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We're back with extra trash that
we got a lot of ground to cover 

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because so much has happened in 
the past week in the world of 

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fighting games. 
We have the Strive 2.0 patch 

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actually out in the wild and we 
have the reception from the 

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community. 
We got the Capcom Pro Tour 

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updates to know the prizing and 
the shape of the tour for the 

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year to come. 
We even have potentially 

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rollback coming to the best game
ever, exclamation point Glaze. 

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We'll see if that comes to 
fruition with the Ultimate 

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Marvel versus Capcom 3 bounty 
from Max for rollback net code. 

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But first up, we got the big 
one. 

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We had the invincible versus 
beta over the past weekend and 

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we will get into the gameplay. 
But of course, I think the big 

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discourse around this was the 
rage quits and the dividing 

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lines between people who are pro
rage quit and anti rage quit, 

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which brought out a lot of 
interesting discussion over the 

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FGC and beyond. 
Before we get into it, Adam, how

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you doing, man? 
You're playing any fighting 

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games for the past week. 
You know, we've gotten some good

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fighting games. 
I dabbled in the the invincible 

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beta. 
I've been playing a lot of 

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strike two point O, so you know,
I've been having fun playing 

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fighting games. 
It's a good time to be a 

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fighting game, man. 
But you're playing more Strive 

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than an invincible versus. 
You don't want to check it out. 

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I mean, I've played invincible 
for a while, but you know, 2 

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point O is sick. 
I'm having a lot of fun playing 

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two point O. 
Dodging the the beta Yeah, I 

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think we should talk about the 
gameplay itself, because I think

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even before we get into the rage
quit discourse, the the the beta

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gameplay itself was a little 
divisive, I found from a lot of 

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different audiences. 
And I think a lot of people were

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eyeing invincible verses for a 
while to see if this was going 

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to be a game they're interested 
in. 

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Because, you know, let's let's 
be let's be a little honest 

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here. 
The visuals are a little, you 

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know, they're a little. 
A. 

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Little chunky with the 
animations, right? 

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Like the animations are a little
jank. 

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You had that classic sort of 
Western dev fighting game charm 

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to it, like a killer instinct or
a Mortal Kombat. 

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But this I think had the most 
amount of jank into the visuals 

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and how it was actually piloting
when you're controlling it. 

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So I think a lot of people were 
a little a little bit hesitant 

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about going all in on the 
invincible verses train here. 

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And I got to play it for the 
first time in depth and I had a 

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decent amount of fun with it. 
But there was some weird 

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shenanigans with the game. 
And I think First off, we we can

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highlight some of the the things
that the high level players 

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found 'cause I didn't even get 
that far. 

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I found some other things 
strange first. 

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We'll get into that. 
But one of the big things that 

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we saw some players complaining 
about was the fact that there 

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were safe on block DPS, 
invincible DPS with armor that 

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lead into full combos but are 
also safe on block. 

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So like once that once people 
learned about that, who are 

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like, wait a minute, like, oh, 
this is the type of game we're 

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playing, You know, just spam the
DP because that leads into a 

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full combo and potentially a 
touch of death, you know, 

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depleting one of the characters 
from the team. 

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For for me, like I, I didn't get
as far as the DP for, but for 

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me, I like, my main complaint 
was like some of the auto commas

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felt kind of like, yeah, just 
kind of like they're like mash, 

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you know, mash square, square, 
square. 

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It felt very DBFC trying to 
onboard people, which is fine 

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because like I said, I know a 
lot of people, they're trying to

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get a lot of people who enjoy 
the show. 

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You know, I like the show too, 
but they're trying to avoid a 

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lot of people who like the show 
and not really teaching people 

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like fighting get fighting game 
mechanics say, but it's it's 

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cool. 
I I've seen like there's 

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overhead assist in the game and,
you know, there's a lot of 

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things that Marvel 3 does right 
that I feel like all these, a 

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lot of the other attack fighters
aren't doing that well. 

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Yeah. 
I'm glad you touched upon in the

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auto combos. 
I'll I'll quickly talk about the

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the overhead assist. 
That's something I realized a 

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little bit into it like I was 
holding down back and someone 

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called an assist and I clearly 
got hit and I'm like, wait, was 

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that assist overhead? 
And then I was seeing with the 

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high level players, they're just
doing these full screen special 

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moves like invincible lariat. 
You just do that full screen and

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plus plus an assist to cover you
and you put them in blocks and 

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an overhead assist comes and 
then you go low with with your 

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point and character and you 
pretty much get a hard to 

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blockable pseudo unblockable 
situation where the high low 

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happens very rapidly with a few 
frames gap between them, almost 

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impossible to block by human. 
And I was like, oh, like that's 

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the type of game we're playing. 
Like this is AD Gen. game. 

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And when you get the hit, the 
way it operates is you have 

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essentially unlimited ways to 
combo the opponent. 

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The way the combo system works, 
if you haven't been paying 

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attention to Invincible versus, 
it definitely takes inspiration 

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from Killer Instinct. 
A lot of the Killer Instinct 

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devs worked on this game and you
have your basic light medium, 

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heavy chains where you climb the
tree cancelling light medium to 

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heavy, and then your special 
moves that you can cancel from 

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the normals. 
You can then cancel back into 

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normals out of the special moves
and keep looping that sequence. 

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What gates that from being an 
infinite is that there's a combo

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meter that fills up very quick. 
And once you fill up that meter,

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they the next hit just causes 
the knockdown. 

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And so you can't just do like 
light medium, heavy, special, 

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light medium, heavy special over
and over. 

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They'll just flip out very quick
to decrease that meter. 

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You do any of the meter options 
of the special moves that will 

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take it like a chunk away from 
that combo meter, decrease it, 

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and that cost one of your 3 
boost gauge I believe is what 

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they call it in this game, which
is essentially like drive meter.

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It's very analogous to the drive
system. 

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So that will like allow you to 
continue your combo. 

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It'll decrease the combo meter 
at the cost of one of your boost

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gauge or then you can also 
active tag and the active tags 

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you could do indefinitely. 
You can do heavy, light, medium,

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heavy, active tag, light, 
medium, heavy, active tag and 

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keep swapping characters 
forever. 

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However, there is counter tags 
and that's where the the RPS 

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begins. 
The rock paper scissors begins. 

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If I if I react to you doing an 
active tag and I press my 

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counter tag button, I'll break 
the the the combo, break the tag

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and we'll reset. 
However, you can either do the 

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regular active tag timing, or 
you can press heavy during your 

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active tag to delay the active 
tag timing, which means for them

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to break the active tag, they 
can't press it right away, the 

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normal timing with the delay 
when they actually do the active

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tag timing. 
Or you can do a faint where you 

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say, hey, I know you're gonna 
try to react with a counter tag.

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I'm gonna faint the tag. 
And if they attempt to break the

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tag in return, you get a reset 
combo. 

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But if they don't do anything 
and they just don't react or 

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read that you're trying to bait 
them, you can be punished 

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instead. 
So basically every combo is 

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essentially always a touch of 
death with an RPS moment in the 

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middle of it and some mind gauge
associated with that active tag 

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counter system. 
And when people start to 

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understand like, oh, there's 
these safe unblock DPS, there's 

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these like high assists that hit
high that I can set up hard to 

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unblockables, people quickly 
realize like, oh, this is the 

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type of game we're in. 
Like we are in AD Gen. way to 

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get your head and then set up a 
potential Tod with a rock, paper

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scissors moment in between. 
Determine if this kills or not. 

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Hey there, we'll get right back 
to the conversation, but I 

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Okay, back to the show. 
Yeah, it's kind of like, there's

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a lot of things that I actually 
think this game does a lot like 

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Marvel 3. 
And when I was playing for a 

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bit, I was kind of like almost 
kind of does this, right. 

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But I do feel like the RPS thing
is actually so good because it 

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kind of fixes what a lot of 
casuals don't like when you're 

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into like, you know, you're 
watching somebody do a long 

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combo and then you feel like 
you're in a cutscene, you're 

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basically in an unskippable 
cutscene. 

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So I do like the whole RPS 
situation of that, that the 

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combo breaker kind of gives you,
but the person has to know how 

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the comma breaker work. 
You gotta know how the mechanics

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work. 
And then it's just like, now 

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it's getting kind of 
gatekeeping, which even though I

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don't think that's gatekeeping, 
that's a basic understanding of 

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how the game works. 
Like you read like 2 lines. 

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If you played the tutorial, you 
know how it works, right? 

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Yeah, that's one of those 
mechanics that is a little 

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dangerous to unleash into a 
bunch of casuals because just to

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be clear, you're saying combo 
breaker? 

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This isn't the combo breaker. 
This is the assist counter. 

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Maybe it's called something 
else, but I I want to like draw 

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that distinction. 
There's so many mechanics. 

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It's like it's basic. 
No, because because the combo 

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breaker itself, there is a combo
breaker which you cannot stop, 

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which I think is another point 
to talk about because the combo 

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breaker uses 2 bars of that 
drive gauge. 

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People were combo. 
You can combo breaker non-stop 

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in this game because the meter 
comes back. 

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I mean, it's not it doesn't 
refill as fast as drive drive 

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it's a bit slower. 
But basically that that that 

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your, your boost cage also is 
for each individual character. 

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They all have their own 
individual 3 bar meter. 

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So as soon as you get to another
character, you can break another

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combo. 
So and a lot of like casual 

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level matches, people are just 
breaking every single combo like

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they're just spamming that. 
So it's pretty there's there's 

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also on one end. 
If they don't know how the combo

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breaker works or they're out of 
meter and they don't know how 

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the active tag works, they can 
get looped forever. 

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Like if you play, if you know 
how to do light medium heavy 

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active tag and they don't 
understand the the counter tag 

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system, you have atod every 
single time like there is that 

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00:09:47,680 --> 00:09:52,400
immediate like you lose you you 
fail to read the tutorial game 

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00:09:52,400 --> 00:09:55,680
over GG thanks for playing. 
But on the other hand, it was 

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kind of scrappy at low level 
because there's constant combo 

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Breakers happening and some 
people even found like, oh, it's

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00:10:01,720 --> 00:10:04,240
kind of annoying. 
There's so many like combo 

202
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breaker moments. 
So I don't know if you felt that

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that was a little, it was a 
little like Scrappy in in that 

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sense when I played. 
To me, I'm not really a fan of 

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like combo Breakers and tag 
fighters like 1 is fine, but 

206
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like kind of like you say, it 
happens so frequently. 

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00:10:18,680 --> 00:10:21,520
I even in like Tuco, I'm not 
really a big fan of it. 

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00:10:21,520 --> 00:10:25,960
So I there's like a a degen 
level of how I got hit. 

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I guess to invincible is kind of
leading into that. 

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00:10:29,080 --> 00:10:30,880
You know you're going to get hit
by a lot of jank stuff. 

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00:10:30,880 --> 00:10:36,720
So he has a combo breaker, but I
don't it's it's so weird to kind

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of like put into words, but I, I
played for like like 30 minutes 

213
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to an hour. 
So I didn't get too much into 

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it. 
But I have been watching a lot 

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00:10:44,360 --> 00:10:46,320
of, you know, Twitch. 
I watched the iPhone play. 

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00:10:46,480 --> 00:10:48,320
I watched you play, I watched 
punk play. 

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00:10:48,480 --> 00:10:52,960
So again, they look very jank, 
but it did look like, you know, 

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there is an audience there who 
would enjoy it. 

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Right. 
And you mentioned that the the 

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auto comos, I do think it's a 
big point that I felt about the 

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game. 
This has the DBFZ issue like you

222
00:11:02,080 --> 00:11:06,040
mentioned of you can just mash 
light and your auto combos will 

223
00:11:06,040 --> 00:11:10,240
happen on whiff and if at any 
point someone that one of those 

224
00:11:10,440 --> 00:11:13,320
active hit boxes intersects with
the opponent, it's going to go 

225
00:11:13,320 --> 00:11:15,840
into a full combo into a super 
animation yadda yadda. 

226
00:11:16,080 --> 00:11:18,760
Right? 
And the weird thing about it is 

227
00:11:18,760 --> 00:11:21,560
things in this game are weirdly 
safe. 

228
00:11:21,840 --> 00:11:24,440
When I was first playing, I went
up against an opponent who 

229
00:11:24,440 --> 00:11:29,840
literally held down the L button
as if they, with turbo on, did 

230
00:11:29,840 --> 00:11:32,360
nothing else. 
And for my first game, I was 

231
00:11:32,360 --> 00:11:35,960
like, this guy's kind of 
dangerous, you know what I mean?

232
00:11:35,960 --> 00:11:38,760
I was like, listen, I've been 
playing fighting games for 

233
00:11:38,920 --> 00:11:42,560
forever at this point, and I'm, 
I'm concerned about this guy. 

234
00:11:42,560 --> 00:11:44,680
I'm, I'm, I'm there trying to 
steal. 

235
00:11:44,680 --> 00:11:46,720
OK, OK. 
Can I block this part of the 

236
00:11:46,720 --> 00:11:50,400
string and then interrupt here? 
No, I got hit into a full combo,

237
00:11:50,640 --> 00:11:52,840
Full Auto combo. 
OK, let me try again. 

238
00:11:53,040 --> 00:11:55,120
Can I interrupt in this? 
No, I got you know what I mean? 

239
00:11:55,280 --> 00:11:57,960
Like and there was no point in 
the auto combo where I was like,

240
00:11:58,000 --> 00:12:00,760
oh, like their pressure ended. 
It's clearly my turn. 

241
00:12:01,120 --> 00:12:04,000
And I thought about that design 
and I'm like, in general, this 

242
00:12:04,000 --> 00:12:06,960
game has the the weirdly safe 
things on block, even supers. 

243
00:12:06,960 --> 00:12:09,520
A lot of the supers were safe on
block and I was like, dude, what

244
00:12:09,520 --> 00:12:11,440
the fuck? 
Like the supers were invincible.

245
00:12:11,440 --> 00:12:13,080
Some of them were not invincible
in start-ups. 

246
00:12:13,080 --> 00:12:15,480
So maybe there's a correlation 
there. 

247
00:12:15,480 --> 00:12:17,120
I'm not sure if some are 
invincible though. 

248
00:12:18,320 --> 00:12:20,240
And I was like, dude, why is 
everything so safe? 

249
00:12:20,400 --> 00:12:21,760
Like everything on block is 
safe. 

250
00:12:21,760 --> 00:12:24,800
Just flail and reset the 
situation if it doesn't work. 

251
00:12:25,440 --> 00:12:30,280
But with the auto combo I was, I
was like, you know, I don't know

252
00:12:30,880 --> 00:12:34,000
with after all these years of 
doing auto combos like that, I'm

253
00:12:34,000 --> 00:12:38,720
not sure how good of a design 
that is for onboarding new 

254
00:12:38,720 --> 00:12:40,000
players. 
I've been, I've been thinking 

255
00:12:40,000 --> 00:12:44,880
about that more and more because
what happens is take player A 

256
00:12:44,880 --> 00:12:48,560
and player B Player A only 
matches auto combo L Player B is

257
00:12:48,720 --> 00:12:50,520
also brand new. 
They're both brand new, but 

258
00:12:50,520 --> 00:12:54,280
player B is trying to use the 
other moves and get feedback and

259
00:12:54,280 --> 00:12:57,160
learn like, hey, when I press 
this button, this happens in in 

260
00:12:57,160 --> 00:13:01,160
this situation and slowly build 
that, that sort of contextual 

261
00:13:01,160 --> 00:13:04,400
understanding of, of feedback 
from the game and this game 

262
00:13:04,400 --> 00:13:06,200
state. 
If I do this, this happens and 

263
00:13:06,200 --> 00:13:07,920
build that up. 
And that's how you learn the 

264
00:13:07,920 --> 00:13:11,200
game, right? 
Player A is going to win every 

265
00:13:11,200 --> 00:13:14,120
time. 
However, for both players, 

266
00:13:14,320 --> 00:13:17,160
player A might get a short term 
dope term dopamine hit, but 

267
00:13:17,160 --> 00:13:19,200
eventually they're going to be 
like this game is dumb. 

268
00:13:19,200 --> 00:13:22,960
I just mash L the entire time 
and I win. 

269
00:13:23,160 --> 00:13:25,200
And player B is going to be 
like, this game is dumb. 

270
00:13:25,240 --> 00:13:27,560
This guy is doing the same thing
over and over. 

271
00:13:27,560 --> 00:13:30,000
And no matter what I do, they 
win. 

272
00:13:30,400 --> 00:13:34,080
And so I kind of feel like on 
both ends, in a weird way, it 

273
00:13:34,080 --> 00:13:39,400
can lead to short term retention
because it's just too a little 

274
00:13:39,920 --> 00:13:42,160
overtuned at low level I feel 
like. 

275
00:13:42,160 --> 00:13:45,920
I don't know, what do you think?
I, I have a different opinion. 

276
00:13:45,920 --> 00:13:49,200
I do think if player player B is
going to be upset, I feel like 

277
00:13:49,200 --> 00:13:51,120
no matter what, player B is 
getting the short end of the 

278
00:13:51,120 --> 00:13:52,840
stick. 
But player A you could also 

279
00:13:52,840 --> 00:13:57,280
think about, hey, I'm mashing L,
but this guy shot a cool laser 

280
00:13:57,280 --> 00:13:59,640
beam out of his eye, shot a big 
energy ball. 

281
00:13:59,800 --> 00:14:02,680
At least something did happen 
instead of just like, hey, this 

282
00:14:02,680 --> 00:14:04,480
guy's just mashing light punch 
and nothing. 

283
00:14:04,760 --> 00:14:06,720
Nothing. 
Cool or flashy ever happened? 

284
00:14:06,960 --> 00:14:10,800
So I think player A is probably 
having a blast now since he 

285
00:14:10,800 --> 00:14:13,280
doesn't have to learn that much 
or invest that much time into 

286
00:14:13,280 --> 00:14:14,440
the game. 
Play Reese pissed. 

287
00:14:14,640 --> 00:14:16,880
I feel bad for player B Play. 
Reese is angry. 

288
00:14:17,480 --> 00:14:19,600
Well, The thing is, I did see 
some comments of people saying 

289
00:14:19,600 --> 00:14:21,360
it's just a masher. 
Like I think that leads. 

290
00:14:21,880 --> 00:14:23,600
I don't think people who don't 
know how to play fighting games 

291
00:14:23,600 --> 00:14:25,520
are dumb, right? 
Like they understand at some 

292
00:14:25,520 --> 00:14:28,640
point, like, hey, I'm just 
holding, I'm just pressing the L

293
00:14:28,640 --> 00:14:32,080
button and then shit happens. 
And I think that's really cool 

294
00:14:32,080 --> 00:14:36,080
for a super short term hit, but 
it's such a shallow experience 

295
00:14:36,360 --> 00:14:39,080
that I think it really quickly 
loses its allure. 

296
00:14:39,200 --> 00:14:41,520
That's my concern with it. 
I do think it it helps to have 

297
00:14:41,520 --> 00:14:45,280
that like moment of cool things 
happening, But I I think when 

298
00:14:45,280 --> 00:14:49,360
the auto combos happen on wif, I
think that's where I find it to 

299
00:14:49,360 --> 00:14:53,480
be going too extreme because it 
becomes too D to stop even for 

300
00:14:53,480 --> 00:14:56,280
someone who's like a mid level 
fighting game player at other 

301
00:14:56,280 --> 00:14:58,240
titles. 
At first I was like dude, like I

302
00:14:58,240 --> 00:15:00,440
have to like I have to stop here
and think about this. 

303
00:15:00,440 --> 00:15:04,080
This dude literally mashing. 
We're both terrible at the game,

304
00:15:04,280 --> 00:15:05,960
but I clearly have more 
experience and I'm trying to 

305
00:15:05,960 --> 00:15:07,320
figure it out. 
I had to stop and think about 

306
00:15:07,320 --> 00:15:08,640
it. 
Oh, run away, call assist, let 

307
00:15:08,640 --> 00:15:10,560
the assist hit them because 
they're just flailing. 

308
00:15:10,800 --> 00:15:12,960
It's like that Simpsons episode 
with Bart and Lisa. 

309
00:15:12,960 --> 00:15:14,600
Like, I'm going to keep 
swinging. 

310
00:15:14,600 --> 00:15:17,080
If you get hit, it's your fault.
You know, like, but that's 

311
00:15:17,080 --> 00:15:19,520
what's happening in this game. 
And I'm like, I don't know if 

312
00:15:19,520 --> 00:15:23,760
that's a great design because 
it's unsatisfying to play as and

313
00:15:23,760 --> 00:15:26,760
unsatisfying to fight against 
and no one's really learning 

314
00:15:27,160 --> 00:15:29,120
because and that's why I like 
how a Street Fighter does their 

315
00:15:29,120 --> 00:15:32,520
auto combos, which in modern it 
has its other drawbacks. 

316
00:15:32,800 --> 00:15:35,520
But and you know, in modern and 
Street Fighter auto combos don't

317
00:15:35,520 --> 00:15:37,960
come out on whiff. 
It leads to the problem of it 

318
00:15:37,960 --> 00:15:40,440
being an auto hit confirm, which
is cheap in Street Fighter. 

319
00:15:40,440 --> 00:15:42,960
Like you know, the the combo 
doesn't come out on block. 

320
00:15:42,960 --> 00:15:45,160
Usually for certain situations, 
it only comes out on a hit. 

321
00:15:45,400 --> 00:15:48,240
But if you match the auto combo,
you just whiff 1 button until 

322
00:15:48,240 --> 00:15:51,800
they run into it. 
I think that alone give so much 

323
00:15:51,800 --> 00:15:55,840
more contextual feedback to a 
player and like, oh, when they 

324
00:15:55,840 --> 00:15:58,760
run into the button when it's 
spaced correctly, then I can 

325
00:15:58,760 --> 00:16:02,080
continue the combo. 
But it imagine if in Street 

326
00:16:02,080 --> 00:16:04,360
Fighter you're bashing an auto 
combo and the entire time 

327
00:16:04,520 --> 00:16:08,080
they're just flailing a whole 
combo across the screen and 

328
00:16:08,080 --> 00:16:11,480
people run into it. 
I don't think that would be as 

329
00:16:11,880 --> 00:16:14,480
rewarding for new players as the
way they, they did it with 

330
00:16:14,480 --> 00:16:17,120
modern. 
And so I I have I take issue, I 

331
00:16:17,120 --> 00:16:19,840
think with the auto combos on 
width occurring. 

332
00:16:19,840 --> 00:16:23,760
I think that causes this weird 
match fest gameplay where new 

333
00:16:23,760 --> 00:16:26,800
players quickly, you know, drop 
the game. 

334
00:16:27,280 --> 00:16:30,200
I. 
For a lot of new players, well, 

335
00:16:30,200 --> 00:16:33,600
actually token did it. 
Token also actually got rid of 

336
00:16:33,600 --> 00:16:36,840
their auto combos as well. 
But for a lot of the new 

337
00:16:36,840 --> 00:16:41,200
players, I do think it's not 
how, I don't know because I 

338
00:16:41,200 --> 00:16:45,640
don't think it's how they one 
like like you said, oh, I think,

339
00:16:45,680 --> 00:16:48,880
oh, I'm just mashing LLL and I 
won ha ha ha. 

340
00:16:48,880 --> 00:16:51,920
I'm so sick for like 2 hours and
then never play the game again. 

341
00:16:52,080 --> 00:16:56,320
I think when they see the you 
win screen, I think that's the 

342
00:16:56,320 --> 00:16:57,840
dopamine hit they're actually 
getting. 

343
00:16:57,840 --> 00:16:59,480
I don't think it matters how 
they won. 

344
00:16:59,600 --> 00:17:03,800
It's the you win popping up. 
I think it matters a little bit.

345
00:17:03,800 --> 00:17:05,520
I would disagree with you. 
I mean, I think that's 

346
00:17:05,520 --> 00:17:07,200
important. 
I do think it's important to let

347
00:17:07,200 --> 00:17:09,640
people do cool shit quickly. 
I do think that's very important

348
00:17:09,760 --> 00:17:11,520
and I think that the auto combos
achieve that. 

349
00:17:11,760 --> 00:17:15,200
But I think if it's too 
degenerate at low level to the 

350
00:17:15,200 --> 00:17:17,440
point where you realize you're 
not thinking at all. 

351
00:17:17,440 --> 00:17:20,640
I, I 100% believe people it's 
like playing hungry hungry 

352
00:17:20,640 --> 00:17:22,720
hippos, bro. 
Like it's like playing any other

353
00:17:22,880 --> 00:17:26,240
shitty game as a kid that it 
loses its allure. 

354
00:17:26,480 --> 00:17:29,280
And that's why adults don't play
adults don't play those kind of 

355
00:17:29,280 --> 00:17:30,400
games. 
They want games with more depth,

356
00:17:30,400 --> 00:17:32,120
right? 
But if you get caught in the the

357
00:17:32,120 --> 00:17:35,440
feedback loop of mashing out 
only against other scrubs, you 

358
00:17:35,440 --> 00:17:38,440
are not learning anything. 
You might be getting you wins to

359
00:17:38,440 --> 00:17:41,360
pop up. 
But that's that's the concern I 

360
00:17:41,360 --> 00:17:44,800
have is that it keeps you in a 
loop where at least auto combos 

361
00:17:44,800 --> 00:17:48,160
without with teach you about 
spacing and timing of when to 

362
00:17:48,160 --> 00:17:50,920
start the hit. 
I think that's a huge leap in 

363
00:17:50,920 --> 00:17:53,040
terms of like making that 
cognitive connection. 

