By: starlordtitus Jan 29, 2013 | 6 Comments
The most powerful Street Fighter characters made appearances throughout many games. Coming down to the Top 6 was down right close. But behold, the most prestige fighters in all of Street Fighter.
Ryu is perhaps the most famous character in the Street Fighter series. His humble beginnings to his uprising in ability to topple the giant champions of the world made him the fighter we all wished to be. The hero of Street Fighter and overall legend, he is known for usually snatching victory from the jaws of defeat.
Read full story...
By: goukijones 1:01 PM (20 minutes ago) | 0 Comments
2 different trailers released for Nintendo and the other versions. Both have all the blood and guts you love from Mortal Kombat!
Official Launch Trailer
Read full story...
Axton has quickly moved up my list of favorite characters in BL2, his turret action skill is quite good on its own, but with the right skills and weapons you can do the work of two players by yourself.
First the Survival Tree, I'm not a big fan of this.
You can see the relative offensive weakness of this build at about 4:45 in the video I throw a turret on each side of a basic loader, and I still have to kill it myself. I don't recommend the turret without the rocket pods. :) If you had 3 more points you could get the Scorched Earth rocket pods too. So with the 11 levels coming April 2, that's what I'd suggest first. If I did this over, I'd probably go with the rockets over the longbow just for the damage boost, but mag-lock without longbow is not very useful and Battlefront (extra damage when the turret is out for all your guns and grenades) is just so damn useful that I can't really recommend either version of this build unless you get the level cap DLC and get all 3 this build falls apart.
Now the Guerilla tree, the fun starts to pick up.
This is a good damage build with decent survivability. It allows the turret to slag, which is useful and will be even better in the upcoming third play through. The turret also has rocket pods and a shield. As far as Axton himself, he gets to carry 5 extra grenades and his shield will be recharging quickly most of the time. This is a good build that will only get better with the 11 new levels, allowing you to either add longbow and battlefront or get the twin Gemini turrets. Very versatile.
Finally we get to Gunpowder. NUKE!
This build is a great all around build as well, you still get the rocket pods from Guerilla and a good amount of defense, but you get a ton of DPS both from your nuke turret (basically an awesome, rechargeable grenade) and the use of the Battlefront skill. You'll note the Kerblaster assault rifle in the video shoots a projectile that explodes, drops a grenade and explodes again. This works with all the grenade damage boost skills too so this is my current favorite high DPS build. With 11 more skill points you can reach the slag turret too (double up, at the bottom of Guerilla tree) which will make this build very useful for the third play through. Also, nuking things is fun. :)
By: Arthvader Jan 20, 2013 | 4 Comments | Updated: Jan 21, 2013
Goukijones, Batrasterd, and I take on Pete the Invincible using a glitch to our advantage.
On Wednesday, January 16, Goukijones, Batrasterd, and I went and took on the raid boss of Mr. Tourge's Campaign of Carnage, Pete the Invincible. During the course of this particular fight, though, we ended up getting Pete into a spot where he essentially got stuck, allowing us to defeat him without much issue.Read full story...
By: Zero2990 Aug 20, 2012 | 5 Comments
I decided to start creating character builds because I see to many newbs online
So some of us was excited for Dead Island before release, No? Well I was and it turned out to be a pretty shitty game, that was before I looked at character builds that make this game actual fun.. Yes Dead Island is actually fun, can you imagine?
So the last week I've been playing as the top hat sporting power house/rapper Sam B. Some people online have no idea how Sam should be played and opt for the machine gun approach, not in this build. I'll have you cracking undead skulls in no time.. From Lv1 as a matter of fact. This build looks at Combat and Survival skills only, Sams Fury tree may seem fun but it's about as useful as ...Read full story...
All the best deals on Portal 2. Don't pay full price.
Portal 2 is coming in less than a month. Do you have a pre-order yet?
Amazon announced today that in addition to a slightly lower $54.99 price point, they would be offereing a $20 promotional credit on future video game purchases. Add this to release date shipping for only 99 cents, and you have no reason to leave your house on April 19th.
