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.
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By: goukijones Jul 27, 2012 | 3 Comments
Did somebody add Sleeping Dogs to the catalog? Make sure you click the HYPE METER on Gouki. New trailer promises amazing gun play.
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ModNation Racers was updated this week with faster load times and shortcuts to make the game more accessible and easier to play with friends. Does it work?
Early morning August 4, 2010 ModNation Racers had an update. The update is gonna have all types of new goodies.
Load Time Improvements - While there are still loads, you will see decreases in load times throughout the game. Yes, yes. Later I will discuss why this did not work for us.
New “Casual” Difficulty Mode - We’ve added a “casual” difficulty setting in the options screen. Irrelevant, I only race online.
Challenge friends in XP Series - We’ve added the ability to invite your friends to XP Races & Series. Now this has me totally jazzed, team racing!
No more “Hot Lap” Cheaters - We fixed a bug that allowed players to cut the track and post unbeatable times in Hot Lap. Hot lap is great to learn any map real quick and I love being able to race ghosts of myself and other lap leaders.
Get into Online Races Quicker - Along with improved load times, we’ve removed the online game room from the ModSpot so you can get into the race faster. I can't believe the game shipped like this. I was screaming and yelling during the beta that this was not right.
Improved Server Stability - We’ve addressed issues to improve intermittent disconnects that players were experiencing. Yeah it would be nice if the servers worked better for any game online. Hell if Microsoft had just upgraded their shit, Jimmys would still be playing Halo 2 multiplayer online right now.
So let's get into yea? This first video is from the night before the update. I know most of you familiar with this game have probably seen similar videos that make fun of how long it takes for ModNation Racers to load, but hey it's me baby. Watch.
Of course yes, that is me pwnn. Did you notice that you are 6:45 into that video before the actual race starts. What do you think of my Jimmy mod?
Had a few more drinks, a few more races and then passed out. I think I left all the TV and PS3 on that night. I don't know, I definitely don't remember now. The videos pretty much speak for themselves.
The next morning we awoke early like around 11am to test the new update. Here watch this video.
So yeah actually crashes the Playstation. It may be more complex than that, but the Xbox never is. So I don't understand.
At this point I've had some coffee, fresh pots. BatRastered has logged in and we're going to play a XP race together. Now BatRastered logs in and gets into a race and expects me to be ready and the game hasn't even loaded yet. Hilarity ensues.
And then I fuck it up in the end. Oops.
Ok so finally we get it to work. I get railed. Lookin' like a nuab.
I wasn't too happy about that finish and I wanted to turn the camera off ASAP! Did you notice my little note at the end. Yes indeed return to the gameroom. The next game will start immediately, well if there is enough people in the room and after you wait for the 1 minute timer to run out.
Here's where we were having a problem. The game seemed to only load the same 3 or 4 maps and most of the time back to back. So if you were not paying attention, you could be racing the same race over and over. Even vetoing the tracks kept us in the same group of 3 or 4 maps. Finally I switched us to XP Series and that solved the problem.
ModNation Racers is a PS3 Exclusive. The kart handling in the game is incredibly similar to Mario Kart 64 and I absolutely love it. With this update you get the ability to race against your friends online competitively. Something Mario Kart has never allowed you to do this smoothly. Get on the PS3 Jimmy and race with Team Gouki! Check my PSN ID yo!!
And always remember ...
x, x, x, x, x, x, x, x, x, x, x, x, x, x, x, x, x, x, x, x,
skip, skip, skip, skip, skip, skip, skip, skip, skip, skip, skip, skip, skip, skip, skip
started, ModSpot, BER!
Oni has reached the pinnacle of his power. Gouken has the Power Of Nothingness, able to neutralize offensive energy. It is now time to find out the victor of this fight.
Reader's Note: The following story has a two part fight sequence between Oni and Gouken. You can play the 2 music videos when prompted to in the story. Oni's Theme during the 1st part, and Gouken vs Ryu Theme (my choice for the 2nd part for better effect) for the second.
Birds are chirping, the waterfall flowing below the cliff is soothing. Gouken meditates at it's peak.
