Eddy Wang
Skarlet scientist
Loved this, i think this would solve a lot of issues with the game too.
- krushing system at point blank: high beats mid, mid beats lows, lows beat highs
Loved this, i think this would solve a lot of issues with the game too.
- krushing system at point blank: high beats mid, mid beats lows, lows beat highs
Kano d1 jails to Kanoball, in ripper its D1xcmd grab or D1xKanoball mindgame out of single poke on block, in Dirtbag its d1xxto db4(acid) and ofc its hard to punish/safe on blockYou know most pokes into specials don’t jail right
This sure is comprehensive. Too bad this is just a small part of the cast and hence proves my point that most pokes into specials do indeed not jail. The fact that these characters have this ability doesn’t immediately make them strong. If this tool was so strong then each and every one of the characters here would be top tier. However they are not.Kano d1 jails to Kanoball, in ripper its D1xcmd grab or D1xKanoball mindgame out of single poke on block, in Dirtbag its d1xxto db4(acid) and ofc its hard to punish/safe on block
Kollector d1 jails to db2, or d1 to cmd (back in the pack) grab the same situation as Kano
Baraka d1 jails to db3 or cmd grab (Bone Picker)
Raiden (thunderwave) d1 db2 jails, he gets full combo after this
Scorpion(Searing Rage) d1 df4 jails
Sindel(Hair Kut) d1 db4, cant couterpoke and u have to block standing after their poke on block, if u counterpoke its Krushing Blow
Cetrion d1xdb1(wall) jails
Cage d1xxdb3(rising star) Jails, amped is safe and also u have to block standing
Shang d3xxdb1 jails to full combo
Dvorah d1xxdb3 jails and u can mb to make it -4 and deal a lot of chip damage
You do know that if you can react to a 50/50 they it is by definition not a 50/50 right? In MKX characters have standing overheads and lows all over the place. Raiden had both a 13f overhead and low. This was a true 50/50 because you cannot react to any 13f move. Triborg had a 21f overhead and a faster low by a few frames, so in theory you should be able to react to the overhead and by default you block low. This is NOT a 50/50 because the guess is no longer there. In the last patch they nerfed a lot of overheads to be slower precisely to reduce the amount of 50/50s in the game.but its another layer to poke wars which is dumb if im used to counterpoke on reaction i fall for this, next time they poke I have to respect their followup on block or they can just do d1 grab, d1 to blockstring, or sindel can do D1, then you stand block expecting overhead and she goes low... Its worse then MKX 50/50 which mostly you can reaact to, here you have to guess else its not your turn thats why its bad.
Also note that out of all the examples you listed only 4 can jail into full combo (greatest reward) and if you read correctly you are almost always guaranteed a punish for most of these options here. The reward for doing D1~special isn’t that high for most characters. If you don’t want the opponent to do D1 on block into string or throw then you need to be willing to poke back and make the read and don’t let yourself be conditionedKano d1 jails to Kanoball, in ripper its D1xcmd grab or D1xKanoball mindgame out of single poke on block, in Dirtbag its d1xxto db4(acid) and ofc its hard to punish/safe on block
Kollector d1 jails to db2, or d1 to cmd (back in the pack) grab the same situation as Kano
Baraka d1 jails to db3 or cmd grab (Bone Picker)
Raiden (thunderwave) d1 db2 jails, he gets full combo after this
Scorpion(Searing Rage) d1 df4 jails
Sindel(Hair Kut) d1 db4, cant couterpoke and u have to block standing after their poke on block, if u counterpoke its Krushing Blow
Cetrion d1xdb1(wall) jails
Cage d1xxdb3(rising star) Jails, amped is safe and also u have to block standing
Shang d3xxdb1 jails to full combo
Dvorah d1xxdb3 jails and u can mb to make it -4 and deal a lot of chip damage
fucking exactly. You flawless block sub's cheap ass running move he gets free plus frames with and sub remains plus and the spacing is the same.Also sorry for the typos, my Keyboard is dying.
Forgot to add that no move that got flawless blocked should have pushbacks.
The main issue with AutoShimmy DLC guy too is his special absurd absurd hit adv he gets when he does land his D3. Like, why so much hit stun? Arbitrary hit adv for certain charactersMaking pokes -6 alone would be meaningless, they need to add a ton more blockstun to them so it's possible to react to getting hit vs. blocking them.
Long range d3s should not be a thing. Lao and autoshimmy DLC guy can just safely mash d3 from a distance where anyone else without the same cancerous d3 can poke back, and they are so hardly negative with so little blockstun that there's no way your advancing slow mid would hit them out if it. This is especially worse when they have safe specials to cancel as well, forcing you to just stand there eating d3s on block like they're plus. Against Lao you either attempt a counterpoke and get LAUNCHED or sit there and eat blocked d3s into strike/throw mixups. What the fuck is that?
D4s should not be pocket kenshi shoulders. Reduce their blockstun, or at the very least make them not low profile as well so you can actually punish them with jumps. I've been put into situations where I had to do a jump kick as deep as possible to hit a crazy low profiling d4 that also has barely any whiff recovery, and then got ANTIAIRED for it.
On your last point maybe just make the act of rising from the ground (no wakeups or rolls just standing up) take longer so you can see them standing after no delay short delay or long delay instead of constantly getting these weird one hit "american resets"Doubt NRS is gonna massively shuffle the game, so here are some implementable changes I'd like to see:
1- Armor on fatal blows removed, damage reduced to 25% instead of 33%, pushback on block reduced, doesn't regenerate in the same round if blocked or whiffed
2- Throw KB damage reduced to 19-20% instead of 31%
(3?) Maybe more recovery on blocked pokes, the 1 frame addition didn't really do anything
(4?) Do something about the oki, not sure what's the best play here though
Can't believe i would see the day braindead would be dead serious, thank you, your suggestions are very welcome and super accurate as well.Doubt NRS is gonna massively shuffle the game, so here are some implementable changes I'd like to see:
1- Armor on fatal blows removed, damage reduced to 25% instead of 33%, pushback on block reduced, doesn't regenerate in the same round if blocked or whiffed
2- Throw KB damage reduced to 19-20% instead of 31%
(3?) Maybe more recovery on blocked pokes, the 1 frame addition didn't really do anything
(4?) Do something about the oki, not sure what's the best play here though