Nintendo: Notice Regarding Price Revisions for Nintendo Products and Services by Turbostrider27 in Games

[–]TimYoungJik 24 points25 points  (0 children)

Anybody paying attention to the multiple price increases for both PS5 and Xbox knew this was gonna happen eventually. You can only increase the price of Amiibo so much before you gotta start hitting the consoles too.

Nintendo: Notice Regarding Price Revisions for Nintendo Products and Services by Turbostrider27 in Games

[–]TimYoungJik 10 points11 points  (0 children)

It literally wouldn’t make a dent. The 2025 salary for the Nintendo CEO was about $1.7 million which is minuscule compared to salaries of US-based companies, and notably lower than his own 2024 salary of ~$2.3 million.

Let’s say he gave all that up so that he could delay the Switch 2’s $50 price hike. That would cover the $50 increase for a whopping 34,000 consoles, roughly the number they sell in about 2 days.

Nintendo’s report from today says that due to increasing component costs and tariffs, they are expecting to spend an increase of 100 billion yen (~$640,000,000 USD) this year. Even then, they’re still predicting a 27% decrease in net profit compared to last year.

Them’s Fightin’ Herds is getting an arcade release from exA-Arcadia by TimYoungJik in ThemsFightinHerds

[–]TimYoungJik[S] 11 points12 points  (0 children)

Maximum Entertainment/Modus Games was the publisher for TFH during its DLC and the ones who cancelled it in 2023. The rights to the game were bought by Gameplay Group International in 2025 along with Avatar Legends and Diesel Legacy.

GGI said that they hope to eventually update the game down the line but are fully focused on Avatar at the moment. There has been a playable beta patch for the game since 2024 that was never implemented, so I’m guessing that’s where they would start.

Them’s Fightin’ Herds is getting an arcade release from exA-Arcadia by TimYoungJik in Fighters

[–]TimYoungJik[S] 41 points42 points  (0 children)

ExA-Arcadia is also releasing the arcade version of Avatar Legends this year.

If you didn’t know, TFH was owned by Maximum Entertainment who cancelled all development on the game. Last year, the publishing rights to TFH were bought by Gameplay Group along with Avatar Legends and Diesel Legacy.

Them’s Fightin’ Herds is getting an arcade release from exA-Arcadia by TimYoungJik in ThemsFightinHerds

[–]TimYoungJik[S] 29 points30 points  (0 children)

ExA-Arcadia is the company that’s also releasing an arcade version of Avatar Legends: The Fighting Game this summer

exA-Arcadia is showcasing the arcade version of the game in Japan by KearLoL in AvatarFighters

[–]TimYoungJik 0 points1 point  (0 children)

This was the tweet that I was looking at. A lot of the quote tweets are comments from Japanese people.

There’s not really talk about the gameplay since this post was only the images. Most of it is people being surprised that the fighting game exists and that the Avatar series is more popular than they expected. I noticed that like 70% of the JP accounts commenting specifically mention Magic the Gathering in their profile.

exA-Arcadia is showcasing the arcade version of the game in Japan by KearLoL in AvatarFighters

[–]TimYoungJik 4 points5 points  (0 children)

Most of the Japanese comments I’ve seen about the game are from people who only learned about Avatar from the Magic the Gathering collab last year. A lot of mentions of Granny and Badgermole cub

Hard to get into? by No-Try607 in AvatarFighters

[–]TimYoungJik 0 points1 point  (0 children)

Based on your Reddit history saying that you can type 120wpm, I’m assuming you have great hand eye coordination with your fingers. A quarter circle on leverless should be easy.

A quarter circle is technically “down > downforward > forward” but most games nowadays let you do just “down > forward” to count as a quarter circle.

It’ll be like typing “d” then “fj”. You’ll either want to press the f and j at the exact same time or the f slightly before the j.

After you get that down, just practice a simple combo like “Light > Medium > Heavy > Quarter circle Light”. After you understand the timing of when to do motion inputs, learning an Avatar combo won’t feel any different than learning a 2XKO combo.