Don't be a Jimmy. The PC version is available for $44.99, but does not have the $20 credit... don't order that, if you order the PS3 version, you'll be able to play on your PC too via Steam as the PS3 version runs on Steam.
Stay tuned to this page for more pre-order deals on Portal 2 as we find them.
Interested in deals on other games? Check here weekly.
The latest Japanese Super Street Fighter 4 development blog listing changes for old cast members has been posted. This week's entry focuses on Blanka, Abel, Gen and Makoto.
• Rock Crusher (Toward + Medium Punch) has less recovery. Rock Crusher, into Far Standing Light Punch into Beast Roll is possible now.
• Beast Slide (Down-Toward + Hard Punch) has less active frames, as a result the whole animation time is shorter. Also, his hittable box during the recovery of this move has been increased.
• His Forward Hop (Toward + 3x Kick) has more grounded frames of animation during start up, making him easier to grab out of it.
• The hittable box of his Beast Roll has been widened in size while rolling around, and the distance traveled after having it blocked has been altered. Distance on recovery from a blocked Beast Roll is now Light Punch and EX longest. Medium Punch, midlength, Hard Punch, shortest. So it is necessary to plan which one to use at which distance more so than it is now.
• EX Backstep Rolling's (Rainbow Ball) forward distance has been reduced a little, so it's harder to escape from the corner. It is still possible to move forward and back based on joystick movement, though.
• EX Electricity has much faster start up now, so it's easier to use.
• 2nd hit of Abel's Crouching Hard Punch has a smaller hitbox, both upward and downward.
• Tornado Throw damage reduced.
• Roll lost some of its hit invincibility at the end of it, making it easier to punish. There was no change to the recovery frames.
• Ultra 1 had a 10% damage reduction. Ultra 1's new damage would range from 309-450. In SSF4 it was 343-500.
• Ultra 2 10% damage reduction, slower startup, super armor gets removed when Abel starts to run forward and there's a longer recovery time when you cancel out of it. New damage totals for Ultra 2 should range from 295-440. In SSF4 these were 328-480.
• Two Target Combos have been added in. 1st: Crouching Light Kick into Crouching Medium Kick. 2nd: First hit of Standing Hard Punch into Standing Medium Kick.
• Both Medium Kicks can be Canceled now, so go for more damage by Canceling into his Specials.
• Standing Light Punch's hittable box from his elbow and onward has been deleted, so it's harder to get hit out of now.
• Crouching Medium Punch's start up is faster, so it's possible to Link from Standing Light Punch and Crouching Light Punch.
• Crouching Medium Punch can now be Canceled, providing good setups into his Hands special on hit or block.
• Standing Hard Kick's range slightly increased. There is no hittable box from his ankle, so it might be useful as a footsie tool.
• Ultra 2 downward hitbox improved, so it has less chance to whiff.
• Traveling speed for Crane Style's Ultra 2 is faster, making it easier to connect with now.
• During backdash, he's airborne right after invincibility wears out.
• Gen received no nerfs.
• Crouching Light Kick has more range.
• Standing Light Kick is Kara Cancelable during its start up animation. The Kara Karakusa is possible again.
• Crouching Hard Kick hit box extended out in front of Makoto, and the hittable box has been lowered slightly, making it easier to use as an anti air.
• Crouching Hard Punch has slightly more active frames.
• Toward + Light Punch has a 3 frame startup (formerly 4 frames).
• EX Hayate (Dash Punch) now breaks armor and has a slightly faster start up.
• Opponent can no longer do a quick get up after Makoto connects with a Hard Punch or EX Oroshi (Overhead Chop). It's more useful now in resets and wake up situations.
• Fukiage (Upwards Punch) when Makoto's arm is fully extended, the hittable box from her chest up has been almost completely removed. Downward attack box has been extended as well, so there are now almost no situations where it trades or is stuffed. It still can't hit grounded opponents, though. The start up for all versions has been improved so it's more useful than it is now.
• EX Tsurugi (Axe Kick) is now like Cammy's EX Cannon Strike, in that it can be done very low to the ground, i.e. an Instant Axe Kick. It takes practice, but since it is a 2-hit special that makes grabs whiff and hits as an overhead, it'll be more interesting to use in offensive/defensive situations.
