The problem is, and I hate to say it, MK9. The distance and height at which the EN Ice beam freezes the opponent is random. Sometimes they are close enough so that the follow up will hit, sometimes they are not.Sub Zero's JIP 224 EN Freeze dash B12 212 slide does 42%. Midscreen.
Problem? It whiffs. A lot. When it does hit, the 42% one bar kombo could help Sub Zero immensely. Can anyone help this be more consistent? A 42% midscreen one bar kombo would be immaculate for Sub Zero.
That is very disappointing. Sigh.The problem is, and I hate to say it, MK9. The distance and height at which the EN Ice beam freezes the opponent is random. Sometimes they are close enough so that the follow up will hit, sometimes they are not.
The best alternative if you really need the damage is 2,2,4,EN Ice beam,foward jump,dash in,2,1,2,slide. Sometimes you can end it with 2,1,4,slide but again the height they get frozen at is as random as the distance so at least 50% of the time the 4 will whiff. 2,1,2,slide is always guaranteed.
I was dissapointed myself. Tom Brady and I tested this relentlessly not to long ago and the conclusion was inescapable. Random. This game makes me shake my damn head. Alot.That is very disappointing. Sigh.
Thanks for responding though Rob
I still love MK, but NRS is still in the first month of game development. Eh. Hopefully MK10 will be improved...I was dissapointed myself. Tom Brady and I tested this relentlessly not to long ago and the conclusion was inescapable. Random. This game makes me shake my damn head. Alot.
The problem with the alternative combo I gave you is, although its consistant and hits everytime, it barely does much more damage than a meterless midscreen combo so it isnt really worth the meter. Fail sauce supreme with cheese.
I still love MK as well. But the MK community is extremely tolerant and forgiving. We put up with input bugs,meter drain glitches, random advantage bugs,block infinites, block traps,guaranteed resets, random combo timings and god knows what else and we accept it, probably because even with all of this its still loads better than the crap we had to deal with in previous games.I still love MK, but NRS is still in the first month of game development. Eh. Hopefully MK10 will be improved...
It's one of those stance specific combos (Open stance only).Sub Zero's JIP 224 EN Freeze dash B12 212 slide does 42%. Midscreen.
Problem? It whiffs. A lot. When it does hit, the 42% one bar kombo could help Sub Zero immensely. Can anyone help this be more consistent? A 42% midscreen one bar kombo would be immaculate for Sub Zero.
Interesting. Perhaps the one thing I did not test. I still feel the problem is the EN ice beam, but Im not perfect and I could be wrong. Can someone test this and report back to corroberate this? Infra dead if your right about this Il give you a free premium membership.It's one of those stance specific combos (Open stance only).
I thought it was this at first. Then I had more successes by mashing forward while doing EX-freeze so I'd have more time to dash forward and preform the Back 1, 2. However, this combo still seems to have random distance when the opponent is frozen.It's one of those stance specific combos (Open stance only).
It's funny because it's true. We are extremely lenient, every game developer's dream kommunity. I just wish they'd give back and fix some of the dumb things like the 224 en ice beam SOMETIMES working. That's dumb.I still love MK as well. But the MK community is extremely tolerant and forgiving. We put up with input bugs,meter drain glitches, random advantage bugs,block infinites, block traps,guaranteed resets, random combo timings and god knows what else and we accept it, probably because even with all of this its still loads better than the crap we had to deal with in previous games.
However I bet if Ono put out a street fighter game with these kinds of problems the SF community would string him up by his thumbs.
Really appreciate you Somberness. You tha man.Chest facing you - 2 hits on frame 9, 1 hits on frame 34, 4 hits on frame 62, ice beam starts on frame 69 and hits on 98, you recover on frame 155
Back facing you - 2 hits on frame 9, 1 hits on frame 35, 4 hits on frame 62, ice beam starts on frame 69 and hits on 100, you recover on frame 157
Conclusion: You'd think that the recovery on the ice beam would be the same since you used it at the same time but what matters is when it hits the opponent. I'm not sure why 1 hitting on a different frame changes it, or if it even matters. The beam is even slightly higher on the first example, and the the opponent is also left slightly higher in the air. This could be because the animation changes for the different stances. 2,(1) is strange that it does not have the red limb in practice mode, maybe that means something. Short answer: it doesn't work when his back is facing you.
I really don't want to test both stances for everything.
This game is whack.Whatever it is, the end result is the beam not hitting at a good time and looks like, not starting from the closest spot.
We're trying to see if we can get it to work 100% of the time. Thus far, it's looking like if you are fast and in open stance it will land. You're telling me 42% isn't worth a bar? That's silliness.42% for 1 bar and chance of drop due to STANCE? ... lol, no thanks.
I'll stick with B121 into F4 freeze, throw, 212 clone/freeze, 21 pressure, D4, etc
and 22 freeze NJP 1 B12 212 slide
Not when you waste it b/c you're in the wrong stance. IDK about you guys, but I don't pay any attention to which way my character is facing during the heat of the fight, I'm too busy watching the opponent.We're trying to see if we can get it to work 100% of the time. Thus far, it's looking like if you are fast and in open stance it will land. You're telling me 42% isn't worth a bar? That's silliness.
Lol tell me something i dont knowThis game is whack.