Wetdoba
All too easy...
Yes this is the best Sub gameplay Ive seen. Also gets me very excited to use puddle against universal wake upsAwesome! much better representation of sub than I've seen so far.
Yes this is the best Sub gameplay Ive seen. Also gets me very excited to use puddle against universal wake upsAwesome! much better representation of sub than I've seen so far.
I have to agree with you on the combos. I hope there's a lot more potential than we are seeing, but even 16 Bit has mentioned that the game isn't super combo based. That's always been the most fun aspect of MK for me.I just like the bigger combos that we’re used to. I do like footsies and like I said I’m hoping the game is fun to play. It’s early, this isn’t the final build, and I’m still excited to play, just not as hype as with previous games.
Calling it. Rising Ice won't be in his default variations. lolYes this is the best Sub gameplay Ive seen. Also gets me very excited to use puddle against universal wake ups
I dont even know if there will be default variations anymore lol. At this point I hope not, just balance the individual moves out. They already have the slot system as a backup safety net for balancingCalling it. Rising Ice won't be in his default variations. lol
I really hope there are no default variations either. I hated that some special moves were just left behind and never used in competitive play in Inj2.I dont even know if there will be default variations anymore lol. At this point I hope not, just balance the individual moves out. They already have the slot system as a backup safety net for balancing
It’s a set K&M posted between killer Xinnok and Verda I think his name is and he equipped the ability that allows Sub to launch for extended combos.I don't disagree with the overall point of your post, I just want to know what "big combos" you've seen with sub zero? Seems like every video I saw with him was a combo with him doing 1 string into ex slide KB. lot of damage, sure, but it was like 5 hits and boring af. lol
Sorry I didn’t scroll down, but that’s exactly the set I referring to.Awesome! much better representation of sub than I've seen so far.
Its been 2 years and I still havent unlocked Banes back breaker... so yes I dont want to be left out either. Hoping they just let us make our own variations, which the slot system already keeps i check. I want Cold shoulder and ice puddle for the corner carry and okiI really hope there are no default variations either. I hated that some special moves were just left behind and never used in competitive play in Inj2.
Like I'd almost want to get rid of slide, since it doesn't avoid anything but high projectiles, and go with ice ball (free combo/trades/etc), rising ice (combo ability/potential anti air), and puddle (potential anti wakeup/combo ability) lol.
i bought street fighter 5 day one and have played it the first month and dropped it. felt too slow and certain characters are pointless to play with because others can get in better. i loved mk9 and was disappointed that the fundamentals didnt crossover to mkxl. mkxl was visually amazing but gameplay wise was just ok i was waiting for injustice 2!!! so i agree i hope somehow mk11 adds some elements from mk9 because i can careless about streetfighter!!! ive never really been a footsie kind of guy so maybe thats my problem. what i liked about mk was the combos and the bouncy njp. injustice has the wall bounce to extend combos what does mk11 have?I see some people praising the similiarities between SF and MK11 footsies, but to me SF4 was very slow, and footsies were way too heavy and one dimensional. Now MK11 feels a little too focused on footsies and slow paced; on contrary MKX felt way too focused on rush down long combos and fast paced. In my opinion MK9 had the correct and best balance between pace, combos and footsies. I really hope gameplay wise MK11 will be more similar to MK9 than SF.
Yeah, the nice thing about NRS is it seems they always listen to what people want. So, hopefully, there is a character or two that I will really enjoy playing.I have to agree with you on the combos. I hope there's a lot more potential than we are seeing, but even 16 Bit has mentioned that the game isn't super combo based. That's always been the most fun aspect of MK for me.
I'm still super excited about the game, but the short combos are definitely a turn off for me. Seems as though damage really comes from Krushing Blows, not 40% midscreen/corner combos anymore.
Having said that, they've seemed to pay attention to every aspect of what people loved about previous games and given at least one character that mechanic. Kabal has his dash cancel if you choose to equip it, Scorpion has a NJP, Jade can run, etc. Maybe there will be a few very combo heavy characters to please players like you and I.
I trust NRS and still couldn't be more excited, regardless.