• Ultra 1 damage distribution has been changed. It still does the same total damage, but you will see the difference during combo damage and damage scaling based on life left. Apparently, this should result in it doing more damage.
• Ultra 2 has a faster startup time making it easier to counter Fireballs with.
• Makoto's stamina is now 1,000, which is the average stamina rating in the game.
• Forward and back dash are faster, total animation frames were decreased.
• Now a combo such as a Level 1 Hard Punch Hayate (Dash Punch), Focus Attacl Dash Cancel, Crouching Light Kick (and other stuff) into Light Punch Hayate is possible, because of the changes to her Dash speed. Mixing this in with her Grab and Choke (Karakusa) makes this a powerful grab or hit tool.
For a lot of people we were just playing games. But for me... For Me It Was Tuesday!
As of today Gouki.com will no longer be hosting For Me It Was Tuesday (#FMIWT) at GameWorks in Las Vegas, NV. We would like to thank everyone from the Las Vegas community who supported us in keeping our weekly gaming meetup going. Thank you to Scott, Daysha & Greg for their hospitality at GameWorks.
When we started #FMIWT in 2014, it was just a few people in the back of the eSports lounge. We grew to over 100 people every Tuesday. Our very first Saturday tournament at GameWorks last year peaked at over 90 entries. Vegas Violence II had the most out-of-state players than any other tournament in Las Vegas. (Except EVO) We then moved to the front of GameWorks in the restaurant, but were quickly shuffled into the party rooms because of the pace that we were growing. We ran over 40 tournaments at GameWorks. We hosted the official EVO party in 2015. Participated & helped run multiple community events, including Hunniecon.
We are leaving because we want to do larger scale events. Something we can not do at GameWorks. There is no room for us to grow at GameWorks.
In the coming days we will have more announcements. We will continue to partner with Anime Revolution & we will announce another new partnership soon. Thank you to the Melee crowd that brought the largest group most of the time. Thank you to the Smash 4 community, you guys are crazy, but you are awesome. Thank you to the old school boys. We appreciate the care you take of your collections & when you brought them to #FMIWT it was an honor.
Here's a quick guide on what you could be wearing as a level 35 gathering aka DoL in Final Fantasy XIV. Including total mats & shards.
ItemsRead full story...
By: Cinderkin Sep 13, 2010 | 15 Comments
Gears of War's Executive Producer, Rod Fergusson, has promised another XP marathon if General RAAM is able to topple Half Life 2's Dr. Breen in Gamespot's 'All Time Greatest Game Villain Feature,'
Found this over at http://www.xbox360achievements.org
here is a copy and paste of the article:
The EP tweeted the following yesterday, "Ouch 1800 votes down... Never mind %, 30x XP if RAAM wins." At the time of publishing, RAAM is down by about 1,300 votes and he's hoping this latest incentive will get Gears fans - and those wanting their 'wings' - to vote in their thousands. The semi-finals are set to start on Tuesday, so consider this your final heads-up. It should be a tight finish. Fingers crossed ladies and gents, fingers crossed. Head on over to vote now
Don't be a Jimmy! You know you want that 30xp for Gears 2. Vote up Raam so we can all get out wings!
By: Crimson Relic Apr 6, 2010 | 1 Comments
Developers of SSFIV tell us what they've done to balance 6 of the characters.
Hello everyone. This is Tsukamoto.
All around us, it looks like spring as the cherry blossoms are beginning to bloom. But with the heat generated from the National Tournament, it feels like we skipped spring and went straight to summer! I'm really grateful to those who participated. Thank you very much!
And we also had a huge announcement from producer Ono! SFIV arcade players, thanks for waiting! I was also a bit surprised, but I believe that the confirmation of an arcade release of SSFIV happened because you all poured out your hearts for it to Ono! That's really great! But it looks like we're gonna get busy again!
This week, continuing on from last week, together with the battle planners we'll be talking about the character adjustments for Guile, Dhalsim, Balrog, Vega, Sagat, and M.Bison.
Let's get right into it - please tell us about the adjustments for Guile.