364
00:17:53,400 --> 00:17:56,160
And so that's one critique I 
would have of auto combos in 

365
00:17:56,160 --> 00:17:59,280
general as what I I've, I've 
slowly hardened my stance in 

366
00:17:59,280 --> 00:18:02,640
that direction in terms of not 
just in terms of like, oh, it's 

367
00:18:02,680 --> 00:18:04,240
free wins for scrubs. 
I don't care. 

368
00:18:04,240 --> 00:18:05,120
That's not what I'm worried 
about. 

369
00:18:05,120 --> 00:18:08,520
I'm worried about like the 
engagement factor for new 

370
00:18:08,520 --> 00:18:09,560
players. 
So that's something I've been 

371
00:18:09,560 --> 00:18:11,880
thinking about though. 
I'm like it's a little weird and

372
00:18:12,320 --> 00:18:14,760
if they're going to make them 
happen, make them very unsafe on

373
00:18:14,760 --> 00:18:17,840
block because the new player 
who's trying to learn how to 

374
00:18:17,840 --> 00:18:21,360
counter things, give them a 
clear point of like OK, they 

375
00:18:21,360 --> 00:18:24,560
match their auto combo all the 
way without thinking at this 

376
00:18:24,560 --> 00:18:26,200
point. 
Punish them. 

377
00:18:26,560 --> 00:18:29,320
Like do something to make that 
clear is what I think. 

378
00:18:29,720 --> 00:18:32,080
And then then I feel like the 
games are just going to get 

379
00:18:32,080 --> 00:18:33,640
because if you're good at the 
game, you're going to be like, 

380
00:18:33,640 --> 00:18:35,560
OK, well this guy's bad. 
He's just smashing auto combo. 

381
00:18:35,560 --> 00:18:36,640
I'm going to punish him every 
time. 

382
00:18:36,640 --> 00:18:39,040
And you're playing this kind of 
watch him kill himself kind of 

383
00:18:39,040 --> 00:18:41,240
game. 
And then also for two new player

384
00:18:41,480 --> 00:18:46,200
is basically I'm mashing LLL and
when it works, I get a full 

385
00:18:46,200 --> 00:18:47,920
combo and when it doesn't, I 
die. 

386
00:18:48,120 --> 00:18:51,520
But this guy's also mashing LLL.
So let me block for and then 

387
00:18:51,520 --> 00:18:54,000
mash LLL so I'm a punish his 
lol. 

388
00:18:54,200 --> 00:18:56,640
Yeah, but then then suddenly you
have a mind game. 

389
00:18:57,040 --> 00:18:59,360
They they're suddenly hit 
confirming if the third hit is 

390
00:18:59,360 --> 00:19:01,120
punished, but the first two hits
are safe. 

391
00:19:01,360 --> 00:19:03,920
Suddenly you're paying attention
to what you're doing. 

392
00:19:04,600 --> 00:19:07,560
Suddenly a mind game develops 
between two mashers and they've 

393
00:19:07,560 --> 00:19:11,440
levelled up. 
Like if you if you take 2 auto 

394
00:19:11,440 --> 00:19:16,400
combo mashing L on turbo players
together and you force them to 

395
00:19:16,400 --> 00:19:19,440
play that game of chicken, 
suddenly there's a dope. 

396
00:19:19,440 --> 00:19:21,520
There's like actual engagement 
between the players. 

397
00:19:21,520 --> 00:19:24,400
I think that's a way to do it. 
Like that would be my 

398
00:19:24,400 --> 00:19:26,600
recommendation or, or my theory 
about this. 

399
00:19:26,800 --> 00:19:29,120
And and for your point about 
like a bad player versus a 

400
00:19:29,120 --> 00:19:32,720
better player, the better player
should win 100% of the time. 0 

401
00:19:32,720 --> 00:19:36,400
questions asked, but they also 
shouldn't be matched together. 

402
00:19:36,440 --> 00:19:38,360
That's leading to the rage quit 
problem. 

403
00:19:38,640 --> 00:19:40,800
The bad player is going to quit.
The bad player is going to quit 

404
00:19:40,800 --> 00:19:43,080
because they like this guy's a 
block spammer or something. 

405
00:19:43,080 --> 00:19:47,240
He's going to block spam. 
Hey, man, listen, they were quit

406
00:19:47,240 --> 00:19:48,800
regardless. 
I guess we let's get into it, 

407
00:19:48,800 --> 00:19:50,400
man. 
We're we're wasting all this 

408
00:19:50,400 --> 00:19:52,640
time talking about gameplay. 
We're 20 minutes in here pretty 

409
00:19:52,640 --> 00:19:54,040
much. 
Listen, the big take away from 

410
00:19:54,040 --> 00:19:55,720
this is the rage quits. 
I do want to. 

411
00:19:55,800 --> 00:19:57,960
I do want to touch on one thing,
one more thing about the 

412
00:19:57,960 --> 00:20:00,240
gameplay, because I do. 
I actually do you want them to 

413
00:20:00,360 --> 00:20:03,240
change this are this is one of 
the first things I realized when

414
00:20:03,240 --> 00:20:05,680
I played the game, and this 
might be the tag fighter player 

415
00:20:05,680 --> 00:20:08,240
in me. 
Why can you super jump and call 

416
00:20:08,240 --> 00:20:10,040
assist? 
Please, please take that out the

417
00:20:10,040 --> 00:20:11,520
game. 
It's actually very stupid. 

418
00:20:11,840 --> 00:20:14,200
If you jump to the top of the 
screen, you call assist. 

419
00:20:14,200 --> 00:20:15,760
You can't see the assist because
it's on the bottom of the 

420
00:20:15,760 --> 00:20:17,120
screen. 
You just super jump and call 

421
00:20:17,120 --> 00:20:19,520
assist and you get hit and you 
don't even see what's happening.

422
00:20:21,080 --> 00:20:22,360
Yeah, but who's even converting 
that? 

423
00:20:22,360 --> 00:20:24,720
The other thing I felt weird 
about is that you have all these

424
00:20:24,720 --> 00:20:27,720
movement options, but I felt 
like the hit boxes were so tiny 

425
00:20:27,880 --> 00:20:30,360
on the jumps. 
So like right. 

426
00:20:30,360 --> 00:20:33,320
And, and with am I, am I, I'm 
kind of a, A tag scrub. 

427
00:20:33,320 --> 00:20:35,400
Like in Marvel, if you super 
jump and then you come down with

428
00:20:35,400 --> 00:20:37,120
a hit box, you come down with a 
big ass hit box. 

429
00:20:37,120 --> 00:20:39,160
Like if you get above them, 
you're going to hit them all the

430
00:20:39,160 --> 00:20:40,240
way down. 
In this game. 

431
00:20:40,240 --> 00:20:43,400
I try, I tried try jumping over 
and over the beginning and I'm 

432
00:20:43,400 --> 00:20:46,520
like, dude, none of it's 
impossible to space a jump. 

433
00:20:46,520 --> 00:20:49,120
Try jump because your hit boxes 
are tiny from the air. 

434
00:20:49,320 --> 00:20:51,320
And I was like, OK, if I stand 
on the ground, I actually do 

435
00:20:51,320 --> 00:20:53,280
better. 
So does that matter? 

436
00:20:53,600 --> 00:20:57,480
The problem is it's like there's
no, there's no big like, well, 

437
00:20:57,480 --> 00:21:00,360
maybe just because people aren't
really playing like that playing

438
00:21:00,360 --> 00:21:02,560
that much. 
But like Adam, Eve had like a 

439
00:21:02,560 --> 00:21:04,640
big like beam attack where she 
could hit. 

440
00:21:04,800 --> 00:21:06,760
I guess it's more so character 
dependent. 

441
00:21:07,120 --> 00:21:10,640
But yeah, I I feel like super 
jump a Sisco is kind of my thing

442
00:21:10,640 --> 00:21:13,560
even. 
Robot, I think he had like a 

443
00:21:13,560 --> 00:21:16,560
dive kick that went down super 
fast and he just Joe call assist

444
00:21:16,680 --> 00:21:19,000
dive kick. 
Oh oh, it's like what are we 

445
00:21:19,000 --> 00:21:21,440
doing? 
It's true yeah, a couple yeah, I

446
00:21:21,440 --> 00:21:24,360
got the the robot dive kick was 
pretty D Gen. yeah a couple 

447
00:21:24,360 --> 00:21:26,720
characters had that, but I feel 
like in general you had 

448
00:21:26,720 --> 00:21:30,240
characters that had like double 
jump, super jump, float, air 

449
00:21:30,240 --> 00:21:33,520
dash, try jump and like but 
their hip boxes were not there 

450
00:21:33,520 --> 00:21:37,000
and then I'm like I'm like why? 
I'm like, try jumping and I'm 

451
00:21:37,000 --> 00:21:38,360
like trying to come down and 
hit. 

452
00:21:38,360 --> 00:21:41,840
And yeah, I just, it was, it 
felt way weirder to space 

453
00:21:42,200 --> 00:21:44,280
compared to like you play Marvel
three. 

454
00:21:44,560 --> 00:21:47,200
You you try jump with the, with 
Magneto, come down with a heavy,

455
00:21:47,200 --> 00:21:48,760
you're smacking them, you know 
what I mean? 

456
00:21:48,760 --> 00:21:52,320
Like, and it feels good. 
It feels immediately like, oh 

457
00:21:52,360 --> 00:21:55,000
hell yeah, I'm just moving. 
You know, this game, you're 

458
00:21:55,040 --> 00:21:56,920
like, you're moving, but then 
you're also whiffing and I'm 

459
00:21:56,920 --> 00:22:00,400
like, OK, but yeah, let's get 
into the the rage quits. 

460
00:22:00,400 --> 00:22:04,000
Of course, the big discussion 
point around this game was the 

461
00:22:04,000 --> 00:22:06,680
the culture clash going on here.
And there's a lot of different 

462
00:22:06,760 --> 00:22:12,600
nuanced levels to this, but the 
rage quits were ridiculous for 

463
00:22:12,600 --> 00:22:15,800
the invincible versus beta. 
My personal experience, I didn't

464
00:22:15,800 --> 00:22:19,040
play for the first day, but I 
did see the tweets going out and

465
00:22:19,040 --> 00:22:21,280
I think the big one was from 
Avatar Yaya. 

466
00:22:21,280 --> 00:22:23,160
You know, he, he's playing the 
beta. 

467
00:22:23,360 --> 00:22:26,440
He had his first clip like the 
beta just started man, why y'all

468
00:22:26,440 --> 00:22:29,720
rage quitting already? 
And that went like pretty viral,

469
00:22:29,720 --> 00:22:33,720
got like over 10K maybe 15 K 
likes on Twitter and started so 

470
00:22:33,720 --> 00:22:36,000
much discourse. 
And then the clips and the 

471
00:22:36,000 --> 00:22:39,600
discussion was pouring in from 
every angle of the community and

472
00:22:39,600 --> 00:22:42,680
the greater gaming and 
invincible community, which is 

473
00:22:42,680 --> 00:22:47,520
of course not core FGC, not core
FGC people. 

474
00:22:48,160 --> 00:22:51,040
And then that also went from 
every level, right from beginner

475
00:22:51,040 --> 00:22:53,320
level to intermediate to top 
level. 

476
00:22:53,520 --> 00:22:55,440
People were getting rage quits 
everywhere. 

477
00:22:55,680 --> 00:22:58,840
I didn't believe it myself until
I finally booted up the game. 

478
00:22:59,600 --> 00:23:04,320
My very first game, I started my
very first combo and they pulled

479
00:23:04,320 --> 00:23:08,760
the plug after five hits. 
And after that it was rage quit 

480
00:23:08,760 --> 00:23:12,160
after rage quit. 
And it's very interesting to see

481
00:23:12,160 --> 00:23:16,760
the culture clash because I 
think for some reason we're 

482
00:23:16,920 --> 00:23:21,000
starting to see this divide 
where people will go to great 

483
00:23:21,000 --> 00:23:23,880
lengths to justify rage 
quitting, really great lengths. 

484
00:23:23,880 --> 00:23:26,280
I don't know if you saw any of 
those discussion points or how 

485
00:23:26,280 --> 00:23:30,640
you feel about it in general. 
I saw so many like discourse and

486
00:23:30,640 --> 00:23:33,480
like people arguing and 
justifying the rage quit but. 

487
00:23:34,240 --> 00:23:39,360
A hot take I understand it's 
only the FGC who actually does 

488
00:23:39,360 --> 00:23:42,640
it IA 100% understand there's a 
lot of rage quitters and other 

489
00:23:42,800 --> 00:23:47,000
video games like if you play 
like a a COD, a battlefield, a 

490
00:23:47,000 --> 00:23:50,640
Halo like any even like sports 
game, they're just going to rage

491
00:23:50,640 --> 00:23:53,080
quit 100%. 
Why am I wasting my time? 

492
00:23:53,240 --> 00:23:56,120
It to me I get the divide. 
It just sucks in a fighting game

493
00:23:56,120 --> 00:23:58,560
because like obviously you want 
the point or you want the 

494
00:23:58,560 --> 00:24:01,360
satisfaction or whatever. 
And it's different for fighting 

495
00:24:01,360 --> 00:24:04,160
games too because like matches 
are like 2 minutes, man. 

496
00:24:04,160 --> 00:24:05,280
You don't got 2 minutes to 
spare. 

497
00:24:05,280 --> 00:24:10,800
I can't help you. 
But it for every other game I 

498
00:24:10,800 --> 00:24:12,400
get it. 
IA 100% get it? 

499
00:24:13,280 --> 00:24:15,600
Yeah, I think there's a lot of 
people who are playing 

500
00:24:15,600 --> 00:24:18,680
invincible coming from different
communities and that that's a 

501
00:24:18,680 --> 00:24:20,840
common point. 
Like it's very normal to to rage

502
00:24:20,840 --> 00:24:22,640
quit in other games. 
And I do think it's very 

503
00:24:22,640 --> 00:24:24,360
different. 
Like core FGC people, of course,

504
00:24:24,360 --> 00:24:27,240
were used to being in a tight 
knit community and basically 

505
00:24:27,280 --> 00:24:30,640
like antisocial behavior. 
It like, you know, it spreads 

506
00:24:30,640 --> 00:24:34,120
like it's, it's a small world, 
the FGC. 

507
00:24:34,240 --> 00:24:37,040
So if you're like a rage quitter
like that becomes branded to 

508
00:24:37,040 --> 00:24:41,960
you, like we, we know who you 
are, you're not like in a sea of

509
00:24:41,960 --> 00:24:44,840
millions of players, kind of 
anonymous and you're going to 

510
00:24:44,840 --> 00:24:46,880
get away with it. 
Like if you play ranked for any 

511
00:24:46,880 --> 00:24:49,560
period of time, you're probably 
going to run into the same 

512
00:24:49,560 --> 00:24:52,360
handful of people in most 
regions for most games. 

513
00:24:52,600 --> 00:24:55,320
So it's like you're going to see
the same rage quitter over and 

514
00:24:55,320 --> 00:24:57,560
over like it. 
And, and, and so many times in 

515
00:24:57,560 --> 00:25:00,320
Street Fighter five especially, 
I would run into some rage 

516
00:25:00,320 --> 00:25:03,960
quitters and I would play them 
over and over and they would 

517
00:25:03,960 --> 00:25:05,160
just keep rage quit. 
You know what I mean? 

518
00:25:05,160 --> 00:25:07,400
It's like, I'm gonna, I'm gonna,
you're gonna rage quit and then 

519
00:25:07,400 --> 00:25:10,000
two games later, I'm gonna play 
you again and you're gonna rage 

520
00:25:10,000 --> 00:25:11,960
quit again. 
And it's like, dude, that's, 

521
00:25:11,960 --> 00:25:14,480
it's, it's silly. 
So I think in general, like the 

522
00:25:14,480 --> 00:25:16,760
culture of fighting games is, 
you know, suck it up, play the 

523
00:25:16,760 --> 00:25:19,560
game and don't try to scam 
people out of their points and, 

524
00:25:19,840 --> 00:25:22,480
and just finish the set. 
It's seen as really anti social 

525
00:25:22,480 --> 00:25:24,160
behavior. 
And we're going to see you 

526
00:25:24,160 --> 00:25:25,480
again. 
It's not like you're going to 

527
00:25:25,480 --> 00:25:27,920
disappear into the ether. 
We're never going to cross 

528
00:25:27,920 --> 00:25:29,080
paths. 
I'm probably going to cross 

529
00:25:29,080 --> 00:25:31,120
paths with you again. 
And you're going to look sillier

530
00:25:31,760 --> 00:25:35,360
at that point. 
But it did make me think about 

531
00:25:35,920 --> 00:25:39,800
certain aspects. 
A lot of people were discussing 

532
00:25:39,800 --> 00:25:44,840
the idea of sweats sweats 
ruining the experience and I 

533
00:25:44,840 --> 00:25:47,480
will give the rage quit 
defenders a point here. 

534
00:25:49,080 --> 00:25:53,440
It is the responsibility of the 
game and a good matchmaking 

535
00:25:53,440 --> 00:25:59,440
system to prevent mismatch 
matchmaking from occurring and 

536
00:25:59,440 --> 00:26:03,000
leading to really one sided 
interactions in a fight a game. 

537
00:26:03,000 --> 00:26:06,680
For example, I do agree that 
Justin Wong probably should not 

538
00:26:06,680 --> 00:26:09,920
be matched up with Timmy who 
just likes invincible verses. 

539
00:26:09,920 --> 00:26:13,000
He's 13 years old, never played 
a fighting game before and it's 

540
00:26:13,000 --> 00:26:15,400
his very first time and he 
selected beginner and the 

541
00:26:15,400 --> 00:26:18,480
loadout for the matchmaking. 
I agree that shouldn't happen 

542
00:26:18,760 --> 00:26:20,480
and that would be a very bad 
experience for them. 

543
00:26:20,760 --> 00:26:24,720
So that's one point for the rage
quit defenders in that instance.

544
00:26:24,720 --> 00:26:27,840
If you're new I I get it as well
right? 

545
00:26:28,520 --> 00:26:35,080
However, I'm sick and tired of 
the jumping through hoops, the 

546
00:26:35,080 --> 00:26:37,600
coping, the cognitive 
dissonance. 

547
00:26:38,360 --> 00:26:41,280
That's not what rage quitters 
alt do. 

548
00:26:41,720 --> 00:26:44,040
Rage quitters are not just 
people. 

549
00:26:44,600 --> 00:26:46,440
New players rage quit against 
Justin Wong. 

550
00:26:47,280 --> 00:26:51,080
Rage quitters rage quit against 
good players, against pros, 

551
00:26:51,480 --> 00:26:55,520
against bad players, against 
scrubs, against other people 

552
00:26:55,520 --> 00:26:57,960
mashing who have never played 
before, against other rage 

553
00:26:57,960 --> 00:27:00,520
quitters. 
Rage quitters rage quit against 

554
00:27:00,600 --> 00:27:04,080
anybody, no matter the skill 
discrepancy, no matter if 

555
00:27:04,080 --> 00:27:05,680
they're getting stomped or 
whatever. 

556
00:27:06,120 --> 00:27:09,000
I'm sick and tired of this this 
narrative that people who are 

557
00:27:09,000 --> 00:27:11,400
defending the rage quitting 
problem and invincible verses 

558
00:27:11,400 --> 00:27:14,200
are making where it's oh it's 
because the pros are playing 

559
00:27:14,200 --> 00:27:16,640
noobs. 
I had rage quits in my 

560
00:27:16,640 --> 00:27:19,880
experience where the guy beat me
the first game free. 

561
00:27:20,160 --> 00:27:22,840
The second game it came down to 
the wire. 

562
00:27:22,840 --> 00:27:26,320
Last character I blocked his 
wake up super in one and then he

563
00:27:26,320 --> 00:27:28,960
rage quit. 
Was that a stomp? 

564
00:27:29,120 --> 00:27:32,560
No, the motherfucker got 
downloaded and was fucking 

565
00:27:32,560 --> 00:27:35,520
pissed about it. 
Hold that shit is is that a noob

566
00:27:35,600 --> 00:27:38,480
getting stomped by a pro? 
No, that was as even as a match 

567
00:27:38,480 --> 00:27:41,240
as you can get. 
I I think it's crazy. 

568
00:27:41,240 --> 00:27:44,320
I think rage quit defenders are 
coping out of their minds to 

569
00:27:44,320 --> 00:27:47,400
justify their clearly antisocial
behavior. 

570
00:27:47,520 --> 00:27:49,520
You know you're in the wrong. 
You know it. 

571
00:27:49,960 --> 00:27:53,200
Well, you not to, you know, 
defend the rage quit is too, but

572
00:27:53,200 --> 00:27:56,640
I also think there was an 
incentive to get high points 

573
00:27:56,640 --> 00:27:59,960
because they were saying if you 
got to top 20, you were in the 

574
00:27:59,960 --> 00:28:03,080
credits and you know, that's 
kind of cool to be in a video 

575
00:28:03,080 --> 00:28:05,280
game credit. 
You know I'm an SFI credit but. 

576
00:28:07,600 --> 00:28:10,800
Yeah, no, no flex. 
Or anything but yeah, I'm there.

577
00:28:10,960 --> 00:28:14,240
But yeah, there's an incentive. 
I'm sure if other fighting games

578
00:28:14,240 --> 00:28:17,560
had incentives to be higher 
ranked, you know, get to master 

579
00:28:17,560 --> 00:28:20,120
or if you're if you end the 
season on legend and Street 

580
00:28:20,120 --> 00:28:23,160
Fighter, you get something cool.
It would be like, hey, I'm I'm 

581
00:28:23,160 --> 00:28:25,240
going to start rage quitting 
because I got to see my points 

582
00:28:25,240 --> 00:28:28,200
or whatever. 
So I do partially understand 

583
00:28:28,200 --> 00:28:30,960
that is an incentive to rage 
quit to try to get something 

584
00:28:31,040 --> 00:28:31,760
cool. 
And I. 

585
00:28:32,800 --> 00:28:34,800
Yeah, that was the other aspect 
of it, the Invincible, like you 

586
00:28:34,800 --> 00:28:36,920
mentioned, Invincible Versus 
announced at the top 20 in the 

587
00:28:36,920 --> 00:28:38,960
leaderboard after the beta. 
Would it be in the credits? 

588
00:28:39,240 --> 00:28:43,320
So at the top level, we saw 
Justin Wong and Daifon, for 

589
00:28:43,320 --> 00:28:46,080
example, tweeting about this. 
Daifon had a clip or he's 

590
00:28:46,080 --> 00:28:47,840
winning a match against another 
high ranked player and he's 

591
00:28:47,840 --> 00:28:49,280
like, please don't rage quit, 
please don't rage quit. 

592
00:28:49,280 --> 00:28:51,600
And then as soon as the last hit
happens, they rage quit and he's

593
00:28:51,600 --> 00:28:56,800
like, oh fuck no. 
And and is that a scrub being 

594
00:28:56,840 --> 00:28:59,320
beat up by a sweat rage 
quitting? 

595
00:28:59,440 --> 00:29:03,680
No, it's someone who's good at 
the game trying to to scumbag 

596
00:29:03,680 --> 00:29:06,840
their way into the credits. 
The Invincible devs did clarify 

597
00:29:07,080 --> 00:29:11,680
that's the rage quits did 
eventually count as a loss for 

598
00:29:11,680 --> 00:29:12,920
the person rage quitting. 
It would just. 

599
00:29:13,000 --> 00:29:16,840
And they even set a win for the 
person who got rage quit 

600
00:29:16,840 --> 00:29:18,000
against. 
They said it just might take 

601
00:29:18,000 --> 00:29:20,760
time to show up in the profile. 
We'll see if that's actually the

602
00:29:20,760 --> 00:29:22,720
case. 
A lot of this trauma comes from 

603
00:29:22,720 --> 00:29:27,560
the fact that most fighting 
games online are really shit at 

604
00:29:27,560 --> 00:29:31,120
online and they don't properly 
count a rage quit as a win for 

605
00:29:31,120 --> 00:29:33,880
the person getting disconnected.
So essentially what the rage 

606
00:29:33,880 --> 00:29:36,560
quitters are trying to do is 
that past history with most 

607
00:29:36,560 --> 00:29:39,480
fighting games is you. 
You might not be getting the 

608
00:29:39,480 --> 00:29:42,640
points yourself for rage 
quitting, but what you're doing 

609
00:29:42,640 --> 00:29:44,960
is you're preventing the winner 
from getting their points. 

610
00:29:45,240 --> 00:29:49,800
So if you're competing for the 
top 20 spot and you are #21 

611
00:29:49,800 --> 00:29:54,120
going up against #22 you can 
rage quit against them, prevent 

612
00:29:54,120 --> 00:29:56,720
them from getting the points 
from you and, and you know, 

613
00:29:56,720 --> 00:29:58,160
scumbag your way into the 
credits. 

614
00:29:58,880 --> 00:30:00,600
So that was what we're seeing at
the top level. 

615
00:30:00,880 --> 00:30:04,280
This is not, this is sweat 
versus sweat crime here. 

616
00:30:04,640 --> 00:30:06,120
Sweat V sweat, rage quitting 
here. 

617
00:30:06,120 --> 00:30:08,720
OK, Rage quitters rage quit at 
every level. 

