Stories

Sort by: Most recent | Popular today | Popular this week | Most views all time | Most Liked Page 5 (49 - 60 of 4,344)

Blog

Story Image

Share your favorite FFXIV macros

By: BatRastered Sep 10, 2017 | 0 Comments

ffxivmacro.com is a site for sharing your favorite FFXIV macros

Check out Gouki's latest FFXIV addition FFXIV Macro, a site for sharing your favorite Final Fantasy XIV macros.

I've put a few of mine up, but let me just share this one with you.... HQ level 70** (2 star) for all your end-game crafting needs. Requires 520 CP with food (505 for specialists with Stroke of Genius). I use this all the time to make high-end raid foods and any i320 crafted battle gear including weapons!

Community Blog

grey walrus

My Top 5 Most anticipated 3DS games

By: grey walrus Apr 24, 2011 | 5 Comments

With all of the great games announced for the 3DS it was hard to narrow the list down to the top five, but here they are.

The Nintendo 3DS is a phenomanal system that has the capacity to be the best handheld made so far. Then only thing it's lacking from lauch is a set of really great games, but don't worry about that. They're on their way. 

 

NUMBER 5:

BlazBlue: Continuum Shift II

When I first got Blazblue for my 360 I couldn't get enough of it. I 1000/100- the achievements in about a week and a half and kept playing pretty regularly until about September of 2010. I got tired of waiting for the new character Valkenhayn to come out, and you may have seen my stories posted about him if you've been around Gouki.com for long enough. The game is fantastic and I'd probably still pick it up and play the console version from time to time if they weren't going to completely alter my mains playstyle when Continuum Shift 2 comes out. If I don't play the console version anymore the least I can do is pick up the portable verstion and support AKSYS. 

With the 3DS's graphical capabilities I'm sure the sprites will look fantastic. Much better than that piece of garbage port they put on the PSP of the first one. 

 

NUMBER 4:

StarFox 64 3D

Having grown up without a Nintendo 64 I missed out on a lot of its gems the first time around, and this was one of them. I did get to play this game eventually and it's fantastic. With the 3DS version I'm sure they'll add in a save function though and I won't have to beat the entire game in one sitting. With the upgraded visuals and the 3D effects making me feel like I'm actually in an interstellar dog fight, this game should be one of the great titles of the console. Just as long as they don't change the cheesy voice acting. It's part of what made this game great in the first place.

 

NUMBER 3:

Metal Gear Solid 3D: Snake Eater

Hideo Kojima is a freaking genius. He can come up with the best and most convaluted storylines you've ever heard, but damn does he make it awesome. I love the MGS franchise, and if I had to pick one for them to put on the 3DS it would probably be Twin Snakes. But I'm not going to complain if what I get is Snake Eater. Since chronologically Snake Eater comes before Twin Snakes maybe we'll see a 3D remake of all three original games. The comparison screenshots between the 3DS and the ps2 version are astounding. The ps2 version looks like they took the 3DS version, ate it, and crapped it out the other end before selling it. If you're a fan of MGS this is going to be a must buy.

 

NUMBER 2:

Tales of the Abyss

Tales of the Abyss is a ps2 game that I never got the chance to play, but being a huge fan of the Tales series it's one I really wanna check out. They're not doing anything fancy with this game though. It's more of a port than a remake with the same graphics as the ps2 version, but I'll take it. Tales of Vesperia has been my favorite tales game so far, but I've heard that this one is even better. I'll have to wait and see for myself, but it hasn't even been confirmed to be comig statestide yet. I guess we'll have to wait and see, but if it does make it over here you can bet I'll be getting it day  one. 

And the moment you read all this way for...........

 

 

NUMBER 1:

The Legend of Zelda: Ocarina of Time 3D

I've always been a huge fan of The Legend of Zelda even since I was a wee lad. I used to play A Link to the Past every day after school on my SNES. But as I stated before I never had a Nintendo 64 growing up and I missed out on this game for a long time. It was only about 5 years or so ago that I actually got to play Ocarina of Time, and it was instantly turned into my favorite Zelda game of all time. It's a got a charm about it. All of the characters, environments, and sounds come together to make an unforgettable moment in time. You've got the Goro's and the Zoras. You've got the frustating water temple. You've got Navi's annoying as voice yelling at you every 5 seconds. You've got amazing bosses and a great story. At least in my opinion. It may be a "remake" of a Link to the Past, but you know what? A link to the past was good, but Ocarina of Time made it better. When this game comes out it will be getting a TON of playtime. Not to mention it comes out on my birthday, June 19th. Which just makes this releast all the more better.

