Addhad
GOD OF EARTHRELM
Get off paragon and play mk to find out ya KALLARI mainWhat mix up does kitana have that everyone is crying about now?
She has a overhead combo starter or something now?
Get off paragon and play mk to find out ya KALLARI mainWhat mix up does kitana have that everyone is crying about now?
She has a overhead combo starter or something now?
f112 dp ex float jip2 jails unless there's something I'm not doing because AI can't backdash or armor so seems pretty dumb to meCame to discuss Injustice 2. Only hear and see more butthurt about Kitana.
Listen scrubs: Poke, armor, or backlash. See! Kitana is back to be ass again
Just toning down grab immunity across the board would've solved most of those problems. I do agree though that having a few matchups as bad as Hawkgirl/Grundy and Zod/Lex is where they failed in their attempt at providing such gameplay diversity for the first time with Injustice.I think characters regulating each other fundamentally was just a result of the decision on NRS' part to have such defined archetypes for their characters for the first time. I hope with inj1 to build on they can alleviate some of it though
I hated half the cast with Grundy, lol
Working on that master skin tho :/Get off paragon and play mk to find out ya KALLARI main
Have the computer crouch block, then it can backdash.f112 dp ex float jip2 jails unless there's something I'm not doing because AI can't backdash or armor so seems pretty dumb to me
My bad, I should've included a TL;DR for the children. This has literally nothing to do with how good or bad any character is and everything to do with the complete lack of gameplay identity in this cast that has only gotten worse with this latest patch.
NRS has given up on trying to balance zoners vs grapplers vs rushdown, etc. and instead decided a better solution would be to give everyone everything. You can't tell me that anyone looking for a Zangief or a Grundy can find that same experience in this game, partially because slapping a command grab or two on a character who shares 95% of a moveset with two other variations that aren't grapplers at all and calling it Wrestler doesn't suddenly make that variation a grappler either, and partially because they're giving out command grabs to everyone else for free too on top of that shit.
They're all over the place with the gameplay design in this game compared to their last one and their one-size-fits-all approach to the latest patch only further hurts the gameplay diversity. I don't give one single shit how good or bad Kitana is in this game, I just want to be able to play an actual grappler in the next one.
I wasn't trying to compare them on a character-to-character basis but give examples of how their gameplay style is more defined under the same archetype even with their different tools and approaches than anything you can find in this game. If you don't think NRS finally tried their hand at nailing different archetypes in Injustice and actually succeeded in a lot of ways but regressed with MKX then let's just agree to disagree.Maybe I should have clarified my post and explained more in depth why I made the statement I did, because children seem to have a hard time understanding conceptualization behind character design.
First of all comparing Grundy to Gief is a bad comparison, if anything Grundy is more like modern day Birdie from SFV. Bullies his way in with armor to make u fear his approach and uses that fear to begin his command grab game. If anything, Bane would be closest to gief IMO and even still that's a stretch.
Also calling Zod a 100% zoner and complaining about kitana because she has a little bit of pressure is backwards as hell. Zod had ridiculous mix up game and damage as well as full screen unblockable and tick throw set ups. If anything Zod is comparable to Kitana.
Placing characters into an archetype is something I don't believe NRS follows, which I can agree with you there, but I do believe their characters are well balanced for the play styles they want to present, if you don't see that then IDK what to tell you. I think this is just more of an Injustice vs MK type of thing for you.
And coincidently, people who mention her 18 frame overhead seem to forget that it causes a knockdown and leads to nothing, not to mention that it cannot be used in conjunction with F112xDPxfloatxjip without spending a bar first. When did 12% for one bar become fantastic?She has an 18 frame overhead now, which coincidentally the Kitana players seem to forget to be mentioning
She has a meter depending block string which makes her a pressure god, pls lord paulo help us!What mix up does kitana have that everyone is crying about now?
She has a overhead combo starter or something now?