Awee that's not nice, it's not cowardly to keeping you there hehe.coward noob shit fuck
also:
Hi, I added you to friends on Steam because you wrecked me repeatedly so it's you who's a noob because I lost to you and it's your fault that I can't duck your trait.
Or:
Hi, you just lost a single ranked set to me and I felt like adding you to tell you how strongly I feel about defeating you because I struggle against your character. Also you're a noob and I wish horrible illness upon you and your entire family, kind sir.
Furthermore:
I crouch repeatedly because this is how I let you know that I take this game far too seriously for my own good and I'm hoping to engage in heated argument about whose mother is the bigger whore once I defeat you repeatedly. In the case of you being victorious, however, you're a noob and you cheated.
The krushing blows allows you to extend your combos, but so far I think that's all....what i liked about mk was the combos and the bouncy njp. injustice has the wall bounce to extend combos what does mk11 have?
I don’t know how, after we’ve seen footage of Scorpion and Sub doing hardcore rushdown and respectable combos.im keeping an open mind, I think I’ve watched all footage that is available. I remain skeptical about krushing blows.
I’ve reiterated that I realize it’s an early build, my opinion is based on what I’ve seen. Yes, there are other more interesting matches, but overall I’m still on the fence.
I’m sure there’s still a lot to be revealed.
We’ve seen several non-Krushing blow combo starters/extenders that are both metered and Meterless.The krushing blows allows you to extend your combos, but so far I think that's all.
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Are you sure? MK9 Skarlet was a bit generic in terms of her tools. She was very execution heavy with the command run slashes and cancelling. She also had the blood ball that injured her if used. Her daggers were like a standard ninja kunai throw. Meter burned kunai in the air threw three from what I recall.I said this a while back. I've never seen a characters playstyle so drastically changed than Skarlet. Mk9 Skarlet looks way more appealing than Mk11 but I still have to play it to know for sure.
I agree totally about Skarlet, I felt in MK 9 the learning curve for her was a lot more than MK 11(at least from what I've seen) the cancel tactics, the self hurting blood projectile and that god awful "hi yaaaaa" lmao She sounds a lot better now, sexy yet deadly. Only thing I miss from MK 9 is her longer hair, which I hope they have as an unlockable look. I also love how she just has a basic BnB string launcher now. Honestly not sure who looks more fun to play with, Skarlet or Jade. I can see both being great to zone the hell out of people though.Are you sure? MK9 Skarlet was a bit generic in terms of her tools. She was very execution heavy with the command run slashes and cancelling. She also had the blood ball that injured her if used. Her daggers were like a standard ninja kunai throw. Meter burned kunai in the air threw three from what I recall.
I don't think I really enjoyed her play style all that much but she was challenging to use for me. I got some satisfaction from the command run shenanigans, though. In my opinion, the new Skarlet has some fun looking tools to use. Also, it looks like she perfected that blood magic of hers. She no longer losses health from using it and there are more moves that involve blood.
Lol MKx had one of the lamest animations i have seen in a fighting game of the last 10 years.mkxl was visually amazing
It's not a "short hop" per se; you can only do it straight up. It's easier to think of them as universal overheads (which happen to press up and jump a little).I still don’t really understand the jumping mechanics can someone elaborate? They just add like a universal kof style short hop to every character? And normals during short hop are the same etc?
I sort of agree. I agree that it evolves SFV's Crush Counters, but it does so by emulating SoulCalibur VI's Lethal Hits (a mechanic I prefer). Having "counter hit plus extra" is one thing, but having to get extra benefits through very specific conditions is an interesting way to liven up MK--a series that has basically never tried CH mechanics before.If so that, combined with the krushing blow(which imo is just an evolution of sfv crush counter).
Agreed. I'm sure there'll be lots of intrigue for the lab monsters, but MK11 seems to be making an appreciable push toward 'learning by doing.'This game is gonna be heavily focused on having fun in actual matches instead of comboing a training dummy all day long. Lots of casuals might not like that but I’m totally cool with it!
I think the short hop just works when you jump vertically, in contrast KOF allows you to hop in any direction.I still don’t really understand the jumping mechanics can someone elaborate? They just add like a universal kof style short hop to every character?