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00:00:04
All right. So, um, in this podcast,
00:00:07
we're going to talk about every fighting
00:00:09
game type explained, which basically
00:00:12
goes over every
00:00:14
>> single fighting game type in the
00:00:16
fighting game community. And I think
00:00:18
it's too long to make it into one
00:00:20
podcast. So, we're going to break it up
00:00:21
into a bunch of pieces. This will be
00:00:23
from the beginning until the end of the
00:00:26
grounded section. So yeah, I guess we
00:00:28
can kind of start by talking about how
00:00:30
this project came about. I remember I
00:00:32
called you one day. I think this was
00:00:34
like a year and a half ago or something.
00:00:36
Maybe maybe two years ago.
00:00:37
>> Long time ago.
00:00:38
>> Yeah. And I was just like, "Okay, I want
00:00:41
to do a video where I talk about every
00:00:44
single fighting game type." And and it
00:00:46
was originally going to be called
00:00:47
something like um the taxonomy of
00:00:49
fighting games or fighting game
00:00:51
taxonomy. >> Taxonomy was the big keyword. I firstly
00:00:54
honestly didn't know what taxonomy was.
00:00:57
I had to like research for it. Sorry,
00:00:58
I'm not really that academically
00:01:00
trained. But knowing it,
00:01:01
>> classification, I guess is uh to use a
00:01:04
um simpler term. Yeah.
00:01:06
>> Uh the term made sense that like
00:01:09
fighting games even now there's so many
00:01:12
various types and there was never like a
00:01:15
a textbook of categorization for Yeah,
00:01:19
that's the problem with uh anything
00:01:20
related to fighting game stuff is
00:01:23
there's no you can't get like a PhD in
00:01:25
fighting games. There's no like all the
00:01:27
the research and stuff that you look up
00:01:29
is just hasn't been done in a lot of
00:01:31
ways, right? So there's a lot of
00:01:33
unexplored terrain to go into and uh we
00:01:36
learned this as well when we were kind
00:01:38
of having a discussion about different
00:01:40
fighting games like how do you make a
00:01:42
framework where you can kind of put any
00:01:45
fighting game into the framework and it
00:01:46
kind of makes sense, right? So, where do
00:01:48
you draw the line? Like there's
00:01:51
conversations about um about meter. How
00:01:54
important is meter to a classification
00:01:56
for a fighting game? How important is is
00:01:59
a combo breaker? Does that make or break
00:02:01
what kind of fighting game that is? And
00:02:03
we had a lot of those conversations, but
00:02:06
um obviously there are certain things
00:02:08
during these conversations we realized
00:02:09
were core fundamental aspects of their
00:02:11
games. And I think one of the the ways
00:02:15
that we could see if it was important to
00:02:18
a fighting game genre or not was if you
00:02:21
were to was to test if what would happen
00:02:25
if you were to take away that thing from
00:02:27
the game. And I always jokingly referred
00:02:29
to as would there be riots in the
00:02:31
street?
00:02:32
>> Whoa. >> Yeah. So if um Street Fighter
00:02:34
>> suddenly had block button like Mortal
00:02:37
Kombat, would there be riots in the
00:02:39
street? I I think there would be.
00:02:40
>> I would protest.
00:02:41
>> Yeah. There would be there would be
00:02:42
riots in the street and
00:02:43
>> protest
00:02:44
>> and um this was kind of one of the ideas
00:02:46
with the block button where you did see
00:02:48
people like really upset that NRS made a
00:02:51
game that was hold back to block
00:02:53
>> and for people who like hold back to
00:02:55
block that sounds very weird. You're
00:02:57
like of course it should be hold back to
00:02:58
block. This should be
00:02:59
>> we thought that was normal.
00:03:01
>> Yeah. Yeah. Exactly. So that was kind of
00:03:03
one of the criteria and I think that's
00:03:05
kind of how um the idea of the predator
00:03:07
effect came but I guess we're getting
00:03:09
ahead here. Um, I guess we can go.
00:03:11
>> There's a lot to talk about, right?
00:03:13
>> Yeah. Yeah. There's so much to talk
00:03:14
about. Um, but yeah, I guess at the
00:03:17
beginning of the video I have to kind of
00:03:19
explain what it means to have a
00:03:22
prototype and an archetype.
00:03:24
>> Sure. >> And uh, the analogy I use obviously is
00:03:27
rock music. I like rock music a lot
00:03:30
because there's it's older, so there's
00:03:32
so many different kinds of rock music
00:03:34
now. And it's pretty relatable because
00:03:37
everyone has everyone knows that
00:03:38
there's, you know, underground rock,
00:03:40
there's mainstream rock, some people
00:03:42
really hate the mainstream stuff. Some
00:03:44
people, uh, you know, uh,
00:03:46
>> you know, brag about knowing about
00:03:48
certain bands. And there's a lot of, uh,
00:03:50
parallels and similarities to
00:03:52
>> the FGC. So, I think rock music was kind
00:03:56
of a um, a good analogy to use
00:03:58
throughout the entire video. And
00:04:00
>> music is like uh, it starts from a
00:04:03
single root, right? like it'll be single
00:04:05
like rock and roll for example and then
00:04:07
it just branches out into a lot of
00:04:09
different genres that I mean people come
00:04:12
up with genres and then if there's a lot
00:04:14
of people who agree that this is a genre
00:04:16
that we can kind of go with and then
00:04:18
that creates a community and so on so
00:04:20
forth. um sticking to uh what you
00:04:23
mentioned about like you know a PhD in
00:04:25
fighting games or any sort of highly
00:04:27
valued academic you know research
00:04:29
related to it is not really a thing yet
00:04:31
but then whenever you mentioned the word
00:04:33
taxonomy and then I was researching
00:04:35
things um there are so many like say for
00:04:37
example animals or insects that are all
00:04:41
like separately categorized and they
00:04:43
have all these Latin words describing
00:04:45
them for example a same bird if they
00:04:48
have like a single stripe of feather is
00:04:50
different to the other bird that
00:04:52
doesn't. >> Yeah. Yeah.
00:04:53
>> Yeah. It's crazy how many so amazing to
00:04:56
know. >> Yeah. You know, like a a cat is called a
00:04:59
felis catis. Like just the most common
00:05:02
term. Yeah. That's the term, right? And
00:05:04
and it's so there's it's very academic,
00:05:07
but I guess what what we were doing with
00:05:09
this video was obviously we don't want
00:05:11
to just make this overly academic, you
00:05:13
know, like Yeah. I mean like um it's we
00:05:16
don't need Latin terms for like 3D and
00:05:18
2D and 2.5D, right? So, it it's more of
00:05:20
a it's kind of a more of a practical
00:05:22
video or a pragmatic way of of getting
00:05:24
people to understand um what these
00:05:27
different kinds are. I think um one of
00:05:28
the things that you mentioned was um we
00:05:30
kind of had trouble
00:05:32
>> uh um identifying what uh a certain game
00:05:36
is. And you mentioned like, wow, this is
00:05:38
like this kind of like a platypus. It
00:05:39
has like something from everything,
00:05:40
right?
00:05:41
>> And I can rightfully say this, I'm from
00:05:43
Australia. We have like one of the best
00:05:45
zoos in the world, I believe it, because
00:05:47
we just have the most amazing unique
00:05:49
species. You know, everybody knows the
00:05:51
kangaroo, the koalas. Yeah.
00:05:53
>> And I did explain what a platypus is,
00:05:57
like what are they? They're a mix of a
00:05:59
lot of things, right, that you've
00:06:00
learned. >> Yeah.
00:06:01
>> One of the things other than the actual
00:06:03
visual properties, I did mention the the
00:06:06
cherry on top is it's also poisonous.
00:06:08
>> Yes.
00:06:09
>> So, it's like what?
00:06:10
>> Yeah. >> So, it's a mammal that is a poisonous
00:06:12
>> a poison mechanic. Yeah, it just it
00:06:14
blows your mind just to look at it. And
00:06:16
I think there's a lot of um you know,
00:06:17
researchers who who found this animal
00:06:19
and just like
00:06:20
>> they're they're all confounded. They're
00:06:22
like, "What is going on?" And so there's
00:06:24
there's a lot of games in the fighting
00:06:27
game uh scene
00:06:29
>> and there there's so many that you're
00:06:31
just bound to have something like that,
00:06:33
right? But that doesn't mean that you
00:06:34
can't uh make some sort of uh framework
00:06:36
around the classifications of the game.
