforming, limp special moves and insistence on being 2v2. And while I don't care about competitive balance, I think XenoVerse is ruined because 95% of the roster is not viable due to poor stats and specials; not to mention the controls are insufferable. A lot of arena fighters suck not because they won't try to be deep or competitive; they're just simply not well designed games. They work, but to such a minimal degree that the only merit to playing them is usually the fanservice of source material references and getting to play as your favourites.
Xenoverse 2 is adding cutsom movesets to more characters in the next update, but personally i feel it does much better as a 2v2 or 3v3 game rather than 1v1.
Damn I don't meet the requirements to watch this video, I have no friends, ni body pillow, no figurines, no butches, I have good health and yes i do love anime
It took me a solid minute and a half to understand why a body pillow would make a noise like crinkling. Then I understood...I want to go back to a time I didn't understand.
the gamer 123 hmmm I guess? Like I don’t mean exactly.. I’d still keep the Stand mechanic in my dream game but I mean maybe 3on3 fighter with the anime style graphics of Fighterz. None of this matters of course tho because it’ll probably never happen lol.
This is a tough one to broach because i've definitely seen developers talk about how player tend not to be impressed by canned spectacle. It's possible that this emphasis on canned spectacle might be moreso a product of the realities of game marketing, not player taste or design challenges. The only way to sell mechanics is to show people playing the game and making use of those mechanics. Hence, it makes a lot of sense that the rise of twitch has precipitated the renaissance of fighting games.
I know i'm going to get a lot of flack for this, but I ENJOY arena fighters. They answer yes to the one question i need a yes answer to to buy the game. That question is: "is it fun?"
I agree with pretty much everything that you’ve stated, but I do think there is some depth that can be found in games like storm, hinokami, and ones justice, especially ones justice since the quirk system is actually pretty deep for an arena fighter
Yea, this perfectly describes why I’ve always completely dismissed arena fighters. They just feel like “button mashers” to me. There’s no real depth or strategy to them compared to traditional fighting games. They are nothing but 100% fan service and that’s it.
The only good anime fighter is Def Jam Fight For NY. Instead of fighting Goku with Saitama or Nui Harime, you fight Snoop Dogg with Method Man and Carl Johnson duo. The game is surprisingly complex despite most of the combatants sharing similar fighting style.
I think it's important to note that most arena fighters suck when it comes to local multiplayer You either have to use a side-view camera or supply two camera angles for each player, both of which are bad options either way
I got my friends to play both DBFZ and Storm 4 when they came to my house and we play Storm 4 first and DBFZ next. We played the heck out of Storm 4, swapping the loser, and even make tournament brackets. it's very fun especially for my friends who don't really play games because the combos are very easy and you can pick it up very fast. but when playing DBFZ, they're not doing that bad because DBFZ also have some auto-combos, but they drop it much faster because if you're new you just can't really do the much cooler >50% health combos. that's when i realized that yes Storm 4 is not very competitive, but they don't want/need to. their target market are the wider casual audience and they definitely nailed it.
I think there's something to say about priorities with these games. Also that games like the Storm series put a lot of stock in their single player adventure content and depiction of the Naruto story through impressive cutscenes, while games like DB FighterZ are much more competitively viable but the single player content is pretty much a complete joke. NO ONE talks about the story mode in that game. I don't play the Storm games like competitive fighters but more like action adventure games with fighter game like combat. You kind of need to put your eggs in one basket or the other. If you don't have either strong mechanics OR strong story content, the worth is pretty much non-existent.
I just wanna say that I love xenoverse 2 combat because it's all about stamina management. For example z-vanish (the combo breaker) it uses two bars of stamina but it's not a great idea to spam it because if you don't have enough stamina to z-vanish you're enemy might break your stamina and then you'll eat an ultimate. So a lot of the time you have to think about whether or not to take the combo and if you're predictable with your eat a back hit and you just wasted your stamina wich I've already explained why that's not good. And then you have ki, character combos, different supers, evasives, poking with ki blasts and much more. So that's why I really like xenoverse 2 and I highly recommend watching some high level play.
You should give the GC Custom Robo a look. I'd love to hear your take on the game. It's an arena fighter, but it has depth and is actually a ton of fun. Naruto ultimate ninja 3 and 4 are also decent in that neutral is real. However they do both suffer from having a burst mechanic that you can't punish or have a meaningful interaction and I feel like against good players whoever runs out of chakra first loses because they can't burst anymore and just eat a massive combo or an infinite and lose. Custom Robo doesn't have that issue though.
The only problem with Gundam vs series in anywhere but Japan is that we never get the latest version. That game still mostly arcade based. So the ported is an older version. But even then, I still saw some people interested in making tournament on it. So yeah, Gundam vs has competitive scene.
I love Pokken Tournament. On the field phase (arena fighter) you have to think how to approximate without getting hit or collecting energy. And on the duel phase (2D fighter) are the high damage and complex combos to not change the phase. And of course it is flashy as hell. XD
Pokken Fighter was a shock to me. A balance of both styles done well. Probably the only "arena" style game I've ever truly enjoyed for more than a few minutes.
How about the Gundam Extreme Versus games? Those for me are the best arena fighters. They even have their own tournament scene in Japan and even showed up at side tournaments like EVO. Freaking EVO! Namco Bandai even collaborated with the band Linkin Park with the song “The Catalyst” for the game’s opening. The game maybe deceptively simple at first, it’s actually in-depth. It encourages teamwork since it’s a 2v2 arena fighter and the best part is the fact the games mechanics like the cost system and boost gauge management. Who needs human fisticuffs when you have big giant robots with lazer beams duking it out? You should check it out, Stumblebee!
@@eliasnicolasmiranda4940 Yeah I know. I wrote the comment without finishing the video first haha. But it still stands. The EXVS games should really be made known out there. Just hoped Stumblebee tackled it more, because its actually more in-depth as it seems despite its simplistic controls. Anyone who has played the Federation vs Zeon game on the PS2 will come to realize that the Extreme Versus games are a lineage coming from that one game. Also, if anyone remembers that other game, Gotcha Force on the Gamecube, that game actually follows that same format.
I would love to see a video dedicated to Gundam Extreme VS Maxi Boost ON. Your points on it in this video describe it well enough but I just want see more as a Gundam fan and fan of the the gundam vs formula.
Great video as always but I believe that the great Naruto Bridge is called like that not because of the fight, but because Naruto was the only one able to give hope and revive the courage in the villagers' hearts which eventually came to the bridge to overthrow the oppressor
I really do hope that another anime besides Dragon Ball Z can get a Fighter Z style game. That game is so freaking fun when the flow of combat finally clicks.
Project L is coming in some years don't worry Also please don't play blazblue cross tag battle it's a tag battle but please do not play this, if you like the character in this game please play a true blazblue game
I'm wondering if the PvP mod for DMC5 could serve as a template for what anime fighters could do in the future. Specially when you consider that today's market post hero shooter craze made more people used to the idea of utility over pure dps in casual games.
