Burst is a BAD Anti-Team! - Jujutsu Shenanigans

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Burst sucks. That's pretty undeniable. It's an anti-team mechanic that in the majority of situations, is completely useless, making it near impossible to fight back if you're getting jumped. However, I think that with how JJS is structured, having burst as it is might not be a huge deal. This video will go over burst's problems, and why those problems really aren't too big of a deal.

Timestamps
0:00 Introduction
0:51 The Problems With Burst
5:15 Why It's Not a Huge Deal
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#roblox #gameplay #review #jjk #jujutsukaisen #robloxfighting #fightinggames #tutorial #guide #jujutsushenanigans
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I absolutely hate Burst because, for some ungodly reason, it helps the people jumping me more often than not. It’s like, ‘Oh, thanks, game, for giving the framers the help they needed.’ It’s not like I didn’t need help in this 2v1. And sometimes when you do get it, it messes up your combo, letting them escape and then kill me. Like, bro, why is a system meant to help me putting me at a disadvantage? How am I in a 3v1 against the game itself?

Reesemike
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Burst only works when you don't want it to

Tox_Demon_Aki
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the look on my face after i hit one of the people jumping me and then they suddenly get to burst somehow: 😐

white
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Okay so I played like 10 more 2v2s after this to get more background footage and I changed my mind. It kept on going to the people 2v1ing me every single time instead of actually going to me to the point that the mechanic might be better off removed. Dunno what I was thinking when saying “it’s aight” because it’s way more than just useless.

NoobEternally
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js make it a defense buff instead of a damage boost, im not trying to fight 2 people, im trying to live long enough to awaken

spider
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As Mahoraga when I am actively getting hit by several people, I NEVER get burst. When they get hit by their friend, and then 6 second later I hit them they suddenly get burst at full hp

Cryonan
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They should add 1v2 matches to duels where the duo gets regular binding vows but you get buffs for binding vows in casual, and in competitive burst is disabled

GLUMBUSWUMBUS
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Honestly, if i was to make a burst rework: i would make it sort of work like it does in guilty gear (never played it, if i got it wrong, sorry.) where when you press a button, in this case i would map it to "e" or any button around awsd, you sacrifice maybe 15% percent of your ult bar to burst (you can do it at anytime you want, just press the button, it goes on cooldown of course, maybe 5-10 more seconds than evasive and if you're in ult it takes 20% of your ult bar, can be more or less.) it juggles your opponent like an uppercut and sends them away or anyone near you. While in the burst state you can press the dash+AWSD buttons quickly to move at 8 directions, this can put your q dash on cooldown, so i would recommend you use the side dash for this, although it doesn't send you as far it still very useful) if you time it correctly you can do a move (has to be a move, no m1's) right after you're able to catch your opponent and maybe extend your combo, it's gonna depend on if your moveset allows it, can be extra damage if it doesn't allow it. You're gonna need skill to do it, and not if you're a gojo player but the amount of ult you're gonna waste with this can be a gut punch, so i would tell you to be careful.

ThemightyTelevision
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i would just make burst have a separate cooldown from ragdoll cancelling, this way you're not getting punished for getting jumped, because it really is just a punishing thing to use burst.

lyiucmena
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I get that the public servers aren't supposed to be competitive, but even if I'm NOT trying to fight someone, they will chase me DOWN to the end of the earth with their teamate and kill me. It's the most annoying thing ever, it's always on the servers I have good ping on too. Burst as a mechanic just sucks. I get that I could leave and rejoin, but it's such a big problem that it's almost in every single server. It's really hard to enjoy the game when I'm literally being hunted, like these people think I got a bounty above my head or something 😭

Avid_CJ_Enjoyer
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Facts, I think a good way to buff burst would be just to make it have extreme knockback because for the person who’s getting teamed on, it would help with running away. But in ranked I don’t know how it would work, but it would still probably help a lot better than just sometimes not even working or doing it on the wrong person. And I know the buff damage wouldn’t work with this, but just get rid of it, it barely works, and it doesn’t really help, Because why are you trying to fight back when you’re getting teamed on? The way I see it running away is the best option when you’re getting team on. Also, when I say extreme knockback, I mean extreme it would make you like fly across the goddamn map which would honestly be pretty funny since that’s what JJS is going for, to be funny. Sorry for any grammar mistakes, I’m doing this at 3 am and i’m on the toilet