Since Street Fighter 2, Guile has been a character who can't do his special moves instantly, but with plenty of good normal moves. Since we wanted to work on that area in Super Street Fighter 4, he's the only character in all of the game who we've made adjustments to his charging time, and we've also made some big revisions to his normal moves.
We also worked on his offensive priority quite a bit.
We've also changed the functionality of the Guile High Kick (Down-Toward + Hard Kick), which many people didn't quite know how to use. In SF4 we intended for it to be an anti-air for when Guile doesn't have a charge, but in SSF4 we've added combo functionality to it.
Combo functionality... which means we can juggle after it?
Yes. You can juggle after it with EX-Flash Kick, etc., and you can use it in combos. We've also adjusted his Spinning Back Knuckle (Backfist) so that you can combo it after a Sonic Boom. We've also made it so that his Reverse Spin Kick (Upside-Down Kick) makes low attacks miss more easily, and tried to make him more like his old self.
We've also made some corrections to his combos.
Yes, we have. The Guile players who gave it their all with his combos, they didn't really get enough reward for their efforts. That was the biggest thing about his combos, so in SSF4 we took that into consideration and we're adjusting the amount of damage his link combos do.
What about adjustments to his special moves?
Guile is all about the Sonic Boom. But in SF4, when getting into a fireball fight he ended up on the losing side. That's not really Guile. Even though his Sonic Boom is a charge move, he's supposed to be the one to win in a fireball fight. So in order to get closer to that idea, we've made some slight adjustments to the charge time for Sonic Boom to make it stronger.
What type of move is his new ultra, Sonic Hurricane?
As the Sonic Hurricane is a move based on being grounded, you can use it to pressure your opponent, do chip damage, or just keep your opponent in front of you and stop them from moving. We've also made it so that it can be used in combos. So then because of that, it does a little less damage than his Somersault Explosion Ultra I. So if you want to take off big chunks of damage, use Somersault Explosion, but if you want an all-purpose attack plan with lots of variations, then you can use Sonic Hurricane.
Sounds like Guile's been buffed up.
Yeah, I think he's risen up to the middle class at least. We've also given him a fun new move, so if you can use it when you have a chance I'd be happy about that.
Ah, this was a bit of a secret topic during Hakan's reveal trailer. Guile's sunglasses.
If you enter in the command, Guile puts on the sunglasses. Do it again, and he takes them off. ... And that's really all it does (laughs). We also wanted to make the sunglasses cancellable.
Jump Hard Kick, Standing Hard Punch, Sunglasses! (laughs) But this would just aggravate the player on the receiving end, so we gave up on it.
Next, tell us about Dhalsim's adjustments.
The character who won the first national tournament. Dhalsim is a character where the players have found a lot of really interesting ways to use him, which surprised even us. But his overall damage output was kind of low, so the reward for reading your opponent wasn't that great. So if the player wasn't exceptionally skilled, there were many rough spots in using him. Although there was the thought that if we made him stronger in Super Street Fighter 4, those who were already good with him would just be even better, but as we wanted a wide range of Dhalsim players to be able to enjoy him more, we decided to give him some improvements.
Isn't he the only character who hasn't has some kind of numerical reduction?
Yeah, I think we talked about this the last time, but in order to increase the number of turns in a fight* we've reduced the damage output in general for all characters - all except for Dhalsim. His damage was low to begin with. Also, we've slightly increased his counter attacks. Since Dhalsim is a character who has difficult normals and trouble with footsies in close, we've improved his throw, and made his Drills better, which many people wanted. So for the Dhalsim players who felt like they lost once their opponent got in close, in Super Street Fighter 4 I think that will be a better fight for you.
(*Azrael's note: In the last blog they mentioned making the game so that if you read your opponent twice, you would probably win - they were adjusting SSF4 to increase this number, so "turns" probably refers to this.)
Many people wanted the his Yoga Fire to be sped up...
We haven't changed the speed of Yoga Fire, but EX-Yoga Fire now goes full-screen, so you can pressure people from areas you couldn't before now.
What type of move is his new ultra, Yoga Shangri-la?