00:06:38
So I guess um the the thing with the
00:06:41
Rock analogy of course uh we had Chuck
00:06:43
Barry to represent Street Fighter 2
00:06:46
>> and Street Fighter 2 is a very important
00:06:49
game and I think it's I don't know we're
00:06:51
we're older now and we were kind of
00:06:53
there with Street Fighter 2 uh in the
00:06:56
arcades when it came out and that how it
00:06:57
exploded and I think a lot of um people
00:07:00
a lot of people listening might not have
00:07:03
um have actually been there
00:07:05
>> but it was it was insane. It's like
00:07:07
there's there was before Street Fighter
00:07:10
2 and after Street Fighter 2 when it
00:07:11
came to arcade gaming, right? And
00:07:14
>> and the thing is like a lot of people
00:07:15
will say like there's there's iconic
00:07:17
games uh fighting games that were there
00:07:20
before Street Fighter 2.
00:07:21
>> Uh of course um Year Kung Fu and uh and
00:07:24
Karate Champ. Those are those are
00:07:26
absolute classics, but those games
00:07:28
didn't have the same impact, right? And
00:07:30
so I was kind of thinking like how can I
00:07:33
talk about
00:07:34
>> Street Fighter 2 as an archetype? rather
00:07:37
than a prototype. And I wanted to use an
00:07:41
analogy of um of the iPhone, right? So,
00:07:45
>> right, you did mention the uh Apple
00:07:48
related stuff. Yes.
00:07:49
>> Yeah. Yeah. So, the the thing was that I
00:07:52
wanted people to understand that this
00:07:54
isn't about, you know, Street Fighter 2
00:07:57
inventing everything. It's not it's
00:07:59
about having the right combination of of
00:08:01
features and and getting the having the
00:08:04
popularity to make it a thing,
00:08:06
>> right? So all the things come together
00:08:07
and Chuck Barry was kind of the the rock
00:08:09
artist that did that and I felt that
00:08:13
already having Chuck Barry as part of
00:08:15
the analogy um was enough to where I
00:08:19
wouldn't have to add the iPhone part.
00:08:20
But I I do like the iPhone analogy
00:08:22
because it does add a few extra
00:08:24
dimensions to um
00:08:26
>> to the comparison because
00:08:29
>> the iPhone is a slate phone like it's
00:08:32
like the you know it has like it's like
00:08:35
a rectangle with that all screen
00:08:38
>> right >> and there were phones like that. I think
00:08:40
LG made one uh that was before the
00:08:42
iPhone
00:08:43
>> LG being one of the I guess innovators
00:08:45
in display technology.
00:08:46
>> Yes.
00:08:47
>> Yeah. I think they also delved in that
00:08:49
uh competing with Apple and all the like
00:08:51
the Samsung and whatnot. Yeah.
00:08:53
>> Yeah. There was the LG Prada and um
00:08:55
those phones uh you know they sold
00:08:57
decently and um I think they were
00:08:59
considered successes but
00:09:01
>> it was nothing like the iPhone, right?
00:09:03
When the iPhone came out, there was
00:09:04
before the iPhone and after the iPhone.
00:09:06
After the iPhone, all phones looked like
00:09:09
all smartphones just looked like
00:09:10
rectangles with screens. But before
00:09:12
that, you had like Blackberries and you
00:09:14
had like um you know the the small candy
00:09:16
bar phones like the Nokia ones where you
00:09:18
would have like uh I remember there was
00:09:20
like a phone where you could fold open
00:09:22
the the a keyboard like a tactile
00:09:25
keyboard. I remember this
00:09:26
>> and uh there's there are just so many
00:09:28
different kinds of things and um and
00:09:31
basically yeah it was once the the
00:09:33
iPhone came out um it was that that was
00:09:37
what became phones afterwards. And the
00:09:39
thing about the iPhone itself was that
00:09:41
it doesn't necessarily mean it's the
00:09:43
best phone or even a great phone that it
00:09:45
didn't have copy and paste. Uh don't
00:09:47
quote me on this, but I think I read an
00:09:48
article where the person who was working
00:09:51
on it finally came out and said uh we
00:09:54
just didn't have enough time.
00:09:55
>> It was like a it was like a deadline
00:09:57
thing, right? So it was like
00:09:59
>> and um and so like it famously just
00:10:01
didn't have copy and paste. There's a
00:10:03
lot of reasons why it might not have,
00:10:05
but I think that was the one that was on
00:10:07
record, but um
00:10:08
>> Okay. But yeah, so this iPhone analogy
00:10:11
is um is something that I thought would
00:10:13
have been a little bit too much. Made
00:10:14
the video a little bit too long, but I I
00:10:17
really liked it. But Chuck Barry was
00:10:18
enough. And of course the whole video
00:10:20
uses uh rock artist.
00:10:23
>> Yeah. Relatable because we are trying to
00:10:25
emphasize the fact that um there has
00:10:27
been obviously whoever started it but
00:10:31
not necessarily who popularized it.
00:10:33
>> We respect them in that sense. there
00:10:35
historically there which in would have
00:10:37
inspired the ones that eventually would
00:10:39
popularize the genre uh that being
00:10:42
Street Fighter 2 of course and that's
00:10:44
happened in many other um categories and
00:10:47
industries as well. So
00:10:48
>> yeah. Yeah. I mean, not to go off on a
00:10:50
tangent, but um during this time, uh
00:10:52
what kind of inspired me to think about
00:10:54
this um this iPhone analogy was um you
00:10:57
know, before Thomas Edison, there were a
00:10:59
lot of things going on to make the light
00:11:01
bulb and there were like there are
00:11:03
prototypes. There are types of light
00:11:04
bulbs that um that would be good for
00:11:08
having uh outside in a industrial area
00:11:11
where noise is not a concern because uh
00:11:13
it made a lot of noise.
00:11:14
>> Yeah, there there was a lot of noise.
00:11:16
So, I think one of the first uses of um
00:11:18
like a light bulb was a was a lighthouse
00:11:21
where it didn't matter how much noise
00:11:22
there was and it was just blasting a
00:11:24
bunch of light. But a lighthouse is one
00:11:26
of the first uh uses where you can um of
00:11:29
that. And what the what the light bulb
00:11:31
did, Thomas Edison's light bulb was make
00:11:33
it so that you can just have it uh in in
00:11:35
your home and it's like,
00:11:38
>> you know, it lasts a good amount of
00:11:39
time.
00:11:40
>> Yeah. It was kind of like a mainstream
00:11:42
kind of thing. And so even with the
00:11:43
iPhone or with Street Fighter 2, um even
00:11:46
Chuck Barry to a large extent,
00:11:48
>> uh they were all popularity was a big
00:11:52
component of of those things. And so,
00:11:55
>> uh I guess that's kind of the way it is.
00:11:56
If for something to become a thing, it
00:11:58
has to be at least popular enough. And
00:12:00
that's why I put the Baywatch clip in
00:12:02
there, which is I think uh 1992 or
00:12:04
something. It was um it was Street
00:12:06
Fighter Mania was so big, it was in one
00:12:08
of the hottest shows in the in the US,
00:12:10
right?
00:12:11
>> At the time. Yeah, there was like there
00:12:12
was like a scene where there were
00:12:14
playing Street Fighter 2 together,
00:12:16
right? That's
00:12:17
>> that was that's that's a big deal. So,
00:12:19
it kind of those that clip was there to
00:12:21
kind of give people an idea that this
00:12:22
was a big deal. And I think um I think
00:12:25
you know I got the point across on that
00:12:27
one. Um but yeah, and so once you get
00:12:29
the point that Street Fighter 2 is like
00:12:31
the archetype,
00:12:32
>> Sure.
00:12:33
>> then we can move on to the 2D fighting
00:12:35
game.
00:12:36
>> That's right. That's right. Right.
00:12:37
>> Archetype being it's gone through few
00:12:39
trial and errors to become the archetype
00:12:41
that it didn't plan to be. But then I
00:12:44
guess when you mention popularity, it
00:12:46
also matters with accessibility as well.
00:12:48
And speaking of popularity, when you
00:12:50
mentioned Chuck Berry in your video, I
00:12:53
think I saw it. There was a clip of Back
00:12:56
to the Future. >> Oh yeah. On the earlier
00:12:58
>> popular too. like why didn't you?
00:13:00
>> No, this was this was just like a an
00:13:01
editor's choice cuz like I I thought it
00:13:04
was so cool to have
00:13:05
>> um you know Marty McFly,
00:13:07
>> although it wasn't a canon event, right?
00:13:09
This is a movie of course, but it's so
00:13:11
popular that scene.
00:13:12
>> Yeah, it's iconic. That scene is iconic
00:13:14
because Chuck Barry is iconic, right?
00:13:16
It's it's it's Marty McFly going to the
00:13:19
past to introduce
00:13:21
>> this new kind of music
00:13:23
>> which was uh which is in it was around
00:13:25
the time I think it was 1955 in the
00:13:26
movie
00:13:27
>> and it's really solidifies the point
00:13:29
that Chuck Barry is the archetype. He's
00:13:31
the Street Fighter 2 of of you know of
00:13:34
that era in terms of music creating this
00:13:36
uh this new sound
00:13:38
>> and that scene was perfect for it and I
00:13:40
love that scene but it just did not fit.
