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Question - Sub-Zero Got the game early, q&a about Subzero moveset etc(no story spoilers)

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Paul the Octopus

Slow Starter
Under the online menu there are the following features:

Rooms
Versus(pvp ranked, unranked, private), Test your luck and Practice
Team battle(Faction match, ranked, unranked, private)
King of the Hill(classic and survivor)
Tower Battle
Leaderboards etc

I havent tried anything about the online portion of the game yet. I tried to enter a room and inside there were only default WB accounts. Probably some press guys playing the game for reviews.
Thanks a lot. Any chance you could try initiating one ranked match to see if it's still completely random matchmaking, or if you can at least match by skill, connection strength, etc?

No worries if not. You've already been super helpful.
 

Barrogh

Meta saltmine
@Repulsar what's up with Thunder God Raiden? Do his extended electricity strings add more chip or alter the frame data?
I do not have the game yet, but fram data window suggests that extensions are basically 4 more hits in that string, frame data of each is there.
I feel like chip will be there (is was actually said by exhibition-goers before), as well as the ability to extend (fully or partially) or not to extend the string for mindgames, just like it was with JC's f3 pressure in MK9.
Someone also said that you do it by holding a button. Not sure it it's gonna be possible to cancel extensions into anything.
 

Repulsar

Mortal
@Repulsar what's up with Thunder God Raiden? Do his extended electricity strings add more chip or alter the frame data?
In thunder god he adds a lot more strings. Basically you have the option on each string to hold down the last button of the string(usually is 2) and add more damage/chip on your moves. Also in some of his strings he teleports to the other side for his last hit.
 

Repulsar

Mortal
I do not have the game yet, but fram data window suggests that extensions are basically 4 more hits in that string, frame data of each is there.
I feel like chip will be there (is was actually said by exhibition-goers before), as well as the ability to extend or not to extend the string for mindgames, just like it was with JC's f3 pressure in MK9.
the chip damage added for each extension is 0.5% and you can do about 4 extra hits
 
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Deleted member 5032

Guest
@Qwark28 @Repulsar Can Takeda alter his jump arc drastically using flip kick? As in, can he jump backwards and then use flip kick to "double-jump" forwards?

I know the frame data can change, but currently, how unsafe are his flip kick, super punch, and teleport?

The big one: Does his air-teleport come out at the same elevation he leaves the screen, or does he come out at a set elevation every time? If he comes out at the same elevation, does he gain any benefit from instant-air teleport? Also, how punishable is his air teleport on whiff?

<3 <3 <3
 

Repulsar

Mortal
@Qwark28 @Repulsar Can Takeda alter his jump arc drastically using flip kick? As in, can he jump backwards and then use flip kick to "double-jump" forwards?

I know the frame data can change, but currently, how unsafe are his flip kick, super punch, and teleport?

The big one: Does his air-teleport come out at the same elevation he leaves the screen, or does he come out at a set elevation every time? If he comes out at the same elevation, does he gain any benefit from instant-air teleport? Also, how punishable is his air teleport on whiff?

<3 <3 <3
I'll have to check all these but i know that his flip kick is controllable after you start the move. For example you perform the flip kick and then you choose the direction, close, far etc. You cannot alter his arc when the animation plays.
 

FluffyKittenPops

#ONTHERISE
What are Johnny's jump in attacks?
Is his d3 a knockdown?
What are good chains that can end with a nutpunch?

His basic overhead?
Are the d1's the same?
Frame data for his normals?

Nutpunch input?
@Repulsar
 

Repulsar

Mortal
@Qwark28 @Repulsar Can Takeda alter his jump arc drastically using flip kick? As in, can he jump backwards and then use flip kick to "double-jump" forwards?

I know the frame data can change, but currently, how unsafe are his flip kick, super punch, and teleport?

The big one: Does his air-teleport come out at the same elevation he leaves the screen, or does he come out at a set elevation every time? If he comes out at the same elevation, does he gain any benefit from instant-air teleport? Also, how punishable is his air teleport on whiff?

<3 <3 <3
His air tele comes out at the same elevation that he leaves the screen, so for example if you delay the teleport or do an insta-tele you can change your elevation. You can hit an opponent that is on the ground with an insta-air teleport.
 
D

Deleted member 5032

Guest
His air tele comes out at the same elevation that he leaves the screen, so for example if you delay the teleport or do an insta-tele you can change your elevation. You can hit an opponent that is on the ground with an insta-air teleport.
Holy crap, thank you! You mind sharing any info on whiff recovery or block advantage for instant-air teleport against a grounded opponent?
 

FluffyKittenPops

#ONTHERISE
What are Johnny's jump in attacks?
Is his d3 a knockdown?
What are good chains that can end with a nutpunch?

His basic overhead?
Are the d1's the same?
Frame data for his normals?
nut punch input?

Please ):?
 

Repulsar

Mortal
What are Johnny's jump in attacks?
Is his d3 a knockdown?
What are good chains that can end with a nutpunch?

His basic overhead?
Are the d1's the same?
Frame data for his normals?

Nutpunch input?
@Repulsar

Johnnys has 4 different jump in attacks. Different animations for both punches and kicks. Also his jump arc and animation are very floaty for some reason. Very easy to react.

d3 is a low hit not a knockdown
Nutpunch input is: b,d,3

His basic overhead is f2 and doesnt cause a knockdown
 
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