Jump to content


  • Content Count

  • Joined

  • Last visited

Profile Information

  • Gender

Recent Profile Visitors

18,255 profile views
  1. JLM

    Have you ever lost your save file?

    I lost everything on my Saturn when the lithium battery died. Unlocking all the Guardian Heroes characters again years later was actually loads of fun though, so not too sad about it. My favourite save file story involves my younger cousin (Aaron) and his experience with The Great Bay Temple in Majora's mask. He had an absolute nightmare with the temple the first time and was on it for several hours. In his early teens he would get very very focused on games and get "locked in" on them to the point where you could barely reach him. If you asked him a question it didn't feel like he was choosing to ignore you, it was more like he genuinely didn't know you were there. My uncle used to get very frustrated with this, and he was also of the belief that gaming was a very destructive and wasteful hobby. To combat this, he would make attempts to get everyone in the family to stop gaming/watching TV and go outside and play cricket/football etc. instead. The problem was that he'd always talk a big game about taking the consoles away/banning them on Sundays/imposing a time limit on playtime etc. but never actually follow through on it. My cousins knew that if they ignored him a few times he'd have a bit of a grumble about how they were wasting a nice day sat inside playing games and then give up. On the day of The First Great Bay Disaster, Aaron was at maximum "locked in" and my uncle was at the end of his tether with being ignored. He decided to take action and, after the third or fourth time of being ignored yet again, he came into the room and turned everything off at the wall. It took a few moments for my cousin to register what happened, but once he did he completely lost his shit. He threw his controller across the room, had a massive tantrum and then stormed out of the house and did not return for hours. My uncle took it as a small victory that he'd got him to go outside. The Second Great Bay Disaster was a few weeks later. Whenever I used to visit my cousins I'd bring most of my gaming collection with me, so when it was time for me to leave I had to do a thorough sweep round the gaming room to make sure I had all my stuff. I was notorious for leaving stuff behind, so my older more responsible cousin would also do a check on my behalf to grab anything I'd missed. On this occasion when it came time for me to leave, we'd all been playing Dreamcast multiplayer games, but Aaron had been sat on Majora's mask since he'd woken up and was on the verge of completing The Great Bay Temple for the second time. My older cousin went into the room to check for my stuff and, without thinking at all, yanked the cartridge out of the N64 under the assumption it was one of my games. My younger cousin went absolutely bananas. He was FURIOUS and was hurling threats at his brother like a boy possessed. "I'm going to trash your room, I'm going to delete all your saves, I'm going to rip down your posters you STUPID STUPID STUPID FUCKING STUPID STUPID STUPID FUCKING STUPID!" etc. etc. It had been a genuine mistake by my older cousin, but he could not stop himself laughing at the scenario and his little brother's reaction. He was desperately trying not to laugh and was apologising profusely but he couldn't hold it in. We eventually manged to calm Aaron down and all appeared to be well. He immediately went back to Majora's Mask to get on the grind again and appeared to be over it. I was later informed that, on the following day, he had gone to TOWN on my older cousin's saves. Every N64 save deleted or over-written, every Dreamcast VMU save gone, 200 hours of Pokémon Ruby overwritten with a new save. Everything he could find he purged. It was actually quite frightening how thorough he had been in his quest for vengeance. Aaron has mellowed out massively over the years and is now one of my best friends, but The Great Bay Temple remains his darkest gaming memory.
  2. Reading the first few posts in here before I got to the one explaining the thread move was very confusing. Why is everyone saying Bird Box so much, it's a thread about Bird Box, you don't need to keep saying Bird Box. Bird Box.
  3. Oh my goodness:
  4. Lovely stuff in there. Kage might not be the most inspired choice but I still think he's a lot of fun and different enough wo be worthwhile. I don't really mind there being shotos/shoto variants as they are the very essence of Streetfighter to me, and even subtle variations on the theme can make for interesting character builds. SFIV had quite a few of them but, as an example, Ryu, Ken and Oni really didn't play much like each other at all in practise despite sharing a number of moves. Mixed feelings on the patch notes. I wasn't holding out much hope for it but I'm still disappointed we'll have another season of V-Reversals being shit. They are simply not a good option and they don't offer nearly enough for the resources spent. Poor Bonchan trying to get out of Rashid corner hell with Nash only to be grabbed repeatedly was so sad. In the end he had to spend his entire V-Trigger just to live. There was no careful resource management around "should I spend the V-Reversal and risk not having my comeback mechanic?" it was simply "V-Reversals don't work so I guess I'll have to spend the whole thing". Also I don't know why the developers still think reversal uppercuts are a problem. Does anyone in SFV have any issue keeping their offense going? Is every tournament a mess of mashed DPs with no risk? Don't back dash, you'll die. Don't uppercut, you'll die even harder. Don't block, it gives you white life and everyone has a command grab. Don't V-Reversal, you'll lose your robbery mechanic and you may get grabbed or die anyway. Don't get cornered or you will die the hardest. But also take the throw every time, even though that will put you in the corner before you know it. The fact that the above is still the case means it's ultimately the same game no matter what else they do. The corner is death and it's way too easy to get cornered, and a lot of the time the mid screen might as well be the corner anyway. Have you ever seen Gachikun fail to corner his opponent? On the plus side, some of the low tier character buffs are good and I like some of the other changes they've made too. Will run through them in bite-size chunks: Abigail Pretty sensible changes all in all. Lower stun, longer V-Trigger gauge and some overall damage/V-meter gain/stun nerfs will weaken but not completely neuter the character. Nerfing his command grab range to better distinguish him from Zangief is an interesting change. If they're actively trying to address the wrongness that is Itabashi Zangief not playing Zangief then it seems to have done the trick as Itabashi has already he said he's switching back. They don't appear to have removed the ability to jump cancel the command grab. Itabashi used this quite effectively at Capcom Cup and I was almost certain they'd remove this. It effectively gives him a throw invincible wake up command grab when he's not supposed to have one. Not a game-breaking issue but one I thought they'd sort. But yeah, overall I think this is a more sensible Abigail, if such a thing can exist. Akuma Again, pretty sensible changes all round. The only issue I have with some of the heavy/crush counter buttons being nerfed via hurtbox changes is that the button priority system still makes it very scary to challenge them with light/medium buttons. Changing EX demon flip slide from +2 on -2 block was a very necessary change. It felt completely insane to me that that move was positive, both in terms of balance and because it *feels* extremely negative but you used to have to hold it. Extra landing recovery on demon flip grab is a welcome change. Demon flip is at such an akward height and angle to deal with in this game and I think all of the follow up options could have done with at least a slight nerf as he can mix you up with quite minimal risk with them. Making V-Trigger air fireball use more of the gauge is very important too as that move is incredibly powerful. Gut feeling is that he'll still be top 5, but that's the nature of the character and the absurd array of tools he has. Also I hate his standing medium kick and was hoping they'd do something with it. It looks very much like a close normal but he uses it for everything. It doesn't feel right to me that any shoto-like character has a stubby knee as one of their best mid range tools. More of a preference thing than a balance issue though I suppose. Alex They have absolutely nailed this in my opinion. EX knee smash hitting grounded opponents so he can get a set up if he ends his combos with it is exactly what he needed. He had very potent offense already but basically killed his own pressure if he wanted to cash in the damage. It has very deceptive horizontal range and is projectile invincible too, so it gives him a pretty scary option to beat fireballs at mid-range. I also love the change to his v-skill where he can cancel EX moves into it on hit. It's like Hakan's oil now where keeping it topped up as an additional resource for the character will be key to playing him and I think this makes him much more interesting. Also the +5 frame advantage on all the hard hits gives him loads of lovely new combos to tie in with this. Oh, and they've made standing fierce a 9 frame anti-air as well now! The V-trigger 2 toys are fun as well, but he's one of those characters where VT1 is such a big part of what he does it seems mad not to pick it. Can't think what else they could have done for him and yet I don't think they've gone overboard either. Excellent changes.
  5. JLM