Yoga Shangri-la is a move that can be used during Dhalsim's unique jump arc. As its for grounded use, it won't throw an airborne opponent, but its really good when used with his teleport. To put it simply, Yoga Castastrophe is a move for starting an attack string, while Yoga Shangri-la is a move for ending one.
The hitbox for Yoga Shangri-la is pretty big, and sort of similar to the headbutt Drill. So its difficult for an opponent to tell in an instant whether Yoga Shangri-la or Headbutt Drill is coming, and that adds some variation to his attack patterns.
Now then, please tell us about Balrog's adjustments.
As Balrog was already a pretty strong character, I think he was pretty high up in the tiers in Street Fighter 4. So we wanted to keep his current playstyle intact, but make his freedom of use a bit better. Probably the biggest adjustment is that we've re-examined his input priority. In SF4, his Dash Uppercut and Grand Dash Uppercut sometimes wouldn't come out, or would come out on their own, so we've adjusted this.
How about his new ultra, Dirty Bull?
Dirty Bull is a throw type move that deals out massive stun. Balrog is a character who can make his opponents clam up and then deal out chip damage, or if he breaks their guard he can deal out big rushing damage. But if he has his opponent guarding, for the most part he can really only do chip damage. So now he has the Dirty Bull, which is another way of breaking his opponent's defenses. As was said before, the move does massive stun - so if you hit it after getting in a good rush attack, there's a high likelihood that your opponent will be stunned. For those looking to dish out big damage, you'll want to stick to Violent Buffalo, but if you want more ways to pressure your opponent, then I think Dirty Bull is a nice choice.
Now please tell us about Vega's adjustments.
We've made Vega stronger! Probably the biggest thing is that we've given him more overheads. His Piece of Mercury (Down-Toward + Medium Kick) was a high attack, but in SSF4 it now hits overhead. Many people said it was hard to get knockdowns with Vega in SF4, but with this attack hitting overhead now this should increase his attacking options. Also, we mentioned this before, but we've made his claw and mask more durable, so they don't come off so easily now. We're also adjusting his vitality even when he has the mask and claw, so I believe players will be able to use a stronger playstyle. We've also increased the invulnerability periods on all his special moves and made them stronger.
To give some specific details, we've made his Scarlet Terror unthrowable, so it can be better used against Zangief's Screw Pile Driver. Also, his Medium Punch Rolling Crystal Flash will cause guard stun until the very end, so he doesn't have to worry about it being interrupted by an attack with invincibility, and can use it safely as a chip-damage move.
How about his ultras?
First, we've vastly improved his Bloody High Claw. Now it hits on the way up, the same as his EX-Flying Barcelona Attack, so there are more situations in which he can land it. Also, Splendid Claw reduces his hitbox and moves along very quickly. Bloody High Claw does good damage and is good for anti-air, while Splendid Claw is for grounded opponents. I think Splendid Claw is easier to use than Bloody High Claw, so that adds to his strength.
Many people feel that Vega isn't quite as agile as compared to his Street Fighter 2 version...?
Really though, in SF4 Vega is one of the most agile characters in the game. It's just that he's tall and his legs have a particular movement to them, so if you look at the image it doesn't look like he's moving much at all.
There were also a lot of opinions that his claw throw-away move came out too easily.
We have taken another look at the inputs for that. Except for those who do a lot of inputs from crouching position, it shouldn't really come out on its own anymore.
Well then, now tell us about the adjustments to Sagat.
Sagat was well known as a strong character, and we on the development team felt so as well. This time around, we wanted to retain what he could do, so we went with reducing his damage output. Using the moves and combos he often utilized as a reference, we adjusted his attack power, and we also took another look at his Jumping Medium Punch, which people felt was lopsidedly strong. Of course, you have to read your opponents movements in order to be able to hit them, but as his combo window for attacks was on the long side, we adjusted that as well.
Basically, the situations where he can just throw something out and it will be okay - those have been reduced.
Yes. If you look at him as a whole, the nerfed parts sort of stand out. But we thought that just nerfing him was kind of sad, so we've given him a new move. The "Angry Charge" (Angry Scar) uses up meter, but affects the functionality of his Tiger Uppercut. If Sagat hits Tiger Uppercut during Angry Charge, it does more damage, and it increases your chances of beating your opponent with an air combo. So this is something you should try to do when you have meter.
