It's #1Can someone explain the buttons? Is it :
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Im not sure about the forceballs but the list is def incomplete.Are there no longer two different forceballs for reptile or is that list just incomplete? I watched the streams but I can't remember it lol.
Variety? You mean like punch dash punch dash punch dash punch dash? Yea what great combo creativity. I for one am glad dash cancel is gone, it made the game movement look ugly.really wish dashes were cancellable. I understand using run will substitute or whatev tho.
I mean, I just feel like the inability to cancel a dash with an attack completely removes tinkering with how far you need to dash before you cancel. It limits combo variety and creativity if the dash distance is always static. Hopefully run cancelling is enough to make this a non factor.
And that Rising Thunder alert is apparently a false one. Good to know.Here's a better list http://www.angelfire.com/va3/mk/mk10/main.htm
I keep trying to imagine MK9 without dash cancels but I shouldn't because I know MKX is a standalone game and not MK9.5. It should be more interesting, I agree.I like the no dash cancels this time, makes things more interesting.
Yeah I think it eliminates a safety net in a way, I think that's what NRS were thinking when they said "you can't dash block this time, if you dash or run you commit to do so" I personally think this will make zoners at least and more defensive players NOT run often, this makes the rushdown in your face, not letting you get up kind of player take bigger risks imo. Which me as a zoning player likeI keep trying to imagine MK9 without dash cancels but I shouldn't because I know MKX is a standalone game and not MK9.5. It should be more interesting, I agree.
Personally I think the zoning was just too strong in MK9, but hey I'm a scrub Thankfully, walk speeds are a lot faster and running can be canceled. If they're taking the "saftey net" away then they better make it easier to deal with zoning because MK9 was ridiculous, without dash blocking what can you do when they're doing hella high chip damage? Ugh I'm just ranting now, my main hope is MKX is more about the footsies/neutral than chasing some character around whilst they throw stuff at you, hahaYeah I think it eliminates a safety net in a way, I think that's what NRS were thinking when they said "you can't dash block this time, if you dash or run you commit to do so" I personally think this will make zoners at least and more defensive players NOT run often, this makes the rushdown in your face, not letting you get up kind of player take bigger risks imo. Which me as a zoning player like
And it now destroyed Kabals game.....but I cant remeber if he is even in this lolVariety? You mean like punch dash punch dash punch dash punch dash? Yea what great combo creativity. I for one am glad dash cancel is gone, it made the game movement look ugly.
I kind of felt the rushdown guys were too strong in MK 9 at times like you couldn't get away from them but that's fixed now in MK X with the long backdash's, like you said different game, lol mostly Cage, KL and Kabal(with his dash cancel crap which is another story lol) anyone else I didn't mind though as much lol though. So I became a zoning master, why I played Ermac, Sektor, Scorpion their keep away game was awesome lol. Especially Ermac's.Personally I think the zoning was just too strong in MK9, but hey I'm a scrub Thankfully, walk speeds are a lot faster and running can be canceled. If they're taking the "saftey net" away then they better make it easier to deal with zoning because MK9 was ridiculous, without dash blocking what can you do when they're doing hella high chip damage? Ugh I'm just ranting now, my main hope is MKX is more about the footsies/neutral than chasing some character around whilst they throw stuff at you, haha
I play on stick and its a pain in the ass
I disagree, I feel the rushdown was fine. Everyones pokes are negative on block (Cages as well ), it's all about reading the opponent, reacting to what they do and the mind games. That's why having two rushdown players is better than two turtlers fighting each other; they stay full screen, and trade until they're both low on health. When you get characters made for zoning like Kenshi and Freddy, poor Johnny - a pure rushdown character - has a very steep hill to climb by taking all of the risks, whislt the zoners get to safely throw crap at him, slowing him down, and build meter for when he eventually gets in, so they can break, backdash and repeat the process. God my hatred for zoning is so damn high!I kind of felt the rushdown guys were too strong in MK 9 at times like you couldn't get away from them but that's fixed now in MK X with the long backdash's, like you said different game, lol mostly Cage, KL and Kabal(with his dash cancel crap which is another story lol) anyone else I didn't mind though as much lol though. So I became a zoning master, why I played Ermac, Sektor, Scorpion their keep away game was awesome lol. Especially Ermac's.
