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Question If You Were to Create Universal Rules for MKX...

Mikemetroid

Who hired this guy, WTF?
What would you like? Let me give you an example

-All armored launchers are unsafe on block
-Armor breaking strings (Cage 12, Liu B12, etc) can no longer be canceled into specials on block
-Pushblock now takes one bar of stamina and one bar of meter

Pokes
-D1's are typically extremely plus (+7/+8), but extremely negative on block(-7/-8) and are 6-8 frames
-D3's are typically somewhat plus(+3/+4), but only somewhat negative on block (-5/-6) and are typically 5-7 frames
-D4's are typically extremely plus(+9), but relatively safe on block (-2/-1) but are typically 11-13 frames

I could create more, but maybe later.
 

Scott The Scot

Where there is smoke, there is cancer.
Playing the poking game with Cassie and Lao would be really scary. (if you use D1, at least)

Love it.
 

ChatterBox

Searching for an alt.
Nothing meterless (including stamina and/or special meter) is more than +2 on block, you need resources for more more than that.

Command grabs have enough recovery that every time they get neutral jumped out of the opponent can punish with NJP on the way down.

Backdashes have a minimum and maximum travel distance, and a similar amount of invincible frames. They just need to be normalized across the board.

Love these Mike, the armored launchers thing would be amazing.

--EDIT: I think I stole this from REO but throw tech puts both characters in invincible frames until the tech animation is over.
 
zero safe 50/50s
Overhead/Low starters 18f fast max.
Parries work against all physical special moves but not against jump attacks.
So what if a character has a safe 50/50, but it requires a bar of meter to be safe, has short range, and only gets a big combo in the corner?

"Zero safe 50/50's" as a universal rigid rule doesn't make sense, as much as it's a common talking point here. You can completely have safe 50/50's and be balanced in other ways.

I can't think of any other mechanic in any fighting game that had to be unsafe irregardless of any other unique drawbacks added to introduce nuance to the game. Even in games like Killer Instinct there's safe + on block 50/50's that make sense when examining the character as a whole rather than just looking at a single mechanic in a vacuum.
 

Mikemetroid

Who hired this guy, WTF?
So what if a character has a safe 50/50, but it requires a bar of meter to be safe, has short range, and only gets a big combo in the corner?

"Zero safe 50/50's" as a universal rigid rule doesn't make sense, as much as it's a common talking point here. You can completely have safe 50/50's and be balanced in other ways.

I can't think of any other mechanic in any fighting game that had to be unsafe irregardless of any other unique drawbacks added to introduce nuance to the game. Even in games like Killer Instinct there's safe + on block 50/50's that make sense when examining the character as a whole rather than just looking at a single mechanic in a vacuum.
I'm okay with Safe 50/50s if they cost meter, absolutely. Thats a fair trade.
Now if that character can build meter like a maniac, then we have an issue.
 

ismael4790

Stay focused or get Caged
About the pushblock at 1 bar of stamina and meter...would be a problem with chars that build meter fast. You almost couldn't put pressure on them.

Maybe pushblock at 1 bar, 1 stamina and inability to build meter for a while (still build meter from damage received, but not from specials or blocked attacks from opponent)
 

Daemantalo

Not Good Enough
I don't know if I agree with that. I think jumpkicks should be punishable on block, but jump punches should remain the same. Of course I would like a huge AA buff to the game so it would be a fair trade.
Getting jump in kicked on block and me trying to do a D1 or D2 to do something about it with some characters just irks me. The character is like still in the air too. But hey, this came from salt really. Wasn't thinking too clear. I wish AAs were stronger too.
 

IrishMantis

Most humble shit talker ever!!!
I'd go further with this and say you can cancel a run into ducking as well.
Hmmm interesting, might be a little harsh though?

As that's how you cancel your run into block, I guess it would interesting that anything you run you have to commit to a normal no matter what like MK9s Jax's Ground pound cancels.

Could add a new meta but I don't know
 

Xerclipse

"I saw you staring"
Sounds like you are giving everyone pressure like most fighting games. Multi jabs into other crouching stuff, its like a capcom game now. I feel like some characters in MKX would benefit out of it but not justice for the high tiers.
 
Universal rules make the game boring and stop you from creating unique and interesting characters with diverse balance mechanics. A character having any one tool(a safe 50/50, a negative poke, an armored launcher that's safe) doesn't say anything about that characters balance or tier placement. The character is built around dozens of tools and the individual strength of any one in particular doesn't matter(unless you're looking at the whole character).

That being said, nrs has shown that when they introduce new mechanics or try to balance characters around very strong core tools they struggle to properly balance the characters.
 

ando1184

Noob
@Mikemetroid i agree with your list except I would make the fastest pokes no faster than 7f. 5-6f is too fast IMO since the hitboxes on some d1/3/4's are very good with added properties on top of frames.
- make AA work consistently
- jump in punches/kicks should not jail into strings on block.
- make throw teaching a one button escape (like injustice or similar)
- block breakers 1 bar
- throw tech has invincibility for both characters
- bring back otg's (they weren't broken)
I'll think of more later, there's always more that could be improved.