3:34 to skip the raid shadow legends ad
getting tired of the raid shilling, thanks
I skipped it then I got hit with an actual raid ad
@@koricthegreatwashedupfight9088 rip
F
Thanks king
I personally love how jump force feels like it is made 90% hopes and dreams and 10% functional code.
2% actually
Jump force is a SHAME
Lmao
@@captainsale3413 try j stars its better
@@quandaledingleofficial6 i wanted to get the game but i wait my friend to buy it
Arena fighters are the games you play with your friends that don't play fighting games.
dude you have no idea how true this is.
Except Eyes Of Heaven
@@HeavyShores yeah we just don't play eyes of heaven lol
I played your mom
Used to be like that with a friend and Xenoverse 2, then I convinced them to give FighterZ a try. They still aren't the best at it, but they admit they have more fun than XV2
Someone else mentioned, but I will mention it myself:
It's damn frustrating how many anime get made into mediocre Arena Fighters and Gatcha Games etc when you could do so much more.
Heck, they could have made another Arena Fighter out of Fist of the North Star but decided to make it a Yakuza game instead. That I appreciate.
Yea. That one was different at least lol
I wish One's Justice was a better fleshed out fighting game, maybe more like DBFZ, cause all these points echo why I didn't like how the game played perfectly
The One Piece Pirate Warriors games come to mind here
Well, Ken's Rage was a musou type and that one worked well too
There is a fist of the North Star fighting game and it goes hard
It must be really hard to pretend enjoying a game like raid shadow legends...
Taking money from a suck-y game to make better content about video games? Plan's pretty solid.
@@novikovPrinciple Manipulating audiences and potentially vulnerable viewers for easy money? Solid!
Thing is, there are channels that make their sponsorship spots itself entertaining.
@@thechugg4372 manipulating audiences into playing a free game that they will get bored of after 15 minutes? Oh wow so evil and disgusting
@@homoludens0 see that would be true if raid wasn't a gacha game.
I thought the Raid advert was just a joke for a good 10 seconds. That opener just seemed way too sarcastic.
The raid advert got interupted by a midroll ad for me... my god what is happening to youtube?
It sounded so dishonest I hate having to see creators lie like this to make a living
Wish TH-cam wasn't such a shithole so they wouldn't have to turn to outside sources for income instead
@@NeoAya tbch same. Its a sort of condescending tone. But hey 20$ is 20$
Or
20€/£ is 20€/£
@@mistervoolish7178 I just find it really hard to believe that a generic fantasy game with no sense of identity and an overcrowded UI is the driving force that makes you get up in the morning
@@NeoAya i think the nod to hos breakdown of flappy fighter was a uh.. In a sense, him saying: "Look guys i am a bit strapped on cash, I didn't sell out. I gotta do what I gotta do. Go check that video out, that's a game im really backing."
*XxLinkinParkFan95Xx*
That’s the most early 2000s thing I’ve ever seen... I miss those days lol
More like mid-late lol
But yeah I yearned to come back to those days
I was 4 yup me too now I got Bills
When you showed that combo list I started crying. Yup mash on.
Close your eyes and go wild!
He's making a point with the character that has the most command on the roster. Lei has had like 200+ moves since many of those are from stances. Some characters have like less than 60. And you really only wanna use like 10-15 moves anyway. Out of those 60, like 10-12 are throws. So I'd say jump in my friend!
The arena fighters are actually very complex
They're not too hard to pull off, but they need practice. Also, those Sample Combos like Kazuya's are never really pull off on tournaments/competitive matches because they're impractical, sometimes does less damage than normal combos, and risky if you fail the execution.
mfw you mistake strings for combos
And here i am weeping and sobbing, pointing in the direction of Jojo Heritage for the future a crying "JUST MAKE IT LIKE THIS ONE, PLEASE, I'M BEGGING YOU"
It's frustrating because the formula is right there. HFTF is the best anime fighter I've seen, next to FighterZ and all that.
@@connorpratt8364 HFTF Sucks in a good way.
@@WelshFGC exactly
Got into hftf recently through fightcade, and its simultaneously the best and worst fighting game I've ever played
@@WelshFGC anime suck in general
Jump force looks like if someone really did hire the guy who made unreal engine mario
Bruh that mean to the dude who made that
NINTENDO HIRE THIS MAN
NINTENDO HIRE THIS MAN
Ye
my main issue is how they use the ip's just to make lazy games
but try kill la kill fighting game its pretty good
Yeah that is true kill la kill if is made by arcsys
@@Fizz-Q nope. Only published by arcsys
Honestly Bandai should just give all of the arena fighters they work on to Arcsys, they know how to make an anime art style in 3D and they know how to make mechanically deep fighting games
@@easter_god oh ok
@@AliAMotamed i read a title and an give my take but i did watch the video lol
There's one other point worth mentioning: It's not JUST that anime fans want a good fighting game with their favorite franchises, they want a good GAME with their favorite franchises. Meaning I don't just want a Naruto FighterZ (although that would be sick, yes please) I want good singleplayer experiences as well. Imagine how well Demon Slayer could function as a single player action-adventure. That's a unique case as well because an arena fighter for Demon Slayer is like, the one shonen that an arena fighting game doesn't even make sense for. There used to be a lot more variety when it came to anime games-RPGs, tactical games, zelda clones, you name it. Not all of them were good, but that doesn't mean we can't do that but better. But all we get is arena fighter after arena fighter. If these studios can't make good 2D fighting games, that's fine! Stick to your strengths. Just give us something that's not an arena fighting game, that's all.
There's a bunch of anime worlds that I'd love a spin of game to explore. I'd love to be able to make a character in the world of Naruto, Bleach, or Soul Eater.
This comment needs more votes and our voices need to be heard. Sick of mediocre arena clones that are over priced for generic and unimersive content. Also sick of all the god damn loading screens in the middle of story cutscenes as well as crappy in lobby models using recyled emotes during said "Cutscenes". Really lazy and shameful...
I don't think I've ever played a great arena fighter. Most of them are just "good", including Storm. It's crazy how after so many tries arena fighters are still garbage.
Actually I take it back, Pokken was pretty good but that's about it.
@@Mal-go5dl It's not that they're garbage, it's more so that they dont offer anything different past storm and pokken.
Fully agree!
Didn't even watch yet and I already know the reasons
1. Medicore graphics and animation (for some of them)
2. Button mashing
3. Copy paste and samey feeling
4. Poor competitive balance
omg this was correct exept the first one
The graphics and animation is probably the best part of most of them, especially in the Ultimate Ninja Storm series
there isn't a single anime arena fighter with graphics even close to what arcsys does. And some of them are flatout garbage, like Jump Force
@@henriquerodrigues7795 *looks at cutscenes*
@@henriquerodrigues7795 ASW didnt even directly develop KLK If btw, they only published it.
