Unless they end up having little in common besides a pair of specials. Then you can just as well go secondary another character altogether.All three... you can't commit to one specific variation as they each have their strengths and matchups are very important.
Universally or from projectiles only (as I think I've seen in another thread)? Is it passive ability or a special?ice aura nullifies chip
What if Subs ends up being one that is broken?The version better able to deal with the the many variations of broken characters.
Then that will mean only one thing; NRS accidentally created a balanced game.What if Subs ends up being one that is broken?
That's one nice definition of balance you have thereThen that will mean only one thing; NRS accidentally created a balanced game.
MK9 and Injustice backlash lol.That's one nice definition of balance you have there
Anyways, what's with being jaded about MKX so early? Stay positive.
If it's universal, then perhaps we can see what's the potential strength of cryomancer is. That is, assuming hammer is as overhead as it looks. It's possible it has to be Ex-d to launch though, I think I've seen it just sending people splat on regular hit, but not sure.A tiny bit off topic. I saw that they gave Sub a low combo starter
If NRS really wants a character to be competitively strong against the entire cast and not suffer the fate of MK9 Scorpion and Sub-Zero then they will give every character at least two 3-hit mixup combo launchers aside from the generic overhead popup starters the entire cast will have. It's like what makes Batgirl, Batman, Catwoman, Wonder Woman, Lobo, Martian Manhunter, Bane, Green Lantern so good in Injustice Gods Among Us, there fast low-mid-high and mid-high-low combo starters that lead into launchers.If it's universal, then perhaps we can see what's the potential strength of cryomancer is. That is, assuming hammer is as overhead as it looks. It's possible it has to be Ex-d to launch though, I think I've seen it just sending people splat on regular hit, but not sure.
Well going back to MK9, let's imagine that MK9 Scorpion would have been able to link a spear after his forward,4,3, making it a true 3 hit combo setup launcher and you were able to connect an overhead blade attack after a foward4,3 as another true 3 hit combo launcher. If MK9 scorpion were able to have those mixup combos he would have been top tier and compatible at high level tournament gameplay. He then would have been a great character because of those two types of combo launching mixups. So mixup combos hold heavy weight in fighting games to make a character great.You don't really need mixups to have solid characters. MK9 Cage had no real ones and was ending up killing people with chip. Pre-patch Raiden had similar option (albeit weaker), but was also boss in spacing game. Sonya had mixups, but nothing like what you're describing and wasn't about them first and foremost anyways. Even strongest characters in that game weren't strong because of mixups (Kabal's saw/hooks of death, sure; Cyrax' and his damned low/throw starters, oh wait; Kenshi's main strength being f2/b2, suuuure).
IGAU was mixup heavy because it also had no chip to speak of. An impression of balance in that game comes from the fact that guesses are everywhere and "randomization" evens up odds a bit. When something is about coin toss, people tend to not looking deeper, cheering for "nice reads" and saying that it's not a character/balance, but it's a player, even though in truth it's really about basic design of IGAU.
If NRS can't do better but creating more opportunities for everyone to make a random mistake, I'll take that, but it's not neccessary.
Bottom line: MK isn't about walking next to opponent and forcing him to guess, and it isn't how many other FGs are built either, so no reason to think that making coin tosses affect the game more is the only way to even up the odds.
What you're basically saying (for the most part) is "what if Scorpion's mixup was safe by the virtue of being hit-detectable". Nobody argue that making his vortex safer at least one way would make him that much better. My point was, however, that it's not the only way to make character better. The real issue is that Scorp's neutral game was kind of ass and it can be felt even in rather low bracket. That's what I try to allude to - there's more to MK than pressure game, and there's more to MK's pressure game than taking turns at opening each other up with slightly negative mixup options. I mean, we can have those, but it's not like every character must have one.Well going back to MK9, let's imagine that MK9 Scorpion would have been able to link a spear after his forward,4,3, making it a true 3 hit combo setup launcher and you were able to connect an overhead blade attack after a foward4,3 as another true 3 hit combo launcher. If MK9 scorpion were able to have those mixup combos he would have been top tier and compatible at high level tournament gameplay. He then would have been a great character because of those two types of combo launching mixups. So mixup combos hold heavy weight in fighting games to make a character great.
I think that for a lot of players Clone is Sub's signature move at this point. People played him these years because of clone and spacing game it provided and little else. Besides, weapon toting variations of characters we were shown seem to sacrifice utility and spacing for combos and banal rushdown (maybe), no wonder not everybody can see their character behind that style....but are some of you guys really so focused on (GM) Sub?
I hate you.Ice clone one and weapons one second.