00:13:42
I tried to fit it in so much. And this
00:13:44
is where as an editor,
00:13:45
>> you you get to the point where you just
00:13:47
have to like uh swallow your pride and
00:13:50
be like, it's not going to help the
00:13:52
video. It's going to be clunky. It's not
00:13:53
going to fit in well. I tried to fit it
00:13:55
in as much as I could, but ultimately at
00:13:58
the end of the day, uh you have to edit
00:14:00
it out, right? So, it's uh that that was
00:14:03
just an editorial uh decision where I I
00:14:06
just >> yeah, I I I want to be a good editor. I
00:14:08
want the it to flow and it just it just
00:14:10
didn't do that. But um but there's a lot
00:14:13
of references to that. There's Johnny B.
00:14:14
Good, which is one of the Yeah, one of
00:14:17
the most famous songs that Chuck Barry
00:14:19
uh played and made.
00:14:20
>> And uh in the background there's some
00:14:23
people in the comments uh I I think
00:14:25
caught it. It was Johnny Cad, which is
00:14:28
kind of like a Yeah. Yeah. It was like a
00:14:30
blues uh bluesy song that was in Final
00:14:32
Fantasy 6, right? It's it's a Nouatsu uh
00:14:36
piece, but it was kind of a a an homage
00:14:39
to
00:14:40
>> Chuck Barry. And I was like, "Oh, this
00:14:42
would be perfect for the the beginning
00:14:43
of the of the video." And and so people
00:14:46
got that. And if they didn't, well, it's
00:14:47
the cool song. Anyways, when we get into
00:14:49
2D games now, so Street Fighter 2 blew
00:14:51
up and now there's all these like I
00:14:54
guess for lack of better term, like kind
00:14:55
of like clones, right? It's like a lot
00:14:57
of games that are trying to be like
00:14:59
Street Fighter but not exactly Street
00:15:01
Fighter because that's copying, right?
00:15:04
>> And so I had to look at all the things
00:15:06
that people were copying, I guess,
00:15:09
>> right? Or at least kind of have a sort
00:15:12
of common ground, I suppose.
00:15:14
>> Yeah. A common ground of what makes
00:15:15
Street Fighter 2 the successful game
00:15:17
that that it was,
00:15:18
>> the archetype of all the clones.
00:15:20
>> Yeah. And so, like, of course, some some
00:15:22
companies flew too close to the sun and
00:15:24
uh kind of got dinged with a with a
00:15:26
lawsuit. I think Capcom tried to uh sue
00:15:30
Data East
00:15:31
>> for uh very popular Fighter History,
00:15:34
right? It was Fighter History. And if
00:15:36
you look at that game, there's uh it is
00:15:39
very similar. I mean, I think they they
00:15:40
they went a little too close because I
00:15:43
think the life bars also it was like
00:15:44
yellow when the life bar was full and
00:15:46
then red when it was empty.
00:15:48
colors,
00:15:49
>> little detail, [laughter] but I mean
00:15:50
it's it definitely like was similar in a
00:15:53
lot of ways and I can see um and it's a
00:15:55
big enough company to where Capcom could
00:15:57
try to make like an example out of this
00:16:00
company, but uh I think Capcom lost that
00:16:03
case. But what's interesting about
00:16:05
Fighter History is I think when we were
00:16:07
doing the research, we realized Fighter
00:16:08
History actually had an innovation uh in
00:16:11
their gameplay which I don't think they
00:16:13
were talking about in the courts cuz
00:16:14
they probably I mean this was not not
00:16:16
even a thing at the time.
00:16:17
>> It was pretty unique. They try a lot of
00:16:20
things. Yes. >> It was the overhead.
00:16:21
>> Yeah.
00:16:22
>> Right. So there was uh there was a move
00:16:24
that was like um I think it's the Guile
00:16:27
knockoff character
00:16:28
>> Mattlock.
00:16:29
>> This character had a move where he yells
00:16:32
out overhead kick. He's like overhead
00:16:34
kick.
00:16:35
>> That's the name of the move. Yes. Jumps
00:16:37
into the air and does an upside down
00:16:39
flash kick. It's like a
00:16:41
>> It's [laughter] like a He did the first
00:16:43
moon salt, I believe, even before Nash
00:16:46
did. And he's called it the overhead
00:16:48
kick. >> And it's a move that beats crouch
00:16:51
blocking that comes from the ground. I
00:16:53
think it's like some kind of hopping
00:16:54
attack or whatever, but it comes from
00:16:56
the ground and it's not from like a
00:16:57
jumping attack. Mhm.
00:16:59
>> And so that move was one of the first,
00:17:03
if not the first overhead.
00:17:06
>> And what's interesting, what made me
00:17:08
what that made me think about was, you
00:17:10
know, during the case between Capcom and
00:17:12
uh and Data East,
00:17:14
>> they probably weren't talking about the
00:17:16
gameplay aspects, right? They were
00:17:17
talking about the motif aspects. Like
00:17:19
Ryu and Ken are kind of generic, you
00:17:21
know, karate martial arts characters,
00:17:24
and they were focused on that. So, if
00:17:26
you ever check that game out, um you you
00:17:28
can try Matt Lock's character. That's
00:17:30
one of those like little bits of
00:17:32
research that didn't really fit in the
00:17:33
video that we had, but it's
00:17:34
>> I had to play and learn the characters
00:17:36
and [laughter]
00:17:37
>> get out the secrets. Just just know
00:17:38
about it. Uh it did also have a uh worth
00:17:41
mentioning uh me mechanism. It had like
00:17:44
a a body part kind of thing where if you
00:17:47
struck if you struck down a certain part
00:17:49
of the body, like their armor drops out
00:17:51
or their clothing drops out. It was like
00:17:53
a battle battle. What are they called?
00:17:55
>> Like battle damage system.
00:17:56
>> Battle damage system. And it wasn't just
00:17:59
like a simple high, low, mid, or like
00:18:01
the head. Uh you had you your sprite had
00:18:04
to actually collide with that uh the
00:18:07
>> the opponent's body part and then it
00:18:08
will like flash to say that it's about
00:18:10
to fall off. Similar to say Vega's claw
00:18:13
and the mask. We don't see the
00:18:15
distinguishment of the that being the
00:18:17
low health other than if you do reach
00:18:19
the threshold, you know how they come
00:18:21
off. >> Yeah. And like you might have like you
00:18:23
might take more damage if the mask comes
00:18:25
off or things like that. Yeah, that was
00:18:27
a thing in Fighter history as well. So
00:18:28
that was pretty interesting.
00:18:29
>> That's uh that's interesting. So um the
00:18:32
things that really make the core of of
00:18:34
the 2D game, Fighter History and all the
00:18:36
other games during that time or so many
00:18:38
of the games during that time
00:18:40
>> were things like obviously the hold back
00:18:42
to block system, right? So that is a
00:18:44
really big one and I think that's kind
00:18:47
of I think fighting game people
00:18:48
generally take that for granted because
00:18:50
it's in so many games at this point and
00:18:52
people are so used to it but it's not an
00:18:53
intuitive thing.
00:18:55
>> So I really had to break down that whole
00:18:58
blocking system because it isn't
00:19:00
intuitive. How why why does crouch
00:19:04
blocking lose to jumping attacks?
00:19:07
There's nothing I mean you can kind of I
00:19:08
guess it would be hard to like block
00:19:10
some guy jump kicking you when you're
00:19:12
crouching I guess. I suppose people kind
00:19:14
of expect you to know that already or
00:19:16
something, but that was never really
00:19:18
communicated in an open environment. And
00:19:21
one of the things when I was doing all
00:19:22
this research as well is that whenever I
00:19:24
look at some guides, be it like game
00:19:27
FAQs or other online websites, they
00:19:30
would describe so much about every
00:19:31
single attacks, but they don't even
00:19:33
mention the whole back to block. They
00:19:35
just say if you go left, it's blocked
00:19:37
when you're on player one side. That's
00:19:38
about it. That's that's the entire
00:19:40
description. That's actually a topic for
00:19:42
a larger discussion that we're going to
00:19:44
have uh soon, I think, in in another
00:19:46
podcast, but uh that's the idea of
00:19:48
defense. I guess defense is underrated
00:19:50
in a lot of ways. So, um we we
00:19:53
definitely want to talk about that. But
00:19:54
yeah, in this video, it does talk a lot
00:19:56
about the the blocking mechanism because
00:19:58
people know about like attacks and stuff
00:20:00
and and but then with with blocking, you
00:20:02
need to know about the the high low and
00:20:03
the left right. And of course, we have
00:20:05
to talk about uh cross-ups if we're
00:20:08
talking about left right blocking. and
00:20:10
cross-ups are so fundamental and
00:20:12
integral to the uh 2D archetypal
00:20:15
holdback block fighting game
00:20:17
>> that it just needs an entire section.