618
00:30:08,720 --> 00:30:11,480
I, I don't want to hear this 
Like it's just beginners doing 

619
00:30:11,480 --> 00:30:12,720
it. 
It's not just beginners. 

620
00:30:12,720 --> 00:30:16,120
It's, it's people who are have 
bad sportsmanship. 

621
00:30:16,240 --> 00:30:18,200
It's just antisocial bad 
sportsmanship. 

622
00:30:18,200 --> 00:30:20,320
That's all it is. 
And that occurs no matter the 

623
00:30:20,320 --> 00:30:22,320
skill level. 
It's it's inherent to the 

624
00:30:22,320 --> 00:30:25,400
personality, not to the. 
The, the skill level, it's 

625
00:30:25,400 --> 00:30:27,480
something that I think it's lost
in this discourse. 

626
00:30:27,760 --> 00:30:29,840
So yeah, we saw it at the top 
level as well. 

627
00:30:30,400 --> 00:30:34,600
I, I do think, I don't know cuz 
I do think there's a lot of 

628
00:30:34,600 --> 00:30:36,560
people who are just turning on 
that game. 

629
00:30:36,560 --> 00:30:38,640
Obviously they have like no 
fighting game promise. 

630
00:30:38,640 --> 00:30:40,320
They never played a fighting 
game before in their life. 

631
00:30:40,400 --> 00:30:46,240
And for them, I do feel like 
maybe it's I like the show, I 

632
00:30:46,240 --> 00:30:47,680
like invincible. 
Invincible's cool. 

633
00:30:47,680 --> 00:30:51,000
Watched a couple of seasons. 
You know, I'm just little Timmy 

634
00:30:51,000 --> 00:30:53,400
trying to play, mash some 
buttons, play as my favorite 

635
00:30:53,400 --> 00:30:56,880
character and then, like you 
said, some sweat guys putting me

636
00:30:56,880 --> 00:30:58,960
in an infinite cutscene. 
Then it feels like I'm actually 

637
00:30:58,960 --> 00:31:02,440
watching the show because I 
can't even play the game anymore

638
00:31:02,840 --> 00:31:05,280
and I'm getting screwed over. 
So I don't know. 

639
00:31:05,440 --> 00:31:07,760
I remember when I first saw 
Invincible was announced, I was 

640
00:31:07,760 --> 00:31:10,680
like, I think this game would do
like 10 times better if it was 

641
00:31:10,680 --> 00:31:14,720
like a Spider Man PS4 kind of 
game where like you have an open

642
00:31:14,720 --> 00:31:17,320
world and you just kind of like 
flying around doing like 

643
00:31:17,360 --> 00:31:20,120
superhero style. 
And then I saw the fighting game

644
00:31:20,120 --> 00:31:21,640
and then I was like, yeah, it's 
not. 

645
00:31:21,880 --> 00:31:24,240
It's kind of weird because I 
know everyone who's just fans of

646
00:31:24,240 --> 00:31:26,600
the show is gonna get very 
upset, and I'm not surprised 

647
00:31:26,600 --> 00:31:28,560
this is actually happening. 
Yeah, of course. 

648
00:31:28,560 --> 00:31:30,480
I mean, this ties back to the 
auto combo thing. 

649
00:31:30,480 --> 00:31:35,240
And like I said, you're gonna 
have two complete beginners. 

650
00:31:35,320 --> 00:31:38,960
I guarantee you a lot of the 
rage quitting is between 2 brand

651
00:31:38,960 --> 00:31:42,680
new players fighting each other.
I guarantee you player A mashed 

652
00:31:42,680 --> 00:31:46,200
auto combo the entire time. 
Player B was was not tuned into 

653
00:31:46,200 --> 00:31:49,240
the mashing auto combo the 
entire time Strat and they were 

654
00:31:49,240 --> 00:31:52,280
put into an infinite movie 
because they don't understand 

655
00:31:52,280 --> 00:31:54,720
anything about the game while 
player A's is mashing L the 

656
00:31:54,720 --> 00:31:57,800
entire time. 
They're both equally as as new 

657
00:31:57,800 --> 00:31:59,360
and uninformed and bad about the
game. 

658
00:31:59,600 --> 00:32:02,200
They're both terrible but one of
them is putting the other one in

659
00:32:02,200 --> 00:32:05,040
an infinite loop and they and 
then player B rage quits. 

660
00:32:05,040 --> 00:32:07,200
I guess another fellow noob like
that. 

661
00:32:07,240 --> 00:32:09,480
That for sure was happening. 
There were rage quits at all 

662
00:32:09,480 --> 00:32:10,920
levels. 
I had people in my YouTube 

663
00:32:10,920 --> 00:32:13,320
comments saying like I'm bad at 
fighting against people were 

664
00:32:13,320 --> 00:32:15,920
rage quitting on me. 
I saw clips of other like more 

665
00:32:15,920 --> 00:32:19,120
casual fighting game streamers 
have getting rage quits. 

666
00:32:19,360 --> 00:32:22,840
It's not just pros or sweats 
against new players causing the 

667
00:32:22,840 --> 00:32:25,360
rage quits. 
It's at all levels of play and I

668
00:32:25,360 --> 00:32:28,080
think at low level fighting 
games can become very 

669
00:32:28,080 --> 00:32:32,360
interactive, uninteractive 
between two equally new players 

670
00:32:32,520 --> 00:32:36,240
if one person happens to stumble
into an easy spammable 

671
00:32:36,240 --> 00:32:39,920
degenerate strategy versus the 
other like that can happen. 

672
00:32:40,120 --> 00:32:42,800
And that's the danger of auto 
combos, I think, is you're going

673
00:32:42,800 --> 00:32:46,000
to have these situations where 
people are saying, oh, I, I rage

674
00:32:46,000 --> 00:32:49,120
quit because I'm in an infinite 
loop, even though what's be 

675
00:32:49,120 --> 00:32:51,040
real, they're just not blocking 
at the end of the combo. 

676
00:32:51,040 --> 00:32:52,600
Like they don't understand that 
concept. 

677
00:32:52,880 --> 00:32:56,200
Like, you know, they clearly 
don't understand how to resume 

678
00:32:56,200 --> 00:32:58,880
gameplay after being penalized 
by being put into a combo. 

679
00:32:58,880 --> 00:33:01,160
They just get looped because 
they don't get that, that 

680
00:33:01,280 --> 00:33:03,760
interaction point. 
And yeah, that causes a 

681
00:33:03,760 --> 00:33:06,120
terrible, painful experience. 
And that's where the rage quits 

682
00:33:06,120 --> 00:33:11,160
come from. 
So it's not just only about bad 

683
00:33:11,160 --> 00:33:14,200
matchmaking. 
It's also just the nature of. 

684
00:33:14,920 --> 00:33:17,520
Auto combo is in A tag game 
where you can have really long 

685
00:33:17,520 --> 00:33:19,600
offensive pressure. 
Yeah, but fighting games are 

686
00:33:19,600 --> 00:33:21,080
just bad. 
I mean, fighting games in 

687
00:33:21,080 --> 00:33:23,440
general are just bad for that. 
Funny enough, I actually do 

688
00:33:23,440 --> 00:33:26,680
think a lot of multiplayer games
in general are bad for that as 

689
00:33:26,680 --> 00:33:28,440
well. 
There's a lot of uninteractive 

690
00:33:28,440 --> 00:33:30,200
multiplayer games. 
If you play Deadlock and you're 

691
00:33:30,200 --> 00:33:32,120
bad at it, you're obviously 
you're not playing the game. 

692
00:33:32,480 --> 00:33:37,320
But to me, that's kind of why I 
think for most people and why I 

693
00:33:37,320 --> 00:33:39,080
keep bringing up, I think 
Invincible would have been 

694
00:33:39,080 --> 00:33:42,000
better single player. 
A lot of single player games 

695
00:33:42,000 --> 00:33:44,240
just kind of get away with it. 
If the tree Sentinel's kicking 

696
00:33:44,240 --> 00:33:46,760
your ass and Eldon Ring, you can
just go back and fight the tree 

697
00:33:46,760 --> 00:33:49,320
Sentinel and you guys infinite 
number of run back. 

698
00:33:49,480 --> 00:33:52,720
So it's much different for 
nowadays. 

699
00:33:52,760 --> 00:33:56,120
It's much different in 
multiplayer game and why I think

700
00:33:56,200 --> 00:33:58,920
making single player games is 
kind of a lot better even for 

701
00:33:58,920 --> 00:34:01,680
like the past couple of game of 
the year are like the games 

702
00:34:01,680 --> 00:34:04,400
people praise a lot. 
It's always single player. 

703
00:34:04,400 --> 00:34:06,920
The last time a multiplayer game
actually won was like Overwatch.

704
00:34:06,920 --> 00:34:09,800
So people are just scared to 
play other human beings, 

705
00:34:09,800 --> 00:34:12,280
honestly. 
Yeah, I mean, it's it's tough 

706
00:34:12,280 --> 00:34:15,760
with the psychology of that and 
the lack of the ability to retry

707
00:34:15,760 --> 00:34:17,600
and getting over that hump is 
always terrible. 

708
00:34:17,760 --> 00:34:22,000
Speaking of Overwatch, I watched
Jeff Kaplan, the lead designer 

709
00:34:22,000 --> 00:34:25,280
of Overwatch and all that, like 
he did a podcast, the Lex 

710
00:34:25,280 --> 00:34:28,480
Friedman podcast, whatever. 
He actually, I finally bit the 

711
00:34:28,480 --> 00:34:31,639
bullet and watched one of those 
because he was on there and he 

712
00:34:31,639 --> 00:34:33,800
had an interesting point about 
his time in Overwatch and 

713
00:34:33,800 --> 00:34:35,280
talking about matchmaking 
specifically. 

714
00:34:35,840 --> 00:34:39,679
And he said, well, most people 
say that they want a good even 

715
00:34:39,679 --> 00:34:42,320
match, and that's the goal of 
matchmaking, to try to like pair

716
00:34:42,320 --> 00:34:44,639
people up with equal skill 
levels so you have a satisfying 

717
00:34:44,639 --> 00:34:46,639
evil even match between two 
players. 

718
00:34:46,840 --> 00:34:50,639
And it's not a stomp either way.
And his remark there was like, 

719
00:34:50,639 --> 00:34:53,360
well, actually what people mean 
when they say that is they want 

720
00:34:54,320 --> 00:34:57,760
mostly even match, but they want
to win 65% of the time. 

721
00:34:58,040 --> 00:35:00,160
He said, he said that's the 
reality. 

722
00:35:00,200 --> 00:35:03,120
They say, look, the the data 
shows we're giving you even 

723
00:35:03,120 --> 00:35:05,080
matches 'cause you're winning 
50% of the time. 

724
00:35:05,400 --> 00:35:08,560
But psychologically that is too 
painful for most people. 

725
00:35:08,560 --> 00:35:10,160
Like we're lost adverse 
creatures. 

726
00:35:10,320 --> 00:35:14,280
So a 50% win rate is fucking 
garbage for our psyche. 

727
00:35:14,680 --> 00:35:17,840
And so it's always almost a 
really difficult problem to 

728
00:35:17,840 --> 00:35:20,560
solve. 
And once you go to the absolute 

729
00:35:20,560 --> 00:35:24,800
beginner level, where all 
variables are like the the 

730
00:35:24,800 --> 00:35:27,240
beginning level of any 
multiplayer game is like this 

731
00:35:27,240 --> 00:35:30,080
primordial soup, especially for 
a genre you've never played 

732
00:35:30,080 --> 00:35:32,040
before. 
You have no idea what's going to

733
00:35:32,040 --> 00:35:35,240
emerge as the dominant strategy.
It gets two complete noobs going

734
00:35:35,240 --> 00:35:37,080
up against each other. 
You have no clue. 

735
00:35:37,440 --> 00:35:39,800
But two brand new players who 
have never touched a fighting 

736
00:35:39,800 --> 00:35:42,720
game in a round of Street 
Fighter, and you're going to see

737
00:35:43,320 --> 00:35:46,400
like the most strange, divergent
evolution of gameplay that 

738
00:35:46,400 --> 00:35:49,360
you've ever seen before. 
And one strategy might reign 

739
00:35:49,360 --> 00:35:53,120
supreme in that wood rank 
experience, right? 

740
00:35:53,640 --> 00:35:55,160
And you can't account for that 
in the matchmaking. 

741
00:35:55,400 --> 00:35:56,760
All the players are fucking 
garbage. 

742
00:35:56,760 --> 00:35:58,480
They're all terrible. 
They're new, they don't know 

743
00:35:58,480 --> 00:36:00,760
what they're doing, but one 
person might beat all of their 

744
00:36:00,760 --> 00:36:02,640
asses. 
Is that a bad matchmaking 

745
00:36:02,640 --> 00:36:05,040
experience? 
I don't know if the matchmaking 

746
00:36:05,200 --> 00:36:07,680
matchmaking can't solve that. 
Like the only goal you can do is

747
00:36:07,680 --> 00:36:10,240
like try to rank them up quick 
and get them out of that, that 

748
00:36:10,240 --> 00:36:13,080
lobby or get them into the next 
tier of matchmaking. 

749
00:36:13,360 --> 00:36:15,600
But that's going to be a 
constant painful onboarding 

750
00:36:15,600 --> 00:36:18,880
experience. 
And, and if, if people are just 

751
00:36:18,880 --> 00:36:21,520
going to rage quit constantly, I
do think that something needs to

752
00:36:21,520 --> 00:36:25,520
be done in terms of the product 
to like, Hey, you're banned. 

753
00:36:26,720 --> 00:36:29,600
Like I, I, I do think the 
product needs to step in and 

754
00:36:29,600 --> 00:36:33,120
like I, I, I think this is a 
place where MK did a great job 

755
00:36:33,120 --> 00:36:36,320
quitality like give a reward for
the person getting rage quit 

756
00:36:36,320 --> 00:36:39,200
against. 
And then also like, Hey, you're 

757
00:36:39,400 --> 00:36:41,600
rage quitting a lot. 
Like you're going to get tanked 

758
00:36:41,600 --> 00:36:44,120
in your rank and then eventually
going to get timed out like 

759
00:36:44,160 --> 00:36:46,960
finish the game because it's, 
it's 30 seconds of your time. 

760
00:36:47,440 --> 00:36:49,000
I, I do think the product has to
handle it. 

761
00:36:49,280 --> 00:36:52,160
So a lot of games actually do 
that now, but there's so many 

762
00:36:52,160 --> 00:36:54,160
people who quit are, they'll 
just make another account. 

763
00:36:54,160 --> 00:36:55,880
Like I said, if you rage quit 
too much and like. 

764
00:36:56,400 --> 00:36:59,760
Marvel rivals, you'll you'll get
banned like it'd be like yo, 

765
00:36:59,760 --> 00:37:01,400
stop, stop quitting. 
You're not going to be able to 

766
00:37:01,400 --> 00:37:04,560
play for like a day, two days a 
week, etcetera. 

767
00:37:04,560 --> 00:37:08,960
So and like those games do it, 
but then another account aren't 

768
00:37:08,960 --> 00:37:11,160
going to stop playing. 
And I don't think anyone wants 

769
00:37:11,160 --> 00:37:13,680
people to stop playing fighting 
games because we already have 

770
00:37:13,920 --> 00:37:15,640
not that many people to play 
with anyway. 

771
00:37:16,280 --> 00:37:17,200
Right. 
That's true. 

772
00:37:17,720 --> 00:37:20,280
That's true, Yeah. 
I mean, it's a tough problem to 

773
00:37:20,280 --> 00:37:23,360
solve. 
It did get me to reconsider my 

774
00:37:24,320 --> 00:37:26,680
feelings about like surrendering
though. 

775
00:37:26,880 --> 00:37:30,240
I, I, it did make me consider 
like, I guess I could get on 

776
00:37:30,240 --> 00:37:34,760
board with a surrender option 
because, you know, one part of 

777
00:37:34,760 --> 00:37:37,640
me is like, dude, it's literally
30 seconds. 

778
00:37:37,680 --> 00:37:41,600
Just get over it like that. 
That's my pure emotional 

779
00:37:41,600 --> 00:37:44,000
reaction is like, shut the fuck 
up and deal with it. 

780
00:37:44,000 --> 00:37:46,200
Like I'm trying to be nice, I'm 
trying to be nice, I'm trying to

781
00:37:46,200 --> 00:37:49,560
be nice to you. 
OK, I do understand a surrender 

782
00:37:49,560 --> 00:37:52,000
option. 
Like if you're tilting, if 

783
00:37:52,000 --> 00:37:54,520
you're at the matchmaking is 
actually that bad, which is I 

784
00:37:54,520 --> 00:37:58,240
think the highest priority, of 
course, is matchmaking has to be

785
00:37:58,240 --> 00:37:59,920
on point. 
Like that is for sure. 

786
00:37:59,920 --> 00:38:03,280
You don't want this mixed match 
of a player level, but maybe a 

787
00:38:03,280 --> 00:38:06,360
surrender option, I suppose, and
then make it entertaining. 

788
00:38:06,400 --> 00:38:08,920
You know, most a lot of games 
have surrender options, but 

789
00:38:08,920 --> 00:38:12,280
generally that's because they're
all a much longer they're a. 45 

790
00:38:12,280 --> 00:38:14,440
minute long game? 
Yeah, You're playing for much 

791
00:38:14,440 --> 00:38:16,680
longer, Yeah. 
Yeah, so I could at least get 

792
00:38:16,680 --> 00:38:20,200
behind that, like add a more 
graceful way for people to 

793
00:38:20,200 --> 00:38:22,800
forfeit 'cause it's so 
frustrating. 

794
00:38:22,800 --> 00:38:24,840
Otherwise. 
It was really a bad experience. 

795
00:38:24,840 --> 00:38:27,960
Like playing the beta was a it 
was a really not fun. 

796
00:38:28,000 --> 00:38:31,400
I mean, it was funny a little 
bit, but it was exasperating. 

797
00:38:31,400 --> 00:38:33,920
I got so many rage quits and I 
am bad at the game. 

798
00:38:34,120 --> 00:38:36,840
I was not good. 
I can't imagine the good players

799
00:38:36,840 --> 00:38:38,120
actually how many rage quits 
they got. 

800
00:38:38,120 --> 00:38:40,600
Maybe it slowed down 'cause they
would rank up and fight other 

801
00:38:40,600 --> 00:38:42,400
more competent players and it'd 
be more rare. 

802
00:38:43,320 --> 00:38:48,160
But in my first day of playing 
the beta for a couple hours, I 

803
00:38:48,280 --> 00:38:52,080
got at least 5 or 6 rage quits. 
And on top of the matchmaking 

804
00:38:52,080 --> 00:38:54,720
bugs and all that, like it 
really limited the number of 

805
00:38:54,720 --> 00:38:56,840
games I got 'cause people would 
rage quit quick. 

806
00:38:57,240 --> 00:38:59,360
Like the moment you showed that 
you know how to do a combo, they

807
00:38:59,360 --> 00:39:02,240
would rage quit. 
Or you got 1 character and 

808
00:39:02,240 --> 00:39:03,200
they're like, that's it, I'm 
out. 

809
00:39:03,360 --> 00:39:04,720
It was they hicked from that 
shit. 

810
00:39:04,720 --> 00:39:07,040
Some people waited to the end 
and when it was close and 

811
00:39:07,040 --> 00:39:09,320
they're about to lose and they 
pulled the plug, which I think 

812
00:39:09,320 --> 00:39:11,280
is the biggest scumbag. 
That to me is the biggest 

813
00:39:11,280 --> 00:39:14,000
scumbag rage quit. 
If you rage quit early, like 

814
00:39:14,000 --> 00:39:15,440
you're kind of a punk, but 
whatever. 

815
00:39:15,800 --> 00:39:19,720
If you rage quit at the end, 
you're you're that's, that's 

816
00:39:19,720 --> 00:39:20,960
scumbag. 
You're a scumbag. 

817
00:39:20,960 --> 00:39:25,320
I'm sorry. 
Yeah, I just, I, I don't know. 

818
00:39:25,320 --> 00:39:30,680
I do think there are, I saw a 
lot of Twitter comments about it

819
00:39:30,680 --> 00:39:33,800
saying people just need to find 
the fighting game that they 

820
00:39:33,800 --> 00:39:37,280
really enjoy, to fight through 
the pain and try to want to keep

821
00:39:37,280 --> 00:39:37,880
playing. 
But. 

822
00:39:37,920 --> 00:39:39,160
Door to door, Yeah, had that 
tweet. 

823
00:39:39,160 --> 00:39:41,960
Yeah, yeah, I thought that was 
pretty interesting. 

824
00:39:41,960 --> 00:39:45,080
But I feel like a lot of new 
players to fight a game just 

825
00:39:45,080 --> 00:39:47,440
don't have that. 
And even in Dragon Ball, when 

826
00:39:47,440 --> 00:39:49,640
Dragon Ball first started, I 
used to get Rage Quinn on all 

827
00:39:49,640 --> 00:39:52,400
the time playing that game. 
Yeah, that's what happened. 

828
00:39:52,400 --> 00:39:55,200
I think it's, it's growing pains
and I, I think it's fine to have

829
00:39:55,200 --> 00:39:56,440
that. 
I think this is the issue with 

830
00:39:56,440 --> 00:39:59,480
doing these fighting game betas 
is that you don't have the rest 

831
00:39:59,480 --> 00:40:02,440
of the single player content. 
And just basically I, I've just 

832
00:40:02,440 --> 00:40:05,520
really hardened my stance of the
gameplay. 

833
00:40:05,680 --> 00:40:08,240
I I do agree with you that the 
gameplay, we've had this 

834
00:40:08,240 --> 00:40:10,080
discussion about how much of the
gameplay matter. 

835
00:40:10,840 --> 00:40:13,600
I think I I on our spectrum, I 
think gameplay matters a little 

836
00:40:13,600 --> 00:40:15,080
bit more than you do at the 
lower level. 

837
00:40:15,360 --> 00:40:19,000
But I do agree that we need to 
stop designing around like 

838
00:40:19,000 --> 00:40:21,240
player retention for lower level
because I think a lot of the 

839
00:40:21,240 --> 00:40:23,840
features we add end up actually 
making it worse. 

840
00:40:23,840 --> 00:40:25,920
Like I was mentioning the the 
light auto combos, I think that 

841
00:40:25,920 --> 00:40:28,280
actually makes the experience 
probably worse for low level 

842
00:40:28,280 --> 00:40:32,160
players overall auto combos on 
WIF it's 2D Gen. 

843
00:40:32,520 --> 00:40:35,520
But at the end of the day, no 
matter how simple you make it, 

844
00:40:35,520 --> 00:40:38,120
no matter how much you try to 
create features to onboard 

845
00:40:38,120 --> 00:40:42,480
players, they're going to rage 
quit, they're going to get lost,

846
00:40:42,480 --> 00:40:44,680
and they're going to quit 
because people don't want to 

847
00:40:44,680 --> 00:40:47,200
lose. 
So find other ways to keep 

848
00:40:47,200 --> 00:40:50,320
people entertained and to have 
them, you know, want to engage 

849
00:40:50,320 --> 00:40:51,860
with their product. 
I think that's the biggest take 

850
00:40:51,860 --> 00:40:53,480
away. 
If the fighting game genre is 

851
00:40:53,480 --> 00:40:56,480
trying to fix the rage quit 
problem, then it that that's the

852
00:40:56,480 --> 00:40:57,720
worst. 
That's the last genre that 

853
00:40:57,720 --> 00:40:59,720
should be trying to do that. 
Any other game could fix. 

854
00:40:59,720 --> 00:41:01,000
Any other genre could fix that. 
Do you? 

855
00:41:01,640 --> 00:41:04,680
Think it's gotten worse with 
like this is like a age 

856
00:41:04,680 --> 00:41:06,560
demographic thing, Like we're 
getting old. 

857
00:41:06,800 --> 00:41:08,360
I, I, I I had a thought about 
that. 

858
00:41:09,000 --> 00:41:11,440
I think it's, I think it's 
pretty normal if you're going, 

859
00:41:11,440 --> 00:41:13,560
if you're having a bad 
experience, why I experienced it

860
00:41:13,560 --> 00:41:15,080
in the first place, I might as 
well just quit. 

861
00:41:16,120 --> 00:41:19,440
But was this as relevant in? 
Older people in gaming 

862
00:41:19,440 --> 00:41:23,160
communities. 
When I used to play COD in 2009 

863
00:41:23,160 --> 00:41:24,480
everyone was still rage 
quitting. 

864
00:41:24,480 --> 00:41:26,960
If somebody called the AC 1:30, 
they were out of there. 

865
00:41:27,200 --> 00:41:29,640
Yeah, I'm trying to. 
I'm trying to check my bias 

866
00:41:29,640 --> 00:41:31,040
here. 
I'm trying to, I'm, I'm, it's 

867
00:41:31,040 --> 00:41:33,640
making me wonder, like, are the 
kids wrong or am I out of touch?

868
00:41:33,640 --> 00:41:37,080
You know that's I'll get to that
point, my own status kicking in.

869
00:41:37,440 --> 00:41:41,320
I 100% think even back in the 
day, it was just like that. 