"You guys know I'm picky about sponsors" *raid shadow legends
If I ever have to do a sponsorship, I'll make it as self-aware as possible, even if it means forfeiting the cash "prize".
anime arena fighters feel like the scenes where the MC is beating up a group of no faced grunts.
fighting games feel like the final match between MC and antagonist
Dissidia Final Fantasy is arena fighters done right, IMO. Navigating the terrain is a legit part of the game's strategy. Like, why make 360 degree of movements if you can't interact with the environment?
For sure, the stage list should matter more in a 3d fighter.
@@kylefields3951 Hell, Smash Bros made it matter in their stages. Even in the Omega stages in Ultimate, the stage sizes vary so hitting the exact same move, at the same damage, at the same relative spot on the stage isn't always a sure-kill.
@@nybxcrotona For sure. I don't actually like how most fighting games make stages that don't really matter, platform fighters are a lot more interesting to me in the abstract because that means characters will get advantages or disadvantages based on which stages they fight on.
2D Fighters can do better. Mortal Kombat has a start, so it comes down to series like Guilty Gear and Street Fighter to show that stages can be more.
dissidia 012*
dissidia original was messy and NT was a disgrace.
I totally thought the raid ad was a joke but then it kept going.
nah dood, gundam extreme vs IS a fighting game, its not just the 2v2, the game is incredibly complex, with multiple units that work completely diferently from one another. including combos, and attacks, its also a TRUE arena fighting game, where 3d movement is king, how, when or even if you attack is important, there's even a deep footsie aspect to both the dodge, melee and ranged attacks.
it might not look like it, but the game goes deep. which is also why (gundam versus) failed.
Yeah, out of all the arena fighters out there, I think people are REALLY sleeping hard on gundam extreme vs. (and subsequently Virtual on). It's about the only modern day arena fighter that's got depth, matchup variety (because like you said, out of a roster of 180+ units, most all of them play differently) and a high skill ceiling while also being appealing to casuals because it's gundam.
It doesn't help that pretty much every version but (IIRC) one is stuck in Japanese arcades and requires a PC crack if you wanna play anywhere outside of that environment.
12:28 nah, even in this clip yusuke has a command grab. He would play like Alex... with a gun.
It’s not even that there are no good arena fighters, Kill La Kill had a great game made recently, the problem is all of the popular IP’s are getting low effort games. I would love to see an arena fighter at EVO, because it could be a unique, deep competitive experience if done right, but at this rate the only steps being made are baby steps, and even those are few and far between
Mobile Suit Gundam Extreme Vs Maxiboost ON
Impeccably made game with actual thought put into the balance and gameplay.
Wasn’t Pokken at EVO at one point?
CopynPasteKevin well it at least deserved to be
This is definitely it!!! 👏🏾👏🏾
That's the issue with dealing with big property anime though. The anime industry is in deep enough financial crisis, that every move they make has to consider profits if they want to continue to exist. Which means, their video games also have to be as low risk as possible, financially. Low effort would imply that they didn't work hard on the game. Low-risk is a better way to talk about it, as all they did was put in all the hard work necessary to make a complete game(which is a lot), and then avoided the finance necessary to push it further.
But unless the entire entertainment industry is no longer operating in the red, there isn't much chance in creating games with more depth. As there is just not a lot of room for risk. The Kill La Kills of the world happen probably just because the already overworked devs, worked on trying to push the game farther, without executive permission.
Hard to believe Sherk is the most competitive Arean Brawler
That's a game I haven't played in awhile super awesome
Sherk
Sherk has no right to be THAT in depth. What the fuck is a Crumpet Dash?
Arean indeed
I think you mean Aryan
"Anime Arena Fighters are Lazy" "guys Raid Shadow Legends is like the best mobile game of all time"
"Oh no..."
Gotta' pay the bills somehow.
@@vocalcalibration8033 at least make your sponsor not directly conflict with the message of the video
Awesomeguy 2.0 bro youtubers get fucked in the ass by the system more than almost any other online medium. I just don’t associate sponsors with the message of their video at this point. It’s what they have to do to get by
Most youtubers are not that filthy rich that they get to actually choose their sponsors
Anarchy Reigns. Never forget.
It’s just sad that no company has taken a chance on developing a complex arena fighter with more than 1v1 aspirations.
Gundam vs 2 and maxi boost is an arena fighter that focuses on 2v2 action and has been dominating Japan’s arcade scene for over 10 years.
Sadly due to bamco being awful at promoting Gundam overseas you guys never really had the chance to play it.
That game is sooo underrated
"Let's talk about why no one takes anime arena games seriously. But first, I want to talk about Raid: Shadow Legends, now _that's_ a game we should take seriously."
Exactly
@@novikovPrinciple friendly reminder: if he wants money he can get a job like the rest of us
@@novikovPrinciple shut up
I can not pay him and also call him a shill. He can get a job though if he has a problem with it.
@@novikovPrinciple It was a joke.
@everyone else, this is a job. Being an entertainer is a job.
Wow iv seen so many raid shadow legends sponsors that they all blend together, they all say the exact same thing xd
Raid shadow legends lowkey paying the bills tho for all the poverty youtubers
I'm pretty sure that TH-camrs are given specific points of RSL that the game's advertisers want advertised.
It's a good script
Its a script given by the advertisers themselves
Like all mobile game sponsor
One of the main reasons why people are sick of them because they’re so goddamn many of them and they all use amazing ip’s to make this lazy ass style of game.
It's not lazy, it's just low cost/risk. Making games takes a long ass time and a lot of money. All we're looking at, is what happens when you are told to make a full game, with a limited budget.
You're not wrong. If you've played one, you've played *_most_* of them. I was really into DBZ Budokai Tenkaichi 3 when I was younger and can't really get over the fact that the genre has barely changed since (but this could also be due to me really not enjoying battle shounen anime/manga as much as I used to).
@@valeoncat13 that is lazy
@@valeoncat13 You literally just described lazy game design. 😂
So I guess not wanting to take an expensive risk is now considered laziness according to you morons
Every time I play an arena fighter it just feels like the equivalent of smashing action figures together and pretending they're fighting. It's the same kind of depth just a little flashier.
Kingdom of Rot play Gundam EXVS
This is probably the most accurate comment ever lmao
I'm pretty sure that's supposed to be the appeal of these games. Take DBZ Budokai Tenkaichi 3 for instance, fans didn't regard it as one of the best DBZ games of all time not because of it complexity and mechanics, but rather for being the ultimate (for the time) DBZ toy box game where they have nearly every character and stage from the series and you can make up any dream matches or reenact your favorite scenes from the show.