 

Even though everygame on my list is a remake or a port of some other game I am still excited for some of the original games coming out for the 3DS. They just didn't make the top 5 list. Paper mario, Mario Kart 3D, Super mario 3D, Kid Icarus: uprising, and Kirby 3D are all going to be great. And that's just what's been announced so far. If support for the 3DS stays this good I'm not going to have to worry about having a good portable game until the new handhelds come out in 2018. Give or take. 

Community Blog

starlordtitus

My Favorite Street Fighter Player, Tokido

By: starlordtitus Jun 4, 2011 | 7 Comments

An in-depth view as to why Tokido reigns as my favorite Street Fighter.

Tokido is a young but exceptionally accomplished player of numerous fighting games in Japan, but he is perahps best known for his adept use of Akuma in Super Street Fighter 4 as he is honored as the best Akuma player in the world. He is known to have even taught Austrailia's best, Toxy, a few extra techniques to really improve his game. As an Akuma player myself, I naturally have respect for Tokido as well as his game. His mix ups, mind games, spacing, and precise execution, have even granted him victories over Daigo himself.

 

But aside from being a grand player, Tokid also has a well placed personality. While Daigo is quiet and rarely speaks, Tokido is more alike to most of us, knowing he has skill but he doesn't rub it in, while at the same time picking moments to really rise in status in the community. We all remember one such moment in the SoCal Regionals tournament when Tokido finished off ClackeyD's Ibuki and set forth to become godlike.

 

In addition to having  a great sense of humor as well as having a good sense of grandeur (I totally would have done the same xD) Tokido also shares a good sense of socialism with the community, a quality more commonly shared by most of us that links Tokido to us, giving us connection and familiarity to a great player. He gives input back to the community that helps players to up their game with greater confidence to play Akuma. In this 2 part interview, it shows Tokido answering questions as well as you get a good idea of who Tokido is, his personality, as well as how one would be able to get along with him. He's basically like one of the guys, but he just happens to be an extremely good player. It's also interesting to see him give his opinion on other high level players!

 

In conclusion, I see Tokido as a Grand Master,  a very great player that gives back to his fellow players and apparently seems like a good person to be around. He is seems to be a great role model as well (no smoking guys haha) But as well,  he has a great sense of humility and humbleness. He doesn't absorb attention but only accepts  it, and that is what allows him to differ from players with conceited attitudes. Among his most humble and humerous moments, is an early match with the Japanese model female player Haruna Anno. Observe and enjoy :D

 

In the end, Tokido remains my favorite player as he continues to awe and inspire us all. To Tokido, Thank You for playing Super Street Fighter 4 Arcade Edition.

Gonna be streaming this LIVE on Gouki.TV!

Read full story...

Looks like you'll be able to use Catwoman at least part of the time in this game. Co-op anyone? -UPDATED- official source for trailer.

Note: This video isn't up on the official youtube page yet, so here's some jimmy ass rip of the gamespot version. Enjoy it while it's up. I'll post the official if Rocksteady/Warner ever get around to updating their youtube page.

Get hyped!

 

Ever had trouble doing a standing 720 ultra move? Do you even know what it is? Well Desk has a very good tutorial showing off how its done. Check it out!

Here is the description:

This is a new technique and entirely different from the method used by Vangief and other Zangief players. The existing method requires the player to hide or 'buffer' half of the motion in a normal or jump. This does not.

Its practicality is exactly parallel to how hardcore a player you are. So, if you're not hardcore, then it won't be practical.

Although technically, you only need 4 inputs after initiating your jump animation(up, right, down and left). You will most likely be going past diagonals. This will mean you have 7 frames to hit 7 inputs.

 

Tell us what you think in the comments. Don't be a Jimmy!

Source: Desk's Youtube Channel

$200 Price tag, is it worth it?

Don't worry, it's going to play all of your current Nintendo Switch games and as of right now, I don't think there will be any console exclusives for this system.  It's just a Switch without a dock and it does not connect to TVs.  It does not have motion controls or rumble. The screen looks like it's the same size as the current Switch.  I don't get, but Nintendo thinks this is something that we all need.