Harley-txjz
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just make the burst fling a random person that hit you based on how many people hit you

if 2 people hit you, one people will get thrown out
if 3 people hit you, 2 people will get flung and so on

this wouldn't help teamers (because if you get flung, they can't catch you, and if one or more of them get's thrown out, that just help's you)

and this would still mantain the silly parte of the game. imagine you are fighting 2 people, then of them just flies into a hollow nuke

coube
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i understand your point about JJS being a chaotic game and all, but the point of it is to be fun. I can guarantee you there's nothing fun about being teamed on by 3 dudes for your whole play session, so a good anti teaming mechanic would help out newer players and experienced players.
I say the iframes suggestion is the best one so far because;
1- it guarantees you do damage at least once to your enemies, the details of how it works can be decided later
2- iframes will not ever help teamers against a single player, because the only other fighters around are their allies so it only works in the favor of the one being jumped
3- I think the burst mechanic can be improved if body repel is counterable again

tda
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My main problem with burst is that it shares a cooldown with your evasive, but that’s not that big a deal but I would rather it share cooldowns but have reduced cooldowns even when using evasive, like it could have half the cooldown of your evasive

MeterSchmeter
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this guy is literally the only jujutsu shenanigans youtuber that i watch. keep it up bro.

tincat
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i remember i walked up to some guy and tried to fight him and the burst mechanic worked for absolutely no reason, like there was no one around him

TheTrafficConus
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The only way I can think of burst giving actual good benefits without being boring and losing jjs’s charm

I’d say that any attack from a 3rd party when being bursted, you won’t be damaged by it

So you can still have epic 1v1 and still get interrupted by a nuke, but it’ll be balanced

ErenYeager-sk
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I have a suggestion to add chimera shadow garden since from what I've noticed theres a very large community who want the move added because as it stands now, megumi is the only character without a domain expansion. I also think that since mahito having a way to gain a second awakening kind of raises the bar to open up some more here goes

Activating the Domain

the domain activates only on a certain condition, megumi must activate mahoraga then let it be canceled by another person at least once during his awakening, after which he must survive the rest of the duration of their awakening receiving 35 percent of their awakening back once the awakening ends. The reason for this is to not increase how powerful megumi’s awakening is with this additional move (even if he does have arguably the weakest awakening so far but thats debatable) once they awaken a second time they are able to press mahoraga then their special button to activate chimera shadow garden.

Domain Uses and Effects

domain scale and size

once the domain is activated music is played then a black abyss of shadows will pour from the users feet and coat the battlefield. the area will also be increased up to double the amount depending on health lost, capping out at 30 percent health left. to visualize how large the area will be it, starts at roughly the size of the four squares in the center of the default map then increases as the amount of hp decreases. (in other words its frickin massive) it will also climb walls as tze has already figured out how to do. if the shadows at any point are able to spread high enough to form a ceiling, a white vertebrae bone will form on the ceiling with a nervous system type set of lines spewing out from it.

special changes while in the domain

inside the domain the user will gain the ability to dip down into their shadows for as long as they want so long as the domain remains open pressing r again underneath somebody will uppercut them with a kick starting a combo as if it were a forward dash but with slightly more damage. it would also have a finisher where megumi does the kick before a shadow clone jumps up from behind the opponent and chokes them out while dragging them into the abyss

visual debuff

the domain will also darken the screen in a certain distance around anyone besides the user to the point where they can only see about a side dash’s length away. this is banking on the idea that in an open domain the targets wont be able to tell which way to escape to after a combo disorienting them forcing a choice between fighting the enemy with slightly harder to react to attacks and running away but leaving yourself open to a surprise attack. color also leaves the victims screen while they remain in the domain

movement debuff

the domain also inflicts a jump restriction debuff on everyone but the user however dashes are entirely unaffected as combat should still be possible

skill stacking and shadow creatures

every skill in the domain will be able to be used with another in tandem for example rabbit escape and nue can be cast without the need to wait until the first handsign is done doings this instead causes a shadow replica of your 2nd shikigami to raise above the shadow next to the person targeted and attack this feature has no cool down but you’re bound to go through your entire moveset quickly so you'll need to use this sparingly

drowning in the abyss

this might be the part where everyone thinks it will end up growing into a boring gimmick that never occurs in the fight but allow me to try. during the domain expansion nobody besides the user can jump. this is because slowly everyone but the user will be perpetually sinking unless they hold the space bar. if they sink too far they will dip below the endless shadow and into the actual domain teleporting them to another pitch black room like other domain expansions. in the room the poor victim will see only an endless textured blackness surrounding and raising above them, where a tiny light at the end will be indicating their escape path. being inside of this part of the domain will eventually damage the victim as they drown slowly but can not outright kill, usually they only lose about 30ish of their hp before they escape……. that is IF the domain stays open long enough, if it doesn't, the victim will remain inside the domain until the user opens it again, or they will drown forever if the user dies remaining trapped inside for an eternity or until they rage quit.

