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Does anyone want the run move to return?

Should running return?


  • Total voters
    63

STRYKIE

Are ya' ready for MK11 kids?!
Because moves don't have start-up frames any more? "That simple" lol. Unless you're implying that we have a block-string cancelled into a run cancelled into a normal... but to break my own rule and bring up Kabal in MK9, I think NRS learned from that one. Cancelling into something that can be almost immediately cancelled out of is dumb.

It has nothing to do with whether runs in general should be in MK10.
Actually, I do believe Kabal was intentionally designed that way which would explain why his normals are relatively slow. Not sure if they were supposed to result in him being at advantage on block after an NDC, however. As long as NRS are aware of how many frames you are jailed for with each normal, it shouldn't be a problem by inherent design if it were to happen.
 

Eddy Wang

Skarlet scientist
I'm fairly sure a perfect IAGB from a neutral jump takes 15 frames to become active, wouldn't this make it faster lol?
Nops, it takes about 31 if he jumps backwards to execute the whole thing, however, gas blast are 6 frames startup in the air, so it really doesn't matter, because he the large hitbox of it and the instant recovery, he can pull out another blast before the first one fades it. With a 11 frames startup, it would prevent Kabal of having 2 gas blast in the screen, and he would pull the fastest at 32 frames only if he jumped straight up.

Skarlet iaD are 11 frames, but they come out faster if one can jump straight up and execute it instead of jumping backwards, it takes 32 frames tho, yet she can't have 2 air daggers in the screen while at it, because of the startup frames.

this is something we (Skarlet community) really look into it with the Somberness help, when we startet to explore real deep the Skarlet vs Kabal Matchup
 

TaffyMeat

Infinite Meter Kombos
Put run into finishing move animation, such as Brutality. Therefore every character has a run move (finisher) but it does not affect gameplay.
 

STRYKIE

Are ya' ready for MK11 kids?!
Nops, it takes about 31 if he jumps backwards to execute the whole thing, however, gas blast are 6 frames startup in the air, so it really doesn't matter, because he the large hitbox of it and the instant recovery, he can pull out another blast before the first one fades it. With a 11 frames startup, it would prevent Kabal of having 2 gas blast in the screen, and he would pull the fastest at 32 frames only if he jumped straight up.

Skarlet iaD are 11 frames, but they come out faster if one can jump straight up and execute it instead of jumping backwards, it takes 32 frames tho, yet she can't have 2 air daggers in the screen while at it, because of the startup frames.

this is something we (Skarlet community) really look into it with the Somberness help, when we startet to explore real deep the Skarlet vs Kabal Matchup
To my understanding, it appears 6 frames after the input, but doesn't become active until the 9th frame, and since aerial moves have at least 6 frames of height restriction, that's how I calculated it. It's definitely still the fastest air fireball on startup so you're not wrong, and I do agree that they should be altered in some form or another, that being said..

I don't think the startup is what causes that projectile overlap glitch, it happens with all of Liu Kang's fireballs too (normal dragon fire, low dragon fire, instant air dragon fire), you can see this by picking Sindel in training mode by making her neutral duck and levitate to test them.

I mean, for all we know, part of the reason it doesn't happen with Skarlet'a IAD's might just be because she's DLC, and all of the DLC characters have broken/untested stuff lol. It sucks that Somberness ain't around anymore because I've only been able to explore these things since getting my new Sega Saturn-style pad.
 

Eddy Wang

Skarlet scientist
To my understanding, it appears 6 frames after the input, but doesn't become active until the 9th frame, and since aerial moves have at least 6 frames of height restriction, that's how I calculated it. It's definitely still the fastest air fireball on startup so you're not wrong, and I do agree that they should be altered in some form or another, that being said..

I don't think the startup is what causes that projectile overlap glitch, it happens with all of Liu Kang's fireballs too (normal dragon fire, low dragon fire, instant air dragon fire), you can see this by picking Sindel in training mode by making her neutral duck and levitate to test them.

I mean, for all we know, part of the reason it doesn't happen with Skarlet'a IAD's might just be because she's DLC, and all of the DLC characters have broken/untested stuff lol. It sucks that Somberness ain't around anymore because I've only been able to explore these things since getting my new Sega Saturn-style pad.
indeed he was something else, thanks to him mk9 meta was incredibly developed.

If we could have information on Cancel advantage and whiff total frames in Injustice, i wonder how different the game would be.
 

STRYKIE

Are ya' ready for MK11 kids?!
indeed he was something else, thanks to him mk9 meta was incredibly developed.

If we could have information on Cancel advantage and whiff total frames in Injustice, i wonder how different the game would be.
Part of it could be that he doesn't care about Injustice, or maybe some personal endeavors have caught up with him. Hope he's keeping well either way.

But at least Injustice has a better training mode this time. :p
 

Peckapowa

Champion
Would any of you be in favor of this move from MK3 making a comeback? Why or why not? If so, how should the run command be designated to the controls? Should there still be a dedicated button for it like in MK3?

If Kabal is to make a return, he could still keep his nomad dashes and regular dashing, but he would have no run move, so as to balance things out.
no i want footsies, footsies.
 

STRYKIE

Are ya' ready for MK11 kids?!
That sounds more like MK2 Liu Kang. Speaking of which, awesome sig by the way.


not running straight at people, having a good walk speed and decent dashes but it being a more slow paced game as opposed to injustice, more like mk9 or sf speed
You're entitled to your opinion and I essentially agree but I don't see how that encourages or deters footsies so to speak. In the grand scheme of things, footsies are what you make them.
 

TaffyMeat

Infinite Meter Kombos
Running straight at someone trying to do rushdown will lead you into fake setups designed to make you run. Imagine running into ice clones. No thank you.