spidey300
Warrior
might as well be if spaced properly and some of them still reach like half screen. i don't see why they won't just take away the pushback from them entirelybtw, are fatal blows still safe on block?
might as well be if spaced properly and some of them still reach like half screen. i don't see why they won't just take away the pushback from them entirelybtw, are fatal blows still safe on block?
It's the animations in general plus the hitstop. Everything takes forever, kameos run into the screen while your character is frozen in place, fatal blows use both characters, win poses use both characters, there are cinematic throws for some reason, etc etcthe speed, game feels slow, I wish they could find a way to speed up the pace a little bit, maybe give MK9 dash block mechanic and change the jump animations a bit.
it's like they're trying really hard to show off how much time they spent on animations, flair, and cinematic movement. i'm glad there's combo freedom in the game but i think the future of mk is really gonna be hampered by this hollywood level production in the gameplay they've got going on.It's the animations in general plus the hitstop. Everything takes forever, kameos run into the screen while your character is frozen in place, fatal blows use both characters, win poses use both characters, there are cinematic throws for some reason, etc etc
I think dash cancels will get optimized eventually like how people developed the technique in tekken or mk9, there's probably some kind of an input trick waiting to be discovereddashes and animations feel like you got ball and chains tied to you
I think its more then 10%, almost like 25% increase.honestly the overall speed of the game needs like 10% speed increase or something. jumps are mad floaty, but dashes and animations feel like you got ball and chains tied to you. like there's just so much exaggeration. nothing wrong with footsies and neutral but I need some movement. this why i wish run was just a staple of mk or at least mk9 dash block
The only thing in common between NRS titles and SF5 and 6 is the usage of motion capture for animations instead of hand-made (like what SF4 and SFV S1 used)not a SF player, but you can also tell those games have gotten progressively slower since SF4. What's the explanation they give?
I have no idea what you are saying. What are you "feasting on" exactly?People who say they could do without kameos are like people who have a fridge full of food, but they say "I'll only eat asparagus." Okay bro, chew your asparagus, let the others feast.
As for the game. 30% or 40% combos are ok. But 65% combos need to go.
i don't know. i think the way dash cancelling is implemented that even making a tech or macro wont optimize it but i could be wrongI think dash cancels will get optimized eventually like how people developed the technique in tekken or mk9, there's probably some kind of an input trick waiting to be discovered
But the attacks absolutely carry a lot of impact in that every hit is emphasised, hence the overabundance of hitstop