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MK1 is Not Your Father’s “Assist Fighter”

Juggs

Lose without excuses
Lead Moderator
So many people compare MK1 to other assist fighting games. And I understand why, it’s not like it’s some mystery. But the problem is that MK1 is far different than really any other assist fighting game. And I know there’s a lot of you that already have your minds made up and won’t really read what I have to say here, but please humor me and hear me out.

First of all, just about every time I see someone mention Kameos or other assist fighters in response to criticisms, it’s almost always in an arrogant tone. Like you assume no MK players could’ve possibly played other Fighting Games before, let alone Assist Fighters. The most common arguments I see is that “this exists in all assist fighters”, or “if you think this is bad, you should play these other assist fighters” essentially implying that what people are criticizing isn’t worthy of criticism and that those who are being critical wouldn’t be able to handle other assist fighters. To be clear, I absolutely am not attempting to tone police, that’s not at all my point or why I’m making this thread.

What I want to do is to kinda just break down the differences between these games (to the best of my ability, I don’t claim to be an expert) and why just because something works in one game, or is a certain way, that doesn’t mean it works the same way in another, completely different game. And to be clear, it isn’t just one difference or point that counts. It’s the totality of all the differences. So if you see me point out a difference that may seem trivial, it’s just something to add to the list of differences and why I don’t believe a lot of things in MK1 are comparable to other assist fighters.

In most assist fighters, the assists are coming from characters that you’re actually going to be using in the match. Because of this fact, most assist fighting games are either 2v2 or more commonly 3v3 tag team style fighting games. MK1, as far as I can remember, is the only “assist fighter” I’ve played that’s a 1v1 fighting game with non playable assists. I actually can’t think of any others off the top of my head that even exist. In MK1, the assists don’t have HP bars, the only thing hitting them does is make them go away and there’s a short lockdown period before the assist meter can start charging again after they’re hit.

So because it’s a 1v1, the matches have rounds like a traditional fighting game. But even with rounds, the matches overall tend to be shorter in duration than other assist fighters. In DBFZ, the timer is set to 300 seconds. In Marvel vs Capcom, it’s set to 99 seconds, but that 99 seconds translates to about 3 minutes in real time. Because 1 second in Marvel is equivalent to almost 2 real time seconds (not quite 2 seconds but close). And I say “Marvel/MvC” because I’m pretty sure this applies to all the MvC games like MvC2, MvC3/UMvC3, MvCi, etc. Pretty sure this is how it works in Skullgirls as well. In Power Rangers Battle for the Grid, the timer is set to 200 seconds. Anyway, you get the idea. In all of these assist games, the matches take a decent amount of time and there aren’t traditional “rounds”.

It’s important to reiterate that these games for the most part don’t have rounds. So nothing really gets reset except for stuff like in DBFZ when you kill a character, the next character that comes in resets the neutral. Your Kameo not having an HP bar, but still being able to be hit, and everything resetting every round are actually surprisingly key factors, but more on why any of that matters later.

The other differences MK1’s Kameos aka Assists have compared to other games is they have different HP values that is added to your character. Now, this doesn’t mean, as I stated earlier, that the Kameos have actual HP bars that you can deplete. No, they’re just different HP values that get added to your character. But the issue is that not every character has the same health. The “default” HP for a character is 700, while the default for a Kameo is +300, for an even 1k HP. However, some characters start with 600 or 650 HP, while some Kameos give +250, +350, +400, etc. So, it’s not a case where every character has 1,000 HP and then the Kameos just add to that. Point being, the Character and Kameo combo matters even outside of what they can do together gameplay wise because it alters how much HP you have. Below is an example of these HP values. It is of course outdated, but the creator of it hasn’t made and updated version yet

22084

Another difference is that there’s 2 different types of Kameo attacks, Ambush and Summon. There’s also some combinations of the two with Kameos like Tremor. The summon type of Kameo assists typically are a bit stronger, so NRS attempts to balance them out by implementing this system to where the “Summon” Kameo attacks make your character strike a pose and you’re unable to move, aka you freeze in place while the Kameo does its thing.

