Justin Wong talks about them in his video.Does anyone have any further info on dash cancelling / wavedashing mechanics?
Justin Wong talks about them in his video.Does anyone have any further info on dash cancelling / wavedashing mechanics?
good point; usually , these builds used for test, beta access, etc, are old ones, and so, not everything is optimized, including, combos damage and damage scalation , normally, they nerf around 10-15% in the final version , so, we have to see what happens in the final version once come upI just wonder about combo power... like some of the day zero combos in people's vids are like 30-50% (sonic shared on twitter a 48% combo) already... once optimisation happens with all the kameos and stuff... this could be a game of very short turns... I wonder if damage scaling has yet to be finalised, or if maybe they are expecting Bo5 matches as the default agian?
I like it when you can get beat and have the chance for a comback... if meterless combos are going to 30+..... . . the game may be very brutal.. play perfect or eat a 66%'err. I guess it will come down to the breaker system?
Max did a stream last night with Kenny, Simmons and Jwong if you wanna go see his thoughts early. It kind of mimicked what a lot of people who got to play it are saying. Something along the lines ofSo it the very least, it seems like Maximilian and Ketchup/Mustard should have videos coming out in the next few days.
I’m looking forward to these, because their playtest reviews usually focus on giving a more complete picture of each game mechanic and understanding how things work together as opposed to just combos and match footage (which are fine, but only tell part of the story).
They also usually ask the devs smart questions that reveal bits of info that other people might not know.
I remember MK9 beta having insane damage combos, Scorpion could do like 4 teleports. They nerfed it a lot in the final game and through subsequent patches (we still however got Cyrax and Kitana high damage combos, but I think they learned their leasson).I just wonder about combo power... like some of the day zero combos in people's vids are like 30-50% (sonic shared on twitter a 48% combo) already... once optimisation happens with all the kameos and stuff... this could be a game of very short turns... I wonder if damage scaling has yet to be finalised, or if maybe they are expecting Bo5 matches as the default agian?
I like it when you can get beat and have the chance for a comback... if meterless combos are going to 30+..... . . the game may be very brutal.. play perfect or eat a 66%'err. I guess it will come down to the breaker system?
have you seen Justin Wong's vid? It is pretty indepth (to others), and cool as it is from a non nrs player so totally neutral.. Expecting nothing, just commentating.So it the very least, it seems like Maximilian and Ketchup/Mustard should have videos coming out in the next few days.I’m looking forward to these, because their playtest reviews usually focus on giving a more complete picture of each game mechanic and understanding how things work together as opposed to just combos and match footage (which are fine, but only tell part of the story).
true.. but MK9 was broken as fuck.. fun game.. but that game was about as balanced as a gallows. I really hope, in this case, it is nothing like MK9. I mean people remeber that game with rose glasses... Sonya, Kabal and Cyrx were fucking bullshit. lolI remember MK9 beta having insane damage combos, Scorpion could do like 4 teleports. They nerfed it a lot in the final game and through subsequent patches (we still however got Cyrax and Kitana high damage combos, but I think they learned their leasson).
Depends on the hit. Love me some samsho. You eat a solid hit you explode but most aren’t that bad.I just wonder about combo power... like some of the day zero combos in people's vids are like 30-50% (sonic shared on twitter a 48% combo) already... once optimisation happens with all the kameos and stuff... this could be a game of very short turns... I wonder if damage scaling has yet to be finalised, or if maybe they are expecting Bo5 matches as the default agian?
I like it when you can get beat and have the chance for a comback... if meterless combos are going to 30+..... . . the game may be very brutal.. play perfect or eat a 66%'err. I guess it will come down to the breaker system?
You are amazing, thank you!apparently a lot of what I go over was never discussed by anyone else so blep blep blep
apparently a lot of what I go over was never discussed by anyone else so blep blep blep
Excellent video. The best explanation I've seen so far about the Kameo system. I hadn't even thought about MUs until this video, and it's really interesting. Yes, if your main has limited zoning options you can choose a Kameo character to make up for that but it's good that it's not just a free "new move", it's actually a whole system. It's about what you want your playstyle to be.
evil drops his vid
I wasn't looking for it, but I love that forward throws are actually going to change your grab game. I assumed it was just cosmetic, but looks like sonja gives damage, jax gives conditional damage, and kano might give glorious glorious oki (they're right at your feet and it looked like you might be plus).apparently a lot of what I go over was never discussed by anyone else so blep blep blep
The main character glows red and takes damage when the kameo gets hit.I've been hearing conflicted things about the fatals... some people say they have armour... some say it hasn't.. so I do not know what to think. I know that they all say they can be poked out if you react to the flash though.
I did see a sort of "red glow" on people now and then.... anyone know what that is? I think it is punish or something?