MistoryMan953 Again, play Gundam EXVS and say that shit. It can absolutely be competitive. It just needs the right team and the right design ethos.
@@yeetkunedo Wth are you on about? Ok first off I have played Gundam EXVS (Mainly because I can play as Shining Gundam) and second I never said they couldn't be competitive. I just said Tenkaichi 3 specifically wasn't a competitive fighting game because it was meant to be more of an ultimate toy box game for fans of the source material.
12:59 to answer that, you have to realize that while Kazuma was the "Hero" of the village, all he managed to do was end up being put to death. His death was meaningless because of the fact that he didn't help anyone and only allowed Gato and company to take over. The village was then lead into Gato's control and lead into poverty.
Enter Naruto and Team 7, who not only managed to bring Tazuna to safety but also allowed him the chance to complete his bridge but also managed to stop Zabuza and Haku and also get rid of Gato.
Naruto was the main driving force in all of that though. If it wasnt for Naruto's ideology, Inari wouldn't have tried to rustle up the Wave Villagers because he was a coward and someone who didn't believe in heroes. If it wasn't for Naruto's tearful rant at Zabuza then Gato would have been alive cause it was only through Naruto that Zabuza had it in hisself to push the fight.
So here we Have Naruto who managed to cause a domino effect that, in the end, was able to turn the Wave village into what it was in their present. That's why he was hailed as a hero, because he managed to make the most change and also was the major force who helped bring change to the Wave village were Kazuma failed.
Tazuna explains his reasoning in Chapter 32: Hero's Bridge, if you want to follow up on it.
effing weeb
I appreciate both types of fighters and feel they both have their strengths and weaknesses. Single-player content and story mode content certainly seems stronger on the arena fighter side of things, which as someone who doesn't play online, is much appreciated.
Great video and the shout-out to some active and high quality arena fighters at the end is fantastic.
I enjoyed J All Stars though I admit the mechanics are very flawed. My favorite arena fighter is DBZ Budokai Tenkaichi 3.
UWHAAAA!!! Oh yeah!
*The rest of the intro*
Weeb
Tenkaichi 3 is one of the few good ones.
@@BitchChill -a nigga with a anime pfp
@@BitchChill you have an anime pfp
I see the description has Pokken Tournament listed on the “game shown”. I’m choosing to believe that’s because Pokken does a good job of doing an Arena Fighter that is actually competitive. I don’t know if that’s true, but that’s why I love Pokken.
Yeah Pokken Tournament is great.
@General Jiggler It naturally switches between an arena fighter-like Terrain phase and a traditional 2D fighter-like Duel phase during the course of a round as players exchange hits. Every attack adds a unique amount to a hidden sort of "phase meter", once it's full, the phase changes.
People actually like Pokken I thought that game died out a long time ago
Pokken does an amazing job with arena fighter mechanics because its Field Phase (the arena fighter part) gives every character unique tools and places an emphasis on movement within a limited ring.
It's also got an active, if small, competitive scene if you'd like to learn more.
Ppl should push harada to release pokken on pc. Would be absolutely great.
Eyes of Heaven ain’t bad gameplay wise, everyone has a different playstyle. A lot of the good characters have samey-combos but there’s enough difference to make it good. You can pick up two different characters and 9/10 time they will play completely different, which is good. In a game that has such a big roster it’s surprising that most characters feel relatively different to play.
The only problem is that game is cheap as hell. Seriously, no local split screen? And they couldn’t fix the fucking net code? The fanservice kinda makes up for it but christ the game needed more time in the oven. It could’ve been so much better.
And yeah, Pokken Tournament is the best arena fighter. I had the original on the Wii U, and it was fun as shit.
bruh
There is ASB tho....
@@wikygaming The old capcom one is a gem too
*Tfw when you have no friends so no local multiplayer isn't a problem for you*
Jojo hftf
Ok but imagine this:
Full metal Alchemist fighting game in the style of Heritage for the Future
Or developed by Arc Systems. That would be legendary
tbh full metal would be better 8n the heritage of the future while jojo is better in arc system format
I just Nutted
"Why anime arena fighters get no respect"
*brought to you by raid shadow legends*
If I ever have to do a sponsorship, I'll make it as self-aware as possible, even if it means forfeiting the cash "prize".
Gundam Versus has some very deep movement mechanics as well. Advanced movement really separates beginner players from veteran ones. I think it definitely separates itself both in the team aspect that you mentioned and in the movement techniques.
Cool video as always, love whenever one of your vids hits the sub box!
there are 2 games when people talk about versus, there's gundam versus, which is the less technical and fun of the 2, and then there's extreme vs, which is the earlier, arcade-ps3(and now)ps4 game. which is probably the best arena fighter there is.
ironically, versus, which is still a great game, was bashed for being too simple, which is why it died so fast(by comparisson).
as a side note, gundam arena games have always been heavily competitive, more so in asia where they did have tournaments, i still remember back in the ps2 days, people commenting about the gundamzaft vs rengou2, tourney, and the ban on a couple of characters for being unbalanced. hell, talking about it, i even remember the units, the strike launcher pack(due to the gattling), and the strike noir due to its spinning guns.
Gundam Extreme Vs. is a great arena fighter
That game took me awhile to get used to back in the day when I first play GvG Next Plus.
One of the exceptions to the video.
@@kennysorel i would say it goes even beyond what he said in the video, as the game does more than just 2v2. melee combos, footsies and even 3d awareness are absurdly important.
@@marcosdheleno And your role and cost. The battle began as soon as you choose a character. I mean if you choose a 3000 suit, you know how important your role is as oppose to lesser unit like 1000 (now bumped up to 1500 for balance sake because you don't want to see Gundam Alex SIX FUCKING TIME IN A ROW.)
The best one period
I think putting in more complex button combos would help depth dramatically. Like (on a gamepad) pressing the trigger buttons with face buttons (or combos of face buttons) for specific moves and follow ups would bring in much more combo depth with less issues of execution since it doesn't rely on precise stick movements but instead well-timed simultaneous button presses. Button combos could probably be used to add depth to blocking, like using the trigger for shield and then another button is assigned to crouch & block low (like the opposite bumper/shoulder button).
14:29 This seems like a really odd point to make considering the fact that Ultimate has a massive worldwide competitive scene and it is exceptionally well-balanced by any measure. Obviously very few people buy Smash so they can enter tournaments, but most people who buy Street Fighter don't want to enter tournaments, either.
I think it's to show that even if Smash wasn't balanced at all that it would still be the best selling fighting game
@@ParmMannREBORN You're probably right that this is the intent, not that I personally agree
@@QuintessentialWalrus I'd say that despite all the thing they said about balance. Smash game have always been pretty balance. Each game might have a few edge case but the rest of the cast are generally fine. This is thank to the fact that Sakurai himself is a FG fan.