The way assists work in assist based fighting games does have a lot of similarities to MK1’s Kameo’s. The assist comes out briefly from off screen, does something, then leaves the screen. These assists can extend combos, they can reset combos for setups, they can apply pressure, they can make things safe, they can do damage over time (DoT), they can create either unblockables or hard to blockables (HTB’s), and more. Both the Kameo assists, and the assists from these team game assist fighters can all do these things. However, Kameo’s in MK1 have access to a wide array of different moves at all times (to an extent) depending on your Kameo meter and cooldown, while in other assist fighting games like Marvel, you have to choose which assist attack you want your characters to have at the select screen. So, assists actually are more limited in a lot of these other assist fighters as far as the individual assists are concerned. And the most important difference is the downsides or “risks” to calling your assists in these other assist fighters compared to MK1.

Since most assist fighters are tag fighters, the assists in these games are almost always actual playable characters you’ll use in your match. So them getting hit after you call them is a significant punish as it actually deplete the health of that assist/character. You also run the risk of getting “Happy Birthday’d” or even worse, a victim of a “Merry Christmas”. A “Happy Birthday” is when you catch 2 characters in a combo. It’s typically the main character that is currently “out/active” on the field/stage, and an assist you called in. Since assists can not only take damage, they also can be combo’d, you can kill 2 birds with one Happy Birthday combo (or 3 with a Merry Christmas combo). This is a massive risk where the reward is nowhere near worth that risk. The main point here is that there’s actually a significant risk/reward factor with calling your assists. Example of a “Merry Christmas” in MvC3 below. Fast forward to around 0:50 seconds and watch from there: (You might have to actually click on the title and go to YouTube. When I tried to watch it on here, it said I needed to sign in to confirm I’m not a bot, smh)
^Would like to add that there’s also DHC’s and what not that you risk getting Happy Birthday’d or Merry Christmas’d if you do.

In MK1, none of this applies. Since the assists in MK1 aren’t actually playable characters and don’t have an HP bar, them getting hit, as I stated earlier, just gives you a slap on the wrist. Which to reiterate is just the assist attack not finishing, and the assist recovery meter is lockedout for a few seconds. This is not at all a huge punishment by any stretch of the imagination. In fact, it’s more simply just inconvenient than anything else.

Then you take a look at what MK1’s version of assists, Kameos, can actually do. And as I stated earlier, they can do quite a lot. In fact, they can do just about everything any regular assist in an assist fighter can do. Ya know, extend combos, help apply pressure, make just about anything safe, gives you alternate zoning options, gives characters mixups that they don’t otherwise have, etc. So, while yes, the Kameos in MK1 for the most part do the same or similar things that assists in other assist fighters do, they become so much stronger when they have near constant access to ALL of their assist attacks and not just a pre-picked one. It being a 1v1 game where the risks for using these assists is virtually nonexistent is also a big factor in making them much stronger in MK1. AND you don’t have the luxury of having 2 more characters you can make a comeback with if one of your characters die to some crazy sequence of mixups, a huge damaging combo that they were able to do because they did a full screen fck neutral move that btw is safe thanks to your Kameo, or any other number of low risk high reward things you can do in MK1. Nor, btw, do you have all that much time to make said comeback anyway.

This severe lack of risk has been my main issue with Kameos since launch. But every time I would voice my concerns, I would get told to suck it up and that this is just how assist fighting games work. I have played several assist fighting games, like MvC2, MvC3/UMvC3, DBFZ, BlazBlue briefly when it first released, X-Men vs SF back in the day, and maybe more I’m forgetting. Even though I’m not an expert, I know how assist fighters operate. I actually got pretty good at MvC3 and DBFZ, and I want to get the MvC Fighting Collection especially for MvC2 since it has my favorite character of all time (Juggernaut of course) and I’ve seen some cool stuff people are doing with him on their “fun” teams. Anyway, Kameos do (kinda) operate similarly to assists in other games. The main problems are that Kameos have access to all of their assist moves, AND there’s very little to no risk in using them like there is these other assist fighting games.

