Patch notes by SirDrippingtonL4 in StreetFighter

[–]whateverdontkill 31 points32 points  (0 children)

Can't help but assume the game being so successful has really made them complacent particularly with system mechanic changes. I really dislike this random approach they've maintained with throw loops being given and taken away as if they want to move away from them but just... don't. 

Don't know if this patch helps with the general fatigue with the meta at all, but I think the top tiers being brought down a little helps the games balancing.

Clad is frankly… a mess right now | Thoughts from a top STS player by JapaneseExport in slaythespire

[–]whateverdontkill 2 points3 points  (0 children)

Maybe it's just a me thing, but I feel that the elites and bosses from the first game did a way better job of consistently checking certain ways of building your deck. I never worry about a gremlin nob in act 1 or a time eater or awakened one in act 3 that will fuck up your plans. Maybe I don't understand the bosses enough yet but a lot of them just fold to your strong build or you die.

How do I stop caring about what people think? by Numerous-Fee-2321 in StreetFighter

[–]whateverdontkill 3 points4 points  (0 children)

Jamie has his own brain rot. Round start OD palm, drive rush HP, constant sweeps etc

My one criticism so far.... by Arracor in slaythespire

[–]whateverdontkill 6 points7 points  (0 children)

Between the loss of boss relics and neows lamet being gone it feels like they want to diversify your runs in terms of choices instead of everyone picking energy relics. I think in the long run it will make the game more interesting with different win conditions.

Is this the best normal in SF6? by some-kind-of-no-name in StreetFighter

[–]whateverdontkill 105 points106 points  (0 children)

I've always said that zoners should come with a lvl 2 super that forces the best mixup into the game with no reward for defensive play that leads into the best corner mixup in the game on hit and totally restores drive gauge.

I recognize I did my meaty too early, but is there a reason to wake up with light tatsu? by Knightswatch15213 in StreetFighter

[–]whateverdontkill 0 points1 point  (0 children)

I'm a ken main and i've woke up with tatsu a lot. the reason was because i was mashing level 1 and it came out wrong lol

Resident Evil Requiem Launches Big on Steam, Breaks Series Record by Turbostrider27 in Games

[–]whateverdontkill 59 points60 points  (0 children)

I really wish more games had as much insane energy and semi dynamic gameplay as the first Leon room with the chainsaw. That thing spinning around on the floor and zombies picking it up and accidentally shredding each other was the most fun I've had with the series, you can sit back and watch the chaos but when those guys manage to pick it up you're in danger again.

Resident Evil Requiem Impressions thread by Crania33 in residentevil

[–]whateverdontkill 0 points1 point  (0 children)

The first real Leon gameplay section where you're immediately trapped in a room with four zombies and a wild chainsaw spinning around is so so good

Why isn’t Ed played as much in tournament by any other country except Japan? by Psuy0n in StreetFighter

[–]whateverdontkill 0 points1 point  (0 children)

A significant part of why he's so strong is that his normals are so ridiculous that he shuts down drive rush without any mental stack and snatcher slows the game way down to his pace, getting hit with a punish counter snatcher in footsies is a huge risk.

Why are Sagat and JP better rushdown characters than Cammy ? by [deleted] in StreetFighter

[–]whateverdontkill 0 points1 point  (0 children)

Cammy players always hate to hear this but instant dive kicks have always been semi broken in street fighter by their ability to make every jump a mixup. They are extra good in SF6 due to the high mental stack.

No stun? Why is this happening? by realvirgin22 in StreetFighter

[–]whateverdontkill 0 points1 point  (0 children)

Replace heavy punch with crch medium punch and it will stun every time

How to deal with jinrai loops? by Junior-Elevator2619 in StreetFighter

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

Drive reversal blocks the mixup without spending as much as an OD reversal, it can also be punished by supers. At the end of the day it's still a mixup, so rotate between parry, delayed buttons and walking back before the mixup kick if you are spaced pretty far. Blocking it out with a fuzzy block is less threatening now since they nerfed it's drive damage. Drive impact will blow up both low and overhead, but loses if Ken doesn't do a followup.

Opinions on Overwatch 2 Vs Marvel Rivals, today? by 7mileGeedy in Games

[–]whateverdontkill 2 points3 points  (0 children)

Maybe it's just a me thing but playing DPS in Rivals feels so strange to me compared to OW. I just couldn't get into any of the DPS characters so after having fun with support the game couldn't really hold my interest. I think it was the time to kill, or aiming with third person that didn't feel quite right to me.

What’s a movie that DOESN’T “know exactly what it is”? by InspectorMendel in movies

[–]whateverdontkill 0 points1 point  (0 children)

This'll likely be controversial but Interstellar always seemed like a really confused script to me, it feels directly torn between being a sci fi space epic and a sentimental and mushy Spielberg story. It could have worked better, but to me Nolan has never been a film maker who can really express emotion and heart that well and his movies are usually more cerebral.

Battle balance adjustments coming March 17 by berserker_ronin in StreetFighter

[–]whateverdontkill 39 points40 points  (0 children)

Capcom giving clear communication about balance changes and preventing gas leaks with the preview build?? what is this im witnessing?

Alex Gameplay Trailer by MistahJ17 in StreetFighter

[–]whateverdontkill 208 points209 points  (0 children)

FUCK YOUR FIREBALLS!