Sagat was called the strongest in SF4 - what do you think his position is in SSF4?
Now, I feel like he's either 1st or 2nd. Its not that his position has changed, but our adjustments have allowed for the other characters to close the gap on him. So its not that we've just made him weaker, but we've made the other characters more competitive with him.
So for the players who used Sagat before, instead of thinking that they won based on the character's ability, now they can think that Sagat is strong because the player is strong.
What type of move is his new ultra, Tiger Cannon?
In contrast to Tiger Destruction, which moves him forward, Tiger Cannon is a powered-up version of his Tiger Shot. As Ryu is his rival in the story, we also figured that Tiger Cannon would be a nice accompaniment to Ryu's Metsu Hadouken. It doesn't have the destructive power of Tiger Destruction, but its a projectile move that can be used regardless of where the opponent is on screen, and I think it will be nice for those who want to improve their footsie game.
And finally, tell us about the improvements to M. Bison.
I think there are a lot of skilled M. Bison players in SF4, but Bison didn't really have a good go-to move. Bison's signature move is his Psycho Crusher, so for our adjustments we took another look at his usage of it.
The usage of Psycho Crusher?
We've increased the functionality of Psycho Crusher to bring back the "Psycho Tail" image from back in the day. In the past, it would do chip damage even after he passed through the opponent, and trip people up, so we've made adjustments to bring that back. It was often said that the Psycho Crusher was useless in SF4, but now you can use it on wakeup to give Bison an advantage.
Are there any other areas that have been changed?
We've improved the EX-Psycho Crusher's ability to negate fireballs. So now he can nullify a fireball and keep on with his attack.
What kind of move is his new ultra, Psycho Punisher?
His ultra in IV, Nightmare Booster, was mainly meant for in-combos, and has high damage output. So his new ultra, Psycho Punisher, is a move to help M. Bison against projectile characters. He flies in a parabola, so in those times when projectile characters are zoning him out now he can use this ultra. Also, the biggest feature of Psycho Punisher is that its a command move. So you can use it without having to store a charge.
Do you have a message to everyone looking forward to playing the game?
Of the characters we talked about this time around, I believe people were the most concerned about Vega and Sagat. We've improved Vega so that he finally feels like one of the strong four bosses (Four Kings i.e. the World Warrior bosses), so to all the people who have stuck with Vega I really want to say thank you. As for Sagat, as Ryu's rival I don't think his position as changed, but he has a lot more openings than he did in IV. So for people fighting against Sagat, be sure to take advantage of those openings and take the fight to him, and I think it'll be a good match. For Sagat players, you may feel that he's really been nerfed, but he's got a new move, and his position as The King (or, the emperor) hasn't really changed, so please enjoy him in this game as well.
Well everyone, did you enjoy today's entry? Sorry to those whose characters we haven't talked about yet. Please wait just a little while longer! Next time we'll be talking about the adjustments for El Fuerte, C.Viper, Abel, Rufus, Seth, Akuma, and Gouken.
See you next week!
I get emails from YouTube all day long when people comment on our videos or on our channel. Today I got a real good one, he called me a jackass, then I called him a n00b and oh boy ... a whole notha level.
As you know Gouki.com has been simulating the matches of WWE PPV's with the video game, Smackdown VS Raw 2011. We've been pretty successful with that until I found a Reese's peanut butter cup in Jimmy's brand new Halo Reach Edition Xbox 360 and we had to send it in for repair. Irrelevant.
We simulated the two recent championship matches for 2011 Royal Rumble and posted them on YouTube. Don't fuck with wrestling fans. Here's what happened.
On the Edge VS Dolph Ziggler Royal Rumble.
mapscannotcontainme left this comment:
You jackass! Indicate that its a video game in your title! *First sentence in description
You are a n00b. Actual match is copyrighted. Perhaps you've been rick rolled. Don't be a Jimmy! *This YouTube pro doesn't know about getting Rick Rolled.
