No, this is not about combos. Follow me on Twitter: / theoryfighter Music by Windhand: windhand.bandcamp.com/track/h... #fightinggames #fgc #glitch
Пікірлер: 571
@Ayyem933 жыл бұрын
Bro I never played Marvel but that plink dashing *is fucking terrifying*
@jestfullgremblim80023 жыл бұрын
Exactly, i though that competitive tekken/super smash bros melee dashes were busted, but that... that is a whole 'nother shit bruv
@mitche1103 жыл бұрын
It's fun. Gives a level of free flowing movement that you don't really get in other games. Really hoping something similar gets found in Infinite.
@jpVari3 жыл бұрын
I was trying to look up why umc3 is so much more popular than mvci and I think that told me all I need to know lol.
@galex39923 жыл бұрын
@@jpVari having no X-men and the bad art style were the main reasons IMO, gameplay was great in mvci
@kidvex57413 жыл бұрын
Its mahvel babey
@Brian_F3 жыл бұрын
Cool video! But I was waiting for when you would transfer from "glitch" to "mechanic", because for every game post 2008 it's definitely not a bug, it's a feature Maybe mvc3 plink dashing is an exploit. Everything in that game is a glitch it's hard to tell.
@TheOxiongarden3 жыл бұрын
Exactly. Nowadays, you even see kara cancels in the game's trials.
@JaneViolet_ Жыл бұрын
I always assumed plink dashing worked in MvC3 because of the leniency on dash inputs. You're supposed to press two buttons at once, but if you press them one slightly after the other it still works. So you press the first button and the game starts an attack, then you press the second button and the game goes "oh, two buttons = dash" and changes the attack to a dash instead.
@podgemurray437716 күн бұрын
Don't listen to Brian he won't even play his electric guitar in a video
@PunchyStream3 жыл бұрын
lol I was at that third strike tournament that clip is from. that dude's commentary energy was impeccable the whole night. I hope he's having a nice day.
@twurtz3 жыл бұрын
hey i cant find this clip anywhere, what was the name of the event or a clip from it if u have it?
@OzzyCPT3 жыл бұрын
First time I've heard that pop-off and it was better than advertised 😂😂😂
@yandroskhaos3 жыл бұрын
clickbait idea: Change the title to "the OTHER glitch fighting games kept" so people dont think it's about combos and skip it
@vyor88372 жыл бұрын
Combos weren't a glitch, just an unintended mechanic.
@vyor88372 жыл бұрын
@Kenji RE a glitch is code not doing what it's supposed to. An unintended mechanic is when code is interacting in strange ways.
@vyor88372 жыл бұрын
@Kenji RE ... anyone saying that is god damn stupid. A glitch is code literally not working. Period.
@vyor88372 жыл бұрын
@Kenji RE Assassin's Creed Unity sold millions of units. Fuck yes I'm calling them stupid. Half of them argue over what corporation they can suck off better and 80% of them don't know an ALU, FPU, and TPU from one another.
@BearBoulder2 жыл бұрын
@@vyor8837 I guess it takes an idiot to know an idiot. Thank god you speak for yourself
@YadonTheCat3 жыл бұрын
Never bothered to learn kara-cancelling until the Strive beta. Command grabbing your opponent from the starting position with Potemkin is just hilarious
@TouchDirt3 жыл бұрын
It's so nice to see Potemkin have fear and respect after years of pain.
@dyldragon13 жыл бұрын
Literally me
@Ramsey276one3 жыл бұрын
Excuse meWUT “Okay, just keep away and-WHY AM I SEEING CLOUDS!?!?!” XD
@KonoDmaxda3 жыл бұрын
@@TouchDirt literally only bad in Xrd I mean he was godlike in AC and still good in +R
@TouchDirt3 жыл бұрын
@@KonoDmaxda correct and the only one I'd had the ability to play for the last few years was Xrd. I've been playing Potemkin since 2005 so I'm just at a point my brain won't learn anything else.
@aqgpandemic54063 жыл бұрын
My favorite instance of Kara cancels is in Smash Ultimate with Ryu, because he originally didn’t have them and it’s still unknown if the patch that added his ability to Kara cancel his down smash was a bug or intentional. If it was a bug then that’s hilarious because they added in a SF bug into smash with Ryu unintentionally and if it was intentional then that’s also cool because what was initially a SF bug was elevated to the point where it was incorporated into Ryu’s design in a different game.
@djjimmaster82613 жыл бұрын
I think it was intentional because it was included in the patch notes at the time. Although I never realised it was a reference to this mechanic!
