Scheme Kahn't
Noob
For someone who gravitates towards characters who embody strong defensive mechanics (examples: Geese, Gouken, Kolin, Asuka...), it irks me no end to witness the consistently lazy implementation of the associated mechanics in NRS games.
In MKX, Kitana's "fan reversal" was so laughably coded, that the opponent could literally hit her in her [once] finely-formed BUTT, and she'd still get the counter! In MK11, Johnny's "Mime" counter is not only ridiculously animated (it activates no matter which way he's miming / facing), but it also lacks consistent mechanical properties: works against Shao Kahn's jumping hammer special; does NOT work against jump-in attacks -- despite both registering as "OVERHEADS"!
The "Mime" even looks stupid when it works somewhat consistently -- for example: used against Kahn's stepping front-kick, it lacks the animations to turn the reversal into the arm-break animation (from the kick that it's initiated), and instead just 'blinks' jarringly from one sequence to the other... Which looks awfully amateurish, and makes me question whether or not these moves were properly tested, or even seen by the core fighting game devs before the game was released (!)
For games that have such high production values and realistic animations (*the "stiff animations" arguments notwithstanding), the way counter abilities are designed by NRS -- in both their animations and how they function -- stick out like a severed thumb and, even on their own, go some way to undermining the look and gameplay of their products.
So, WHY CAN'T NRS PROPERLY IMPLEMENT REVERSAL / COUNTER ATTACK SPECIAL ABILITIES IN THEIR FIGHTING GAMES?
In MKX, Kitana's "fan reversal" was so laughably coded, that the opponent could literally hit her in her [once] finely-formed BUTT, and she'd still get the counter! In MK11, Johnny's "Mime" counter is not only ridiculously animated (it activates no matter which way he's miming / facing), but it also lacks consistent mechanical properties: works against Shao Kahn's jumping hammer special; does NOT work against jump-in attacks -- despite both registering as "OVERHEADS"!
The "Mime" even looks stupid when it works somewhat consistently -- for example: used against Kahn's stepping front-kick, it lacks the animations to turn the reversal into the arm-break animation (from the kick that it's initiated), and instead just 'blinks' jarringly from one sequence to the other... Which looks awfully amateurish, and makes me question whether or not these moves were properly tested, or even seen by the core fighting game devs before the game was released (!)
For games that have such high production values and realistic animations (*the "stiff animations" arguments notwithstanding), the way counter abilities are designed by NRS -- in both their animations and how they function -- stick out like a severed thumb and, even on their own, go some way to undermining the look and gameplay of their products.
So, WHY CAN'T NRS PROPERLY IMPLEMENT REVERSAL / COUNTER ATTACK SPECIAL ABILITIES IN THEIR FIGHTING GAMES?