Phosferrax
Original Liu Kang cop.
I was thinking about changes I would like to see in the next MK game and I considered 'throws' in this game. I was wondering what TYM thinks about the throw system, particularly: the damage, the positioning, teching throws, so I'd like to hear everyone's opinions. Please to not mention anything about the new-found invincibility glitch.
Personally I think the mechanic could use some tweaks:
I'd like to hear the communities opinions on the matter.
Personally I think the mechanic could use some tweaks:
- Not being able to tech a throw when blocking has always seemed quite a stupid decision; teching is often the result of sheer luck as the opponent is pressing buttons and unintentionally tech.
- At a universal 10f start-up, throws are too fast to be teched on reaction anyway. I think they should be slower. In this game, when it comes to a throw mix-up, in general the choice is between trying to tech the 12% throw or eating a 40% combo. Because a jump-in is heavily rewarded, this mix-up happens quite often.
- The positioning of the throws is good for some, but bad for others. Kitana's forward throw, for example, is one the of the best throws in the game, leaving the opponent within sweep distance. Noob's throw is good because it means he can continue zoning. Someone like Cage however, doesn't really benefit from a throw unless it's in the corner. Whilst this does bring depth and variation to the game, maybe tweaking the positioning based on the character's playstyle would be good.
- Because block strings are also so heavily rewarded in MK9 with chip damage and meter build, it is often not very beneficial for a player to throw an opponent for 12% when they can get 6%-8% meterless block string and still be left at neutral or slight disadvantage in some cases, whilst having build half a bar of meter.
I'd like to hear the communities opinions on the matter.