E
Eldriken
Guest
I think the short hop is done by just tapping up and holding up makes you do a full vertical jump.I think the short hop just works when you jump vertically, in contrast KOF allows you to hop in any direction.
I think the short hop is done by just tapping up and holding up makes you do a full vertical jump.I think the short hop just works when you jump vertically, in contrast KOF allows you to hop in any direction.
Well, still gonna add some really interesting stuff to the neutral. Imagine a char with a really far reaching njp and also a JC f3 knee from mkx. I’m looking forward to getting my hands on this game...I just hope the variations are done in such a way that you don’t need to unlock certain moves via lootboxes or something. Have they said wether or not perfect block will apply to projectiles? One thing I loved about sf4 was fdc to soak a projectile and get in. The way Nrs has always approached zoning (not that it’s impossible to get in) with projectiles not canceling each other when you both do them, and no real way to get in other than block inch forward block... never really made for fun gameplay in my opinion. Getting in always seemed less of a reward and more of a chore to me.I think the short hop is done by just tapping up and holding up makes you do a full vertical jump.
Well, still gonna add some really interesting stuff to the neutral. Imagine a char with a really far reaching njp and also a JC f3 knee from mkx. I’m looking forward to getting my hands on this game...I just hope the variations are done in such a way that you don’t need to unlock certain moves via lootboxes or something. Have they said wether or not perfect block will apply to projectiles? One thing I loved about sf4 was fdc to soak a projectile and get in. The way Nrs has always approached zoning (not that it’s impossible to get in) with projectiles not canceling each other when you both do them, and no real way to get in other than block inch forward block... never really made for fun gameplay in my opinion. Getting in always seemed less of a reward and more of a chore to me.
There's proof of Flawless Block applying to projectiles in the video. HoneyBee uses it a few times early on. It was nice to see.They've confirmed that all variation moves will be available from the start.
They haven't confirmed wether or not there will be base variations or if it's all customizable.
They have confirmed that Flawless Block applies to projectiles too.
Indeed. It'll be fun to see who gets the most utility from them.Well, still gonna add some really interesting stuff to the neutral. Imagine a char with a really far reaching njp and also a JC f3 knee from mkx. I’m looking forward to getting my hands on this game...
Flawless Block hasn't been stated to work versus projectiles, but it stands to reason that it does (blocking is blocking).Have they said wether or not perfect block will apply to projectiles? One thing I loved about sf4 was fdc to soak a projectile and get in. The way Nrs has always approached zoning (not that it’s impossible to get in) with projectiles not canceling each other when you both do them, and no real way to get in other than block inch forward block... never really made for fun gameplay in my opinion. Getting in always seemed less of a reward and more of a chore to me.
He hasn't retracted it, he's just had to provide further explanation because people are incapable of using common sense and understanding context. They turned a nuanced statement from 16Bit that was explaining there is less emphasis on those longer, set-your-controller-down combos into a statement that "there are no combos in the game." Which is not what he said.I think the best part is the person who originally said "less combos" has actually since retracted that statement about 4 times.
Thank you! A person capable of comprehending something instead of being an idiotic troll!He hasn't retracted it, he's just had to provide further explanation because people are incapable of using common sense and understanding context. They turned a nuanced statement from 16Bit that was explaining there is less emphasis on those longer, set-your-controller-down combos into a statement that "there are no combos in the game." Which is not what he said.
Ok, I should've written "my personal opinion is that the animations tend to look like hot garbage". Stiff grandpa-looking lows (Baraka, lol) and non-moving Batman-necks (most of the cast) still remind me of people unable to let go of the drawing doll in animation class. Jade looks hella cool though and I dig the presentation overall. I've spent thousands of hours on worse-looking games so I could care less in the end. I'm happy you like it!+Darthbrooks: Don't know what you're watching dude because this looks anything but hot garbage or like action figures huh lol, at least NRS's are more realistic movements as oppose to generic anime 100 punches that will give someone an epileptic seizure...that looks more cartoony than anything.
The animations look amazing, not sure what you're looking at but hey to each his own. They look great to me and fluid and flashy af.
