4 Player Mario & SNES top graphics đź”´Full Streamđź”´ (4-11)

Maximilian Dood| 06:48:26|Apr 12, 2026
Chapters13
Discusses how top 20 rankings and beta testing shaped early impressions and credit/recognition for early testers.

Maximilian Dood and crew dissect Invincible Versus and 2X KO beta buzz, plus a dose of retro graphics talk and goofy co-op Mario antics.

Summary

Maximilian Dood leads a live, rambunctious stream where he and friends riff on Invincible Versus and 2X KO’s beta dynamics, including high-level feedback on balance, defense, and the stubbornness of the high-damage loop. They compare how tag mechanics, boost dashes, and ground/air mixups shape the meta, with plenty of lab sessions and live reactions to the patch chatter. Interspersed are back-to-back recalls of classic parties and multi-genre chatter about the state of fighting games, from Street Fighter and KI history to Mortal Kombat’s resurgence. The crew also dives into Super Nintendo visuals, Donkey Kong Country 3, Earthworm Jim, and other retro benchmarks as a playful counterpoint to modern hardware, debating which platforms deliver the best look for their nostalgia trips. The chat fuels opinions on world-building in fighting games, cosmetic monetization, and the balance between accessibility and depth. All the while, they weave in personal anecdotes about arcades, old consoles, and the stubborn joy of local multiplayer mayhem. It’s a wild, long-form hangout with a confessed love for both indie fighters and classic pixels.

Key Takeaways

  • Boost dash and ex-dash mechanics dramatically expand air mobility, enabling cross-screen pressure and new mixups in Invincible Versus.
  • Top-level beta drama around Invincible Versus’ top-20, rage-quit frequency, and how it skews matchmaking and perceived balance.
  • Tag, push-block, and heroic strike systems create a layered defensive/offensive dance; players are still adapting to how to bait and punish without overcommitting.
  • The panel prefers simpler, more universal breakers and notes that some characters’ tools make it easy to counterfeit comeback attempts—leading to talks about snapping out and strategic meter use.
  • 2X KO’s netcode, cosmetics economy, and roster cadence spark lively debate about accessibility vs. depth, with strong opinions about price, DLC cadence, and the role of indie/low-budget titles in the fighter game ecosystem.
  • Retro graphics conversations anchor the stream, with evaluations of SNES-era visuals (DKC3, Star Fox, Earthworm Jim) and a lighthearted contrast to modern fighters’ complexity.

Who Is This For?

Essential viewing for fighting-game enthusiasts who want a candid, fun perspective on beta balance, defensive mechanics, and patch feedback—paired with a nostalgia-driven chat on retro graphics. Great for players curious about Invincible Versus, 2X KO, and indie fighter ecosystems, plus anyone who enjoys cozy, long-form game hangouts.

Notable Quotes

"" boost recovers a bit too quick in the background. So when I was fighting people that were good, I think there was approximately 12 to 15 breakers.""
—Max discusses boost gauge recovery rate and breakers in Invincible Versus beta balance.
""This game is the closest to anything that is out there that could possibly do that in a grand scale way.""
—Kenny vouches for Invincible Versus as a bold, ambitious fighting game concept.
""If you don't know how to counter, you're dead. There's no comeback mechanic.""
—Dialogue on comeback potential and how last-character dynamics influence momentum.
""There’s some goofy combo stuff that we were talking about... but I think at the mid to low level, there’s a lot of people doing things and seeing cool things happen.""
—Observations on accessibility vs. depth in the evolving meta.
""Cosmetics are fine as long as it doesn’t change the core game. If it’s only cosmetic, that’s okay for indie scenes.""
—Debate about monetization and cosmetic DLC in fighters.

Questions This Video Answers

  • What are Invincible Versus beta balance concerns and how do boost dash and ex-dash change footsies?
  • How does 2X KO tackle top-20 vs. other players in beta matchmaking?
  • What makes Invincible Versus feel like a throwback versus Killer Instinct and KI-style defense?
  • Why do retro graphics discussions appear alongside modern fighter chatter in long streams?
  • What’s the current state of DLC and cosmetics pricing in indie fighters like Invincible Versus and 2X KO?
Invincible Versus2X KOBeta feedbackTop 20 controversyFatality mechanicsBoost dashTag systemKiller Instinct historyStreet FighterMortal Kombat 1
Full Transcript
Transcending history and the world. A tale of dudes and souls eternally retold. We don't need to shine to see how far we come on our journey. Ever to go searching for deep in the night in my heart for that special light to show me with love to show me with power to Got to get to the edge of car to carry on leaving behind. Yo, what's up, dudes? Chad, are we voice of Goding or anything? Are we That video came up on my timeline again. Voice of God. Um, hi. We're Damn, the camera's all [ __ ] up today. We have to just we have to even out these chairs. It's even distribution here. Let's put this right here. Wait. Over here. Over here. Can you move over? Yeah. This this Steve Steve's non-existent [ __ ] ass. Damn. This [ __ ] [ __ ] up here. Let me replace him. All right. He's He's probably on his way. Probably. Give a thumbs up. Yeah, give a thumbs up. Thumbs up, soldier. All right. Here we go. Here you go, Stephen. Okay. Steve's too busy grinding for top 20 and invincible most likely. Oh yeah. Um that [ __ ] I don't know if they should do that again. Did you guys see that where it was like invincible versus the top 20 get mentioned in the credits? So it making people go [ __ ] crazy. People are acting insane trying to get this like top 20 ranking. Stressing out. How they would it would have worked is that if it it was if they made the the ranking, however they tally it needed to be full complete sets. Yeah. Doesn't count unless Yeah. And if you rage quit a bunch, you know, like that kind of [ __ ] Two full complete sets. No disconnections. I wouldn't even I chat, where did I go? I was ranked 21. 21. Here's the thing, Chad. They already said that if if you're already given special thanks in other parts of the credits, you would not get it, which is where I already would be. So, I mean, I didn't really need to fight for it to get credit. Nom. We might be cuz like remember like KI back in the day. Yeah. Like if if you guys are a part of like early play testing in any way. You're going to get a special thanks most likely. There you go. Yout I'm already probably going to be there because we did some early play testing stuff like long goddamn time ago. So yeah, you know, uh, and I wouldn't I wouldn't even be surprised if they took out the amount of like people that were rage quitting like crazy that are in the top 20. That I would I maybe I maybe just get bumped in because of it. But it was fun. It was fun getting to like the highest level of the game and seeing what's like really good and what what people are doing and what's abusable as I was just grinding matches against those guys. And I'm like some stuff is pretty annoying. Like it made me realize this stuff like it needs to go like there's some combo issues like the game straight up needs to not have as many ground bounces and wall bounces cuz you just do the same thing over and over again. Yeah, there's um gosh, what was the list? Can't remember if it was Eve or or no Thula or whatever. She or any character she has like she has like an insane easy ground bounce combo. Pretty much any character could do a launcher and when you do a boost dash cancel it refunds the combo gauge. So you launch them up and you smash them down, but you dash down, boost, dash down, refunds the gauge, launch them up, smash them down, boost down, launch him up, smash him down, boost down. That gives me an idea. So now I have an idea for that for like battle beast. If I do an air combo, smash him down, then do a ground combo into dash cancel cuz dash cancelling also keeps the Yes. Every character, Kenny, it doesn't matter who it is. Every character, it's pretty much their optimal combo. You do that three or four times and then you do your level three, most characters are dead. So, it's like, yeah, it needs to change. Like, it pretty much makes the high level combo game of of like the I think the mid to low level combo game is super fascinating. Like, it's actually really interesting. But when you get to the actual like high level of it, it was pretty clear like what you just do. This is just what you do and it kills nearly everything. Um, so yeah, I hope that changes and I think that's like that's actually an easy fix. It's just numbers. That's what's great about this uh beta, you know, like they get to see. Also, the beta was like months old, you know, and there's I guarantee you there's a lot of feedback and stuff because even se several of the devs were like, "Yeah, this is already being looked at." So, it's like, "Yeah, this makes sense, you know?" Yeah, makes sense. I had a I I got like a total of like 60ish games uh in the two days I played and I just could not stop [ __ ] playing. Like it was just it was hard to find matches because when you're in like the top ranking, you just don't get anybody else. But I just wanted to keep playing. Like I just kept going. I was lab monstering and that just spotty. Like if you think about it, you're like, "Can I do this?" And like, "Oh yeah, I can." There are some very tricky things you can do. Like you can do you can jump up and air dash up. And boost dashing does not it adds another air action. So you can go [ __ ] [ __ ] like [ __ ] crazy. Like you can do zip zip zap like across the screen with with a little bit of boost gauge. So suddenly you're over here and you can just be over the [ __ ] there. I didn't even think about that at all. It like it just everyone gets to move almost like Iron Man. Uh everybody's air dash isn't universal. Like Allen's is the fastest. Allen has the fastest aerial movement. But you know what