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The problem is: block system or online? Discuss

MadeOfMetal

Kenshi Srubtastic,Cyrax, Special Forces Mains
But if you get hit on the first frame you still block.

Op complains switching high to low block without letting go which is purely the worst netcode in history.
i agree i said 1-3 before ... 3 is with breath box issues,,, it occures every so often... 3 frames is not enough to make you not block a 8 frame move, that was my point
 

LucaTheRipper

RULES OF NATURE!
also adding to this but to me it seems almost impossible to block Mileena is it just me or almost everyone? but i do know the MU well and i do know to really just block high almost all the time but i just seem to get hit all the time online with her ball and offline i block her really well might just be a me problem of lag idk but yeah block seems fine in this game.
Yeah agree, sometimes i guess the EX roll right and still get it lol but im really pissed when im down and see her f3 coming, block high but nope, take it son.
 

MadeOfMetal

Kenshi Srubtastic,Cyrax, Special Forces Mains
Yeah agree, sometimes i guess the EX roll right and still get it lol but im really pissed when im down and see her f3 coming, block high but nope, take it son.
for her being ranked 24th on yomi last tier i have had suprising hard MU's with her... dat damn roll is frustrating. and that 9 frame startup on 21,U+4, just nasty
 

GAV

Resolution through knowledge and resolve.
In a game with a huge focus on 5050's this ''delayed'' block can be a pain in the ass, offline this is nothing but even with a good connection online, sometimes the game ignores if you blocked low or high.
This is only one of the several reasons i hate to play online.

Discuss here.
I have a workable solution that I've posted here on TYM before...
----------------
I haven't been able to figure out how to create a new post, but I have a noteworthy idea - so I'll post it here. If anyone can redirect it, that would be tremendous.

In the past, I have offered ideas to developers of Madden. Some of these ideas have made their way into the game. This year, they are adding in multiple user catch buttons - which was a suggestion I made years ago.

I have a suggestion for Mortal Kombat that will move the game forward considerably. Right now, we have a block button and there are two kinds of blocks - high and low. Having trained boxing and martial arts for most of my life, I know that defense has many more layers to it than that. So, I would like to suggest that blocking get more layers to it.

I had first thought to have defense be played through the R stick. Tapping back on it would trigger a block. Tapping down and back on it would trigger a low block. Both of these would have a certain amount of active frames and you would have to tap back again to block again. Blocking is an active skill in reality. Now, it isn't all just more to do, but tools are coming as well. Aggressive blocking - or counters or parries - would also be added to defense. In order to aggressive block, you have to tap up forward (for an overhead), forward (for a mid or high), and down forward (for a low). Now, these more aggressive options will have more frames of startup than their more passive blocking options.
This could also be used to further diversify the cast. Some fighters block more quickly. Others may block a little more slowly, but have more active frames in blocking. Some fighters could have counters while others would get parries. A defensive fighter like Sub Zero would naturally be better at blocking and defending than an offensive fighter like Scorpion. It could be one more tool to balance the cast - and add depth.

Now, I know a lot of players use sticks - which do not have an R stick. It's not a problem. Stick players simply have a block button and use their stick to access all of the same blocking options. Players who play on a pad would also have the option of using the block button as well instead of using the R stick.

I understand that adding this to MKX would be a ridiculous endeavor, but it isn't a ridiculous endeavor to add it to Injustice II. It would make the game feel considerably more visceral and that feeling has a tendency to get around and drive sales even further.
If anyone who agrees with me would tag the appropriate people, that would be good.

Just to add, there are many types of active defenses. Wing Chun, which is what Kung Lao uses, has one would be particularly useful to get Lao's offense going...

There are plenty of examples of attacking defenses in martial arts and they would work seamlessly into this game's fighting engine.

I want nothing, but a better fighting game. My ideas are yours if you want them.
 

LucaTheRipper

RULES OF NATURE!
for her being ranked 24th on yomi last tier i have had suprising hard MU's with her... dat damn roll is frustrating. and that 9 frame startup on 21,U+4, just nasty
Offline she's not that good but online damn... hella annoying. I don't have much problems with her, i only hate that type of player who does infinite pokes, played against a Liu Kang recently, so frustrating when your char sucks at pokes and you can't counter him, if you try to get out you take a risk of getting a full combo, shoutouts to the online again lol
 

MadeOfMetal

Kenshi Srubtastic,Cyrax, Special Forces Mains
I have a workable solution that I've posted here on TYM before...
----------------
I haven't been able to figure out how to create a new post, but I have a noteworthy idea - so I'll post it here. If anyone can redirect it, that would be tremendous.

