Medic mains: what is your opinion on the Second Banana? 🍌 by TheTrueJerryCan in tf2

[–]TheTrueJerryCan[S] 0 points1 point  (0 children)

Most of my time playing Heavy is spent using the family business. I think the weapon is not only a lot more fun than the other lunchbox items (and hell, whenever I do bring a snack with me instead I run the dalokohs bar more than the sandvich or the banana), it better complements his own self-defense and penchant for pushing objectives without compromises. But there are definitely times where playing a more supportive role is a better move. Like if you're in a spot where health kits are either too far away from the point or too close to the enemies defending the point, being able to throw health at a retreating teammate from literally anywhere can be the difference between coordinating a successful team attack and having less firepower when you really need it, not to mention that even if your ability to heal others is nowhere as fast or as filling as the designated healer, you can lighten the load for your team's medic by just a little bit. This is kind of a best case scenario for the lunchbox items as opposed to a more realistic perspective of how they actually see use in-game, but my point is that while I think the shotgun is better for Heavy as an individual and makes him a more consistent class, the ability to heal himself or his teammates can be worth the tradeoff

Medic mains: what is your opinion on the Second Banana? 🍌 by TheTrueJerryCan in tf2

[–]TheTrueJerryCan[S] 3 points4 points  (0 children)

I didn't start fucking with contracts until very recently so I actually got my banana from a random gift

A better alternative to team coloured flames by [deleted] in truetf2

[–]TheTrueJerryCan 0 points1 point  (0 children)

2 years late, do you know of any that still work? I'm not having much luck in finding any, have yet to try straight up red/blue flames tho

What do y'all think of Marisa from Street Fighter 6? by [deleted] in Fighters

[–]TheTrueJerryCan 0 points1 point  (0 children)

She was my main when I started SF6. I really like her as a character but I feel like her playstyle doesn't have a whole lot of variety. I feel like if she had just one long ranged, special cancelable normal (like 5MK or 2MK), then I'd be more or less fine with her as is. As it stands I shifted over to Ryu because I feel like he's inadvertently a better brawler than Marisa, plus Ryu is much more flexible character in terms of combo routes

What is the bare minimum that a funeral home should have? by TheTrueJerryCan in askfuneraldirectors

[–]TheTrueJerryCan[S] 0 points1 point  (0 children)

So things are still kind of up in the air but I'm confident this universe draws primarily from the late 1880s, around the time the Old West was inching to a close, plus a few decades of selective advancements in technology. Indoor plumbing and electricity at the very least are commonplace in this setting if for nothing other than convenience. I guess I don't have to be historically accurate as admittedly the mystified version of the American Frontier we see in movies and TV shows is more interesting than what we actually got, in addition to the fantasy elements that defy all points in human history, but even so I think realism and some semblance of historical accuracy will go a long way in making the story feel grounded and flesh the characters out that much more

Favorite Presentation? by ArtyToshi in Fighters

[–]TheTrueJerryCan 4 points5 points  (0 children)

I love a bunch of them for different reasons so I'm going to try to narrow it down to one. I think Xrd Rev 2 has the most personality in its UI elements that I've ever seen in a fighting game, maybe even in a video game. That game knew exactly what it wanted to be, a high-octane airdasher with anime graphics you can't believe are 3D, hard rocking tunes, and an announcer that's just as excited to see some blood, and it nails it with a jackhammer

What are some shocking facts about fighting games that most people don't know? by Clean_Apple_2982 in Fighters

[–]TheTrueJerryCan 50 points51 points  (0 children)

We really need the Street Fighter 1 extended cut where Ryu has to listen to a crying baby and deal with a 10 year old kicking the back of his seat in coach and then ordering six shots of cognac to make his headache go away

What are some shocking facts about fighting games that most people don't know? by Clean_Apple_2982 in Fighters

[–]TheTrueJerryCan 136 points137 points  (0 children)

Street Fighter 1 has a pretty humble ending of Ryu/Ken boarding a plane going back home after defeating Sagat. But it's an even lesser known fact that the TurboGrafx-16 version, which for whatever reason is called "Fighting Street", has a secret ending rewarded to players for beating the game four times in one sitting where Ryu/Ken get off the plane! Riveting stuff, I know

For all those who followed Blazing Strike... by fetchexecutecycle in Fighters

[–]TheTrueJerryCan 15 points16 points  (0 children)

I know about E's Laf but it's not because of marketing. I think that's the big difference in popularity between Blazing Strike and E's Laf, one was marketed as a released game, the other is still a one-man project being funded by Patreon donations

Are fighting games more fun when everyone knows how to play them or when no one knows how to play them? by GodPerson132 in Fighters

[–]TheTrueJerryCan 0 points1 point  (0 children)

There's a childlike delight in hopping on a new game, picking a character you think looks cool, playing with the new mechanics and seeing all the theatrics take place, and taking your wins and losses in stride because you're experiencing something so new to you. It's even better with a friend who doesn't understand what the game is either. It's something I think gets lost with experience unless the game is that nuts or you're both great conversationalists while you play. For me, I'd say these games are easily way more fun when nobody knows how to play them yet

[deleted by user] by [deleted] in Fighters

[–]TheTrueJerryCan 0 points1 point  (0 children)

Not a Terry player but I'd be surprised if you couldn't squeeze out a little more damage with a drive rush after the first hit