the ground characters get like battle beast, bro? You go from full [ __ ] screen to this [ __ ] that's holding like over here. You can go and grab him. Like it it's [ __ ] hilarious. Like it is crazy. Like it it legit. And if they're walking backwards and trying to play footsies with you, you just back up low. It's nuts. It's like literally an a a bonkers drive rush. So at that point, the grounded characters, you got to be really careful. You got to be super [ __ ] careful. Some issues I had with me in the levels. People are starting to play footsies really hard. Yeah. Because you know they don't want to get caught in those defense or whatever. So they're playing heavy footsies or they're playing like trying to like zone a little bit too much with like Rex or whatever. Um boost dash. I didn't think about the ex dash. That is a mechanic I kind of just forgot about. And if you are like battle beast for example, you just do like a full combo string like a block string on the ground and then boost dash again. Do it again. See if they press a button and at the end of the end of that press a button put an assist in then do it again. Like they have to do their counters. They have to use some stuff because eventually you're going to do an overhead. Eventually you're going to grab. You you will grab, you know, like jeez, I didn't realize that. God dang um Omniman was such a mixup monster because both of his moves kind of look similar but low and overhead. He's got a nasty overhead, too. Yeah. The you once you get the hang of it, it's like Omnim Man and Mark have the same kind of overhead. Bulletproof. He has a good overhead, but I don't know how I was I don't I can't do it consistently. I forgot what the combo route for it is, but he has like a pretty good overhead. comes at the end of a string and it's like so you don't see it so you don't see it so much people forget he has it and then it's like oh all of a sudden he's just hanging in the air just like it's uh Rex it's definitely Yeah dude short hop people are not doing short hops short hops need the instant some characters have instant overheads like nearly instant if you let them get that close like it I I feel like with also like the the jabs being really powerful like when people come close I feel like your characters is like a porcupine. They're like a porcupine where it's like you get close to him, it's like ah like like you get like stabbed by some weird [ __ ] right? So you have to play at this distance to like bait the stabbing and then and then try to punish. It's not even as good. But I mean like honestly like sometimes just if you catch him with a light and you do the light auto combo, convert it into like a full tag combo. Cuz some people think, oh, it's a weird thing where people think, oh, he's just doing the light combo. He doesn't know how to do anything. And all of a sudden, like, wait a minute. But then you tag combo into another super. Then you tag combo. You do like a three tag. You're like, "Oh, no, no, no. I was I was literally baiting you into thinking you weren't going to do anything, so you were just going to wait for the auto combo to end, but oops, now it's still going." It's It's crazy to see like how differently people were playing it now compared to when the game started. And that's what's kind of nice is that you get a game where people don't know how the shit's going to play. Like, it's so open-ended of what you can do. It's saying some things are obviously really good that sort of are trivializing a bit of that open-endedness, which should change, but uh this also plays way different than like the versions of the game I've ever had a chance we've ever had a chance to play where it's like, oh, now when you fight people, this [ __ ] is kind of [ __ ] insane. Uh you and and the biggest difference is that you got to get around that things can feel stiff at the start. People say the game is stiff and slow and it's like I agree with you until you unlock it. Until you realize that there's a dash and an ex dash. Yeah. until you start like really using [ __ ] You realize that like Yeah. I mean, characters don't flow like forward and back kind of the same way they do in other games. But that's because there's like insane dash and dash macros. Exactly. I actually don't know how to do an I don't know actually what the the d on motion inputs. I don't know because there's a button dashing and M&H is for the ex dash. I don't know if there's a way to use it on the dash button. No. In some way. No, that's that the dash button modifier is how it works on uh the default control scheme. Dude, I think hitbox player is going to be nuts. It'll help. Yeah, it'll help. Like, you know what's funny? I I'm playing on stick, but I think I would still play on my hory fight pad with a six button layout. but the thing is I I can't I don't want to play that game on a PlayStation. Game is just I think the game is better on controller. Like, straight up. I don't think mo I don't think motion controls are better on controller. I think the default make top 20. Hello. Yeah, you in top 20, Steve. Was that where you at home? Um, I have no idea. I haven't checked. Oh, damn. You're top 22. It just ended. Uh, but um how like how long do you have before they uh The beta's still going, though. The beta's going, but the the count the the the top 20 that was driving everybody [ __ ] insane. Yeah, I know. Nerd Josh was grinding because I'm like, dude, then he would get his name on 2x KO and Invincible Versus. I only had about like 60 total matches and for some reason when I logged in when I logged in it's like the first day I logged in it's like you have 101 total games played. I'm like what? So it carried over the matches that I had in the previous beta for some reason. So I had 101 wins on my on the last you played about the same amount. You had like zero losses. They don't say No, I think I I definitely lost a healthy amount of time. Yeah. Zero losses. No, no, no. That says level zero. Your level zero. Yeah, it's your level. It's not zero win. That's not wins and losses. It's just your wins and then it says your level is zero. Oh, that's weird. So then what is what is the level even mean then? Uh it's that's not activated. That's what Yeah, there's like I think there's like character there probably is like character level things like Mortal Kombat where your character and profile level up and you get things. Well, that's crazy then because yours kept mine didn't but like I played 25 to 27. Sure. Wins. Yeah. more matches obviously but the wins. So I would be sitting at about close to close to 130 like about 128. And you're at likeund Mine ended up being like at 160 something cuz I played about 70ish 60 to 70ish. Crazy that I can't believe we actually had that many games similar. We had we played a similar amount cuz I didn't I think you played lot you play a lot more this bet. I only played like one day. I think I maxed out like a 100 no 90 matches. You get through a lot. You get through a [ __ ] You get through it quick. Luckily, I was actually not I was not losing too much. Like I said, I was actually at like a weird like 75 80% probably% win, but I I'm you know, I I went down the beginners, you know, we're pressing button. We're all just knowledge checking each other at this point. So, you're fighting it. It's uh Did you like it, Steve? Yeah, of course. Did you Did you actually like it? What do you mean? Don't ask him that. What are you doing? Yeah. I mean, I'm trying I'm trying to get you I'm trying to get you to say like it's okay. Yeah. No, it's literally Marvel. I'm not drunk. I I I think I enjoy the game. So, yeah. Damn. I I'd like the game. Did you say something bad about it? Max, what are you doing? He literally said it was the worst game of all time. Of all time. Seems extreme. Yeah, I was a little little bit off. So, I get Wait a minute. Did he tweet that after losing? I don't know what it was. He literally said, "This is the worst game of all time. No explanation, no nothing. And it's just out there." There is a history of him doing this. I'm like, is that is that rage batty a little punk? Come on. This is a little bit extreme. like you going a little far there. I'm surprised by like how does he can win 100% of the time? I don't know. Nobody knows. It is a tweet. I'm surprised by how many people were like playing and talking about it. The nice part is that like I at the high level, yeah, there is some goofy uh combo stuff that we were talking about. But I think at like the mid to low level, dude, there's some like I think a lot of people are just getting into it and doing stuff and seeing cool things happen and they're getting like, "Oh, I fake broke you and did this and did that." the meta the meta in the game, which is literally killer instinct, is is uh very apparent in the game. And once you start to get to that point where you start understanding what you're supposed to do when somebody breaks you and stuff like that, that's when the game starts. Dude, I could not believe that the majority of like FGC heads that I knew, nobody was heroic striking, nobody was using boost and neutral. Nobody was using push block that well that like it was it was like core mechanics that are all like very much explained in the tutorial. Maybe it isn't in the motion input. Maybe that's why. But like so many people are not using it. And then I'll run into a guy every once in a while. Oh, this [ __ ] is using every This [ __ ] is [ __ ] fun. Dude, I hate to I I hate to tell you guys, but I've been in this situation before with a little game called Killer Instinct. The exact same thing where like this game service level isn't that interesting and all the FGC figureheads like don't like it, right? And then nobody's actually like utilizing everything to the degree of which it's designed for. And then the people that are having a really good time on but most people most of like the the figureheads back in 2013 dropped off KI because it just didn't play like you know like traditional stuff like everything else. So it's like I've literally been here before. KI played more like a traditional fighting like a