But yeah, the running cancel I think they said won't work exactly like dash cancels into block in MK9 but more so into other moves etc. So that should be interesting.
Plus there's the corner stage interacting elements now that can get you out of trouble too.
I see, haha you'd hate me then. I'm the polar opposite of what you describe. I am a pure zoner and turtler, I prefer to fight people from a far if I can.
Yeah I more so had more of an issue with certain characters only Cage, KL and Kabal above everyone else I didn't care as much about. I think being able NOT always be in someone's face is just as important as not being able to keep someone far the whole round either. I just want a balanced game overall, MK 9 was good I just think MKX will be better. The thing about zoning is also reading a foe too I guess that's the difference between rushdown style and zoning. Rushdown players try to get in, zoning try to keep away lol.I disagree, I feel the rushdown was fine. Everyones pokes are negative on block (Cages as well ), it's all about reading the opponent, reacting to what they do and the mind games. That's why having two rushdown players is better than two turtlers fighting each other; they stay full screen, and trade until they're both low on health. When you get characters made for zoning like Kenshi and Freddy, poor Johnny - a pure rushdown character - has a very steep hill to climb by taking all of the risks, whislt the zoners get to safely throw crap at him, slowing him down, and build meter for when he eventually gets in, so they can break, backdash and repeat the process. God my hatred for zoning is so damn high!
I actually think Scorpion has one of the most annoying keep away games with that damn hellfire and anti air spear that you can buffer whilst dashing away from the opponent lol It's good. I main Smoke specifically for his counter-zoning and lack of ability to be zoned out - plus he's badass but he's mostly my middle finger to zoners - I'll parry your crap and get it for some Oki, or I'll trade in my favour with your for a full combo into resets, OR I'll teleport to show that I can be trolly haha lol.
You might be right about the running but I saw on the Kombat Cast stream that they canceled Cassies run into a jump after she got a popup. I would assume you could cancel the run with a normal so I'd also assume that run xx whiffed normal (d3 probably) would work or run xx forward dash.
I'm totally fine with being able to get out of the corner, I don't like it when people have no option to deal with that. However I would like it to be possible to keep pressure going after the person jumps or even a full combo if the jump out is read. That might be broke though
I hate your playstyle, you seem like a really cool dude though and when MKX comes out, if you have PC or PS4 I'd love to get some games in with you and show you the way of rushdown
Fun Fact: In Injustice, I main MMH - typically a zoner with his BS orbs, rockets, and pillars. I do zone from fullscreen when I can Because Inj has no footsies and is 100% a guessing game all the freaking time huehuehue
Edit: I am also aware that you just can't have a fighting game without some zoner characters, they're there and I have to just deal with what is most likely my problem
Absolutely, I make it seem as if Rushdown is useless - Not at all, my point is that MK9 zoning is just superior over Rushdown. I just hate it when I try to jump over Ermac's push on read, and it anti-airs me when I'm near enough max height and he's at max range, because he gets a combo if it hits or he can be safe then still have options. When a Rushdown character tries to do something and it's blocked they get punished. I just feel that rushdown == rushdown BUT zoners > rushdown. Zoners typically have tools to get away easily, or to get out of pressure but rushdown characters just have to either guess correctly and take risks, or block and eat chip chip chip. A balanced game would be a delight, honestly, but that means taking a safety net away from zoners too Now that I think about it, Telekenetic characters are awful, invisible hitboxes combinded with an animation and crap - why!?Yeah I more so had more of an issue with certain characters only Cage, KL and Kabal above everyone else I didn't care as much about. I think being able NOT always be in someone's face is just as important as not being able to keep someone far the whole round either. I just want a balanced game overall, MK 9 was good I just think MKX will be better. The thing about zoning is also reading a foe too I guess that's the difference between rushdown style and zoning. Rushdown players try to get in, zoning try to keep away lol.
Oh sure no doubt Kenshi and Freddy are tough from a far, but then Cage, KL and Kabal locked in the corner was probably just as bad as trying to get in know what I mean? If you think about it's similar to me at least, trying to desperately get in and trying to desperately escape corner pressure frame traps lol. Know what I mean?
