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Tech/System mechanics you feel aren't being explored?

Dasblackman

The struggle is real
I feel as if there's a lot left to find with the run system and run cancels. For example, some people say characters with moves that cause a lot of push back on block (e.g Kung Jin) are unpunishable. Something I'm not seeing people do is run-up and punish things, which allows you to punish characters more easily if your run is fast enough.

I realized I was looking at character like Jacqui completely wrong. She has next to no range on her normals, but her run is crazy fast, allowing her to punish way more things than I thought she could. And being able to cover so much ground so quickly lets her keep pressure on. Of course, Jacqui has problems with hitboxes being inconsistent so she's not amazing, but I seriously feel like the run system could really help characters people are overlooking.

Players right now are trying to play the game like other fighters instead of trying to re-think things from the ground up. That's to be expected, but I feel like the best players of this game are going to know how to use the system mechanics to their advantage.

When it comes to those who say the game has no footsies, that is completely unfounded. If anything, the game has even more footsies due to the importance of running and backdashing, not to mention the stamina meter. 50/50s will become more and more unsafe as people learn the strings and how to run up and punish things. Also, delayed wakeup being adjustable adds another layer of mind games.

I want to know what people feel should be further explored when it comes to mechanics. I truly think that what makes a character "good" hasn't been fully determined yet, and there are so many unexplored characters and variations left.

I'm not saying I'm a pro player, I'm just saying this with genuine curiosity and interest in how the game progresses. So I may be completely wrong, but I think it's worth talking about.

And please, let's approach this with some maturity and intelligence, I don't want to see this devolve into name-calling and finger pointing. It's exhausting, detrimental to the scene, and quite frankly just a waste of time.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
I feel as if there's a lot left to find with the run system and run cancels. For example, some people say characters with moves that cause a lot of push back on block (e.g Kung Jin) are unpunishable. Something I'm not seeing people do is run-up and punish things, which allows you to punish characters more easily if your run is fast enough.
Depends on who you've been playing. Everyone I've been playing runs up to punish things when they need to (rev0lver, Theo, Ducky, etc).

Everytime I see people say "no one is punishing anything" I scratch my head a bit. If that's the case, people need to play against better players. @Tom Brady and @Pig Of The Hut can probably speak on this as well.
 
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Dasblackman

The struggle is real
Depends on who you've been playing. Everyone I've been playing runs up to punish things when they need to (rev0lver, Theo, Ducky, etc).
Very true. I'm just going from my experience and conversations I've seen, it's tough to gauge what everyone's doing/thinking
 
I haven't explored the throw-break mechanic, despite being somewhat of a vocal critic. I do not understand why NRS implemented the system from MK9, rather than using the system developed for IGAU. Any insight would be helpful.