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Kryptonite Council Episode 5 Feat: GGA 16 Bit + Claude Von Stroke + Perfect Legend

Kevlang

Noob
Expect this either in the next episode or as a whole new complete entity within 5-6 days from today

Be on the look out
AK Pig Of The Hut
I definitely look forward to it. I always like to hear your thoughts on meta game, strategy, etc...

I'm sure you guys have already discussed this, but I am really excited to see a more structured podcast with weekly segments featuring guests that are character specialists. Don't forget to include a weekly Low Gun Shot segment of the Podcast for general m2dave ha ha!



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Because of their history. Because they are the only reason you get to play your game at an event like an EVO, or an MLG. I don't look up to anyone from any community because I've been playing since 91. Granted, I was a kid, but I've been playing as long as Valle (not saying we are the same age or have the same skill). In any event, I admire the fact that there is still a Valle in the SF scene, along with a CJ truth. I admire that Capcom has left much of what Valle has spent 20 years worth of his life learning pretty much intact, embracing the legacy of their game. When they introduced the USF4 trailer, they could show the Alpha 2 opening, Third Strike, and so many moments that span decades.

CDjr made a comment about Viscant and the "OG" fg player, to which Valle made a comment saying people shouldn't talk about OG players if they don't know the history, and that he doesn't reference "OG" MK players because he doesn't know the history, which I found sad. It's sad because most people don't know the OG MK players, no one cares, and MK9 doesn't allow any of them to shine at what they spent years mastering.

For Valle, and for many MK9 fans MK history starts in 2011. Paulo has talked about his own UMK3 stories, which I find cool, but also mind boggling that these guys, these OG MK guys who make modern MK, either don't care to or can't make a Mortal Kombat game that does justice to the actual 2d legacy of the game and All of its players, and not just pay homage to the story. That's why people look up to the SF community, at least that's why I admire them: legacy.

People can complain about all the things SF4 does wrong, but any Ryu player who has ever played the character can pick Ryu and do 98% of what they were used to doing with him in World Warrior, Hyper fighting, Super Turbo, Alpha, and Third Strike. The same isn't true for MK, because the MK9/IGAU engine is fundamentally different from 2d MK. So, while Nightwolf still has many recognizable moves, the way in which everything else behaves in the MK9 engine makes even recognizable moves seem foreign to an old player, and to many 2d fg players.

Basically, imagine Ryu's crouching jab startup going from 3 or 4 frames to 6 or 8 frames, and instead of being 9 frames total(in 3s), and 10 frames total (in SF4), it became 21 frames total....Ryu wouldn't play like Ryu, and SF wouldn't really play like SF. I like seeing Valle vs Daigo. Sadly, MK has no similar pairing.
do you think you can go a week without making a post like this? really... everytime i come on this site i see a post by you putting down MK games and telling us how we all need to get on our knees and suck Capcom/Alex Valles dick.... have you ever considered that different people like different things? and that if people don't like capcom/sf--- that is... OK! we don't need to know the history of competitive games to play & enjoy them.... I don't like ANYTHING about street fighter or any other fighting game besides Mortal Kombat, and thats is OK. Nothing wrong with you enjoying what you enjoy I'm just SICK of hearing you go on and on about this EVERY 2 DAYS
 
Injustice: GAU has a plethora of defensive tools (i.e., invincible back dash, push block, MB b+3, and clash).
And all your options only work against rushdown.

topic

I like the healthbar system in Capcom Games. You have the option to balance chars without taking their tools. NRS should take a closer look at capcom games in gerneral and implement invul-frames. D2 is a hitbox based AA,lol. Make it invul against air attacks and we have consistent AA. Or make B3 projektile and strike invul and we have a mechanic to overcome zoning with B3 dashcancels (on read) and a simple reversal mechanic. In this case, B3 should be unsafe as hell onblock. And implement late specialcancels and buff the walkspeed, Raven should be standard for rushdown und GA should be standard for zoning/hit and run.
 

haketh

Noob
Health based differences is just an excuse in Capcom games to give a character shitty tools and another all the tools in the sink.
 

haketh

Noob
Look at characters like SSFIV and A3 E. Honda, characters with alot of health but not so great tools. A better example of health being a slight balancing factor is Guilty Gear, yeah Chipp has low health but he has very good tools for his archetype *Instead of the whole kitchen sink like a character such as SSFIV Akuma or Seth* veresus a character like Potemkin, tons of health and tools that are based around this plus his limited mobility. Arcana Heart is another series though it's based around defense and a GUTS system then straight up health.
 
You joined in April of 2013, so I'll assume you are not and old player, which makes what you say easier to understand. I was you a long time ago. Just realize this: you will become me when NRS starts making drastic changes to MK9. Good luck in MK10.

you assume that I'm 'not an old player" because i joined this site in April? uhh.. i'm 32 years old... when i joined 'this website' has nothing to do with anything.... Me along with others are just sick of reading the same nonsense from you... talking about 'the old days' blah blah blah... get over yourself
 
::Cuts through the tension of this debate::

Can't wait to here the next podcast, and thanx for taking one of my questions on the last one. Look forward to hearing your opinions on MMH and if his playstyle is a game changer for any of you