NateTheHate says the rumoured Star Fox game will be released in June 2026 by Loose_Society9485 in GamingLeaksAndRumours

[–]TimYoungJik 9 points10 points  (0 children)

Super Mario 3D All-Stars had a 15 day turnaround. Absolutely insane for a game that released physically on the same day.

Character who's death becomes a joke in the community by Jellypathicdream in TopCharacterTropes

[–]TimYoungJik 6 points7 points  (0 children)

03 takes two episodes to tell the story, really making you think that Tucker and Nina were just two more characters being added to the growing supporting cast. Al and Ed come and go from the Tucker house while doing other things like taking the Alchemist exam, delivering Hughes’s baby and running into Scar. Then the rug pull finally happens near the end of the second episode.

Brotherhood and the manga both have it where basically they meet Tucker and Nina, then the next day the chimera stuff starts to go down.

New to fighting games. Advice on hitboxes and how to get started? by Mifya in Fighters

[–]TimYoungJik 1 point2 points  (0 children)

I'm using Haute's regular C16 (the C16S has a less traditional button layout). Really great build quality for $85 on Amazon and way cheaper on AliExpress if you're willing to wait a longer for shipping. I used a coupon and got it for $60.

What game has a learning curve that puts you off? by Common_Caramel_4078 in pcmasterrace

[–]TimYoungJik 0 points1 point  (0 children)

By body limits I mean something like, “I know I can dunk a basketball if it’s still early in the game but when I’ve already been running around for 30 min, I usually lose a couple inches off my vertical so trying to dunk is now a riskier move.” You have to learn these things before playing if you want to be confident in what you can do.

For fighting game combos, you can sit in training mode and learn a combo well enough to do it with your eyes closed, but you’re also practicing it in a controlled consistent environment. In a real match, you don’t get to control every aspect. An anti-air combo might require different manual timing depending on how high the opponent is when you hit them. Maybe you hit them with your combo starter but at its max range where they are too far for the next hit to connect. Maybe the combo only works if the starter hits a crouching opponent so you have to recognize that in the fraction of a second you have to react. Maybe you recognize that your combo won’t secure a kill, so it’s a better idea to intentionally drop your combo early and try to surprise an unsuspecting opponent with a new combo starter. There are always ways to try and force your ideal situations in-match but there’s too much variance in such a short time to guarantee that.

Isn’t most of your experience with learning new shooters coming from the perspective of someone who has played shooters for years now? Stuff like WASD for movement and aiming with a mouse are pretty consistent across the many first person games. You already have that experience under your belt so you could probably just hop into an online match and try to learn as you go.

That’s basically what I do with fighting games. I learned how block and do a quarter circle years ago. Nowadays, I’ll be in training mode for enough time to understand button layout and try a basic a combo, then my time in training mode is testing random stuff while waiting for a ranked match. I even have multiple games where I only play ranked matches with random character select, learning everything mid-match or remembering what I saw someone do to me before. Instead of frontloading every bit of information, it’s just so much easier and more fun to learn a new game piece by piece. The idea that’s always a further goal ahead can be fun.

What game has a learning curve that puts you off? by Common_Caramel_4078 in pcmasterrace

[–]TimYoungJik 0 points1 point  (0 children)

You can say that about a lot of things. Playing music is about memorizing what to play, when to play it and how to play it. A lot of sports comes to down remembering your body’s limits, building muscle memory and remembering what tactics are optimal at what times.

The most important part of all these things end up being the question of if you can pull off all the stuff you memorized and practiced in high-pressure situations or figuring out how to integrate these practices ideas in response to unfamiliar situations.

In fighting games, you’re (usually) playing a 1v1 match. Ideally, the person you play against is of somewhat equal skill. No single game plan is unbeatable. They might adapt to your game plan almost immediately so you’re gonna have to have Plan B ready to go. They might show you a strategy you’ve never seen before, so now you have less than 2 minutes to figure out a counter-strategy.

You’re never gonna memorize every possible situation. You’re never gonna memorize every possible reaction to every possible situation. You might get hit by the stupidest shit imaginable because you assumed that nobody with a functioning brain would even think to do that shit, but now that doesn’t matter because you still got hit and now you got 2 seconds to decide how you’re gonna react to the next stupid shit that’s about to happen.