@ZeUbermeinsch3 жыл бұрын
I wish it was a bit more flexible though, right now kara cancelled down smash can only really help tatsu (makes it go forwards a lot at startup, lets you zip across full screen real quick) since cancelling into fireball or shoryu just makes them go forward a really small amount which in other fighting games is a lot but in Smash the distance is pretty negligible.
@earlyman74393 жыл бұрын
@@ZeUbermeinsch my one major ploblem with ultimate, the game's tech skill is kinda like 65-70% movement optimization. Anything that isn't well applicable to that seems to fall into irrelevancy in the long run. Makes the game feel more limited than previous iterations despite the huge buff to movement all around. Well, to me atleast.
@oledakaajel2 жыл бұрын
@@TalDreamcast Yeah Dacus was cool but boost grabs and stuff like instant back air still exist in Ultimate. You can even say that something like Up smash/special oos is Kara cancelling
@elmaionesosexo2 жыл бұрын
i knew some one would remember, i love it but i feel its not that usefull, for Ken on shield its great but after that, not so much, still really cool
@ZeludeRose3 жыл бұрын
honorable mention to Sean in 2nd Impact who could kara cancel a whiffed normal into a 2nd whiffed normal & double his meter gain.
@Unit_003 жыл бұрын
The doble meter build isn't a kara. You just hold back while doing a fierce and for some reason it builds more meter than if you didn't hold back
@Masque14193 жыл бұрын
Back when Sean was actually a character
@worsel5553 жыл бұрын
Back when Sean could also combo into his Super Art: Hyper Tornado off of his back throw... then 3S happened and he was nerfed into oblivion.
@tim.martin3 жыл бұрын
@@Unit_00 This phrase "for some reason" needs an explanation. Is it impossible that your unknown reason is in fact the kara cancel?
@Unit_003 жыл бұрын
@@tim.martin well you made me boot up 2nd impact just to check it out. I did a single regular fierce and put the cursor on the meter it built (to compare). Then I tried kara-ing the fierce with something else, and if it failed to build more meter I loaded the state back to 0 meter. For five minutes I couldn't get it to do extra meter build (and I know how to do karas, I use them in combos). However I could do the extra meter build by JUST pressing fierce while holding back on the lever. It also works with back strong. When I said for some reason what I was trying to say is that this is likely a glitch (unrelated to karas) and I don't know what triggers it. I'm guessing this misconception about Sean's double meterbuild came from a Bafael video in which he was spectating 2I and said something like "I **think** that this extra meter build comes from doing a kara, I'm not sure what it is but you can't just press fierce and get it to work".
@justcallmeseth3 жыл бұрын
I've always loved Kara cancelling, as someone who played Sagat in SF4, it's great. Kara cancels really make things interesting
@karue75813 жыл бұрын
Kara cancelling was the first mechanic that really showed me how deep fighting games can be in the micro level. It's probably one of the reasons I ended up getting so into fighting games and I find that pretty cool.
@AkiraSatou3 жыл бұрын
You seem familiar.
@Ihavenolifeorvideos3 жыл бұрын
Regardless of its metagame implications, it's also just a useful input leniency feature. In case you misinput a higher-priority action and perform a lower-priority action instead (e.g. you wanted a DP but you pressed punch on "down" instead of "down-toward" exactly), you get an extra couple frames for the game to spot the higher-priority command and correct it.
@Unit_003 жыл бұрын
Kara cancels are literally a mechanic meant for input leniency. The extra applications (which are probably exploits more than glitches really) are a secondary aspect to them. Most people probably kara all the time without realizing it
@jimbo52663 жыл бұрын
I think one of the reasons it'll almost ALWAYS exist is because it often exists as part of a system that makes certain types of input easier. In a game where throws are two buttons, it may be hard for a beginner to press both buttons on the exact same frame. So, if a move's startup is cancellable into throw, they can perform a throw slightly more sloppily, perhaps pressing the buttons a frame apart. The move will be slightly slower, but they won't notice and will be glad the throw came out. This system can also make specials easier to perform if you're mashing the button. Say you're trying for a DP, but you press the button before completing the motion. Your character might start throwing out a punch, but if you finish the motion while mashing fast enough, the DP will come out by cancelling the startup of the the punch. I think it's interesting how a system can exist that makes the game much more forgiving for new players, but also adds a massive amount of depth for people that understand it.
@rin20123 жыл бұрын
i never knew what kara cancelling was never had it explained well to an understandable degree but this video gave a concise explanation cheers
@Unit_003 жыл бұрын
This video gave a misleading explanation of what karas themselves are
@MoldMonkey933 жыл бұрын
@@diydylana3151 It comes from “empty”, yes.