A master like no other, Gouken trained 2 of the world's best fighters, Ryu and Ken, as well as Dan who could win fights if all he had to do was use his mouth
Gouken's mind focused, ready, he has senses the monstrosity approaching. In the distance, there are footprints walking through the grass, trees begin to collapse one after another. Gouken remember's his brother in the days when they trained with their master Goutetsu, but Akuma was now no more...Gouken's eyes open as he then turns around to face his most dreaded adversary.
There only 20 feet away, Oni stood with a malicious smile. (Activate Oni Theme video) Oni: Heh heh heh...hahahaha.....AAHAHAHAHA! Your BROTHER has surpassed you, Gouken!" Gouken: YOU, are no longer MY brother demon! You have given up all that has made you human and for THAT I will not hold back!" Oni jumps towards Gouken and comes down with a devastating blow, but Gouken jumps of the cliff over the water fall and towards the distance. Oni follows. Gouken now stands in an open field, free of obstacles. He readies himself.
Oni steps forward (Oni) "I am Oni! And I shall grind beneath my heel....all that exists!"
The fight begins! Oni fires a Gohadoukenl at Gouken!
Gouken prepares to neutralize it....but the fireballs disappears in smoke! It shortly drops Gouken's focus in his confusion and in that moment Oni rushes in with a lighting fast slash! But as a master of defense Gouken barely manages to block it and moves away. Gouken then counters with his own hadouken as he knows Oni's will only disappear after some distance. But Oni then unleashes his Roaring Thunder Hadouken (electric fireball)! The two hadoukens clash, but the electric fireball overwhelms the other and speeds over to Gouken! He dodges the blast and the ground is left destroyed and electrically charged. Oni jumps into the air and comes down on Gouken, but Gouken counters with a Shoryuken!......But within the air Oni floats backwards! Gouken is left punishable! Oni then charges his Gohadouken and fires it full force! Gouken lands and Hurricane Kick floats over the powerful fireball!
Oni speeds forward and unleashes a Shin Shoryuken on Gouken!
Gouken does his best to block it but is thrusted in to the air by the impact! Oni rushes into the air as Gouken is falling. Oni unleashes in the air his Meido Gohado! His most powerful dark fireball!
Gouken lands and looks up! (EXPLOSION!) The ground is destroyed and leaves a crater, the grass is now dirt, and there is a huge cloud of smoke. Oni: "AHAHAHAHAAHAHA! SUCCESS! YOUR TIME...HAS COME!" The smoke begins to clear, Oni awaits to see his victory with a deceased Gouken.
(Activate Gouken vs Ryu Theme music) A shadowy figure stands in the smoke, Oni looks with curiousity. A voice speaks "I know what I must do!" Gouken LIVES! And with the full Power Of Nothingness has ABSORBED the Meido Gohado and added it to his own!!!!! Oni: "Whaat??" Oni's face displays disappointement. Gouken: "ONI! YOU WILL NEVER AGAIN TERRORIZE THIS PLANET!!!" Gouken disappears and appears point blank in front of Oni! Gouken unleashes the full power of his Denjin Hadouken with his new found power!!
Oni is taken by surprise and instant attempt summons another Meido Gohado!!!
(Gouken) DENJIN..(Oni) MEIDO...(Gouken and Oni) HAAADOUUUKEENNN!!!!!!!
The entire area is wiped out. Not a single sign of life in existence for miles. But who survived??? 500 miles away from the blast Oni finds himself in standing, the blast knocked him away from the battlefield. Is Gouken dead? Is he truly rid of his past?? For now he grins triumphantly for either way he now thirsts to find more adversaries to obliterate and should he find Gouken alive, he will finish the fight.
Opposite of the battlefield, 500 miles in the distance, Gouken stands amist the most beautiful waterfall. Unsure of his victory, Gouken remains at peace with himself. Oni has rose to a level of power unlike any other, yet Gouken survived. And that was the lesson Gouken has always taught, to concentrate not on defeating your foe, but on obtaining your own victory. To Gouken, regardless if Oni was destroyed or not, this day he would enjoy peace.