But, maybe I’m completely wrong about something here. So I’d love to get some feedback. Like I said, even though I have a lot of experience playing assist based fighting games, I do NOT claim to be an expert on them. And I know this will likely be a controversial thread, so just take it easy. Be constructive with your disagreements and/or arguments. Oh and I know there’s a lot of stuff I didn’t mention. Like the limitation of assists in some of these assist fighters, the snap out or super jump mechanics, that assists are actually more vulnerable than your point character in a lot of these games and/or that damage scaling doesn’t apply to assists in some of these games (meaning every hit in or outside of a combo on assists does FULL damage), and a bunch more stuff. I just didn’t want to make this super long thread even longer than it already was because I realize most people don’t like reading long threads. Which I don’t necessarily blame them, especially having to read a Juggs thread.

But anywho, what are everyone’s thoughts about this?
 

Rathalos

Play Monster Hunter!
To be honest, I don't really consider MK1 to be an assist fighter. The Kameos are more of a natural evolution of Variations then proper assists.

However, they still function like assists, and you are right, as it is now they don't really have the drawbacks like proper assist fighters, because there not real characters.

Do I think there should be more risk to using them? I don't know its kinda hard to say, because a lot of the characters in the game do not feel like complete characters, they need the kameo to make them whole. Then you run into the issue where depending on how you implement risk to using them, it could effect certain kameos way more then other's, and all it ends up doing is causing everyone to pick 2 or 3 kameos, and the rest are a liability to use.

Its' definitely an interesting discussion to have, and to see what NRS does in the future.

Being truthful though, I don't care for kameos, but it is what it is.
 

Juggs

Lose without excuses
Lead Moderator
To be honest, I don't really consider MK1 to be an assist fighter. The Kameos are more of a natural evolution of Variations then proper assists.
I definitely don’t think it’s a traditional assist fighter for sure. And I really do think this Kameo system was designed for an Injustice game. It certainly would fit Injustice much better than MK that’s for sure.

However, they still function like assists, and you are right, as it is now they don't really have the drawbacks like proper assist fighters, because there not real characters.

Do I think there should be more risk to using them? I don't know its kinda hard to say, because a lot of the characters in the game do not feel like complete characters, they need the kameo to make them whole. Then you run into the issue where depending on how you implement risk to using them, it could effect certain kameos way more then other's, and all it ends up doing is causing everyone to pick 2 or 3 kameos, and the rest are a liability to use.
Exactly. Assists aren’t supposed to be this virtually risk free mechanic. And again, th fact that you don’t have to pick a specific assist attack at character select and have access to the assists full arsenal, and the fact that it’s a 1v1 game, all of these things add together to make Kameos so much stronger

Its' definitely an interesting discussion to have, and to see what NRS does in the future.

Being truthful though, I don't care for kameos, but it is what it is.
Originally I loved the idea. Since I put a lot of time into MvC3 and DBFZ, I was excited for an MK game to actually have assists. And honestly, if implemented better (and properly), I of course wouldn’t have nearly as much of an issue with them.
 
The main problems are that Kameos have access to all of their assist moves, AND there’s very little to no risk in using them like there is these other assist fighting games.
You hit the nail on the head here! I agree 100% that Kameos lack the risk reward that other games with assists like MVC or Skullgirls have. Sometimes I think it's a design philosophy for MK in general. We seem to be the same age (born in the early-mid 80s), and I recall around MK Trilogy/UMK3 Ed Boone had gone on the record to say MK was meant to be more aggressive, and forgiving for the aggressor in contrast to Street Fighter, which was a neutral-focused game. That developer sentiment still seems relevant in MK1, because you don't really get punished for being predictable to the same extent. Up block feels really good because it's like a drop of water in the desert. In other games, you can punish your opponents much more for being predictable. At least, that's what it feels like.

It's funny but the characters with "neutral skips" like Omni-Man or Smoke paradoxically allow for the most neutral because all their moves leave them exposed to attack when they whiff. It's actually really fun to play against those characters because there are those silent showdown moments vs them where they know that you know how to counter them, but neither of us knows exactly what the other one will do.