00:20:19
Right. So
00:20:20
>> I guess um you were kind of the one that
00:20:22
made an analogy uh of the the basketball
00:20:26
um
00:20:27
>> Right. Right. Right. >> It wasn't an analogy. It was just that
00:20:29
in basketball they use the term crossup.
00:20:31
How I I would say as a person growing
00:20:35
up, if I ever heard the word crossup, it
00:20:38
sadly wasn't from fighting games. I I
00:20:40
think I heard it more in street
00:20:43
basketball. And cross up or I would say
00:20:46
cross over or crossing someone up.
00:20:49
>> Yeah. was a thing where um you would not
00:20:53
literally but break their ankles like an
00:20:56
ankle breaker that you would you would
00:20:58
kind of do the dribble
00:21:00
>> and you faint your motion to the left
00:21:01
and then all of a sudden uh you switch
00:21:03
to the right and you there's a montage
00:21:05
of people getting their ankles broken.
00:21:08
>> Not literally, obviously.
00:21:09
>> Okay. Okay. They're not actually
00:21:10
breaking their ankles. I'm sure I'm sure
00:21:11
someone broke their ankles
00:21:12
>> in an extreme condition. And I I I would
00:21:15
expect someone to be really really hurt
00:21:16
and I I apologize that you got ankle
00:21:19
broken by these street basketballers,
00:21:22
but it is a a technique I I would say to
00:21:25
fake out your opponent and then because
00:21:27
you know I guess we tend to be a
00:21:29
reactive animal. we see things that we
00:21:32
want to do, but if we uh even though in
00:21:35
our heads we make the right decisions to
00:21:37
say defend uh against your opponent in a
00:21:40
in a sports match, um you would react to
00:21:43
their emotions, right? In a basketball
00:21:45
uh it's very fluid where someone would
00:21:47
try to do like a
00:21:49
>> uh telegraphing motions to kind of
00:21:51
pretend that they're going one direction
00:21:53
and then all of a sudden switching to
00:21:54
another side and then ultimately the
00:21:56
defender falls down because they lose
00:21:58
their balance.
00:21:59
>> Yeah. >> Right. >> Yeah. Yeah, that's
00:22:00
>> is a similar analogy to I guess fighting
00:22:03
games crossup eventually.
00:22:04
>> Oh yeah, it's awesome. And I guess it's
00:22:06
something that fighting game people are
00:22:07
just take for granted like cross-ups are
00:22:09
a thing,
00:22:10
>> but it's a huge part of fighting games
00:22:12
and I think you're the one who ran
00:22:15
across the uh the clip from the Ian
00:22:16
Kofino documentary. Uh
00:22:19
>> the one with Mike Ross. That was so
00:22:21
perfect that clip.
00:22:23
>> It's not that I wanted to look at that
00:22:26
video for this for this video that we
00:22:28
were trying to make. Yeah,
00:22:29
>> it was just that I just needed more
00:22:31
research material on Soulcalibur
00:22:34
>> cuz Soulcalibur was also uh I think in
00:22:36
the video very briefly. Um but then I
00:22:39
just wanted to like fact check on
00:22:40
something and then I ended up watching
00:22:41
the whole thing and it's like hey this
00:22:43
young Mike Ross and then he mentions
00:22:45
this about
00:22:46
>> uh dictionaries not having resets and
00:22:48
spellings not having crossups and I'm
00:22:50
like Gerald you have to put this in. I
00:22:52
know even if I was Mike Ross he would
00:22:54
say yes put this in the video.
00:22:56
>> Yeah. No, that was a that was a must.
00:22:57
And it was not hard to fit it into the
00:22:59
video. Obviously, it's just a very it
00:23:01
was kind of getting into the um the part
00:23:03
about mixups and uh it Yeah, he he that
00:23:06
part solidifies
00:23:07
>> how important cross-ups are and how
00:23:09
awesome they are, right?
00:23:10
>> Competitors and, you know, fighting game
00:23:12
players overall. Yeah.
00:23:13
>> Yeah. So, um there in in that portion of
00:23:16
the video, there's, you know, there's
00:23:17
cross-ups, but then like I also go over
00:23:19
a bunch of parts,
00:23:20
>> you know, like things like cancelling
00:23:22
and like um comboing.
00:23:24
>> Yeah, comboing. And and those are very
00:23:26
fundamental aspects of of Street Fighter
00:23:28
2. But what was interesting was that
00:23:31
there was one kind of combo setup where
00:23:34
you can kind of show everything in one
00:23:36
sequence almost like Yeah. It was
00:23:38
basically I guess from my memory it was
00:23:41
uh Ryu throws a fireball.
00:23:42
>> Yes.
00:23:43
>> Guile jumps over it, gets anti-air by DP
00:23:46
and then gets knocked down and then walk
00:23:49
up a little bit. Jump over. Cross up.
00:23:51
Yep. I think the cross-up was like
00:23:53
roundhouse and then uh
00:23:54
>> that's right.
00:23:55
>> You could do a heavy kick. A jump heavy
00:23:57
kick is a crossup in World War II.
00:23:58
>> Yeah. In old old Street Fighter games.
00:24:00
You could do that and then of course
00:24:02
afterwards you got the second hit which
00:24:04
made it a combo which was kind of a an
00:24:06
accident.
00:24:07
>> Yeah. The low forward and then you can
00:24:09
cancel that into a fireball which is
00:24:11
another >> you know glitch or whatever. It's thing
00:24:14
uh in in fighting games. And then Yeah.
00:24:17
And then after that I guess that was
00:24:19
like a stun and then um Right. So, it's
00:24:23
kind of like that sequence right there
00:24:25
just encapsulates so much of what has
00:24:28
been retained from Street Fighter 2 into
00:24:31
even up to modern 2D archetypal hold
00:24:34
backto block fighting games. That's
00:24:35
right. So,
00:24:36
>> most 2D fighting games now would have
00:24:39
most if not all of what World Warrior
00:24:41
back in the day would have had in that
00:24:43
single sequence essentially.
00:24:45
>> Yeah. And in in some ways, you can do
00:24:46
that in so many modern uh games as well.
00:24:50
It's just it's it's there. So So I guess
00:24:52
that kind of that's the left right mixup
00:24:54
aspect of the hold back to block system.
00:24:57
>> But then um of course hold back to block
00:25:00
doesn't work when you have
00:25:01
>> the block button, right?
00:25:02
>> Yeah. So I believe this is when we focus
00:25:05
on uh a very popular franchise as well,
00:25:08
Mortal Kombat.
00:25:09
>> Yeah. Mortal Kombat is uh it's that game
00:25:13
that game was huge. That was another
00:25:15
like culture defining.
00:25:17
>> It's a canon event in our life.
00:25:20
>> Yeah. Like people who didn't know about
00:25:22
arcades or video games. They saw it on
00:25:24
the news because it was like there was
00:25:25
like fatalities and kids could just go
00:25:27
to the arcade and like see these
00:25:28
fatalities. I was one of those kids.
00:25:30
>> And I remember like um I I told this
00:25:33
story a long time ago in an interview. I
00:25:35
think it was a Born Free interview, but
00:25:37
I actually born free.
00:25:38
>> Yeah. Shout outs to Born Free. I I I
00:25:40
actually got in trouble in school for
00:25:43
drawing fatalities. And
00:25:44
>> you would draw fatalities.
00:25:46
>> Yeah. But it wasn't in like a weird like
00:25:47
antisocial way. It was uh it was just um
00:25:50
it was funny because my it was a there
00:25:53
was an art class.
00:25:54
>> Okay.
00:25:55
>> And uh the teacher put on a video and
00:25:57
the video was like kind of boring to be
00:26:00
honest. >> Okay.
00:26:01
>> And uh me and my friend, we were just um
00:26:05
uh I don't know who started it. Maybe it
00:26:07
was me, but uh let's say it was me. I I
00:26:10
I drew a fatal my friend getting
00:26:12
fatalityed like Mortal Kombat.
00:26:14
>> Right. Right. What characters fatality
00:26:15
do? Do you remember?
00:26:16
>> Um I think it was like I think I did uh
00:26:18
Subzero the head getting ripped off.
00:26:20
>> Oh, just a generic one.
00:26:21
>> Yeah. And I did it in the best art
00:26:23
skills that I had. Okay.
00:26:24
>> With it. It was an art class, right? So
00:26:26
it was kind of I guess it was kind of
00:26:27
>> So the art class is your option
00:26:29
selector.