@@dieptrieu6564I think Brawl specifically is way too unbalanced and has mechanics that intentionally punish players with a lead at random. Otherwise yeah, all Smash games are fairly balanced
@@elfrangofrito But being random make it fair.
I almost thought the skipping of the advert was a deliverate joke and chuckled a bit, but then realized it was indeed cut from the video
That's when your balls shrunk in saddness
“The friends we’ve made”
Bold assumption.
They're just fun to play tbh not a game to play competitively, my favorite arena games were dragon ball bodukai tenkaishi 3 and naruto ultimate ninja storm 4
There are ones that are pretty competitive compared to most. Gundam EXVS is a good example, I'd say.
I hope JJBA gets a 2D fighting game with the FighterZ treatment. (I mean a new game, and i know HFTF and ASB exist.)
Well, they're remaking All Star Battle now, so close enough I guess??
Play heritage for the future
@@captainsale3413 you didnt even read most of what i said, did you
@@ultimateninja3703 I read it but play it again
there was a jojo fighting game by the devs of street fighter in 1996 i think
What I've seen a lot, and I really mean a lot, is people focussing entirely on the combos when talking about the depth of Arena Fighters, even though combos aren't the main aspect of it. Although I do agree that many are unbalanced af, that is the main issue that I have with them.
Characters differ not by their combos, but by their speed, move options, defensive options, items, bar regain speed, ranged attack type and so on. I do agree that most Tenkaichi characters play similar, but only combo move and Super wise. Everything else differs greatly between them.
Naruto Storm is actually a great example. Combos literally consist of a singular button, not a lot of complexity to be had there. It doesn't need to be complex to be deep. Any good Naruto player could easily use movement to punish your attempt to get a combo off in every case. A game like Tenkaichi (the one I obviously mainly play), has few combo moves, that anyone can easily learn with a quick look at the skill list. And it's true, Tenkaichi's combos can all be learned in like 20 minutes because the movepool is the same for all characters.Thing is, it doesn't matter what crazy combos you can pull off if you can't touch your opponent in the first place.
Because this is an Arena Fighter, movement plays a much larger role. And both the Storm and the Tenkaichi series offer an amazingly large amount of movement options. Any attack you do can easily be punished with the right dash. Games like Tenkaichi 2 even have move cancels, giving you a whole plethora of new options. Yes, the games aren't made to be competitive, but you can still take them to a much higher competitive level than what most people think. In fact, most people just play the CPU or 1-2 online matches of an Arena Fighter, get mad at the fact combos aren't character specific and dip out again, never really giving the game a chance.
Defensive systems are a whole other topic. Tenkaichi 2 for example does have Left/Right and High/Low guarding, contrary to what has been said. Even in games like Storm, where blocking consists of one button, it isn't as simple as one might think. You can't move while guarding, so someone could throw setup items for later. You need to decide if you use movement or guarding to counter, cause if you guard, the opponent could continue attacking until your guard is broken, leading to a punish. If you use movement, through cancels the attacker could read it and try to counter it with their own movement. Storm is hella movement heavy btw. All I'm saying is that even tho blocking might be one button, it still has a lot more depth to it than "press X to negate all damage".
I know this is way too long to read (and I could go on), but it's really difficult compacting Arena Fighters to a comment. All I'm saying is if you do enjoy traditional styles more, I fully get behind that, but at least recognize that most Arena Fighters are more than just button mashers.
I'm glad that you brought up Pokken Tournament. A big part of the reason that it works so well as a competitive arena fighter is a result of every character having a variety of unique tools in every situation, while also keeping the extreme basic structure consistent. Sure, pressing the Y button will be a ranged attack for everyone, but for Sceptile it's a wide-but-short pair of projectiles, while for Chandelure it's a repeatable collection of small homing shots. Their utility is different and distinct, giving that depth.
It also helps that the arena fighter is only half the game. I often call it a Hybrid Fighter because the Duel Phase brings the game into a significantly more traditional 2D fighter with an emphasis on combos rather than positioning, and the earlier point still stands here as well. Up+X in Duel Phase will always break through throws regardless of character, but while Sceptile's is a slow hitting overhead that gives a full combo on a successful hit, Gardevoir's is a get-off-me tool to let her get back to zoning safely.
In short, I love Pokken, and I wish more arena fighters would learn from it, especially Bandai Namco's considering they have the team that developed it.
Anime arena fighters will always be my genre of choice when I just want to have some fun, somedays I don't feel like needing to study a masters degree on neutral just to understand and play a game, just like my warriors games, they are good for some casual fun with friends :) nice video Stumblebee
This is, like, the only good comment
Fighting games are not fun until you overcome the hurdle of understanding the mechanics of the game. There is such a steep learning curve, jargon, and meta-data to consider before even getting to that level of enjoying that for many it just doesn't seem like a viable investment. And while I'm merely speaking from the perspective of those who care about fighting games it will always be a problem. Fighting games are just too esoteric.
honestly once you take your time to learn one of them (preferably street fighter as its the most basic one out there) the others come in naturally
like yeah theyre surelly different in mechanics and whatnot but honestly the only thing i practice when i try out a new game is movility which is pretty fun :>
Yuh id rather learn how 2 play a real fighting game. Cuz then interactions mean a whole lot more and i feel more accomplished about it. Way better than getting bored after senseless button mashing. Thats just me tho
Just play smash. Good for fun. Good for competitive.
Thanks for talking about Gundam EXVS. It's such a wonderful game that avoids most of the issues other arena fighters does and I wish more people talked about it.
Hey uhm, are you a Gundam fan by any chance?
@@archersterling6726 yup
@@Redxyellow1 I really wanna get into Gundam, but I have no idea where to begin. Are there articles or guides?
I'm a big mech, cyberpunk fan and fell in love with MS Saga (a Gundam game from the ps2)
@@archersterling6726 watch the first three movies, then Zeta then double Zeta and finish with Char's counterattack. Unicorn and Hathaway's flash then
@@Redxyellow1 Thank you so much, man. Honestly!
Glad that you add Gundam EXVS series because it's legit as they come the problem is required to learn about many things like movement, proyectile, melee priority, shooting extended fighting groove in the arcades they have 3 more, etc.
The game requires good connection and in the west it's not well known unlike in Japan.
I know he brings up Dissidia for a solid one second, but I wrote this rant about why the 3v3 design just doesn't work at all.
Dissidia 012 has an amazing engine and design. It has a legitimate focus on proper movement and spacing to play different characters properly, while still retaining the fantastical anime-esque style with things like wall running, chases, EX crystals, breakable environments, and tons of variety in stage layouts.
