[0:01] [Music] [0:08] we as humans [0:09] tend to like stereotypes it helps us put [0:11] things in easily understandable [0:13] categories [0:14] and more easily make predictions and [0:15] guesses based on what we think we know [0:17] it makes sense that these stereotypes [0:19] would find their way into popular [0:20] culture as well [0:22] many people would call batman a [0:23] vigilante but less people would consider [0:25] superman a vigilante [0:26] even though technically he is that's [0:29] because our idea of a vigilante is a [0:31] small time hero protecting his community [0:33] and not a space warrior fighting gods [0:36] stereotypes also find their way into [0:38] video games but appear in a slightly [0:40] different form [0:41] a stereotype is usually about a [0:43] character's well [0:44] character obviously one's personality [0:47] can only affect gameplay so much [0:49] which is why oftentimes video game [0:51] characters fall into archetypes [0:53] think of the tank a strong powerful [0:56] character who specializes in protecting [0:58] himself and his teammates while the [1:00] glass cannon kills quickly but dies just [1:02] as fast [1:03] these archetypes play a big role in many [1:05] popular video game franchises but in [1:07] fighting games the scene is a little bit [1:08] different [1:10] it's not as easy to assign archetypes to [1:12] characters who exist in such limited [1:13] spaces [1:14] being on a 2d plane instead of a [1:16] battlefield or a capture point [1:17] that's why character archetypes in [1:19] fighting games tend to fit a little [1:20] looser than [1:21] roles in an fps usually a character [1:24] archetype in a fighting game refers to [1:26] the general game plan the character [1:28] wants to run [1:29] for example a grappler wants to get [1:30] close up and grab you [1:32] that being said in most cases one [1:34] archetype doesn't encompass a character [1:36] fully [1:36] lots of times you'll see combination [1:38] characters who do one or more things [1:40] exceptionally well [1:42] i like to envision fighting game [1:43] characters as a recipe [1:45] each character takes varying amounts of [1:47] ingredients from their archetypes [1:48] and then are prepared in a way that [1:49] makes them unique for example if you [1:51] were to cook a soul bad pie you would [1:54] need fifty percent rush down [1:55] thirty percent grappler twenty percent [1:57] shadow and a hint of states change [2:01] for this video i will briefly discuss [2:03] what i think each type [2:04] is and what i believe to be their [2:06] strengths and their weaknesses [2:15] first up we have shoto's named after ryu [2:18] and ken from street fighter's fighting [2:19] style of shotokan karate [2:21] shoto's are designed to be all-around [2:23] characters they are usually the type of [2:25] character who generally falls into the [2:27] jack of all trades master of none [2:29] stereotype and generally excel at [2:31] footsies using their wide array of tools [2:33] to win the mid-range game [2:35] most shadows typically have access to a [2:38] strong fireball [2:39] an invincible reversal a strong anti-air [2:42] a projectile invincible attack good and [2:45] honest buttons [2:46] and finally a decent walk speed and [2:48] health pool [2:50] examples of the shoto archetype would be [2:51] ryu from street fighter [2:53] kai from guilty gear or even mario from [2:55] [Music] [3:02] smash [3:09] grapplers are a powerful bossing class [3:12] that specialize in getting up close to [3:13] the opponent and dealing massive damage [3:15] with just one mix-up [3:17] the name grappler comes from their [3:18] trademark command gram which is a main [3:21] staple of practically every grappler's [3:23] toolkit [3:24] grapplers are designed to strike fear in [3:26] the hearts of their opponents [3:27] then squeeze the most they can out of [3:28] their opponent's every mistake [3:31] usually these characters have a tough [3:32] time getting close to an opponent but [3:34] once they do [3:34] it's game over a grappler's major [3:37] weakness tends to be its lack of range [3:39] grapplers are usually slow and tend to [3:41] not have moves to circumvent projectiles [3:43] or keep away [3:45] because of this grapplers lives hard to [3:47] the zoner archetype [3:48] that being said grapplers tend to [3:50] perform very well against the rushdown [3:52] character archetype [3:53] as both need to be close range to [3:55] function well and the rushdown character [3:57] often does the work of closing in on the [3:58] grappler for them [4:00] examples of grapplers would be zangief [4:02] from street fighter [4:04] potemkin from guilty gear and cerebella [4:07] from skullgirls [4:30] zoners love to keep their distance while [4:32] a grappler excels at close range [4:34] zoners like being half screen or more [4:35] from their opponent [4:37] zoners typically have lots of long range [4:40] attacks at their disposal to pressure [4:41] their opponent from afar [4:43] a very strong projectile and a tool used [4:45] to knock the opponent back once they've [4:47] closed in [4:48] inside the zoner archetype there are two [4:50] smaller categories of zoners those being [4:52] projectiles owners and normal based [4:54] sellers [4:55] the key difference between these two [4:56] archetypes are the tools that they use [4:58] to sell [4:59] the projectiles owner uses two or more [5:01] strong fireballs to keep the opponent at [5:03] bay [5:04] then they abuse these strong fireballs [5:06] by making the opponent want to jump in [5:08] then countering with a powerful anti-air [5:10] attack [5:11] the normal base zoner usually uses long [5:13] range normals [5:14] by way of a long-range weapon or [5:16] extendable limbs to make sure the [5:17] opponent can't close in [5:19] these characters tend to have extremely [5:21] slow attacks but ones that cover pretty [5:23] much anywhere on the screen if you know [5:24] how to use them [5:25] a unique weakness of the normal bass [5:27] sonar is that their extended hitboxes [5:29] can normally be attacked by the opponent [5:31] leading to a counter hit that allows the [5:32] opponent to close it [5:34] zoners tend to struggle when the enemy [5:36] gets in usually lacking strong up close [5:38] buttons or a reversal of any kind [5:40] because of this the rushdown character [5:42] archetype tends to be designer [5:44] adversely the zoner dominates over the [5:46] grappler keeping him at bay [5:48] and forcing him to take what the zoner [5:50] dishes out [5:52] examples of a projectiles owner would be [5:54] guile from street fighter [5:55] or peacock from skullgirls examples of a [5:58] normal base owner would be dalson from [6:00] street fighter or axel from guilty gear [6:19] [Music] [6:24] they want in and they want in now [6:28] rush down or the less flattering unga [6:30] bunga play style revolves around [6:32] charging headfirst at your opponent [6:34] with little regard for your own safety [6:36] rush down characters want to close in on [6:38] their opponent similar to a grappler [6:39] but functions differently in the fact [6:41] that a rushdown character tends to need [6:42] to get in multiple times to win [6:44] and usually has more tools to do it than [6:46] a grappler a grappler's main [6:48] weakness is getting in but once they're [6:49] in they win [6:51] a rushdown's main strength is getting in [6:54] but this is usually balanced out with a [6:55] low health bar poor footsies and poor [6:58] range [6:58] rushdown characters typically have very [7:00] fast buttons [7:02] lots of ambiguous cross-ups and mix-ups [7:04] a way to negate the effects of a [7:06] fireball [7:07] extremely fast movement speed and strong [7:09] up close pressure [7:11] the matchups for a rushdown character [7:13] typically are dependent on the game [7:14] you're playing [7:15] as in some games grapplers shut down the [7:17] rushdown's close game [7:18] and in other games it's the exact [7:19] opposite generally though [7:21] rushdown loses to grapplers and beats [7:23] his owners and shoulders [7:25] examples of rushdown characters would be [7:27] kami from street fighter [7:28] leo from guilty gear and everyone from [7:31] dragon ball fighters [7:37] puppet characters only for the most [7:40] skilled of players [7:41] truly the most difficult fighting game [7:44] archetype [7:45] and no bash did not pay me to saints [7:49] puppet characters are unique in that [7:51] they control two characters with just [7:53] one controller this can be done in many [7:55] different ways but typically we see both [7:57] characters moving at different spots [7:58] with the same inputs [7:59] for example you input a move to summon a [8:01] dummy full screen then make both [8:03] characters walk forward [8:04] press punch and the dummy and you both [8:06] attack covering two different positions [8:08] the enemy could be in [8:09] this simple concept builds on itself so [8:11] much and ends up becoming an incredibly [8:13] difficult concept to master [8:15] as characters with this strength usually [8:17] have major weaknesses elsewhere [8:19] puppet characters generally excel at [8:21] pressure from anywhere and everywhere [8:23] while they tend to have extremely poor [8:24] defense it also doesn't help that by [8:27] themselves [8:28] each character's normals and specials [8:29] tend to be underwhelming at best [8:31] you really have to learn how to use your [8:33] characters in tandem with each other to [8:35] get the most out of them [8:36] puppet characters tend to lose to rush [8:38] down characters and win against [8:39] grapplers [8:40] examples of a puppet character would be [8:42] zotto one from guilty gear [8:44] misfortune from skullgirls and rosalina [8:47] and luma from smash brothers [9:00] an admittedly similar archetype to the [9:02] puppet character [9:03] stance characters split their utility [9:05] not between two bodies but between [9:07] two modes usually stance characters will [9:10] be focused around a single input that [9:12] changes most if not all of their moveset [9:14] a stance character could be a rushed [9:16] down character one second but transition [9:18] into a grappler or his own or the next [9:21] the weakness of a stance character tends [9:22] to come from being in the wrong place at [9:24] the wrong time [9:25] as it takes time to switch move sets and [9:27] in a genre where matches can be decided [9:28] in seconds [9:29] usually is not a good thing to waste to [9:32] help balance this out [9:33] stance characters are usually given [9:34] overwhelmingly strong tools for the [9:36] function they try to perform in their [9:37] stance [9:38] while having next to no tools for [9:39] anything else because of the nature of [9:42] stance characters being a combo of two [9:43] archetypes there are no really [9:45] any good matchups or bad matchups for [9:47] the archetype [9:48] that will come down to what two move [9:50] sets they switch between [9:52] examples of a stance character would be [9:53] gen from street fighter [9:55] vega also from street fighter and leo [9:58] again [9:58] from guilty gear [10:08] another very niche archetype composite [10:10] characters are characters that are made [10:12] out of other characters [10:14] now you might be tempted to think that [10:15] these are clone characters or that i [10:17] might be saying the word character too [10:18] much [10:19] but you would actually be incorrect [10:20] idiot a clone character takes [10:23] one character's toolkit and animations [10:24] and repurposes them slightly to fit a [10:26] different set of skills [10:28] a composite character takes exactly the [10:31] same attacks of many characters [10:33] and matches them all together in one big [10:35] goopy pile [10:37] these characters are rarely seen as it [10:39] is hard to make them make sense by a [10:41] lore perspective [10:42] how can you have one character that is [10:44] 18 different characters [10:47] these characters typically have attacks [10:49] with the exact same animations and frame [10:51] data as the character they're ripped [10:52] from [10:53] but function entirely differently in the [10:54] context of their move kit as a whole [10:57] the only real notable example of a [10:58] composite character would be double from [11:00] skullgirls [11:01] while some lesser examples include kirby [11:03] from smash and seth [11:04] specifically his street fighter iv [11:06] appearance from street fighter [11:08] okay i'm done saying character so much [11:10] you can you can rest [11:11] now sorry i didn't mean to call you an [11:14] idiot either [11:15] sorry subscribe [11:17] [Music] [11:24] a much rarer archetype the mix-up [11:27] character is built around hitting the [11:28] opponent in ways they don't expect to be [11:30] hit [11:30] this includes lots of high-low mix-ups [11:33] cross-ups and unders [11:34] and grabs or unblockables usually these [11:37] moves will share a similar animation to [11:39] each other to make it hard for the [11:40] opponent to tell which one they're going [11:42] for [11:43] a general weakness of the school of [11:45] design is that the new player [11:47] won't understand what a mix-up character [11:48] is doing and will get frustrated [11:51] while the high-level player will see [11:53] through all of the mix-ups and destroy [11:55] that same character [11:56] because of this mix-up characters tend [11:59] to be avoided by fighting game [12:00] developers [12:02] examples of mix-up characters would be [12:04] el fuerte from street fighter [12:06] lohane from grambling fantasy versus and [12:09] anji from guilty gear [12:11] although anji was the only one that was [12:13] actually done right [12:14] but that's a topic for another video [12:24] many people define a gimmick character [12:26] as one that abuses one or two strong [12:28] options in a kit that makes them strong [12:29] but i believe this definition to be [12:31] false my definition of a gimmick [12:33] character [12:34] is one that relies on a mechanic not [12:35] defined by the universal mechanics of [12:37] the game [12:38] for an example say you walk outside and [12:41] you expect to be [12:42] following the rules of gravity right but [12:44] then old jimbulis iii comes up [12:47] and he has a special meter that lets him [12:49] float for a certain amount of time [12:51] disregarding everything you previously [12:53] knew about how the world works [12:56] jongulus or whatever i said would be a [12:58] gimmick character [12:59] gimmick characters in my opinion are [13:02] characters that [13:03] don't follow the rules previously set by [13:05] the game [13:06] now lots of people would tell you this [13:08] is a bad thing but i personally don't [13:10] believe that to be true [13:11] i think gimmick characters if done [13:13] correctly can be really fun to play as [13:16] and extremely fun to watch [13:19] examples of gimmick characters would be [13:21] bed man from guilty gear [13:24] actually just a lot of the characters [13:26] from guilty gear [13:37] our final fighting game character [13:39] archetype set play characters generally [13:41] have very strong options for any [13:43] situation [13:44] with the drawback being that they have [13:45] to set them up by way of a separate [13:47] special move input or specific [13:48] application [13:50] these characters tend to fish for early [13:51] knockdowns in the neutral with which [13:53] they use the free time from to set up [13:55] their abilities [13:55] making it hard for the opponent to deal [13:57] with them a major weakness of this [13:59] character type is that if the enemy [14:01] never lets them get set up [14:02] they tend to have pretty weak options in [14:04] general setplay characters want to [14:06] snowball on you [14:07] and you want to snowball on them [14:10] examples of set play characters would be [14:12] jacko from guilty gear [14:13] answer also from guilty gear and jury [14:16] from street fighter [14:21] understanding each of these archetypes [14:22] and how they apply to the characters you [14:24] play [14:24] can help new players figure out what [14:26] types of characters they enjoy [14:28] as well as how to deal with certain [14:29] other characters i'm planning on making [14:32] a character guide slash recipe book for [14:34] guilty gear exart rev2 in the future [14:36] and we'll go in more detail about what [14:38] each of these archetypes mean to each [14:39] character it applies to [14:41] for now though that's all this has been [14:43] adventure and i hope to see you in the [14:45] next one [14:56] peace [15:05] [Music] [15:10] [Music] [15:22] [Music] [15:40] you