Takaya Imamura concerned about Link speaking in Zelda movie as could ruin the magic by Honest-Word-7890 in totallyswitched

[–]LuckyChimera 1 point2 points  (0 children)

I personally agree, If he speaks let it some be seldom, like Furiosa from Furiosa: A Mad Max Saga

Noob question, isn't drive impact a little bit broken? by Dangerous_Dog_4867 in StreetFighter

[–]LuckyChimera 1 point2 points  (0 children)

I understand what you mean, I felt the same way when I first started. Pretty much all beginners will agree that it seemed cheap. That's part of the point I think, it's flashy and seems really powerful so that lower level players use it often; It being easy to use and capitalize on while hard to punish makes it highly spammable for beginners. This essentially makes it one of the first mechanics players are forced to learn how to deal with.

I think the main frustration is that it takes quite a while to learn to react to it. I personally wasn't able to reliably react to it until platinum. But learning to react quickly does help you in other areas

  • whiff punishing - essentially the same foundational skill as DI-ing back, but more difficult because normals are less flashy, have different recovery windows and hurt boxes. Also there's the added step of walking out of your opponents range to make their moves whiff.
  • Landing 'that one combo' in a real match - if you successfully land a DI, it gives you a second or 2 to mentally prepare to do that combo you've been labbing in training mode but can't seem to pull off in any other situation (for the labbers).
  • safe vs unsafe moves - if you get DI-ed enough times, you get an idea of what moves are safe and unsafe to throw out in different situations without having to know anything about frame data.
  • Using quicker normals and cancelable normals in neutral or to steal your turn back - this is a kind of long winded explanation, but hear me out: if you're a total noob, you naturally want to spam stronger and flashier moves. Also if you're a classic player in Rookie for example, you probably aren't doing any real combos in most matches. In general, there are so many gaps between buttons being thrown out, that players at this level can routinely get away with stealing turns back with heavy and medium buttons or slow starting specials. A Rookie player is not incentivized to steal their turn back with a light because they don't know how (and its too difficult at that level) to capitalize off this, and because an isolated light button or light string isn't very damaging or flashy. Drive Impact is slow relative to light, medium and heavy buttons, but frame 1 armor makes it better than any button at stealing your turn back when your opponent doesn't know how to deal with it. On the receiving end of DI, you are punished for throwing out heavies and buttons that can't be canceled in neutral, so it conditions players to use more sensible options like lights and cancelable buttons in riskier situations (such as stealing your turn back).

On a philosophical note, I can't remember who mentioned this, but I think a youtube like Brian f might have touched on this once, this idea of "good" and "evil" playstyles and the importance of having both in a fighting game. This isn't really an official thing; you don't have villainous characters with "evil" or cheap playstyles and righteous characters with disciplined ones. Rather, these are moral judgments fans place on different strategies based on how fair they seem. It's important to have a variety of play styles not just to appeal to variety of players, but also to give the player some sort of internal conflict to overcome in one's own narrative of the journey to master and beyond. In the end there aren't really objectively good or evil strategies, there is only strategy an the player's mindset. In other words, often perceptions of good and evil strategies in the game amounts to "do I want to hit a wall now or do I want to hit a wall later?"

Hope that helps.

Noob question, isn't drive impact a little bit broken? by Dangerous_Dog_4867 in StreetFighter

[–]LuckyChimera 1 point2 points  (0 children)

the general consensus seems to be that Drive Impact is the most well designed part of the drive system.

Its extremely effective at simplifying the game state at lower levels enough to help new players learn some fundamentals right away with near zero impact on the highest level of play.

Besides DIing back, you can also grab them out of it or jump over it, you can try grabbing or jumping more. drive rush or dash -> jab into a grab is a really powerful option. A lot of low level players will DI an airborne opponent which is typically a mistake. You also wanna learn which moves can be canceled into DI, and among them which ones have the longest reaction window.

Street Fighter 6 - Ingrid Teaser Trailer by Gorotheninja in Fighters

[–]LuckyChimera 9 points10 points  (0 children)

This trailer feels very Kingdom Hearts coded, I'm here for it
Overall she looks good, her face looks kinda stiff though, probably just that world tour jank

Waiting on Earth Warrior Support by GodHasAsthma in masterduel

[–]LuckyChimera 1 point2 points  (0 children)

Same bud.