870
00:41:41,520 --> 00:41:44,280
You know, for some of us 
weirdos, we would fight through 

871
00:41:44,280 --> 00:41:45,720
the pain. 
You know, obviously that's how 

872
00:41:45,720 --> 00:41:48,120
you got better at the game. 
You would be like, what is this 

873
00:41:48,120 --> 00:41:50,120
guy doing? 
So he's beating my ass, so he 

874
00:41:50,120 --> 00:41:52,280
must be doing something right. 
And then you would want to learn

875
00:41:52,280 --> 00:41:54,160
from that guy. 
But for other people, it's just 

876
00:41:54,160 --> 00:41:56,280
like, yeah, the guy's better 
than me. 

877
00:41:56,280 --> 00:41:57,600
I'm not going to say or waste my
time. 

878
00:41:57,600 --> 00:41:59,120
Let me get out of here and find 
a new game. 

879
00:41:59,400 --> 00:42:01,920
I guess now that I'm thinking 
about it, I remember playing, I 

880
00:42:01,920 --> 00:42:05,480
played Halo 2 and Halo 3 heavy, 
but I was never one to quit. 

881
00:42:05,480 --> 00:42:08,080
But I do remember when my 
teammates would start falling 

882
00:42:08,080 --> 00:42:10,920
off like, Nah, man. 
Like like when you're playing 

883
00:42:10,920 --> 00:42:13,600
the four V four and one person 
quits and then you're like, 

884
00:42:13,600 --> 00:42:17,640
please don't go to the other two
and the the second guy quits, 

885
00:42:17,640 --> 00:42:20,840
you're like, hey, man, it's just
me and you, buddy, come on, hang

886
00:42:20,840 --> 00:42:23,760
on in there. 
But I guess, yeah, I maybe I was

887
00:42:23,760 --> 00:42:25,480
weird. 
I would even if I was the last 

888
00:42:25,480 --> 00:42:27,160
one, I would kind of just fuck 
around. 

889
00:42:27,160 --> 00:42:28,960
Like that would become an 
opportunity to play hide and 

890
00:42:28,960 --> 00:42:30,840
seek with the other four. 
Like it would kind of be like a 

891
00:42:30,840 --> 00:42:33,240
weird break. 
Like the game's over, you lost. 

892
00:42:33,680 --> 00:42:36,400
And I would kind of just like 
troll with them and then lose. 

893
00:42:36,760 --> 00:42:39,760
But I never quit. 
Maybe I'm just a weirdo. 

894
00:42:40,000 --> 00:42:43,040
I never, I never quit out. 
I kind of just hung out in the 

895
00:42:43,040 --> 00:42:45,880
lobby until the game ended. 
I think that's the fighting 

896
00:42:45,880 --> 00:42:48,000
game. 
Players in US, that's like, hey,

897
00:42:48,080 --> 00:42:51,160
OK, my team might be asked, 
everyone might have left, but 

898
00:42:51,680 --> 00:42:54,640
there is you can either do 
something funny or there's 

899
00:42:54,640 --> 00:42:55,640
something to take away from 
that. 

900
00:42:56,800 --> 00:43:00,000
Yeah, maybe I was just always 
destined to go down this route. 

901
00:43:00,000 --> 00:43:01,880
I don't know. 
I, I, I would get pissed at my 

902
00:43:01,880 --> 00:43:04,240
teammates, but I wouldn't quit. 
I'd just like, oh fuck it, games

903
00:43:04,320 --> 00:43:05,840
games over. 
Yep. 

904
00:43:05,840 --> 00:43:07,280
So rage quitting and invincible 
verses. 

905
00:43:07,280 --> 00:43:08,720
Do we have any more takeaways 
from this? 

906
00:43:08,720 --> 00:43:11,480
I think the main thing is I 
think the people defending rage 

907
00:43:11,480 --> 00:43:14,120
quits to like saying it's like 
justified or whatever. 

908
00:43:14,120 --> 00:43:16,600
Listen, no, it's not. 
This is not. 

909
00:43:16,600 --> 00:43:19,320
I just think they can do things 
the the developers have a 

910
00:43:19,320 --> 00:43:21,000
responsibility to do better 
matchmaking. 

911
00:43:21,360 --> 00:43:24,720
But to say that this is only a 
case of people rage quitting 

912
00:43:24,720 --> 00:43:27,640
against the pros? 
No time out brother. 

913
00:43:27,640 --> 00:43:29,720
Rage quitters rage quit against 
scrubs. 

914
00:43:29,720 --> 00:43:32,680
Against pros? 
Again, close matches and stomps 

915
00:43:32,680 --> 00:43:34,720
and beat downs, It doesn't 
matter. 

916
00:43:34,720 --> 00:43:35,960
Rage quitters are going to rage 
quit. 

917
00:43:35,960 --> 00:43:37,920
That's an internal issue that 
they have. 

918
00:43:38,240 --> 00:43:40,480
The developers need to do their 
best to create proper 

919
00:43:40,480 --> 00:43:43,480
matchmaking, to quickly isolate 
players to their level and try 

920
00:43:43,480 --> 00:43:45,120
to provide an even match 
experience. 

921
00:43:45,760 --> 00:43:47,600
But at the end of the day, 
people are going to rage quit. 

922
00:43:47,600 --> 00:43:49,160
It has something to do with the 
game. 

923
00:43:49,160 --> 00:43:51,080
I think it's just, you know, 
it's internal. 

924
00:43:51,160 --> 00:43:53,560
But maybe we can add a forfeit 
function and a quitality. 

925
00:43:53,560 --> 00:43:55,840
Maybe Quitality was the number 
one thing we should learn from 

926
00:43:55,840 --> 00:43:58,600
Mortal Kombat. 
I would hate a surrender or a 

927
00:43:58,600 --> 00:44:02,440
forfeit in like a fighting game 
because it's 2 minutes unless 

928
00:44:02,440 --> 00:44:07,360
it's like, you know, I've been 
burned out and I legit can't do 

929
00:44:07,360 --> 00:44:09,920
anything or like I'm about to 
get chipped out from full screen

930
00:44:09,920 --> 00:44:13,400
by happy chaos or like, you 
know, it's I'm no X Factor and 

931
00:44:13,400 --> 00:44:15,680
there's no no way of me making a
comeback. 

932
00:44:15,680 --> 00:44:19,120
That's when I was surrender, but
it was like, damn, I got hit by 

933
00:44:19,120 --> 00:44:21,160
zero surrender. 
Like what are we doing? 

934
00:44:22,040 --> 00:44:25,440
Hey, hey, that's that's Marvel 
three culture right there. 

935
00:44:25,440 --> 00:44:29,320
What are you talking about? 
Flux versus Coach Steve, folks 

936
00:44:29,720 --> 00:44:32,360
at the Flux versus Coach Steve, 
he got grabbed round start, 

937
00:44:32,360 --> 00:44:34,160
instant rage quit. 
Add 1 to the board. 

938
00:44:34,160 --> 00:44:36,120
Move on, Gigi. 
No go next. 

939
00:44:36,120 --> 00:44:38,200
Come on, man, that that's some 
Marvel culture. 

940
00:44:38,200 --> 00:44:40,720
That's a classic. 
That that to me, I think that's 

941
00:44:40,720 --> 00:44:42,320
bad. 
If it's like legitimate, like, 

942
00:44:42,320 --> 00:44:44,800
OK, you're probably not winning 
this, then it's like, I get it, 

943
00:44:44,960 --> 00:44:46,760
but I don't even like that rage.
But you still have Virgil 

944
00:44:46,760 --> 00:44:48,280
Anchor. 
You're still gonna. 

945
00:44:48,400 --> 00:44:50,920
You still have a chance. 
Yeah, I mean, it was a rage 

946
00:44:50,920 --> 00:44:53,560
quit, you stilted, but but 
that's what I'm saying. 

947
00:44:53,560 --> 00:44:57,040
Like would you rather people 
rage quit on you then you You? 

948
00:44:57,080 --> 00:44:58,440
You're going up against a rage 
quitter. 

949
00:44:58,520 --> 00:45:00,440
They're going to quit one way or
the other. 

950
00:45:00,640 --> 00:45:03,600
Would you rather them rage quit 
or use a surrender 

951
00:45:03,600 --> 00:45:06,280
functionality? 
It's too, like I said, I don't 

952
00:45:06,280 --> 00:45:07,800
want either. 
It's but it's 2 minutes. 

953
00:45:07,800 --> 00:45:09,840
It's 2 minutes. 
Sometimes these modern fight 

954
00:45:09,880 --> 00:45:11,400
games aren't even 2 minutes. 
They're like one minute 

955
00:45:11,400 --> 00:45:13,000
nowadays. 
It's you have to choose. 

956
00:45:13,200 --> 00:45:15,160
You have to choose. 
They're going to quit. 

957
00:45:16,320 --> 00:45:20,400
You are a sweats because you 
know how to play the game and 

958
00:45:20,400 --> 00:45:22,880
they're going to quit. 
Would you rather them rage quit 

959
00:45:22,880 --> 00:45:26,560
or surrender at that point? 
I'm thinking like maybe give him

960
00:45:26,560 --> 00:45:29,720
a surrender? 
I guess I don't, I don't know, I

961
00:45:29,720 --> 00:45:32,000
feel like you're just going to 
surrender literally the first 

962
00:45:32,000 --> 00:45:34,560
hit every single time. 
Then it's going to get annoying 

963
00:45:34,560 --> 00:45:37,880
because you boot up one match, 
the guy surrender, you boot up 

964
00:45:37,880 --> 00:45:39,920
the next match, guy surrenders, 
then you can't even play the 

965
00:45:39,920 --> 00:45:43,600
game. 
That was the beta IDOM. 

966
00:45:43,800 --> 00:45:44,480
I don't. 
I don't. 

967
00:45:44,520 --> 00:45:46,960
I don't know you're. 
Getting full matches though like

968
00:45:46,960 --> 00:45:49,680
the guy. 
No no, they were rage quitting 

969
00:45:49,680 --> 00:45:53,960
after one combo. 
Dude, you said that guy quit on 

970
00:45:53,960 --> 00:45:56,480
you like at the end of the 
match, like right when you're 

971
00:45:56,480 --> 00:45:59,520
about to win. 
One of them one of them which 

972
00:45:59,520 --> 00:46:03,200
was a classic OG rage quit. 
He he gimmicked me the first 

973
00:46:03,200 --> 00:46:04,640
game 'cause I didn't know how to
counter tag. 

974
00:46:05,160 --> 00:46:07,440
I was, I didn't, I was guilty. 
I didn't read the tutorial. 

975
00:46:07,440 --> 00:46:10,880
OK, chat with my tutorial that 
said, hey, you press medium and 

976
00:46:10,880 --> 00:46:12,480
heavy to counter tag. 
The second game. 

977
00:46:12,480 --> 00:46:15,840
I counter tagged him every time 
and I won and then he rage quit 

978
00:46:16,200 --> 00:46:18,200
to me. 
Listen, I kind of popped off on 

979
00:46:18,200 --> 00:46:19,600
that one. 
That's that's a rage quit that 

980
00:46:19,600 --> 00:46:21,800
makes me feel good because I 
downloaded your ass and you're 

981
00:46:21,800 --> 00:46:23,400
salty about it. 
Hold that shit right? 

982
00:46:23,400 --> 00:46:26,280
Like you know, that's a good old
fashioned rage quit. 

983
00:46:26,680 --> 00:46:30,080
The ones that drive me nuts are 
you get one hit and they rage 

984
00:46:30,080 --> 00:46:32,480
quit. 
That drives me nuts. 

985
00:46:32,720 --> 00:46:33,960
That's the. 
I think that's worse. 

986
00:46:34,040 --> 00:46:35,960
I think that's worse. 
And that was happening 

987
00:46:36,120 --> 00:46:38,400
constantly. 
That was a constant experience 

988
00:46:38,400 --> 00:46:39,960
for a lot of players in the 
beta. 

989
00:46:40,720 --> 00:46:44,120
I I think, I think the take away
from this is Invincible should 

990
00:46:44,120 --> 00:46:47,640
have been a a spider Man kind of
game, a single player game. 

991
00:46:47,640 --> 00:46:49,320
It would have been. 
I think it would have been much 

992
00:46:49,320 --> 00:46:50,920
better to me. 
Yeah, we'll see. 

993
00:46:50,920 --> 00:46:52,920
They they do, they do have 
single player content. 

994
00:46:52,920 --> 00:46:55,120
I don't know what it's going to 
look like or how much it's how 

995
00:46:55,120 --> 00:46:57,320
in depth it's going to be. 
So we'll see. 

996
00:46:57,920 --> 00:47:01,880
I I do feel this is almost like 
tanking the perception of 

997
00:47:01,880 --> 00:47:04,000
Invincible versus. 
I wonder how much this will 

998
00:47:04,000 --> 00:47:05,680
affect sales, because a lot of 
people are saying like, I'm 

999
00:47:05,680 --> 00:47:08,440
going to refund the order. 
This game is for sweats. 

1000
00:47:08,560 --> 00:47:12,400
You know, you, you have to, you 
get mashed on the whole time and

1001
00:47:12,400 --> 00:47:15,200
you're stuck in an infinite 
cutscene with these infinite 

1002
00:47:15,200 --> 00:47:17,720
combos. 
So it's a little tough. 

1003
00:47:17,720 --> 00:47:20,280
I, I, I don't imagine the 
invincible devs are like feeling

1004
00:47:20,280 --> 00:47:24,800
the heat a little bit like shit,
the casuals are not vibing with 

1005
00:47:24,800 --> 00:47:27,320
this. 
So I don't know. 

1006
00:47:27,320 --> 00:47:29,000
I don't know if they're maybe 
regretting their decision a 

1007
00:47:29,000 --> 00:47:31,320
little bit. 
To be fair betas are always like

1008
00:47:31,320 --> 00:47:33,800
that even for like non fighting 
games and you play at beta and 

1009
00:47:33,800 --> 00:47:35,240
people have a bad experience on 
the beta. 

1010
00:47:35,240 --> 00:47:37,800
A lot of your you know like 
betas honestly are just taking 

1011
00:47:37,800 --> 00:47:40,920
chances to be honest. 
But if the beta is good people 

1012
00:47:41,240 --> 00:47:44,280
buy your game like Overwatch. 
Overwatch popped off because 

1013
00:47:44,280 --> 00:47:46,080
they had a great beta. 
Right. 

1014
00:47:46,080 --> 00:47:48,720
That's the problem too, except 
they they probably genuinely 

1015
00:47:48,720 --> 00:47:51,720
need the infrastructure testing,
but that's a big that's usually 

1016
00:47:51,720 --> 00:47:54,840
the first goal of the beta. 
And I now now betas have become 

1017
00:47:54,840 --> 00:47:59,040
essentially demos to probably 
the Sugar Rayon of the 

1018
00:47:59,040 --> 00:48:00,400
developers. 
They probably don't want it to 

1019
00:48:00,400 --> 00:48:02,120
be perceived that way. 
They want it to just be an 

1020
00:48:02,120 --> 00:48:04,840
infrastructure test. 
But the devs are, they're 

1021
00:48:04,840 --> 00:48:07,800
definitely listening. 
They were publicly stating that 

1022
00:48:07,800 --> 00:48:10,040
they're listening to a lot of 
feedback, especially from people

1023
00:48:10,040 --> 00:48:12,800
talking about specific issues of
the gameplay, things like the 

1024
00:48:12,800 --> 00:48:16,240
safe unblock DPS and the weird, 
yeah, a lot of these are weirdly

1025
00:48:16,240 --> 00:48:17,480
safe in this game. 
It's pretty ham. 

1026
00:48:18,200 --> 00:48:21,200
So maybe for the core FTC 
audience, the product can be 

1027
00:48:21,200 --> 00:48:23,240
improved a little bit and people
will like the changes. 

1028
00:48:24,200 --> 00:48:27,960
It'll have to be determined if 
this will be the next DBFZ where

1029
00:48:27,960 --> 00:48:31,520
the game has that much alert, 
that much pull with the IP, the 

1030
00:48:31,520 --> 00:48:34,680
single player content where it 
somehow manages to become a 

1031
00:48:34,680 --> 00:48:39,240
massive hits despite the fact 
that it's brutal for new coming 

1032
00:48:39,240 --> 00:48:42,600
incoming players to get into the
FGC and play a 3V3 tag fighter. 

1033
00:48:42,600 --> 00:48:44,760
DBFZ did it. 
I think people are trying to 

1034
00:48:44,760 --> 00:48:48,800
recreate that magic. 
My vibe is that Invincible 

1035
00:48:48,800 --> 00:48:51,320
Versus won't do that. 
That is, that is my vibe right 

1036
00:48:51,320 --> 00:48:53,040
now. 
However, I would love to be 

1037
00:48:53,040 --> 00:48:55,080
wrong. 
I would love to see somehow this

1038
00:48:55,080 --> 00:48:57,880
turns around. 
Invincible is really popular 

1039
00:48:57,880 --> 00:49:00,000
right now, so it it might be the
1:00. 

1040
00:49:00,200 --> 00:49:02,280
We'll have to see. 
The devs have a big challenge 

1041
00:49:02,280 --> 00:49:04,480
ahead of them though. 
So you got any final thoughts on

1042
00:49:04,480 --> 00:49:07,840
Invincible Versus any when you 
get out there? 

1043
00:49:08,400 --> 00:49:11,720
I, I hope that game does good. 
I don't wish you know any bad 

1044
00:49:11,720 --> 00:49:14,360
things upon any other any 
fighting game, you know, I hope 

1045
00:49:14,360 --> 00:49:17,040
every fighting game finds their 
audience, and I hope Invincible 

1046
00:49:17,040 --> 00:49:21,080
does. 
The same very politically 

1047
00:49:21,080 --> 00:49:24,640
correct there item I like your I
like your your navigation of 

1048
00:49:24,640 --> 00:49:26,600
this topic. 
I'm not going to say anything 

1049
00:49:26,600 --> 00:49:28,560
bad about a fighting, you know, 
that's how we got me into the 

1050
00:49:28,560 --> 00:49:31,400
DNF situation. 
What about the Street Fighter 

1051
00:49:31,400 --> 00:49:33,760
Six situation never say anything
about about a fighting game 

1052
00:49:33,760 --> 00:49:35,240
I'll. 
Never say anything bad. 

1053
00:49:35,240 --> 00:49:37,840
About the only bad thing I've 
ever said about any fighting 

1054
00:49:37,840 --> 00:49:39,760
game is only been DNF, but that 
game is actually terrible. 

1055
00:49:40,200 --> 00:49:46,840
I had way more fun with DNF than
than a lot of other fighting 

1056
00:49:46,840 --> 00:49:48,680
games that have come out 
recently. 

1057
00:49:48,840 --> 00:49:52,880
I had a lot more fun with DNF. 
I know you ate DNF, but DNF was 

1058
00:49:52,960 --> 00:49:56,640
one of the most fun bubble gum 
fighting games I've ever played,

1059
00:49:56,640 --> 00:49:58,440
man. 
You just don't want to chew on 

1060
00:49:58,440 --> 00:50:02,440
it for too long, you know? 
Just get your fill and then when

1061
00:50:02,440 --> 00:50:04,240
it's done, you're done, you 
know, move on. 

1062
00:50:04,560 --> 00:50:07,680
All right, Speaking of fighting 
games, in their reception, 

1063
00:50:07,680 --> 00:50:09,560
Strive 2 point O man, you've 
been playing it. 

1064
00:50:09,560 --> 00:50:11,920
I haven't checked out the update
but I've been seeing a lot of 

1065
00:50:11,920 --> 00:50:16,080
the discussion around it and 
it's like by and large what are 

1066
00:50:16,080 --> 00:50:18,760
the most well received major 
updates of fighting in title 

1067
00:50:18,760 --> 00:50:24,120
I've seen in years. 
I've been playing a lot of 2.0 

1068
00:50:24,160 --> 00:50:27,880
and I've got to say that was 
exactly what I was expecting. 

1069
00:50:27,880 --> 00:50:30,400
They fixed a lot of the Jinx 
stuff. 

1070
00:50:30,440 --> 00:50:36,480
I do have a few critiques, but 
overall the characters feel more

1071
00:50:36,480 --> 00:50:38,400
new and refreshed. 
A lot of characters got new 

1072
00:50:38,400 --> 00:50:41,080
tools to play with. 
You know, testament got double 

1073
00:50:41,080 --> 00:50:44,240
stayed and there's a lot more 
nuance to the characters now and

1074
00:50:44,240 --> 00:50:47,320
it kind of like upgraded their 
kit to you know, give every 

1075
00:50:47,320 --> 00:50:50,920
character something this just do
more exciting to do. 

1076
00:50:51,080 --> 00:50:54,000
There are some bugs. 
Testaments crow doesn't work 

1077
00:50:54,360 --> 00:50:56,320
right. 
Eno's dive kick is punishable 

1078
00:50:56,320 --> 00:50:58,240
and hit happy chaos was an 
infinite. 

1079
00:50:58,360 --> 00:51:01,520
But aside from all that stuff, 
it's pretty good. 

1080
00:51:01,520 --> 00:51:03,640
I I do think a lot of people 
have been having fun. 

1081
00:51:03,840 --> 00:51:06,000
I've been watching a lot of, you
know, streamers play and they'll

1082
00:51:06,000 --> 00:51:09,000
be like, yo, I like this 
character and, you know, just 

1083
00:51:09,560 --> 00:51:11,360
having genuine fun playing a 
fighting game. 

1084
00:51:11,880 --> 00:51:17,000
The only there's been a couple 
of of people who have provided 

1085
00:51:17,000 --> 00:51:19,280
negative feedback to the patch. 
So I want to get your 

1086
00:51:19,280 --> 00:51:23,440
perspective on this. 
I did see, you know, maybe a 

1087
00:51:23,440 --> 00:51:27,600
couple Potemkin players talking 
about the changes because 

1088
00:51:27,600 --> 00:51:34,040
Potemkin his his command grab 
had armor before and also beat 

1089
00:51:34,040 --> 00:51:37,400
throws and it no longer has 
either of those properties. 

1090
00:51:37,960 --> 00:51:41,440
So I saw some people, you know, 
saying maybe that was too far. 

1091
00:51:41,440 --> 00:51:44,760
What do you what do you think? 
About that, I have seen some 

1092
00:51:44,760 --> 00:51:47,760
people, and this is also what I 
was scared of with a couple of 

1093
00:51:47,760 --> 00:51:49,960
nerves. 
And then like you're back to 

1094
00:51:50,080 --> 00:51:53,160
grappler versus zoner. 
Axel, funny enough, is probably 

1095
00:51:53,160 --> 00:51:55,360
one of the better characters in 
the game right now. 

1096
00:51:55,680 --> 00:51:59,640
And you know, when the games get
slower and less degenerate, the 

1097
00:51:59,640 --> 00:52:03,080
zoner is going to prosper. 
So I have seen that complaint 

1098
00:52:03,080 --> 00:52:06,240
that Axel's getting too good. 
And you know, Axel might kind of

1099
00:52:07,280 --> 00:52:11,560
hurt a lot of the characters 
because now it's like, hey, if I

1100
00:52:11,560 --> 00:52:14,680
lose to Axel, I might just lose 
because I can't interact with 

1101
00:52:14,680 --> 00:52:16,600
them. 
So that's that's a bad thing. 

1102
00:52:16,600 --> 00:52:19,880
You know, I I will say that's 
not great. 

1103
00:52:19,880 --> 00:52:22,640
You know, maybe strong system 
mechanics help dodge that. 

1104
00:52:22,640 --> 00:52:24,880
But that's just how fighting 
games are in my opinion. 

1105
00:52:24,880 --> 00:52:28,080
That's that goes always goes 
back to ask me how fighting 

1106
00:52:28,080 --> 00:52:29,680
games are. 
I can't really do anything about

1107
00:52:29,680 --> 00:52:30,760
that. 
Right, right. 

1108
00:52:30,760 --> 00:52:32,720
So if you run into an Axel you 
should just rage quit. 

1109
00:52:33,600 --> 00:52:36,640
Oh my God. 
Well, it's. 

1110
00:52:37,280 --> 00:52:38,840
Learn from the invincible people
man. 

1111
00:52:38,840 --> 00:52:40,600
Just dodge the bad matchup. 
What are you doing? 

1112
00:52:40,960 --> 00:52:44,040
That's just like I, I can't get 
mad at that because that's just 

1113
00:52:44,040 --> 00:52:46,240
how fighting games were. 
If you're playing Axel and you 

1114
00:52:46,240 --> 00:52:49,440
know, people shouldn't play Axel
because they're bad people, but 

1115
00:52:49,880 --> 00:52:53,200
that's, that's I can't, that's 
the genre. 

1116
00:52:53,200 --> 00:52:54,960
That's the shitty job where we 
play. 

1117
00:52:55,320 --> 00:52:58,440
Very true, very true. 
The other thing I saw was at 

1118
00:52:58,440 --> 00:53:01,160
first a lot of people were 
celebrating the redesign for 

1119
00:53:01,160 --> 00:53:04,000
Happy Chaos. 
However, it seemed like, you 

1120
00:53:04,000 --> 00:53:06,360
know, there was an infinite 
discovered, which might be like 

1121
00:53:06,360 --> 00:53:08,640
a bug that they should address. 
But then people were starting to

1122
00:53:08,640 --> 00:53:10,880
even left in himself and 
starting to change his tune. 