00:26:30
>> Yeah. Basically that was my that was my
00:26:32
reasoning for it. And um and then like I
00:26:34
I gave it to my friend and he started
00:26:36
like laughing but he he had to hold it
00:26:38
in. So we were all like kind of like
00:26:39
giggling and kind of holding concealing
00:26:41
our laughter as much as possible. And
00:26:42
then he would draw something
00:26:44
>> uh like another fatality. I think he did
00:26:46
like a scorpion one or something.
00:26:49
>> Toasty maybe. >> Yeah. Yeah. And uh and then he like gave
00:26:51
it back to me and then we just started
00:26:53
like trading these uh with each other.
00:26:55
>> Wow. It became an activity.
00:26:56
>> Yeah. became like a thing and we were
00:26:58
having so much fun and not paying
00:27:00
attention and uh yeah eventually yeah we
00:27:02
we got caught
00:27:03
>> and uh actually like I think I got
00:27:05
caught but my friend didn't but I didn't
00:27:07
like I didn't like on him so right
00:27:10
>> I I just basically friendship
00:27:11
>> yeah I took the uh yeah that was the
00:27:13
friendship uh of Mortal Kombat I was uh
00:27:16
>> uh yeah I I took the heat and uh I went
00:27:19
to the principal's office and
00:27:20
>> you went to the principal's office they
00:27:22
were like what are you doing yeah and
00:27:23
then like my dad had to like talk to the
00:27:25
yeah it was drawings But like
00:27:27
>> you must have drawn really nice
00:27:29
>> well >> like realistic like oh he's got some
00:27:31
talent but this is so violent. You got
00:27:32
to go to the principles of
00:27:34
>> yeah I mean I I can see that how that
00:27:35
was like very alarming to them cuz like
00:27:37
this was not like you know
00:27:39
>> it is the '9s I guess.
00:27:40
>> Yeah it was the '90s and that's kind of
00:27:41
stuff from like for them it's like where
00:27:43
is this coming from like what's wrong
00:27:45
with this kid right? And so like my you
00:27:48
know I told my parents what had happened
00:27:49
and then my dad was he was so he was so
00:27:51
kind. He
00:27:52
>> he you know he took some time to talk to
00:27:54
the principal about like kind of
00:27:56
explaining my position what happened and
00:27:58
and talk about how arcades these days
00:28:00
you know like if you go to the arcades
00:28:01
you can see these things and this is
00:28:03
where >> kids being kids and all that stuff.
00:28:05
>> Yeah. But I mean for me and my friend we
00:28:06
were just like we're just laughing the
00:28:08
whole time. But I guess yeah
00:28:11
don't do that. That's [laughter]
00:28:13
>> maybe not in our class. Maybe.
00:28:14
>> Yeah, that that
00:28:15
>> we didn't have internet back then. So,
00:28:17
yeah. >> Yeah. >> So, that that was like used the same as
00:28:19
maybe watching social media. Instead,
00:28:21
you just draw fatalities.
00:28:22
>> Yeah. [laughter]
00:28:24
>> Right. And the block button of course in
00:28:26
Mortal Kombat is is not a controversial
00:28:28
thing back then. It was just we just
00:28:30
accepted it. It's like, "Oh, that's
00:28:31
cool." >> Well, yeah. It was kind of a it was it
00:28:33
it was kind of a way to solve um the the
00:28:36
issue of like, you know, folding the
00:28:38
wrong way to block, right? So, at the
00:28:40
time, it wasn't like cross-ups were a
00:28:41
huge thing at the time. It was I think
00:28:44
Mortal Kombat 1 came out in 1992 and it
00:28:46
was still too soon from the release of
00:28:48
Street Fighter 2 to where people were
00:28:50
like, "Oh, cross-ups, cross-ups, you
00:28:51
know, we got to do cross-ups." So, they
00:28:52
just were like, "Okay, we're going to
00:28:54
make a block button because hold back to
00:28:55
block is kind of, you know, maybe that's
00:28:57
not the best way of going about it." And
00:28:58
then they just had a block button.
00:29:00
>> Or maybe the maybe Ed Boon got hit by so
00:29:03
much crossups he couldn't take it
00:29:04
anymore.
00:29:05
>> Yeah. Well, I mean, so there actually is
00:29:07
kind of a story about stun and fatality
00:29:10
that um I guess that's Yeah, that's in
00:29:12
one of my videos. Yeah, the way that
00:29:13
that fatality came about was because he
00:29:16
didn't like stun.
00:29:17
>> So um so I don't know like
00:29:19
>> he didn't like rewarding the player who
00:29:21
was doing good, so he moved it at the
00:29:24
end of the >> I didn't say that. This is this is all
00:29:26
coming from you. So I get I'm just
00:29:28
saying that that's what he he just
00:29:30
wanted to put the dizzy at the end of
00:29:32
the game where it doesn't matter anymore
00:29:34
where there and and that's how
00:29:36
fatalities came. But anyway, so the
00:29:38
block button is something that um at the
00:29:40
time wasn't like controversial or people
00:29:43
didn't really think too much of it and
00:29:44
some people thought it was like oh it's
00:29:45
kind of a cool feature but obviously
00:29:47
that changes the game big time. uh to
00:29:50
the point where once these games were
00:29:52
starting to get competitive and people
00:29:53
were realizing like, oh, okay, this is
00:29:56
um you know, these are fighting games,
00:29:58
>> people expected cross-ups and holding
00:30:01
back and that was like a skill to be
00:30:02
able to like block the correct direction
00:30:04
and know what your opponent's going to
00:30:06
do in order to like mix you up
00:30:08
>> and um and because Mortal Kombat always
00:30:11
had the block button, it just never had
00:30:12
that aspect of the gameplay. And that
00:30:14
became
00:30:15
>> a very important part of the game play.
00:30:18
We know because of the riots I was
00:30:21
mentioning, right? So the it was the
00:30:24
injustice thing and this is something
00:30:25
this is a bit of research that you came
00:30:27
up with or actually maybe more than re
00:30:29
just research. You actually played
00:30:30
injustice and took it seriously, right?
00:30:32
>> I played injustice
00:30:34
because it was whole back to block. That
00:30:36
was the only reason and that was I
00:30:38
thought that could be a a a kind of a
00:30:40
bridging experience where I could
00:30:42
actually now
00:30:43
>> kind of get into the Mortal Kombat scene
00:30:46
as well, which I kind of did eventually.
00:30:48
>> Yeah.
00:30:49
>> Uh but I I played Injustice like as if I
00:30:53
was treating it like a Street Fighter or
00:30:54
like a traditional whole back to block
00:30:56
game. So
00:30:58
>> yeah. So um you kind of brought that to
00:31:00
my attention and we we had a
00:31:02
conversation about it. is very
00:31:03
interesting because when you when when
00:31:06
you look on the forums, the test your
00:31:07
might forums, there are people that were
00:31:09
very upset by uh in injustice being a
00:31:13
hold back to block game. And this was
00:31:14
this is a foreign concept if you're like
00:31:16
a street fighter person like like I am.
00:31:18
This is like wait what what's wrong with
00:31:20
hold back to block? That's how fighting
00:31:21
is supposed to be, right? And so I
00:31:23
realiz there's like a huge divide here.
00:31:26
And this is why hold back to block or I
00:31:29
shouldn't say hold back to block but
00:31:30
it's not hold back to block is is the
00:31:33
category. So originally I was going to
00:31:34
put block button game as the category
00:31:36
but grand versus is has a block button.
00:31:39
>> Eventually many games did take that
00:31:41
route as well.
00:31:42
>> Yeah. But they have they have hold back
00:31:44
to block and block button. But the thing
00:31:46
that makes Mortal Kombat the way it is
00:31:48
is that not that um not just that it has
00:31:52
a block button, but that it also does
00:31:54
not have hold back to block. If you just
00:31:56
hold back, it doesn't block. That's
00:31:58
right. So that's the thing that makes it
00:32:00
so so different, right? And so Gran Blue
00:32:03
uh versus can still stay in the uh the
00:32:05
grounded hold back to block category
00:32:07
because it still has that. So that's the
00:32:08
distinction that um that I wanted to
00:32:11
make that I feel that is really
00:32:12
important. But
00:32:13
>> and don't get us wrong, we're not saying
00:32:14
it's right or wrong. Like it's just a
00:32:16
new phenomenon for those who are more
00:32:18
experienced in whole backtoblock games.
00:32:20
>> Yeah, exactly. And I know that you're
00:32:22
you're a multi fighting game specialist.
00:32:24
You've played a ton of different
00:32:25
>> to adapt to a lot of different
00:32:26
mechanics.
00:32:27
>> Yeah, you're like Liquipedia has like
00:32:28
all these fighting games like wow this
00:32:30
damn like >> Yeah, I was surprised they even had a
00:32:32
Liquipedia. Thanks for whoever tracked
00:32:34
that or if it's like done automatically.