I think NT's decision to go 3v3 hampered a lot of the things that made 012 great; stages need to be big open battlefields, there's no option to have a weird cramped environment like Pandemonium, or a super vertical stage like Planet Core. A lot of the characters had to be altered because they were designed for deep 1v1 gameplay that just doesn't work when you have to worry about two other people ganging up on you. Golbez, one of my favorite characters in 012, went from being a unique character who excelled at long and close range but had major blindspots in-between, to being a generic magic-caster who made big orbs of water or rock and a generic "He's stronger when he has the dragon that's on a cooldown" mechanic.
Some of the character changes were great, I legitimately loved the complete overhaul of Bartz, but a lot of the game's depth suffered from the switch, and they tried to fill the hole with complexity. You can't do a neutral focused fighter when anyone can pop in and knock you out of you and your opponents' cat-and-mouse game.
012 had a legitimate amount of depth with limited combos and punish-heavy gameplay, having different character builds that geared them towards assists or EX; sure, there were only a few good assists and HP attacks were prioritized, but it wasn't game-breaking and could have been fixed in future titles if they just stuck with the formula. Characters were relatively simple to understand in concept, with most having a specific gimmick or archetype. Firion is the best character in the game on the ground, but the worst in the air; Terra is a spellcasting zoner; WoL is a balanced fighter; Gabranth is all about charging his EX meter and dealing a few massive blows in EX mode.
NT was forced to remove a lot of mechanical depth and instead shifted to stuffing characters with overcomplicated mechanics, especially new ones. Ace has a convoluted card type system; Sephiroth has a new weird attack cancel that's hard to use and is barely useful; Bartz, for how fun he is, has twelve different jobs with levels he needs to keep track of to upgrade. You end up playing a lot of minigames instead of fighting your opponent, or you fly around for a second in this big arena trying to get within range of someone, running out of gauge, waiting a few seconds, then repeating until you finally get to interact with your opponent.
I could go on about the multitude of other problems that plague the game (single-player, training mode, online, progression), but I just don't like the team-based fighting game approach; I don't think it was a good implementation of a structure I'm not even sure works well for a deep fighting game.
I'm so glad I got to see this. I saw "Dissidia" and that Ramza was in it and got NT, and dropped it in less than a day because it just absolutely killed everything I loved about the first two games, even including the moveset customization! Sure, I usually used the stuff that was actually "the best" on any given character but there was that opportunity to run meme movesets or adjust what motion you used for a move to suit your own taste. Even if he was a broken, busted mess of ridiculous hitboxes, they still even tried to do some balancing with Feral Chaos by making him choose between having all of his moves or a good set of skills. That's an interesting way to try adjusting a character's strength that only Dissidia 1 and 012's systems allowed.
Pretty much everyone was fun to play but completely unique, with even the magic-spamming zoners having completely different playstyles. Everyone in NT feels... lobotomized in comparison, with a solid chunk of them becoming "smash buttons but sometimes your buttons work better because you used your temporary buff special" and the really unique ones are only that way because you have to jump through more hoops to get your powerup gimmick working.
Man I remember having put around 600 hours in Dissidia Duodecim 8 years ago and it was fun as shit... miss those times 😭
This is an excellent video, really good, fair, arguments, and It's visible that there's some great research behind it.
Really made the whole question of arena fighters vs competitive fighters easy to understand for me (which is something I'm lazy about researching myself, since I like fighting games on competitive side, even though I'm a noob and am getting my ass handed to me, lol).
Thank you so much, Stumblebee, good fighting game content creators are hard to find, and you sure are one of them!
The one thing I really wanna see in the fighting game genre is more good arena fighters that have depth. We all know that there will be plenty more 2D and 3D fighters in the future, but we don't know what the future holds for arena fighters. Are they gonna continue being on the same level they currently are, or will there be a shift at some point? Could there ever be an arena fighter that plays sort of like a DMC or Bayonetta game? And if so, how would developers go about balancing the roster? I'm obviously very curious about this kinda stuff, and I hope I get to witness some sort of evolution in this genre.
Dissidia USED to be a very complex series. I remember playing Duodecim and learning tech with Cecil while trying to understand the counterplay to character's like Gabranth and Kefka. NT's team structure however ruined that depth, and the sorry state Dissidia NT ended up in has caused Square to make the decision to effectively abandon the concept of Dissidia in the future.
How many Dissidia's are there, and which are the good ones?
Also, Pokken isn't entirely an arena fighter. I think that also helps. It's phase shifting is one of the collect mechanics in FGs.
Seriously, more people need to play this game. It's fantastic and very much not dead.
More arena games need to be like that then
I treat anime arena fighters the same way I treat Dynasty Warriors type games, which is to play and relax while listening to a podcast or something and that’s honestly fine, what makes Warriors games good in this regard is the amount of content that’s packed onto them and anime arena fighters generally have a lot of content packed into them as well for the single player.
Because of this I like to call anime arena fighters, junk food fighting games, similarly Warriors games are junk food action games.
Man I miss musou games! Does dynasty warrior hold up? Last one whas 8, right?
@@archersterling6726 I can’t speak for the main Warriors games cause I haven’t played them, the closest I played was Warriors Orochi 3 Ultimate which was a spin-off, I can only speak for the stuff they did for other companies like Hyrule Warriors and things like that.
That said if those reflect what’s going on in the main Warriors games then they’re doing well. More of these games let you give characters commands to go to different keeps and stuff and you can swap to them whenever, in general they give you a lot more options for multitasking and that’s what makes a lot of the current games fun.
@@doom3926 Really? That's great bc they never really leaned into the tactical aspect. I'll try that one, thanks for replying
If they don't want to make a Proper fighting game, if they want it to be easy to approach, then they should make something else. Make action platformers or RPGs or whatever.
Hell, I'd Far rather have a decent action RPG of Bleach or Naruto or, if I could pick one series, Soul Eater, than a crappy fighting game. And then you can toss the huge issues of balance, and long specials, and so on, because... No-one complains about how OP the Stop Watch is in Castlevania. Or how long the massive boss finishing moves in Bayonetta are.
I remember seeing someone say jump force should get fighting game of the year, so I checked it out, learned the meta is hold shield until your opponent gets bored and tries to grab you, then you dodge and mash B until Naruto smashes them into the ground, then hold shield again.
Best competitive anime arena fighter are My Hero One's Justice 2 and kill la kill if for me
Gundam Extreme versus is the gold standard for this type of games so far.
It is pretty different to your average anime arena fighter due to being team based and being notably more complex but I think what makes it work as a great competitive game(it was/is incredibly popular in Japan) is that it understood that since melee combat can't be as complex as in a more controlled 2d space then the meaningful decision making would be based on movement options(you can only dash a certain number of times before overheating if you don't land which makes you vulnerable) and multiple, meaningfully different types of projectiles that add a layer of resource management into the game.
Hell, even then you have potential for some neat combos in those games. Dissidia tried to imitate it but the busy interface + being 3vs 3 + being focused on competitive play instead of plot and content like the psp ones make most FF fans don't care about it and most fighting game fans look at it as a clusterfuck of visual information.
