Eddy Wang
Skarlet scientist
After playing the hell out of yesterday against other players and exploring the changes, i gotta say the patch feels a lot better.
AAs are a bit more consistent now, but there are still stupid jump ins, no more having specials not coming out due option selects and the hitboxes adjustments are all good, Also the game almost doesn't feel like having two different buffers anymore, either on hit or block i managed to feel mostly the same.
Characters that were useless having some use now and then some, of course NRS can't please everyone for obvious reasons. But in the end NRS there is still some work to be done, something Pig has been adressing for a while, and would be nice if everyone would reinforce, those too need to go.
a) 1 frame cost to unblock: Honestly NRS, this needs to go, period, this is frustrating and i can't get used to it, i'm not even sure if this is what is cause the massive blockstun issue on moves that are minus on block, but if not, just in case its not.
b) Massive blockstun on attacks that are negative on block: Need to go ASAP, the game has a mechanic i like to call thigh punishes, where some characters only have a 1 or 2 frames window to punish certain moves, having to wait for the right moment to understand my character is not being penalized by those blockstuns is absurdly stupid, its like finding the right moment to hit something.
The current problem, lets say Kitana for example, she does a special move that is -13 (this is a random number), and i have a 11 frames punish, but if i try to input my punish right after i block it, my character finds himself stuck in a blockstun and my first input of that string will not come come out.
If i have an similar string with my second input and lets say is 19 frames slower not cancelable and -23 on block i will be screwed for trying to punish something punishable, it feels like before the negative frames of the move begins the move is positive on block first even if the attacker will be penalized afterwards.
Everyone currently is getting away with this so much, some more than others, because currently block system has this buffer and messes around with so many things.
A video tells more than a million words right?
I really hate to bring MK9 into this, but in that game, where D1 where -13 if i was ahead on my reads i could just frame punish those with a 13f normal, a lot of commitment and conviction and fast reactions, it really sucks to wait for a while before the game tells me now i can punish that move. This needs to go, it makes MKX looks ugly IMO.
Since the are still DLCs and compatibility packs to come, i really hope NRS spend some time and remove these from the game, kinda have the feeling that this is also messing up with the net code that is already bad, or maybe is not but this is what is making it bad.
Suggestion: Next game towards, NRS pls, add a system that completely paints on a character when they are on a hit stun or blockstun, even if the frame data isn't 100% accurate at the beginning, we will be able to tell which moves are punishable on block whiff, hit, which one have gaps, how to execute juggle fillers properly and so on out of a single mechanic, if still can be implemented in MKX please do so.
Here is some examples with MKX
Example 1
In this image below we can see Lao being hit by the B14 string used by sonya, Both characters are currently painted so this means that at this exact moment, they cannot move freely, in sonya case, she is using a dial string, so she can't do anything outside of finishing it, or canceling into a special, but she cannot move freely or block either.
example 2
We see sonya being hit by a D4, but only sonya is painted, because at the exact moment of this shot lao can already move while sonya is still being recovered from being hit, same concept can applies if someone blocks a move, we would be able to see who can execute the next attack first.
Basically what the system does it to paint off someone after being hit or execute a move before the player regain the control of the character without necessarely being the state 0 (Neutral Stance).
Tekken uses something similar and helps a lot to know what your punishes are if you can tell the startups of your punishes, for example, some good characters can punish at 8 frames in tekken, anything under 8f is safe, everyone has a 10f jab punisher, there is also 11, 12, punishers, launchers starts at 13 to 20.
AAs are a bit more consistent now, but there are still stupid jump ins, no more having specials not coming out due option selects and the hitboxes adjustments are all good, Also the game almost doesn't feel like having two different buffers anymore, either on hit or block i managed to feel mostly the same.
Characters that were useless having some use now and then some, of course NRS can't please everyone for obvious reasons. But in the end NRS there is still some work to be done, something Pig has been adressing for a while, and would be nice if everyone would reinforce, those too need to go.
a) 1 frame cost to unblock: Honestly NRS, this needs to go, period, this is frustrating and i can't get used to it, i'm not even sure if this is what is cause the massive blockstun issue on moves that are minus on block, but if not, just in case its not.
b) Massive blockstun on attacks that are negative on block: Need to go ASAP, the game has a mechanic i like to call thigh punishes, where some characters only have a 1 or 2 frames window to punish certain moves, having to wait for the right moment to understand my character is not being penalized by those blockstuns is absurdly stupid, its like finding the right moment to hit something.
The current problem, lets say Kitana for example, she does a special move that is -13 (this is a random number), and i have a 11 frames punish, but if i try to input my punish right after i block it, my character finds himself stuck in a blockstun and my first input of that string will not come come out.
If i have an similar string with my second input and lets say is 19 frames slower not cancelable and -23 on block i will be screwed for trying to punish something punishable, it feels like before the negative frames of the move begins the move is positive on block first even if the attacker will be penalized afterwards.
Everyone currently is getting away with this so much, some more than others, because currently block system has this buffer and messes around with so many things.
A video tells more than a million words right?
I really hate to bring MK9 into this, but in that game, where D1 where -13 if i was ahead on my reads i could just frame punish those with a 13f normal, a lot of commitment and conviction and fast reactions, it really sucks to wait for a while before the game tells me now i can punish that move. This needs to go, it makes MKX looks ugly IMO.
Since the are still DLCs and compatibility packs to come, i really hope NRS spend some time and remove these from the game, kinda have the feeling that this is also messing up with the net code that is already bad, or maybe is not but this is what is making it bad.
Suggestion: Next game towards, NRS pls, add a system that completely paints on a character when they are on a hit stun or blockstun, even if the frame data isn't 100% accurate at the beginning, we will be able to tell which moves are punishable on block whiff, hit, which one have gaps, how to execute juggle fillers properly and so on out of a single mechanic, if still can be implemented in MKX please do so.
Here is some examples with MKX
Example 1
In this image below we can see Lao being hit by the B14 string used by sonya, Both characters are currently painted so this means that at this exact moment, they cannot move freely, in sonya case, she is using a dial string, so she can't do anything outside of finishing it, or canceling into a special, but she cannot move freely or block either.
example 2
We see sonya being hit by a D4, but only sonya is painted, because at the exact moment of this shot lao can already move while sonya is still being recovered from being hit, same concept can applies if someone blocks a move, we would be able to see who can execute the next attack first.
Basically what the system does it to paint off someone after being hit or execute a move before the player regain the control of the character without necessarely being the state 0 (Neutral Stance).
Tekken uses something similar and helps a lot to know what your punishes are if you can tell the startups of your punishes, for example, some good characters can punish at 8 frames in tekken, anything under 8f is safe, everyone has a 10f jab punisher, there is also 11, 12, punishers, launchers starts at 13 to 20.
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