like frankly hey I played more like a Japanese fighting game than any well I played like Third Strike not Street Fighter 4. Okay. That's why the Street Fighter players didn't like I mean I'll give you that but I mean like it played more like a Japanese fighting game than any Americanmade fighting game before KI. So I'm almost shocked that that FGC people were like bouncing off it super fast and hard cuz I'm like you know who was who was grinding me uh who was grinding KI with me and one was like my my my rivals when we were going to tournaments and stuff. It was VA. It was always it was VA because we were like old heads and this game plays like an older game and we're just like digging it. We're like cool. So, it's it's weird. It's that like and I I had to explain this where it's like Invincible doesn't play like a modern fighting game where modern fighting games are thoroughly designed. Like most interactions, how things work are like meticulously crafted to be like systems are going to cover each other and characters can't get this powerful and this is always going to work this way. Like you kind of know exactly how a Street Fighter 6 character and a Street Fighter 5 character will work when they come out. Like you you kind of get it by the time they come out. So, I I kind of like Invincible because it hearkens back to the old school way of design where it's just like here's some systems, here's some things to keep things in check, here's some characters. They do a lot of crazy things. See you later. It's kind of like that's the way all old fighting games were. The heavy like Monster Girl Bbeast, they don't they don't have the aerial dash mobility. They can't dash. Not every character is homogenized in Universal. like each charact some characters I'm like I I remember asking this question which blew my mind where it's like remember the um stage transition where some characters have to go bam and then they crumple over and then you you snap back and it enters a stage transition. So I was like oh how do I do that on battle beast? He doesn't have it. What? What do you mean he doesn't have it? Like what what about this guy? He doesn't have it. This guy has it. That guy has it. This guy has it. And I'm like what? Like you can't this is a core game mechanic and only some He's like yeah you got to tag into him. I'm like, that's very old gamey design where it's just like, yeah, some characters are just going to have bigger strengths and bigger areas, right? Well, it's kind of like uh um NBC1, there was there was the bath house stage. You can break the wall on the right side and go into the other side of the bath house. You don't see that very often. No. You know, or there was like certain certain games whereas like Assassin, thank you. Assassinator. I don't know. It was Fatal Fury 3 or something. You would knock them into the train. You knock them into it and then the train leaves with like stuff like that. just like hidden mechanic stuff like that like or only this character can do that or only that character. I think it was done right in Street Fighter 5. Street Fighter 5 it wasn't constant every single time but there were stage transitions which were really fun to watch. Fun to watch. Yeah. Yeah. They were fluffy. Do you remember when they took them out? There was straight there was stage stage transitions in the first stage in Street Fighter 5 that didn't make it into the final game. I remember. Yeah, there was one on the right side. I I think you can still get knocked into the restaurant. Chat, did did the noodle thing stay? Yeah, that was awesome. Could you get knocked into the restaurant still? Yes. But there was the right side which had a there was a right side that had a bus. Oh, the right side. It had a different stage transition. You got knocked into a bus. Got knocked on a bus and I think that was gone by the by the release. So, Noodle Hat still existed in the final version. Absolutely. Absolutely. That was the thing we were That was like a goal thing we were trying to do in the betas was to get It was It was like brutalities. It was like set up for some wild ass noodle hat. It was a great idea. It reminded me of the old old school Street Fighter where you get knocked into like the garbage can. The garbage can will explode and you're like, "Oh [ __ ] that's so [ __ ] cool." You know, like just little things like that are are pretty [ __ ] dope. But in in Invincible, it's damn near impossible to knock somebody to a stage trenches because you have to like stun them and then do the freaking move to knock them. And here's what's crazy. I'm like, "Dude, that's like even if you did it, you can only do it once." Yeah. No one's going to do that. But when you But when you do it, if you have a character that's capable of doing it, It's pretty powerful. Why would you want to do it if you can just do a full-on combo though? Um, stunting on him really. Yeah, it's just it's just for show. And that's kind of the issue right now where like level threes do too much. N like like right now there's like Yeah, why would I do that? Because the combo damage in some situations is so crazy like especially with a level three like you do like the basic bo bounce combo that everybody has into level three which you're 90%. So there's really not a reason to engage with that stuff. But I think if level ones did a little bit more damage and the level three actually scaled a little bit more like yeah that could make the fun part about level one is that they have the potential to actually do more damage than level three because you can you know tag into the other stuff. The problem is the meta in that particular transition. But if you complete the meta and you outsmart your opponent one it feels 10 times better to actually pull that off and two you don't spend as much bar as a level three. You can do it off of two bars and murder the sh Yeah. If you if you're actually tagging, the thing is like if you tag and you outsmart the guy by realizing that he's going to try to push or or break that tag. Yeah. The RPS and then you um uh get another level one out of that, you're doing twice as much damage as level three. So that in itself is a better option than just you know tagging is where they want you to go and it's the thing that like highle players will want to avoid because you're putting in an opportunity for the thing to be broken. Right. Right. Right. And right now, uh, like we all found a way with every single character. You don't need a tag to kill somebody. Like the the if you actually don't tag, you can do more damage. I saw somebody do, um, uh, a little a he ended with a level three. He used up all of his what is it? The yellow bars on the top. Boost. Boost. Boost. And, um, he did a basic [ __ ] combo. Literally um, heavy heavy heavy. Knocked up in the air. Heavy. Heavy. Knocked him back down. Did the boost. Came back down. Knocked him back up. heavy again. Knocked him back down. Boost. Knocked him back down. He did that three times. Every character in the game can do this. Yeah, there's some yo-yo. And then he level three and the guy was gone. Yes. Every character it's it's almost close to their optimal combo for every character. And I'm It's like Yeah. Imagine if you only got one ground bounce. And they just they just don't ground bounce again. Right. Right. Right. Imagine if you only got one one ground bounce, one wall bounce. This was my solution. One ground bounce, one wall bounce. Unless you tag. Next character comes in, it refills. Yeah. Yeah. Absolutely. that makes more sense because right now it's you just do the same very simple and you can get away with a lot and if you don't have that you have to actually come up with some new thing and I'm sure have to create a new route or tag I'm sure they're they're watching that. Uh same thing with um I think Justin Wong had a complaint about the grabs. You grab somebody and if they're no invulnerability it sucks. Yeah. And so if they're throwing like they're just throwing out assist left and right, you just get knocked out. You you literally grab them and their lingering assist hits you. I hit you. They hit Yeah. That's they're aware of it. Yeah. Yeah. So, they're keeping an eye on it's it's reported. So, they have to keep an eye on stuff like that. My personal gripe, my personal personal gripe is still from the original beta, which is the the angle of which uh you know uh attacks are are being formed from the air. Why am I jumping or it's hard? Well, why am I jumping at you and I'm punching from a straight angle when I'm in the air? It's so awkward. You got to play like Eve or some [ __ ] that has a dive. It's so Well, and that's the only character. I mean, no. Um the robot. Yeah, he does that as well. There's another characters that do that. But it's so awkward when I'm rushing down and if I rush down, I should be kicking you like or I should be fighting you because even with Brog in Street Fighter, when he punches, his body is adjacent to his punch. The first thing he's going to hit you is with the hit box. So why is your body here and your punch here and you're in the air? It looks like you want you want a magneto thing. I do not want a magneto thing. I just want an angle that I can uh attack you with where my hitbox is first. So, here's what I kind of like about it. It's hard. Like, there's a character like Nova in Marvel 3 and even Iron Man to a certain extent where if they do try dash stuff, it's hard as [ __ ] Their attack comes out late, they hit the ground too early. So, you have to like really make these awkward angles and like it it doesn't the game does not just give it to you, You have to work for it. Like making making an angled attack that has the active hit box right on the ground is something that not everybody is going to be able to do. Right. Right. Right. So it makes it so that like by the time we were playing later on it everyone was doing it and it was becoming much better but it wasn't something that was immediately available right out the start and I kind of like got an appreciation for it. It's actually very hard to time an attack to hit the person or cross up the person on the