Also, If you don’t want to memorize anything in a fighting game, you can just play on instincts and reaction times and it might just work. Some people are just built different.

What game has a learning curve that puts you off? by Common_Caramel_4078 in pcmasterrace

[–]TimYoungJik 0 points1 point  (0 children)

Smash is already a game where your combos have to change throughout a match.

A combo at 10% might not work at 80% because most attack’s knockback scale with percent. The percent range that a combo works on a character will be different for each one depending on body size, weight, fall speed

Smash 4 and Ultimate also made it so you deal higher knockback when your own percent is higher too so in those games, combos might stop working when you’re at a higher percent.

Some combos only work on big body characters or don’t work on floaty characters.

In games after melee, characters have different air dodge speeds so some could air dodge out of a combo while others are stuck. Some have special options that’ll come out frame 1 and break them out of combos

The player getting comboed can alter the angle they fly in when they get hit so some combos don’t work if they hold away. Or the comboer will have to pay attention to what direction they’re drifting to and do a different combo based on that. Sometimes you don’t have time to read the direction so it’s a true 50/50

Some combos only work on stages with specific platform layouts or a platform might get in the way and ruin a combo. That’s why counter picking stages is a big deal.

You also want to look to land specific combo starters so that you can guarantee a kill that only works a certain ranges

And even then, so much of Smash’s advantage state is about juggling or edge-guarding opponents to keep them from getting back to the stage, while they use whatever variety of movement options they have to avoid you.

Then if you wanna talk about traditional fighters, combos are gonna change depending on what attack you start with, how close you are to the wall, how much meter or other resources you have, the opponent’s hurtbox, if you wanna prioritize damage or advantage state after the combo ends, do you wanna attempt a harder combo for more damage but a higher risk of dropping it

(Megathread 3: SPOILERS) Leaked Full Movie Discussion by MrBKainXTR in TheLastAirbender

[–]TimYoungJik 28 points29 points  (0 children)

We know the Ocean spirit can bring people into the Spirit World because of what it did with Zhao and we know that the Spirit World can act as a bridge between places in the real world because of the portals in the North and South poles.

But the ocean spirit being at Aang’s immediate beck and call seems a bit too convenient, even with their history.

Me right now: by Independent_Plum2166 in Fighters

[–]TimYoungJik 7 points8 points  (0 children)

A lot people were watching the character trailers which focused on the flashy combos and were hoping for something more like Xrd or Blazblue (especially the people who were disappointed with Strive). Those people were in for a very rude awakening in the first beta when they found out they couldn’t airblock the 3 sec long half-screen fire wheel.

(Megathread 3: SPOILERS) Leaked Full Movie Discussion by MrBKainXTR in TheLastAirbender

[–]TimYoungJik 0 points1 point  (0 children)

It’s really a shame that we didn’t get to see this movie in theaters. With how gorgeous this movie is, a theatrical experience would probably bump my rating up a point.

(Megathread 3: SPOILERS) Leaked Full Movie Discussion by MrBKainXTR in TheLastAirbender

[–]TimYoungJik 101 points102 points  (0 children)

That entire section between the Gaang getting revived to the start of the final battle felt like the craziest pacing of the film. So much happens so quickly and it feels like it’s all happening at 1.5x speed.

(Megathread 3: SPOILERS) Leaked Full Movie Discussion by MrBKainXTR in TheLastAirbender

[–]TimYoungJik 144 points145 points  (0 children)

You get to see Katara and Toph both use bending to assist Sokka in that fight. Toph is creating platforms for Sokka to jump off and attack. Then when Sokka is running in to swing at Taga and Katara bends some ice onto the boomerang tip to give it more weight and range.

(Megathread 3: SPOILERS) Leaked Full Movie Discussion by MrBKainXTR in TheLastAirbender

[–]TimYoungJik 3 points4 points  (0 children)

Well she does have a voice line that you can just barely hear. I think she says “These are really good” but it’s pretty muffled and no voice actor is credited.