I also agree with you that MK1 actually is a decent attempt. It just lacks the excitement that risk/reward brings. For example in Street Fighter or Tekken, you can be burnt out, you can be without heat gauge, etc, there are evolving game states. It's similar to Resident Evil, you don't have the ammo in your clip so you have to use your knife. In MK your kit is on a cool down, so it never really changes. Maybe we should be able to kill the kameos early, or disable them for longer.
 
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LEGEND

YES!
I appreciate that they didn't just copy the assist fighter template.

I do agree that some kind of risk is needed for Kameos. Jax being able to punish certain situations isn't enough. It was the same thing with adding the flawless block punish to Mavado. There needs to be a universal (or near enough) punishment for being too predicable or over extending. Like maybe not being able to break without at least 1 kameo bar or something. And/or Kameo meter does not regen while getting hit. Just spitballing

It was already mentioned, but plenty of characters at launch and some still just feel incomplete unless you have a specific Kameo.
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(rant related to the above) - I picked up Lao over the weekend and played a ton with him and its such a stark contrast to the other characters I play. How does this guy not have a safe, block confirmable mid? How does he not have any disjointed footsie tool? I often need to spend a bar on EX divekick just to get a wiff punish against everyone's disjointed, low recovery normals. Zoning is meh. Like without Stryker (safe launching 50/50s) he has zero gameplan its crazy.
 

Felipe_Gewehr

Twinktile
Great post overall. Kameos have their fair share of flaws in their system, but honestly I'm still surprised at the quality of the overall balance of MK1, specially considering the assist aspect of it - they most definitely were testing the waters with the MK11 assist towers. Which makes me wonder if the invasions system was an attempt to test waters for another future thing...
 

Juggs

Lose without excuses
Lead Moderator
Actually kinda surprised at the lack of response this got. With how many people I’ve seen say these things, figured I would get a lot of… idk, something. Either the topic is too boring to talk about, or it’s just too long of a wall of text. Was definitely interested in what people thought about this, but it is what it is I suppose
¯\(ツ)
 

Eji1700

Kombatant
Just feel like it's all already been gone over. I don't know who's been saying kameo's shouldn't get punished, because anyone who's played an assist fighter before knows that blowing up predictable assist calls is a key part of keeping the game interesting.

This is a game with almost 0 moves that even pierce the kamoe's, so they also block for your "point" character even when they're hit. Making D2's disable kameo's was a good addition, but it still needs more.
 
Just a little note I like to add.
If the kameo gets hit and is on cooldown, you also have no access to your FB.
@Ashesfall it's an interesting note, because FB is more of a "blue shell," it exists to increase risk in the other direction (it's stressful for the winning player). Outside of the vulnerable state FB puts you in, there are no downsides to using it. You can use it and still have three unspent bars for breaker. Imagine if using Fatal Blow locked you out of using breaker or vice versa.

In MVC2 the chips you use to gamble are your bars of meter. If I dump it all into a happy birthday to kill two of your team mates thats cool but then there's also no meter left to afford alpha counter/tech roll. If that third character on your team is Iron Man or War Machine or Magneto im in deep shit without a breaker equivalent, because they can hit me once and infinite me.

If anything I think Fatal Blow is a way to force the winning player to hold on to their meter for breaker, and it makes them less likely to press their advantage. Having an early lead in this game is actually quite stressful if you're playing someone competent. I play Mileena, so getting my health low means I now have access to 60%-70% combos. It's like having an install LOL.


It would be cool if there was an equivalent to delayed hyper combos in MK1, like you could enhance your Kameos moves as well and combo into them from your point character's enhanced moves. I'm craving something that goes in the direction of you played correctly, you have the advantage, this is a quick way to kill

* edit: I just learned Ferras Ambush overhead costs one bar, so there are ways to spend meter to make Kameos ambushes. I didn't realize that
 
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kabelfritz

Master
Actually kinda surprised at the lack of response this got. With how many people I’ve seen say these things, figured I would get a lot of… idk, something. Either the topic is too boring to talk about, or it’s just too long of a wall of text. Was definitely interested in what people thought about this, but it is what it is I suppose
¯\(ツ)
well, i enjoyed your post. i dont know other assist fighters aside from mk9s tag and ttt2, so it was interesting to read how fundamentally different mk1s kameo system is from the rest.
 