The new Nintendo Switch LITE will be released on Sep 20, 2019.

Community Blog

Crimson Relic

SSFIV Developer Blog: Character Adjustments Part 2

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.

Devs:

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.

Okada:
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.

Sano:
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?

Okada:
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?

Okada:
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.

Okada:
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.

Sano:
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?

Okada:
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?

Sano:
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.

Okada:
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?

Okada:
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.

Okada:
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?

Okada:
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?

Okada:
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.

Okada:
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.

Tamamura:
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.

Okada:
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.

Tamamura:
You can also cancel it. So if you think its going to whiff for sure, just stop it. (laughs)

Okada:
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?

Okada:
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.

Okada:
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?

Okada:
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.

Okada:
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.

Okada:
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.)

Sano:
Akuma is a character who deals out a lot of stun, isn't he?

Okada:
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.

Okada:
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.

Tamamura:
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.

Okada:
As for other stuff, his overhead and all of his normals come out a little faster.

Tamamura:
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.

Tamamura:
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?

Okada:
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.

Tamamura:
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?

Okada:
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.

Tsukamoto:
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!

Yes, they are still making this game.

Looking good, looking good!  There's some quick footage of the combat and I can't really get a grip on how the action is going to play.  There's a Punish button and an Attack button, I don't have any clue what either one of them do.  Plus a Commands Menu button that seems to be dimmed during combat.  Throughout the trailer I'm still only seeing parts that look like they are from early in the game.  What worries me is that the game may be so extravagant that they do actually release it episodic style like was mentioned in the past.  It'll be a strange thing for the industry, but not something that is crazy in 2019.

More to come...

Check out Final Fantasy VII merchandise on Amazon and GameStop.

Blog

Story Image

Konami's Pre-E3 2011 Showing

By: reipuerto Jun 2, 2011 | 6 Comments

With an hour long pre-E3 show, did gamers come out winning?

Yes we did! Konami made a head start in E3 today, or tonight depending on where you live, and the showed off some great news. Here's a review of their show.

They first began with video footage from the show and tease you at what's to come and who's going to talk. The first few minutes, Shiji Hirano, President of Konami Digital Entertainment, America, he gives his thanks for the many prayers and wishes of the events in Japan, from the earthquake and tsunami.

Hirano-san then tells us that Hideo Kojima will be providing lectures on the Video Game Designers of the future in California. Konami will be launching events though out the world! Hirano-san announces Frogger 3DS and more DLC for Castlevania.

Konami then takes us to Tokyo, Japan to see how Metal Gear Solid 3DS is going. It's great! You'll be able to use the 3DS's camera to take pictures from the real world, and use it as in-game camouflage! Also, if you're climbing a tree, for example, you might fall if you tilt the 3DS! So play straight!

Read full story...

News

Story Image

Mortal Kombat: Everybody Chill! It's Cool Now!

By: Cinderkin Nov 18, 2010 | 14 Comments

There is another character trailer for the new highly anticipated Mortal Kombat game. This time it's Sub-Zero! Fatality!

I'm a huge fan of Mortal Kombat. I have been playing the game ever since the series started with the original arcade. One of my all time favortie characters has always been Sub-Zero, with his blue ninja gi, to his ability to freeze his opponents. So I was pretty stoked to see the new trailer for him, although very short it still explained something bout Sub-Zero that even I didn't know about.

Check out the trailer below, It's Ice Nice Baby.

 

Just in case you missed the first trailer about Scorpion

 

Who's our favorite MK character and why? Tell us in the comments. Don't be a Jimmy!

Video

Story Image

Star Wars Jedi: Fallen Order Story Trailer

By: goukijones Apr 13, 2019 | 1 Comments

This looks like in-game footage.

Who is this character?!

Read full story...

<< Previous 1 2 3 4 5 6 7 8 9 ... 362 Next >>

Trending Video Games

 
Fantasy Sports for Wrestling
Ryu 1:4 Statue
Follow Us
FFXIV Original Websites
FFXIV MasterDotL
FFXIV Mogslist
FFXIV Macro
File Backup Service
Back it Here logo
Facebook
Ad

Gouki websites: Video Games | Wrestling