1123
00:53:10,880 --> 00:53:14,920
Like actually, this rework is 
still broken in in these XYZ 

1124
00:53:14,920 --> 00:53:17,200
ways and it's still top tier. 
So at first everyone's like, 

1125
00:53:17,200 --> 00:53:20,480
yes, the evil is dead. 
Oh, wait, no, it's just back in 

1126
00:53:20,480 --> 00:53:23,200
another form. 
So can you walk through like the

1127
00:53:23,320 --> 00:53:25,880
the redesign and what people 
thought it was going to end up 

1128
00:53:25,880 --> 00:53:28,360
and where it is now? 
Because it's been a weird thing 

1129
00:53:28,360 --> 00:53:29,920
to observe from the outside 
looking in. 

1130
00:53:30,480 --> 00:53:34,280
Well, I think I still think 
Happy Chaos is probably weaker 

1131
00:53:34,280 --> 00:53:37,400
than the original patch. 
I do think the infinite 

1132
00:53:37,720 --> 00:53:40,160
obviously has to go, but. 
Can you explain the? 

1133
00:53:40,160 --> 00:53:42,800
Infinite really quick like how 
does that operate a little bit 

1134
00:53:43,160 --> 00:53:45,120
if happy chaos puts you in the 
corner? 

1135
00:53:45,200 --> 00:53:49,120
Well, they changed his reload. 
So now if his if he reloads 

1136
00:53:49,120 --> 00:53:52,240
once, like it'll reload all his 
bullets and he has a new move 

1137
00:53:52,240 --> 00:53:54,480
where like there's a like a 
portal of bullets around you. 

1138
00:53:54,640 --> 00:53:57,720
So if he gets to like a perfect 
spacing, he'll just like 

1139
00:53:57,720 --> 00:54:00,600
infinite block stream you 
because he'll just shoot, reload

1140
00:54:01,000 --> 00:54:03,560
and you're just like stuck in 
the corner and you'll just be 

1141
00:54:03,560 --> 00:54:05,360
stuck there for like infinite 
block stream. 

1142
00:54:05,360 --> 00:54:07,720
You try to jump, you'll get hit,
and if you try to move you'll 

1143
00:54:07,720 --> 00:54:09,600
just get it. 
That's from the new move they 

1144
00:54:09,600 --> 00:54:12,280
added for him for this patch. 
So the new move uses all his 

1145
00:54:12,280 --> 00:54:14,640
bullets and then he can reload 
during it and then do it again. 

1146
00:54:15,280 --> 00:54:16,760
Oh, well, that seems like an 
oversight, yeah. 

1147
00:54:16,960 --> 00:54:20,720
Yeah, that's what I'm saying. 
It's like to me, I, I, but I 

1148
00:54:20,720 --> 00:54:23,120
like stuff like that because 
it's like they've Arks is 

1149
00:54:23,120 --> 00:54:25,120
already addressed. 
It's like, okay, yeah, you know,

1150
00:54:25,120 --> 00:54:27,520
we probably shouldn't have done 
that, but we'll probably they're

1151
00:54:27,520 --> 00:54:29,800
going to patch this out maybe 
like sometime next week. 

1152
00:54:29,960 --> 00:54:33,920
I'd rather have, oh, maybe we 
maybe we fucked up, maybe 

1153
00:54:33,920 --> 00:54:36,080
somewhere, but at least they'll 
go back on it. 

1154
00:54:36,080 --> 00:54:37,560
I'd rather have those kind of 
changes. 

1155
00:54:38,240 --> 00:54:40,520
Getting your Street Fighter 
fixed agenda and hear one way or

1156
00:54:40,520 --> 00:54:42,600
the other. 
You rather the developers swing 

1157
00:54:42,600 --> 00:54:45,760
for the fences and then clean up
after rather than like not 

1158
00:54:45,760 --> 00:54:47,760
actually take a swing in 
anything at all, right? 

1159
00:54:47,760 --> 00:54:49,480
Right. 
It's a cool new move. 

1160
00:54:49,480 --> 00:54:52,120
I didn't expect an infinite to 
happen, but it's a cool new 

1161
00:54:52,120 --> 00:54:56,920
move, but it's also I feel like 
a lot of his like toxic stuff 

1162
00:54:56,920 --> 00:54:59,880
like when I one thing I hated 
fighting with happy chaos is 

1163
00:54:59,960 --> 00:55:02,360
he'll jump to the top of the 
screen and then when you try to 

1164
00:55:02,360 --> 00:55:04,720
anti air him, you'll shoot, but 
you can no longer shoot in the 

1165
00:55:04,720 --> 00:55:08,520
air because that was annoying 
and it'll be your anti air and 

1166
00:55:08,520 --> 00:55:12,080
then you'll get a full combo. 
So they fix that but he's less 

1167
00:55:12,080 --> 00:55:14,200
toxic to fight. 
I do think there are some things

1168
00:55:14,200 --> 00:55:16,920
that he got in that's really 
strong with the new move, and I 

1169
00:55:16,920 --> 00:55:19,200
think the new move is doing a 
lot, same with Nago. 

1170
00:55:19,600 --> 00:55:23,880
But overall, I think the 
addition of new moves is cool. 

1171
00:55:23,920 --> 00:55:26,400
You get a new toy to play with. 
Yeah. 

1172
00:55:26,400 --> 00:55:28,360
OK. 
So you think overall, even 

1173
00:55:28,360 --> 00:55:33,040
though he's not totally dead, it
was so move in the right 

1174
00:55:33,040 --> 00:55:34,920
direction. 
Like it's less toxic overall. 

1175
00:55:35,120 --> 00:55:36,720
Interesting. 
Yeah, 'cause I saw, I saw both 

1176
00:55:36,720 --> 00:55:39,440
like, Oh my God, he's dead. 
Oh my God, he's broken. 

1177
00:55:39,440 --> 00:55:42,920
And then maybe now it's like 
somewhere in the middle, like 

1178
00:55:42,920 --> 00:55:45,720
he's really good but but not as 
broken as it used to be. 

1179
00:55:46,240 --> 00:55:49,520
But overall I've been seeing 
mostly really positive 

1180
00:55:49,520 --> 00:55:51,200
reception. 
People are even making comments 

1181
00:55:51,200 --> 00:55:53,240
about how different the playing 
experience was. 

1182
00:55:53,240 --> 00:55:59,000
Like Strive, I think recently 
it's it's peak 24 hours or 

1183
00:55:59,000 --> 00:56:01,320
something like the 11 K 
concurrent player count on 

1184
00:56:01,320 --> 00:56:04,640
Steam, which is really high for 
a fighting game. 

1185
00:56:04,640 --> 00:56:06,880
How many years? 
It's five years now, right? 

1186
00:56:06,880 --> 00:56:09,680
Yeah, five years. 
Five years in for a non Street 

1187
00:56:09,680 --> 00:56:13,480
Fighter, non Tekken title to 
reach that level of concurrent 

1188
00:56:13,480 --> 00:56:17,560
player count way beyond tech and
eight on Steam only being 

1189
00:56:17,560 --> 00:56:20,600
rivaled by Street Fighter. 
And even then, like that's only 

1190
00:56:20,600 --> 00:56:22,960
Street Fighter six down because 
of Japan like that. 

1191
00:56:22,960 --> 00:56:25,600
That's beyond Street Fighter 5 
numbers by far. 

1192
00:56:26,360 --> 00:56:29,520
Those are that's really big for 
a fighting him to have that many

1193
00:56:30,040 --> 00:56:31,960
concurrent players. 
So there seems to be like a like

1194
00:56:32,000 --> 00:56:34,200
a rejuvenation from this patch 
in the community. 

1195
00:56:34,560 --> 00:56:38,440
I, I think the patch did a lot 
of what people were complaining 

1196
00:56:38,440 --> 00:56:40,760
about. 
I think like, I know it's kind 

1197
00:56:40,760 --> 00:56:45,040
of like, you know, that doesn't 
happen anymore, but they took. 

1198
00:56:45,240 --> 00:56:47,600
What throw? 
Throw PRC is gone. 

1199
00:56:47,920 --> 00:56:51,640
You know, the matches are a lot 
less steam rolling because of 

1200
00:56:51,840 --> 00:56:54,680
when you break the wall with 
super, you get a hard knock 

1201
00:56:54,680 --> 00:56:57,040
down, but you're not getting, 
you know, infinite positive 

1202
00:56:57,040 --> 00:56:58,480
bonus. 
So they fix that. 

1203
00:56:58,480 --> 00:57:01,440
Now there's kind of a mind game 
can't wall slump anymore. 

1204
00:57:01,440 --> 00:57:03,760
Like a lot of the things that 
people were just like this is 

1205
00:57:03,760 --> 00:57:07,000
kind of dumb or this kind of 
stupid is kind of just gone. 

1206
00:57:07,000 --> 00:57:11,440
There are, like I said, to me, I
feel like it's a huge step in 

1207
00:57:11,440 --> 00:57:13,000
the right direction. 
There are a lot of bugs. 

1208
00:57:13,000 --> 00:57:14,280
Don't get me wrong, there are a 
lot of bugs. 

1209
00:57:14,280 --> 00:57:15,640
There's a lot of bugs I can 
complain about. 

1210
00:57:16,000 --> 00:57:21,360
But everything else is like when
you actually play the game, it 

1211
00:57:21,360 --> 00:57:25,120
feels feels nice, feels good. 
When's the last time we've seen 

1212
00:57:25,120 --> 00:57:28,880
a big balance update that was 
very positively received? 

1213
00:57:29,280 --> 00:57:31,960
Like when's I I? 
The last one I can really think 

1214
00:57:31,960 --> 00:57:34,320
of is like it. 
Obviously Street Fighter bias. 

1215
00:57:34,320 --> 00:57:37,760
I'm thinking like Champion 
edition season 4 Street Fighter 

1216
00:57:37,760 --> 00:57:39,760
5. 
I don't know if you've that's 

1217
00:57:39,760 --> 00:57:43,240
not to the scale of a two point 
O, but like the late balance 

1218
00:57:43,240 --> 00:57:46,360
patches for Street Fighter Five,
but has there been anything for 

1219
00:57:46,360 --> 00:57:55,360
Tekken or any other title in? 
Recent years AVBVFZ season 3 but

1220
00:57:55,360 --> 00:57:57,680
that's kind of it. 
I'm trying to actually think 

1221
00:57:57,680 --> 00:58:00,000
that was the one where they got 
rid of the fuzzy like people 

1222
00:58:00,000 --> 00:58:03,680
getting like snap back. 
Loops snap meta, Yeah, yeah. 

1223
00:58:04,200 --> 00:58:06,880
They got rid of that, but that's
kind of the only other game I 

1224
00:58:06,880 --> 00:58:11,480
can really think of. 
Like 6 hasn't really had that. 

1225
00:58:12,600 --> 00:58:15,160
Tekken 8. 
Tekken 8 hasn't really had that.

1226
00:58:15,600 --> 00:58:22,120
This to me might be giving 
credence to the idea that, you 

1227
00:58:22,120 --> 00:58:25,640
know, maybe the people crave the
bundled update. 

1228
00:58:26,080 --> 00:58:31,000
We, we've shifted as consumers 
to the season the, the drip feed

1229
00:58:31,000 --> 00:58:34,960
of seasonal changes. 
But they they finally took this 

1230
00:58:34,960 --> 00:58:37,880
moment to be like, OK, big 
update, 2 point O version 

1231
00:58:37,880 --> 00:58:41,120
change, boom, massive changes 
which we haven't seen in a long 

1232
00:58:41,120 --> 00:58:43,160
time. 
I feel like fighting games 

1233
00:58:43,160 --> 00:58:46,560
actually need to go back to you 
know, normal games have this but

1234
00:58:46,560 --> 00:58:49,400
like expansions like just give 
me an expansion I don't want 

1235
00:58:49,400 --> 00:58:52,840
like here's 1 character is this 
Do I like this character? 

1236
00:58:53,280 --> 00:58:56,320
No OK I'm never playing them yes
OK is this character meta 

1237
00:58:56,320 --> 00:58:57,440
relevant? 
Yes. 

1238
00:58:57,640 --> 00:58:59,040
OK and then I could keep playing
them. 

1239
00:58:59,400 --> 00:59:01,920
No, Oh, I'm not playing this 
character still, I'd rather just

1240
00:59:01,920 --> 00:59:06,840
have an expansion of just like 
oh, here's 4 to 6 characters big

1241
00:59:06,840 --> 00:59:10,120
update play with this. 
You got six months, 6 to 12 

1242
00:59:10,120 --> 00:59:12,920
months to have fun with this and
you know, we'll see you when you

1243
00:59:13,000 --> 00:59:15,920
we see. 
You, I kind of agree with that, 

1244
00:59:15,920 --> 00:59:18,120
but also it's not contradictory 
to your position about Street 

1245
00:59:18,120 --> 00:59:20,360
Fighter Six where you want them 
to move quicker. 

1246
00:59:20,840 --> 00:59:24,680
No, but they put it no, because 
if I got six, if I got 4 to 6 

1247
00:59:24,680 --> 00:59:29,400
characters every six months and 
it was like a big actual massive

1248
00:59:29,400 --> 00:59:32,120
change. 
And not like, oh, hey, we made 

1249
00:59:32,200 --> 00:59:36,840
this one move plus one to zero 
and like that that's nothing. 

1250
00:59:36,840 --> 00:59:40,120
But like Strive change. 
I think there's like 5 or 6 

1251
00:59:40,120 --> 00:59:42,720
system mechanic changes that 
they did as well, not just 

1252
00:59:42,720 --> 00:59:44,640
character. 
So yeah, but this is after five 

1253
00:59:44,640 --> 00:59:46,720
years. 
So you you still want more 

1254
00:59:46,720 --> 00:59:49,560
frequent changes, but we still 
got, we got wild assault in 

1255
00:59:49,560 --> 00:59:52,400
between that, we got full screen
bursts in between that we still 

1256
00:59:52,400 --> 00:59:53,880
got a lot other system mechanic 
changes. 

1257
00:59:54,480 --> 00:59:56,800
OK, right, 'cause I'm just 
trying to draw the comparison 

1258
00:59:56,800 --> 00:59:59,560
of, you could almost make the 
argument that doing a big, a 

1259
00:59:59,560 --> 01:00:01,920
bundled version change and no 
changes in between would mean a 

1260
01:00:01,920 --> 01:00:04,600
whole year of nothing changing. 
But then it's funny, I think 

1261
01:00:04,720 --> 01:00:06,440
about that for Street Fighter 
Six, that's what they do 

1262
01:00:06,440 --> 01:00:09,160
anyways. 
They they do, they do a year of 

1263
01:00:09,160 --> 01:00:11,560
no, no changes and then they 
barely do changes also at the 

1264
01:00:11,560 --> 01:00:13,840
end of the year. 
So that's the problem, 'cause 

1265
01:00:13,840 --> 01:00:16,000
like even 5 was like that when 
St. what was it? 

1266
01:00:16,000 --> 01:00:20,680
Street Fighter Five season what 
1 to 2 was like it was nothing. 

1267
01:00:20,680 --> 01:00:23,400
And then like when Season 2 came
out, it was like, wow, season 2 

1268
01:00:23,400 --> 01:00:26,720
is pretty big and that that's 
all, that's all I really want. 

1269
01:00:26,720 --> 01:00:29,760
It's just Six hasn't had the 
wow, that was really big change 

1270
01:00:29,760 --> 01:00:32,880
yet. 
Yeah, I mean, there's been some 

1271
01:00:32,880 --> 01:00:34,680
impactful changes. 
I think the Perry perfect Perry 

1272
01:00:34,680 --> 01:00:37,840
changes were decent. 
But in general, it's been mostly

1273
01:00:37,840 --> 01:00:40,120
pretty stagged in. 
And we, we, we, we don't got to 

1274
01:00:40,120 --> 01:00:42,200
go down that debate for the 10 
billionth time. 

1275
01:00:42,200 --> 01:00:45,760
We'll, we'll spare the listeners
from us talking in circles about

1276
01:00:45,760 --> 01:00:47,640
3 by 6 balance changes. 
But it's really interesting to 

1277
01:00:47,640 --> 01:00:50,280
see how positive the reception 
has been for the the Strive 

1278
01:00:50,280 --> 01:00:52,880
community. 
So shots to strive players, man,

1279
01:00:52,880 --> 01:00:54,280
Hopefully you're enjoying 
playing the game. 

1280
01:00:54,280 --> 01:00:57,280
And I'm I'm interested in seeing
like the next big major for 

1281
01:00:57,280 --> 01:00:59,360
that. 
Just to see, you know, a lot of 

1282
01:00:59,400 --> 01:01:02,040
people returning to the game and
being excited about playing. 

1283
01:01:02,040 --> 01:01:04,760
It should be fun to watch. 
Flashback actually was just this

1284
01:01:04,760 --> 01:01:07,400
weekend and Red Ditto went over 
Jonathan Tenney. 

1285
01:01:07,400 --> 01:01:09,920
But there was a lot of like, new
characters. 

1286
01:01:09,920 --> 01:01:13,360
The top 8 felt super refreshing.
Grand finals were still Red 

1287
01:01:13,360 --> 01:01:17,760
Ditto winning, which, you know, 
not really surprising but yeah, 

1288
01:01:17,760 --> 01:01:21,800
there's like 2 bed man's axle 
uni because a lot more, you 

1289
01:01:21,800 --> 01:01:23,280
know, varied character. 
Oh really? 

1290
01:01:23,720 --> 01:01:24,560
Yeah. 
Interesting. 

1291
01:01:24,560 --> 01:01:26,600
Yeah. 
OK, well shout out Strive 

1292
01:01:26,600 --> 01:01:30,000
community, enjoy the updates. 
Hey, we'll get right back to the

1293
01:01:30,000 --> 01:01:32,680
discussion, but first, I'm proud
to thank today's sponsor, 

1294
01:01:32,880 --> 01:01:34,600
Victrix. 
I've been using the Victrix Pro 

1295
01:01:34,600 --> 01:01:37,240
KO Levelless controller as my 
daily driver for at home 

1296
01:01:37,240 --> 01:01:40,160
practicing and for traveling to 
tournaments for over a year now,

1297
01:01:40,160 --> 01:01:41,720
and I honestly love this 
controller. 

1298
01:01:41,720 --> 01:01:44,440
And now Victrix is refreshing 
their look with the classic 

1299
01:01:44,440 --> 01:01:46,440
throwback with the Street 
Fighter 2 Champion Edition 

1300
01:01:46,440 --> 01:01:48,120
design. 
This hits all the marks for me 

1301
01:01:48,120 --> 01:01:50,800
for a levelless controller, 
starting with just the build of 

1302
01:01:50,800 --> 01:01:52,280
it. 
It's the perfect blend of being 

1303
01:01:52,280 --> 01:01:54,960
large enough to sit on your lap 
with ample wrist room and 

1304
01:01:54,960 --> 01:01:57,680
maintaining an ergonomic button 
design while also still being 

1305
01:01:57,720 --> 01:02:00,160
extremely poor. 
But I think the biggest thing is

1306
01:02:00,160 --> 01:02:02,240
how forward thinking the 
features of this controller 

1307
01:02:02,240 --> 01:02:03,800
really are. 
The aluminum top plate has a 

1308
01:02:03,800 --> 01:02:05,680
customizable button layout so 
that you can get the 

1309
01:02:05,680 --> 01:02:08,320
configuration that you prefer. 
Also the extra buttons and 

1310
01:02:08,320 --> 01:02:10,480
components and the tool to swap 
the buttons are literally 

1311
01:02:10,480 --> 01:02:12,320
stashed inside the controller 
itself. 

1312
01:02:12,400 --> 01:02:15,160
Me personally, I like to use an 
extra thumb button here for easy

1313
01:02:15,160 --> 01:02:16,760
access to Street Fighter six 
peri macro. 

1314
01:02:16,760 --> 01:02:19,160
The customization, of course, 
extends to the fashion because 

1315
01:02:19,160 --> 01:02:21,840
you can completely customize the
LED configuration for the 

1316
01:02:21,840 --> 01:02:23,920
controller as well. 
So if you're interested as well,

1317
01:02:23,920 --> 01:02:26,360
you can head over to the link in
the pin comment or description 

1318
01:02:26,360 --> 01:02:29,720
and use coupon code Brian F at 
checkout for 10% off. 

1319
01:02:29,760 --> 01:02:32,360
Using the Brian F checkout code 
does help support me and the 

1320
01:02:32,360 --> 01:02:34,760
Trash Talk podcast, so I would 
really appreciate it. 

1321
01:02:34,760 --> 01:02:37,120
And thanks again to Victrix for 
sponsoring this episode. 

1322
01:02:37,240 --> 01:02:39,960
OK, back to the discussion. 
Speaking of updates, we do have 

1323
01:02:40,080 --> 01:02:41,880
some changes to the Capcom Pro 
Tour. 

1324
01:02:41,880 --> 01:02:47,960
We got the 2026 Capcom Pro Tour 
season update and not too much 

1325
01:02:47,960 --> 01:02:49,600
of A shake up. 
I mean, there are some minor 

1326
01:02:49,600 --> 01:02:51,280
differences from the previous 
season. 

1327
01:02:51,480 --> 01:02:53,880
I'll give a quick rundown of 
some of the changes. 

1328
01:02:54,120 --> 01:02:57,520
First off, of course, World 
Warrior still the main way 

1329
01:02:57,520 --> 01:03:02,840
people or qualify flying to the 
the Capcom Pro Tour Capcom Cup 

1330
01:03:02,840 --> 01:03:04,120
24 players from the world 
Warrior. 

1331
01:03:04,120 --> 01:03:07,680
This time though, they mostly 
got rid of entirely the concept 

1332
01:03:07,680 --> 01:03:11,440
of a super region where a super 
region had two players 

1333
01:03:11,440 --> 01:03:13,600
qualifying from that region 
where all the other regular 

1334
01:03:13,600 --> 01:03:15,880
regions had one. 
The only super region that 

1335
01:03:15,880 --> 01:03:19,040
remains is Japan. 
Every other region gets one 

1336
01:03:19,040 --> 01:03:22,640
player only qualifying and 
that's always a big a big point 

1337
01:03:22,640 --> 01:03:25,160
of contention. 
And I didn't really like the 

1338
01:03:25,160 --> 01:03:30,400
Super region addition because it
led to a lot of infighting. 

1339
01:03:30,400 --> 01:03:33,160
I felt like because people would
fight over, oh, my region 

1340
01:03:33,160 --> 01:03:36,080
deserves a super region, my 
region deserves 2 spots, and 

1341
01:03:36,080 --> 01:03:39,640
your region doesn't. 
And then it got really weird, 

1342
01:03:39,640 --> 01:03:43,120
like last year, there's only 
three super regions, China, 

1343
01:03:43,120 --> 01:03:48,640
Japan and UK, which was fucking 
random because UK has far less 

1344
01:03:48,680 --> 01:03:50,120
entrance. 
Like if you were trying to scale

1345
01:03:50,120 --> 01:03:52,240
it based on anything, you might 
think the number of entrance to 

1346
01:03:52,240 --> 01:03:54,280
the tournament. 
China's up there for sure and 

1347
01:03:54,280 --> 01:03:56,960
it's a huge country. 
And then Japan of course has 

1348
01:03:56,960 --> 01:04:01,400
like 5X the next biggest region 
in terms of player entrance or 

1349
01:04:01,400 --> 01:04:06,600
maybe more, sometimes 10X. 
So it's, it made sense for 

1350
01:04:06,600 --> 01:04:08,840
Japan. 
And then UK was like, huh, like 

1351
01:04:09,560 --> 01:04:11,520
like they got a lot of good 
players there, don't get me 

1352
01:04:11,520 --> 01:04:14,560
wrong, but they don't have that 
many entrance compared to many 

1353
01:04:14,560 --> 01:04:17,640
other regions of the world. 
So it led to like bickering 

1354
01:04:17,640 --> 01:04:20,160
about that. 
So I'm kind of on board with 

1355
01:04:20,160 --> 01:04:23,960
their only being Japan for a 
super region. 

1356
01:04:24,680 --> 01:04:25,920
I don't know. 
What do you think about that? 

1357
01:04:26,880 --> 01:04:29,080
I think any E should still be a 
super region. 

1358
01:04:29,080 --> 01:04:33,160
We have what, 44 Capcom 
champions? 

1359
01:04:33,160 --> 01:04:37,760
If you count meta twice, you got
like well, 3 EVO champions I 

1360
01:04:37,760 --> 01:04:39,320
think. 
If you count MENA twice, you got

1361
01:04:39,320 --> 01:04:43,760
like 3 Capcom Cup. 
Yeah you got like 3 EVO runner 

1362
01:04:43,760 --> 01:04:44,600
up. 
Like what are we? 

1363
01:04:44,600 --> 01:04:46,800
What are we saying? 
Naes should be a super region. 

1364
01:04:47,320 --> 01:04:48,120
See what I'm saying? 
See. 

1365
01:04:48,240 --> 01:04:50,560
See what I'm saying? 
The bickering that it becomes, 

1366
01:04:50,560 --> 01:04:53,640
this whole mudslinging and piss 
measuring contest between each 

1367
01:04:53,640 --> 01:04:57,160
region about who deserves. 
More contrast is true. 

1368
01:04:57,440 --> 01:04:59,960
It's true. 
You get what I'm saying, man. 

1369
01:04:59,960 --> 01:05:03,480
Like it leads to this weird it 
it makes it feel instead of like

1370
01:05:03,480 --> 01:05:07,600
a unifying force, it makes it 
feel like a force to kind of 

1371
01:05:07,600 --> 01:05:10,640
mudslinging to other regions. 
That's that's I've grown to feel

1372
01:05:10,640 --> 01:05:12,960
that way a little bit about the 
Super region concept because 

1373
01:05:12,960 --> 01:05:18,080
it's not equally distributed. 
And so I, I kind of vibe with 

1374
01:05:18,080 --> 01:05:21,000
that change. 
They also added Chile as a 

1375
01:05:21,000 --> 01:05:22,320
region. 
So I shout out to Chile. 