00:32:36
>> Dude, you have like Skull Girls like
00:32:37
results on there. It's like crazy. You
00:32:39
really a lot of different games. Yeah,
00:32:41
but um
00:32:42
>> but it's uh so that was a great example
00:32:45
of um this idea that um I just made up
00:32:48
this term uh predator effect, right?
00:32:51
>> So I didn't know like what what do you
00:32:52
call it when there's something from a
00:32:54
different game that causes like some
00:32:56
massive chaos and it's hard it's like
00:32:58
this different kind of technology or
00:33:00
whatever and >> aliens invading Earth and Predator is
00:33:03
like a great uh great analogy for that.
00:33:06
And so I just I was like, you know what?
00:33:08
I'm just going to say predator effect.
00:33:09
And people people think it's stupid and
00:33:11
it doesn't catch on whatever. But I
00:33:12
think it is it's cool to
00:33:14
>> if you're into like literacy and like
00:33:17
movies, I mean, people get it, right?
00:33:19
>> Yeah. And then people Yeah. people
00:33:21
people who have watched Predator or I
00:33:23
think a lot of people kind of know about
00:33:25
Predator, right? So there's it's not a
00:33:27
it's not a hard concept to to to grasp.
00:33:29
So, that was a great example of a
00:33:31
Predator effect because um because
00:33:34
Scorpion obviously like his teleport
00:33:35
punch like
00:33:36
>> it's so broken. The idea when he was
00:33:39
announced, people loved it. It's like,
00:33:41
"Oh, this is cool." Crossovers like
00:33:43
superheroes and uh Mortal Kombat
00:33:45
characters. Of course, it's been done in
00:33:47
the past, but like once again, this that
00:33:49
those weren't popularized, but Injustice
00:33:51
was the platform to have that
00:33:53
popularized. Yeah. for the casual
00:33:56
audience. Great. Competitors also they
00:33:59
were anticipating, oh, this could be
00:34:00
cool. Like, this could be my new
00:34:01
character. And it was also another
00:34:04
opportunity I I I would hope I would
00:34:06
have hoped that would allow Mortal
00:34:09
Kombat players to try the game out even
00:34:11
though this is a whole backto block
00:34:12
game.
00:34:13
>> Um, I'm sure there's a lot of Scorpion
00:34:15
fans out there, right? So, I thought
00:34:16
that could be another kind of a
00:34:18
>> Clash of the two universes opportunity,
00:34:21
which is always cool in the fighting
00:34:22
games. It's
00:34:23
>> hype. Yeah.
00:34:24
>> Yeah. But then when the character was uh
00:34:27
live for you to download,
00:34:29
>> yeah, there was a lot of problems uh
00:34:31
being way too busted. Very significant.
00:34:34
The spear move
00:34:35
>> as well as the teleport move.
00:34:36
>> That's scorpion. Scorpion spear and
00:34:39
teleport are so iconic. They're classic
00:34:41
moves. And
00:34:43
>> the thing that made the scorpion
00:34:44
teleport kind of work was the was not
00:34:46
having to worry about left and right
00:34:48
blocking. And so that was this this
00:34:51
really this is just like the perfect
00:34:52
example to to illustrate why it's
00:34:54
important because I think a lot of
00:34:55
people who don't play fighting games
00:34:56
would just be like well who cares if
00:34:57
there's hold back to blocker block
00:34:59
button it's not really there's not like
00:35:00
a huge difference but this is uh this
00:35:03
really illustrates that well and and and
00:35:04
I'm glad that that incident happened
00:35:07
because uh
00:35:08
>> I I was very very angry. That's the
00:35:11
first time I felt anger towards a
00:35:12
developer.
00:35:13
>> Oh man.
00:35:14
>> Um it was literally unreactable.
00:35:17
>> Yeah. You would see uh scorpion like
00:35:20
like a puff of smoke and then
00:35:22
disappears. All right, I saw it. I'm
00:35:24
going to block the other way. Too late.
00:35:26
>> Yeah, >> that was how fast it is. Also, if you
00:35:29
blocked it, it was plus on block.
00:35:30
>> Yeah.
00:35:31
>> Who who comes up with [laughter] this
00:35:33
ideas? Yeah. And then eventually it got
00:35:36
it slowly got nerfed. Yeah.
00:35:37
>> And then uh it got way too nerfed that
00:35:40
people ignored the character.
00:35:41
>> Oh,
00:35:42
>> yeah. That's how it became it became the
00:35:44
worst character eventually.
00:35:45
>> I did not know that. That's uh that's
00:35:47
really interesting. Okay, so it just
00:35:48
that design it just seems like Scorpion
00:35:51
doesn't really belong in a hold back to
00:35:53
block world. At least the Scorpion that
00:35:55
we know. Uh obviously you can change the
00:35:57
the character's move set enough to where
00:36:00
it's just a different function um to you
00:36:03
know to use the term function but it's
00:36:04
>> and it's like a in in a way if you are a
00:36:08
fan of whole back to block games or
00:36:10
injustice in general it it's an example
00:36:12
where humans have gathered together to
00:36:15
beat the predator effect. Yeah,
00:36:17
>> the Predator came, created chaos, but
00:36:21
eventually we came together or maybe Ed
00:36:23
Boon decided that, oh, it's too late. E
00:36:26
either the people or God or the god, the
00:36:28
creator of the game decided, oh, the
00:36:30
predator effect is too much. All right,
00:36:32
we're going to just go back to its
00:36:34
roots. >> Yeah. And this is not to say that um you
00:36:36
know, character that has predator effect
00:36:38
is a is a bad design or anything. Uh,
00:36:41
well, I mean, it can be bad in some
00:36:43
situations, but I guess I think that
00:36:45
it's a good way to experiment with game
00:36:48
mechanics and and characters.
00:36:50
>> Yeah. In the best case of a predator
00:36:52
effect, people realize that there's
00:36:55
creative ways to defend against it and
00:36:57
they find these strategies and they all
00:37:00
like find a way to beat the predator and
00:37:01
everyone high-fives each other and
00:37:03
that's the good case. But, I guess in
00:37:05
this case in Injustice, it wasn't one of
00:37:07
the the best cases, right? So
00:37:10
>> I guess moving forward after that part,
00:37:12
there's a part where I kind of round
00:37:13
out, you know, the 2D fighting game
00:37:15
concept with footsies and just like how
00:37:17
the 2D fighting game kind of developed
00:37:19
into this game that could be
00:37:21
competitive. Yeah. Right. So after that
00:37:23
part, I think think we go right into
00:37:25
SNK.
00:37:27
>> Sure. Just like Mortal Kombat once they
00:37:29
starting to introduce plethora amount of
00:37:32
fighting games they kind of went with
00:37:34
the legacy of the two very iconic titles
00:37:37
which is Fatal Fury series and the auto
00:37:40
fighting series.
00:37:41
>> Yeah. And um those are obviously um
00:37:44
projects that were headed by Capcom.
00:37:47
>> Actually they were from Capcom. Yeah.
00:37:48
>> Yeah. They're from Capcom. So they were
00:37:49
uh it was is it Matsumoto Nishyama?
00:37:51
>> That's right.
00:37:52
>> I think Matsumoto did Art of Fighting
00:37:53
and then Nishama did Fatal Fury. Yes.
00:37:55
And what's interesting is they they they
00:37:57
come from um they were on the Street
00:37:58
Fighter one project, right?
00:38:00
>> I see. Yeah. Street Fighter one.
00:38:02
>> So they're the OGs.
00:38:03
>> Yeah. They're the OGs. And Street
00:38:04
Fighter 1 had a ton of innovations. That
00:38:06
was actually the game. The innovations
00:38:07
in Street Fighter 1 are kind of so much
00:38:09
of that ended up in Street Fighter 2,
00:38:11
but if you play Street Fighter 1, sorry
00:38:13
if you like Street Fighter 1, but
00:38:15
>> I think it's just the game is just not
00:38:18
fully based. >> There's a reason why it's not as popular
00:38:20
as Street Fighter 2.
00:38:21
>> Yeah. By by a huge margin, right?
00:38:23
>> It's just facts. Um but uh but there's
00:38:26
like special moves that came to Street
00:38:27
Fighter 1. Um the life bar like
00:38:29
arrangement. I guess that was in er Kung
00:38:31
Fu as well. But there's there's so many
00:38:33
things that were in Street Fighter 1.
00:38:35
And then these people came to SNK. And
00:38:37
of course I think Nishyama was kind of
00:38:39
the the head of of Street Fighter 1, the
00:38:41
project of Street Fighter 1, right?
