Doctor Future
Baraka Lives!
Hopefully we can get a survival mode like Injustice!
With addition of quick rematches from IGAU that would be great.I would like to see tag team mode, non mutually dependent no blood/no fatalities options for online and offline gameplay...
Yes, all discovered ToDs and infinites should stay for a year so people can see that reskinning MK9 like some suggest is a better idea...and no game patches for at least 0ne year after the game is released.
Two things:Oh and PLEASE NO CHALLENGE TOWER or STUPID MINIGAMES. Save the data space for graphics, characters, maps, training options and sound.
I'm afraid that in many cases your pushback and punish-ability requests may be contradicting.I hope they make launchers and armored moves really punishable on block. At least make invincible combo starters punishable on block ffs... Also I hope there's more push-back on block or they bring over the pushblock from IGAU.
Pushback on block makes it harder to punish stuff that caused it unless it's super negative. That's all I'm saying.No it doesn't. In every game that isn't mortal kombat moves will push you back when you get hit or block. In MK your feet are cemented to the floor when you block anything. It means characters like Johnny Cage can pressure relentlessly. In other games you'd eventually get pushed away after successfully blocking multiple attacks and the attacker has to either walk forward, jump, or do something other than mash furiously on safe strings.
How does the idea of high reward moves being risky and punishable contradict that concept?
I understand that, but isn't spin is like -20-ish on block with no pushback? Safety isn't really what makes this move good IMO.I want moves like Kung Lao spin to have a really punitive punishment window like Scorpion Tele. There should be a risk involved with such a rewarding move.
Yeah, I know what you mean, but MK have a luxury to do that, at least theoretically. Pre-determined strings mean you can play with block advantage in addition to pushbacks. In the end, it's ok to have no pushback on something that is inevitably negative here or there (assuming no character in the game has ass pokes while also having no parries/escapes/whatever, but that's another story), in fact causes pressure reversal or even mixup. Otherwise it's probably needed, yes (Nightwing's staff d1 "infinite").Pushback on strings and light hits means you can only keep a block string going for so long before your opponent gets pushed out of range. It means pressure isn't continuous unless you risk walking forward, dashing, jumping etc.
Well, to me it's just bollocks specials rather than fundamental MK issue tbh. Although there wasn't too much of them IIRC, and I don't count metered moves either - I don't see the problem with those (some characters generating meter too fast is, again, another story).To me these are the fundamental flaws that make pressure in MK9 is so obnoxious! No risk specials that blow up everything and lead to huge damage and nonstop pressure. It's just not that fun :/
Considering it affects recovery of every move, well, makes sense that you have to input next one before said recovery starts.i would like strings to be more responsive. I really never liked the way inputs had to be put in way before the attack actually comes out on the screen, feels very nonintuitive.
Aw man, I was hoping Nitara would get more love. LOL @ Frost in the top ten though. It was like me and four other dudes going OMFG GIMME FROST DLC back in MK9 and most people just said something like 'we dun need no Sub-Zurro wit titz' or whatever. Guess people planted the SHIT out of that seed.*huge bar graph*
I love that you can see your opponent's choice and I always thought it bizarre that Capcom didn't have it in SSFIV as counter-picking can be a big part of FGs. I understand your concern and have experienced the same thing before, but isn't having the option to hide your selection enough?2) I want my online opponent to NOT be able to see what character(/style) I'm selecting without having to hide the cursor from myself. It doesn't have anything to do with counter-picking so much as it does select-screen ragequits which were a hilarious problem for me in MK9. Just makes the whole experience really lame and tedious.
If backdashes have invincibility than that's a universal option.Sektor
and
Every character needs options for safe wakeups... Even if it costs bar. please....