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General/Other - Scorpion MIT's Scorpion write up from the Playstation Expo here in Las Vegas

Braindead

I want Kronika to step on my face
I also found it really hard to get used to the absence of dash cancelling. Several times I tried dashing to continue a juggle and just slid right past the motherfucker.

It seems run cancelling will become the new dash cancel. Has anyone found out exactly how run cancelling works? Can you cancel the run immediately, as in 1-3 frames of the run startup?
Running basically starts with a forward dash. You can't cancel the run during the forward dash frames, but you can cancel it immediately after the dash is done.
 

Eddy Wang

Skarlet scientist
Flame Uppercut pushblock and blockstun


As a whiff punish tool, the window was 10 frames from its execution til the first active frame, and is combo-able after launch if you manage to let a spear or teleport out, maybe running will reach too.


And this is a gif that shows a bit the float system.



Apparently you can't block for at least 4 frames even from an empty directional jump, assuming you use a jump attack this shall be the minimal risk time once your feets touch the ground, but if you do a very early kick, counting that the character will pull the legs afterward there is still the landing recovery which is -4 adding that to the sum it shall be a bigger windown. If you look for the Original video, Derek inputs Flame Aura much early but the motion only starts to take its effect after the risk time being lifted

And i think this is a very good thing, not only jumps have to be though carefully in how to implement them into the gameplay, but you can actually use the strategy that only a handful characters in MK9 had access to, which is walk backwards and whiff punish the attack on the punishable window.
 
The jumps look like they are top-loaded to me. Can't really tell just from watching, but it looks like instead of being evenly distributed, take-off and landing (the beginning and end part of the jump) seem to have a significantly smaller fraction of the time as opposed to when the characters are near the top of their arc.

Can't say for certain, but the obvious effect of this would be clear- it'd make it much easier to have an AA beat out a jump-in attack.
 

WakeUp DP

GT MK OshTekk.
The jumps did feel a little slower and more floaty than their mk9 counterparts. They will take some time to adjust to but for the most part they were solid.
I honestly feel like 3d speed pokes on a 2d makes it hard for it to AA. Since the jumping is 2d the poke should be faster like most 2d fighters.

Make d1/3s 3-4 frames. And like d4s 9-12 frames. Standing pokes 6-11 frames for better aaing and footsie game.
 

trufenix

bye felicia
gs @MITDJT , I'm going to nab some of this info for the FAQ thread if you don't mind.

Running basically starts with a forward dash. You can't cancel the run during the forward dash frames, but you can cancel it immediately after the dash is done.
You can cancel any part of the dash into the run, you don't have to wait for dash frames. This video shows cassie going from neutral to full clip multiple times.


The question is if you do f,f+BL,release how fast do you recover. Since that would be the closest thing to dash cancelling and theoretically be faster than just waiting out the whole dash.
 

AZTEC-GOD

I will kill you for sport.
Don't know if I missed this info in this but I did I apologize. Anyways question is does he have his air throw? Damn it I've asked everyone involved in NRS about that and nobody has answered this simple question lol. Does anyone know?
 
Don't know if I missed this info in this but I did I apologize. Anyways question is does he have his air throw? Damn it I've asked everyone involved in NRS about that and nobody has answered this simple question lol. Does anyone know?
Umm he had something different from what I noticed. Like he would throw them to the ground, but it was... different haha. I tested it out a bit, but he pretty much did a normal grab in the air.
 

AZTEC-GOD

I will kill you for sport.
Umm he had something different from what I noticed. Like he would throw them to the ground, but it was... different haha. I tested it out a bit, but he pretty much did a normal grab in the air.
Finally an answer!! Lol thank you and awesome I loved his air throw in MK9, and when you say different does it look cool? Haven't spotted it in any gameplay at all hopefully soon :)
 

Cash

Noob
thank you so much @MITDJT ! Dude I'm so happy it sounds like he is a cross between his MKT and MK9 version which is awesome. I'm a little disappointed that his hellfire version lacks his conventional vortex :( cause that was the variation I was most hype for. Anyways which version did you like more from the ones you played and do you feel like the variations are different enough to be considered counter picks and change match up numbers?
 
Finally an answer!! Lol thank you and awesome I loved his air throw in MK9, and when you say different does it look cool? Haven't spotted it in any gameplay at all hopefully soon :)
Oh yeah it is cool, I can only imagine what things it will lead to for his offensive gameplan.
 
thank you so much @MITDJT ! Dude I'm so happy it sounds like he is a cross between his MKT and MK9 version which is awesome. I'm a little disappointed that his hellfire version lacks his conventional vortex :( cause that was the variation I was most hype for. Anyways which version did you like more from the ones you played and do you feel like the variations are different enough to be considered counter picks and change match up numbers?
Right now, ninjutsu is my favorite (though I will need to delve into the other variations to make my final decision). I actually do feel the variations will make enough of a difference to be considered counter picks/ change matchup numbers. When Djt used cryromancer sub variation, his combo potential shot up big time and his mixup/rushdown game changed up even though he doesn't have the ice clone in that variation
P.S. you're welcome, I know we are both going to represent scorpion so u need info like this.
 

ChaosTheory

A fat woman came into the shoe store today...
@MITDJT

How did the weapon d2's feel? Floaty jumps + MKD uppercuts make jump-ins sound very difficult (a good thing, in my opinion).
 
Be interesting to see if the meter version of the teleport stays safe...Mkx scorp does look really sick though
I hope it does, he can be hit out of it so it isn't a free get in. Also he can be hit out of his empty tele behind opponents as well, so NRS did a great job with making sure his teles could all be dealt with.