What's new

Player 1 has host advantage

MKK hanzo

Moderator
GUYS! Im uploading the 3 vids i promised, it will last a while to upload cause I recorded them at 720p but they have some surprises.

I wired an arcade stick with both button presses on one button alone.

While I DIDNT conduct the test METHODICALLY (counting times p1 won etc) I just make sure that I was:

close both chars
same character (sub zero)
same stance
same outfit
only one stage (training stage default)
no special button config (default)

Results:

In "both grounded" scenario, p1 won like 95% or more of the "trades". It was pressing Sub 2.

In the "p2 jumpkicks p1 and p1 aa p2" we have a consistency in p1 beating MOST if not all the jumping attempts of p2, save for some that I missed the hot box of the aa 2 from p1.

In the "p1 jumpkicks p2 and p2 aa p1" scenario, we see that p2 CAN consistently sucesfull aa p1 attacks BUT, if you watch closely and at slow speed (use the youtube feature), it seems that if you activate a few (or one idk) frames earlier, p1 will hit p2 out of his aa.

This last one is HARD cause I had to calculate that bot hotbox were ON for the collision moment, so we may need a tool assist here.

I didnt tested the "both players jumping and attacking" scenario cause Its late here and im tired.

Hope this all helps and I ask for one favor to you all:

PLEASE FORGIVE MY HORRENDOUS VOICE AND BAAAAAD AS HELL ENGLISH!

Either so, Im still supporting the game, bit there may be scenarios on where ppl could claim stuff like p1 victory, and in some cases they may be right, but its NOT their fault, sadly is the games fault to be build like that.

Good night everyone, when the vids are uploaded I will post the links.
 

TotteryManx

cr. HP Master
Since I've played this game I've said I hope they put in "proper" hit trades in the next MK. It's all I want. The rest of the bugs are a given, but its things like this that make the Capcom guys shake there head at us. I still will play this game since I rarely see people do stuff at the same time, with the exception of air trades.
 

Satan1

Ice Pirate
MKK hanzo now proved it (we need even more proof, I guess. Switch stance, etc...) that this happens, so there is ( a small) chance that this happens in tournament play. Who will decide who sits on the P1 side in tournaments, in Winners or Losers it's quite obvious - but poule play itself... a coin toss maybe (like football or other sports)?.

MKK hanzo Got the same problem when my voice gets recorded, lol, it always sounds so frickin' stupid.
 

IKizzLE

BloodHound
LOL, sektor P1 side is broken tier.
That's why I was spaming the hell out of b34 into an immediate d1 or d3 at final round and winning all the pokes.

All his moves that are zero on block are now +1
 

16 Bit

Mash d+1~Cat Claws
Premium Supporter
NetherRealm Studios
The rules are if players cannot agree on a side there is a coin toss. Winner gets their side and begins the set. Loser of a match can request a side switch. Standard tournament rules for ages, just no one cared in MK until now.
 

16 Bit

Mash d+1~Cat Claws
Premium Supporter
NetherRealm Studios
It doesn't mean neutral moves are now +1 on block. Not exactly. If you're neutral your d+3 would still lose to their d+1.
 

Somberness

Lights
I posted a video here.

it also means that moves that have 6 frame gaps can't be poked by player 2.
Exactly, you can test this yourself. Try and interrupt Raiden's 334 between the 3 and the 4 with Sektor's standing 1. There is a 6 frame gap and both the 1 and the 4 will become active on the same frame. However, player 2 can't interrupt it because they never win trades when normals are involved.
 

Prinz

watch?v=a8PEVV6tt14
Exactly, you can test this yourself. Try and interrupt Raiden's 334 between the 3 and the 4 with Sektor's standing 1. There is a 6 frame gap and both the 1 and the 4 will become active on the same frame. However, player 2 can't interrupt it because they never win trades when normals are involved.
Doesn't a 6 frame gap mean that a 6 frame move of execution (which is Sektor's 1) can beat it, but a 6 frame start-up move can't?
 
Alternating priority every other frame would mean doing 30 if checks per second. It's possible that could slow down the processing enough to lower the framerate.

What would make more sense is alternating priority everytime there is a tie. For instance, p1 starts off with priority and wins the first tie. Then the priority is toggled until p2 wins the next tie. Then priority is toggle back to p1. Rinse and repeat. This should be achievable unless the existing architecture just doesn't allow for it.
 

Juggs

Lose without excuses
Lead Moderator
Premium Supporter
I really don't think I can believe this is true until I see some type of video of proof
Just was about to post this. We need evidence before everyone starts freaking out and preparing tournament rules based on hearsay.
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
Just was about to post this. We need evidence before everyone starts freaking out and preparing tournament rules based on hearsay.
somberness put out a video
mkkhanzo put out a series of videos
what more proof do people need before they see this as a problem?

that its been around since early mks doesnt really matter now,as this the 1st "real" mk tourny game so why would NRS bother to try address it for mk10 if people are like "no big deal"?
just makes the game look bad, and this is bad, just like the input and meter drain glitches if people dont show that giving p1 the advantage for all games is a problem it will still be there for mk10

just sayin
 

Juggs

Lose without excuses
Lead Moderator
Premium Supporter
somberness put out a video
mkkhanzo put out a series of videos
what more proof do people need before they see this as a problem?

that its been around since early mks doesnt really matter now,as this the 1st "real" mk tourny game so why would NRS bother to try address it for mk10 if people are like "no big deal"?
just makes the game look bad, and this is bad, just like the input and meter drain glitches if people dont show that giving p1 the advantage for all games is a problem it will still be there for mk10

just sayin
And yet I don't see any of those. The least you could have done is link them, ffs. Also, MK9 isn't the first real tournament MK game. UMK3 was, possibly MK2.
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
mkkhanzo vids on previous page (page 18)
somberness vid 10 posts up post (post #367)

thats why i put "real" while mk2 and umk3 got alot of tourny play,
i wouldnt call them tourny games as the amount of infins mk2 has and umk3 is that and glitch jabs (yes i know theres a way to defend them but still)
 

Juggs

Lose without excuses
Lead Moderator
Premium Supporter
thats why i put "real" while mk2 and umk3 got alot of tourny play,
i wouldnt call them tourny games as the amount of infins mk2 has and umk3 is that and glitch jabs (yes i know theres a way to defend them but still)
Well that's ignorance speaking. You're just going by what you heard other's say about GJ's and your experience on infinites. Infinites in UMK3 are avoidable outside of the corner jab infinite. And not only that, they require execution to do and aren't banned in tournaments. You rarely see any infinite in tournaments, the only one I've seen in tournament is Kung Lao's.
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
Well that's ignorance speaking. You're just going by what you heard other's say about GJ's and your experience on infinites. Infinites in UMK3 are avoidable outside of the corner jab infinite. And not only that, they require execution to do and aren't banned in tournaments. You rarely see any infinite in tournaments, the only one I've seen in tournament is Kung Lao's.
no, it comes from me playing those games, calling my opinions ignorant is a bit much to be honest.
i know how infins those games work also.
hard execution is no excuse, cyrax's 100%+ combo aren't easy...does that make them ok, no