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NRS adding : Replay Takeover (Tekken style practise mode where you and a AI can jump in mid replay)

Jynks

some heroes are born, some made, some wondrous
16:30 : Replay Takeover

How come no one is talking about this?

Tekken wow'd the fighting game world with its practice mode, where you could load a replay and "jump in" at any point as a player with the AI taking over the other player. Allowing you to practice setups and escapes, blocks and counters. This ideas is now coming to MK1 and most likely all future NRS games.

-- EDIT -- : I am being informed that it was in fact Guilty Gear that did it first. So credit to those devs.

IMO, this is one of the biggest steps forward in fighting games since roll-back code.. and I am over joyed to see it is coming to MK!

I expect this to be mush like Tekken, as in bare bones... but I hope this is just the start for this mode and other practice mode options can be added to direct the AI takeover to help with trouble shooting stuff.

Great stuff NRS, you continue to make MK1 the best it can be.. top stuff!
 
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Jynks

some heroes are born, some made, some wondrous
Guilty gear did it first…….

but yeah replay take over is massive
did it? GG was always to complex for me.. but I always thought Tekkan was the 1st of its kind. I thought GG was like a proto-version of this kind of thing.. not a full ai/player take over?

Anyway, like you said, it is a huge addition to fighting game in general and NRS implementing it is nothing but winning.
 

Eji1700

Kombatant
did it? GG was always to complex for me.. but I always thought Tekkan was the 1st of its kind. I thought GG was like a proto-version of this kind of thing.. not a full ai/player take over?

Anyway, like you said, it is a huge addition to fighting game in general and NRS implementing it is nothing but winning.
The +R release in 2021 has it but it’s by far one of the best fighting game features ever.

being able to practically and easily lab “whatever the fuck that was” is so useful. Especially when you just feel too lazy to hop in as the other character to get good enough to do the setup right.
 

Eddy Wang

Skarlet scientist
16:30 : Replay Takeover

How come no one is talking about this?

Tekken wow'd the fighting game world with its practice mode, where you could load a replay and "jump in" at any point as a player with the AI taking over the other player. Allowing you to practice setups and escapes, blocks and counters. This ideas is now coming to MK1 and most likely all future NRS games.

-- EDIT -- : I am being informed that it was in fact Guilty Gear that did it first. So credit to those devs.

IMO, this is one of the biggest steps forward in fighting games since roll-back code.. and I am over joyed to see it is coming to MK!

I expect this to be mush like Tekken, as in bare bones... but I hope this is just the start for this mode and other practice mode options can be added to direct the AI takeover to help with trouble shooting stuff.

Great stuff NRS, you continue to make MK1 the best it can be.. top stuff!
Tekken replay it's a different animal
it tells and shows you the ideal punish for a nagative move
it shows you the type of combos you can do with it as well
It shows you the advantage in frame of a move on hit or block
and the command history shows the amount of time has passed in the game for you to make informed decisions.
it's not perfect but the fact that gives you these options while also giving you tips like, highs you can duck either singular highs or strings with highs that have a duckable gap.


NRS could benefict from something like this, by either giving optimal combos, optimal punishes, and even suggesting options where flawless block or upblock could be considered given the situation

Anyway, i'm installing the game today, every character i've touched on release has received a significant change except Kung Lao, but Ghost Face has to be the guest that does it, and i'm not much into guest, but this one has managed to do what predator and Ninja Turtles did for me.
 

Jynks

some heroes are born, some made, some wondrous
Tekken replay it's a different animal
yeah but it was in development all through the current dev cycle for the current version of tekken. NRS only just added it, and probably didn't even consider it until well after tekken came out and it became "known" to the wider fighting game community. It actually was probably not until chaos realms was under control and they had spare resources that it was even started. So I think this is a super early version of the new feature.

Think of this like a "early access" edition of the system. The goal is to get the basic functionality into the game as quickly as possible, but there is no doubt in my mind more features and stuff will be added over time. It is unfair and unrealistic to think it will be as feature rich as the tekken at this point.
 

Eddy Wang

Skarlet scientist
yeah but it was in development all through the current dev cycle for the current version of tekken. NRS only just added it, and probably didn't even consider it until well after tekken came out and it became "known" to the wider fighting game community. It actually was probably not until chaos realms was under control and they had spare resources that it was even started. So I think this is a super early version of the new feature.