First off the first sentence in the description says that this video is a simulated match with Smackdown VS Raw 2011. This Jimmy was so irate and so upset that he couldn't watch the Royal Rumble, that when he say what I posted, he lost his mind.
This morning I received a reply on the video from the same Jimmy:
n00b or not - answer's not btw - I'm familiar with the concept of "false advertising" and I'm considerate enough to do others the favor of making clear what my YouTube videos (under other names) contain. BTW you have a private message and when you're referring to cock when you say "jimmy" it isn't a proper noun and doesn't need capitalization. The more you know... *No uploaded videos from this YouTube pro
Thanks for the English lesson, but when I'm the writer, I can write Jimmy however I please. But it didn't end there, I also received a private message from this Jimmy as well.
You see, you didnt need to reply to my post at all and you especially didn't need to throw baseless insults at me. When I called you a jackass it was meant kiddingly. FYI: jackass isn't the most severe insult one can hurl your way. Moving on, I'm not a noob. I've been using the internet and YouTube for years now. In fact, I'm quite well-versed in YouTube etiquette. Speaking of said etiquette, it's considered thoughftul to indicate when posting a video game clip that it's a video game clip such as by including the title of the video game in the title of your YouTube video.
(Telling me to not to take being called a Jackass -which I am- offensive, but when I called him a n00b, oh boy. I'm sure he was real upset that he had to turn off Two and Half Men reruns on the CW and respond to me.)
Now...as to being a "Jimmy"...you know what I probably am...but I just have to say...who the fuck calls anybody a "Jimmy"? I had to rack my brain to understand what you meant. I wasn't sure if you were talking about South Park or pot or a crowbar or the million and one other things that come to mind when I hear "Jimmy" before it being a synonym for "dick". Christ! I think I've heard it used once in that respect in my life before today.
Now, finally it's common knowledge that the WWE copyrights their videos and YouTube takes down the videos of matches put up soon after the actual PPV. This is obviously done in hopes of WWE getting people to purchase the encores, However, if you'd put down your video game controller for a moment - I'm guessing, given your YouTube page, that you spend a large percentage of your life with a controller in your hand - and scroll about YouTube, you'll find tons of WWE matches put up in their entirety. People post them despite the copyright claims and those videos end up staying up. It isn't unreasonable to think I might have been able to catch the video of a match before it was removed or that YouTube officials missed, either.
(This guy knows and understands that putting up copyright material is against the guidelines of YouTube, but was so mad at me for not uploading the actual match.)
YouTube doesn't always time stamp their posts in the main search results meaning what posters decide to name as their title is one of the main criteria people go by in choosing whether to look at a video. Not indicating in your title that your video is a video game could be construed as a pathetic attempt to gain views. Additionally with the improvements in recent years to video game graphics, small screenshot icons beside each video title are difficult to distinguish from real life match screenshots.
Don't bother responding to this message because you've been blocked from sending me a response. In the future, learn to properly title videos, not take posts so seriously, and learn some more relevant insults. It'd be appreciated.
He blocked me?! Why? What did he think I was going to do? Go crazy myself and write about this Jimmy on my website. Don't worry about me taking posts seriously.
Copyrighted videos are copyrighted for a reason and YouTube will ban you for posting content you don't own. I have over 200 videos on YouTube, I'm not gonna risk that to post actual WWE matches, when you can watch them for free on the WWE's YouTube channel. PPV's though, you have to Pay Per View.
This guy don't know what a Jimmy is? Well he knows now. HE IS A JIMMY!
So to all my Goukiites out there, drop by Nubfarm's YouTube channel and just let him know he IS a Jimmy and for a special bonus, link him to this story. He blocked me remember. Who knows maybe we'll make a new friend out of this. BTW, I added [SvR 2011] to the YouTube titles just for him and can only hope he is gracious enough to accept my actions for what they are. A semi apology for getting his hopes up about watching some illegal WWE PPV matches on YouTube.
Trending Video Games
- Rage 2
- Mortal Kombat 11
- Star Wars Jedi: Fallen Order
- Borderlands 3
- Days Gone
- Fallout 76
- Beyond Good and Evil 2
- JoJo's Bizarre Adventure
- World War Z