By: Crimson Relic Apr 13, 2010 | 2 Comments
Devs of SSFIV tell us what changes have happened for C.Viper, Rufus, El Fuerte, Abel, Seth, Akuma and Gouken.
Hello everyone! This is Tsukamoto.
We'd like to keep things rolling from last week in talking about the character adjustments. This week, together with the battle planners we'll be covering the SFIV newcomers C.Viper, Rufus, El Fuerte, Abel, Seth, and also Akuma and Gouken as well.
Let's get right into it - please tell us about the adjustments for C. Viper.
C. Viper is a character that has been heavily influenced by player feedback, so we wanted to adjust her while keeping her image from the last game as intact as possible.
We've made some adjustments to the moves that she could just spam. For example, her Burning Kick, where even if the opponent blocks Viper is at an advantage. While there are no changes if the move hits or misses, on block we've added a few extra frames of recovery.
Any other adjustments?
We've also made some adjustments to her Crouching Medium Punch. Her Crouching Medium Kick is pretty good, so Crouching Medium Punch gets overlooked. In order for Crouching Medium Punch to have more of a presence in the game, we've given it a bit more priority so she can use it as a counter-poke. But since Viper's play style is pretty fast-paced, it may be difficult to find the right time to use it. We improved it to just give her a nice accent. So it won't really affect her fight style, but in those times where Crouching Medium Punch lost out, now it will win.
How should we use her ultras?
Burst Time (Ultra 1) is an ultra that had to be combo'ed into, and required a fair bit of technique, but Burning Dance (Ultra 2) is a lot easier to use. Rather than in a combo, this is a move you can hit on its own.
Now let's talk about Rufus's adjustments.
The biggest adjustment is that the damage on his Dive Kick has been reduced. We looked into various areas, and we felt that what gave people the most problems fighting against Rufus was the Dive Kick, so that's what we focused on for the adjustments. We tried completely nerfing it, but then Rufus would have been pretty much unplayable. We went through a lot of trial and error for this, and since we didn't want to take away Rufus's playstyle or his fun, we decided to keep the move as-is and just reduce the damage.
As you may have read on the blog before, damage is being reduced all across the board, but Rufus in particular has seen a slightly bigger reduction in damage out of all the other characters. Of course, everything hasn't been reduced, but we've been working on the stuff that he could just spam, or moves that were too strong.
So in Street Fighter 4, Rufus was just a strong character that didn't need any technique?
That's not quite it. Of course, technique is necessary for controlling your character. Just, since his damage output was so high, when he got an opening he could do more damage than the other characters, so we are adjusting that aspect. Also, many players felt that they didn't know how to retaliate against Rufus's attacks, or they had problems knocking him down. While we haven't particularly weakened Rufus in this area, we feel that the strength adjustments to the other characters will better help them here. As for the feel of play, Rufus is perhaps the most unchanged from Street Fighter 4. So for those who enjoyed playing as him in IV, you can play him the same way in Super Street Fighter 4.
What type of move is his new ultra, Big Bang Typhoon?
The main thing about his new ultra, Big Bang Typhoon, is that it deals out quite a bit of chip damage. So when you have ultra stored up and your opponent is trying to run away from you, you can use it to chip them to death. Also, it has a fairly large hitbox, and it vacuums in jumping opponents, so its pretty good as anti-air.
Okay, now please tell us about El Fuerte's adjustments.
In Street Fighter 4, El Fuerte was known as the random character, so we tried to adjust him while keeping that intact. In order to be effective as a random character, technique is necessary - so in Super Street Fighter 4 as well we are keeping the feel of his play.
In general, what type of adjustments have you done to his moves?
We've raised the damage on his Guacamole Leg Throw (Air Grab). In battle, hitting it is fairly difficult, so we gave it a damage boost to compensate. We've also made his target combo forward kick easier to connect, and probably what most people are concerned about - we're leaving his Infinite Loop Combo in.
Tell us about his new ultra, the El Fuerte Ultra Spark.