@Unit_003 жыл бұрын
@@diydylana3151 karas are an intended mechanic meant to give a bit of input leniency (for instance if you wanted to do LP + LK for a grab, but accidentally pressed LP a frame earlier than LK, the game will correct it to a grab). What is a glitch is using this hidden mechanic as a way of achieving something else (I would call it an exploit and not a glitch really, since it's just an unintended use of intended mechanics). Also, karas don't always work the same. What I mean by this is that 3rd strike karas are quite different from Alpha karas. In 3s, karas allow you to cancel the very first frame (and only the very first frame) of a move into something else of higher hierarchy (like the first frame of a normal cancelled into a special or a grab). Alpha's karas, as far as my experience goes, allow you to cancel any startup frame of a normal into a special. He called Akuma's forward MP "Akuma's kara cancellable overhead", which is very misleading since almost every single attack in the game is kara cancellable. Also the main focus of the video is actually mistaken and not just misleading. Akuma's kara demon in 3rd strike is more than likely not a glitch. You are not using the game's kara mechanic (cancelling the very first frame). Akuma is rather using a special type of cancel that's exclusive to his raging demon. Akuma can cancel any frame of any normal into his raging demon, on hit, block, parry and even on whiff. This is obviously a very deliberately implemented mechanic, since they were aware of the limitations of doing the input and being close to the opponent, so they left these "free cancels" for you to get creative with and find how to land the demon. Just as few examples: >if stand LP whiffs on their crouching hurtbox, you can stand near them and do LP LP, down forward, LK HP. This looks like doing crouch LK but juuust before it's going to hit, Akuma cancels into demon (kara crouch LK) >if your close HK gets parried, you can punish the parry by quickly doing a demon cancel, even though close HK is not really a special or super cancellable move.
@gigawhopper3 жыл бұрын
I got clickbaited i thought we were gonna talk about "accidental throw invulnerable" moves lol
@denzellizasuain5633 жыл бұрын
Combos used to be a glitch. Lot of features today used to be glitches
@GIR1773 жыл бұрын
@@denzellizasuain563 missed the part where anyone asked
@michaelchallis41293 жыл бұрын
You wanted to watch something where you knew what the answer was already?
@gigawhopper3 жыл бұрын
@@michaelchallis4129 Well i only know about akuma foward mp. If he was going in depth of other games that use this or why they exist. Then yeah.
@alexander_bido59242 жыл бұрын
@@GIR177 missed the part where literally anyone asked for your input
@wolfe2042 жыл бұрын
It was this bit of tech that made me fall in love with fighting games recently. Kara-buster on round start was the first thing to ever make me think "I need to sit in training mode and practice execution for 2 hours"
@yagami9999133 жыл бұрын
Chun-li's kara grab is definitely the most infamous one in the FGC !
@stolensentience3 жыл бұрын
Then I guess sf4 ken’s is the most famous
@spaghettioverlord32473 жыл бұрын
You’re the first person I’ve ever heard say that
@rud51013 жыл бұрын
I didn't even realize she had one. The one I always think of is Sagat's
@yagami9999133 жыл бұрын
@@rud5101 I'm obviously talking about Third Strike Chun-li
@shaunmcisaac7823 жыл бұрын
It was the first that had a major impact on gameplay as she loses a lot of power without it. Kara demon was fine but it meant using up two full bars, so you didn't have it available nonstop. The extra meter gain in A1-A2 was ok, but making your fireballs worse by several frames is not without cost.
@aaronp25423 жыл бұрын
I was gonna say during the vid "How can you have a vid about Kara Canceling and not even mention Roll Canceling in CvS2?" But the ending made me super hype.
@Drakkyr3 жыл бұрын
My favorite instance of Kara canceling is Peacock’s cr. MK. If you do it fast enough, the ant will scurry off screen instead of getting being burned alive
@wutwut32003 жыл бұрын
Even better you can get multiple ants on screen all at once!
@warriordinag39213 жыл бұрын
I’ve been doing this unintentionally for years and i never knew it was a recorded legitimate technique, and I certainly never knew it had so many different uses. You learn something new every day.