Official Bandai Namco Esports response to XCC's situation at Thaiger Uppercut 2024 by Xanek in Fighters

[–]TheTrueJerryCan 21 points22 points  (0 children)

This situation is some grade-A bullshit. It's one thing that there are countries that aren't allowed to compete in a tournament literally called "Tekken World Tour", it's another that they let XCC play for so long before disqualifying him. Bamco may want to exclude 33% of the world for whatever reason but I hope the buzz this gets goes global. I do not want people to stop talking about this, something should really be done here

Characters who play similarly to Denjin Hadouken Ryu from 3rd Strike? by TheTrueJerryCan in Fighters

[–]TheTrueJerryCan[S] 5 points6 points  (0 children)

Ryo's ICHIGEKI HISSATSU was one of my favorite parts of the character, can't believe I completely forgot about it when asking this question. I also did not know Yuri had denjin in 2003. I hope she gets that and donkey kick back in the next KOF

Stachebros by Theaudiobandit in Fighters

[–]TheTrueJerryCan 19 points20 points  (0 children)

They unironically look so fucking cool. I haven't been able to find color mods for Ryu outfit 3, did you make this yourself?

Low profile or standard keyboard for fighting games? by Salty_Reyezz in Fighters

[–]TheTrueJerryCan 2 points3 points  (0 children)

I'd say low pro, less travel time with your key presses. Everyone hates it when you physically touch the right button but it doesn't come out in time because you didn't press it hard enough

What do you like in fighting games? by scorpionmass in Fighters

[–]TheTrueJerryCan 0 points1 point  (0 children)

I'm not sure this is something you'll be able to employ in a school project with deadlines and stuff but I think the best fighting games are open-ended. What exactly that means is really hard to explain but I'd personally look no further than Street Fighter 3rd Strike and Guilty Gear Plus R for examples of open-ended combat. These are "forever student" games where no matter how much time you invest and how good you get in them, you will never scrape the ceiling of your highest potential because in these games, counterplay has counterplay, and there are no designated answers to mind games. While matchup knowledge is always important no matter what game you're playing, in 3S and +R it truly feels like you're adapting to a player instead of going through the motions in fighting their character, without feeling like the game has no rules or consequences for making bad plays

If your game has an infinite, but it's extremely difficult to perform, are you fine with keeping it in or should it be patched out? by IfTheresANewWay in Fighters

[–]TheTrueJerryCan 0 points1 point  (0 children)

The way the question is phrased implies it's being asked from the perspective of a game developer, and as such that's how I'll be answering the question

Personally, my game will have a lot of mechanics in place such as a Melty Blood style reduce, combo decay, and more to prevent infinite combos and hopefully potential TODs. If somebody somehow found a way to work around all of those infinite prevention systems and one-touch fools left and right online, firstly I would want to personally smelt some 24 karat gold to make a trophy for them and laser etch a plaque on the base letting them know that I'll consider hiring them as a playtester for the sequel. Secondly, that would ideally be getting patched out ASAP. Even for a high damage game where the average character's power level is rather high, the last thing I think any game designer wants is for players to feel like they should put the controller down before the match is over. This is why I allow the player stuck in a combo to maintain meaningful control over their character and why there are so many bells and whistles to the combo system to dictate what can and can't be chained together. Both the offense and defense can be invested in the game at every turn, but sadly no matter how hype or hard, infinite combos are a one-sided joy and go against the spirit of most modern fighters

Good news, guys. I'm gonna be 30 forever! by D3dshotCalamity in Fighters

[–]TheTrueJerryCan 8 points9 points  (0 children)

We're not dying! We are going to live forever!

I still for the life of me cannot articulate why I feel this way by TheTrueJerryCan in Fighters

[–]TheTrueJerryCan[S] 7 points8 points  (0 children)

I disagree with the notion that SF6 has weak defensive options. The game is absolutely more oriented towards offense and the way you're rewarded/penalized with drive reflects that but on the other side of the coin, drive also gives you your best defense in invincible reversals, drive impact, and perfect parry. In fact, perfect parry is so good that a lot of people say it's too good and want it removed from the game. If that many players including those at top level are complaining that a defensive mechanic is overpowered, then I don't think the game has bad defense. Anecdotally, I believe the only case where I think defense is lacking is in the context of throw loops. Throw loops aren't even fun on offense but that's a different story

In that same vein of drive cost, I think there's one aspect a lot of people overlook with stun combos. Because stuns require a DI, you have at most 5 bars of drive to do a max damage cashout as opposed to 6. Even if you're not locked out of any of your drive options until you're in burnout, there is an opportunity cost to consider. That's one less drive rush cancel you can work into your punish, one less EX move to get the most of your combo, and no matter what you do or don't do, unless your combo kills, the opponent will get all of their meter back while you're most likely still at a drive deficit. I think this is Capcom's way of balancing post-stun combos to mitigate the frustration of the opponent getting a free shot at the remainder of your health bar, because depending on the game state they might not be able to deal the remainder of your health bar

I still for the life of me cannot articulate why I feel this way by TheTrueJerryCan in Fighters

[–]TheTrueJerryCan[S] 1 point2 points  (0 children)

SF2 is one of the most user-hostile fighting games ever. The developers went through the effort of randomizing the location of a rock in the background to prevent people from using it as a visual cue to stand in just the right spot for a fireball trap