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Dash mechanic discussion

Braindead

I want Kronika to step on my face
Does the Endurance Meter regenerate while you are being hit?
If it doesn't (which I assume it would be like that) it means that if you punish someone's run or backdash you get an unbreakable combo?! Sheeeeeeeeeiiiiiiiiiiiittttttttttt!!!
 

Name v.5.0

Iowa's Finest.
Everytime you dash in to poke, or dash inbetween an input in a juggle you are canceling a dash quickly. Think about all the MK9 combos that REQUIRE a half dash inbetween inputs.... now think about Injustices combo system.... see what im trying to say?
You're assuming you know how the combos will work.
 
I noticed forward dashing didn't cost any stamina meter, but back dashing did.

Makes sense, though seems a bit arbitrary nonetheless.
 

IrishMantis

Most humble shit talker ever!!!
Of course it will mess with the combo system
I Disagree, if anything it will level of the executions of combo's

plusRun Cancels are practically dash cancels just limited

and i imagine frame traps are easy to back dash out from but if you have no White Meter take that chip baby
I love it

If anything it Opens alot more to the Meta game, while still keeping your classical spacing and Footsies
 

Under_The_Mayo

Master of Quanculations
But, run cancels instead of dash canceling into normals would totally fuck up the combo system in mk9! It destroys combo potential!

Except, oh yeah. This isn't MK9, or MK: DA, or MK4, which were all games that played differently. And oh yeah, the combo system will be built around this to maximize it's potential. So maybe we should just chill and see how it works. We haven't even seen a combo yet!

God, there is so much stupid on this site lately.
 
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Zyphox

What is going on guys, Ya Boi Zyphox here.
This will kill the flow of combat imo and really limit mobility. Without the ability to dash block or cancel a dash with a normal than the combos are gonna be string specific (like injustice where string a goes with string b), zoning will be easier, and continuous pressure will be near impossible.

Honestley this kills MKX for me. I hate that i cannot create my own combo and am forced to use pre-determend linking strings...ugh this sucks
hey, listen! you can't just assume that, you can run cancel into strings, meaning you just need to be able to run cancel now to do some bullshit from MK9 that everyone and their mothers seeem to love now. so for cage bnb you would be B3, forward forward block 2, forward forward block 2, forward forward block 2, 43 nutpunch, guess what kiddos? you're gonna have to learn execution now!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 

Northern Slasher

Heads or Tails X
I'm so all for this. My favorite fighting game is still UMK3 and the run button is a major reason why. Makes the fights so fast paced and closing gaps easier... Hopefully they don't make the same grunting noise they used to when starting to run lol
 

AK L0rdoftheFLY

I hatelove this game
If this stays the same as what Tom stated in the op imagine the game will differ from mk9 in a few ways:

1) less dash blocking

Dash blocking in mk9 = freedom for the player but looked terrible for the game. It made some pressure and character footsies stupid like cage and Sonya while also looking stiff and constant in a game. It just looked bad.

2) dashes will be slower than in injustice.

They would have to be to make sense. Otherwise why run and burn bar? This leads to my next conclusion...

3) walking will be more dominant and necessary for good footsies.

The run and dash mechanics will be used in only certain situations instead of constantly to close distance. This makes the walk mechanic the dominant mobility tool for spacing. Situations where run and dashing might make sense is: back dashing, ice ball trades and you need to get in quickly, interactable usage, etc.

I liked mk9 movement but I can also acknowledge it's clunky look. If the walk becomes the dominant spacing mechanic I'll be happy too. I'd kill for a footsie strong MK instead of it being only pressure or zoning with little inbetween
 

Rathalos

Play Monster Hunter!
Dash blocking in mk9 = freedom for the player but looked terrible for the game. It made some pressure and character footsies stupid like cage and Sonya while also looking stiff and constant in a game. It just looked bad.
Ya, it really did look stupid. You get used to it after playing and watching it a lot, but just random stream monsters really hated it.

Almost as silly as movement in Tekken.
 

BigMilk

Former Divine Power Abuser
You are way to far ahead of yourself man, slow it down, and stop thinking of the new features as they would affect MK9 game play, this is a whole new game,

roll with it, looks really good, and interesting, I think the speed of the game is going to be insane.
First thing that crossed my mind after I watched gameplay trailer was "damn, that game speed looks crazy".
 

RNLDRGN

RONALD ROGAN
This will kill the flow of combat imo and really limit mobility. Without the ability to dash block or cancel a dash with a normal than the combos are gonna be string specific (like injustice where string a goes with string b), zoning will be easier, and continuous pressure will be near impossible.

Honestley this kills MKX for me. I hate that i cannot create my own combo and am forced to use pre-determend linking strings...ugh this sucks
People like you are why I absolutely hate pre-release discussions and often times make sassy comments about how crappy the MK community can be. You think this KILLS MKX for you, yet you haven't played the game, seen in-depth footage of someone testing what few mechanics we know of, or even seen 80% of the cast. You have already made a handful of judgments based off of 2 or 3 leaked details and less than 10 minutes of footage. You're probably the same person who will be asking for buffs and nerfs before the demo even releases.

Please, shut the hell up.
 

haketh

Champion
Zoning is officially dead.
Chill, we don't know yet. Also think how run can be used for punishing far jumps to get over projectiles or using interactables to get out of corners and create full screen again for zoners.

People like you are why I absolutely hate pre-release discussions. You think this KILLS MKX for you, yet you haven't played the game, seen in-depth footage of someone trying out what is possible, haven't seen all the mechanics yet, or even seen 80% of the cast. You have already made a handful of judgments based off of 2 or 3 leaked details and less than 10 minutes of footage.

Please, shut the hell up.
The worse part is a ton of these guys don't show a basic understanding of how fighting games work and make these proclamations.
 

Zyphox

What is going on guys, Ya Boi Zyphox here.
If this stays the same as what Tom stated in the op imagine the game will differ from mk9 in a few ways:

1) less dash blocking

Dash blocking in mk9 = freedom for the player but looked terrible for the game. It made some pressure and character footsies stupid like cage and Sonya while also looking stiff and constant in a game. It just looked bad.

2) dashes will be slower than in injustice.

They would have to be to make sense. Otherwise why run and burn bar? This leads to my next conclusion...

3) walking will be more dominant and necessary for good footsies.

The run and dash mechanics will be used in only certain situations instead of constantly to close distance. This makes the walk mechanic the dominant mobility tool for spacing. Situations where run and dashing might make sense is: back dashing, ice ball trades and you need to get in quickly, interactable usage, etc.

I liked mk9 movement but I can also acknowledge it's clunky look. If the walk becomes the dominant spacing mechanic I'll be happy too. I'd kill for a footsie strong MK instead of it being only pressure or zoning with little inbetween
the dashes looks hella fast, and shorter from what i saw, everyone has a NW or flash dash?