Shame Namco was too stupid to publish the game in the west back when it was the hottest thing in Japanese arcades and decided to make a worldwide release just until now when most of the people who were waiting for the game for years have already moved to other things.
it also doesnt help that they didnt release on pc, where it would have a big audience, probably even bigger as pc market is insane on the west. it also doesnt help the way versus was developed, which pushed alot of fans of the series away for not being as good or diverse(seriously, no G?).
Truly the most deep and rewarding version of this kind of game.
Dmc proves how deep combos can get in a 3d space. I mean the amount of depth in dang in 5 is enough for like 10 good characters. Not saying dmc is a good system for 1v1 pvp, but even then the Dante vs Vergil fights are pretty good, if not perfect for pvp.
One Piece getting the DBFZ treatment would be a dream come true
I pray everyday
That and Naruto
tbh i think th that jojo would be better than both of them cuzz the stand and hamon and spin is so unique thay it would have more depth as a fighting game u could cuzz stand give characters alot of skill and it would have a deep mechanism like some characters can separate its stand and control to characters and u could have a normal mode and a stand mode that would make u play 2 characters at and u could play them at once and that somethings that would be unvirsal without counting the skills of a the characters
"anime shows come with diverse characters"
SHOWS PICTURE OF TEN-TEN
Considering how little the characters in Naruto rely on purely weapons, she is by default the most unique and diverse character lol😂
The fuck you mean Tenten isn't diverse. Her playstyle just got obsolete in the Shippuuden fireball meta
Ah the Gundam Vs franchise. So unforgiving to new players. Love it.
So firstly, I'm an avid 2d fighting game fan and agree with everything said in this video. However, I would like to point out that even though these games all kinda suck, I would say that My Hero One's Justice 2 is above avagerage for an arena fighter. Havent played Kill la Kill IF yet. But every character in MHOJ2 plays differently, has very different combo strings, weaknesses and exploits, and have to be paired with specific assists for specific strats. Even the combo break that you can get by using an assist is very important within matches because it conpletely drains the assist meter and then locks the player out of extended combos by using said assist. I personally feel like it has more complexity than the majority of arena fighters but is not as complex as say, tekken 7 or soulcalibur. But it still has plenty of mechanics that need time to learn and understand to stomp opponents like traditional games.
Exactly. MHOJ2 is definitely a arena fighting game with actual depth just like any fighting game.
And the roster and variety on it is huge. Ppl should really try to learn the game more instead of turning their heads because of the "anime arena fighters suck" point.
12:28 I'm pretty sure Yuu Yuu Hakusho already has a fighting game for it. I think it's on the SNES and it's only in Japanese.
There was one on the Mega Drive! It was developed by Treasure! And yes, only in Japanese!
^-^
Also on the PS2 as well.
The same team made 2 bleach fighters on the ds
It blew my mind how popular gundam vs was in arcades. I couldn't find a single arcade that didn't have 20+ people in japan lined up after school let out or doing vacation. Pretty fun game but the pokemon one was my favorite even if you constantly felt that it was a few changes from one of greatests the entire time you were playing
i never really considered gundam vs an anime arena fighter when i played it in japan. it was a lot closer to like those mechwarrior sims that used to exist. but i guess i see how they're similar outside of arcades when you use a controller not like a full pod with 180 degree screens and an entire cockpit.
The only thing gamers respect less than anime fighters is raid shadow legends.
What I want out of arena fighters are a huge selection of the anime's characters, and an addictive 1v1 and singleplayer experience. I don't think competitive is something all fighting games should aim for.
But where I will criticise these games is when the controls are mindless, or the gameplay is just a mess. JoJo Eyes of Heaven would be a great package if it wasn't such a chore to play with its weird platforming, limp special moves and insistence on being 2v2. And while I don't care about competitive balance, I think XenoVerse is ruined because 95% of the roster is not viable due to poor stats and specials; not to mention the controls are insufferable.
A lot of arena fighters suck not because they won't try to be deep or competitive; they're just simply not well designed games. They work, but to such a minimal degree that the only merit to playing them is usually the fanservice of source material references and getting to play as your favourites.
Xenoverse 2 is adding cutsom movesets to more characters in the next update, but personally i feel it does much better as a 2v2 or 3v3 game rather than 1v1.
Wait this video was sponsored by rwid shadow legends? Where was the ad? Why am i complaining about not seeing a raid ad?
It's weird when through my entire life I enjoyed for years then finding out people hate it or is a joke to a group.
It's all good man, what's important is we have fun while playing them and that's all that matters.
That God Gundam gameplay hurt me, he was so *SLOW*
Honestly wished he broke down the Extreme Versus games more. Needs more exposure.
RAAAAAAAIID: SHALLOW LEGGINGS!
EDIT: Holy shit is that KBash!? (Also you should probably put a link to his channel in your description)
Good call. Done!
Damn I don't meet the requirements to watch this video, I have no friends, ni body pillow, no figurines, no butches, I have good health and yes i do love anime
Oof, that awkward cut with the lack of sponsorship.
It took me a solid minute and a half to understand why a body pillow would make a noise like crinkling.
Then I understood...I want to go back to a time I didn't understand.
Dude the APM on high level Gundam Versus is unreal.
My finger can't survive 2 matches in a row. You gotta dash and turn so much in long range neutral it's crazy
YO YOU CAN'T JUST DROP KBASH ON ME LIKE THAT I WASN'T READY
This was a sick video on a fun topic. Cheers dude.
PLEASE GOD GIVE US A JOJO FIGHTERZ STYLE GAME, like I know Heritage for the Future exists but I want one with characters throughout all 8 parts plz.
All star battle on the ps3 was a thing
Orangebrooce it is a fun game but not that fluent of a fighter in my opinion, also it’s only 30fps on actual hardware
Bromax 360 that is true but have you considered: it rules?
Orangebrooce SEE MY ZEPPELI THO 👀
the gamer 123 hmmm I guess? Like I don’t mean exactly.. I’d still keep the Stand mechanic in my dream game but I mean maybe 3on3 fighter with the anime style graphics of Fighterz. None of this matters of course tho because it’ll probably never happen lol.
This is a tough one to broach because i've definitely seen developers talk about how player tend not to be impressed by canned spectacle.
It's possible that this emphasis on canned spectacle might be moreso a product of the realities of game marketing, not player taste or design challenges. The only way to sell mechanics is to show people playing the game and making use of those mechanics.
Hence, it makes a lot of sense that the rise of twitch has precipitated the renaissance of fighting games.
Sparking Zero fans need to watch this, to understand why the FGC does not claim them. Have fun though kiddos!
I know i'm going to get a lot of flack for this, but I ENJOY arena fighters. They answer yes to the one question i need a yes answer to to buy the game. That question is: "is it fun?"