Juggs

Lose without excuses
Lead Moderator
Just feel like it's all already been gone over. I don't know who's been saying kameo's shouldn't get punished, because anyone who's played an assist fighter before knows that blowing up predictable assist calls is a key part of keeping the game interesting.

This is a game with almost 0 moves that even pierce the kamoe's, so they also block for your "point" character even when they're hit. Making D2's disable kameo's was a good addition, but it still needs more.
Funnily enough, you are one of the few people I’ve seen actually call out the issue with the Kameos a few months back in the June 27th patch thread (not saying you didn’t call it out before then as well, to be clear). But there were still people arguing/disagreeing with you. And there’s a bunch of players who still say Kameos are fine, that if you’re complaining about them you should play other assist fighters, the “welcome to fighting games with assists, we hope you enjoy your stay” line, and basically any other way to say something similar. And btw I have the receipts for some of the times people have said these things, but I don’t want to call specific people out because that was not my intention with this thread otherwise I would’ve tagged the people I’ve seen say something similar that are on TYM. Speaking of which, it isn’t just those on TYM saying this, it’s legitimate comp MK1 players as well as people outside the MK community (to a lesser extent).

Anyway, even though you mentioned something similar to this back then, it hasn’t really been gone over and discussed. Not that I’ve seen at least, maybe I missed a large discussion about it. Even if I did though, way too many people still don’t seem to understand what the actual issues are with how the Kameo system works in this game.
 

Eji1700

Kombatant
Funnily enough, you are one of the few people I’ve seen actually call out the issue with the Kameos a few months back in the June 27th patch thread (not saying you didn’t call it out before then as well, to be clear). But there were still people arguing/disagreeing with you. And there’s a bunch of players who still say Kameos are fine, that if you’re complaining about them you should play other assist fighters, the “welcome to fighting games with assists, we hope you enjoy your stay” line, and basically any other way to say something similar. And btw I have the receipts for some of the times people have said these things, but I don’t want to call specific people out because that was not my intention with this thread otherwise I would’ve tagged the people I’ve seen say something similar that are on TYM. Speaking of which, it isn’t just those on TYM saying this, it’s legitimate comp MK1 players as well as people outside the MK community (to a lesser extent).

Anyway, even though you mentioned something similar to this back then, it hasn’t really been gone over and discussed. Not that I’ve seen at least, maybe I missed a large discussion about it. Even if I did though, way too many people still don’t seem to understand what the actual issues are with how the Kameo system works in this game.
Yeah fair it's mostly been side conversations and what not. Disclosure, I have not gotten the DLC. I absolutely think my statements should be judged with that in mind. Most of my exposure these days is just watching twitch/Rips/whatever while I do other things, and even that I'm doing less of because the game just dosen't keep my interest.

In essence though I see this as the odd thing about NRS. They will adopt a mechanic that has been done elsewhere, but then will ignore some of the crucial counterplay that is required for that mechanic. Eventually they backtrack a little and put something in, but they never finish the last mile of getting it right. MK11's breakers being the most recent example, but arguably this has been an issue since MK9 (which really just needed a few tweaks to be great).

So the MK1 kameo system boils down to:
  1. Not a different character with a health bar.
  2. More than 1 move per kameo, and some of those moves require your character to be able to do a special move, while others can be done at any time.
  3. Dynamic cooldowns depending on what move you did last, but the worst cooldown is "saved" until the entire bar refills.
  4. Hitting the kameo does full damage to the player but they cannot be combo'd, stops the move (if it hasn't already come out), and puts the kameo on "time out" phase where it can't be used, cd doesn't regen, and you can't use breaker.
So if you've played a tag fighter before, and you look at this rule list, you probably arrive at a couple of questions.

One of the first things people look for in a tag fighter are moves that punish assist calls because they hit everyone in their path. Namely beams. This is why ryu's super fireball in most other games is just a fireball, but in vs it's a beam. Obviously, there's very few moves that do anything like this in MK1. Once you realize that, you're going to do what literally everyone did, and try to find the best kameo assist to spam. Low and behold, it was the plus on block low delay-able projectile until they nerfed it. Noteworthy that using Lao spin during this time was often a terrible idea because it robbed you of the super fast hat cd, and instead stuck you with a the slow as hell spin cd.

