When it comes to taking your turn against Sub's b321 I think there are other factors that might prevent you to do so. Sub might have finished his b3 string earlier in previous occasions so you are conditioned to look out for b32. Also the move is reallly quick and as it was mentioned, it has hardly any blockstun. Sub's d1 is a 6f move also.It's been aproblem since MK9. It has to do woth block stun and recovery on block. In MK, after you block you have to wait for both the opponent to recover and for your blockstun to pass, and only then you can press buttons. This, practically you have to learn how to punish every move on block, even if they are both the same advantage on block. One particular example is Sub's f321. It is -5 I believe, but has so little blockstun that online it is plus. Shao's b4 is -2, but is easier to counter because has moe blockstun. Plus MK11 has 3 frames of blue clstun buffer I believe, so it helps. In MK9 pokes were very minus, but had so little blockstun that Kitana could spam her -15 on block d1 like Geras does now.
Pressing buttons out of block stun is still a learning process for me and one of the absolute weirdest things about getting used to this NRS thing for me, jumping into mk11 having not played a fighting game since tekken tag.Yeah. It's my complaint for NRS titles since I ever tried Tekken. In Tekken when something is let's say punishable by 10f move and you have 10f move. You just see that moved getting blocked and you press your punish. And it works. Smooth as fuck. In NRS games it varies. Sometimes you can move just as soon as you blocked something. Like Sonyas B123. It's -10 but if you want to punish you have to press just as you blocked last hit. Sometimes block stun is weird and you are stuck and you have to wait precise moment before you can press your punish. It's very confusing. But yeah I think in this game it's much better than it was in MKX or INJ2.
Nah, there's something independent of recovery that determines when you can actually start to punish something, regardless of the frames or inputs.Maybe I'm just not understanding, but I always thought blockstun was already accounted for in the frames? Is it just a matter of when the game starts reading inputs is different, which messes up the timing?
E.G shao kahn shoulder in comparison to jades staff spin.Yeah, the blockstun has always been all over the map. It wouldn’t be so bad except that there are some really egregious extremes; stuff you have to punish super fast, and stuff you have to wait forever to punish, even though it has nothing to do with the frames.
I feel like they should even it out more in future games, as there seems to be no rhyme or reason to it sometimes.
For those of us who do have the time it still is a pain in the ass online (for me anyway) anything with a really tight punish window I just started reversal throw or reversal special and just saying fuck it if connection isn’t amazing.Yeah I like NRS games but I've always hated this stuff. I have very limited free time these days and can't afford spending hours in practice mode getting the timing down for every punish in the game, I wish it felt more intuitive to punish certain things.
I think stuff like Sonya's B123 and Jax's amplified dash punch throw are two good examples of the type of stuff that plagued past games but isn't nearly as common in MK11. Flash's lightning kick comes to mind, just a case where something is frustratingly hard to punish seemingly just so they can have a clean animation. Overall they've done so much better of a job of making things that should be punishable easily punishable though. Like it feels good and you don't miss a ton of punishes because stuff is too fast to react toYeah. It's my complaint for NRS titles since I ever tried Tekken. In Tekken when something is let's say punishable by 10f move and you have 10f move. You just see that moved getting blocked and you press your punish. And it works. Smooth as fuck. In NRS games it varies. Sometimes you can move just as soon as you blocked something. Like Sonyas B123. It's -10 but if you want to punish you have to press just as you blocked last hit. Sometimes block stun is weird and you are stuck and you have to wait precise moment before you can press your punish. It's very confusing. But yeah I think in this game it's much better than it was in MKX or INJ2.
I honestly had no idea there was any buffer (guess im dumb) I just thought there was a buffer for attacks that can come out as reversals. I just been tryin to just frame that shit like an idiot.More input buffer for normals would be a very welcome change. IIRC on block it's a 2 frame buffer? Meaning you sometimes have to fish for a 3 frame window amidst an ocean of blockstun frames.