    Liverpool Football Club Thread

    He's an absolute powerhouse. I'd say the two best centre backs in Europe were both in that match. I saw Virgil had a Napoli shirt at the end and I hoped it was Koulibaly's as those guys should be bros.
  6. JLM

    Fighting Games that are not Street Fighter

    Oh man yeah, Teklen is by far the biggest culprit for me. My opponent will do some gigantic somersault of doom that looks like the opponent has broken both of their legs on landing . I block it and it’s still their turn. KOF is a real mixed bag for those visual cues, and the inconsistency makes me lose faith in them. Also a lot of moves are specifically designed to be safe unless you spend a meter to guard cancel roll through them. Or sometimes you have to block two hits, guard cancel roll the third, then run back the way you came to punish their move while it’s still whiffing. Game is hard, and it’s still by far the easiest KOF they’ve ever released.
  7. JLM

    Fighting Games that are not Street Fighter

    Omen of Sorrow is looking a hell of a lot better than in some of the earlier footage. It looked like War Gods or something similarly shit in the early builds. Still looks pretty poverty, but then that puts it right up my street if I'm honest. May still hold out for a Steam release somewhere down the line though as I barely touch my PS4 these days. In other news, I've been all about King of Fighters XIV again recently. The guys from my local scene I used to play with all dropped it over a year ago and then every time it's come up in conversation since we all reminisced about how much fun we'd all had playing it. Then we had the truly ingeious idea of,,, starting to play it again. There are still people to play on both PS4 and Steam, though I'm finding the best approach is to add anyone I have a 5 bar connection with my friends list after finding them in lobbies. Ranked is pretty much dead on both formats but I wouldn't be bothered about that anyway for this game. The good thing is that the time I've spent in the meantime learning MVC: Infinite, Them's Fightin' Herds, Killer Instinct and a bunch of other games besides has really improved my hit confirms and execution, so I've got better at KOF without practising it. The main problem I'm having at the moment though is lack of match up knowledge and experience. A hell of a lot of moves in KOF require extremely specific punishes and the roster is almost 60 characters deep. I find myself in a cycle of fighting a character I've not fought before, getting absolutely ruined and then swatting up in time for the next session. I'm also really struggling with the KOF equivalent of the flowchart Kens. I learned the game in a bit of a bubble playing with the local people. None of us play the top tier characters, and top tier characters in KOF are next level bullshit. The people on the internet have no qualms about using them, and using them in such an upsetting fashion where almost everything I get hit by seems to be caused by gaps in my knowledge. I'll block a thing that looks punishable and the BAM, eat the DP they were mashing after it. At one point a guy did wake up DP - > cancel into super - > DP - > cancel into super > DP > cancel into super > DP > cancel into super > DP > cancel into super > then a final DP which he couldn't super cancel as he'd finally run out of meter. I just had to sit there and block the whole thing as I had no idea how to punish the super and he made it VERY clear that there would always be another invincible move behind it. It's the sort of thing that the wilds of ranked Streetfighter made me very adept at punishing but in KOF I lack the know-how. My current goal for myself is to be consistent enough with my punishes that I stop losing to these people. Still having a blast with the game though. The neutral game is so fluid and fast paced and exciting. The way fireballs have to be played like a serve and volley tennis style makes the zoning unbelievably fun. Kensou in particular can be played like a Streetfighter shoto, or he can throw a fireball and then throw himself all over the screen with his amazing mobility to hit whatever response they had to the fireball and rush them down. He can switch between lame play and intense rush down in the blink of an eye and it's just so much fun. It makes it all the more gutting that SNK Heroines was rubbish and introduced Smash Bros. Blocking of all things in a 2D tag fighter. Another game where I could not only play Sylvie Paula Paula, but play TWO Sylvie Paula Paulas would be right up my street. Still, at least not buying it will keep me off whatever watchlists owning that game would put me on.
  8. Punch planet’s solution to back dashes is a really nice happy medium for me. They get you airborne and have very limited invincibility, so you generally get air reset, but all the characters have certain normals that slam the opponent or have different properties if they hit an airborne opponent. These attacks also have quite a few active frames, so you can meaty with one of those and tag the back dash and put the opponent back in a difficult situation if you make that read. So if you read a back dash and you’re right, you get a little bit of damage and maintain advantage. The opponent doesn’t fully escape the situation, but the defender doesn’t get utterly murdered for it to the point that it feels suicidal to use it. What’s nice about it in that game is that the game’s parry mechanic will beat those meaties too, so the attacker making a big read on the back dash is a commitment for them. To combat this they can use light attacks to tag the back dash as it goes airborne and stay safer against parries. The trade off is they’ll only get an air reset. The attacker gets a slightly advantageous situation but not as big as if he’d committed to the riskier read, and he gets less damage too. The defender doesn’t quite get out but they only suffer a small life loss and slightly unfavourable situation because the opponent only committed to a jab. Best implementation of both parties and back dashes in a fighting game for me. I know this isn’t the Punch Planet thread but this post was definitely relevant when I started it I swear.
  9. JLM

    Veronica Mars - revival in the works?