We made it as a counter if you can match your opponent's movements. The move slides him forward, and it counts as a throw move in that state. The throw range while he's sliding is pretty wide, so if you can match your opponent's movements its a throw that will win out a lot of the time. It works great against grounded opponents, and if your opponent is trying to match your moves then this works nicely as a counter.
Against which characters does the El Fuerte Ultra Spark offer an advantage?
If I had to choose, I'd say Ryu or the other projectile characters. The sliding goes under projectiles. Also, the throw period is fairly large, so you can do the ultra upon seeing the fireball and have it hit. But rather than just projectiles, its a move for your opponent's big attacks.
Fuerte was considered to be one of the weakest characters in vanilla Street Fighter 4, but how about Super Street Fighter 4?
As we haven't really done a lot of buffing to Fuerte himself, maybe his position hasn't changed? (laughs). But the weak parts of him, as well as things like hitting the move but not being able to do that much damage, we have been strengthening that. So by that, players can bring out their ability more and he should be easier to use than he was in IV.
Next tell us about Abel's adjustments.
First, we've make Sky Fall (Air Grab) easier to use. We intended for it to be anti-air, but the situations where it could actually be used were on the few side. So we've adjusted it so that its a little easier to catch people with it.
We've also adjusted his sweep. It now hits from a little farther away now - its a small change but it will have a big effect on his matches. Also, his Far Standing Light Punch now comes out a little faster. In general, Abel's normals have gotten a little better.
Tell us about his new Ultra, Breathless.
Breathless is a grab ultra where he dashes forward and pressures his opponent. You can't combo into it, but with super armor you can dash in and absorb a hit, really take it to your opponent. Also, if you hold the button down you can delay when it comes out.
You can also cancel it. So if you think its going to whiff for sure, just stop it. (laughs)
Also, as your opponent is getting up, you can start Breathless, and just before they get up, cancel it, and then just throw them regularly - my recommendation!
Against which characters does Breathless offer an advantage?
Characters who can control distance pretty well from afar, as well as characters who do lots of mix-ups in close. It works great at all ranges, but it can be kind of hard to hit against jumping opponents.
Please tell us about Seth's adjustments.
For Seth, we're basically tuning down the moves that are too strong, and balancing him better as a player character. We are increasing the recovery on his Yoga Teleport, reducing the priority on his jump back/up Hard Punch, and taking a look at his attack power. However players shouldn't feel as though his moves will lose functionality, as the things you can do in IV will remain the same in Super Street Fighter 4.
Seth had was considered to be fairly strong in IV, do you feel that he's about the same in Super Street Fighter 4?
Among all the characters, I feel he's on the strong end. Conceptually, he is similar to Akuma. So, he can deal a lot of damage and has good combos, but if he gets rushed down he's weak.
Tell us about the new Ultra, Tanden Typhoon.
As Tanden Stream (Ultra 1) is a good all-purpose projectile-type, we wanted to give him a more tricky ultra in Tandem Typhoon. The basic uses are anti-air, chip damage, and combo'ed into. Its not quite as all-purpose as Tanden Stream, but it feels nice when you hit it in a combo, so all you combo fans out there please give Tanden Typhoon a try.
Now tell us about Akuma's adjustments.
We've adjusted his Demon Flip Throw. In IV, regardless of whether it was blocked or missed, Akuma was at an advantage, but now Akuma is going to have to use it more carefully.*
(*Azrael's note: It sounds like Okada is talking about something that isn't a throw, but the move name he says is the Demon Flip Throw, so... I dunno what to tell you.)
Akuma is a character who deals out a lot of stun, isn't he?
Yeah... he has loop-like combos and near hit-confirm combos, so in IV he could really dish out a lot of stun. So with one opening he could hit a loop combo and then in the next combo the opponent would definitely be stunned - almost like he gets 2 openings for the price of 1. We wanted to give his opponents a better fighting chance, so basically we've adjusted the stun on those strong combos so that they don't dizzy so easily. However, for Akuma players, if you read your opponent well and hit a really difficult combo, it'll do a bit more stun than it did in Street Fighter 4.
Tell us about his new ultra.