1376
01:05:22,840 --> 01:05:26,000
You know, they're, they're 
showing some support to blahs, 

1377
01:05:26,000 --> 01:05:28,560
the new mega star in the the FGC
in his region. 

1378
01:05:28,800 --> 01:05:30,840
So they were added. 
So they're being pulled away 

1379
01:05:30,840 --> 01:05:34,400
from the South America. 
What are they South America West

1380
01:05:34,400 --> 01:05:37,040
region or no, they're S bigger 
east. 

1381
01:05:37,800 --> 01:05:40,200
So they're being pulled out of 
that and they have their own 

1382
01:05:40,560 --> 01:05:43,120
region now, so shout out to 
Chile. 

1383
01:05:43,400 --> 01:05:45,040
But there's still some issues 
with that. 

1384
01:05:45,040 --> 01:05:46,680
Of course. 
A lot of players were 

1385
01:05:46,680 --> 01:05:50,400
complaining from North Africa. 
Big Bird was talking on Twitter 

1386
01:05:50,400 --> 01:05:53,920
about how, you know, Egypt is 
being lumped in with the Middle 

1387
01:05:53,920 --> 01:05:56,520
East, but it's a giant 
geographical region and their 

1388
01:05:56,520 --> 01:05:59,200
connections don't even work. 
And so basically like Capcom's 

1389
01:05:59,200 --> 01:06:01,560
kind of neglecting their 
geography lessons for the Middle

1390
01:06:01,560 --> 01:06:04,520
East and North Africa, and 
they're making them play like 1 

1391
01:06:04,520 --> 01:06:07,920
bar 240 Ms. connections that 
don't work. 

1392
01:06:07,920 --> 01:06:09,920
And sometimes they can't even 
connect with each other. 

1393
01:06:09,960 --> 01:06:12,120
They have to flip a coin to 
decide who progresses in the 

1394
01:06:12,240 --> 01:06:15,720
rackets because the IT literally
just cannot connect the players 

1395
01:06:16,360 --> 01:06:19,200
and in North Africa as a whole 
still doesn't have any way to 

1396
01:06:19,200 --> 01:06:20,640
qualify. 
So there's still parts of the 

1397
01:06:20,640 --> 01:06:24,480
world that aren't being served 
fairly from the World Warrior. 

1398
01:06:24,480 --> 01:06:26,760
So there could be some 
improvements there, but I would 

1399
01:06:26,760 --> 01:06:28,880
say this is a small step in the 
right direction. 

1400
01:06:29,200 --> 01:06:33,920
But it's weird they don't just 
like just make another spot. 

1401
01:06:35,200 --> 01:06:37,680
Get rid of the Japan super 
region and give you know North 

1402
01:06:37,680 --> 01:06:39,480
Africa their spot. 
Easy fix. 

1403
01:06:39,880 --> 01:06:41,040
True, true. 
They did. 

1404
01:06:41,080 --> 01:06:44,520
They did one for Chile. 
Can they make one more? 

1405
01:06:44,800 --> 01:06:46,400
Yeah. 
I, I, I do think this, this 

1406
01:06:46,400 --> 01:06:49,160
program has to be a lot more 
egalitarian, like, just like 

1407
01:06:49,160 --> 01:06:52,920
very equal. 
Otherwise it causes like a lot 

1408
01:06:52,920 --> 01:06:55,800
of people feeling the left out. 
I think that's that's the one 

1409
01:06:55,800 --> 01:06:59,000
downside that the World Warrior 
has has cropped up is this 

1410
01:06:59,000 --> 01:07:01,600
feeling of neglect from certain 
parts of the world. 

1411
01:07:02,480 --> 01:07:06,840
But that said, we also have more
players qualifying from offline,

1412
01:07:06,840 --> 01:07:09,960
16 offline players from CPT This
time there's going to be 9 

1413
01:07:10,200 --> 01:07:12,560
tournaments. 
So there's still the first place

1414
01:07:12,560 --> 01:07:16,520
winner will auto qualify to 
Captain Cup and then the rest of

1415
01:07:16,520 --> 01:07:19,120
the placings will give points to
the CPT leaderboard and then 

1416
01:07:19,120 --> 01:07:21,880
seven players will place from 
the CPT leaderboard if they 

1417
01:07:21,880 --> 01:07:23,600
don't get that first place 
position. 

1418
01:07:24,400 --> 01:07:28,480
So those tournaments are going 
to be EVO Japan, Summer Breaker,

1419
01:07:28,680 --> 01:07:32,480
Blink, Respawn back on there, 
EVO Vegas, and then new to the 

1420
01:07:32,480 --> 01:07:34,640
CPT for the first time in a 
while. 

1421
01:07:34,640 --> 01:07:36,120
They might have been CPT back in
the day. 

1422
01:07:36,120 --> 01:07:40,280
Bam, Bam 16 in Australia is back
on the map. 

1423
01:07:40,280 --> 01:07:42,760
So it's cool to see Australia be
back on there. 

1424
01:07:42,760 --> 01:07:44,480
I mean, there used to be Bam. 
What was the other big 

1425
01:07:44,480 --> 01:07:48,040
Australian tournament that used 
to be pretty big for Street 

1426
01:07:48,040 --> 01:07:49,760
Fighter? 
It was something Melbourne. 

1427
01:07:50,440 --> 01:07:52,440
There, there's Melbourne 
Showdown, I believe there's 

1428
01:07:52,440 --> 01:07:54,120
Shadowlou Showdown is what I'm 
thinking of. 

1429
01:07:54,120 --> 01:07:57,480
There was something, I don't 
remember that there's a 

1430
01:07:57,480 --> 01:08:01,040
Melbourne tournament, there's 
also Shadow Loose Showdown, but 

1431
01:08:01,040 --> 01:08:04,160
it's cool to see band back on 
CPT as a premier status. 

1432
01:08:04,480 --> 01:08:07,960
So it's awesome to see. 
Then we have CEO and Evo France,

1433
01:08:08,000 --> 01:08:12,040
so we got 3 Evos already for the
premieres. 

1434
01:08:12,440 --> 01:08:14,560
And then there's two more 
tournaments that that that are 

1435
01:08:14,840 --> 01:08:19,240
TBD to be determined, which is 
kind of random, not done yet. 

1436
01:08:19,840 --> 01:08:22,359
I I think that's strange because
like usually, you know, people 

1437
01:08:22,359 --> 01:08:25,760
are obviously planning, but 
there's also no tournament in 

1438
01:08:25,760 --> 01:08:27,640
like Europe. 
I mean, I know they are kings of

1439
01:08:27,640 --> 01:08:31,120
the world, they have Evo France,
but that's still just an Evo. 

1440
01:08:31,120 --> 01:08:35,040
It's not like a in home grown 
tournament basically in Europe. 

1441
01:08:35,439 --> 01:08:37,840
I mean this. 
Mix up our UFA basically, right?

1442
01:08:38,279 --> 01:08:39,479
Well, this is what we talked 
about, right? 

1443
01:08:39,520 --> 01:08:42,279
Evo is going to, it's going 
global and they're going to be 

1444
01:08:42,279 --> 01:08:44,840
suffocating out all these 
tourist spots and, and 

1445
01:08:44,840 --> 01:08:46,200
centralizing a lot of the 
action. 

1446
01:08:46,200 --> 01:08:48,560
Like we're going to keep seeing 
that Evo France has already 

1447
01:08:48,560 --> 01:08:53,680
taken over from the mix up and, 
and UFAUFA used to be the CPT 

1448
01:08:53,680 --> 01:08:54,800
premier. 
They're not even on there 

1449
01:08:54,800 --> 01:08:57,479
anymore, right? 
Like that's, that's going to 

1450
01:08:57,479 --> 01:08:59,040
happen. 
Also, what's missing is, is 

1451
01:08:59,040 --> 01:09:00,960
still no tournament in South 
America. 

1452
01:09:01,240 --> 01:09:03,279
I I feel like that's something 
that's got to change. 

1453
01:09:03,279 --> 01:09:06,840
The pre COVID CPT in Street 
Fighter five era, you know, 

1454
01:09:06,840 --> 01:09:08,120
there were so many ranking 
events. 

1455
01:09:08,120 --> 01:09:10,960
There was tournaments all over 
the world, including tournaments

1456
01:09:10,960 --> 01:09:14,240
in South America. 
There's a lot of offline action 

1457
01:09:14,240 --> 01:09:16,200
all over the world. 
A lot of these regional events 

1458
01:09:16,200 --> 01:09:19,640
and major events have, of 
course, just dried up the way 

1459
01:09:19,640 --> 01:09:22,560
the economy is going, the the 
centralizing of the events in 

1460
01:09:22,560 --> 01:09:23,800
the community. 
Unfortunately, all of these 

1461
01:09:23,800 --> 01:09:27,080
events didn't survive. 
But I feel like, yeah, like we 

1462
01:09:27,080 --> 01:09:30,439
should get a this, this, this 
list, while they added Australia

1463
01:09:30,439 --> 01:09:32,200
is cool. 
It's very safe. 

1464
01:09:32,200 --> 01:09:34,960
It's what we've had. 
Of course, I love like Blink, 

1465
01:09:34,960 --> 01:09:38,359
Respawn being on there. 
But I do feel like it's time 

1466
01:09:38,359 --> 01:09:44,600
like put something in South 
America, like Brazil would be 

1467
01:09:44,600 --> 01:09:46,680
crazy, right? 
Like Brazil is one of the 

1468
01:09:46,680 --> 01:09:49,840
largest CPT regions and you 
know, they have so many strong 

1469
01:09:49,840 --> 01:09:53,080
players and they're, they're one
of the biggest regions in 

1470
01:09:53,080 --> 01:09:56,280
general for Street Fighter. 
So I just think that there would

1471
01:09:56,280 --> 01:09:58,880
be something great there. 
I like, I like that, for 

1472
01:09:58,880 --> 01:10:01,160
example, they did China last CPT
season. 

1473
01:10:01,360 --> 01:10:02,960
So we'll see what they do with 
the last two. 

1474
01:10:03,400 --> 01:10:06,560
I think one of the ways they, 
they can help solve the issue 

1475
01:10:06,560 --> 01:10:08,720
with the World Warrior. 
And you know, a lot of players, 

1476
01:10:08,720 --> 01:10:11,440
they have trouble traveling. 
They they can't get access to 

1477
01:10:11,440 --> 01:10:13,160
visas, they can't get into 
certain countries. 

1478
01:10:14,040 --> 01:10:16,840
A way to help mitigate that is 
to just distribute the 

1479
01:10:16,840 --> 01:10:19,920
tournaments a little bit more 
globally and and more easily 

1480
01:10:19,920 --> 01:10:21,760
accessible to more players from 
around the world. 

1481
01:10:22,040 --> 01:10:25,120
So like, you know, a lot of 
players in South America maybe 

1482
01:10:25,120 --> 01:10:27,000
can't get visas. 
Other countries can come to 

1483
01:10:27,000 --> 01:10:29,520
America, but a premiere there, 
man. 

1484
01:10:29,560 --> 01:10:31,600
But but find a way to do 
something out there. 

1485
01:10:31,600 --> 01:10:33,200
There's events that exist that 
they can do that. 

1486
01:10:33,320 --> 01:10:35,680
So that that's one critique I 
would have. 

1487
01:10:35,680 --> 01:10:38,800
But what, what do you think? 
Any any thoughts about the 

1488
01:10:38,800 --> 01:10:41,880
tournament offline listing? 
I mean, I'm just, I'm very 

1489
01:10:41,880 --> 01:10:44,480
curious to see where the 22 TBD 
tournaments are. 

1490
01:10:44,480 --> 01:10:47,560
Like I said, I feel like 1 
should still be, one could 

1491
01:10:47,560 --> 01:10:49,920
obviously be in South America. 
I think that would be great. 

1492
01:10:50,080 --> 01:10:52,600
But I'm still surprised. 
I feel like Europe's been kind 

1493
01:10:52,600 --> 01:10:56,840
of getting disrespected, maybe 
shafted a bit because like I, I 

1494
01:10:56,880 --> 01:10:59,320
get evos there. 
But I do think there's a lot of,

1495
01:10:59,480 --> 01:11:02,640
you know, Europe's nice and 
there's a lot of, you know, cool

1496
01:11:02,680 --> 01:11:05,160
events that could be had and 
could be out there. 

1497
01:11:06,520 --> 01:11:09,440
You know, I know Europe's more 
of a Tekken region now more than

1498
01:11:09,440 --> 01:11:11,880
Street Fighter because I hear 
Tekken's way more popular there 

1499
01:11:12,040 --> 01:11:15,000
from Harada. 
But even then, I still think, I 

1500
01:11:15,040 --> 01:11:17,160
still think, you know, they got 
a Street Fighter told him it's 

1501
01:11:17,160 --> 01:11:18,680
there. 
Yeah, I mean, France is still 

1502
01:11:18,680 --> 01:11:20,880
huge for Street Fighter. 
It's one of the biggest Street 

1503
01:11:20,880 --> 01:11:24,160
Fighter regions for sure. 
So they got evil France. 

1504
01:11:24,160 --> 01:11:25,280
I mean, they do have evil 
France. 

1505
01:11:25,280 --> 01:11:29,360
Like they, they got something. 
I mean, the weird thing is like 

1506
01:11:29,360 --> 01:11:33,560
USA still has like 3 events. 
Like I, I, I'm as incredible as 

1507
01:11:33,560 --> 01:11:36,080
all those events are. 
I I am starting to get the sense

1508
01:11:36,080 --> 01:11:40,080
of like, yeah, it's kind of with
so few spots to go and the state

1509
01:11:40,080 --> 01:11:42,120
of the world right now, I'm 
like, you know. 

1510
01:11:43,200 --> 01:11:45,680
I'm a breaker and CEO though. 
That's really two of the 

1511
01:11:45,680 --> 01:11:47,920
greatest one I've been to. 
I never have a bad time when I 

1512
01:11:47,920 --> 01:11:50,440
go there. 
That's one they are in terms of 

1513
01:11:50,440 --> 01:11:53,680
prestige, quality and and 
delivering for the the players 

1514
01:11:53,680 --> 01:11:57,080
like they they're the two best 
maybe. 

1515
01:11:57,520 --> 01:12:00,200
Yeah, exactly. 
So like I, I, I think it's 

1516
01:12:00,200 --> 01:12:03,240
unfortunate for the tour that 
it's so centralized in the USI. 

1517
01:12:03,240 --> 01:12:05,720
That's why I think like 
hopefully we can find ways to 

1518
01:12:05,720 --> 01:12:08,560
add more events in general. 
I just want more offline. 

1519
01:12:08,840 --> 01:12:11,520
I want more events and more 
equally distributed. 

1520
01:12:11,760 --> 01:12:16,400
Globally, all I'm scared of is I
hope the two TBD tournaments are

1521
01:12:16,400 --> 01:12:19,760
just not EVO. 
Two Evos, like two different 

1522
01:12:19,760 --> 01:12:22,800
Evos somewhere else you go, oh, 
is you know, Evo Singapore and 

1523
01:12:22,800 --> 01:12:24,240
Evo I. 
Don't know. 

1524
01:12:24,480 --> 01:12:26,200
Well, I don't think those are 
happening. 

1525
01:12:26,200 --> 01:12:27,920
I I'm, I'm a little fuzzy on the
schedule. 

1526
01:12:27,920 --> 01:12:29,320
I don't think those are 
happening this year. 

1527
01:12:29,320 --> 01:12:31,640
I think it's 2027. 
Those will kick in. 

1528
01:12:32,040 --> 01:12:36,000
So right, yeah, 'cause there 
there's something that EVO 

1529
01:12:36,000 --> 01:12:37,800
Legends event with Menardi 
Daigo. 

1530
01:12:37,800 --> 01:12:39,640
Where the hell is that? 
It must, that must be at EVO 

1531
01:12:39,640 --> 01:12:43,400
France or EVO Japan. 
Excuse me, but I think they're 

1532
01:12:43,400 --> 01:12:46,320
kicking in the actual EVO 
tournaments expanding starting 

1533
01:12:46,320 --> 01:12:48,720
next year. 
What I expect is some kind of 

1534
01:12:48,720 --> 01:12:50,960
CPT event like CPT Chengdu 
right? 

1535
01:12:50,960 --> 01:12:54,720
Like latching onto something? 
I don't know, we'll see how they

1536
01:12:54,720 --> 01:12:56,640
settle that. 
But there is more offline events

1537
01:12:56,640 --> 01:12:58,320
though of course. 
They also have esports World Cup

1538
01:12:58,320 --> 01:13:00,440
2026. 
They specify that as a special 

1539
01:13:00,440 --> 01:13:02,080
tournament, not as part of the 
CPT. 

1540
01:13:02,320 --> 01:13:04,320
There's only first place from 
that will qualify. 

1541
01:13:04,320 --> 01:13:06,080
They don't get points for the 
other placements. 

1542
01:13:06,480 --> 01:13:09,880
Probably because it's like the 
single limb format so the point 

1543
01:13:09,880 --> 01:13:12,400
distribution would be messed up 
compared to a normal double limb

1544
01:13:12,400 --> 01:13:17,160
in top 8. 
And we already have 5 qualifiers

1545
01:13:17,160 --> 01:13:19,360
to Captain Cup already. 
Of course, Captain Cup 12 

1546
01:13:19,360 --> 01:13:23,240
champion Sahara, he's qualified 
straight into Capcom Cup 13 and 

1547
01:13:23,240 --> 01:13:25,280
then Street Fighter League World
Championships. 

1548
01:13:25,280 --> 01:13:29,720
They're still qualifying them 
into the Capcom Cup, which was 

1549
01:13:29,720 --> 01:13:33,840
kind of a blow up last year 
because all of Good 8 Squad got 

1550
01:13:33,840 --> 01:13:37,480
eliminated in the first round. 
And even Kolano, who was like, 

1551
01:13:37,480 --> 01:13:40,520
you know, the star, I would say 
of Good 8 squad, the MVP was 

1552
01:13:40,520 --> 01:13:43,200
like, oh, sorry for slacking off
and not going to tournaments 

1553
01:13:43,200 --> 01:13:44,560
last year. 
So I qualified, I'm going to 

1554
01:13:45,120 --> 01:13:47,640
lock in. 
That's what I kind of think is a

1555
01:13:47,640 --> 01:13:49,360
bad thing too. 
You're kind of just letting, 

1556
01:13:49,400 --> 01:13:51,520
well yeah, you're letting people
slack all. 

1557
01:13:51,520 --> 01:13:56,640
I don't know if like Sahara, 
Daigo, Daigo Taquito, Futo or 

1558
01:13:56,880 --> 01:13:59,480
you know, Lashar's gonna go to 
any events this year cause 

1559
01:14:00,000 --> 01:14:01,920
already qualified. 
No reason to, really. 

1560
01:14:01,920 --> 01:14:03,080
Travel. 
Yeah, we'll see. 

1561
01:14:03,080 --> 01:14:04,320
Like you mentioned, that was 
team rejects. 

1562
01:14:04,320 --> 01:14:07,080
Daigo, Taquito, Lashar, Futo, 
they all qualified for Captain 

1563
01:14:07,080 --> 01:14:09,720
Cup. 
I would I would expect most of 

1564
01:14:09,720 --> 01:14:12,600
those people to go. 
I, I get the impression that I 

1565
01:14:12,600 --> 01:14:17,360
would Daigo tends to travel as 
like his duty as being an 

1566
01:14:17,360 --> 01:14:18,840
ambassador. 
I think he feels that way. 

1567
01:14:18,960 --> 01:14:21,880
We saw the Shard do CEO and 
Comma Breaker back-to-back after

1568
01:14:21,880 --> 01:14:26,560
qualifying. 
You know, I, I, I, I would be, I

1569
01:14:26,560 --> 01:14:29,760
would suspect of any of the 
players auto qualify, those four

1570
01:14:29,760 --> 01:14:32,880
would be among the most I trust 
to still show up a little bit. 

1571
01:14:33,880 --> 01:14:37,320
I so I was going to, I, I don't 
know, I don't think Sahara 

1572
01:14:37,320 --> 01:14:42,520
really travel that much and I 
actually don't think maybe I 

1573
01:14:42,520 --> 01:14:44,600
don't think Fudo would travel 
that much either, to be honest. 

1574
01:14:45,280 --> 01:14:47,200
I mean, he still went to, I 
mean, I guess maybe once he 

1575
01:14:47,200 --> 01:14:49,440
qualified, he didn't go as much,
but he still went to EVO, yeah. 

1576
01:14:50,400 --> 01:14:53,080
Evo's Evo. 
Well, he showed up a little bit 

1577
01:14:53,320 --> 01:14:57,360
and Sahara, Sahara, after he 
qualified from UFA, he still 

1578
01:14:57,440 --> 01:15:00,600
went to OR he still entered all 
the World Warriors. 

1579
01:15:01,240 --> 01:15:02,600
He was still beating ass in the 
World Warrior. 

1580
01:15:02,600 --> 01:15:05,280
That's that's entirely 
different, but he still shows 

1581
01:15:05,280 --> 01:15:07,640
away from your home. 
But he's not trying to hide 

1582
01:15:07,640 --> 01:15:09,680
tech, you know what I'm saying? 
He wasn't like trying to 

1583
01:15:09,680 --> 01:15:13,920
completely go, you know, hermit 
mode and be reclusive and hide, 

1584
01:15:14,000 --> 01:15:16,000
right? 
Like if anything, it's like more

1585
01:15:16,000 --> 01:15:18,000
like a MENA Rd. 
MENA Rd. is a bit more like 

1586
01:15:18,000 --> 01:15:20,760
reclusive, like kind of picks 
and shoots when he wants to show

1587
01:15:20,760 --> 01:15:22,280
up and show, show off his tech, 
right. 

1588
01:15:22,840 --> 01:15:26,200
Those players, I, I, I don't 
think they, they're more likely,

1589
01:15:26,200 --> 01:15:29,280
I would suspect to put a bit 
more effort to be public facing.

1590
01:15:29,400 --> 01:15:33,520
At least I hope. 
But one point here though, Daigo

1591
01:15:33,520 --> 01:15:35,960
and Capcom Cup. 
This is the first time Daigo has

1592
01:15:35,960 --> 01:15:38,600
qualified for a Capcom Cup since
20/19. 

1593
01:15:38,800 --> 01:15:41,640
He he did qualify in 2020, but 
that was the season that got 

1594
01:15:41,640 --> 01:15:43,880
cancelled because of COVID. 
So he did the season finals 

1595
01:15:43,880 --> 01:15:47,040
exhibition first to five set. 
But we haven't seen Daigo in an 

1596
01:15:47,040 --> 01:15:51,440
offline Capcom Cup since 2019 
and he's officially in maybe 

1597
01:15:52,200 --> 01:15:54,960
maybe because he got a little 
bit of a help from his friends, 

1598
01:15:55,320 --> 01:15:57,320
especially Lachar over there, 
but he's in man. 

1599
01:15:58,080 --> 01:16:02,840
Is that not a big deal? 
I guess I mean, I hope Daigo 

1600
01:16:02,840 --> 01:16:06,360
does well in Capcom Cup. 
I guess question mark, I guess 

1601
01:16:06,360 --> 01:16:09,280
Lashar is not going to be there 
to kind of pick up the slack. 

1602
01:16:09,280 --> 01:16:12,600
But you know, Daigo's there. 
I, I, I hope Daigo does 

1603
01:16:12,600 --> 01:16:15,000
something in the next Capcom 
Cup. 

1604
01:16:15,000 --> 01:16:18,120
We won't know until what 2027 
anyway. 

1605
01:16:18,320 --> 01:16:19,680
And. 
Don't you think this is a big 

1606
01:16:19,680 --> 01:16:23,280
deal though? 
No, come on. 

1607
01:16:23,280 --> 01:16:24,600
Not really. 
No, no, no. 

1608
01:16:25,000 --> 01:16:26,280
I know. 
I don't think so. 

1609
01:16:26,280 --> 01:16:30,120
You've told me directly on this 
podcast, I think that if Daigo 

1610
01:16:30,120 --> 01:16:32,400
was in Capitol Cup, that would 
like double the viewership. 

1611
01:16:32,800 --> 01:16:35,160
It's pay-per-view now. 
I can't even watch Daigo. 

1612
01:16:36,520 --> 01:16:38,880
Yeah, well, he no one's saying 
he's going to make that top 

1613
01:16:38,880 --> 01:16:41,520
eight top 16 anyways. 
I'm saying for group stages, you

1614
01:16:41,520 --> 01:16:43,480
know. 
I got to watch Daigo in the 

1615
01:16:43,480 --> 01:16:44,360
groups. 
I feel like. 

1616
01:16:44,400 --> 01:16:50,200
I feel like the CPT kind of like
the the interest in CPT has been

1617
01:16:50,200 --> 01:16:51,960
down since they announced 
pay-per-view. 

1618
01:16:51,960 --> 01:16:54,760
They didn't say anything yet, 
but even now I'm like, I'm 

1619
01:16:54,760 --> 01:16:56,760
already guessing the next CPT is
going to be pay-per-view. 