ground at the moment you want. Um and that reminds me of every character that isn't Storm or Magneto in NBC 2. You have to you have to time this [ __ ] dude. It's like you getting the thing to work in the spot that you want like it it will work but it won't just like hand it to you. Yeah. You want you want it to be hard. I want it to be consumer friendly cuz everything else about the game is dumb easy, Every character is fireball forward, fireball back DP. Every character is three specials and combos the simple Yeah. The super or something like that. Uh what input style do you play, Steve? Um standard. Standard. Uh simple or like there's only standard in standard and motion. He's playing not motion. Standard is the default. Yeah. Yeah. Oh, default. Okay, I brought this because you did say you wanted to open it. Yeah, I guess so. I actually I'll have to find out if I can open it. Oh, that's true. Never mind. So, yeah, I I kind of like everything else in the game and tagging and all that stuff is so easy to do. Like you can just do heavy special, heavy special, heavy spe like all that stuff is like relatively easy. I I think like landing the hit in some way is kind of special that that's sort of difficult. Yeah. Yeah. And and it reminds me of like an older fighting game. Like like straight up like if you want to land your attacks within a close proximity, dude. Crossing up in older fighting games wasn't just a gimme, right? No. No. You had to work for that. You had to [ __ ] work for it, dude. Like to get like a good cross up and [ __ ] And now it's like a lot of like close-range boost pressure is scary. Well, what's his face got? It has a really nasty one is Rex. Rex explode when he does his It's an overhead. it's an overhead. And his overhead is super fast. You know how you counter it? You heroic strike the [ __ ] out of it. Block it. Block it high once. to heroic strike that [ __ ] It's armor. Boom. [ __ ] you. He's rushing at you multiple times. When he does that flip flip and then into his little Everybody is I'm watching everybody just eat blockst strings like it's Dragon Ball Fighters and I'm like guys guys. Yeah, you have options. And then guess what, dude? I I actually found like a layered game plan to it cuz heroic strike is hard to stop. If you get somebody that's like mashing the alpha counter against you, you're like, "Fuck, dude." Like every time I attack this [ __ ] uh, he's blocking and hitting you. You got to make sure you got meter. That's the thing is that you're people aren't paying attention. It's a meter resourceful thing. Yeah. You got to be sure you're So, I came up with a I came up with a block string that successfully baits heroic strike and gives you an opportunity to punish them. It's jab down jab. If you literally do jab, if you mash standing jab, you get auto combo. Yeah. Yeah. Right. But if you do jab, crouch jab, stand jab, you are doing a quick recovering move that will recover faster than the heroic strike hits you. So, you can actually see it. They're doing it. [ __ ] you. I'm doing my super. So, you can just blast through their ass. However, what happens if you landed the hit? I got the most scaled combo ever, dude, because I did jab, jab, jab. So, there's kind of like an interesting trade-off. Like, I'm trying to bait your [ __ ] If I land the hit, I don't get as big of a combo, but I was I could have baited your [ __ ] So, I think that's kind of like interesting. That's a Xanto gambit. It is. It's like a close-range gambit of like your crazy your crazy powerful thing can be countered. You know what [ __ ] happens though? I started doing it against people. I'm like, jab, jab, jab, the heroic strike. I block heroic strike that [ __ ] back. Get the [ __ ] out of here. I'm like, "All right, this is kind of neat." Now, now blocking has also become scary, which is like sort of interesting, right? Because the push block I mean, yeah, it's it's a neat little trick, but if you're getting heroic strike, the push block actually could put you in a lot of a lot. There's there's like a a push the push block's [ __ ] good. Yeah, it's good. Like, it pushes a guy back and then their next attack whiffs and you just hit them. Yeah. I I I I personally think I I wish that 2x KO had that that option because you could push block somebody and like let's say a character like me starts throwing, you know, [ __ ] tentacles, you you're you're dead regardless. It doesn't matter if you push block or not. And that's like yeah, kind of the issue with some of the damage trade-off in the game. I I do think one thing when I started fighting people that were good, I think boost recovers a bit too quick in the background. So when I was fighting people that were good, I think there was approximately 12 to 15 breakers. Yeah. Yeah. in in a set because we we would we would know that we have to get our other character in, we would so they would switch and then as soon as that character's in breaker and then get the other character in again in an opportunity, not even a tag, like a safe opportunity and we would just be breaking like crazy because the boost recovers so fast in the back. And I would say that more more than likely people need to start utilizing their snap outs. The snap out. Dude, I was going to say, have you noticed though? There was a couple times where I'd be wailing on a person or we'd be going back and forth. My character gets low and I tag out, they immediately like, "No, snap back." Like aggressively. I could not remember where the button combination was effectively. And I because I was like also there's also a problem and it's a personal problem. The order of the characters at the top is not Marvel 3. Yeah, it is. And I'm always like a little confused. Who's the middle? Who's number Wait. I'm always confused like when I want to tag in I'm like wait a minute is that the next [ __ ] or is wait [ __ ] it's like opposite Marvel 3. Um you can't switch in a character after they break. Right. Like let's say uh the the the com you can't tag in if you broke Yeah. your characters are locked out. Damn. That's crazy. Yeah. So yeah, a breaker comes with severe consequences. And to be honest, if if you get broken against, you know what I do? If somebody breakers me, I boost d I use my meter and boost dash across the screen to get up their ass. They have no assists. So it's like, "Oh, [ __ ] you." Oh, yeah. Yeah. Take the time where they're like, "All right, you broke, which means you're on cool down here." And they start running away. Guess what? Boost dash the [ __ ] in. That's right. And then that's what I was. And that's the thing where like people are like, "Oh, I can't get on top of each other." Dude, as soon as I knock somebody down, I'm not going to be able to wave dash across the screen. I boost dash right over and no one's ever ready for it. And they're like, "Shit." And they just have to eat like a low overhead or some [ __ ] like that. So you have to like use you have to use that resource against it. I just think boost recovers maybe a little bit too quick when the character's in the background. Like it comes back almost immediately. Yeah, I think a little bit like a slight a couple more seconds of cool down in the background might be might be optimal. The mixups in this game are kind of crazy, man. Like you can have um was the the uh Allan the alien. Um he is a solid his assist is a solid overhead. So you're just throwing freaking low and it's just jumping, you know, like there's points where you physically cannot block anything. You have to push block. Yeah. If you don't have the resources, it's like [ __ ] you. Yeah. Yeah. You're going to get opened up. Good thing you have two more characters. Right. Right. Exactly. That's the thing with versus games is like, yeah, there's going to be some wild ass checkmate situations. All of them are like this, but you have two more characters or you're going to have like a a push block or a heroic strike or something. As much as I don't like comeback mechanics, there really is no comeback mechanic. And you feel like you're pretty much screwed if you're down to your last character. If you're down to your last character, you cannot break. So, I swear I saw someone break me on the last character once and I'm like, "How did you do that?" You can break. Yeah, you you can do a solo break. Oh, wow. Okay. And I forgot that. Someone did it to me. I'm like, "How do you do that?" You couldn't do that. Never seen anybody do it. I definitely had a moment where it was like, I don't know if this is working out as well where I had three characters against a guy's one character and every single time he would hit me, Yeah. I would break so that character loses a couple and then I would kind of like run away and wait for the characters to recover and find a safe moment to tie in, bring in the character of course and then break again if he hits me. And it's like, yeah, I feel like because the boost gauge is recovering so fast in the background, I can always break again. But there's always something I can do as opposed to the guy who's the last character. He has nothing. He has very little. He's very low. So again, I complained about that in MVC 3, but I think in this game there might there might need to be something if you're the last character. broke my combo at one point. Not overpowered like MVC. Yeah. Well, someone broke a com broke a combo when he was down to his last guy on me. I'm like, how did he do that? Yeah. I I never seen it. You can you can solo break if you have the resources. I was like, how did he do that? What did he do? The only the only time is is when it's um you know uh sudden death and then that's when the comeback mechanic happens because you actually have a chance at that point. But in in um outside of outside of that, if you're uh you're lonesome and you got like two or three other characters you got to fight, yeah, you're pretty cooked. I I couldn't believe how long I was just in the lab figuring out weird [ __ ] where it was just like this can go to that and then you put this assist there and that adds to that's where most people have that's where a lot of people have the