    This is as good an excuse as any to watch the show from the start again. IZombie has done a good job of scratching that itch but it's still not quite Veronica Mars. Excellent news.
  10. JLM

    Fighting Games that are not Street Fighter

    UNIEST (Pokemon evolution of UNILAD?) is excellent fun. I totally agree about the bizarro names for existing/familiar mechanics. We've translated them all to alpha counter/MAX mode etc. from other games to make this easier but it's taken ages to get my head around them. A huge selling point for me is that you don't have to do manual instant air dashes. I never got consistent enough with those to do them without thinking about it, which massively scuppered my attempts to play almost any other anime fighters. The GRD/Vorpal system is indeed great fun and so well implemented. Charge characters who have moves where you charge forwards and press back to do the move are so odd but it's the only way they can work when holding back is penalised. Fantasy Strike is a lot of fun but I’m disappointed at how many silly shenanigans they've put into the game. The early builds where it was just the shoto and the grappler were fantastic as it played such a clean game based around fundamentals and good decisions. Then they've gone down the same unfortunate route that Dive Kick did where they couldn't resist adding all sorts of extra nonsense to it that, for me, waters down the quality a bit. Still a good game that largely achieves what it sets out to do, and agreed on the visuals being very appealing. Also this is great (needs sound) : I've also played some Blade Strangers recently. It's bizarre. They've simplified special move inputs and reduced the number of main action buttons compared to most main stream fighters, but then there are a ton of extra mechanics that require different combinations of two buttons/three buttons to activate. What on Earth is the point of reducing the number of buttons if you have to use half a dozen macros anyway? Pocket Rumble and Fantasy Strike do simple controls well, this game does not, and the whole time I was playing it I was just thinking it'd be better if it used six buttons. Aside from that though it's a good game. The character tool sets are interesting, it moves and feels much better than in the earlier builds and you can be Shovel Knight.
  11. JLM

    Slay the Spire - Roguelike Card-em-up

    Thank you for the kind words @JDubYes. If I get into a game I tend to get reeeeaally into it and enjoy backseat playing/theorising about it as much as I do playing it. I think if you are passionate about a game it's almost your duty to help newer struggling players, especially if they're genuinely asking for help rather than going down the "this game sucks because I can't win at it" route. It applies to fighting games especially as there are so many niche titles that live or die by their (usually tiny) player base. If I can encourage more people to play my favourite game then that's better for the game and ultimately better for me as well. Everybody wins! Speaking of winning, VN1X and the council of elders play STS has been excellent. Broodoo and Savant were very sad that they couldn't make it last night but I kept them updated. Last night Griffmaster had everything covered. I found that I was just agreeing with everything he suggested and sometimes the plays he came up with were better than mine, so I could see you were in very safe hands. Night 1 we all conspired to construct a pretty cheap deck. Night 2 you had top class coaching to help you the rest of the way with the important plays. STS by community vote is a super fun way to play. Might try it myself when I try to take on the later Ascension levels. And fail. Repeatedly. I hope some more Rllmuk folks get into this game. It's so much fun and Mega Crit are doing early access so right.
  12. What has been even more positive for me is
  13. JLM

    Slay the Spire - Roguelike Card-em-up

    Yeah it was a lot of fun man. SFO Savant and Broodoo are my two friends, will try and make sure we all tune back in tomorrow. I will be so hype for this win.
  14. JLM

    Slay the Spire - Roguelike Card-em-up

    If you can win consistently I'd recommend Ascension if you haven't already. The ones they've added for levels 16-20 look nuts. Going to have a go at 16 tonight but I think finishing the rest is going to take ages. The one that changes the enemies' attack patterns/requirements etc. looks especially nasty (byrds take 4 hits to knock down, the bronze automaton doesn't take a turn off to recover after hyper beam etc). And yes, The Silent is the greatest . She's exactly who I'd pick if this were a fighting game and has everything I want to do. Defensive builds/poison builds/card draw/options/I will play 30 cards before you get another turn etc. There's so much you can do. The only thing that makes me sad is that Shiv/Storm of Steel builds can still come completely unstuck if you get the Time Eater as your floor 3 boss. You can have a deck that would totally maul everything else in the game with no issues at all, then suddenly it's all for naught. They've buffed shivs in recent patches too but I still don't think it's enough. I also think The Silent will be the hardest of the three to finish Ascension 20 with and I know that a number of the top players on Twitch are coming to that conclusion as well, but that's part of what I like about her too. Ironclad I find I have to switch up my playstyle entirely and tend to fare best if I do builds based around stacking obscene amounts of strength and dealing enormous damage. Thanks to his healing and damage he can often annihilate the first floor with little resistance too, so you can be pretty reckless and also quite ruthless about trimming the deck/trying out whacky cards. He also avoids the problem I sometimes have with The Silent where I have done too much trimming and building in preparation for my master plan and then die when I get speed checked by those "kill us in five turns or you are DEAD" type fights. Looking forward to the stream tonight. Would be amazing to see someone get their first win.

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Use of this website is subject to our Privacy Policy, Terms of Use, and Guidelines.