1620
01:16:57,120 --> 01:16:59,880
Yeah, I mean, I still haven't 
watched top 16. 

1621
01:17:00,200 --> 01:17:02,000
I don't even know what happened 
to top 16. 

1622
01:17:02,000 --> 01:17:06,080
I only know Sahara 1. 
Yeah, yeah, fucking terrible. 

1623
01:17:06,080 --> 01:17:08,280
I mean, it almost was stupid 
talking about this shit when 

1624
01:17:08,280 --> 01:17:09,280
they're just going to do 
pay-per-view. 

1625
01:17:09,280 --> 01:17:12,840
It makes me a little, it makes 
me really upset because the 

1626
01:17:12,920 --> 01:17:14,200
Capital Cup should be a big 
deal. 

1627
01:17:14,200 --> 01:17:17,200
It should be a big deal. 
I, I hope they don't do 

1628
01:17:17,200 --> 01:17:20,280
pay-per-view, but I I still 
suspect them to do pay-per-view.

1629
01:17:20,280 --> 01:17:22,640
They haven't really shown any 
signs of not doing it. 

1630
01:17:23,280 --> 01:17:25,400
Listen, here's my fantasy, all 
right? 

1631
01:17:26,440 --> 01:17:28,720
Daigo. 
MENA Rd., Daigo. 

1632
01:17:28,720 --> 01:17:32,200
Pulls off the win. 10-8 
something crazy. 

1633
01:17:33,160 --> 01:17:36,040
He's locked in like fucking a 
madman. 

1634
01:17:36,040 --> 01:17:37,920
Like for Capcom Club, he's ready
to go. 

1635
01:17:38,760 --> 01:17:40,560
Capcom realizes the error in 
their ways. 

1636
01:17:40,560 --> 01:17:43,360
Cancels pay-per-view. 
Daigo's in top 16. 

1637
01:17:44,160 --> 01:17:46,440
That's it. 
The world needs to see this, all

1638
01:17:46,440 --> 01:17:49,360
right. 
They unleash it to the masses on

1639
01:17:49,360 --> 01:17:54,880
Twitch, on YouTube, Billy Billy,
TikTok Live, whatever it is. 

1640
01:17:55,440 --> 01:17:58,120
It's out there. 
And then we get to see one last 

1641
01:17:58,120 --> 01:17:59,520
dance. 
You know this is it. 

1642
01:18:00,360 --> 01:18:03,120
This is the This is the Michael 
Jordan documentary in real time 

1643
01:18:03,120 --> 01:18:07,600
for Daigo. 
This is this is probably going 

1644
01:18:07,600 --> 01:18:11,360
to be Daigo's last Capcom Cup. 
I don't think Daigo's going to 

1645
01:18:11,360 --> 01:18:13,840
stop playing. 
And who's to say just doesn't 

1646
01:18:13,840 --> 01:18:17,400
get carried again next year? 
Cal Cal Co, are they running 

1647
01:18:17,400 --> 01:18:20,120
back with that team and Lashar 
still doing Lashar thing? 

1648
01:18:20,720 --> 01:18:23,440
It's still practically the same.
I still think Lashar could just 

1649
01:18:23,800 --> 01:18:26,560
win a lot of the time. 
That's the you know, that's the 

1650
01:18:26,560 --> 01:18:29,400
beauty of Street Fighter League,
that you know your favourites 

1651
01:18:29,400 --> 01:18:31,320
can still get a Cal Co, but 
they're on the right team. 

1652
01:18:32,800 --> 01:18:33,400
I guess. 
I guess. 

1653
01:18:33,840 --> 01:18:38,120
You know, you know, if if I was 
on Street Fighter League and I 

1654
01:18:38,120 --> 01:18:42,680
had a team of Punk Do and MENA, 
I feel like I would be in Capcom

1655
01:18:42,680 --> 01:18:46,960
Cup that. 
Would be a pretty good team. 

1656
01:18:47,440 --> 01:18:49,040
That would be a good team. 
I would never play though. 

1657
01:18:50,880 --> 01:18:52,640
There would be no batch if they 
want a Manon, yeah. 

1658
01:18:53,080 --> 01:18:54,520
Exactly. 
I would never play that. 

1659
01:18:55,320 --> 01:18:57,360
And I'll be, I'll be right 
there, biggest cheerleader. 

1660
01:18:57,360 --> 01:18:58,840
This game's great. 
I'll be watching. 

1661
01:18:59,040 --> 01:19:00,320
Hey, keep this. 
Exactly. 

1662
01:19:00,440 --> 01:19:03,160
Keep the spirits high, man. 
We need a good cheerleader on 

1663
01:19:03,160 --> 01:19:05,520
every team. 
All right, let's let's see how 

1664
01:19:05,520 --> 01:19:07,280
Daigo does in Capcom Cup. 
That is pretty interesting. 

1665
01:19:07,440 --> 01:19:08,960
Other than that they announced 
the prizing. 

1666
01:19:08,960 --> 01:19:10,800
Man, the prizing is pretty 
pathetic. 

1667
01:19:11,360 --> 01:19:14,440
So they still are doing the 
$1,000,000 for first place for 

1668
01:19:14,440 --> 01:19:16,880
the Capcom Cup. 
And of course I don't think we 

1669
01:19:16,880 --> 01:19:19,400
have the exact breakdown of the 
top 8 prizing, but you know it's

1670
01:19:19,400 --> 01:19:22,360
going to fall off a Cliff right?
After that, the Capcom Cup 

1671
01:19:22,360 --> 01:19:26,880
rising total is $1,297,000, so 
1,000,000 of that goes to 1st 

1672
01:19:26,880 --> 01:19:28,520
place. 
So the rest of them are fighting

1673
01:19:28,520 --> 01:19:31,560
for the $297,000. 
So it's going to be super top 

1674
01:19:31,560 --> 01:19:34,840
heavy again. 
But beyond that, Capcom Pro Tor 

1675
01:19:34,840 --> 01:19:37,440
2026, the prize bonuses that 
they're giving to the premiers, 

1676
01:19:37,680 --> 01:19:43,240
first place premier, if you win 
a combo breaker, a CEO Evo. 

1677
01:19:43,560 --> 01:19:47,400
How much is Capcom adding to the
prize pool, $2000? 

1678
01:19:47,400 --> 01:19:52,000
Yeah, well, that's for first 
place, a lot of money. 

1679
01:19:52,320 --> 01:19:54,960
Sorry, I said Evo there. 
Capcom is giving no money for 

1680
01:19:54,960 --> 01:19:56,480
the evos. 
Let me correct that. 

1681
01:19:57,400 --> 01:19:59,160
Evo's doing their own thing. 
They're only doing that for 

1682
01:19:59,160 --> 01:20:03,080
like, the comma Breakers, the 
blink, responds the CEOs. 2000 

1683
01:20:03,080 --> 01:20:09,080
for first place, 1500 for 2nd, 
1000 for 3rd and 700 for 4th and

1684
01:20:09,080 --> 01:20:11,840
nothing beyond that. 
So that's the CPT bonus that 

1685
01:20:11,840 --> 01:20:14,360
they're giving out. 
So just to be clear, this is 

1686
01:20:14,360 --> 01:20:16,600
going to be on top of the normal
price pot. 

1687
01:20:16,600 --> 01:20:18,680
People pay $10 to enter the 
tournament. 

1688
01:20:18,880 --> 01:20:22,120
They if 1000 people enter, you 
know, there's, there's $10,000 

1689
01:20:22,120 --> 01:20:26,160
into the prize pool. 
So they, we'll divvy that up 

1690
01:20:26,160 --> 01:20:30,160
amongst the top players and then
add to that the CPT prize bonus.

1691
01:20:30,160 --> 01:20:33,360
But this has been declining more
and more and more every year. 

1692
01:20:33,520 --> 01:20:36,880
And The funny thing is now the 
World Warrior Regional finals 

1693
01:20:37,080 --> 01:20:40,840
for the offline tournaments, 
it's the same pricing for 1st 

1694
01:20:40,840 --> 01:20:45,880
through 4th, except 5th placers 
and 7th placers also get money. 

1695
01:20:46,440 --> 01:20:48,960
So you actually have a higher 
chance they're giving away more 

1696
01:20:48,960 --> 01:20:51,240
money for the World Warrior 
Regional finals than the offline

1697
01:20:51,240 --> 01:20:53,720
CBT premieres. 
You want to hear something else 

1698
01:20:53,720 --> 01:20:55,560
look crazy? 
And I never thought, I never 

1699
01:20:55,560 --> 01:20:56,680
thought about it till you said 
it. 

1700
01:20:56,680 --> 01:21:01,200
It's I think I got more money 
for getting 5th in my World War 

1701
01:21:01,200 --> 01:21:05,040
regional final than I got for 
getting 5th at Cream City. 

1702
01:21:05,200 --> 01:21:06,760
And I think it's the same money 
now. 

1703
01:21:06,760 --> 01:21:08,920
So you'll actually get more 
money if you get like 5th or 

1704
01:21:08,920 --> 01:21:11,160
7th. 
And if you just stay at home and

1705
01:21:11,160 --> 01:21:14,280
play online, then if you go and 
you know, beat some of the 

1706
01:21:14,280 --> 01:21:17,560
world's best, you may not get 
top 4, but if you get like 5th 

1707
01:21:17,560 --> 01:21:18,960
or 7th, you actually got to get 
less money. 

1708
01:21:19,640 --> 01:21:22,560
Well, you're you're losing money
because you got the this isn't 

1709
01:21:22,560 --> 01:21:23,920
covering the flight or the 
hotel. 

1710
01:21:23,920 --> 01:21:26,560
Yeah, yeah, obviously. 
Or the registration expenses. 

1711
01:21:26,640 --> 01:21:30,240
Yeah, yeah, yeah. 
So the the the state of esports 

1712
01:21:30,240 --> 01:21:33,600
for the actual tour is insane. 
It's all top heavy. 

1713
01:21:34,960 --> 01:21:39,200
But also the big take away here 
is the ecosystem for Street 

1714
01:21:39,200 --> 01:21:42,240
Fighter E Sports is in the 
dumpsters as far as I'm 

1715
01:21:42,240 --> 01:21:44,760
concerned for being a tournament
player. 

1716
01:21:44,760 --> 01:21:47,680
Like this doesn't exist anymore.
It's just it's all about just 

1717
01:21:47,680 --> 01:21:51,240
the check at the end of Captain 
Cup $1,000,000 headline to 

1718
01:21:51,240 --> 01:21:54,280
advertise for Capcom. 
There's no sustainability to be 

1719
01:21:54,280 --> 01:21:57,000
found anywhere else and this is 
just a it's over. 

1720
01:21:57,000 --> 01:22:00,640
It's how I feel in that sense. 
However, what's not over is 

1721
01:22:00,760 --> 01:22:02,720
Street Fighter League. 
They upped the pricing for 

1722
01:22:02,720 --> 01:22:07,280
Street Fighter League from 100K 
for the 1st place team to 400 K,

1723
01:22:07,520 --> 01:22:10,640
and I think the minimum pricing 
now is 100K per team that 

1724
01:22:10,640 --> 01:22:14,120
qualifies into the world, and it
was like 30 or 40K before. 

1725
01:22:14,320 --> 01:22:16,960
So the pricing for Street 
Fighter League is going up and 

1726
01:22:16,960 --> 01:22:20,360
up and up, highlighting once 
again Capcom's focus, I think, 

1727
01:22:20,360 --> 01:22:24,480
on pivoting this all away from 
this open bracket. 

1728
01:22:24,480 --> 01:22:28,520
Anyone can enter, anyone can 
qualify as a type of tour to 

1729
01:22:28,520 --> 01:22:32,800
this more controlled top down 
Capcom esports product, which 

1730
01:22:32,920 --> 01:22:35,320
provides a little bit more 
sustainability for players who 

1731
01:22:35,320 --> 01:22:37,600
are essentially employed for a 
season. 

1732
01:22:37,920 --> 01:22:40,840
And and Japan, once again, you 
know, they get salary some of 

1733
01:22:40,840 --> 01:22:43,720
them and they're actually 
employed by their teams. 

1734
01:22:43,720 --> 01:22:45,520
Teams might pay franchising 
fees. 

1735
01:22:46,360 --> 01:22:48,920
Capcom even sometimes gives 
teams money to help employ the 

1736
01:22:48,920 --> 01:22:51,760
players like they're investing a
lot from the street for the 

1737
01:22:51,760 --> 01:22:54,280
league product and it shows in 
the pricing commitments because 

1738
01:22:54,280 --> 01:22:57,240
that's the only place for 
pricing has gone up forexed 

1739
01:22:57,600 --> 01:23:00,520
compared to every other aspect 
of the pricing which has gone 

1740
01:23:00,640 --> 01:23:04,680
either stagnant or down South 
St. for the league is once again

1741
01:23:04,680 --> 01:23:07,440
I think that's the only path 
forward that Capcom is is 

1742
01:23:07,440 --> 01:23:10,800
committing to. 
I I get, I really think Capcom 

1743
01:23:10,800 --> 01:23:14,880
just has this idea of like not 
open, not open bracket 

1744
01:23:14,880 --> 01:23:17,360
tournaments are bad. 
But if you, if you're 

1745
01:23:17,360 --> 01:23:19,960
controlling everything, you get 
to do whatever you want. 

1746
01:23:19,960 --> 01:23:22,800
You get your own ads, you get 
your own placement, you're 

1747
01:23:23,000 --> 01:23:26,640
everything's controlled. 
If you know anything Capcom 

1748
01:23:26,680 --> 01:23:29,960
related is ours. 
I'm not fighting for, you know, 

1749
01:23:29,960 --> 01:23:32,240
the last game. 
If you know another game has 

1750
01:23:32,240 --> 01:23:34,920
just as many entrants. 
So I I get it. 

1751
01:23:34,920 --> 01:23:37,160
I do think Street Fighter League
is probably their. 

1752
01:23:37,160 --> 01:23:39,800
I don't want to say their way 
out but like their smart way to 

1753
01:23:39,800 --> 01:23:41,760
pivot, especially with how big 
it is in Japan. 

1754
01:23:42,480 --> 01:23:44,560
Yeah, I mean, it's, it's 
incredibly successful in Japan 

1755
01:23:44,560 --> 01:23:47,000
and they're probably actually 
going to potentially make some 

1756
01:23:47,000 --> 01:23:50,560
money off of that in Japan. 
And, you know, they need a team 

1757
01:23:50,560 --> 01:23:51,920
for the Japanese team to beat 
up. 

1758
01:23:51,920 --> 01:23:55,760
So why not invest in the global,
like throw them a bone elsewhere

1759
01:23:55,800 --> 01:23:58,640
because they need, you know, 
they need Menardi to have a team

1760
01:23:58,640 --> 01:24:00,800
for the team Japan to beat in 
the end. 

1761
01:24:01,440 --> 01:24:04,320
So I I think they're going to 
continue to invest in that 

1762
01:24:04,320 --> 01:24:05,480
direction. 
And it makes sense. 

1763
01:24:05,880 --> 01:24:07,080
Yeah. 
Like they don't have to worry 

1764
01:24:07,080 --> 01:24:10,200
about their Street Fighter top 8
being delayed because Smash 

1765
01:24:10,200 --> 01:24:12,600
Ultimate is running over, you 
know, whatever it might be. 

1766
01:24:12,920 --> 01:24:15,480
And, and so I kind of get it 
from a business perspective, 

1767
01:24:15,480 --> 01:24:18,120
just having control of the 
ecosystem, but it makes me 

1768
01:24:18,120 --> 01:24:21,080
definitely sad to see. 
I I still feel like by far I 

1769
01:24:21,080 --> 01:24:23,480
prefer the offline open bracket 
format. 

1770
01:24:23,760 --> 01:24:27,760
And Capcom, I think is slowly 
trying to just pull away from 

1771
01:24:28,240 --> 01:24:31,200
controlling that and getting 
more and more of that influence 

1772
01:24:31,200 --> 01:24:34,640
over to like Saudi Evo E Sports 
World Cup. 

1773
01:24:34,640 --> 01:24:37,200
Like that's becoming more and 
more what's going to take over 

1774
01:24:37,200 --> 01:24:41,160
that aspect of sort of like the 
in singles tournaments. 

1775
01:24:41,160 --> 01:24:43,920
And like just that will be 
what's feeding into Capcom Cup 

1776
01:24:43,920 --> 01:24:45,480
So they can have that one 
moment. 

1777
01:24:45,800 --> 01:24:48,720
But what they want to really 
invest in and growing is, is the

1778
01:24:48,720 --> 01:24:53,640
team aspect. 
You know, I super out of left 

1779
01:24:53,640 --> 01:24:55,960
field, you know, spinfoil hat 
theory. 

1780
01:24:56,320 --> 01:25:00,480
Maybe they're doing Street 
Fighter League because they hear

1781
01:25:00,480 --> 01:25:03,400
everyone say yo games random, 
Johnny Donuts beat Taquito, 

1782
01:25:03,400 --> 01:25:05,240
whatever, Johnny Donuts beat 
Daigo. 

1783
01:25:05,560 --> 01:25:08,560
But if it's only Street Fighter 
League player, obviously if you 

1784
01:25:08,560 --> 01:25:10,320
got in the Street Fighter 
League, you're good enough. 

1785
01:25:10,600 --> 01:25:12,920
But if there's no more open 
bracket tournaments, there's no 

1786
01:25:12,920 --> 01:25:15,040
more upsets. 
No more upsets means game less 

1787
01:25:15,040 --> 01:25:16,760
random. 
Game less random equals more 

1788
01:25:16,760 --> 01:25:20,000
people playing. 
Boom, fix it, everything's fine.

1789
01:25:20,000 --> 01:25:21,920
Street Fighter League's probably
the better way to do that. 

1790
01:25:22,480 --> 01:25:24,920
I agree with you're you're going
a little too extreme. 

1791
01:25:24,920 --> 01:25:27,640
It's it's people don't care 
about the randomness factor of 

1792
01:25:27,640 --> 01:25:30,720
the skill level of the game 
beyond like you, me and a few 

1793
01:25:30,760 --> 01:25:33,200
random nerds. 
But you're on to something for 

1794
01:25:33,200 --> 01:25:34,640
sure. 
It's all about controlling the 

1795
01:25:34,640 --> 01:25:37,400
optics. 
If Daigo is consistently showing

1796
01:25:37,400 --> 01:25:42,280
up week after week, that's far 
better for the retention and 

1797
01:25:42,280 --> 01:25:46,080
viewership then Daigo getting 
upset by a relatively unknown 

1798
01:25:46,080 --> 01:25:48,640
player and then that unknown 
player losing then to another 

1799
01:25:48,640 --> 01:25:50,040
good player right after. 
Right? 

1800
01:25:50,040 --> 01:25:53,960
Like, like we talk about upsets 
and I, we've mentioned very many

1801
01:25:53,960 --> 01:25:57,040
times on the show, upsets are 
good for a moment, but they have

1802
01:25:57,040 --> 01:26:00,840
to carry the storyline through 
to the finish line of an event 

1803
01:26:00,840 --> 01:26:03,640
for it to have weight that 
carries the viewer's retention 

1804
01:26:03,640 --> 01:26:07,440
across the entire moment. 
If it's just an upset that 

1805
01:26:07,440 --> 01:26:10,560
happens and then it's over, it's
a flash in the pan and it's it's

1806
01:26:10,840 --> 01:26:14,040
it's interesting as a side note,
but it doesn't carry two people 

1807
01:26:14,040 --> 01:26:17,400
being engaged because people 
like to know the stakes of why 

1808
01:26:17,400 --> 01:26:21,800
they're watching an event. 
And you build that by, you know,

1809
01:26:21,800 --> 01:26:26,760
having some kind of way to judge
a player's level based on the 

1810
01:26:26,760 --> 01:26:29,880
known data points. 
So whoever caused that upset, if

1811
01:26:29,880 --> 01:26:33,280
they keep showing up or they go 
all the way to the finish line 

1812
01:26:33,280 --> 01:26:36,400
like a blah storyline, then it's
like, holy shit, they're going 

1813
01:26:36,400 --> 01:26:38,160
to do it. 
That carries weight. 

1814
01:26:38,360 --> 01:26:41,920
But if you cause one upset early
on and don't pull through, it 

1815
01:26:41,920 --> 01:26:46,440
ends up just hurting the star 
power of the later points in the

1816
01:26:46,440 --> 01:26:49,760
bracket, and eventually that can
lead to potentially less 

1817
01:26:49,760 --> 01:26:51,320
engagement from a larger 
audience. 

1818
01:26:51,800 --> 01:26:53,200
That's saying that's the way it 
should be. 

1819
01:26:53,320 --> 01:26:55,840
I'm just saying that that's a 
fact, that's a reality. 

1820
01:26:55,840 --> 01:26:59,160
That's just how it operates for 
the casual viewers. 

1821
01:26:59,440 --> 01:27:02,640
And having controlled ecosystem 
like this makes a lot of sense. 

1822
01:27:02,640 --> 01:27:06,440
Like imagine if LeBron James 
could lose 1 game in the NBA and

1823
01:27:06,440 --> 01:27:07,760
he's eliminated for the rest of 
the season. 

1824
01:27:07,760 --> 01:27:09,560
Is that going to help the viewer
retention? 

1825
01:27:09,560 --> 01:27:13,760
Like, wow, you know, this team 
over here beat LeBron James. 

1826
01:27:13,760 --> 01:27:15,480
Wow, they're so good. 
No, they're not going to care 

1827
01:27:15,480 --> 01:27:17,120
anymore. 
They're just going to be like, 

1828
01:27:17,160 --> 01:27:19,120
oh, my star players out for the 
season. 

1829
01:27:20,600 --> 01:27:22,840
I'm no longer engaged. 
Yeah, my team's out. 

1830
01:27:22,880 --> 01:27:26,280
I'm I'm no longer engaged. 
So having a consistent season 

1831
01:27:26,280 --> 01:27:28,480
format where no matter what 
you're stuck around, at least 

1832
01:27:28,480 --> 01:27:32,200
for the regular season does help
control the optics a lot more. 

1833
01:27:32,360 --> 01:27:35,240
So I do see why if you're going 
to invest money, it's a more 

1834
01:27:35,240 --> 01:27:39,720
stable way to tweak the 
variables as you go versus open 

1835
01:27:39,720 --> 01:27:43,720
bracket where you have no 
control of what results at the 

1836
01:27:43,720 --> 01:27:45,440
top level. 
You don't know who's going to 

1837
01:27:45,440 --> 01:27:48,200
win that, if they're going to 
have any star power or whatever,

1838
01:27:48,440 --> 01:27:53,280
and it's a bit more variable. 
I so love the open brackets and 

1839
01:27:53,280 --> 01:27:54,840
I think it's more hype overall 
for me. 

1840
01:27:55,120 --> 01:28:00,800
But I can get why Capcom as a 
emotionless business play would 

1841
01:28:00,800 --> 01:28:03,240
go more in Street Fighter 
League's direction because they 

1842
01:28:03,240 --> 01:28:05,400
can control it and that's what 
we're seeing first hand. 

1843
01:28:06,320 --> 01:28:10,120
Any any other thoughts on that? 
Any you got to. 

1844
01:28:10,120 --> 01:28:11,160
Be on the street for the league 
team. 

1845
01:28:11,160 --> 01:28:12,760
That's the way to go, man. 
You're trying to get sponsored. 

1846
01:28:13,400 --> 01:28:15,080
I mean, that's obviously the 
best thing. 

1847
01:28:15,080 --> 01:28:17,200
That would be the best way. 
But like I said, it's not even a

1848
01:28:17,200 --> 01:28:19,960
real player cut path to get on 
the Street Fighter league. 

1849
01:28:19,960 --> 01:28:23,440
I just feel like yeah, it's 
fives and good, good feelings. 

1850
01:28:23,840 --> 01:28:25,000
There's no there's no clear 
path. 

1851
01:28:25,000 --> 01:28:26,880
There's no like a tryout, no, 
like a combine. 

1852
01:28:26,880 --> 01:28:30,160
You know, you go to you know, 
you get drafted in the NBA. 

1853
01:28:30,360 --> 01:28:33,320
It's a combine for NFL, but here
it's just there's. 

1854
01:28:34,760 --> 01:28:36,960
A combine for Street for the 
league, but no one gives a shit.

1855
01:28:38,040 --> 01:28:40,720
I forgot about that combine. 
There literally is a combine. 

1856
01:28:40,800 --> 01:28:44,040
Yeah, yeah, yeah. 
All that does is require for the

1857
01:28:44,040 --> 01:28:47,320
captains to force their players 
that they're going to pick to 

1858
01:28:47,320 --> 01:28:48,840
enter. 
That's essentially all it is. 

1859
01:28:48,840 --> 01:28:52,680
It it doesn't change anything. 
I I think what's required to be 

1860
01:28:52,680 --> 01:28:54,400
on a Stripper League team is to 
not play Manon. 

1861
01:28:55,560 --> 01:28:57,560
That's that's that's the 
requirement. 

1862
01:28:57,560 --> 01:28:58,960
So I don't mean you got to get 
on that. 

1863
01:28:59,640 --> 01:29:02,960
There was that actually, I think
the only the only Manon player 

1864
01:29:02,960 --> 01:29:04,840
I've ever seen on any Street 
Fighter league. 

1865
01:29:04,840 --> 01:29:06,320
I think it's been Tashi Kala, 
actually. 

1866
01:29:06,760 --> 01:29:10,440
Yeah, not not even to Europe. 
Yeah, not a popular pick, man. 