most fun. Yipes was in the lab for like seven hours just and he found some really cool looking [ __ ] What what I like is that it wasn't the same basic [ __ ] that everyone went up down up down up down. He actually found stuff that'll likely work when the game comes out, which is like, "Oh, yeah, these were fancy looking [ __ ] combos, dude. Like, they look really cool." So, anyway, yeah, I think it all it's like I don't even know like most of the things we're talking about, chat, aren't like insane fixes where we're just like add complete new mechanics. Most of the [ __ ] that's up here, it's tweaks. Is tweaks. They're just like they're literally number value changes in a notepad. Like most of they don't need to redesign the whole game. I think the game is like the fun factor is really high when you're engaging with other people that are actually using the mechanics against you. Like this this is the same thing in KI. KI came across as a really dry ass fighting game when people were not using the mechanics like shadow counters and counter breakers and all that kind of [ __ ] and manuals. People were like this game's so dry and like it would be if you're if you're playing half the game if you don't do manuals and shadow break. Yeah, it's very dry if you don't counter shadow and and manual. So all I got to say is that it's crazy that it's happening all over again. It's crazy that like all these a little I think it's a little less obvious how to utilize defensive mechanics cuz there's so many and this is well this has kind of been my one biggest complaint is that uh with this game is that like I'm glad like I'm glad the defensive mechanics are there but they're less obvious than a KO like heroic strike. Well, heroic strike and also just the the the tag assist where it's like you can do a delay tag or you can do a you can do a faint the faint and stuff like that which are KIS isms but they're way less obvious than KI cuz KI was just like just press you know just press medium because that was the identity of KI. I don't think the combo breakers or Well, it's like you're you're using you're using tag using tag to break or you're using faint tags and stuff like that. And and from the very very you know uh newcomer perspective, it's like there are defensive mechanics. You can press buttons. You don't have to like watch yourself get get you don't have to eat a whole [ __ ] sandwich like in Dragon Ball. But they're not as obvious as Ki cuz like how do you you know do you remember how how to how to counter break in KI? You just press medium. It's Yeah. And it's it's How you know how to combo break? You know how to combo break a medium in KI? You press mediums. Like it's just very obvious. And you know how to shadow counter, you press mediums on block. You press medium while you're blocking. They were all contextual. Yeah. It was all very obvious what you do. This one is like this one like okay delay tag is like assist but then then press and hold heavy immediately after tag after doing the tagging or press assist one and then press assist two to do the faint. So it's not quite as obvious on how to do some of the more crazy defensive stuff. So, that's my only really complaint. Do I have a solution for it? No, I don't know. I don't know how you would change that or make that easier. I haven't, you know, I'm playing on motion controls anyway, so I'm already making it hard on myself. But, somebody in the chat says, uh, I'm, uh, Invincible Versus was your first fighting game and you're glad there were other people online at your same basic level and you thought you were just going to get like rinsed every game. that's what I'm saying where it's like even if you have a game that's an open beta, that does not guarantee that a ton of people are going to play it. It doesn't, man. Well, that was the point of the um placement uh uh period. You have 10 games to place, you know, where you would actually be in the game. And you start off as intermediate, uh beginner, intermediate, or advanced. Intermediate. So, you can choose between I just chose hardcore. Yeah. And they put me at like So, if anybody,000 points Yeah. If anybody's like not good at the game, then yeah, they'll they'll be in their their field of of um you know, competition. And every game should be like that. Yeah. Dude, like straight up the matchmaking was so brutal that if you were in top 20, you did not get matched with anybody else that was below. So, it was like, "Guys, don't worry. You're not going to run into any of these players that are at higher ranks because I'm not finding matches." It was It was funny, too. When I first started, um, I was like, you know, 70 wins, uh, and, uh, like, and I was just fighting guys who are like, you know, 30 wins, uh, you know, uh, 50 wins. And then when I started getting to 90, dude, I was not seeing any of those guys. They were all gone. Yeah. So, I was like, "Okay, then now shit's about to get real." Yeah. I think that I hope that opens up now because they don't have to do the the top 20 [ __ ] anymore. Oh, yeah. Yeah. Yeah. Cuz that's why that was probably there to like get the top players playing only the top players where it was just a blood bath in top 20. That's what it was like for me where it was like, yeah, my win rate, which would be like 95% on the way up here, has suddenly gone to like me winning three and losing two. That that's that is how these game I noticed it in you in Tekken Tekken. You get 10 wins in a row and that game will put you up against the sweatiest [ __ ] in the game. They do not like you winning that much. If you win if you get like on an 8 to 10 win streak in Tekken, get ready to go on a 15 loss streak. That's when I finally got to King. When I finally got to King, that's what happened to me. I I got like I got all the way. I had like like nine wins and then like I fought like uh it was like two or three above Tekken King. So I had my win streak. So I got freaking I think that's a good thing because Tekken King is the barrier to the actual high ranks. Yeah, that's why. Yeah, exactly. And um I I remember uh what's his name? Who god I keep forgetting his name. He loves he loved Laura in Street Fighter 5 and he was like amazing at it. Oh me. That's right. I know. me. Item so item was was doing streams where he was getting 100 wins in a row and no losses and like and he was just going straight and like that was like a key part of his stream for like the longest time. Those days are gone like for they will pit you against the worst or the the the angriest [ __ ] players out there instead of just going going going. You know what I mean? So if matchmaking has gotten a lot more nuanced over the years, right? And so if uh you know uh Invincible is doing that now then that's a good thing. Yeah, I think Invincible is just like it it was just strict, you know. Yeah, it was strict who you're going to fight because of the top 20. Okay, you got 10 wins. Okay, we need to stop that. Is Tekken cooked? I don't know. I I think Tekken So, if you notice like the player base, it's fine. It's not like as healthy as it could be maybe, but it's fine. It's like comparable to Tekken 7. So, it's a lot more just like the usual whining, but not the actual like it's not like actually losing player base. I I don't think it's losing a significant there there's obviously that the the reason people are upset is because they once again said one thing. Yes. Did another uh said they said one thing, did something else and you fool me once, I gave you the benefit of the doubt. They're not going to do it again. Well, they did it again. So, then I kind of lost interest that things are going to get be any different. Yeah, but for the most most part that game is the same. That is like outside of season 2 wackiness. It's still like the most mostly the same same [ __ ] Absolutely. Mostly the same So it's not like oh people have left this game in droves. Not at all. Not at all. No. No. Cuz the people that are playing it will continue playing it. The um the And I judge this off of just how fast do I get a match? I I go on I go on rank to get it quick. I get it quick. Get it quick. And that's how I judge a lot of games, man. Like certain games I try to play like it takes a while. take a while. It's quick still to this day. So, I'm like, as long as I get in matches quick, then that's why the whole trope of, oh, this game is dead never applies to the people who are just still playing it. Well, people will say that about anything. That's why I'm like, is it is it cooked or is it mostly just No, it's absolutely fine. It's absolutely fine. Yeah. Okay. So, yeah, it's not like it's der because they they they lie. They lied again. They were like saying all these things to hype you up and it was just marketing because man I I I saw I tuned into your stream a little bit. I was like um editing and stuff tuned into your stream and like we were doing Tekken and the back dash of Tekken 5 or whatever was so big so [ __ ] big. Big and I'm like my god like and then in in this Tekken there's no getting away from it. Like if a character wants to be in his range he's going to get in his range. You even from a side stepping perspective because of tracking you're glued to each other. Yeah, you're absolutely right. In Tekken 8, there is a there is a natural rubber band that stretches out and like I not not even kidding you. It feels like it pulls you closer. Like the game design you closer where you do like, hey, do the fingers and you like, you know, like where you close one eye and then all of a sudden your fingers just, you know, connect or something like that. That's what it was like in Tekken. Like cuz like Eddie, I want to play at a certain range, but if a character wants to get in my face in his range, well, there's nothing there's not much I can do, you know? Jesus Christ, dude. Like if a character wants to play his range and his range is close, good luck. So now, and now that I've been really getting good at Tekken and getting like coached and stuff like that, I try to get in my range, but it's just not there. It's just doesn't happen. Like I can't escape. I can't like back dash