We made it with the idea that it would be hard to hit, but once you do it'll feel awesome. It's almost kind of romantic (laughs). Of course its got its usefulness, and can be used in combos and what not.
And finally, please tell us about Gouken's adjustments.
We've adjusted the Counter Attack (Kongo) so that it will be easier to perform. I believe a lot of people had problems with this, so hopefully this meets your expectations.
As for other stuff, his overhead and all of his normals come out a little faster.
We've also increased the hitbox on his Hurricane kick, so it will be easier to hit.
Tell us about his new ultra, the Denjin Hadouken.
Denjin Hadouken is a bit unique in that even if it's blocked, it will increase the opponent's stun by a percentage. And if you hold down the button, you can charge it up for more damage. You can also use the hold to delay the timing, to catch jumpers.
Have there been any changes to the CPU boss characters?
The boss characters are completely different from the playable versions. The boss versions of Seth, Akuma, and Gouken are the strongest (laughs). They may look the same, but their frame data is completely different.
Many players told us that CPU Gouken was on the weak side, so we've re-adjusted him to be more like a boss character. The moves may look the same, but their functionality is much stronger. On the hardest difficulty setting, they'll give you a run for your money. However, we have made the easiest setting a bit easier, so a wide range of players will be able to enjoy the game.
Do you have any closing comments for everyone looking forward to the game?
The characters we talked about on today's blog were brought to completion by the players. As such, we adjusted them to keep the interesting and fun parts they had in IV. As for the original characters from IV, we're trying to preserve that originality, so that players can continue enjoying in Super Street Fighter 4. As for Seth, Akuma, and Gouken, we didn't want to take away their feeling of being strong characters - keep their feeling of being bosses, but as player characters, adjust the areas that needed adjustment. The basic feel of the boss characters hasn't changed from IV, but hopefully the adjustments made will allow their opponents to feel that the player is skilled, not just that the character is good. Also, with new ultras for all of the characters, you have a new choice of attacks to choose from, and this adds to the ways you can enjoy playing. I would like for everyone to enjoy the new features in the game.
Well, I hope you all enjoyed today's entry. If you want to try out some of these changes for yourself, there are various locations around Japan offering demo play, so if you can check it out by all means please do so!
And next time! For the final entry on character adjustments, next week April 20th we'll be talking about Cammy, Fei Long, Sakura, Rose, Gen, and Dan. I think there's a lot of interest in next week's characters as well, so be sure not to miss out!
As you may have read on Ms. Shiozawa's blog, this blog will be concluding soon. While there may not be many entries left, we're going to give it our all right up until the very end!
See you next week!
By: goukijones Jul 17, 2018 | 1 Comments
Announced at SDCC in 2018 and said to be released in 2019.
Macfarlane Toys is known for expert craftmanship. They have never released anything that resembles a LEGO before. These set are sure to be a collector's item for gamers and LEGO fans. It may not be a LEGO set, but I can already see Cuphead fitting nicely into my LEGO town. With all of the detail and art from the game, the bosses will make a killer backdrop to any display.Read full story...
It's finally happening!
The #WWE2K20 cover reveal kicks off on August 5 with more details than we’ve ever shared at announce and your first look at game footage! Follow our social accounts so you won’t miss a thing. pic.twitter.com/EqcA00gYx8— #WWE2K20 Info August 5 (@WWEgames) July 31, 2019
This is the first mention of this game with no debute at this year's E3. Traditionally, the game has been revealed earlier in the year and sometimes more than 6-8 months behind WWE storylines and character arcs. The pictures look great, the game looks better every year, but ... Can you do an actual Money In The Bank match in the game? Can you have more than 4 wrestlers in the ring at the same time? Doesn't matter, FnJimmy will love it!
By: BatRastered Nov 17, 2013 | 0 Comments
Mad Catz unveils it's first Next-Gen fightstick, the Killer Instinct branded Tournament Edition 2.
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Mad Catz is coming to your home in 2013 only on Xbox One! The Mad Catz Killer Instinct Tournament Edition 2 is here! LED lighting, internal access and authentic arcade parts are just the tip of the ice berg!
