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Tom Brady MKX Speculation: How will it play?

The key difference, though, is now dashing covers a ton of distance in comparison to MK9, but they were 100% commitments in that they couldn't be cancelled.
If i am interpreting this right your implying that they made dashing cover more distance to make zoning a stronger option in inj cause it was to weak in mk9? If so are you sure about that? I thought the accepted reason for the dashing distance is because of the max length that two chars can be from each other in inj is much longer than mk9.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
If i am interpreting this right your implying that they made dashing cover more distance to make zoning a stronger option in inj cause it was to weak in mk9? If so are you sure about that? I thought the accepted reason for the dashing distance is because of the max length that two chars can be from each other in inj is much longer than mk9.
EDIT: Re-read your post.

The distance covered wasn't just because of the screen space being so large, it was also likely the changes to dashing itself and walking's changes that led to this.
 
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Barrogh

Meta saltmine
But dashinf in IGAU don't let you cancel it with anything, and MK9 combos has dash cancelling at the core of it and I think that is one of the best features MK9 has. To me this is bad news, but maybe they tweak it sometime later. I hope they bring a demo or something like that to EVO so we can have more information about it.
Honestly, if how dashing affects combos is your biggest concern then you have nothing to worry about. First, you'll have run instead (and apparently you can actually cancel a dash into run). Second, there will still be ways to deal that damage, it won't really matter much if you doubletap directions, hold blk or input strings one after another while extracting that damage.

I don't like the idea of two movement options if their only difference is that one is done by holding a button and is of no use, another is done with doubletap and that's how you move most of the time. I'd rather have different moves with different purpose. Thinking about it, I actually doubt that cosmetical aspect of dash cancelling is the primary reason NRS decided to change this mech.

I can see going through them pains to get used to run instead of dashing to whiff-punish and whatnot, hopefully it won't take forever to reach full running speed though.

I felt tom brady should of gone more in depth on the blocking in mk9. He didn't touch on the chip damage, and meter building that the attacker gets when the opponent is sitting there thinking he can block all day for free cause of no crossups.
He mentioned earlier that there gonna be Sub's ability that negates chip damage. Something tells me that at this point NRS aren't naive enough to make abilities that are useless by design (i.e. chip negating ability in a game with no chip damage that matters).

i know you could say it made it unique, but you dont see any other games using Dash canceling...
A bit off-topic, but I think Skullgirls has cancelable dashes. For those characters that can dash at all ofc.

Dashes will be fine as long as they don't reach half the screen which is how they look now in MKX. They just have to make dashes short and it will be fine.
Maybe that's their purpose though, something you use when you want to get in, so when your opponent derps and is too busy to punish your dash, you go for it...
Hopefully walking/running will be enough for everything else.

If i am interpreting this right your implying that they made dashing cover more distance to make zoning a stronger option in inj cause it was to weak in mk9? If so are you sure about that? I thought the accepted reason for the dashing distance is because of the max length that two chars can be from each other in inj is much longer than mk9.
I think he means that stronger zoning comes from dashes not being cancellable, he just mentioned that NRS made them long to make them worth using even though they're unsafe.
 
Brady was wrong about the stamina gauge when using interactables it takes one bar not two and dashing takes away one also when you run one bar slowly decreases
 

CD jr

Noob
Honestly, if how dashing affects combos is your biggest concern then you have nothing to worry about. First, you'll have run instead (and apparently you can actually cancel a dash into run). Second, there will still be ways to deal that damage, it won't really matter much if you doubletap directions, hold blk or input strings one after another while extracting that damage.

I don't like the idea of two movement options if their only difference is that one is done by holding a button and is of no use, another is done with doubletap and that's how you move most of the time. I'd rather have different moves with different purpose. Thinking about it, I actually doubt that cosmetical aspect of dash cancelling is the primary reason NRS decided to change this mech.

I can see going through them pains to get used to run instead of dashing to whiff-punish and whatnot, hopefully it won't take forever to reach full running speed though.


He mentioned earlier that there gonna be Sub's ability that negates chip damage. Something tells me that at this point NRS aren't naive enough to make abilities that are useless by design (i.e. chip negating ability in a game with no chip damage that matters).


A bit off-topic, but I think Skullgirls has cancelable dashes. For those characters that can dash at all ofc.


Maybe that's their purpose though, something you use when you want to get in, so when your opponent derps and is too busy to punish your dash, you go for it...
Hopefully walking/running will be enough for everything else.


I think he means that stronger zoning comes from dashes not being cancellable, he just mentioned that NRS made them long to make them worth using even though they're unsafe.
No no and no because you can run so there is no reason whatsoever for dashes to be long. That just makes it easier for the opponent to react to your dash and pubish since you can't block while dashing now.
 

CD jr

Noob
I just don't want MKX to be a zoning/keep away fest but a balance of both. Dashes being so long an not being able to cancel from them it's actually really bad and apprentally you have to dash before you run sooooo idk man hopefully they have a build to play at evo and I can make a video or blog about it like I did with injustice before it came out.
 

Rathalos

Play Monster Hunter!
I just don't want MKX to be a zoning/keep away fest but a balance of both. Dashes being so long an not being able to cancel from them it's actually really bad and apprentally you have to dash before you run sooooo idk man hopefully they have a build to play at evo and I can make a video or blog about it like I did with injustice before it came out.
It seems like you can go from neutral to running with out a dash.
But it seems like if you do a run during a dash you have to wait for the whole dash animation to play out, so your not so much as canceling it, but queing up the run during the dash, but there have been conflicting reports on that, so I'm not sure.

As for the zoning, they just need to not go overboard with the ranged tools this time around. For starters 1/3 of the cast doesn't need full screen auto tracking seismos. Just stick to some generic ass SF fireballs, no need to get crazy with every game.
 