and try to play because sideep, you know? Yeah. Cuz every character's got these [ __ ] moves that just lunge and you know, it's crazy. What does what does Tekken need to do to get in people's good graces? Um, well, it needs to it's it's battle direction needs focus. Back to again, they would say like at the top of their patch notes, they would say that their plans, right? And their plans involve all of this like bringing down of power levels and stuff and you read it on some characters and they do it and then on other characters they just don't. They're giving them more more [ __ ] they just got more crazy and it's like what the [ __ ] So, and and again there's a reason why Strive players are relatively happy. Strive effectively got like a heat move, right? When when Strive season, we didn't play much of it, but in Strive like season 3ish, it got a heat move that was like poisoning the game kind of and a ton of people dropped off. It just changed the way the pace of the game was. We called it Strive Rush, right? Um and I didn't even play it that much, but it was like it had a big impact on the game, so they just took it out. [ __ ] totally removed. Okay, so I know when they removed the you were saying that's crazy. They just remove the mechanic. I didn't realize that was a added mechanic. It was an added mechanic in the middle of the game season. In the middle of it and people hate it. People just never vibed with it. So as a result, the game now uh they put a different mechanic in completely that seems like okayish. Like I haven't seen it actually utilized that much. It seems okay, but it seems like very specific. And they just got rid of the other one. It does it does something totally different too. I have an interesting take on Strive on Guilty Gear actually in general. Um, most developers went through a period where they thought they needed to dumb down mechanics in their fighting games to make it more appealing to mass audience. And that was almost universally a bad idea because you make a game simpler, they're just going to make the killers download the game faster and they're just going to pub stomp quicker. The one the one exception is Strive. The one exception is Strive. Mhm. Strive. Guilty Gear dumbing down its mechanics actually made Guilty Gear way more appealing to the mass audience because Guilty Gear never came close, not even close to Strive's numbers. And I think that's because there was just too much mechanical density and everything before it. And I know Guilty Gear fans will not like me saying that. Oh, no. OG Guilty Gear fans will not like me saying that. But they dumbed down Guilty Gear and it got a lot of You know what was the the number one? Like yeah, characters can just do less than before. I think that's one part of it. You know what was actually the most contributing factor? Damage, bro. You do slash heavy slash special with any [ __ ] character in Guilty Gear Strive. It is most of their life. Look how much [ __ ] damage they holy [ __ ] Like you you could do that the equivalent amount of damage in previous Guilty Gear games, but you had to have some big exhaustive thing that used a bunch of resources and all that [ __ ] It was just that Strive just gave you access to the the anybody can do that, right? Anybody can press heavy into this. And I think right place, right time helped Strive a lot too, you know, for when it came out and the timing was really good for it. That's just sort of a lucky thing. The one thing I I do I do counterargument on the Strive just got simpler, just got easier. Um, the RC system got more complicated and more intuitive. So, it's just better. It's just better than it was. But the thing is is that if you're a casual player, you play Guilty Gear, any Guilty Gear before Strive, and you're there's going to just be like a billion things you have to wrap your head around. Like imagine trying to learn all the different, you know, colored Roman cancels, all the all the the fusion. There wasn't that many different RC's back in the day. Well, I mean, it's like you got that plus your burst plus your your your tension gauge plus your this plus your that plus plus plus plus plus and then all the characters that have all these different unique mechanics and unique, you know, uh unique meters, unique things to them like answer or whatever or the the weird emo guy or whatever. I forget his name. Happy Chaos. Happy Chaos. But then there's like the guy who would like melt or whatever. I forget what it was like a shadow guy. Something like that. There was there was like a newer one. I think his name Crow or something. I don't remember. Oh, Crow was the guy that was the glutton of punishment. Something like that. Raven, you mean? Raven. Thank you. Um like Raven. It was like it was just you don't even know why you lost in old guilty games. You just like how did you do like I you learn one simple thing and then someone has a bunch of mechanics on why he made that not work and you're just like I don't get it. What did I do wrong? And then they kind of like strive dump it down but also put these big giant cancel, you know, uh, punish counter. It's like it's almost like telling you blatantly like he did this, that's why you got hit kind of thing. You're so tired of you're so tired of MK give me Injustice 3. Hey man, as someone that has been here for all of those games, I'm going to tell you it's not what you're looking for. No, I'm going to tell you right now, if you think what is happening with MK is uninteresting and you want Injustice instead, I hate to break it to you, but if you want a game that plays like Injustice one and Injustice 2, you want those games to play the same. If you want an Injustice game that plays completely different than Injustice 1 and two, okay, I get you. You want a new game, but that's not what Injustice 3 is going to be, my dude. Injustice 3 is going to be the same. Superman 4 2 3 Ice Breath. It's going to be Batman one two three launcher jump two down to like it's going to it those games are fundamentally similar. So if you're ready for Injustice 3, get ready to never see any of that [ __ ] because you're going to get batteranged in the face constantly because the screen is huge. You'll barely ever be [ __ ] fighting each other. Unless by that unless by some reason they went nuts. I wonder what the thinking behind Strive was when they put the counter on everything and then they made it a point to make sure that you knew that it was a counter. I think it was a point where it was so [ __ ] loud and so like in your face. I I think again I think it's like I I think it's just to like tell people like this is why did they as they were testing the game did they not realize that the that the counter thing was going to be everywhere? Like you you'd think that they would test the game out and realize hey this is a little much. It's the same thing with Tokcon with the whole knocking the players uh across the thing. Sure. You would think that even as testing, they would be like, "This is a little much." As opposed to them delivering it out to the people and then people saying, "Hey guys, this is a little much." And they're like, "Hey, you're right." And you're like, "Wait a second." You know why they did it? Because the game did it before them. There's a little game that had this giant counter hit that before counter hits weren't that big of a thing. It was Street Fighter. Yes. Street Fighter. Which one? But Street Fighter 5 did not It wasn't every single time, bro. It was crush counters were [ __ ] everywhere, but it was only because another person did something really stupid. In in um Strive, you do a light and somebody does a move over your light. That's a counter. And it's huge. In Street Fighter, you'd have to do a [ __ ] shukin. No, no, no. Yurion did this. he just did chop. He did stand HP. The crash counters with one button, right? No, I'm saying when somebody like a Shyukin and was wide open, then Urine would be like bow and then it would be No, no, he would hit it in neutral. If you would be trading buttons and in cuz in Street Fighter 5 they had a priority system. Heavies always beat lights, So they combine at the same time. Boom. And he would [ __ ] kill you for pressing one button. I guess in my personal perspective, I never saw that as often as I did in Strive. Strive was [ __ ] You played the wrong character, dude. I I guess I You were playing You're playing GG didn't rely on that [ __ ] No, he didn't. But if you play If you play it against like the characters that it was so [ __ ] prevalent and Strive did the that Street Fighter 5 was the beginning of counterhit meta in fighting games. Yeah. Yeah. Where it was like big deal. Mortal Kombat 11 did the exact same [ __ ] thing right after that where like X-ray counter hits and then Strive did the exact same thing. Giant massive counter hits and [ __ ] like that. Like we still see it to this day. It's it's in Grand Blue. It's in so many [ __ ] the the counter hit meta. We're like giant massive [ __ ] counter hit. It's going to lead to a big goddamn And it's all over Street Fighter 6 because Street Fighter 6 is a Street Fighter 5 too. 2X KO and and uh and Invincible don't Invincible. Yeah, Invincible. 