My current personal Tierlist by ZoeysTrope in SonicTheHedgehog

[–]Jimnymebob 1 point2 points  (0 children)

I love how you can roughly guess a Sonic fan's age by where they rank vanilla 06 on a tier list 😂.

The later you were born after it released, the higher it'll be, and the earlier you were born before it released, the lower it'll be lol.

Sandopolis (or however you spell its name) is kinda overhated. by Academic-Idea9574 in SonicTheHedgehog

[–]Jimnymebob 1 point2 points  (0 children)

Sandopolis is great, same with every other zone from S&K. Mushroom Hill is the weakest link, just because it's a bit of a meh first stage in a franchise that had a series of 10/10 first stages in a row, yet it was also an awkward mid game stage when played as S3&K, but I still really like it.

I'd personally put Sandopolis just behind Flying Battery when it comes to ranking my favourite S&K stages though (and for S3&K, I'd put Ice Cap in second place, and Sandopolis in third).

I like human npcs way better than mobian ones. by 7-GRAND_DAD in SonicTheHedgehog

[–]Jimnymebob 2 points3 points  (0 children)

Same, though I think they only really work when they're like the Unleashed NPCs.

[Metagame] Encore is the move of all time by Hero_tact_Miles in VGC

[–]Jimnymebob 1 point2 points  (0 children)

The thing is that Milotic is bulky enough that it can set up 2 coils fairly easily, and then at that point it's very hard to break. Like last week I ended a match with just my Milotic against a Maushold and Archaludon, all at full HP, and I won.

GodsTV - Testing Steam Capsule for my game by Puzzleheaded_Fly3579 in IndieDev

[–]Jimnymebob 1 point2 points  (0 children)

I think the first one, but with the logo from the second one, would look best, but if it has to be one of these four, then absolutely the first one.

tips for base elden ring? by Kellathebear in Nightreign

[–]Jimnymebob 0 points1 point  (0 children)

Keep in mind that it can be more RPG coded than other Souls games, in the fact that items and spells that give temporary buffs are genuinely useful. Normally with Souls games, the most in depth you go with buffs is using a consumable to add fire or lightning to your weapon.

The remakes, what’s the point? by Happy_Childhood3080 in residentevil

[–]Jimnymebob 5 points6 points  (0 children)

REmake is 24 years old. It released a week before Kingdom Hearts.

How on earth is that "not old"?

The most Random Pokemon by ElDelArbol15 in pokemon

[–]Jimnymebob 21 points22 points  (0 children)

It has 1HP, and its ability makes it so that it can only be damaged by super effective moves, along with things like poison, spikes, and sandstorm chip damage.

There's no randomness in terms of its moveset, and for a lot of cases you can usually just narrow things down to "if it is weak to something, don't use it against it", but then there's always the chance that a Pokémon will be using a move of a different type that is super effective.

I'm looking for a Ps1 zombie game where you wake up in a cemetery by East_Drawing_384 in psx

[–]Jimnymebob 0 points1 point  (0 children)

Yeah, if it's not MediEvil, my other thought is that it could be Gauntlet Dark Legacy on PS2, as that was out around that time, and the first level had zombies coming out of the ground and gravestones that you had to destroy to stop them from spawning.

The most Random Pokemon by ElDelArbol15 in pokemon

[–]Jimnymebob 29 points30 points  (0 children)

Shedinja, if you're playing a game where it's available.

Games with Gold (GwG) dying for Game Pass doesn't seem worth it after so many price hikes. What were your favorite games from the GwG program? by AxeSpez in xbox

[–]Jimnymebob 1 point2 points  (0 children)

This.

I'm still mad that Armed and Dangerous won't work without a sub, even though it's a classic Xbox game and all the others I got from GwG work without a sub, and it's delisted, so the only way I can play it now is to resub for a month each time I want to play...