Hi there! It's all good you're entitled to your opinion, I see the necks moving lol(except for Kabal) and improvement but all good. A lot of feedback in general with the animations in this game compared to some previous NRS games have been pretty positive plus these are earlier builds to be fair like I noticed in Kabal's trailer his neck is stiff but I'm sure it'll be polished once released, some moves that impressed me like the way Geras tackles you literally looks like someone is rushing you and picking you up and of course Jade. NRS games at least MK with martial art moves, tend to go for that realistic slower animation as oppose to some other fighters with anime "blur" effects. To each his own, thanks. The animations looks awesome to me overall though I definitely think that some characters animated better than others I agree with ya there.Ok, I should've written "my personal opinion is that the animations tend to look like hot garbage". Stiff grandpa-looking lows (Baraka, lol) and non-moving Batman-necks (most of the cast) still remind me of people unable to let go of the drawing doll in animation class. Jade looks hella cool though and I dig the presentation overall. I've spent thousands of hours on worse-looking games so I could care less in the end. I'm happy you like it!
Yes, for sure! I'm so stoked to play it, can't wait.To each his own, thanks.
Atleast MK11 looks like an improvement over mkx. Mkx animations... lolOk, I should've written "my personal opinion is that the animations tend to look like hot garbage". Stiff grandpa-looking lows (Baraka, lol) and non-moving Batman-necks (most of the cast) still remind me of people unable to let go of the drawing doll in animation class. Jade looks hella cool though and I dig the presentation overall. I've spent thousands of hours on worse-looking games so I could care less in the end. I'm happy you like it!
imo
Mk9 skarlet > mk11 skarlet
mk11 baraka > mk9 baraka
Rose tinted glasses, MK9 Skarlet only works on MK9, was extremely demanding in execution, shit without meter, and in most cases was forced to do what make huge risks, condition people to stand block to play the long game?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 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
Sub-Zero's slide is a meterless launcher in the corner. I don't know if you know that yet or not, but it's pretty awesome and opens Sub up for some corner swag.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 don't do swag. lolSub-Zero's slide is a meterless launcher in the corner. I don't know if you know that yet or not, but it's pretty awesome and opens Sub up for some corner swag.
I'm sure it'll be practical.I don't do swag. lol
I mean, that's great and all, but I like efficient and simple combos/setups that are easy to get consistently. Doesn't matter how swaggy something is if you can't land it all the time in an actual match.
This, so much. I'd rather stick to what works and has hardly any room for error. Imagine trying to showboat by being flashy and losing in grand finals due to dropping the shit. No thanks.I don't do swag. lol
I mean, that's great and all, but I like efficient and simple combos/setups that are easy to get consistently. Doesn't matter how swaggy something is if you can't land it all the time in an actual match.
The only "complaint" I have with the animations, and this is more of a wish for the future than anything, is that it would be amazing if there were two similar sets of stand/idle/move animations for fighters, the regular one they start with, and a more tired looking set with heavier breathing and less controlled posture, that kicks in, say, halfway into round 2 if they lost round 1, and halfway into round 3 if they lost round 2. Basically -- a more realistic version of what MK9 tried to do with flesh being ripped off.Hi there! It's all good you're entitled to your opinion, I see the necks moving lol(except for Kabal) and improvement but all good. A lot of feedback in general with the animations in this game compared to some previous NRS games have been pretty positive plus these are earlier builds to be fair like I noticed in Kabal's trailer his neck is stiff but I'm sure it'll be polished once released, some moves that impressed me like the way Geras tackles you literally looks like someone is rushing you and picking you up and of course Jade. NRS games at least MK with martial art moves, tend to go for that realistic slower animation as oppose to some other fighters with anime "blur" effects. To each his own, thanks. The animations looks awesome to me overall though I definitely think that some characters animated better than others I agree with ya there.
haha that's a great idea man, yeah because in real life(and I know MK, games etc aren't real) but I know what you mean after a while your stance, posture changes depending how the match is going. Maybe down the line? Cause I mean MK introduced real battle damage, scraps, bruising then they went from that to the whole real life rounds where the guy just gets up, while the other gives him space as oppose to full black screen and "Round 3" starts at the same exact position as early MK's and SF's where it just reset the whole round from the start.The only "complaint" I have with the animations, and this is more of a wish for the future than anything, is that it would be amazing if there were two similar sets of stand/idle/move animations for fighters, the regular one they start with, and a more tired looking set with heavier breathing and less controlled posture, that kicks in, say, halfway into round 2 if they lost round 1, and halfway into round 3 if they lost round 2. Basically -- a more realistic version of what MK9 tried to do with flesh being ripped off.
Now that the graphics are this god damn good, it's getting a little weird how characters look perfectly postured and perfectly ready to keep fighting, when they're at 1% hp on the second round, about to go dizzy and get Fatality'd.