@rashot0m7823 жыл бұрын
I come for the theory, stay for the doom metal. God bless your taste theory fighter
@allanbrado7943 жыл бұрын
I was looking for the doom metal comment. Glad I found it
@MrPomegranX3 жыл бұрын
Remember that in the arcade version of 3rd Strike, Akuma gets throw invincibility with a Kara Demon Edit: Yes I mean his 6MP. It’s throw invincible in the arcade version (this includes fightcade), and not it console versions
@vdiddy34843 жыл бұрын
Which version does he not? The regular demon itself has throw invincibility whenever you’re close enough and there’s no hit stun.
@ricniclas3 жыл бұрын
Did you meant his 6MP? cause it's throw invulnerable
@Unit_003 жыл бұрын
30th is just emulated arcade version. The exact same mechanics apply
@Sin6063 жыл бұрын
I knew about Kara but I didn't know all these things associated with it, thank you.
@knarfie05723 жыл бұрын
Always liked the idea of "feints" in fighting games it adds another level of complexity, like a boxer feinting a jab to get a reaction then coming in with a overhead right
@stolensentience3 жыл бұрын
Garou.
@Ticketman993 жыл бұрын
@@stolensentience FF2
@bannanafosho3 жыл бұрын
Honestly, I really love the amount of regularity of your content. It enlightens me to a lot more of the nuance to these topics and are also great entry pieces for my friends on the outskirts of fighting games. Please keep them coming!
@kamatariedgar36033 жыл бұрын
I remember watching Daigo do a Karademon with Evil Ryu, i started to practice that shit for days, landing that make me feel so much joy.
@stolensentience3 жыл бұрын
Try landing oni’s fwd mk one. Triply satisfying.
@kamatariedgar36033 жыл бұрын
@@stolensentience I always tried to do Focus attack into electric gohado + air raging demon, never make it in time :( xD
@stolensentience3 жыл бұрын
@@kamatariedgar3603 it’s not too bad. Fwd mk is far more difficult/fast
@Ali-fs7ze3 жыл бұрын
Technically Kara Cancelling isn't a glitch, it is an exploit. It is the natural but unforeseen outcome of the systems used to improve game feel such as input leniency.
3 жыл бұрын
It was emergent from input leniency originally, say, in SF2WW, but since then it's an acknowledged "feature" as it is explicitly included now by developers. John Carmack did a similar thing in a version of Quake 3 where he fixed his vector math bug that allowed strafe jumping. That fix only lasted one build ;)
@Stumblebee3 жыл бұрын
gang gang
@chaironathursday59knuckles543 жыл бұрын
how does he do it
@Kirafr03 жыл бұрын
exactly
@jestfullgremblim80023 жыл бұрын
Wha-
@odin31823 жыл бұрын
I just found ur channel u r doing a great job. I only play smash but I love fighting games discussions and interesting topics keep up the good work brother.
@NDV68453 жыл бұрын
Thanks for getting me hooked on Windhand! Great video!
@wepeanutthree55532 жыл бұрын
I haven’t seen this video yet but just glazing over your channel and videos, this is the yt channel I have been waiting for for a while.
@123jolak3 жыл бұрын
Thanks for the description. I defiinitely came in here thinking that it was gonna be about combos
@TheKing-qz9wd3 жыл бұрын
Cancels are the kind of thing that'll dislocate my damned wrists.
@georgegkoumas50263 жыл бұрын
Those guys are talking about kara cancels and I'm still trying to input Power Geyser in KoF XIII XD
@TheKing-qz9wd3 жыл бұрын
@@georgegkoumas5026 My deepest empathy.
@gatorssbm3 жыл бұрын
Eh youll be fine, not only does it get easier to do but you find more efficient ways to grip a controller so the damage is minimal to your hands
@TheKing-qz9wd3 жыл бұрын
@@gatorssbm And as I slowly crush my controllers in my ever more nerve damaged grasp.
@Llortor3 жыл бұрын
@@gatorssbm "damage is minimal" as in you are still going to get carpal tunnel, but it will hurt for longer while it sets in
@HarrowingShadows3 жыл бұрын
Hey man I'm new to 2d fighters and this is a really good explanation/tutorial to what Kara cancelling actually is thank you!
