3:16
Balancing Fun vs. Frustration in Fighting Game Characters
Sajam
27:04
Why Are Summon Characters So Hated? | Sajam Analyzes Jack-O' & Gargos
11:43
Sajam Talks Defensive Playstyles
4:59
Sajam Talks Fighting Game Balance Philosophy
19:42
Sajam Talks Simplifying Guilty Gear
4:47
Sajam Discusses Early Game vs. Late Game Meta & When to Patch
7:50
Sajam Discusses Switching to Top Tiers
3:40
Variety is the Spice of Fighting Games, 'Footsies' Are Just One Component
16:09
How Can Fighting Game Tutorials for New Players Be Improved?
9:44
Sajam Talks Setplay & Misconceptions of "Degenerate" Strategies
8:05
Even "Honest" Well Balanced Fighting Games have Strong, Cheap, BS Strategies | An Addendum
7:37
Sajam Discusses Laugh's Theory on Types of Fighting Game Playstyles
8:00
Why Would You Feel Bad About Playing a Strong Character?
7:28
The Game is Math, It Isn't to Blame if You Refuse to Learn What it is Teaching You
9:34
Sajam Discusses Different Types of Fighting Game Players | Timmy, Johnny, & Spike
10:55
Sajam Discusses How to Choose a Character in a New Fighting Game
7:12
Runeterra, Fighting Games, & the Importance of Opponent Interaction
10:40
Discussing Motion Inputs in Fighting Game Design
6:08
Uneven Match-Ups are Inevitable in Games with Diverse Character Archetypes. That's Fine.
8:14
Good Presentation Will Get People to Watch a Game That They Don't Understand at All
13:11
Memorization & Reactions: More Fighting Game Misconceptions
10:15
The Core of Fighting Games: How Do You Deal With Throws?
9:46
Developer Communication is Super Important for Shaping Conversation Around the Game
13:16
"Comeback Mechanics" Can Create Interesting Strategy & Design Decisions (Except X-Factor)
11:20
Movement Options Define How You Play the Game (Analyzing the New Core-A Video)
4:16
What Separates the Fighting Game Jedi From the Rest?
13:44
Zoning is Cool, and Offense After a Knockdown Isn't What Defines "Rushdown"
8:32
Instant Block is a Game Changer, There's a Reason It's Difficult
7:32
Melty Blood and Strive Are Opposite Sides of the Defensive Design Coin
5:48
There Are Repercussions to Patching Too Often or Not Often Enough
6:06
There is No "Bad" Playstyle for a New Player to Start With
14:29
Developers Do Not Need to Be High Ranked In Their Own Game
15:44
Intentional Design and The Modern Fighting Game Dilemma
9:57
Things That Took 3 Years to Catch On in Old Games Would Take 3 Days Now
6:39
Countering 6Ps in "6P The Game"
5:26
Adding (Or Removing) a Dash Button Will DRASTICALLY Alter The Balance of a Game
14:48
Fighting Game Strategy & Difficult Execution Are Intertwined (But Not Required)
6:25
"Learning the Game π§π΅πΏπΌππ΄π΅ Frame Data" Is Not Really a Realistic Idea
6:49
Legacy Information & Transferable Skills in Fighting Games
12:00
How to π£πΏπΌπ±ππ°ππΆππ²πΉπ Complain About Game Balance
5:56
The Strongest Character Archetypes in Fighting Games
12:36
'Combo Expression' is in Fact a Real Part of Fighting Games
9:38
Why You Play Well* Against Good Players but Not Bad Players
14:55
Skipping Neutral is a Part of Neutral
13:30
System Mechanics in Fighting Games
13:43
The Dominant Playstyle of the Last Game Factors into the Design of the New Game
7:44
What People Actually Mean When They Say Strike/Throw (Derogatory)
4:51
Smurfing in Fighting Games
10:30
Understanding Complex Character Balance Decisions
12:18
Street Fighter Always Changes the Core Mechanics With Each Game
12:44
Players Directly Influencing the Game Balance
8:29
Players and Developers That are Terrified of the Game Being Solved
9:25
The Combo System is the Coolest Thing About Street Fighter 6 to Me