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Question - Grandmaster Combo Gravity Curiosity

RM Ree

Shiba Tamer
Someone mechanic savvy should do a video explaining the relationship between gravity and launchers for Sub Zero and his launching kit, or other characters for that matter. I notice a lot of his normals and specials add the same amount of, or increase in rather, gravity when launching or juggling. Can we start defining launchers as moves that not only put characters in a falling state, but have a prerequisite height for the sake of this question (ie air to air and anti air hits become launchers in specific situations)?

For example corner b2, b2... juggles the same way ex frost bomb, b2... does, as does jik (air-to-air), b2, or b2, 242. Looking at this, do these launchers all have the same added gravity value? Is that value the same as an air-to-air jik? Is air-to-air jip different because it's weaker, and if so, do launchers have a different value depending on some damage threshold? Knowing how this works is like the difference between a stray hit into a big meterless conversion and a stray hit into just slide or something lesser.

For instance, the mid screen BnB, "b12 xx ice ball, jip, 242, run 1, f42 xx slide."

(The following is bullshit. It may or may not have truth to it, but it's complete conjecture at this point.)

Before launched the opponent has a value of ~100%, where we'll consider 100% equal to standing. Say 242 launch costs 15% so value falls to 85%. With this value the opponent begins to fall at a specific rate, but still allows for a run > juggle follow up. The run 1 jab decreases value only slightly since it's not a launch, say by 5%, allowing for another juggle, f42 xx slide. Each hit in the string reduces gravity similarly to the stand 1 (by ~5%?), then the slide which, as a special move forcing a hard knockdown, may have a specific value associated with it, between 5-10% possibly (think about the gravity clone > ex icy slide (freeze) might add when you combo off of that freeze). Each successive hit reduces the gravity value until the opponent become impossible to juggle by Sub Zero's normals and special cancels.

Having a good grasp on this concept of how the game manages gravity in combos could lead to some pretty stylish (probably useless) combos and an on the fly toolset, enabling players to convert even the strangest of hits. It's likely also a key player in understanding how to better juggle female characters. For instance, the female specific combo b2, b2, 1, 1, b12 xx clone works because the two jabs increase gravity just enough to drop the opponent to a clone freezable level after b12 xx clone.

So... Who wants to help out? @PND_Ketchup do you have any resources on this type of thing?
 

RM Ree

Shiba Tamer
Yeah you're right! Glad you're on board man. I noticed there are a few different kinds of launches. Njp and ex crushing hammer for example offer the same "type" of launch in that face splat to a high launch.

Things like Sub Zero's b2 or Liu Kang's 113? (the jab, jab, OH) offer kind of a kind of low, pseudo-launch. I think 242 might be a quirky case since the 4 is technically a knockdown where it lobs the opponent and the last 2 launches an already airborne opponent, scaling the gravity a bit harder maybe.

I think when this kind of project goes up formally, it's going to need a few definitions just for the sake of the one topic. Like launch state being the moment where the next possible hit puts the opponent into a falling state. Then further definitions sepatated into actual launches and air-to-air/ ground-to-air "state" disruption (jip or standing 1 anti air), which also causes the falling state, but not caused by an actual launch necessarily.
 
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