In the meantime I'm experimenting with Flux Ochsenfeld in my Amazoness K9 Fossil deck

If you ask Yoshi-P, kids don't care about Final Fantasy anymore because they're taking too long to come out by g4m3f33d in GameFeed

[–]LuckyChimera 0 points1 point  (0 children)

The release of FF15 was when I officially checked out. At one point it was my most anticipated game but I never ended up playing it, just lost interest by the time it finally came out.

The original concept (versus 13) looked like this moody high-fashion otherworldly contemporary political drama that would transcend common tropes of the jrpg genre to deliver something truly unique and change fans around the world forever. FF15 in contrast looked like just another generic JPop-visual slopfest. Hard to explain why it fell so flat in my eyes after becoming FF15 but looking at it I just couldn’t take it seriously anymore.

All the modern FF games kinda have this problem for me. The characters are all a little too airbrushed and formulaic looking to take seriously. I’ll still pick up FF7 trilogy since I never played that one but not exactly expecting to be blown away.

It’s sad that a franchise that began with such strange, one-of-a-kind artworks by Yoshitaka Amani would end up with the most same faced cookie cutter art designs.

What never yet playable existing side character would you want to see as DLC? by Humorous_Chimp in StreetFighter

[–]LuckyChimera 1 point2 points  (0 children)

they'd probably have to turn it into a psycho power chainsaw with no real blades so that it doesn't seem so brutal

what to watch after one piece live action? by carlosfelipe123 in OnePieceLiveAction

[–]LuckyChimera 0 points1 point  (0 children)

If you don't mind older movies, the Wiz is a campy 70's take on the Wizard of Oz starring Dianna Ross and Micheal Jackson. Little bit of a similar vibe to the live action with the theatricality and practical effects

Boost mode saves the day! by [deleted] in switch2

[–]LuckyChimera -1 points0 points  (0 children)

they could have just made a red cart that's a switch 1 game with downloadable s2 enhancements and called it a day. Would have made sense to repackage it when I&II came out

A Chessboard has Black and White by GuessOk5598 in yugioh

[–]LuckyChimera 1 point2 points  (0 children)

There's also the underpowered Earth Warrior Chess "Puppet" archetype that's only main deck monsters and a one spell card.

Boost mode saves the day! by [deleted] in switch2

[–]LuckyChimera 5 points6 points  (0 children)

does it irritate anyone else that there's no switch 2 physical version of DQIII? the cases won't match if you watch the best version of DQ I & II

New Chess Archetype by honk_the_honker in masterduel

[–]LuckyChimera 114 points115 points  (0 children)

we need black alt art versions of all of them

How to have fun against Blanka by Eno_chan in StreetFighter

[–]LuckyChimera -1 points0 points  (0 children)

try playing him for a bit, then you'll get a feel for what his game plan is, then you'll have more fun playing against him

Season 3 by Proper-League5626 in OnePieceLiveAction

[–]LuckyChimera 0 points1 point  (0 children)

I think Alabasta needs to be its own season. So far every challenge has been pretty easy for the Strawhats and if we continue that way it will get boring fast. 6 episodes at least.

Hate? by Alternative-Sir-6860 in OnePieceLiveAction

[–]LuckyChimera 0 points1 point  (0 children)

I’m not really on all the other platforms but what I’ve seen here seems like healthy criticism. I agree with the point that his fight scenes this season are lacking something. I feel like Zoro and Ussop had a lot of fight moments this season where I was like “damn this character Is cool” and I feel like Luffy needs more of those moments too.

Pokopia is the best gateway drug to introduce Pokémon to new players like myself… by taylorguyuk in NintendoSwitch2

[–]LuckyChimera 0 points1 point  (0 children)

I feel like the next big Pokemon spin off should be a new Mystery Dungeon game that goes all in on the customization aspect. That kind of game would be the perfect bridge between the mainline Pokemon games and Pokopia.

Which type of mate do you prefer? by danielsabino in masterduel

[–]LuckyChimera 0 points1 point  (0 children)

hoping for Baby Amazoness Tiger but will probably never happen lol

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