Also this post is ... nope, nope, nope, nope, nope, nope, nope...f112 dp ex float jip2 jails unless there's something I'm not doing because AI can't backdash or armor so seems pretty dumb to me
Holy fucking shit it's so sad it's almost funny how defensive you Kitana players are at any mention of her whatsoever on these forums. I literally use her and Cryo just as examples of how gameplay design is getting more and more muddied throughout the span of this game's life and only one of those two characters' communities jumps down my throat about how to deal with her in matches as if that has anything to do with anything at all lolol.And coincidently, people who mention her 18 frame overhead seem to forget that it causes a knockdown and leads to nothing, not to mention that it cannot be used in conjunction with F112xDPxfloatxjip without spending a bar first. When did 12% for one bar become fantastic?
I know, I know, off topic yadda yadda. But let's be real: the OP wasn't truly to discuss IJ2 anyway.
How dastardly! What more devious way to disguise my concern about the path NRS's gameplay design philosophy is heading down with this latest MKXL patch than to write paragraph after paragraph about it!I feel like this is just an mkxl complaint thread disguised as a hopeful injustice 2 thread so mods don't close it
I'm not being defensive, just calling a spade a spade. In fact I too think she's a bit much right now and have said as such.Holy fucking shit it's so sad it's almost funny how defensive you Kitana players are at any mention of her whatsoever on these forums. I literally use her and Cryo just as examples of how gameplay design is getting more and more muddied throughout the span of this game's life and only one of those two characters' communities jumps down my throat about how to deal with her in matches as if that has anything to do with anything at all lolol.
Which does 9%. Try againShe has an 18 frame overhead now, which coincidentally the Kitana players seem to forget to be mentioning
I am slowly finding who my Swamp buddies will be and this excites me ^_^
- Grapplers have usable command grabs in neutral
- No armored launchers
- Stronger AA
- Tone down mixups. Nothing like wtf Tremor in the corner.
- Supergirl's side-switching telepunch better be a High
- Fix Batman's purse-holding stance. Batman doesn't hold anyone's purse.
- Make Atrocitus's napalm blood less firey and more liquidy
- Swamp Thing
It's still an 18f overhead that leaves her pretty plus. Don't just dismiss a move because it does no damage. Things don't need to do a shit ton of damage to be good. Take a look at pre patch Shaolin which was one of the dumbest things that for some reason no one talked about. His damage was and is ASS. Still was dumb. I'm not saying the overhead is omg op op. I'm just saying don't dismiss it because of low damage output. You eat a couple of those and it adds up.Which does 9%. Try again
Shaolin has shit dmg, yeah no prw-patch Mournful but he had a armor breaking move that could be mixed up for damage and position advantage. His neutral is and was some of the best, his projectile is great, one of them low profiles, he has a dive kick, can make that dive kick SAFE for a bar, has mixups, has great pressure and guessing games. Great character qhkms only flaw was damage and wake ups but guess what. It's a 50/50 on wake up as well. I vote we remove his overhead flip cause having 50/50's on wakeup is broken.It's still an 18f overhead that leaves her pretty plus. Don't just dismiss a move because it does no damage. Things don't need to do a shit ton of damage to be good. Take a look at pre patch Shaolin which was one of the dumbest things that for some reason no one talked about. His damage was and is ASS. Still was dumb. I'm not saying the overhead is omg op op. I'm just saying don't dismiss it because of low damage output. You eat a couple of those and it adds up.
So...how does repeating what I literally just said help in the argument of the overhead being bad?Shaolin has shit dmg, yeah no prw-patch Mournful but he had a armor breaking move that could be mixed up for damage and position advantage. His neutral is and was some of the best, his projectile is great, one of them low profiles, he has a dive kick, can make that dive kick SAFE for a bar, has mixups, has great pressure and guessing games. Great character qhkms only flaw was damage and wake ups but guess what. It's a 50/50 on wake up as well. I vote we remove his overhead flip cause having 50/50's on wakeup is broken.
Cried no one ever
Cause it's not. All things considered it's a great Overhead. Does it lead to full combos, mixups, armor-breaking, etc, etc. No. So let's stop acting like it's just the be-all, end-all overhead of MkX. I'd rather have sub's, jaxs, Scorpions, Johnny' s, Sonyas, Jackie, cassies, jin, kang, etcSo...how does repeating what I literally just said help in the argument of the overhead being bad?