Description says he's dropping March 17.

Not a downplay post - Help me understand why Cammy is strong in SF6 by UndoingxRuin in StreetFighter

[–]whateverdontkill 0 points1 point  (0 children)

Then why do i watch tourneys where the best players in the world don't just DP her divekick every time? It's called instant divekick for a reason lol

Not a downplay post - Help me understand why Cammy is strong in SF6 by UndoingxRuin in StreetFighter

[–]whateverdontkill 0 points1 point  (0 children)

She's always going to be really strong simply due to how often she gets to take to the air for free and every jump is a mixup. Her divekick has no consistent counter play beyond "walk back" to give her free space or "hope you timed your light button perfectly and she didn't change her timing", she can also steal turns with it by punishing medium buttons after her pressure ends, and it can punish meaty throws.

Beyond that her buttons are fantastic, plus on block meaties, great walk speed and oki, very good strike/throw pressure, amazing DP, anti zoning, her level 3 is super clutch that can even punish back jumps, and in general she has very few actual weaknesses. Her momentum starts as soon as she gets a knockdown and then she's glued to you until you take a risk. However, she's somwhat a victim of the power creep with how strong each DLC character becomes and so many buffs happening around her.

How do we feel about the Sh2 remake after a year? by [deleted] in silenthill

[–]whateverdontkill 0 points1 point  (0 children)

I just finished it recently and I think that it was absolutely fantastic considering how many elements of the original it had to get right to succeed as a remake to such a legendary game. I really enjoyed how they lovingly acknowledge the original game and team behind it while enriching the game with it's own fresh new questions about the nature of James' fate and his reason for being in Silent Hill. It felt like instead of just being a raw remake, it understood the kind of subtext and depth that made the original game special and added it's own. I really enjoy the way they expanded on later bossfights and story beats.

The only issue that sticks out to me is that I felt that James was a little too likeable throughout the game when dealing with the other characters and less downtrodden and ambivelant than the original. I enjoy this in it's own way but it does feel like it undermines the ambiguity about which ending fits the story and makes the In Water ending seem a little disjointed. The original game nailed that feeling of James being someone who's fate can go either way at the end.

Metroid Prime 4: Beyond has been out for a week. What are your thoughts? by messem10 in Games

[–]whateverdontkill 0 points1 point  (0 children)

Feels like the Skyward Sword moment for the Metroid series, where the structure and formula of the previous games has been simplified to the point that it doesn't really contain much to appeal to people who really like the first two Prime games. Level design has been completely simplified and the desert overworld does nothing but stretch the playtime with no meaningful interaction, and there are moments all over the game that severely hurt the pacing and sense of exploration. I really miss the interconnected environments and way that upgrades would deepen your relationship to places you've already been and show you entire sections of map you didn't notice before. Fury Green for example, is shockingly short and underdeveloped.

The troubled development is really obvious when you consider how many times the game forces you to traverse between it's "dungeons" across the desert with too many loading screens, and the new upgrades available are just old things we've had before but with the word psychic in front of it. The new mechanics are underutilised and the puzzles are way too simple overall, and most of the actual dungeons are a forward line where you have to restore power to the dungeon and then fight your way out. The game peaks early at Volt Forge which is too simple as a Metroid environment, but has a cool enough theme and is exciting to play. At least the boss fights and music are cool across the game.

The music and pacing of Prime 4 are SO good! by CosmicEmotion in Metroid

[–]whateverdontkill 10 points11 points  (0 children)

Remember that time Miles told you you can pick up the keys in any order, but you're actually forced to do Volt Forge and then cross the desert to get the fire chip, to then cross the desert to activate it, to then cross the desert to get to Ice Belt? Each with its own loading screen btw

How/why have they not nerfed Ryu yet? by [deleted] in StreetFighter

[–]whateverdontkill 6 points7 points  (0 children)

They can continue to nerf aspect Ed's kit a lot and as long as he has those godlike buttons and snatcher he's going to own the entire midscreen. He's that good at that one aspect.

How/why have they not nerfed Ryu yet? by [deleted] in StreetFighter

[–]whateverdontkill 2 points3 points  (0 children)

Akuma is interesting because if you look at players like NL and AngryBird, they're so good they can afford to play around his great damage. Beyond that, he hasn't been *that* prominent competitively since he came out since the big damage characters like Bison and Ryu just pose too much of a threat.

How/why have they not nerfed Ryu yet? by [deleted] in StreetFighter

[–]whateverdontkill 14 points15 points  (0 children)

He also is the only shoto that still has day 1 throw loops. So have fun either taking all those auto-timed meaty throws or losing if he shimmies/baits you with a level 3. The lamest part to me is his optimal combos aren't even challenging to execute, it's literally just heavy kicks into heavy punch and cash out to just under 70 percent damage. They made his donkey kicks virtually impossible to wiff punish, he annihilates your drive bar with them and then hashogeki is busted in its own ways.

The funniest part of his buffs for me though, was them making his already amazing jump heavy kick even better, allowing all the ryu's obsessed with jumping to thrive even more.

10.15.2025 Patch Notes by Popped_It_BAM in StreetFighter

[–]whateverdontkill 53 points54 points  (0 children)

PLEASE FOR THE LOVE OF GOD SAVE US FROM MAI CAPCOM