@Unit_003 жыл бұрын
This isn't a tutorial, it didn't show/explain how to input most of the karas mentioned
@HarrowingShadows3 жыл бұрын
@@Unit_00 I know it's not intended to be but it is the best explanation followed by demonstration of it as a concept I've ever seen
@kobasteele49653 жыл бұрын
You just opened my eyes to a whole new world it took me 10 years to perfect my raging demon I never knew much about gaming mechanics the past 3 years I’ve been learning the various techniques of fighting games and now my raging demon will be unbeatable
@Unit_003 жыл бұрын
A bit of misinformation. First of all, the karas themselves are not glitches (at least not in games from alpha onwards as far as I know). They are an intended mechanic meant to give a bit of input leniency. What IS a glitch is using this "hidden" mechanic as a way of achieving something else (like extra range). About Akuma's demon, the input doesn't require you to do forward + LK, you can do forward, release forward, then LK. It's more like LP LP forward LK HP, all of these in separate frames. The other demon setups outside of kara demon with forward MP are not gimmicks really. Dash demon can be quite good. "Akuma's kara cancellable overhead". Pointing out the fact that this move in particular is kara cancellable is quite misleading, since almost every single move in the game is kara cancellable. Also, the kara for the kara demon is quite different to the other karas mentioned (or well, to karas in general). Why? Because (at least for 3s) regular karas are just cancelling *the very first frame* of a move's startup into something of higher hierarchy (like the first frame of a special cancelled into a super, or the first frame of a normal cancelled into a special). However, for Akuma's kara demon the cancel that you are using is a special type of cancel that involves demon exclusively. Akuma can cancel any frame (startup, active, recovery, literally any frame) of any normal, on whiff, hit, parry or block to his raging demon. So the biggest mistake is saying this: "Taking a move that is kind of mediocre and turning it into an incredible practical and terrifying tool just because of a glitch is the sort of stuff I play FGs for". That's the thing. This is more than likely not a glitch. They programmed this exception to Akuma's demon so that you can cancel it out of nowhere. They were aware of the limitations of doing the input while being close, so they left all of these "free cancels" for you to get creative and find how to land the demon (for instance it also works if your normal gets parried up close, even if it's not supposed to be a cancellable normal).
@benjiroberts44343 жыл бұрын
The entire input system of 3s is some Michelangelo in the sistine chapel level-work
@GlitchanBlack Жыл бұрын
"About Akuma's demon, the input doesn't require you to do forward + LK, you can do forward, release forward, then LK." That is a lie, and I have tried it enough fucking times to know.
@jeremymore4513 жыл бұрын
Thank you for the synopsis on this mechanic!
@AZUREREV3 жыл бұрын
In the thumbnail, Ryu looks like he's gonna get slapped to hell.
@ott0ma71c3 жыл бұрын
I always called it kara cancelling if the move was cancelled before active frames (or if there are no attack frames on the action (IE cancelling teleport start up with Akuma's ultra 2 in USF4)) and whiff cancelling if cancelled after the attack becomes active but has not hit the opponent (yet (IE Breakers revenge Saizo in the vid)). Kinda like how all squares (whiff cancels) are rectangles (kara cancels) but not all rectangles are squares. Good to know it is all fits under the umbrella term of kara cancel, but I'll probably continue to use the 2 terms separately.
@myloemike3 жыл бұрын
I'd love to see a video on roll cancelling! I'm super intrigued.
@Smitteys863 жыл бұрын
Oh, hey this is exactly the same as DACUS in smash (dash-attack-cancel-up-smash)! As a person who started playing fighting games with melee/pm and then slowly expanded into 'traditional' fighting games, i always find it interested when the two communities have different names for the same technique. Although, in smash you can only really do this with up smashes for some reason. Another example: in smash, an empty jump is most often referred to as a "tomahawk," most often in the case of empty jump throw. I assume this is because it was named after the player who popularized it (as with many other smash tech, e.g. Ken Combo, Haxdashing, Amsah Tech, etc), but i don't really know.
@beansprugget250511 ай бұрын
Also Sheik boost grabbing.
@Guitar-Dog5 ай бұрын
Smash terms are so good. Always reminds me of that meme; In America they have cars In Britain they have wobbly wheel wagons. Smash terms being the British
@plutohniumxo2 жыл бұрын
I was like "eh video is probably about combos but I'll check it out anyways". I check the description and the first thing I see if "No, this is not about combos." Amazing video!!
@fraidei20942 жыл бұрын
The most important glitch that fighting games kept is the combos. At the start combos weren't intended, and it was just something someone found out to be able to reliably connect an attack after another one
@mystey124 күн бұрын
Were juggles intended?
@partyendsat92353 жыл бұрын
This well made, very informative video, made me sub
@spaceshipnayib3 жыл бұрын
I'm very early but just making sure I understand: Would DACUS in Smash Bros be considered an example of kara cancelling?