2X KO I don't think has it either. No, no, no. There's like some minor counter hit states that give you some bonus frames, but there's no like big Yeah. Oh [ __ ] we got I got [ __ ] hit by something. Oh [ __ ] You know what's funny? You know what that replaced? Dizzies kind of did. Yeah, there's no dizzy. No more guard bar. They And to be honest, dizzies in old school Street Fighter was [ __ ] Oh, I know they were. Yeah, they were [ __ ] [ __ ] Like we we know that there were you could like do like two hits and you would get dizzy. Yeah, some [ __ ] hits. Well, dizzy only made sense when like you could actually see it. Like Street Fighter 3. you could see it in Third Strike. You see you see you can in Street Fighter Alpha 3. They actually in and CVS 2 you have a legit guard bar. I was going to say in CVS 2 you smelled blood when you saw that [ __ ] was like getting close. You're like, "Oh, I'm going in." You know, CVS 2, you could get dizzed and guard broken. It was both of them. You could get like cooked. If you were too defensive, you could cook them multiple ways. I think I respect guard breaks better than counters because guard breaks were more of I earned this as opposed to oh, you just missed a button. Guard breaks are like you're being too defensive, right? And you earned it. Again, th this this goes back to literally the barebones history of fighting games where developers have been designing fighting games around people being too defensive and rewarding offense going all the way back to [ __ ] the dawn of time. Like this has been a priority where man sitting on down back is really powerful. What do we do about this? Well, make it so that you just can't sit on down back very long. What do I call you anyone who's ever watched I haven't seen in a while but two six I call it down back six, you know. Down back fighter six. Well, you know why that is? Because people spend all their drive gauge and [ __ ] and they try to build it back. Yeah. Yeah. And it's the same problem. Mortal Kombat one has an MK11 naturally refilling bar in the back where you don't have to do anything. It just comes back. You just go away. You run away. What happened when you hit anybody in MK11, bro? They would use all their meter on you and [ __ ] and their defensive stuff and just walk back and they would just disengage completely. MK1's the same way. They use up all their assists in a combo and then they just move the other way until they get it back. And that's why we love X because like I'm I'm coming. I'm [ __ ] coming. Sorry. Oh, there's no running. Oh, you're done. Okay. Well, I'm gonna go get you. Come here, coward. I'm coming. You know, like the game that that alleviated all that before the counter system and all [ __ ] like that was Alpha 2. The [ __ ] coward the the auto combo, the the Oh, custom combo. Custom Cosmo. Yeah, you would not be getting away with that [ __ ] You're going to get [ __ ] You're going to get hit. You're going to get hit. Uh overheads, lows, spin moves, all this [ __ ] Yeah, you're in Alpha 2, you could do it all. It was It was baked into every match and everything. There was no There was no Did you choosem of three and that's why that's why Alpha 2 is put me that red. Thank you. Hello, guys. Godamn or Sultan. That's what it is. Very nice. Yeah. No, I I like that. I like the fact that is if somebody tried to run away or tried to block too much and stuff like that and you had a custom or custom combo available, you were going to use it and you were going to open them up and then the meta started getting really crazy in that and there was no V. Like you're right. That was [ __ ] I never liked that. What do you think the next NRS game will play like? More like MKX. I hope I hope just make it [ __ ] MKX 2. I'll be real sick. Just make it make it like you know how for example MKX was sort of like MK9 expanded like a lot of the way the systems like wake up with EXs and all this kind of [ __ ] like Yeah. somewhat identical and they just went back to that [ __ ] in MK1 but it was just really slow. I'm like [ __ ] just make that [ __ ] another one. What's going on? Another one. Thank you. Thank you. I I'll say this. Um, I was talking with Uncaged Games about this and we were we were chopping it up about, you know, just the future of Mortal Kombat in general and both of us agreed it's better that Netflix didn't have it because it would literally just like the next Mortal Kombat game would be a mobile game like 100%. Like that would be it. Oh, if they had control if they had control over it. Now that Paramount has it, they already had they they might still have a better chance at actually making another game. But right now it it it's in [ __ ] limbo. So, us saying, "Hey, where's the next Mortal Kombat game?" We don't even know if they even still have a department. There's a whole lot there's a whole lot of like litigation and and things around the world that that merger buyout hasn't even been approved yet, Yeah. That's going to take like at least a year, if not two years, to like go through all these approvals and all these countries. Yeah. By that time, whatever next game they have will be out. And the thing is, their thing will probably be out by the time that's done. I I'm guaranteeing that they're working on something else like right like this game came out they had the DLC they're judging on their their history whatever next game is they're working on this or whatever expand on what Kenny is saying to give a little bit of perspective pretty much we would get an NRS game before COVID every two years. Yes. Right. So that meant after one game was out they had a development team that was making characters and [ __ ] Right. like a team that was literally working on DLC and then the the rest of the core team seemingly just moved on to the next game within a very short period of time and they just started cooking the next game. So it takes like their DLC stuff and like okay you guys are the DLC squad. We're going to take this rest of the and we're going to start cooking for the next co messed all that all that is up. Um so I would like to think that MK1 came out nearly 3 years ago. that came out in 2023, uh, Septemberish, that yeah, we might be within a close proximity of time to hearing something about a next NRS game pretty soon. And this is what I was saying is that we would not. People were like, it's going to be at Game Awards last year. And I'm like, no, no. Game Awards this year is a very high likelihood. It's a low likelihood if it's at Summer Games Fest, but it's a high likelihood of it being at the end of this year and then it would come out potentially early 2027. Like that makes a lot of sense to me. Early or late? Uh, I think it would be early. I don't think they'll do another September launch. That did not go well. That did not I mean probably wasn't a benefit. Always come out right. April, May, Always came out in April. So that that being said, I think uh I I think there probably was some weird tie-in with an MK movie at some point. You know, but that just didn't work out. Well, the tie-in was going to be with the uh MK Legacy because remember the movie got pushed back. Oh, that's right. The movie got pushed back and then Legacy got pushed forward. And then all of a sudden the movie got pushed back and they're like, "Well, here's the Can the game get pushed back so we can actually release a complete product?" You had to release the game with no lobby. I still remember my Johnny Cage shades that they sent me uh from the the the movie. And I'm like, "This is a little early." Like, well, because the movie got pushed back, Oh, yeah. I got the same thing. Supposed to come out like [ __ ] That was like a [ __ ] year ago. Holy [ __ ] I'm like, I think this is kind of early. Like, huh? Damn, I forgot we showed that off on stream. That was like a year ago. Supposed to be on. Yes. October. The movie's done. It's wild. It's ready. When are we seeing it? When it come out? It come out like a week or two. Like close closer to go on uh IMAX and all that [ __ ] IMAX. going to the IMAX in Ranch of Cookamonga. Yeah. I think for me personally, uh, I just want it to be fast. I don't need characters to be running up each other's asses. I just MK1 was slow. It's just a slow ass meandering game. It just took it sweet ass time for you to see [ __ ] I just want a game that moves quick. It's cool. The game has sauce, but the combos take a long time. And it's not because they're like they're just cuz they're slow. They literally have Tekken eight Tekken 8 length combos in and even longer. some characters, bro. If you have Serena in that [ __ ] my god, man. Some combos just take [ __ ] forever in Mortal Kombat 1. That's me. Oh my I'm just like I'm so annoyed by it because I got to sit here and watch a Steven Mortal Kombat X katana combo and I'm just like, well get Well, good. You know what? You you started it. You the one that showed me. Just don't get in. You showed me this arena [ __ ] and I'm like, well, there we go. Just don't get hit in eight combos, dude. Max is like, "Hey, Kenny, look at this." And I'm like, "Oh." And I never saw You uh uh you do the same [ __ ] with uh [ __ ] ass Lars in [ __ ] eight. So I keep Well, if you remember the beta for Tekken 8, do you remember like the first beta or whatever? Yeah, they're long. How long the com ink? They're just as bad, dude. The combos are still worse. They got worse because they gave more ways for you to extend combos naturally without heat. Naturally without heat. Like naturally too cuz I mean the heat gauge was just making the combos. The whole mash was a combo. Like going back to that and that's why we that's why we say stuff like watch this movie or watch watch my like like uh watch this show that I'm about to make a hot pocket. Well, you know what? And that's why and then kind of go in circling. That's why people are rage quitting in multiveres cuz people are getting put in because they don't know how to break. You can alleviate a lot of multiverse. I've been here before, bro. You just do a big ass combo. Big ass combo in KI. They they lock out. What What's happening after that lockout? What do you think is happening? They're definitely trying to break again. counter breaker. I'm going to counter break you until I have a 99 hit combo and you [ __ ] die. Like that happens. Anybody that plays KI, that happens. People are just mashing their face against breaker at every opportunity. So the same thing's happening in Invincible right now. You could just keep extending your combo pretty much forever. If the person is trying to just always do one thing or break it, you could literally counter breaker, hit him again, tag him in, counterbreaker, hit him again. Like if people are just face rolling, you get to you get to make them feel super bad. And I'm actually not against that. Like I think that's kind of fine. Yeah. Like in even in my case, I try to break right uh the the tag in and if you time it wrong, you're going to get hit. And uh it fails. Yeah. Yeah. It fails. And so I'm getting triple tagged because I missed