OutworldKeith
Champion
This is Mortal Kombat. One of the easier fighting games execution wise. Just practice jeez.
There are lots of fighters that have required controller-breaking inputs.. Kabal in MK9, C. Viper in SF4, Tekken movement in general, lots of anime fighters, Smash Melee in general.. The Jacqui f22 is literally a double-tap. You just hit the button twice quickly and it comes out.Crimson, there is no need to try to compete with Ray Arkon for NRS fanboy champ. I don’t think the f22 thing is hard but it just doesn’t feel like fun design when compared to things like just frame tekken uppercuts (which is obviously what they were going for). Mashing has been a game mechanic for many games that aren’t competitive fighters yes...but when you compare mashing to plinking,piano hands, or just frame inputs it feels so out of place as a move input mechanic in this genre. The point of fighters is literally to relax and well time your inputs...not mash. They could have even tried something akin to like gears of war active reload mechanic instead.
Lmao this community will never learn man. Just because someone plays in tournaments doesn’t make them a god lol. Human error, nerves, excitement, etc. any of them could make you drop a combo or fumble in a situation you have a 6th sense for.Watching Scar drop the 21212 string vs Semij in Winners QF at Summit of Time. Offline tournament. Apparently the string is so easy that one of the top NRS players dropped it three times in one match... What are you guys trying to prove?
no matter how easy execution in modern games is, top players will drop combos occasionally. thats just part of the game. the heat of the match influences your execution and thats why it's important.Watching Scar drop the 21212 string vs Semij in Winners QF at Summit of Time. Offline tournament. Apparently the string is so easy that one of the top NRS players dropped it three times in one match... What are you guys trying to prove?
The fact that this has to be said lol.no matter how easy execution in modern games is, top players will drop combos occasionally. thats just part of the game. the heat of the match influences your execution and thats why it's important.
I for some reason can do DBF inputs just fine but I usually had the hardest time getting it down off B1 DBF2 on MKX but I think it's muscle memory now. My brother has the hardest time with Kollector's DBF3 CG and I think they could have made them DB instead for simplicity like Kotals, there is no reason why some are very easy while others are unnecessarily hard.My weakness is the DBF command grab moves especially cancelling it from a fast button.
I practiced a lot in MKX as it was so fun with Jason but it hurt a lot lol. Especiall B1 xx DBF2 with the variation who had DB1 a special move and could not buffer DB1xxF2 lol.
With Erron I started practicing 211 1+2 method and it took only few minutes to get comfortable with it in the practice room. Probably will drop it half of the time during a real match so more practice is required. Of course it could be easier with longer window - there is no point making it that hard.
Sliding method was not comfortable to me - I felt less control over the input. But it is matter of practice. To me 211 1+2 is pretty comfortable input - just for krushing blow I need to hold both buttons for long lol.
Kitana's B231 pisses me off too. You have plenty of time though just easy to mess it up as in your mind there is the slow Kitana move but need to input it fast haha.
I like inputting the moves like it happens - it is pretty weird inputting it differently to me but just need different thinking about that string.
Honest question. If it were a 2 frame input that required two button presses would you still say its no different than any other double tap?The Jacqui f22 is literally a double-tap. You just hit the button twice quickly and it comes out.
A button a frame? Probably, yeah. That's over the line for sure.Honest question. If it were a 2 frame input that required two button presses would you still say its no different than any other double tap?
What's your frame cutoff exactly? 1, 2, 3, 5?
At what point does saying "its a double tap" mean absolutely nothing in regard to execution given pressing the same button in two frames is humanly impossible and pressing the same button in 10 is?
EDIT
I agree Jacqui's f22 janky input should stay the same becuz its stupid otherwise, and I know you don't mean any ill but the tone does come off a bit comdescending when you say its no harder than any double tap and plen3people just can't do it
See, this is something I've been thinking about. The execution is this game is fine, but there are these weird instances where it's not. Sometimes in combos you can't cancel a special move off a normal string like you could while just doing it stand alone, which is normal in fighters; however, it's really tight for no reason! For example, Noob Saibot's standing 4 can be special cancelable into whatever. I usually use it in corner combos to push damage. So, the average combo for Noob in the corner looks like this:should ‘artificial’ execution barriers be removed? ex: erron black’s 21212 and jacqui’s uppercut thing. So I legit CANNOT do cancels off of erron’s 21212 string consistently online. I’d love to play the character but that string is central to his game and I can't do it. Jackqui also has something that is arbitrarily hard to do imo. My question is: should NRS patch these to make them easier to do? Or do they add some positives to the game design?