@oliveoily69453 жыл бұрын
Yes
@jetfantastic3 жыл бұрын
In Melee onwards, there is a literal kara throw in boost grab, depending on the character dash attack canceled grab can be similarly or significantly better than their normal dash grab. My favourite use of this, personally, is sheik in melee/PM, especially pm, because of the incredible range she gains in an instant. In PM, due to the existance of Brawl's pivot grab systems, she can dash through and grab from the other side you were originally coming from, making for really interesting throw situations in combination with her down and bthrow (and the dacus mixup). I believe the literal reason for why Dacus exists might be similar to why Karas originally existed, and you could definitely call it one, but I believe that it is a combination of mechanics working in unintentional ways in a different way to how karas traditionally work, unlike boost grab which seems to be a direct kara analogue. (Dacus uses your sliding momentum unlike boost grab, which halts it. Additionally it's an extremely strict input in the games that they originally work in, even with their comparatively large input buffers.) I'd have to ask someone knowledgable about how and why they work in brawl, but that's my perspective anyway.
@tootsie_3 жыл бұрын
Man DACUS snake is so cool
@OberynTheRedViper3 жыл бұрын
No. Because Smash is a party game and not a fighting game.
@NBDbingo53 жыл бұрын
@@OberynTheRedViper that's a close-minded viewpoint that hinders conversation and serves only to instigate
@TheDimsh3 жыл бұрын
I dont know if anyone has mentioned this in the comments, but initially I thought the video is going to be about basic cancels, reminded me of how canceling was accidentally created in SF2 and was kept and used ever since. Pretty funny
@MCJdiz3 жыл бұрын
Love the Vids TheoryFighter!!! You Rock!!!
@puffypuff31443 жыл бұрын
my thoughts on glitches in fighters is mostly that i think theyre healthy if they benefit the depth of gameplay, ie, arent themselves centralizing. Melee's a platform fighter but it still works for this argument as it has both glitches that do and don't accomplish this well. For instance, Mario in particular has the ability to wall jump out of his recovery move, which while tricky and situational, adds some extra reward and capabilities to him when offstage on stages with walls without making the entire mario matchup be about that glitch. It adds something to the character without detracting from any core element of the game. On the other side, an oversight regarding grab releases allows Ice Climbers to wobble, getting a zero-to-death true infinite off of a grab as long as the AI climber is still alive. This centralizes the characters' metas by making grabbing a win condition by itself and is overall unhealthy for the meta and makes the character unfun to play against or watch.
@MultiLucas00003 жыл бұрын
I heard the stoner doom in the background and went to check my other tabs. Good taste, good theory.
@mrpinguimninja3 жыл бұрын
"A lot of videos have a theme: I start talking about something and halfway through it, it's a SFxT video" All jokes aside, amazing video as ever. Your content is great. Even though I knew about kara cancel and understood the term conceptually, having this in-depth explanation helped me a lot in understanding its uses. Now I need to practice. Edit: I just read your description and thank you SO MUCH! The "combos were originally a glitch" story has become so old at this point and yet there will always be a game trivia channel making a video about as if it's something new. When I saw the title of this new video in my notifications, I was scared, but it was a very pleasant surprise.
@odisclemons97003 жыл бұрын
I'm hyped for that upcoming RC video
@ShamanSZN3 жыл бұрын
Thank you for reminding me of that pop off.
@ofdiscord3 жыл бұрын
Loving that Windhand music choice man
@PopcornBunni Жыл бұрын
Even Super Smash Bros has karas, though they usually go by other names. In Melee, you can cancel your dash attack or initial jump animations with a grab, called a boost-grab and JC grab respectively. With a boost grab, the initial momentum increase of the dash attack caries into the running grab like a traditoinal kara cancel. For a JC grab, it allows characters to perform a less laggy standing grab out of a dash by inputting grab to cancel the jump start up. There's also the "DACUS" or dash attack canceled up-smash that similarly interupts the start up of a dash attack with an up smash attack. In the case of some characters, the window for the cancel actually overlaps with the first hitboxes of the attack, letting them link together, while others like snake and sheik, have such a huge boost to their momentum they can slide across an entire stage with the cancel. And there's "Glide tossing" items, where characters cancel the start of their roll animations with an item throw, resulting in similar huge slides for various characters. Similarly, roll-cancel grabs exist in some games, and similar to dacus there's the increadibly stupidly named "Dash item throw cancel item throw," which cancels the start of a running item throw into an upward item throw with the same methodology of the DACUS. You could argue even more variants of karas exist as far back as smash 64 with its "teleport" technique that cancels the running turn around animations of samus and jigglypuff with a jump to slide forward, and, being a jump, can be further canceled with Up- smash or special attacks.