Yeah I too used Smoke a little in MK 9, more of a secondary 5th guy. One thing I loved doing with Sektor was shoot missiles but do far and close ones on purpose to fake the shit out of smoke players make them parry and I get a free teleport combo lol. Mix that up with some seeking missile pressure and 50/50's lol.
Yeah I only played Injustices first 4 months, I used Hawkgirl mostly lol. It's fun but it's not MK you know?
Oh sorry I forgot to mention lol. I only have Xbox 360 and Xbox One(just need my own HD TV for the One though lol) been using my oldschool TV's for years til now since they force you to have an HD with the power of the systems now and games you know?Absolutely, I make it seem as if Rushdown is useless - Not at all, my point is that MK9 zoning is just superior over Rushdown. I just hate it when I try to jump over Ermac's push on read, and it anti-airs me when I'm near enough max height and he's at max range, because he gets a combo if it hits or he can be safe then still have options. When a Rushdown character tries to do something and it's blocked they get punished. I just feel that rushdown == rushdown BUT zoners > rushdown. Zoners typically have tools to get away easily, or to get out of pressure but rushdown characters just have to either guess correctly and take risks, or block and eat chip chip chip. A balanced game would be a delight, honestly, but that means taking a safety net away from zoners too Now that I think about it, Telekenetic characters are awful, invisible hitboxes combinded with an animation and crap - why!?
The corner is something that even zoners get to use to their advantage as well, they can use there frame traps if they have them and sometimes more deadly pressure from them can come from the corner too! They can pull of high damaging combos, the corner is a deadly tool for both character types I'd say. I understand the difference between both Rushdown and Zoner but I still feel the game favours zoners more.
Very clever! But I know those Sektor tricks and they don't work on me sir! I don't parry unless I know I'm definitely getting a parry to hit I will sit and block from full screen and wait untill you keep zoning (or panic and teleport if I bait it ) then outta nowhere... SMOKE BOMB! Full combo! You better have meter xD
Yeah I know, it's fun but MK is more fun
No. Actually that's not what I mean. When you don't get to tinker with how far you allow a dash to progress before you input another normal or start another string, combo variety and execution is dumbed down because timing matters less, and the effective normals and strings are predetermined by the static dash distance. Without dash cancelling, you have to wait for all of the active frames of the dash to finish before another attack can fire. With dash cancelling, you get to cancel at any of the active frames of the dash, and where you do it changes the outcome and effectiveness of the attack. Figuring out that sort of timing is where combo variety and execution matters (timing matters more) Just about every BnB I can think of required a dash to be cancelled before it was allowed to fully progress.Variety? You mean like punch dash punch dash punch dash punch dash? Yea what great combo creativity. I for one am glad dash cancel is gone, it made the game movement look ugly.
Yeah.. People that think MK should have dash cancelling couldn't have played other fighters. Implementation of dash cancelling doesn't mean the game didn't have sound fundamentals. It is possible for different fighting games to *GASP* be fundamentally different. It's not an indication of not being familiar with capcom (or any other brand) of fighter. I always laugh when people say things like this.. It doesn't even make sense. I have no idea why peole think footsies and fundamentals in other fighters are some sort of absolute... If a game is fundamentally different, that must mean it doesn't have fundamentals.. right?The people who never played other FG's only MK and Injustice are so obvious with there complaints around dash canceling (not aimed at the dude above saying it)
its aimed at the people who think the whole foundation on footsies is based on dash Cancels!
lol it made the game look bad.
Fast walk speed and running will be better than it
Injustice did have Footsies its just that some characters either had footsies that where so good they made the rest of cast footsies redundant or because there was so many Anti-footsies characters(most of the cast) made footsies irrelevant
WTF!Yeah.. People that think MK should have dash cancelling couldn't have played other fighters. Implementation of dash cancelling doesn't mean the game didn't have sound fundamentals. It is possible for different fighting games to *GASP* be fundamentally different. It's not an indication of not being familiar with capcom (or any other brand) of fighter. I always laugh when people say things like this.. It doesn't even make sense.
1st one:Can someone explain the buttons? Is it :
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