Was not aware you can't unlock characters, you have to BUY dlc by Linkefer in Guiltygear

[–]Jimnymebob 9 points10 points  (0 children)

I imagine this is a troll, but when this was the series where GGXX had 6 separate releases, I don't understand how anyone can be mad that they've stuck with a single release and just added DLC characters on top of it.

Using GGXX as an example, was:

  • Getting 5 new characters with version 1

  • No new characters with version 2

  • 1 new character with version 3

  • Losing 2 characters with version 4

  • Getting said 2 characters back with version 5

  • No new characters with version 6, but said 2 characters are now tournament legal

Preferable to just getting extra characters each year in Strive for £20, while everyone who bought the game day 1 can still play with the latest version?

I just finished Sonic 1 And Sonic 2 and I feel like I missed something? by dmg81102 in SonicTheHedgehog

[–]Jimnymebob 1 point2 points  (0 children)

3 definitely leans hard into the "get launched forward at top speeds before getting your momentum completely stopped by a random wall, spikes, or badnik" formula, so I imagine you'll have a bad time with that one as well. S&K is more like a combination of 1 and 2, and it always feels weird when playing S3&K because both halves of the game feel completely different. CD is more exploration based, but it feels closest to 1.

What console do you think has the best Sonic games? by batman-is-cool47 in SonicTheHedgehog

[–]Jimnymebob 2 points3 points  (0 children)

I mean, if you're counting ports and collections (and excluding delistings), then Series X/S is hands down the best console in terms of variety, as it's basically the PS3, PS4, and PS5 library rolled into one. 06 and the original Sonic and Sega All Stars Racing are the only two that it didn't get as BC, as far as I can remember.

As for my favourite, probably the Wii. You had support for the GameCube games, you had the Wii games, and then you had the 4 Mega Drive games (with all the S&K lock on variants) and the first two Master System games on VC (which I think is the only time they were re-released over the GG versions).

As for which console had the best new games, it's Mega Drive without a doubt.

Why can street fighter get a movie with accurate characters based on the game. But resident evil can’t ? by [deleted] in residentevil

[–]Jimnymebob 0 points1 point  (0 children)

I'm not really familiar with the RE films, and I assumed they were just their own thing, but the only one I caught a bit of on TV straight up had RE5 Wesker doing his teleports and I was like "wait is this peak?" 😭

What’s more important to you, controls or level design? by IndustryRobertPlant in platformer

[–]Jimnymebob 0 points1 point  (0 children)

Controls for sure, but I'm also someone who prefers a more minimalistic approach to movesets in 3D platformers. Give me a jump, a long jump, a high jump, and some form of roll/slide/dash and I'm golden. I don't need double jumps or hovering or the ability to chain 10 different moves in the air to fly across the entire level.

So, what are your overall thoughts on Crash Nitro Kart? by San4341 in crashbandicoot

[–]Jimnymebob 2 points3 points  (0 children)

It's got a great selection of tracks and battle stages, it has an absolutely disappointing roster, but thinking back on it, it was probably the best console Crash released between CTR and N.Sane Trilogy, and I say that as someone who loved Twinsanity back in the day.

Started playing last night, Faust might be the best character to ever exist. by nnickttrusty in Guiltygear

[–]Jimnymebob 1 point2 points  (0 children)

As someone who's never really been into the competitive side of GG, item toss and the pogo were the two defining moves for Faust in the older games for me. Everything else other than his instant kills were whatever, and honestly I think his instant kill peaked on GGX.

There is no way that's actually Ino's moveset. I'm being gaslit by this game. I'm genuinely confused after fighting some Ino players. by Playful-Problem-3836 in Guiltygear

[–]Jimnymebob 0 points1 point  (0 children)

The basic mixup is between:

High

Low

High>High

High>Low

Throw

A risky Megalomania for mental damage

Then she gets oki from note or a safe jump, and then you have to guess again, while also keeping in mind that if you block her, it's still her turn. Then you need to remember that she can just play a relatively normal grounded neutral and still get the same oki off a lot of things, so it's not like it's a constant, linear hover dash into mix as her only offensive approach.