@CHULAKable3 жыл бұрын
Great content brother keep it coming :)
@SamOnMaui3 жыл бұрын
Looking forward to the CvS2 video :)
@fairystick21643 жыл бұрын
video suggestion, a video on over heads and lows and the mind games those bring
@weedandwater2 жыл бұрын
That pop off was legendary
@AuntBibby3 жыл бұрын
the fact that you can whiffcancel e. honda's 5mp xx 3hk target combo into a hundred hand slap or a command grab in street fighter 4 AND street fighter 5 is an interesting karacancel factoid for the triviabooks
@g3neralrevan273 жыл бұрын
It'll be cool to see your take on CvS2
@DaRealJGRIF3 жыл бұрын
I was expecting combos but kara cancelling is way more interesting
@PaygunFGC3 жыл бұрын
That would have been the more obvious and safe choice for a “glitch that ended up being more refined”, but luckily for us Theory Fighter likes exploring more unique ideas and I’m all for it 👌
@DaRealJGRIF3 жыл бұрын
@@PaygunFGC exactly it was a great watch as per usual
@DoomRater3 жыл бұрын
We gonna talk about 2G in Soul Calibur 2 anytime soon? I know Aris covered it but it's a technique I missed out on and never heard about until well after it stopped being played competitively.
@yeetkunedo3 жыл бұрын
2G was one of those techniques that really separated the players from the competitors, but wasn’t so broken as to where it created an insurmountable wall.
@Zenondikar3 жыл бұрын
That gutter trash pop off is fucking awesome. Love demon tech in third strike. I've been trying to perfect the "tick throw demon" where you hide your 2 light punches inside a single low short by holding down HP so they don't come out (another weird akuma glitch) walk up then finish the input without a kara. Barely telegraphed and feels awesome.
@jaykelley1033 жыл бұрын
Godlike content with a godlike soundtrack
@Cake989 Жыл бұрын
Man those scanlines are so pretty
@BoltofShadow173 жыл бұрын
Kara grabs are fun. Ragna's 5B in BB moves him forward a little bit on early startup. Barrier in BBCF pushes you far enough away that after a barrier'd 2A, you're out of range for a throw. However, kara 5B/Throw works, and barrier/throw OS is very common. You can still jump/mash/fuzzy jump, but the range on kara 5B helps him keep probably his most consistent mixup available even after barrier. Naoto and Susanoo have it too and a few other characters iirc.
@jorge45723 жыл бұрын
good old hazama dashing everyone of his moves so he has absurd range, god how much i love BBCF
I like that you've mentioned V's Sagat. In his trials, there's intentional use of short Kara upper by the devs.
@Masamune_Shadow2 жыл бұрын
@7:39 Heeeyyy I know that voice. That's my boy Indy. Glad to know he's still doing well and commentating 3rd strike. He always loved that game.
@bustoo3 жыл бұрын
I learned about kara cancel specifically in dragonball fighterz. It's most useful in quick startup moves into grab so your opponent sees a move coming but then it's really a grab. With gogeta ssj4 you can even make the sound of his ki blast come out then kara cancel.
@ThirtyfourEC3 жыл бұрын
This and Leon Massey's fighting game channel are in my top 5 favorite FG related channels of all time. I hope to return and spam these channels soon
@xxXKillTheRedsXxx2 жыл бұрын
5:28-6:12 that was the single longest stretch of neutral I've ever seen in any MvC game ever
@ImmaNarutimate3 жыл бұрын
Kara cancelling is even one of the core mechanichs of 2D Narutos, and that's awesome!
@Athorment3 жыл бұрын
Ryu has kara cancelling in Smash Ultimate. He can do Down Smash and charge it as a way to mask "True inputs" for Shoryuken and other moves. This was my introduction to Kara-cancelling and i never really understood the level of application it could have until this video. Thanks! On a similar note, the closest thing i can think of that gives Smash bros this level of freedom is obviously the Wavedash in Melee, but I would also like to point out edge-cancelling as the one thing that adds incredible depth to a platform fighter.
@Sora23143 жыл бұрын
I learned something new today :)
@Demonstormlord3 жыл бұрын
Nice video! I'm just a little sad that you didn't include the "d-d-d-d-deeemooon" clip when Mr Naps hit Justin Wong with a Kara demon in USFIV.
@StrangeCoincidence Жыл бұрын
something about getting fighting game mechanics explained while listen to metal is awesome
@Grotesk2 жыл бұрын
I love the use of my favorite stoner metal band in the background for a 4/20 release.