Ah we're going to pretend that errons string isn't deliberately harder than the rest, fine.This response makes no sense. I said they aren’t hard, then you ask why have them be that hard? You’re literally responding to me saying they aren’t that hard by asking why they are that hard, lol.
Something requiring practice, believe it or not, isn’t grounds for removal.
So what you seem to be asking for is access to said characters best tools without having to put in any time learning how to do them. This is a fighting game it is all about rythem, timing and learning. That is why they have longevity. Why should the game give you a free pass? Would you expect to pick up a guitar for the first time and instantly play. Lab it , learn itAh we're going to pretend that errons string isn't deliberately harder than the rest, fine.
Which is really the point, they don't add anything for anyone who's been playing fighting games for years. This shit is trivial to anyone who's played forever.
They also don't do anything crazy when you can do them, so it's not like making it as hard as the rest of the game, rather than harder, is going to suddenly open the flood gates to a world of scrubs who now can't be stopped (and frankly if it could that's a balance issue that shouldn't be solved with mediocre execution tests).
So then, again, what does it add? Clearly you don't even notice it, which just goes to show the answer is basically nothing. There's an artificial barrier maybe for some flavorish reasons for beginners, but mostly it's just wasted time for the average player and nonexistant for anyone who's used to this. It's not like there's a lack of shit to practice that actually matters, so why even have this shit that pretends to make you better.
To add, something like EGWF i kinda get. I don't like tekken because i just don't enjoy a game that expects me to spend an hour a day practicing movement to be half decent, but at least it's a consistent design decision and I can respect there's peopel who enjoy that. There's a ton of finicky execution in tekken that all adds up. Every now and then someone drops something, be it a movement option/punish/tech and it fucking matters. This shit isn't anywhere near that hard, so it's literally only making scrubs waste time on shit that matters a lot less than what they SHOULD be focusing on (real fundamentals not rhythm games)
People will drop the silliest things under pressure, players drop easy combos in Tekken all the time. SFV players drop combos on occasion for fuck's sake and that game made a conscious effort to be the easiest possible execution of the series.@ OutworldKeith @magandi quote from thread: "question is kind of a non-starter as the things you listed are definitely not worth considering as an execution barrier, they just aren't difficult if you have ever played a fighting game before, or have spent a small amount of time practicing in training mode."
Another quote: "They aren’t hard to do. They just take a little practice. That’s it really, just lab for like 10 mins and that’s all it takes, lol."
Another: "I mean, you literally hold forward and double-tap 2. Anyone complaining about that probably shouldn't be playing competitive-style fighting games."
This is a common sentiment in this thread. And then Scar and TekkenMaster drop these very moves. Not saying they can't be made easy with enough practice -- but they obviously are execution barriers. I mean that's just a clear fact
Google Taunt Jet Upper please, first of all you'll notice it's absolutely humanly possible. And then you'll probably realize that the window in f22 is quite generous by comparison, it would probably be hard if it was an actual shoryuken input.At what point does saying "its a double tap" mean absolutely nothing in regard to execution given pressing the same button in two frames is humanly impossible and pressing the same button in 10 is?
Btw I see the point of dial in combos - it restricts the mixup possibility in the combo so you can expect the result (e.g. on.whiff on reaction you cant stop it).I for some reason can do DBF inputs just fine but I usually had the hardest time getting it down off B1 DBF2 on MKX but I think it's muscle memory now. My brother has the hardest time with Kollector's DBF3 CG and I think they could have made them DB instead for simplicity like Kotals, there is no reason why some are very easy while others are unnecessarily hard.
The 21212 input shortcut 211 1+2 is weird to me because you have to press both buttons at the same time. If it was 1+3 or 2+4 it would be far easier. Even though I enjoy hard inputs I'd be fine with 21212 being slightly easier.
Kitanas B231 is just a move that has to be dialed all at one before it comes out. They have alot of those now just like Errons B222 you can input B2 and B222 only not the second hit.and EBs B2U4222, B122, F2121. All of them are dial combos and his 21 has a weird cancel window that you have to wait to input.