1867
01:29:10,920 --> 01:29:12,840
All right, well, that's it for 
the CPT updates. 

1868
01:29:12,840 --> 01:29:15,520
We have one final story to get 
to this episode. 

1869
01:29:16,720 --> 01:29:19,800
Ultimate Marvel versus Capcom 3.
Is it back? 

1870
01:29:20,640 --> 01:29:24,920
We had the TNS #200 Max trying 
to bring it back, man. 

1871
01:29:24,920 --> 01:29:27,680
You want to break this one down.
It was never gone, that's the 

1872
01:29:27,680 --> 01:29:28,800
thing. 
Yeah, I think that. 

1873
01:29:28,800 --> 01:29:31,040
I think that's what this this 
TNS showed, right? 

1874
01:29:31,600 --> 01:29:34,840
Yeah, I mean, I entered the TNS,
you know, on Friday. 

1875
01:29:34,840 --> 01:29:39,000
It was TNS 200 for, you know, 
Marvel, 3200 weeks of Marvel 

1876
01:29:39,000 --> 01:29:41,080
Three. 
Yeah, I think there was like 200

1877
01:29:41,280 --> 01:29:43,640
plus entrance for it. 
I want to say like 2-13. 

1878
01:29:43,880 --> 01:29:45,480
But yeah, everyone was playing 
Marvel. 

1879
01:29:45,480 --> 01:29:48,400
And then right before grand 
finals, Max had a video that was

1880
01:29:48,400 --> 01:29:53,760
saying hey, there's going to be 
10K bounty for whoever gets the 

1881
01:29:54,080 --> 01:29:56,560
rollback running for the 
greatest fighting game ever 

1882
01:29:56,560 --> 01:29:59,120
made. 
Yeah, that's sick. 

1883
01:29:59,120 --> 01:30:01,680
That's sick. 
I I hope somebody picks it up. 

1884
01:30:01,680 --> 01:30:05,360
But at the same time, rollback's
hard, man. 

1885
01:30:05,440 --> 01:30:06,880
Rollback ought to be hard for 
that game. 

1886
01:30:07,400 --> 01:30:08,200
Yeah. 
Yeah. 

1887
01:30:08,200 --> 01:30:11,200
So to set some context why that 
would be a big deal in the 1st 

1888
01:30:11,200 --> 01:30:15,520
place, we can like draw 
parallels to Melee and also 

1889
01:30:15,520 --> 01:30:18,440
maybe explain a little bit of 
like how NBC3 Online even works 

1890
01:30:18,440 --> 01:30:20,520
right now. 
The reason why TNS works is 

1891
01:30:20,520 --> 01:30:23,240
because they invest their own 
money and. 

1892
01:30:23,320 --> 01:30:28,400
And an infrastructure of AWS 
servers that are hosting the 

1893
01:30:28,400 --> 01:30:31,800
game and players will connect to
those servers using Parsec. 

1894
01:30:32,160 --> 01:30:35,640
And they have multiple server 
locations all across the country

1895
01:30:35,880 --> 01:30:39,360
so that both players, player A 
and player B1's in California, 

1896
01:30:39,360 --> 01:30:41,920
one's in New York, maybe the 
server will be in Texas. 

1897
01:30:42,160 --> 01:30:46,800
Like whatever's kind of central 
point to them to 'cause equal 

1898
01:30:46,800 --> 01:30:50,400
input delay to both players, but
it's still input delay base. 

1899
01:30:50,400 --> 01:30:53,960
And they have to like pay money 
to run these AWS servers and 

1900
01:30:53,960 --> 01:30:56,760
multiple of them at the same 
time to have these players 

1901
01:30:56,760 --> 01:30:58,680
connect from all over the 
country to play each other. 

1902
01:30:58,880 --> 01:31:01,480
And so that's a big effort that 
TNS put on to be able to host 

1903
01:31:01,480 --> 01:31:03,240
their events. 
And that's not really like a 

1904
01:31:03,240 --> 01:31:05,840
feasible solution for every 
player to play each other. 

1905
01:31:06,520 --> 01:31:08,760
You can play anyone with Parsec 
right now, but it'll be like, 

1906
01:31:08,760 --> 01:31:12,240
you know, the host will have no 
input delay and the distance 

1907
01:31:12,240 --> 01:31:14,760
that the connecting player has 
to deal with will impact their 

1908
01:31:14,920 --> 01:31:17,480
experience. 
And it's not just like a simple 

1909
01:31:17,480 --> 01:31:21,360
baked in client experience. 
Slippy for melee. 

1910
01:31:22,120 --> 01:31:25,320
Slippy, the mod was developed 
and that basically built from 

1911
01:31:25,320 --> 01:31:30,000
the ground up a client to do 
online matchmaking, even for 

1912
01:31:30,000 --> 01:31:33,040
Melee with rollback net code. 
And they built this up to have 

1913
01:31:33,240 --> 01:31:35,840
more complex matchmaking, have a
rank system. 

1914
01:31:36,120 --> 01:31:38,880
And I think the base version of 
that is free. 

1915
01:31:38,880 --> 01:31:42,360
But for matchmaking and all 
that, there is like a, a fee to 

1916
01:31:42,360 --> 01:31:44,960
pay to help support the 
development from Slippy himself 

1917
01:31:45,280 --> 01:31:48,920
because that's a huge 
undertaking to to implement that

1918
01:31:48,920 --> 01:31:51,520
rollback net code. 
And that revitalized again the 

1919
01:31:51,520 --> 01:31:54,320
melee community and led to the 
next evolution of that game and,

1920
01:31:54,320 --> 01:31:58,000
and the resurgence of the active
player base over COVID 

1921
01:31:58,000 --> 01:32:00,760
especially. 
So bringing that to Marvel could

1922
01:32:00,760 --> 01:32:04,520
mean the next evolution of this 
game being alive where suddenly 

1923
01:32:04,520 --> 01:32:07,800
anyone can play anyone all the 
time and make that a reality. 

1924
01:32:08,160 --> 01:32:10,920
But like you mentioned, doing 
rollback for this game is hard 

1925
01:32:10,920 --> 01:32:14,400
because rollback requires all 
these save States and being able

1926
01:32:14,400 --> 01:32:16,480
to predict the inputs and, and 
rollback to it. 

1927
01:32:17,120 --> 01:32:19,400
This is not a 10K dollar job 
really. 

1928
01:32:19,400 --> 01:32:22,640
This is someone who if they were
to do it, we're already going to

1929
01:32:22,640 --> 01:32:24,600
do it or wanted to do it and 
we're passionate about it. 

1930
01:32:24,600 --> 01:32:28,600
And this is like a tip because 
this is a full time software 

1931
01:32:28,600 --> 01:32:33,080
engineering like Rockstar type 
of job to pull this off. 

1932
01:32:33,080 --> 01:32:37,400
Because this would be PS3 Xbox 
360 level emulation which is 

1933
01:32:37,400 --> 01:32:39,360
still like on the frontier of 
emulation. 

1934
01:32:39,720 --> 01:32:44,200
And it would be really difficult
to achieve but could potentially

1935
01:32:44,720 --> 01:32:51,360
make NBC3A title like Melee 
which a decade plus later 1520 

1936
01:32:51,360 --> 01:32:55,920
years later still being played 
competitively and and getting 

1937
01:32:55,920 --> 01:32:59,560
new people into the game even 
this late in his lifespan. 

1938
01:33:00,120 --> 01:33:03,000
I think for me, I would love if 
that happened. 

1939
01:33:03,000 --> 01:33:07,520
I'd really don't think it's 
feasible because even I think 

1940
01:33:07,520 --> 01:33:09,880
like the newest fighting game 
that's gotten rolled back has 

1941
01:33:09,880 --> 01:33:12,920
been like what Tekken 3 and I 
think Tekken 3 was like on the 

1942
01:33:12,920 --> 01:33:17,440
PS2 or PS1, I don't remember. 
But it's it's just so hard when 

1943
01:33:17,440 --> 01:33:20,240
you start getting to like the 
360 PS3 error because like 

1944
01:33:20,240 --> 01:33:23,400
there's so much, there's so much
more movement rollback for A tag

1945
01:33:23,400 --> 01:33:25,600
fighter at that. 
It's not it's not the same as 

1946
01:33:25,600 --> 01:33:27,200
making rollback for a 2D 
fighter. 

1947
01:33:27,600 --> 01:33:29,840
So I don't know, I wanted to 
believe it. 

1948
01:33:29,840 --> 01:33:34,720
I wish there was like a way, as 
you know, a fan of the game to 

1949
01:33:34,720 --> 01:33:37,880
put in my own money or make the 
pot even bigger to incentivize 

1950
01:33:37,880 --> 01:33:40,040
somebody to do it. 
Because if Marvel three got 

1951
01:33:40,040 --> 01:33:41,680
rollback, I'm not playing any 
other fighting game. 

1952
01:33:41,680 --> 01:33:44,680
I, I got what I wanted. 
I, I, it's, it's over. 

1953
01:33:45,120 --> 01:33:47,840
That's all I really want. 
But I know it's it's just too 

1954
01:33:47,840 --> 01:33:50,040
much of an ask. 
Dude yeah Marvel three with an 

1955
01:33:50,040 --> 01:33:52,920
actual if they built it up to 
like a slippy level mod with 

1956
01:33:52,920 --> 01:33:57,160
actual matchmaking and a ranked 
system would be insane. 

1957
01:33:57,200 --> 01:34:00,200
I I do think it would have a 
actual surgeons because we've 

1958
01:34:00,200 --> 01:34:02,560
already seen that in TNSA. 
Lot of the best players in in 

1959
01:34:02,560 --> 01:34:06,760
the NA Marvel 3 scene right now 
are like young kids who were 

1960
01:34:07,240 --> 01:34:08,680
babies when the game was 
released. 

1961
01:34:08,680 --> 01:34:11,480
Like they learned this later in 
life when the game was past its 

1962
01:34:11,480 --> 01:34:16,280
prime in the offline FGC. 
Circuit I I think one good thing

1963
01:34:16,280 --> 01:34:19,240
that Marvel 3 has that, you 
know, a lot of other games kind 

1964
01:34:19,240 --> 01:34:22,960
of don't have there's no one 
like really downplaying Marvel 

1965
01:34:22,960 --> 01:34:28,400
are being like, hey, this game 
sucks or some guy making a 

1966
01:34:28,400 --> 01:34:30,000
YouTube video about this, 
because everyone who's still 

1967
01:34:30,000 --> 01:34:32,360
playing Marvel is just so 
passionate and they just they 

1968
01:34:32,360 --> 01:34:34,960
love the game because that's the
only reason you're still playing

1969
01:34:35,520 --> 01:34:39,560
this many years later. 
So, and anyone whoever acts to 

1970
01:34:39,560 --> 01:34:41,400
play marvel, I want to get 
better at Marvel. 

1971
01:34:41,400 --> 01:34:44,440
All the Marvel players or even 
the community is so welcoming on

1972
01:34:44,440 --> 01:34:45,880
board and hey, I'll teach you 
how to play. 

1973
01:34:45,880 --> 01:34:48,280
Hey, you want to run some 
matches because you got to get 

1974
01:34:48,280 --> 01:34:51,200
any matches any way we have can 
at offline events. 

1975
01:34:51,560 --> 01:34:53,760
Even when I'm at offline 
brackets, you know, I was at 

1976
01:34:53,760 --> 01:34:55,200
Frosty's. 
I'm always just playing Marvel 

1977
01:34:55,200 --> 01:34:57,720
casuals because I can play 
strive at home. 

1978
01:34:57,760 --> 01:34:59,520
I can play Street Fighter six at
home. 

1979
01:34:59,880 --> 01:35:02,920
Marvel's kind of the only time 
I, I mean, this is the only time

1980
01:35:02,920 --> 01:35:04,560
I get to play Marvel. 
Right. 

1981
01:35:04,920 --> 01:35:07,360
Yeah, that's that's an 
interesting point you made about

1982
01:35:07,360 --> 01:35:11,360
like the positive and passionate
community. 

1983
01:35:11,360 --> 01:35:14,280
It's very rare to see that with 
a lot of fighting game titles, 

1984
01:35:14,560 --> 01:35:15,720
with a lot of the Street Fighter
titles. 

1985
01:35:15,720 --> 01:35:18,240
I think like the last time we 
saw that was like Street Fighter

1986
01:35:18,240 --> 01:35:21,360
Three, because even with Street 
Fighter Four, I think Street 

1987
01:35:21,360 --> 01:35:23,000
Fighter 4 has a lot of positive 
reception. 

1988
01:35:23,000 --> 01:35:27,200
People love that game, but that 
was already Co opted by the E 

1989
01:35:27,200 --> 01:35:30,080
sports era and everyone moved on
to the next title and with 

1990
01:35:30,080 --> 01:35:32,160
Street Fighter Five, everyone 
moved on to Street Fighter Six. 

1991
01:35:32,400 --> 01:35:34,600
So I don't really feel like you 
have that same vibe. 

1992
01:35:34,600 --> 01:35:37,080
There's still like hardcore 
Street Fighter Four audience 

1993
01:35:37,080 --> 01:35:41,280
where they're pushing for 
maintaining that game at that 

1994
01:35:41,280 --> 01:35:46,960
sort of level and having like 
this really visible passionate 

1995
01:35:46,960 --> 01:35:50,120
scene. 
It's still more successful than 

1996
01:35:50,120 --> 01:35:53,120
I would say 5 of course, in 
terms of like old school revival

1997
01:35:53,360 --> 01:35:54,680
and there are tournaments that 
go out there. 

1998
01:35:54,680 --> 01:35:56,880
I've been, I just played at the 
Broiler Leagues tournament at 

1999
01:35:56,880 --> 01:35:58,800
Texas Showdown. 
I almost made top 8IN that 

2000
01:35:58,800 --> 01:35:59,960
tournament. 
I didn't know how to play. 

2001
01:36:00,240 --> 01:36:02,240
I forgot how to play. 
It was crazy. 

2002
01:36:02,520 --> 01:36:04,120
But so like there's still events
like that. 

2003
01:36:04,120 --> 01:36:09,240
But Marvel three really stands 
out to me as the most modern 

2004
01:36:09,240 --> 01:36:12,800
newest fighting game that has 
this sort of like retro. 

2005
01:36:12,800 --> 01:36:15,400
I'm going to call it retro, 
retro, passionate community, 

2006
01:36:15,840 --> 01:36:19,560
keeping it alive at that level. 
So it really does seem primed 

2007
01:36:19,560 --> 01:36:23,280
for me to have that Melee. 
There's so many parallels to 

2008
01:36:23,280 --> 01:36:26,520
Melee here where I really do 
feel like if they crossed that 

2009
01:36:26,520 --> 01:36:29,720
barrier and got rollback, there 
would be a whole new generation 

2010
01:36:29,720 --> 01:36:33,960
of players playing it. 
And the exposure from the 

2011
01:36:33,960 --> 01:36:37,000
community's passion and you 
know, making content, things 

2012
01:36:37,000 --> 01:36:40,120
like that, growing the scene 
and, and bringing people in 

2013
01:36:40,120 --> 01:36:43,520
because of how passionate the 
scene is, I really do feel like 

2014
01:36:43,520 --> 01:36:46,000
it could be successful in that. 
And we haven't seen that in the 

2015
01:36:46,000 --> 01:36:49,640
core FGC in a long time. 
The the other thing is, I mean, 

2016
01:36:49,720 --> 01:36:53,040
you know, shout outs to Tom, but
every every Friday night, if I 

2017
01:36:53,040 --> 01:36:56,720
like, if I'm even if I'm out, 
like if I'm out eating with my 

2018
01:36:56,720 --> 01:36:59,560
friends or just hanging out, 
having a beer with my friends, I

2019
01:36:59,560 --> 01:37:02,680
always have TNS on my phone just
watching because there's always 

2020
01:37:02,680 --> 01:37:04,400
something exciting. 
Got to watch. 

2021
01:37:04,400 --> 01:37:07,320
You know, Tong Southpaw, proxy, 
all of them just shooting the 

2022
01:37:07,320 --> 01:37:11,560
shit and it's just it's good 
vibes and it's a good ass game, 

2023
01:37:11,560 --> 01:37:12,680
man. 
It's just a good ass. 

2024
01:37:12,760 --> 01:37:14,920
It's a good ass time every time.
True. 

2025
01:37:15,480 --> 01:37:17,960
True, it's like one of the last 
remnants of like that really old

2026
01:37:17,960 --> 01:37:22,000
school FGC hang out. 
Like watch some games, chill, 

2027
01:37:22,000 --> 01:37:23,480
shoot the shit and just hang 
out. 

2028
01:37:23,480 --> 01:37:26,240
Which it's been hard to 
replicate I think in the online 

2029
01:37:26,240 --> 01:37:27,840
era. 
But TNS man should do it. 

2030
01:37:27,840 --> 01:37:31,320
So shouts to Max for putting his
money up for this. 

2031
01:37:31,560 --> 01:37:34,640
We'll see if they actually make 
this more like a crowdfunding 

2032
01:37:34,640 --> 01:37:35,760
thing. 
So I can see this going far 

2033
01:37:35,760 --> 01:37:37,520
beyond 10K. 
I'm not sure if he touched upon 

2034
01:37:37,520 --> 01:37:39,000
that. 
I feel like it'll. 

2035
01:37:39,520 --> 01:37:42,720
I feel like this could reach 
like an insane amount, like an 

2036
01:37:42,720 --> 01:37:45,680
insane amount of money if they 
really let everyone more more 

2037
01:37:45,680 --> 01:37:47,200
people crowdfund are put into 
it. 

2038
01:37:47,200 --> 01:37:50,720
Because like I said, I feel like
so many people want more of a 

2039
01:37:50,720 --> 01:37:54,360
rollback just so I can play my 
favorite fighting game and not 

2040
01:37:54,360 --> 01:37:56,960
have to, you know, suffer 
playing on parsec. 

2041
01:37:57,280 --> 01:37:58,080
Right. 
For sure. 

2042
01:37:58,080 --> 01:37:59,200
Yeah. 
I think they might want to like,

2043
01:37:59,200 --> 01:38:03,600
gatekeep that until there's more
hope or like a reality before 

2044
01:38:03,600 --> 01:38:05,440
having to manage. 
Like, what if we have to refund 

2045
01:38:05,440 --> 01:38:07,080
everybody? 
When do we do you know what I 

2046
01:38:07,080 --> 01:38:08,760
mean? 
Like there's logistics there 

2047
01:38:08,760 --> 01:38:11,760
that they want to probably keep 
under wraps and not blow up too 

2048
01:38:11,760 --> 01:38:15,920
much until some some things 
become more apparently coming to

2049
01:38:15,920 --> 01:38:17,560
fruition. 
So we'll see where that goes. 

2050
01:38:17,560 --> 01:38:19,840
I would I it's given me some 
hopium as well. 

2051
01:38:19,840 --> 01:38:22,440
I think it'll be so sick for the
community and I would love to 

2052
01:38:22,440 --> 01:38:25,240
see the explosion of of 
competition and new players 

2053
01:38:25,240 --> 01:38:28,000
joining the game because it is 
one of the the best games to 

2054
01:38:28,000 --> 01:38:29,680
play and spectate. 
It's my favorite spectating 

2055
01:38:29,680 --> 01:38:31,080
game. 
I think it's so awesome to watch

2056
01:38:31,080 --> 01:38:32,960
what people will cook up in that
game even if you don't play. 

2057
01:38:33,560 --> 01:38:35,800
Easily easily the best 
spectating fighting game. 

2058
01:38:35,800 --> 01:38:37,800
It's one of the only fighting 
games I can still watch and 

2059
01:38:37,800 --> 01:38:40,080
still be like Oh my God that was
fucking sick. 

2060
01:38:40,440 --> 01:38:44,840
It when when I watch, well, back
in the day when I watched F 

2061
01:38:44,840 --> 01:38:48,680
champ play like his, his like 
team would say, but it more 

2062
01:38:48,680 --> 01:38:50,920
modern. 
Well, this not even really the 

2063
01:38:50,920 --> 01:38:54,720
same modern. 
When I watch Ray Ray play, it is

2064
01:38:54,720 --> 01:38:58,240
just like it's poetry in motion,
like no glaze because obviously 

2065
01:38:58,240 --> 01:39:01,920
Ray Ray is from my scene. 
But like when I watch Ray play, 

2066
01:39:02,200 --> 01:39:04,520
it's it's poetry. 
When I watch like liberal 

2067
01:39:04,520 --> 01:39:07,360
Terminator play, it's it feels 
like it's poetry, like they're 

2068
01:39:07,360 --> 01:39:09,720
writing poetry while playing. 
Backs. 

2069
01:39:09,960 --> 01:39:11,600
Backs. 
No, you can glaze. 

2070
01:39:11,760 --> 01:39:13,960
Glaze some Ray Ray. 
Don't worry, I'll support you. 

2071
01:39:15,240 --> 01:39:17,520
That's my one of my favorite 
players too. 

2072
01:39:17,520 --> 01:39:21,240
I always root for Ray Ray to 
lose his first two characters so

2073
01:39:21,240 --> 01:39:24,960
I can watch a Sentinel. 
That's my unfair bias. 

2074
01:39:24,960 --> 01:39:27,560
Hey, Yeah, go ahead and lose 
your Magneto and you're doomed. 

2075
01:39:27,560 --> 01:39:28,920
Don't worry about it. 
Let's get that Sentinel in 

2076
01:39:28,920 --> 01:39:30,400
there. 
But yeah, we'll see where it 

2077
01:39:30,400 --> 01:39:31,440
goes. 
Shout out to Max again. 

2078
01:39:31,440 --> 01:39:35,080
Shout out to NBC three community
and I think that's about it for 

2079
01:39:35,080 --> 01:39:36,720
for this episode covered a lot 
of ground here. 

2080
01:39:36,720 --> 01:39:38,480
Any words of wisdom to close it 
out? 

2081
01:39:38,480 --> 01:39:41,840
Item We we've got a few episodes
without getting your your final 

2082
01:39:41,840 --> 01:39:44,880
words in. 
Well, my final words has got to 

2083
01:39:44,880 --> 01:39:49,040
be if you're a rage quitter from
early on, you know rage 

2084
01:39:49,040 --> 01:39:51,360
quitting's OK if you don't do 
it, as long as you don't do it 

2085
01:39:51,360 --> 01:39:56,720
against me. 
We we gotta I gotta get you off 

2086
01:39:56,720 --> 01:39:59,120
the show item. 
You can't be endorsing rage 

2087
01:39:59,120 --> 01:40:00,480
quitters on the show. 
All right? 

2088
01:40:00,520 --> 01:40:02,000
I guess that's what we're ending
on. 

2089
01:40:02,000 --> 01:40:03,240
All right? 
Rage quitters just don't do it 

2090
01:40:03,240 --> 01:40:04,360
against us. 
All right? 

2091
01:40:04,520 --> 01:40:06,600
Throw me in there, please. 
All right, we're out of here. 

2092
01:40:06,600 --> 01:40:08,080
Thanks for tuning in, guys. 
Peace out. 

2093
01:40:08,080 --> 01:40:10,200
Take care. 
Thanks for making it to the end 

2094
01:40:10,200 --> 01:40:12,480
of this Extra Trashy episode. 
There was a lot to cover, so 

2095
01:40:12,480 --> 01:40:15,440
thanks for not rage quitting too
soon here at the end of the 

2096
01:40:15,440 --> 01:40:17,840
episode, you're gonna be seeing 
the names of our Patreon members

2097
01:40:17,840 --> 01:40:19,320
scrolling by on the screen right
now. 

2098
01:40:19,320 --> 01:40:22,160
If you're watching on the video 
feed on YouTube or Spotify, This

2099
01:40:22,160 --> 01:40:24,920
show, Extra Trashy and the trash
Talk podcast would not be 

2100
01:40:24,920 --> 01:40:27,600
possible without the support of 
these members. 

2101
01:40:27,800 --> 01:40:30,600
Over at the Patreon page. 
We do have extra content, cut 

2102
01:40:30,600 --> 01:40:33,720
content from main trash talk 
episodes, extra bonuses for 

2103
01:40:33,720 --> 01:40:37,000
members, and we also get people 
in on the conversation as well 

2104
01:40:37,000 --> 01:40:38,920
for upcoming mainland trash talk
episodes. 

2105
01:40:39,120 --> 01:40:41,040
So if you want to support, you 
can head on over to 

2106
01:40:41,040 --> 01:40:44,160
patreon.com/brian under score F 
here. 

2107
01:40:44,160 --> 01:40:46,080
I like to personally thank the 
landfill members for their 

2108
01:40:46,080 --> 01:40:48,920
continued support. 
Bryce Scatterfield, Sito 

2109
01:40:48,920 --> 01:40:53,360
Spallis, Chris FK, Chris K, 
Hibiki, chuckle Chuck, doc fugu,

2110
01:40:53,640 --> 01:40:59,200
SPO, flawless victory, frazzi 
Dean, Dr. Hazaris, Kelly Lyles, 

2111
01:40:59,320 --> 01:41:02,520
Scott Richards 6 mil and smoking
sea bass. 

2112
01:41:02,760 --> 01:41:05,600
Thanks for your continued 
support of trash talk and extra 

2113
01:41:05,600 --> 01:41:07,520
trashy and we'll catch you guys 
in the next episode. 

2114
01:41:07,960 --> 01:41:08,320
Peace.