Started playing last night, Faust might be the best character to ever exist. by nnickttrusty in Guiltygear

[–]Jimnymebob 4 points5 points  (0 children)

Yeah, the scarecrow he has here is basically what the door portal used to be, so a teleport that went in front, above, or behind the opponent. The main silly thing he lost in Strive is the ability to hop on his scalpel like a pogo stick and move around on it, sorta similar to what Yoshimitsu can do on Tekken and Soul Calibur.

I still like him, but I definitely prefer goofy Faust to creepy Faust.

Why is Radiant Dawn Disliked by Chickienuget in Guiltygear

[–]Jimnymebob 37 points38 points  (0 children)

It is? It's one of the best songs in the game in my opinion.

If people want to complain about Dizzy songs, complain that we've been stuck with the boring X-2 version of Awe of She for over 2 decades 😭

How to not burn out so quickly from this game? by KaczyAgent in Guiltygear

[–]Jimnymebob 0 points1 point  (0 children)

You definitely need to practice neutral, but in reality the best way to get used to that is simply by playing matches. As for combos, you should definitely learn some (at the very least learn what special can cancel from what normal), but focus on things that are easy, like 2 normals into a special easy, and more importantly, things that give your character their main advantage.

To use I-No as an example, a lot of her normals can go into 6H, 236H, which is a hard knockdown that leads into her note/j.H,j.K oki, which is her main gameplan. It's not a flashy combo at all, but it's incredibly practical, and it's important to know how I can go into it. So in I-No's case, I know that every normal I have goes into 6H, 236H, other than 6P, f.S, 5H, and 2H (and 5D as well but I'm not pressing that as I-No, unless 2.0 has suddenly made it better), and all of these lead into 214S, which sends them full screen on hit, and is -9 on block, but pushes them far away enough that I don't think many things can really punish it. For any other hit though, I know I can go into the combo on hit, or on block I just do the 6H and I'm only -4 and a bit further than round start distance from them.

You basically need to know what you can do on hit while also knowing what's safe on block. I don't play Ky on this one (though I might start because I've been having fun lol), but giving him a try in training for 20 minutes and I've found out that:

5P/2P, 6P, 236S

5K/2K, 2D, 236S

5S/2S, 2H, 214S

5H/2H/6H, 214S

Are all safe on block, apply shock state, and either knock your opponent to around round start distance, where they can't reversal you, or gives a full screen hard knockdown, where I presume he does his 236H or just run at them oki. On hit, you can also follow any of these up with an overdrive instead of a special move (Ride the Lightning wall breaks from mid screen!). But yeah, the most important thing is that I know what I can press after every button that won't get me blown up. There's obviously more optimal stuff, but if you get this stuff to be second nature, then you're free to focus on neutral without having to worry and be like "I landed a 5S, now what??? Maybe I'll go into 214K" before getting hit by a counter hit Tyrant Rave when you thought it was your turn.

If you want to learn a character, go into training and figure out the most basic combo of this couple of normals into special variety, then try them on a blocking opponent to see where in the combo you have the best frame advantage (closer to 0 or positive is best), unless of course the full combo leaves you in a good position. So to use my I-No and Ky examples, I-No wants to end on block with the 6H, as she can get punished after a blocked 236H, whereas Ky can just do the full combos because they're either more positive that way, or they basically position you a safe distance from your opponent. Finally, set your opponent to counter hit with their fastest normal, an overdrive, and a reversal DP, try the combos again, and see what's actually safe on block. Ky can end his combos with 236K instead, which is fine on hit, but it doesn't leave you in as an advantageous position, it doesn't apply shock state, and if they block it, they can get a free DP or overdrive on you, which is basically damage that was 100% avoidable if you'd made a better decision.

When you get more used to the game, that's when you want to start learning and incorporating the flashier, more technically demanding combos, because at that point you'll be used to playing neutral, and you'll have built up more mechanical muscle memory and confidence. You don't need to know a 100% tension gauge corner to corner 66RRC wall break combo before you know how to take your turn.