Think of this like a "early access" edition of the system. The goal is to get the basic functionality into the game as quickly as possible, but there is no doubt in my mind more features and stuff will be added over time. It is unfair and unrealistic to think it will be as feature rich as the tekken at this point.
Namco had nothing but time, they replay system in Tekken 7 season 3 did the same thing, it just didn't had take over, so they added that one on release and improved their replay.

There is a lot of data many ppl consider insignificant but these things when added to features such as replays can make or break a game.

Imagine if the replay could count the amout of times you did or failed to do actions such as:
Anti-Airs
Throw Breaks
Blocked Lows
Reaction times (15f reaction or beyond after a move has started, bellow that it's a guess)
Blocked overheads
Punishes
Then give you an rate of your feats with each match either by keep track during replay and an overall in the end of each much, maybe an AI that can give you tips like "your're not punishing moves such as this and that which are fairily negative"
I know for a fact that SF6 V rivals gives you tips to improve your game in some sort.

It's a matter of they decide what they want in the game and give it go.
 

Ashesfall

"Feel the wrath of Shao Kahn"
(I talk about it but the block feature is nice to fracture stuff ...)

Great feature. Now round it up with practice while searching for online games and the experience I need to play MK online again is back. Else T8 in my free time.

I could see the 3 2 1 countdown gets annoying, I will be so spoiled with T8 but I can't wait to try it out in MK1.
And adding a feature mid-cycle of a live-service game, to me, is not an excuse to make it not great, especially when you can take notes from the competitors on the market.

ps: you don't react to a 15f move, more like 21f
(hopkicks in tekken are universal 15f, you won't see people react to it)
 

Eddy Wang

Skarlet scientist
(I talk about it but the block feature is nice to fracture stuff ...)

Great feature. Now round it up with practice while searching for online games and the experience I need to play MK online again is back. Else T8 in my free time.

I could see the 3 2 1 countdown gets annoying, I will be so spoiled with T8 but I can't wait to try it out in MK1.
And adding a feature mid-cycle of a live-service game, to me, is not an excuse to make it not great, especially when you can take notes from the competitors on the market.

ps: you don't react to a 15f move, more like 21f
(hopkicks in tekken are universal 15f, you won't see people react to it)
15f it's if you have adheral reactions, no one is getting that but that's the absolute peak when you turn everything off and focus at the task, 15 to 17 are peak, 18-20 are competitive levels, 21 to 24 are average, beyond 25 are slow
 

Juggs

Lose without excuses
Lead Moderator
This is a great addition. Still haven’t gotten a chance to watch the KK, so I’m curious, with this feature, when you take over and do something different, what does the opponent/AI do? Does it keep doing what the player did regardless of what you do? Or does the AI take over?
 

Eddy Wang

Skarlet scientist
This is a great addition. Still haven’t gotten a chance to watch the KK, so I’m curious, with this feature, when you take over and do something different, what does the opponent/AI do? Does it keep doing what the player did regardless of what you do? Or does the AI take over?
The replay happens as it happened in the game, but you get to pause and take over at any part of the replay for a quantity of seconds, and make a decision on how you change the outcome, you can even make contents out of it.
This is me breaking down a set in tekken 8 using other Jin play to display tech, corrections and other different options

Not sure if MK will get to this level with their replay, but still a good option to have
 

Juggs

Lose without excuses
Lead Moderator
The replay happens as it happened in the game, but you get to pause and take over at any part of the replay for a quantity of seconds, and make a decision on how you change the outcome, you can even make contents out of it.
This is me breaking down a set in tekken 8 using other Jin play to display tech, corrections and other different options

Not sure if MK will get to this level with their replay, but still a good option to have
Ahh, gotcha. Thank you very much for the info
 

Felipe_Gewehr

Twinktile
This is great news - not only because of the addition of the feature itself (I'm probably too lazy to ever use it lmao) but because it shows NRS, despite being SHIT at communication (or unable communicate because of WB), is actually willing to bring its games to modern standarts, even if a little late to the party, and slowly across multiple updates. Which casual players - that compromise the VAST majority of the sells - is ever going to use that feature? Some competitively players themselves might not use it - and yet they made the effort to implement this regardless. In short: this is EXCELLENT.