Cashual
PSN: Cansuela
Njp no longer launches. Scorpion has a custom move where he can use the old style nip that grants a juggle state.Anything about NJPs? Not the short-hop version, but the launchers
Njp no longer launches. Scorpion has a custom move where he can use the old style nip that grants a juggle state.Anything about NJPs? Not the short-hop version, but the launchers
Reduced chip and you can punish some things that would, otherwise, be safeWhat is the reward for "flawlessly blocking" a move?
as always ahead of the time, now we have it ;D2-instant block, is a slightly more advanced version of normal blocking; you must start blocking right before the opponent's attack touches you. benefit is you dont eat chip damage.
Look up "parry" and "just guard" mechanics from cvs2What is the reward for "flawlessly blocking" a move?
wait, sindel may have one ;DNo air runs, I'm sad
mk2/mk9It's looks like MK2 redone in 2019.
I heard on the stream Krushing Blows can only be used once per MATCH. so it's not abusable.I love the fact there's no run.
No real get for free move except if you use Krushing blows which I saw Tweedy and Sonic do almost constantly. That could be the strat.
They took good mechanics though! The meter system had flaws, and in Injustice you had meterless wakeups. By seperating the meter they don't eliminate this issue, you can limit wakeups and offense seperately. And while I'm curious to see how it plays out with the recharging meter bars, but it gets rid of inconsistencies where characters can gain way more meter then other characters which could get really bad in some cases in NRS games.So all they did was directly take a handful of mechanics from tekken and sc6. Throw in some mobile game style meter system. Copy/paste what people actually liked from MKX (variations/brutalities) And add a new paint job.
Shouldnt mess with the meter system for no reason
Yeah that's right. Even better.I heard on the stream Krushing Blows can only be used once per MATCH. so it's not abusable.
One of each Krushing blow I think.I heard on the stream Krushing Blows can only be used once per MATCH. so it's not abusable.
You dont know what all the moves are and they didn"t have much time.Was obviously a small sample size of those matches we saw, but seemed that the characters were doing a smaller range of moves and doing them over and over. Felt both slow and repetitive from a viewer's perspective, I fear that it could get boring to watch very quickly and this will make the e-sports aspect of this game a quickly dying light like Inj2 was.
Injustice had meterless semi inv that are unsafe on block unless you spent meter in some cases to make them safe on block. MK11 apparently has fully invinicble metered wakeups. Practically the same situation. The big difference is the meter system in general.They took good mechanics though! The meter system had flaws, and in Injustice you had meterless wakeups. By seperating the meter they don't eliminate this issue, you can limit wakeups and offense seperately. And while I'm curious to see how it plays out with the recharging meter bars, but it gets rid of inconsistencies where characters can gain way more meter then other characters which could get really bad in some cases in NRS games.
Micro hop being a low crush is gonna create some super hype matchesSome short hop stuff from Nubs:
https://twitter.com/Omg_Nubcakes/status/1086012582702415872
No stamina bar from what I can tell, I just checked the health bars and they are nowhere to be found.Where was the stamina bar? I saw offense and defense bars... is stamina also defense?