Miscellaneous

using mahoraga would not be possible as the cool down should be long enough to prevent that from happening because the awakening would end before that

you only have to let mahoraga be canceled once per life to gain access to domain. dying resets the condition. you’ll know if you can use domain if your character twitches their head a bit in the awakening animation indicating your insanity.

this is day 27 by the way

imahumanperson
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Teaming is an inherent and fine aspect of jujutsu shenanigans. We all love jumping people - it's a staple in Jujutsu Kaisen as well. The main problem with it is when two or more people are jumping someone constantly in the main gamemode. When this happens, the jumped player suffers greatly, and has little room to work with. So, any anti-teaming mechanic that exists should allow the jumped player to at least partially fight back, or allow the player to isolate 1v1s with each teamer, without strengthening or completely nullifying teaming as a phenomenon.

The problem with Burst is that it doesn't overall help the jumped player - it actually does the opposite. If you're in a multi-player combat encounter, and you take damage from 2 different players, you can Burst. This results in teamers utilizing it to deal more damage with their heavy neutral and defensive advantages. To skew its strength towards the jumped, it would need to combat teamers' strengths: Combo Interruption, Double Healthbars, and Doubled Abilities.

Burst as a mechanic is meant to quickly tip the scales, rather than to balance an entire fight, which should be reflected in its effects:

*To solve Combo Interruption:* FAT knockback + knockdown (can't use evasive) to all nearby players (larger knockback radius than current) except the closest player. (The Bursting player retains their current split second of invulnerability, and the excluded player is ignored completely by this effect.)

*To solve Double Healthbars:* Dealing damage to a player during the next 15 seconds burns nearby players for 35% of that damage. This effect doesn't stack on itself, or account for hitting multiple players - it's entirely based on the original attack's damage.

*To solve Doubled Abilities:* 3 seconds of 33% damage reduction. This is mainly to counter damage from spam, and make collateral damage less overwhelming for the jumped player.

There are some effects that would do more harm than good. Increasing single-target damage would help teamers due to their neutral advantage. Current Burst's initial knockback is defensive, but its ragdoll can function offensively, which means teamers can utilize it to deal more damage. Health regeneration or long-duration damage reduction would make it easier for teamers to stay alive, especially with their neutral advantage.

In my proposed Burst rework, it would work to directly combat teamers' advantages, rather than strengthen the Bursting player. Selective knockback+knockdown would open opportunities to land and complete combos. Proximity burn damage would cut down the massive effective health of a teaming duo. A short moment of damage reduction isn't super important, honestly, but it's nice to have, and still helps the jumped player more than the teamers. Overall, these changes to Burst would turn it into a valuable (but balanced) anti-teaming tool.

Oh, and Burst would still cost Evasive. Otherwise, teamers could spam it to keep someone trapped in neutral.

parasocks
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I do have an actual suggestion that might actually work.

Utpr (or undertale test place reborn for short) is a similar-ish battlegrounds you can't uptilt or downslam so rely on basic using a bunch of moves like would an undertale boss character.


They have a really good anti team mechanic where basically if you hit a single person with a certain amount of damage it locks you and that other opponent in a 1v1 and how they do this is by making any move from any other player completely bypass them (including m1s) along with you and the opponent unable to fight anyone else because your m1s and moves can't lock on not be bypasaed and if you didn't wanna fight that person (which usually most would just go full agro) you could wait a bit depending on the damage if it was minuscule enough and it'll turn off.


When I tell you i was genuinely shocked as an old UTP and battlegrounds gamer when it worked so well to the point where it almost works a bit to well (for example if you respawn wanting to get your run back and someone else throws something at them first your kinda just forced to fight someone else lol).

Of course the game has other settings to like when you kill someone in a 1v1 it basically resets you where you stand to regain your hp in a fight or you can choose to switch to heal if you didn't want to leave your first phase.




I know this is basically a wall of text but to anyone who wants to have like a general chaotic looking arena in a public setting while still having good 1v1s give undertale test place reborn a try (or even rebornshatters cuz they have the same anti team system) it's a fun game with characters and diffrent playstyles way more than just mixing different combos and overall has a special place in my heart but in my childhood and currently.

kakashi