Barrogh

Meta saltmine
No no and no because you can run so there is no reason whatsoever for dashes to be long. That just makes it easier for the opponent to react to your dash and pubish since you can't block while dashing now.
Well, I meant "covers long range", not "takes long time".
My point being, I see dash as being designed as a situational tool to cover most range when your opponent is sufficiently negative for you to do it safe, for example. Not a to-go movement tool, which walking and running are for, apparently.

It seems like you can go from neutral to running with out a dash.
From the looks of run combos we're presented with, there's indeed no need to dash. Can't say stuff like that for sure though, obviously.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Well, I meant "covers long range", not "takes long time".
My point being, I see dash as being designed as a situational tool to cover most range when your opponent is sufficiently negative for you to do it safe, for example. Not a to-go movement tool, which walking and running are for, apparently.
Yeah, that was the impression I got from the way the dashes, walking and run looked in the demonstrations. Walking is FAST now, and stages are short. Dashes also seem really fast in comparison to Injustice, at least Scorpion and Sub's did. I'd have to rewatch, though.

ALSO, there's the fact that dashes are the only form of mobility not jumping or walking that doesn't take any meter from stamina.
 

Eddy Wang

Skarlet scientist
It seems like you can go from neutral to running with out a dash.
But it seems like if you do a run during a dash you have to wait for the whole dash animation to play out, so your not so much as canceling it, but queing up the run during the dash, but there have been conflicting reports on that, so I'm not sure.
that is exactly how dashes work in this game.
 
EDIT: Re-read your post.

The distance covered wasn't just because of the screen space being so large, it was also likely the changes to dashing itself and walking's changes that led to this.
Pretty sure the screen space was design like that to make interactables more visible to players. The point is you don't know for sure that mk9 zoning had anything to do with why injustice movement was design the way it was.
 
If i am interpreting this right your implying that they made dashing cover more distance to make zoning a stronger option in inj cause it was to weak in mk9? If so are you sure about that? I thought the accepted reason for the dashing distance is because of the max length that two chars can be from each other in inj is much longer than mk9.
I think movement is the way it is in injustice to make interactables viable and not being able to get in too easily to start your 50/50's, which there are a lot of in injustice.
 
I think movement is the way it is in injustice to make interactables viable and not being able to get in too easily to start your 50/50's, which there are a lot of in injustice.
That's pretty much how I see it(accept the 50/50 part), but that's not what thtb is implying. He is saying that the movement was design purposely cause nrs felt zoning was to weak in mk9 which he really doesn't have any proof of.
 

Eddy Wang

Skarlet scientist
Brady was wrong about the stamina gauge when using interactables it takes one bar not two and dashing takes away one also when you run one bar slowly decreases
Interactable uses takes 50% of the stamina bar, breaker takes 100% and 2 levels of ex meter.
Double propeling also takes 100% of the stamina bar.

All other stamina uses only costs 50%, like backdashing.

Running is the only option that drains progressively as long as you are running.
 

Johnny San

Shazzy's Biggest Fan
So you can indeed run from a neutral state?

All this "he said she said" is messy. From what I was told, you can only run after preforming a dash.
 

Saltea Moonspell

"Mind Over Matter" I dont mind, and X dont matter
With the experience gained from MK and Injustice NRS is trying to build MK that will stand for a while, hopefully much longer then MK9, and I mean in terms of patching and updating. However they are implementing elements from both games on modified engine - lucky for them the next gen system opens New possibilities and updating system. None of the less it Wil be hell of a work to do in order to put this shit together.

I think with the run implemented and interactables plus on top of that the variation option will be hell of a challenge. MK9 needed couple years before we knew what that game is packed with....how long MK X will require...?

Will NRS support the game in two years or so....
Those questions pop in my head when I look at this game.
 

cyke_out

Noob
So you can indeed run from a neutral state?

All this "he said she said" is messy. From what I was told, you can only run after preforming a dash.
There are examples of running during a combo in the various E3 footage. It appears that you can cancel a run in the very first frames if a dash. It looks almost like running from neutral. You do not have to wait for the entire dash to finish.

Running is the only thing that can cancel a dash. And you can cancel anything from a run. So it might be possible to dash, run cancel, block cancel, relatively fast.
 

xenogorgeous

.... they mostly come at night. Mostly.
Interactable uses takes 50% of the stamina bar, breaker takes 100% and 2 levels of ex meter.
Double propeling also takes 100% of the stamina bar.

All other stamina uses only costs 50%, like backdashing.

Running is the only option that drains progressively as long as you are running.
yep ... what means that in MKX everyone who intent to play it at the highest competitive level gotta have to manage the stamina bar + meter bar in a much better and responsible way than MK9, playing brainy and smart practically during the entire 2 rounds .... one mistake and you can lose a match in a split second if you fail in this little detail .... this game will ask for a mind plan all the time while playing it !
 

Eddy Wang

Skarlet scientist
yep ... what means that in MKX everyone who intent to play it at the highest competitive level gotta have to manage the stamina bar + meter bar in a much better and responsible way than MK9, playing brainy and smart practically during the entire 2 rounds .... one mistake and you can lose a match in a split second if you fail in this little detail .... this game will ask for a mind plan all the time while playing it !
This game will not benefict scrub at all, the only way braindead tactics can happen is if, there is a character that will automatically bends the mechanics of the game on his favor.
Like having a command special that is cancelable and covers more ground safely than dashing, or/and is sparingly than running or propeling.

Even jump attacks have recovering animations now, and hopefully whiff recovery frames, if you do not hit them out of the air, it looks like will be possible to whiff punish as they land.

This was present on mk9 as well, all jips were -5 frames upon landing, it allowed some characters to actually whiff punish that, in MKX i have spotted recovering landing animation, so it can be a good thing