it once and the guy's just throwing [ __ ] at me and I'm like, "Fuck, I missed the timing." You know, so it's not the timing is tough. I I started to save my regular breakers instead of just popping in immediately. Dude, when the tag in happens, [ __ ] you. Here's my raw breaker, not my tag breaker. Get that [ __ ] out of here. The raw breaker is really great. And that's when you tag in your other character because you have another raw breaker just in case. Um, I was going to say that um the the the the uh the good thing about this is that okay, well, I missed my time. It's not the end of the world. At least with this, it's not I need a specific breaker to break this specific breaker like in [ __ ] Killer Instinct. I hate that [ __ ] Like I want one breaker to break all of it. But no ruin ki. Well, I mean that's the [ __ ] thing that I was trying to absolutely break was great for invincible because it's just one breaker for all specific type Yeah, invincible is just rock paper scissors. KI is rock paper scissors. Shoot. it's not RPS. There's title, right? There there there's dynamite which is counterbreaker. So there's there's actually four options you get out of KI and the big difference is that three two of those options in KI breakers are reactable. So you can you can see mediums, you can see heavy. So the question is but do you do it right? So that's like yeah there's a similar element there, but the the tagging system in invincible is much closer to NPC 3. Yeah. Where it's like you owe up TAC team aerial combo and they go and Yeah. You had to choose between down forward or up and that was it. you just it was RPS. Good [ __ ] luck, you know. But at this point, uh uh somebody asked me and I hate the comparison, but they're like, "So, what's the f what's the best game right now, Tokan, 2X, Avatar, or Invincible?" And I want to say and Exactly. I want to say Apples and Oranges, but it's really not. No, just be real. Yeah, it's Third Strike. Shut Soul Caliber. Oh, there you go. Gold Caliber 2 is still the greatest fighting unit. There you go. One or two. Come on. Well, Steve, come on. I just I just I can't I can't I say I I love all my children. I don't want to You know, you know what happens when people ask me which one is better, Avatar, or Invincible? And I just ignore I just don't answer cuz it's like this thing. They want discourse, right? They just want you to pick one over the other so they can clip you. I was going to say that or they want to validate what they like the most. Yes. Yes. They want to validate that. I've already pre-ordered one. Hey, I'll I'll go there and be like, you know what? I'm most excited for for me, I'm most excited for Avatar cuz I know that the best. Simply, I know this franchise better than the other ones, but they're all good. They're all very different. I hope to, you know, I haven't played to Avatar, you know, since the beta. I didn't like the beta, but apparently But if Avatar played like 2x scale, if if literally the the the fighting mechanic was 2x scale and you can't stand the fighting mechanic of 2x scale, would you love Avatar still? Not as much. Probably because I've never you I have never been a tag fighter. I have never played tag fighters. I don't know how to play them. I don't know how they work. I'm just like, "Hey, this being 1 v one just suits me better because I'm not a tag fighter guy." I'll say which one is the best one. You can pick juggernaut and not have to worry about that. Sure. Yeah, you sure literally is the whole is based on you're not converting him. I'm I'm just saying. I mean, it just makes sense. If you don't like a lot of I've played a lot of you like No, I love her. You love her. She's [ __ ] awesome. I hated her. I did not like the way she played. She's I think she looks cool, but she's better version of Katana. She's literally [ __ ] dope. I could not stand her normals. I could not believe how like I just wanted to switch to Daria so [ __ ] bad. I was like, "Godamn, dude." Yeah. Yeah. No, I love her her move set, her her moves and uh her style. It's She's cool, but she's a glass I can't stand glass cannon characters cuz like Oh, she's fun. Like a good night. Uh sir, I play a character called Chip. I'm I'm sort of used to it. Combo video character. I'm slightly used to it. I'm used to it. I don't know. Maybe I I don't want to write it off cuz the thing is I don't want I don't want to like I don't play too I haven't really played in a while and I don't want to go to to die. I don't want it to go away. They're they're putting out six characters this year. Cool. Which is [ __ ] awesome. That is awesome. I don't I don't want the game to go away. I have an immediate question. I [ __ ] love it. I have a media question for you guys. Say it louder. K. How do you interpret that news that the game was that we all uh over we not misrepresented, but we were overzealous on the idea that the game was done. And and once again, people came to my chat and they were telling us that, yeah, other companies do this all the time. Every time a fighting game gets released, they let go of a certain amount of staff to to um alleviate all the the people that Yeah, you don't need the core development. So this the the fun the funny thing about it is that they didn't need to announce it. Yes, it is important to let people know that you had to let it bad vibes. Yeah, it had bad vibes for sure. It [ __ ] it up. So kind of like uh someone coming out and saying I don't I didn't know this person. So your interpretation is that by them explaining that we actually have another character and all this extra stuff that is going to be coming within this year that that means the game is actually getting more support. No, I think that the support that again I still think they're in the realm of let's see if this game will continue making money and if if it doesn't we'll continue to go or we we'll just you know leave it as it is or if not then we'll we'll start. I think it's just everything that was that had been far enough along it's getting pushed. This is so that's what I kind of to me is like this is do or die. They were going to do a big push this year cuz technically it just came out on console in January. and they announced like 3 weeks later like you know hey six characters a year is much that is getting close to what like Killer Instinct was doing right and I think it's also reactionary to like what did a lot of people say why is your roster so small exactly I think why did it take so long I completely see where Steve's coming from but you see the the opposite side of the argument right absolutely 100% it's either and I don't know how to take it either where it's like I don't know if this is good news or bad news it's great news because there is just more characters I want to play as the the the chick with the the afro and the big [ __ ] gun laser [ __ ] Like they showed her for one. Did you see that video? What's her name? Is it Senna? What the hell is her name, dude? Senna? Jesus Christ. Stephen, are you ready? Steve, did you see this? This is the one character I'm like, I'm playing this chickf with a gun. Hold on, dude. Hold on. Well, you know what I I will say about this about 2x about this new season. I'm liking the meta because I'm seeing two characters like combined like you know like matchups and I'm like damn I'm seeing way more different [ __ ] like I'm seeing really crazy [ __ ] with um uh with door man and like uh like I'm seeing way more different stuff now in this bra I'm seeing way more Braum and you know it's cool I'm seeing a lot more damn holy [ __ ] yeah her oh she has like a ghost form that you build it. Holy. Yeah, her. That was it. That was it. It was like the smallest TE's, but she looks [ __ ] super Yeah, that looks [ __ ] sick. Like she has like a She has like a gun. God damn. She reminds me of uh uh She reminds you. she reminds me of Unika, the girl that was recently in Strive. The girl with like the gun motorcycle No, the the the other girl. Let's watch a movie. the giant lasers. Uh her but she was slow as hell and she was like the boss of like one of the earlier freaking ones. Chad, who am I talking about? Uh what the hell are you talking about? Uh the the guilty gear strive check that day. Everyone goons overth Ramoth. Literally just giant freaking guns swinging around and doing crazy [ __ ] and stuff like that. Um I mean she looks dope. She's sick. It's like a new kind of archetype. This is this is the thing that I'm talking about. We don't know a lot of about, you know, LOL, but they got some really great character designs. They do. We just don't know the characters. We don't know the lore at all. So, I think the this the the detachment is the fact that we don't we don't resonate with these [ __ ] characters. Oh, well, you know why that is? Because 2X KO treats characters like functions. Well, there it is. There's no story. There's nothing there's nothing to be like, but Darius, that one time we made out during the the War of Lotharen when we were rushing mid was something. It sure was, babe. Round one, fight, right? Right. They're just there to fight each other. Like that does not happen. The characters are just like LOL characters. That's it. I don't really get like why why are we fighting? I get it. I understand. Like is there is there a conflict? And that's the world building of the game. I'm not trying to push like this game over this game, but like in Invincible Versus, they're like, "Hey, what the hell are you doing with that guy?" I'm like, "Well, I'm just trying to [ __ ] die." There's some kind of like Yeah, I love that [ __ ] in Invincible. Hey, but you know what? It is a minor thing, but is that also a thing in Avatar? Cuz I I don't think there Yes, there there is definitely characters stuck. Oh, yeah. Like Tooff has a unique taunt for every person in the game. They make fun they make fun of everybody else. There's a ton of characters. up as a unique disc to everyone they face in the game. But like that's the thing when they match up though, like at the beginning, do they say anything to each other…

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