00:38:43
>> And I feel like he's if you just read
00:38:45
his interviews and see what he's done,
00:38:47
he definitely strikes me as an
00:38:49
innovation game designer. like somebody
00:38:52
who really focuses on trying to bring
00:38:54
new innovations and experiments a lot
00:38:57
and ends up at a lot of dead ends but
00:38:59
then ends up revolutionizing games too
00:39:02
in a lot of ways where I realized like
00:39:04
if you look at Fatal Fury a lot of the
00:39:06
things in there are just didn't really
00:39:08
make it into you know your standard
00:39:11
fighting games. So like
00:39:12
>> a lot of things. Yeah.
00:39:13
>> Yeah. But if you look at Matsumoto his
00:39:16
art of fighting
00:39:17
>> Yeah. That stuff made it like like
00:39:20
really into the future of fighting like
00:39:22
dashing.
00:39:23
>> They kind of dashing
00:39:25
>> reshaped a lot of things that we still
00:39:27
appreciate.
00:39:28
>> Yeah. Yeah. Meter.
00:39:29
>> Yeah.
00:39:30
>> Meter is like that's like in every 2D
00:39:32
fighting game now, right?
00:39:33
>> Dashing.
00:39:34
>> And Nishyama had innovative stuff too,
00:39:37
but a lot of it was like there's a
00:39:38
two-lane battle system which is
00:39:40
>> I don't know that's it just didn't catch
00:39:42
on, right? There's hold down forward to
00:39:44
to crouchwalk which
00:39:46
>> Yeah. you see like Guile had it in
00:39:48
Street Fighter 5 kind of
00:39:50
>> some characters. >> Yeah, they they they kind of mess with
00:39:52
that but it never became like a thing
00:39:53
that definitely innovative concepts and
00:39:56
ideas. Uh even like the 2v1 um mode,
00:40:00
co-op mode where I mean yeah it's
00:40:03
>> in the Street Fighter world we like to
00:40:04
call that dramatic battle.
00:40:06
>> Dramatic battle. Okay. Yeah. But the but
00:40:08
I guess one of the issues was I think
00:40:09
Nishama wanted to um one of the big
00:40:12
contributions of Fatal Fury was um
00:40:15
having these characters be really
00:40:16
relatable. They wanted to make these
00:40:18
bigger than life characters. This is one
00:40:19
of Nishama's goals and wanted to have
00:40:21
like protagonist protagonist that you
00:40:23
can like root for and follow, right? But
00:40:25
it didn't help when they seemed like you
00:40:28
know a bunch of bullies in that 2v1
00:40:29
mode. And that's I I put like a a joke a
00:40:32
gag in there about that where um I mean
00:40:34
if you guys see saw the video there's a
00:40:36
gag there but it actually was an issue
00:40:38
creatively because it's just not helping
00:40:41
your cause of of of sympathizing with
00:40:43
these characters. Of course Mortal
00:40:44
Kombat has that issue because you can
00:40:46
just like there's like family members
00:40:48
that are like killing each other in the
00:40:49
most gruesome ways that the human
00:40:51
imagination has come up with. And so
00:40:54
like I I there's like there's some
00:40:56
there's a good YouTube video um a while
00:40:57
back where somebody mentioned the issue
00:40:59
with like being able to do that. I mean,
00:41:01
if you're really deep into the lore, I
00:41:03
guess it uh Yeah, it's it's a big deal.
00:41:05
Like, why would you why would these
00:41:07
families go
00:41:09
>> Yeah.
00:41:10
>> other ways to do this like [snorts]
00:41:12
>> Yeah. So, um there there there's kind of
00:41:14
the story aspect to fighting games,
00:41:16
which which are important. And I think
00:41:18
um uh you know, if you look at like out
00:41:21
of SNK, the
00:41:22
>> you know, Terry Bogart is one of the
00:41:24
most iconic characters from you know,
00:41:26
SNK fighting games. So, uh we have him
00:41:28
in uh Street Fighter 6 now, right? Fatal
00:41:31
Fury kind of made it in terms of IP like
00:41:34
character-wise.
00:41:35
>> Yeah. >> And Art of Fighting kind of made it
00:41:37
where uh it revolutionized the fighting
00:41:40
game mechanics and systems that we still
00:41:43
see to this day, which is very iconic
00:41:46
for both uh causes really, character
00:41:48
designs and whatnot or even the the the
00:41:51
mechanics that go behind it. They're
00:41:53
pretty much the ancestors of what we
00:41:54
play right now. So,
00:41:56
>> yeah. And um this does come from the
00:41:58
root of the the grounded fighting game,
00:42:00
right? So what brings these all together
00:42:02
is the fact that Street Fighter 2
00:42:05
creators and the ones that came from
00:42:06
Street Fighter 1 to SNK,
00:42:08
>> they're all playing on this archetype.
00:42:10
They're all riffing on this archetype to
00:42:11
make
00:42:12
>> the grounded fighting game, which
00:42:14
>> which has a lot of different things you
00:42:16
can do with it, but you have to kind of
00:42:18
stick with certain rules like, you know,
00:42:20
you can't block in the air, right? So,
00:42:22
if you look at like King of Fighters,
00:42:23
can't just um pull back in the air and
00:42:25
and block things. When you jump, it's
00:42:27
kind of a commitment. And what King of
00:42:30
Fighters did obviously was, you know,
00:42:32
add like short hops and different ways
00:42:34
of jumping
00:42:35
>> and movement options and of course roll.
00:42:37
And that really changes the way the game
00:42:40
plays. And it's very different from
00:42:42
something like a standard Street Fighter
00:42:43
game because of those extra movement
00:42:45
options. But you look at the
00:42:46
commonalities. The blocking system is
00:42:48
the same. There's still cross-ups.
00:42:49
There's even like dirtier cross-ups now.
00:42:51
Doing a hyper hop crossup is just if you
00:42:54
any Street Fighter player who looks at
00:42:55
that is like, "Wo, you can do that?" And
00:42:57
in that game, he's just like, "Wow,
00:42:59
that's disgusting." And of course, the
00:43:00
King of Fighters people are like, "Yeah,
00:43:02
that's this is what we like." Like this
00:43:03
is the
00:43:04
>> And then they have the runs, they have
00:43:06
the rolls. Um setups can be done with
00:43:09
the rolls and like running and hopping.
00:43:12
So many movement in a very confined
00:43:15
space, but players have come to ways to
00:43:18
show it off. Yeah. Yeah. Shiaai versus
00:43:21
ET is one of my favorite uh rivalries.
00:43:23
It's uh >> it's it's like a festival for KOF
00:43:25
players. Like you just want to see them
00:43:27
[laughter] in finals and
00:43:29
>> they would react to things that like
00:43:31
rightfully so like all respect to Street
00:43:33
Fighter, but reacting to a hop.
00:43:36
>> Yeah. >> Uh to anti-air. Yeah.
00:43:38
>> Like say jumps always will usually have
00:43:40
a same like a arc or the distance it
00:43:44
travels or the height. Yeah.
00:43:45
>> So, jumps compared to the older Street
00:43:48
Fighters, it's much easier to I believe
00:43:50
um Nier in comparison to say Street
00:43:54
Fighter 4 and back.
00:43:55
>> Yeah. >> Uh but KOF has kept that hops and the
00:43:59
hyper hops alive since ever since like
00:44:02
KOF95 that they can react to things much
00:44:05
faster, I think, because that might be
00:44:07
the secret. Yeah.
00:44:08
>> Yeah. Yeah. I mean, this is a you know,
00:44:10
Marvel players always are proud of um
00:44:12
their blocking skills, right?
00:44:15
So this is where you have like fighting
00:44:18
game,
00:44:20
right?
00:44:22
And this is where this is part of the
00:44:25
analogy that there's so many fighting
00:44:27
games that a fighting game doesn't
00:44:29
really make sense by itself, right? You
00:44:30
have to kind of know um about the other
00:44:33
games to to see where each game stands
00:44:36
and um and its history, right? So
00:44:38
>> I think yeah so the the video kind of it
00:44:41
talks a lot about uh King of Fighters
00:44:44
which is what SNK kind of you know they
00:44:46
kind of took all their characters and
00:44:48
made made this coalition
00:44:49
>> experimented with a lot of mechanics
00:44:50
too.
00:44:51
>> Yes. Became a flagship game but then
00:44:52
like
00:44:53
>> something uh awesome happened around
00:44:56
that era when um those were you know SNK
00:44:59
games and Capcom games were very
00:45:00
popular. We had CVS, right? Cap Capcom
00:45:03
versus SNK 2. And I felt like
00:45:07
>> that is that is a classic uh game that
00:45:10
is still played today.