Now they've done a better job of balancing the kameo's and their moves, and front line characters are mostly released with complete kits instead of half kits at this point, but there's still no great way to blow up someone for doing a dumb assist call. Sometimes you have to hold pressure, but a big point of fighting games is that if you KNOW your opponent is going to do something you should be able to punish them for it. Especially if it's as degenerate as a "free" pressure tool because it doesn't affect your point character at all.

The other side of this, defending against assists, is also oddly lacking. You basically just hold the pressure if you don't have a move that can armor through their nonsense, and because MK loves armor (not a bad thing overall), players are great at finding setups that just blow through it.

This of course leads to the issue damn near everyone upset with this game has been complaining about, which is that at the end of the day the Kameo bar has more influence on the match than anything else.

I don't think NRS/MK needs to just copy other systems. You don't NEED push block, every move doesn't need to be a beam, you don't have to make kameo's able to be combo'd.

That in mind though, if they gave you a character without a throw in almost any mk game, you'd say "Wtf? This character is literally missing a core tool". By adding kameo's they've added new problems that character kits need to address, and they haven't given the characters the tools to address those problems. Newer characters are better about it, but even still there's a lot of "yep they'll call X here, and I just watch them do it and try to guess". God knows vs games have similar pressure, but the blocking game is ACTIVE because you want to figure out when to push block/tag/whatever, and they might call their assisst or DHC a gap and blow you, and your assist, the fuck up.

If they don't want those play patterns, fine, but at the same time, it's clearly caused this game a bumpy road. D2's is a start, and they've managed to balance things in such a way that even ECT had a nice variety of playstyles, but if you like someone in the bottom half of this game, you know how frustrating it is because it feels like you're not playing the same game.

In my case, I like sub. Unfortunately, sub is one of the crowning examples of the system reallllly fucking him over. It heavily reminds me of Ryu in 3s where "throw fireballs" became "you better not be fucking throwing fireballs" because of how the system changes affected their core identity. Iceball, slide, and clone are all heavily affected by the fact that hitting a kameo with them is useless if not death, and that's before you get into frame data or whatever. Since they do not seem to want to do generic system changes to solve issues, we're left hoping your character is given the tools to adapt to things.

It's weird because this game is still better balanced than many others. The gap between the best and the bottom isn't nearly as wide as say, 3s or MvC2, but it's frustrating because the flaws holding back certain characters are so glaringly obvious, and yet over and over again they're mostly ignored. Again 3s/MvC2 come to mind where certain characters just cannot play the game the way the "main" cast is.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
It's weird because this game is still better balanced than many others. The gap between the best and the bottom isn't nearly as wide as say, 3s or MvC2, but it's frustrating because the flaws holding back certain characters are so glaringly obvious, and yet over and over again they're mostly ignored. Again 3s/MvC2 come to mind where certain characters just cannot play the game the way the "main" cast is.
I think this is mainly because we’re only a year into the game. Havik and Nitara were both considered “ignored” characters, and now both are very strong.

The trend has been to deep focus and add value to a couple of characters toolsets per patch, rather than to just say “this move does +50% damage now” and call it a day. So it’s likely that other characters will continue to receive love, just not all together.
 

Eji1700

Kombatant
I think this is mainly because we’re only a year into the game. Havik and Nitara were both considered “ignored” characters, and now both are very strong.

The trend has been to deep focus and add value to a couple of characters toolsets per patch, rather than to just say “this move does +50% damage now” and call it a day. So it’s likely that other characters will continue to receive love, just not all together.
Maybe. I have various views on this but I will say I think they’ve done a very good job given where they started.
I may not love the exact way it’s been done or flow long it’s taken, but I respect that there’s a TON that goes into these kinds of things and it’s easy to back seat drive.
 
Personally, I absolutely loved the Kameos system. Even though it's not the "identity" of MK, the formula is definitely an evolution of the variations, a way to change the gameplay of your favorite character without losing any of their moves. It's a genius idea from NRS, which not only adds more variety to the game but also allows them to bring back characters that wouldn’t normally be in the roster.

