dont mean any harm, but you cant find one person who knows you that wouldnt agree.
again, no offense. it wasnt an insult.
again, no offense. it wasnt an insult.
It's ok I'm not insulted, just wasn't sure why I was brought up per-se. I'd hope you don't have an issue with me over something in the past, I'm more then willing to bury all that and move ondont mean any harm, but you cant find one person who knows you that wouldnt agree.
again, no offense. it wasnt an insult.
Not to mention that the Block button is a dynamic block. In MK you choose when you block, whereas in SF, if you hold back, the moment your opponent attacks, you enter block animation, even if you don't want to.the thing with 3d vs 2d is that you have signature moves become useless in a 3d plane such as cyraxs bombs and reptiles forceballs.
and the ppl asking for a block button to be removed and replaced with holding back. you need to realize the retarded scenarios this is going to cause. such as human smoke and ermacs teleport being rediculous hard to block since its an automatic instant cross up.
9, I'm kinda confused as to how dash is going to ruin rushdown, unless MK9 plays like older MKs. Besides, even if run was included, wouldn't it have to be able to cancel normals like jabs in order to work in that manner anyway?I think that we need to wait to play the game before we see how the dash is implemented. I've already said, and I'm positive that I'm right, that the dash is going to effectively kill chip based rushdown. We haven't seen enough of the game to know if rushdown will be implemented differently, but for now, we wait on the game and the dash mechanic.
Not necessarily. Actually, MK4's Run doesn't cancel jabs, at least not the same way, yet MK4 is fast and frenetic because of the way Run works in that game. I should prob. have been a little more in detail, but it's actually a combination of dash + throw techs that will kill MK rushdown. Dashing might be a semi-method of rushdown, but you're only going to use it to get inside...but once you're inside the throw tech mechanic takes over. Why would I go for chip based damage, which is done with normals, when a throw beats a normal? I'll always go for a throw, and if my throw is teched, the situation is reset and rusdown is stopped. You're not going to do punch, punch, dash, punch, dash, punch, dash.. that's not going to work for rushdown. The other thing is, since throws beat normals, if I go for normals for chip, and my opponent predicts throw instead of normal, I'll eat a throw because the tech attempt will throw me...so I will never go for chip in favor of a throw in that scenario. Since it basically always results in the situation being reset, chip based rushdown is effectively killed.9, I'm kinda confused as to how dash is going to ruin rushdown, unless MK9 plays like older MKs. Besides, even if run was included, wouldn't it have to be able to cancel normals like jabs in order to work in that manner anyway?
there will be a need for them. even every ones current fav SF4 has gotten a patch. MK3/umk3 needed patches.I also wanted to comment on patches... there should be no need for them... the game should be tested enough before release that it's not a broken pile of poo that has to be fixed over and over again. The mistakes should be ironed out before release instead of using a DLC patch as a crutch to fall back on.
Ah I gotcha. Wouldn't frame advantages + high/mid/low hit levels make a difference in rushdown, too? That's where MK9 looks like it's going.Not necessarily. Actually, MK4's Run doesn't cancel jabs, at least not the same way, yet MK4 is fast and frenetic because of the way Run works in that game. I should prob. have been a little more in detail, but it's actually a combination of dash + throw techs that will kill MK rushdown. Dashing might be a semi-method of rushdown, but you're only going to use it to get inside...but once you're inside the throw tech mechanic takes over. Why would I go for chip based damage, which is done with normals, when a throw beats a normal? I'll always go for a throw, and if my throw is teched, the situation is reset and rusdown is stopped. You're not going to do punch, punch, dash, punch, dash, punch, dash.. that's not going to work for rushdown. The other thing is, since throws beat normals, if I go for normals for chip, and my opponent predicts throw instead of normal, I'll eat a throw because the tech attempt will throw me...so I will never go for chip in favor of a throw in that scenario. Since it basically always results in the situation being reset, chip based rushdown is effectively killed.
That's if they choose to use overheads. The "mid" hit, if you really think about it, has to be blocked high, so it really is a high hit level that attacks downward forcing you to stand to block. The true mid-level hit is very 3d by nature, but that doesn't mean it isn't used successfully in 2d games. All overheads in SF are actually "mid" hits. Also, realize, in MK you have a block button, and in ALL 2d MK games, you could block ALL moves, high or low by holding the block...the direction of the attack did not matter(block jump kicks with a ducking block)...the only exception to this being the sweep, which if timed correctly, you could blue block while standing. This will inherently change the very nature of the block button in MK and is not what they should do. The way the run button is used in UMK3 actually creates frame advantage...actually, the block button does in a way too.. as it allows you out of your animation and cancels to block allowing things like kara-jabbing. I don't really see them going for frame advantage methods with MK9...I'm not even sure they understand what that concept really is actually...and if it does exist in MK9, I would be more inclined to think they didn't even realize they did it.Ah I gotcha. Wouldn't frame advantages + high/mid/low hit levels make a difference in rushdown, too? That's where MK9 looks like it's going.
No problem, thanks lol. I was trying to space it out as best I could but realized afterwards(holy moly, this is a larger post then I thought lol)MKF, I removed all the extra spaces between paragraphs, because it just made the page stretch out ridiculously.
Speaking of dash, one of the merits of a backdash is also another spacing option. Combined with frame traps, you can force whiffs and punish accordingly. If implemented properly (aka no invincibility on it), it can prove to be a good mechanic. MK9 doesn't look to be anywhere close to traditional 2D. It looks like it's a 3D game w/o the sidestep...at least the impressions of the attacks certainly come off that way.
Cool, cool.Pete, not to worry, I took no offense whatsoever to anything you said...
Regarding Boon bashing... He is making a 2d game... and the 2d community has been clamboring for years for a new 2d game...in particular the UMK3 crowd asking for one based off the UMK3 engine...but regardless, he said he wanted to make the game for the fans, to listen to his fans. I have yet to see him on any of these forums... MKE, CMK, UMK...TRMK...etc... not one time have I seen any interactions with "the fans". Combine that with 10 years of garbage and you get what I call just a tad bit of resentfulness. I'm not asking him to come on here and be like "9.95, what do YOU want to see in MK9"... but think about it...Seth Killian is a regular poster on SRK and Capcom Unity... this man is integral in helping make SF4 and make sure the game is what the fans want. THIS is how you do fan service... NOT the way Boon does it. So yeah...after making ourselves available at his beck and call, and the community virtually begging him to interact with us...and after years of being ignored...and disappointed...yes, a little negative criticism(aka bashing) is ok...and hopefully it gets his attention.
Regarding patches, Scheisse said it best when he said that patches are inevitable but that the game needs to be as close to perfect as possible before release. They can't release something like MKD and MKA...or even MKDC and expect that the patches will remedy something that, in terms of a competitive community, the damage will be already done and likely won't be accepted into the competitive fold, even after a patch. My point is, in SSF4, they had to patch a Fei Long infinite on one(maybe it was 2) character...that was the only real thing wrong... and that goes to show how much time, care, and effort goes into their products so that they are accepted as competitive immediately. Netherrealm/Midway has at least a 10 year history of releasing poor games, unfinished games, untested games, and non-competitive games. In my eyes, this means they just simply don't care. If the game is so bad that it needs multiple patches, then that's not a good thing. It needs to be close to perfect the day it's on the shelf, and we, as consumers should demand that, and not let them use a patch as a crutch or an excuse for creating a poor game or releasing an unfinished game.