Had that one covered in the rolling list of specials here:heres your exklusive
clone is back
but only cause its super nerfed
it lasts like maybe 3 seconds tops
Looking at Sub and Lao's footsies, they travel a fair bit — not to insane MKX levels, but they look a bit more MK11 than MK9 lol
- Attack ranges are restricted just like MK9, no string was shown to travel across the screen in 3 hits like MKX/MK11 kotal
not even close, there are characters you can't hit if you jump out of their strings reach, i've seen sub-zero being hit on the second stage of his string after a jump out, so it's definitely reduced in how far it reaches, another plus.Looking at Sub and Lao's footsies, they travel a fair bit — not to insane MKX levels, but they look a bit more MK11 than MK9 lol
i think everyone should have the classic flip and all should've been standard height, the jump animation it's something it carried over from mk11 and i didn't like it, also because some thing were unavoidable by jumping.MK1 being a love letter to MK9 in terms of how ex moves and defensive options work has me excited. I also like that the first hit bonus is back.
Only complaints I have:
* How some of the jumping animations look. For example, Subzero jumping animation reminds me more of a Superman jump.
* How the kameos get in and get out after doing their thing. It looks a bit too much like a wrestling tag team attack. I preferred to see it more similar to CvsM2
Sonic said you have to commit to dashing mostly.Has anybody explained the movement a little more? My first reaction is that they want you to be able to cancel your dash to defend or maybe extend the range of a low poke (basic stuff)... But they don't want the wavedash-type movement?
Also, what's the input for up block?
they are also archtypesI don't know if this has been mentioned, but Kameo throws can give different amounts of damage. Jax does 100, Kano 110 and Sonya gives 130.
Sonic Fox Twitter copy/paste (played it himself at invite event)
- Breakers cost 3 bars of meter AND your kameo has to be ready.
This- this right here makes me happier than any change.Fatal blows have no armor. Don't get caught mashing
Upblock is interesting. I'd rather AAs be good enough that I wouldn't need it. Like if I know you're going to jump and I have time you should be getting juggled- if I play Sheeva in MK11 and I know your going to jump- you are getting combo'd, I don't need to leave myself open to you making a read and empty jumping, the moment you leave the air you are getting hurt. Methinks jump attacks must be amped up in this game like Injustice.
I'll miss flawless block plus frame negation.
Good to hear walkspeed is good. It honestly looked good but every shitty FG youtuber was like "wow it looks so slow" so I was a little gaslight into thinking that may be the case.
I think I'm overall happy about EX moves over meter burn. I think both systems have positives but meter burn options in MK11 went a bit too far- let me punish things plz
This- this right here makes me happier than any change.
yep, roster characters have their throws and you can also use Kameo throws.do character have their own throws? I haven't seen one
By "kameo has to be ready" I think he is referring that it should be animation locked doing another move, it's not about the meter.View attachment 19230
I think you just need 3 meter bars.
As seen above, the kameo meter was neither ready (50%) nor full during the breaker (unless I misunderstood).
Also, the breaker animation doesn't freeze the kameo's meter cooldown.