The gameplay in this game is, for me, the best NRS has ever done. It’s so satisfying to jump into training mode and discover new things, new teams, new synergies, combos, and setups. It’s a huge step up from MK11, at least in the current state of the game. At launch, it was clear NRS wasn’t 100% comfortable with the formula yet, but with each patch, the system gets more dynamic and more fun. There are over 600 possible team combinations, making this by far the NRS game that allows the most personal expression and creativity.

I find it hard to believe this system will come back in MK2/MK13, but I really hope NRS supports this game for another 4 years or so. I’ve already clocked over 600 hours, and I still feel like I haven’t fully "learned" the game yet.
 

zerosebaz

What's the point of a random Krypt?
Ok, let me start by saying I don´t own this game, and I know a bit of MvsC3 and DBFZ, but I'm no expert in either. As such, anything I say is just to keep the discussion going a bit, but I'm definitely not taking any kind of position on the way kameos should or should not work at all. I just think the discussion is interesting.


With that said, I think probably the biggest difference that I have not seen anyone mention yet is that, while its true that calling assists in other games is much riskier because they can be comboed or even killed, it is also very normal for any character to be able to kill with just one hit, so the reward for a good assist call can be much, much greater than what you get in MK1. It's not rare at all to have games be over with just 3 hits, one per character, while in MK1 you will always need at least 4, and that's if the opponent doesn't use breaker.
Even more, in games like MvsC, after you kill one character, you can then create some incredibly hard to block mixups for the incoming characters. It's not rare for a good Strider or Dante assist call to lead to a dead character, and have the next upcoming two characters die to a double or even triple 50/50 situation when they jump on screen. But, being fair, not all vs games have incoming mixups, at least DBFZ doesn't.

So, yeah, I guess what I'm trying to say is that while Kameos can do more things, and are virtually risk-free, typical assists let you wield a lot more power. I think that is something worth bringing into the discussion as well.



PD: @Juggs I know there is at least one Kof where you can select 3 characters, and then a fourth one to use as an assist only. But I played this game once when I was a kid, so that is all that I know about that. Only mentioning it because you said you couldn't think of any other assist games where you don´t play as the assist character. Oh, wait, I think maybe in Marvel 1, or maybe in one of the SFvsXmen games, there were some assist only characters as well, but once again, no idea how they actually work.
 

Eldriken

Life was wasted on you.
With that said, I think probably the biggest difference that I have not seen anyone mention yet is that, while its true that calling assists in other games is much riskier because they can be comboed or even killed, it is also very normal for any character to be able to kill with just one hit, so the reward for a good assist call can be much, much greater than what you get in MK1. It's not rare at all to have games be over with just 3 hits, one per character, while in MK1 you will always need at least 4, and that's if the opponent doesn't use breaker.
You do not always need four hits to take a lifebar in MK1. I'd say most if not all the cast is capable of reaching 40% off of one hit while there are others that can exceed that and are capable of two-tapping the majority of the cast.

Yeah, this game isn't busted in regards to ToD combos and such like MvC and such, but it doesn't shy away from deleting healthbars at all.
 

Juggs

Lose without excuses
Lead Moderator
Ok, let me start by saying I don´t own this game, and I know a bit of MvsC3 and DBFZ, but I'm no expert in either. As such, anything I say is just to keep the discussion going a bit, but I'm definitely not taking any kind of position on the way kameos should or should not work at all. I just think the discussion is interesting.


With that said, I think probably the biggest difference that I have not seen anyone mention yet is that, while its true that calling assists in other games is much riskier because they can be comboed or even killed, it is also very normal for any character to be able to kill with just one hit, so the reward for a good assist call can be much, much greater than what you get in MK1. It's not rare at all to have games be over with just 3 hits, one per character, while in MK1 you will always need at least 4, and that's if the opponent doesn't use breaker.
Even more, in games like MvsC, after you kill one character, you can then create some incredibly hard to block mixups for the incoming characters. It's not rare for a good Strider or Dante assist call to lead to a dead character, and have the next upcoming two characters die to a double or even triple 50/50 situation when they jump on screen. But, being fair, not all vs games have incoming mixups, at least DBFZ doesn't.