00:45:11
>> Um and uh it's you know, you know, I saw
00:45:14
it at EVO Japan and and there's like,
00:45:17
you know, tons of people turning out for
00:45:18
it. It's like a game that will always be
00:45:20
there. That's right. >> And always live on. And it's like um for
00:45:23
some top players, like OG players that
00:45:25
I've talked to, they they rank it as
00:45:27
their favorite grounded 2D fighting
00:45:30
game. It's like the ultimate 2D fighting
00:45:32
game. I wanted to kind of end off that
00:45:34
section with that game because I think
00:45:36
it's just it is like one of the ultimate
00:45:38
there's so many things you can do in
00:45:40
that game. There's so many like grooves
00:45:42
and it's just like putting everything
00:45:44
together. And of course, I think Pat
00:45:46
Miller was in the video like Pat Miller
00:45:47
is is uh will spread the gospel of CBS 2
00:45:52
anytime.
00:45:53
>> Even even the world's best player, Boss.
00:45:55
>> Yeah. He would praise him to be the best
00:45:58
US player at this moment.
00:46:00
>> At this moment. Yeah. I was We were
00:46:01
there. We were
00:46:02
>> We were there watching the matches live
00:46:04
and that was so awesome.
00:46:06
>> Yeah. We were in Japan and um uh
00:46:08
>> they were doing the Yeah. This was evil
00:46:10
evil Japan. >> Yeah. We went to like Saitama to like go
00:46:12
to this arcade. Is the is it like the
00:46:15
big one or the >> big one the second or something like
00:46:18
that? Yeah. Yeah.
00:46:19
>> Yeah. Yeah.
00:46:20
>> One of the two.
00:46:21
>> Yeah. It was it's a very not easy to
00:46:23
remember name but um but it's a it's
00:46:25
it's a it's a legendary arcade where
00:46:28
>> post a lot of uh professional
00:46:29
tournaments fighting games.
00:46:31
>> They play like a lot of old school
00:46:32
fighting games. They have some newer
00:46:33
stuff there too. I think they even saw
00:46:35
like fighting ex layer in there. Uh but
00:46:37
they you see like I I remember going in
00:46:40
there um Mao was playing uh
00:46:42
>> Yeah. They were having a ST tournament
00:46:44
at the same time.
00:46:45
>> Yeah. Yeah. And Ma was just botting
00:46:46
everyone with his claw.
00:46:48
>> Oh my god. I got to take a photo with
00:46:50
him. It was it was star struck moment
00:46:53
for me. >> Yeah, Ma was um I remember Mao went did
00:46:56
a tour around the United States just
00:46:58
>> destroy people with claw. Yeah, just an
00:47:00
ST and uh I think he came through Texas
00:47:02
at one point and beat my friends and it
00:47:04
was uh yeah, it's very um
00:47:07
[clears throat] very cool to see him
00:47:08
there. But that arcade is uh
00:47:10
>> um in that arcade there was Boss uh
00:47:13
hosting a CBS 2 tournament. This was
00:47:15
around Evo Japan. Um I believe not this
00:47:18
year's EVO Japan but the the last year.
00:47:20
Yeah, the year before they were doing uh
00:47:22
Japan versus the world, I think. Yeah,
00:47:25
>> I think we were filming some um stuff
00:47:28
with EVO and uh
00:47:29
>> Oh, that's right. We we did Evo work
00:47:32
there. >> Yeah, that was kind of like one of the
00:47:34
small vignette pieces that uh
00:47:36
>> um that was uh part of the project. But
00:47:39
>> yeah, that was really cool um to have
00:47:41
>> Patrick Miller uh on the on the video.
00:47:44
He's like the perfect person for it. Of
00:47:46
course, Hell Pockets was in the KOF
00:47:48
part. I can't think of any. Shout out to
00:47:49
Hell Pockets.
00:47:50
>> Yeah, I mean, you know, Hell Pockets is
00:47:52
is he's a legendary commentator in um in
00:47:55
KOF.
00:47:56
>> And I think Patrick Miller, Pat the Flip
00:48:00
is this online tag. He's coming out with
00:48:03
a new book.
00:48:05
>> Oh, that's right. I heard about this.
00:48:07
>> Yeah. And I actually wrote the forward
00:48:10
for it. >> Nice.
00:48:11
>> So, um if you guys are listening to
00:48:13
this, keep an eye out for that. And
00:48:17
yeah, it's a great book. It's a It's a
00:48:18
book that's really good for people that
00:48:21
want to make fighting games part of
00:48:23
their life. Like it's not just about
00:48:24
like how do I do a combo. It's
00:48:26
>> it's like how do I where do I take this
00:48:28
combo? What do I what do I do with this
00:48:30
now? Where do I go next? How do I go to
00:48:32
my first tournament? What do I need to
00:48:33
look out for? What do I need to think
00:48:34
about?
00:48:35
>> And it's a really great book to kind of
00:48:38
look into the culture of um of fighting
00:48:41
games and and how you how one gets into
00:48:45
it, right? and how one uh
00:48:48
>> it's like a whole journey
00:48:49
>> enjoys it, right? It's it's like how do
00:48:50
you do this journey? And it's like a
00:48:52
guide to this journey. And so it's a
00:48:55
very interesting book because it's it's
00:48:56
unlike anything that I any kind of um
00:48:59
writing writings that I've read for uh
00:49:01
fighting games in the past. So yeah.
00:49:03
Yeah. Shout outs to
00:49:04
>> Patrick Miller. And I think this is uh
00:49:07
that pretty much wraps up the this part
00:49:09
of the every fighting game type
00:49:10
explained video. Yeah, this is the
00:49:14
we've covered most of the stuff in the
00:49:15
the grounded fighting game archetype.
00:49:18
>> Well, next is the anime, right?
00:49:20
>> I think we can talk about anime stuff
00:49:21
next. Anyway, and maybe we can include
00:49:24
Marvel in there as well. So, yeah.
00:49:25
>> Yeah, you know, thanks to all the
00:49:28
patrons and the the YouTube members for
00:49:32
making this possible. And um
00:49:34
>> we're very excited. I feel like I'm just
00:49:36
uh going along with the ride, but I
00:49:38
really appreciate this opportunity
00:49:39
really. But I do have to work hard to
00:49:42
bring you guys some quality content.
00:49:44
>> It's really coming through. So
00:49:46
>> yeah, we're gonna prepare a lot of stuff
00:49:47
for you guys.
00:49:48
>> Yeah, I'm really excited to to finally
00:49:50
get back into making content again. This
00:49:52
is uh like I I you at the time of this
00:49:55
recording, I still haven't released the
00:49:56
channel update video, but I talk about
00:49:58
the situation. So coming soon.
00:50:00
>> Yeah. Um if you guys
00:50:02
>> already saw that, then you know um how
00:50:04
what it means to be uh to make it to
00:50:07
this this period of Corey gaming. So,
00:50:11
thanks for watching.
00:50:12
>> Thank you so much, guys. We'll see you
00:50:14
guys next time.

Description:

Core-A Podcast Season1 Ep1 - CrossUps & Block Buttons Recorded 09 October 2024 ====================== 00:00 Start 00:39 Motivation for making Every Fighting Game Type Explain video 02:21 Block button in Street Fighter? 03:15 Music Analogy to Fighting Games 07:39 Innovator of a new genre 11:49 Popularity 16:22 First ever Overhead move in a fighting game 18:30 Hold back to block 20:00 First ever Crossup detected 23:29 Textbook 2D Fighting game fundamentals 29:04 Dizzy (Stun) and how Ed Boon didn't like them 30:21 Hold back to block in Mortal Kombat? 32:50 Predator Effect 37:38 Fatal Fury and Art of Fighting by Capcom? 45:00 Capcom vs SNK 2 47:56 Masher to Master book by Pattheflip While Gerald and I were producing for the 'Every fighting game types explained' video, there were many ideas, tests and even theorycrafting sessions which had to be done in order to decide what to put on the video and what got cut out. (Otherwise the video could have ended up being like 8 hours long...) Parts that are not directly fighting game related were separately studied in our free time to be used as analogies, comparions and even researches that could have affected and shaped the fighting game communities in the past and the games themselves. For those who enjoyed the video, most of you would already have understood that there were many analogies related to the 'rock music' genre, but at one stage we were also thinking about how the tech company Apple had some things going on with their technology which could relate to how certain features and mechanics worked in fighting games. In hindsight, the only 'phone' related clip we've put in the final edit was the 'dial-up combo' regarding the chain of normal attacks. We also talk about auto-facing, cross-ups, block buttons, Akuma invading Bandai Namco, and Capcom influencing SNK. ==================== ※ "Latest" Full Podcast episodes available at Patreon. https://www.patreon.com/cw/coreagaming Clips of Old & New podcast will be uploaded regularly HERE! at https://www.youtube.com/@CoreALounge ====================================== 🕹️Stream VODs are available on Core-A Gaming Twitch channel. Twitch: https://www.twitch.tv/coreagaming ======================================= YouTube Membership for early and extra content: https://www.youtube.com/coreagaming/join X: https://twitter.com/CoreAGaming Discord: https://discord.com/invite/coreagaming Merch: https://coreagaming-shop.fourthwall.com/

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