I agree with pretty much everything that you’ve stated, but I do think there is some depth that can be found in games like storm, hinokami, and ones justice, especially ones justice since the quirk system is actually pretty deep for an arena fighter
Yea, this perfectly describes why I’ve always completely dismissed arena fighters. They just feel like “button mashers” to me. There’s no real depth or strategy to them compared to traditional fighting games. They are nothing but 100% fan service and that’s it.
The only good anime fighter is Def Jam Fight For NY. Instead of fighting Goku with Saitama or Nui Harime, you fight Snoop Dogg with Method Man and Carl Johnson duo.
The game is surprisingly complex despite most of the combatants sharing similar fighting style.
I think it's important to note that most arena fighters suck when it comes to local multiplayer
You either have to use a side-view camera or supply two camera angles for each player, both of which are bad options either way
I got my friends to play both DBFZ and Storm 4 when they came to my house and we play Storm 4 first and DBFZ next. We played the heck out of Storm 4, swapping the loser, and even make tournament brackets. it's very fun especially for my friends who don't really play games because the combos are very easy and you can pick it up very fast. but when playing DBFZ, they're not doing that bad because DBFZ also have some auto-combos, but they drop it much faster because if you're new you just can't really do the much cooler >50% health combos. that's when i realized that yes Storm 4 is not very competitive, but they don't want/need to. their target market are the wider casual audience and they definitely nailed it.
Lol yea. Arena fighters r 4 the babies and real 2d fighters r 4 people who hav brains XD
I think there's something to say about priorities with these games.
Also that games like the Storm series put a lot of stock in their single player adventure content and depiction of the Naruto story through impressive cutscenes, while games like DB FighterZ are much more competitively viable but the single player content is pretty much a complete joke. NO ONE talks about the story mode in that game. I don't play the Storm games like competitive fighters but more like action adventure games with fighter game like combat.
You kind of need to put your eggs in one basket or the other. If you don't have either strong mechanics OR strong story content, the worth is pretty much non-existent.
I just wanna say that I love xenoverse 2 combat because it's all about stamina management. For example z-vanish (the combo breaker) it uses two bars of stamina but it's not a great idea to spam it because if you don't have enough stamina to z-vanish you're enemy might break your stamina and then you'll eat an ultimate. So a lot of the time you have to think about whether or not to take the combo and if you're predictable with your eat a back hit and you just wasted your stamina wich I've already explained why that's not good. And then you have ki, character combos, different supers, evasives, poking with ki blasts and much more. So that's why I really like xenoverse 2 and I highly recommend watching some high level play.
Wait till someone Stamina runs out and then beat them in 1 combo. Ooooo sooo high level XD
@@Kdawg4859 you've obviously not played the game lmao the game never plays out like that
@@leawesomedragon6062 cap lmao, once that stamina gone the fight is basically over 😂
Xenoverse combat would be good if it was more like raging blast or tenkaichi. It has the worst fighting system of the arena dragon ball games
@@Kdawg4859 go play fighterz
You should give the GC Custom Robo a look. I'd love to hear your take on the game. It's an arena fighter, but it has depth and is actually a ton of fun. Naruto ultimate ninja 3 and 4 are also decent in that neutral is real. However they do both suffer from having a burst mechanic that you can't punish or have a meaningful interaction and I feel like against good players whoever runs out of chakra first loses because they can't burst anymore and just eat a massive combo or an infinite and lose. Custom Robo doesn't have that issue though.
The only problem with Gundam vs series in anywhere but Japan is that we never get the latest version. That game still mostly arcade based. So the ported is an older version. But even then, I still saw some people interested in making tournament on it. So yeah, Gundam vs has competitive scene.
I love Pokken Tournament. On the field phase (arena fighter) you have to think how to approximate without getting hit or collecting energy. And on the duel phase (2D fighter) are the high damage and complex combos to not change the phase. And of course it is flashy as hell. XD
Pokken Fighter was a shock to me. A balance of both styles done well. Probably the only "arena" style game I've ever truly enjoyed for more than a few minutes.
I just wish there was a way to stay locked to one phase in training mode.
How about the Gundam Extreme Versus games? Those for me are the best arena fighters. They even have their own tournament scene in Japan and even showed up at side tournaments like EVO. Freaking EVO!
Namco Bandai even collaborated with the band Linkin Park with the song “The Catalyst” for the game’s opening.
The game maybe deceptively simple at first, it’s actually in-depth. It encourages teamwork since it’s a 2v2 arena fighter and the best part is the fact the games mechanics like the cost system and boost gauge management.
Who needs human fisticuffs when you have big giant robots with lazer beams duking it out?
You should check it out, Stumblebee!
ummm did you ever see the video completely?
@@eliasnicolasmiranda4940 Yeah I know. I wrote the comment without finishing the video first haha. But it still stands. The EXVS games should really be made known out there. Just hoped Stumblebee tackled it more, because its actually more in-depth as it seems despite its simplistic controls.
Anyone who has played the Federation vs Zeon game on the PS2 will come to realize that the Extreme Versus games are a lineage coming from that one game.
Also, if anyone remembers that other game, Gotcha Force on the Gamecube, that game actually follows that same format.
google brought me here by just searching 3rd person fighting game..
I would love to see a video dedicated to Gundam Extreme VS Maxi Boost ON. Your points on it in this video describe it well enough but I just want see more as a Gundam fan and fan of the the gundam vs formula.
Same. @stumblebee - I volunteer to help show you what you’re missing.
Budokai tenkaichi had it nailed with the lock on, directional blocks, and mixup options. But the character variation was kind of lacking.
This was made 2 years ago? Good video. I forgot the Kill la Kill game existed too (wonder if it's on ps4)
Great video as always but I believe that the great Naruto Bridge is called like that not because of the fight, but because Naruto was the only one able to give hope and revive the courage in the villagers' hearts which eventually came to the bridge to overthrow the oppressor
"Opening up someone like with nappas saibamen or yamchas wulf fang fist" ah, so the fun mixups
I own zero anime figures our waifu pillows. It's not because I'm not a filthy weeb, it's because I'm a filthy weeb with no money.
I really do hope that another anime besides Dragon Ball Z can get a Fighter Z style game. That game is so freaking fun when the flow of combat finally clicks.
Project L is coming in some years don't worry
Also please don't play blazblue cross tag battle it's a tag battle but please do not play this, if you like the character in this game please play a true blazblue game
Jojo kinda had that with all star battle r
@@El_chara whats so bad about it
Thanks for going back to an old video and cutting out the sponsor lol that’s some seriously goated stuff right there
I'm wondering if the PvP mod for DMC5 could serve as a template for what anime fighters could do in the future.
Specially when you consider that today's market post hero shooter craze made more people used to the idea of utility over pure dps in casual games.
Did this dude go back and remove the Raid ad from his video? Nice.