Characters who were nerfed by ADDING a move

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#streetfighter6 #jmcrofts #sf6

0:00 intro
2:21 SF5 Dan
4:56 Alpha 2 Ryu
7:22 SF2 Guile
8:42 MvC3 Wolverine
10:50 various UMvC3 inputs
13:50 Strive Potemkin
15:12 SF5 Zangief
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I like to imagine there was a dev who genuinely thought swiss cheese was a great move idea and forever has to live in the shadow of everyone saying "this move is so bad it must have been an intentional nerf"

megapussi
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I always figured JM could take hair on and off like a lego piece

kyro
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Worth mentioning that swiss cheese makes plink dashing with Wolverine nearly impossible. Poor guy.

RanOutOfSpac
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I was really upset with Swiss Cheese until I did a combo with Doom and Wolverine, where the audio clipped and I got "BOW DOWN BEFORE ~~ SWISS CHEESE!" as an audio clip. I hadn't laughed that hard in a long time.

MegaNardman
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The Dan nerf is extra cool because it also adds to his character. He looks shocked when he does it, like “I DID THAT????” It shows that he has a lot of potential, but doesn’t have the skill to tap into all of it.

EnbyVess
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Only Dan can get a random surge of power to amp up his attacks and end up screwing himself and his own combos due to it

randomguy
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"Let's go gambling"
-procedds to try Dan infinite combo

kauanjos
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Zangief just really wants to be a Dead or Alive character with that hold move.

BlocKoopa
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I love that Dan's red fireball is a reference to the random red fireballs from SF2

publiusnaso
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DIO from Heritage for the Future has "one of the most difficult gameplans of any character, requiring insanely high execution for his basic combos" but isn't just hard to play for that - he's also infamous for having multiple moves where you'd rather they didn't exist at all, because using them basically throws the game straight away if the opponent notices! This isn't exactly the same as these moves weren't put in to intentionally make him worse...but sometimes you might wonder! Here's a list of the worst offenders:
- His grab is cinematic, but minus on hit and usually awards the opponent a free combo for landing it, making it only useful for finishing off opponents
- His dashing heavy is good, but his other dashing options are minus on hit, meaning the opponent knows you're going to do the dashing heavy every time
- His "checkmate" knife super is extremely versatile while Stand ON, but while Stand OFF it is one of the worst supers in the game, taking over a second to use
- His "road roller" super is extremely punishable, to the point where its only use against a non bottom tier character is to punish an opponent using the road roller super in the mirror match
- Dragon Punch input while Stand OFF gives DIO an invincible teleport with no recovery that is only really countered by a grab, but Stand ON locks you in place for over a second to do a weak ranged attack that's dodged by simply walking forward, and if your opponent punishes you during it, you are combo'd for 2x damage, basically immediately giving up the round

lefthandedscout
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I know it’s controversial to call it a fighting game, but Villager in smash ultimate was given a finisher to his jab combo which was a nerf. He used to be able to apply safe pressure up-close with his jabs, but now if he jabs he’s locked into the laggy finisher. He’s already a zoner so taking away his best melee tool was rough for him

jimmyoutlaw
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Doesn't She-Hulk also have an issue where if you use up the wall bounce, her super doesn't work?

Zeekfox
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Something you didn't mention about Zangief's Tundra Storm is that it uses the same input as Zangiefs Green Hand from USF4. Green Hand filled an important hole in Zangiefs matchups while Tundra Storm does almost nothing even in it's ideal environment. Players had also been asking for Green Hand to return since SFV launched, the move sharing inputs was basically out of spite.

Kpsla
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Honorable mention: In FighterZ, they gave android 18 a variation on her special where she calls 17 which is done by holding the input instead of tapping, which is annoying to sometimes accidentally do as it will not connect with the misinput

ExonZenoTwoTheElectricBoogaloo
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Once i saw the thumbnail i knew i would be reminded of the Wolverine Infinite Combo.

jacobdrag
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Even more fun is that outside of the infinite Dan's red fireball is actually a small buff since it knocks down!

Between that and the lore implications that Dan's more powerful than he looks it was genuinely a masterclass in updating a character from Capcom

Woodborg
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Tundra Storm use to just be dp with 1 punch instead of 2. It was changed in arcade edition because it would overlap with other moves

blastfire
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Potemkin in GGST actually has another pretty good example, that being kara-canceled Back Mega Fist (kBMF). (yes I would argue this counts)

For those unaware, you can kara cancel Pot's specials with 6K, giving them extra forward momentum. In the game's beta, this turned out to be especially strong with Back Mega Fist, which is a move that gives up space but hops over many moves and is great on hit and block (+4 on block, goes into c.S on hit). Kara-canceling it, however, meant you could get those properties without giving up any space, which they didn't really want (for comparison, the regular Forward Mega Fist was not only punishable on block, but, at the time, minus on _hit_ too).

They decided to nerf this by actually giving the kara-canceled version special properties without touching regular BMF, effectively turning it into a new move. They gave it more recovery (now -2 on block and can't start combos on hit), but as compensation it also got extra damage and a ground bounce on aerial hit. So he lost some potency on one of his best neutral tools, but in exchange he got a high-execution but very rewarding combo extender.

EDIT 2024-10-30: and they're completely throwing the entire mechanic away in season 4. thanks arcsys!

SSM_
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In Blazblue one of Kokonoe's nerfs in Chrono Phantasma 1.1 was that her 236C (freeze ray) gained an automatic super that would come out and do zilch damage wasting 50 meter. The reason they did this is that Kokonoe's 236C was used in a lot of her unblockable setups.

IcePrincessZeroK
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I know this video isn't primarily about the sponsor but I'm glad it got so successful. First time I watched them on Shark Tank was hilarious and then they started going viral for their meme ads and now they've sponsored thousands of creators. Company's worth around 1 billion dollars, and boy am I happy.

ThrowingRave