@nerosteel772 жыл бұрын
Ryu-Son: Forgive me father, I was lured out in this haunted forest by Ken Shin-Papa-Akuma: Excuses again son? I am tired of excuses! *Mighty faceslap of a thousand child punishments* *Just what watching that thumbnail made me think of...*
@vashido18663 жыл бұрын
I saw the thumbnail and I *immediately* knew what the video was gonna be about lmao
@r1konTheAutomator2 ай бұрын
7:08 - I think also a side effect of having the overhead come out as a kara before the demon is they can't jump out of it. Because of the way the move works, you can't jump to escape it once they throw that overhead out. So if that move comes out and you're caught blocking, that makes it inescapable (to jump out of)
@Ant_FGC2 жыл бұрын
Showed up for the theory, stayed for the Windhand.
@Dunkelschloss3 жыл бұрын
Nice explanation. Now the real question: Where did you get that nice logo?
@Ashley-Slashley3 жыл бұрын
I’mma need to see the set that popoff is from right now
@Gensolink3 жыл бұрын
it's less kara cancelling and more whiff cancelling but I find it interesting how you could whiff a move in its entirety in skullgirls and be able to cancel it. What I liked to do was do a heavy chair throw but cancelling into gigantic arm before it went off. Effectively extending the i frames of the super while keeping the chair
@kevinwarsaw17933 жыл бұрын
-be me -come home, load up youtube, watch a fighting game vid -keep compulsively looking if I left a Windhand album playing on spotify from earlier in the day. -program is closed -also turned off computer before I left -wat? -keep hearing riffs -well this is it boys, the last cog in my mind slipped, I'm just hallucinating doom metal now I guess -fighting game video ends and music comes up -Ah, I see now you also like it slow and heavy. -insanity dodged yet again -all in a days work kings
@djfuvideo23 жыл бұрын
Thanks for including the gutter trash clip. I used to run the event, did you always use to play ST at the HOG? I don’t know why but I think you’re that guy
@hollowsunlight Жыл бұрын
Thumbnail made me think that he's talking about the glitch where akuma's throwbox disappears during his forward mp overhead, making move throw invincible.
@Ashgar225Ай бұрын
We never did get that Roll Cancel video...
@bigredradish Жыл бұрын
one of my new favorite kara cancels is andy bogard's in kofxv. you can kara cancel his stand CD into a heavy zan'eiken which can be FURTHER kara canceled into another special, be it his uppercut, his fireball, or a meterless launcher. its not super impactful but it is GLORIOUS
@teddy3k32 жыл бұрын
Kara demon turned Akuma into a terrifying monster. It really brought me back to the days I watched JR Rodriguez
@jimdaflynn Жыл бұрын
My favorite Kara cancel is one that I'm not even sure if its a kara cancel. Basically in super smash bros melee you can actions into grab. The basic one is call jump cancelled grab, where u cancel your jump start up into a grab, this is useful while running because a running grab usually has extra recovery, but by jump canceling u perform a standing grab, a much safer option. The second is only useful on 1 character, sheik. It's call boost grab, u perform it by using your dash attack and canceling its start up into a grab, giving you a huge boost forward with your grab, and the distance of this boost is increased if you time it frame 1 of it 3 frame input window.
@Jose-xm3tq3 жыл бұрын
This reminds me of Parry cancel in MK Armageddon.. use Parry, cancel it with an attack. Made for some CRAZY Combos vids. What a gem.
@Point5_ Жыл бұрын
I love how they made pot's giganter kai go from an awful reversal to an incredible combo tool with just 1 change to the move and 1 universal change
@SyRose9012 жыл бұрын
I see no one mentioning this in Ultimate Mortal Kombat 3, where cancelling a High Punch into another High Punch enabled Touch of Death combos for Rain and Reptile, and enabled more damaging potential in nearly every other character. Modern MK games also have this, mainly MKX, where it's built-in. You can cancel certain charge moves into running, which can extend combos, frame trap, and sometimes avoid wake-ups.
@Benloadeon3 жыл бұрын
I wish these glitches and techs would get adapted from devs when taking in consideration these mechanics into their designs. Imagine how great if Tekken would have Kara specific animations for it's characters or unique wavedashes
@faaltov3 жыл бұрын
Came for the content, stayed for the soundtrack
@EdwinDPZ3 жыл бұрын
I used to love getting random unintended throws while plink dashing. Made me switch to a team that could actually combo off it.
@Bigb6713 жыл бұрын
I like that they gave sagat kara cancels in sfv. It's fun to do
@Dyleniz3 жыл бұрын
I like how this is even applicable to tekken when KBD was discovered