In the past, I have offered ideas to developers of Madden. Some of these ideas have made their way into the game. This year, they are adding in multiple user catch buttons - which was a suggestion I made years ago.

I have a suggestion for Mortal Kombat that will move the game forward considerably. Right now, we have a block button and there are two kinds of blocks - high and low. Having trained boxing and martial arts for most of my life, I know that defense has many more layers to it than that. So, I would like to suggest that blocking get more layers to it.

I had first thought to have defense be played through the R stick. Tapping back on it would trigger a block. Tapping down and back on it would trigger a low block. Both of these would have a certain amount of active frames and you would have to tap back again to block again. Blocking is an active skill in reality. Now, it isn't all just more to do, but tools are coming as well. Aggressive blocking - or counters or parries - would also be added to defense. In order to aggressive block, you have to tap up forward (for an overhead), forward (for a mid or high), and down forward (for a low). Now, these more aggressive options will have more frames of startup than their more passive blocking options.
This could also be used to further diversify the cast. Some fighters block more quickly. Others may block a little more slowly, but have more active frames in blocking. Some fighters could have counters while others would get parries. A defensive fighter like Sub Zero would naturally be better at blocking and defending than an offensive fighter like Scorpion. It could be one more tool to balance the cast - and add depth.

Now, I know a lot of players use sticks - which do not have an R stick. It's not a problem. Stick players simply have a block button and use their stick to access all of the same blocking options. Players who play on a pad would also have the option of using the block button as well instead of using the R stick.

I understand that adding this to MKX would be a ridiculous endeavor, but it isn't a ridiculous endeavor to add it to Injustice II. It would make the game feel considerably more visceral and that feeling has a tendency to get around and drive sales even further.
If anyone who agrees with me would tag the appropriate people, that would be good.

Just to add, there are many types of active defenses. Wing Chun, which is what Kung Lao uses, has one would be particularly useful to get Lao's offense going...

There are plenty of examples of attacking defenses in martial arts and they would work seamlessly into this game's fighting engine.

I want nothing, but a better fighting game. My ideas are yours if you want them.
awesome post, i agree it would make the game more interesting, but i feel NRS will never go for it, due to the fact that thier main target is the casual player, its hard to believe but some have problems doing a fatality let along input commands, and sadly this is there priority.
 

just_2swift

MK1 is the best MK period.
Offline I can block ermac sequence d3 d3 overhead soul ball but online this shit is guaranteed lol I can't seem to get up in time to block also sometimes when I delay wake up or get up normally I'll be holding the block button but still get hit.
 

LucaTheRipper

RULES OF NATURE!
Offline I can block ermac sequence d3 d3 overhead soul ball but online this shit is guaranteed lol I can't seem to get up in time to block also sometimes when I delay wake up or get up normally I'll be holding the block button but still get hit.
Happened to me today lol this is so annoying.
 

Down 2

Mortal
Played my friend that plays Mileena and I could block her slow overhead every time on reaction. We started some online matches and a random mileena kept hitting me with her overhead even though I reacted to it my friend and I were so confused considering he didn't hit me with it one time when we played offline. This is a thing for sure. This is also why Cassie is the best character online. Try to block her mixups a when the game literally won't let you.
 
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Sultani

Warrior
That's what happens when everything you do takes like a full second to actually work. Fuzzy guarding doesn't work right online. "Oh I'm blocking low, ok it's the OH starter, I'll stand up. Cool it hit me anyway." Not because there's a problem with how blocking works, but because there's a problem with how online works. Reacting correctly sometimes means nothing. Doesn't matter that a move starts up in 12 - 15 frames and you do what you're supposed to, because online it won't register until it's too late.
 

GAV

Resolution through knowledge and resolve.
awesome post, i agree it would make the game more interesting, but i feel NRS will never go for it, due to the fact that thier main target is the casual player, its hard to believe but some have problems doing a fatality let along input commands, and sadly this is there priority.
NRS would be wrong in thinking that this in would be a noob unfriendly tactic. Most noobs would use this as their line of defense against other noobs. Stuff like predictable wake-ups would get stuffed by aggressive blocking - and that would be very rewarding to noobs. Think about where the frustration spawns from in noob vs noob battles. It is when they think they know what is happening, but they can't do anything about it. This would give them a tool to battle that.

It would be difficult to use against serious players that would understand how to take advantage of the nuances of the technique through understanding the frame data behind it.

What would be tricky would be getting it to work for casual players without overpowering it in high level play. That's where NRS' existing knowledge of frame data comes into play.