So, yeah, I guess what I'm trying to say is that while Kameos can do more things, and are virtually risk-free, typical assists let you wield a lot more power. I think that is something worth bringing into the discussion as well.



PD: @Juggs I know there is at least one Kof where you can select 3 characters, and then a fourth one to use as an assist only. But I played this game once when I was a kid, so that is all that I know about that. Only mentioning it because you said you couldn't think of any other assist games where you don´t play as the assist character. Oh, wait, I think maybe in Marvel 1, or maybe in one of the SFvsXmen games, there were some assist only characters as well, but once again, no idea how they actually work.
Yeah I mean that’s part of my point, that there’s a more balanced risk/reward in the other assist fighters. There’s high rewards but also high risks. This of course doesn’t apply to every character or every assist though. But there are reset ToD’s in MK1 with assists. And as @Eldriken pointed out, a lot of characters only need 2 combos to kill their opponent. Especially considering not every team has 1k health. Yes there’s the combo breaker, but being able to get rid of all 3 bars of meter from the opponent is typically fine. Like, I’d much rather fairly safely do 35-40% than risk multiple characters dying in order to do a ToD. On top of that, a 40% or so combo you can do relatively risk free in a 1v1 game >> a ToD in a tag fighter imo. But it really just depends on the situation.

Also keep in mind like I said near the end of my OP, that in a lot of those games, assists take full damage on every single hit. Meaning a combo that would do like 30% on the main/point character could very well kill the assist. Not sure if every assist fighting game outside of MK1 is like this though, honestly can’t remember and I’m at work so don’t really have time to look it up.
 
Maybe the aspects of the Kameo system that make MK an assist game are quite superficial. I think some Kameos with ambush moves instead of summons qualify, like Kano. Kameos are more like special move loadouts. An MK assist game would be much more like marvel super heroes vs capcom/sf vs xmen i think…. But that’s not what we got. I would say what we got is pretty interesting however
 

-Sub-Zero-

Sub-Zero enthusiast.
A unique feature gets made and people still have something bad to say about it.

I love the kameo feature and don’t see why anyone would have an issue with it.
 
I love the kameo feature and don’t see why anyone would have an issue with it.
I believe most of us enjoy the feature, especially with how they’ve rejigged it. This is just a conversation about contrast. I think our conclusion is that it’s not very similar to MVC or Dragonball Fighterz. The game is still rooted in MK11, and Kameos are both less vulnerable and less OP than your assist characters in those games. I don’t understand anyone who doesn’t play this game because of the Kameo system. NRS made it so you can pick a character that doesn’t rely on Kameos. It’s actually a very “safe” implementation that doesn’t drastically alter MK11's formula.

Serena’s assist reminds me of (MVC2’s) Ruby Heart’s antiair assist, in that it denies space. But you can read and punish Ruby Heart quite easily because the attack mainly hits vertically and she’s open to attack if you’re close enough. Vs Sareena, there’s a lot less counterplay. The attack is a horizontal projectile, so you can’t space it out. You can’t jump over the projectiles and kick her because the boomerangs hit you on return and punish your punish leaving you open to be combo’ed (feelsbad).

You can neutral duck all of her boomerangs, and even land some cheeky down 1s, but it’s not easy to punish Sareena once she’s summoned. I suppose you could stay close and preempt/get the read with a d 2 as soon as she’s summoned, but that’s way harder than the Ruby Heart example. Sareena is honestly MK1 in a nutshell, counterplay is restricted, so you wait it out and return to Neutral. You notice this a lot going from the various games in the MVC fighting collection, and MK1. Since MK11, you can get punished for having the read and punishing! It just adds more busy work if you’re the better player. But overall MK1 is a positive refinement of MK11 - and it is definitely not my dad’s (he's in his 60s, mashallah) assist fighter.


Edit: if NRS did make an assist style 3 on 3 VS game it should be running at a pace similar to MK10 and have super jumps/air dashes. That would be way cooler but more alienating to the public haha.
 
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