Claptrap's new Robot Revolution is coming the 28th. Level 69! UPDATED with scaling info.
On September 28th, you will be able to download both the latest DLC for Borderlands (Claptrap's New Robot Revolution) and a free patch that boosts the level cap to 69. (That's 8 new levels if you already have the General Knoxx, but a whopping 19 if you don't.)
On October 12, you can buy the game and all 4 DLC in the Game of the Year edition for $60. Be sure to check back on Gouki.com for Deals, Jimmy!
It sounds like there will have to be some scalling of the main game to account for this new level cap. Here's hoping we see some level 69 Ass Kicking Skags soon.
I'm a little dissapointed they didn't put this out this week while we are all waiting for Reach, we're gonna be knee deep in the Reach still when this comes out I think... We'll see. More info coming soon!
[UPDATE Sep 7, 2010]
From an employee at the Gearbox forums:
Sorry guys. I was totally exhausted last night after PAX but now I'm on a plane (with Wifi!) and have time to clarify.
-People who do not own Knoxx will have a level cap of 58
-People who do own Knoxx will have a level cap of 69
The main game and DLC's will scale with level. The gear will scale.. Com Decks will be similar though to DLC3 as their item levels are different from others.
Main game and DLC require quests to be completed before enemies begin to scale. Most players will have already completed these when they get to that point.
Crawmermax will also scale to the new cap.
So yes if you play the main Borderlands game and you are 69.. the enemies will scale to 69
I'm almost as excited for this patch as I am for the DLC... More loot!
[UPDATE Sep 28]
Here's the trailer... No word on the patch yet.
By: BatRastered Jan 27, 2012 | 2 Comments
No more "friend codes"? Well, the Wii-U just started to look a tiny bit better.
During an investor's conference, Nintendo president Satoru Iwata confirmed that the big N will have its own network for online play joining the likes of Sony's PSN and Microsoft's Xbox Live.
Some notes on Nintendo's plans:
Personal Accounts for Wii U - Nintendo will now allow personalized accounts for its next home console, which will allow multiple users per system. Online profiles will no longer be system-based. "We will also be able to construct and offer the [personal account system] by combining a variety of different services and content," Iwata said.
Digitally Distributed Packaged Software -Nintendo is exploring the idea of selling full retail games through the Nintendo 3DS and Wii U. The company is not willing to say when this program will start, but it now has the full ability to do so. Iwata noted Nintendo would need to consider retailer relationships first. He also noted SD card space limitations would be another factor. "The significance of this business field will increase," said Iwata.
Paid Downloadable Content - As we've heard previously, publishers will now be able to offer paid DLC for different games, starting with Square's Theatrhythm Final Fantasy, which will allow players to purchase new songs for the rhythm-based game. The title releases in Japan on February 16.
This sounds like the Wii U will have a full-on online system, but no mention of chat has me worried that they still don't understand the idea fully. Actually it sounds like they had to do this to support DLC, and they had to support DLC to get the big third party developers and publishers on board with their new system. What do you think?
By: goukijones Nov 1, 2012 | 5 Comments | Updated: Nov 1, 2012
Hideo Kojima has revealed Metal Gear Solid: Ground Zeroes at an event for the 25th anniversary of the Metal Gear series.
Running on current-gen PC, Metal Gear Solid: Ground Zeroes is an open-world stealth game, which is a first for the series. Ground Zeroes runs in the new Fox Engine. Reports from the event state that real-time footage of the game was shown in action, leaving many in the audience highly impressed.
The event was on strict lock-down, with attendees forbidden to tweet about it. However, some of the attendees reactions slipped out to the real-time Fox Engine powered demo.
One Jimmy said "Well other people are talking about it so... next Metal Gear shown, and it looks F***ing HOT,"
"Snake crawled, avoiding searchlights, killed guard, rode jeep, called in helicopter for evac," said another. "Sounds like Metal Gear, but the scale & atmosphere... Wow."
The section ended with the player being airlifted to safety in a helicopter playing Ride of the Valkyries.
What do you think about this news? Tell us what you think in the comments. Don't be a Jimmy!
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