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11/6/20 KK - Confirmed System / Balance Changes Coming

Demon_0

RIP Akira Toriyama
You know what else they should change? That certain characters like Scorpion can amplify special moves on block while others can't. Get rid of this dumb sh*t that benefits a chosen few characters for no reason whatsoever.
 

Jbog

Noob
The fixing of the poke meta of this game will be a huge welcome change its been boring since the beginning but to think that customs will bring new and exciting tech and combos is crazy!! These bnb generic combos is just this game design. All new tech will be done discovered after a month of this patch. And what isn't will all be gimmicks. This game is designed as a no mix up wif punish game no patch will ever change this. Really to fix this game it needs to go back to og mk 1 percent chip on all hits and it would make a faster paced attacking type game. With the core mechanics of this game staying the way they are walking back will always remain the best move on this game. I wish nrs could find a really fun balance between mkx offense onslaught and boring slow pace of mk 11. Maybe a mk 9 style dash block cancel would help. Idk‍♂
 
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RoboCop

The future of law enforcement.
Administrator
Premium Supporter
I wish they could go ahead and release the planned changes. Until they do, we're just sitting here with out collective dick in our hands, trying to rank and hypothesize about characters and variations when we have no clue how vastly different those characters and variations will be.
 

Jbog

Noob
It helps if you do up down quickly.
[/QUOTE]
I agree it helps but shouldn't have to do an extra imput to make the mechanic work correctly.
 

RoboCop

The future of law enforcement.
Administrator
Premium Supporter
Are there any other competitive games that require specific tricks like that to get basic mechanics to work as intended? Like, imagine playing Call of Duty and it's just understood that the Left Trigger is supposed to throw a grenade, but it only works like 20% of the time unless you press Right Trigger first, and then press Left Trigger. That's literally what's happening here. The input is u3, but it just doesn't work most of the time unless you press du3. There are a handful of character-specific inputs that are just as clunky. I hope some of that shit gets looked at with the upcoming fixes.
 

Jbog

Noob
Agree 100 percent!! It's ridiculous that we have to find ways to make their core mechanics work!! Like the wake ups that don't come out. These are literally game changers when said mechanics don't work correctly. It totally frustrates your players to the point they quit your games. Things like these is why nrs isn't in the same regards as Capcom in the fight game community! Nrs has these major basic core mechanical flaws in every game and never addresses and fixes them. They do the bs of "its intentional" thats such a line of garbage. Just shows how lazy they are as a game maker. If Boon spent as much time polishing his games instead of trolling the nrs community on Twitter and Facebook these games would be the fighting games gold standards.
 

Jbog

Noob
Until they remove the frames coming out of block animation and make instant punishments you'll always have moves that are totally punishable be virtually impossible to punish online.
 

Cobainevermind87

Mid-match beer sipper
Are there any other competitive games that require specific tricks like that to get basic mechanics to work as intended? Like, imagine playing Call of Duty and it's just understood that the Left Trigger is supposed to throw a grenade, but it only works like 20% of the time unless you press Right Trigger first, and then press Left Trigger. That's literally what's happening here. The input is u3, but it just doesn't work most of the time unless you press du3. There are a handful of character-specific inputs that are just as clunky. I hope some of that shit gets looked at with the upcoming fixes.
Are we talking about short hops here or u3s? I'm confused lol.

I do have a little bit of trouble getting rolls and u3s to come out at times. I feel so stupid when I do a neutral jump kick/short hop kick on wakeup. But I don't have any trouble executing short hops when I attempt them.

I used to play a lot of USFIV a long time ago, and although I can't recall specific examples, I do remember inputting some things differently than notated in the move list in order to get it to come out more consistently. I kinda look at up down short hops as being the same way.
 

Obly

Ambiguous world creator
I do have a little bit of trouble getting rolls and u3s to come out at times. I feel so stupid when I do a neutral jump kick/short hop kick on wakeup. But I don't have any trouble executing short hops when I attempt them.
IDK how optimistic to be, but I'd love to see some of these inputs made easier. I mess up rolls all the time because they have the same input as delayed wakeup. Hit the button too soon and you stay on the ground when you wanted to roll, hit it too late and you just stand up and get hit. And since all knockdowns have different hit adv, there's no consistent timing to practice. Super frustrating! Really hoping the wakeup changes will help with roll inputs.

I don't have any problem executing short hops, but have hella problem with short hop attacks coming out when I'm actually trying to input an instant air special. Your timing really has to be perfect to special cancel a short hop. So for that reason, I'd definitely welcome a distinct input (like u+2/3) on the ground when a short hop attack is what you want.

Another thing on my wish list (doesn't seem likely, but I can dream) is that they allow d,u special cancels to be buffered the same way as every other special move cancel. It just needlessly complicates execution for characters like Fujin who critically depend on d,u cancels when you're forced to learn an extremely specific input timing for every different string.
 
@Obly Actually I wouldn’t mind a change to the roll input, like if you could hold a direction and tap left trigger, instead of the simultaneous press.

Short hops only ever bothered me with Scorpion’s sin blade combos, but I’d welcome an option to customize short hops and even special moves (within reason) to make life easier with finicky characters. I don’t see why not.
 

Gaxkang

Banned
Are there any other competitive games that require specific tricks like that to get basic mechanics to work as intended? Like, imagine playing Call of Duty and it's just understood that the Left Trigger is supposed to throw a grenade, but it only works like 20% of the time unless you press Right Trigger first, and then press Left Trigger. That's literally what's happening here. The input is u3, but it just doesn't work most of the time unless you press du3. There are a handful of character-specific inputs that are just as clunky. I hope some of that shit gets looked at with the upcoming fixes.
U3 tends to work fine for me, but other stuff is clunky. Or unresponsive. Then I get killed :p
 

NoCharge

Noob
Imo no ability should be banned. If they deem it too powerful, then nerf them to the ground and repair later. Terminators armored ability could make him not jump, not cancel into specials, do 50% less damage, take 50% more damage and maybe cost all 4 bars. Later changes could be made If necessary. Banning abilities would limit customs again, which is counterintuitive of making them legal.
 

Zviko

Noob
Imo no ability should be banned. If they deem it too powerful, then nerf them to the ground and repair later. Terminators armored ability could make him not jump, not cancel into specials, do 50% less damage, take 50% more damage and maybe cost all 4 bars. Later changes could be made If necessary. Banning abilities would limit customs again, which is counterintuitive of making them legal.
It's not like they will ban many. Only 4-5 max.