THE MUFFINS ARE BEEFY
ITT: Noobs blaming their sloppy execution on the game. I think you all need to spend more time in practice mode.
No, some of the inputs really are unusual, and some of them have their problems.ITT: Noobs blaming their sloppy execution on the game. I think you all need to spend more time in practice mode.
its timing systemI have noticed some strings in this game don't come out consistently as previous MK games. Some it's almost like you have to delay where others you can do it faster.
Yeah I did the tutorials like the first few days, definitely noticed some timing differences with certain characters, moves, strings etc. It's not bad, just different. Some people have more trouble than others. Yeah I hear ya, they did add the controller demo timer which helps but what they could have added is a slow mo demonstration explaining when to hit it, then you try it yourself. I actually completed the insanely hard FB U2 counter ones by not just practicing a 100 times seems but mimicking the controller demo, and counting the seconds in my head while doing it. A lot of people won't be able to do this, I bet most haven't even completed the tutorials. The character ones are easy, but the game's tutorial is definitely challenging at times. Still, would be a good idea for newer people especially to jump into that.its timing system
Some things have a shorter hourglass timer, others have long, i see a lot of people blaming on NRS inputs, how many of them actually have went into the tutorial to take a look at the dial system tutorial, it has all there.
My only concern is, NRS should have added that input timer and demonstration tutorial for every character and for every string in the practice mode.
I was looking at the input timing window and thinking about changing it to short. I'll give that a try. I was playing last night and kept having trouble getting Jax's F3,3, 1+2 to come out. Either the F3 would come out alone or the 1+2 wouldn't come out after the 2 kicks. This was online though as I don't have this problem in practice mode.The tutorial mode explains the dial system very well.
Everytime you start to execute a string, there is a timer running out between each buttons, and if you plan to cancel into a special, there is a special cancel window which starts to run out the second you press the first button.
The goal is to perform the special move before the special cancel window runs out, or before the other string buttons timers run out.
If you are having trouble doing this properly, pheraphs what you want its to increase the input timing window to medium or Long or even change to short depending on how your execution type works.
happens to me too.For me im having issues with Back forward inputs. They can easy get messed up of turn into jump. I thought it was me until I bought a brand new pad and was still having the issue. Doing back forward and getting random f3 here is a video and if you pay attention to my inputs they are all clean.
Erron Black string is set like that so it's not spammed. The thing to note in this game is unlike in MKX recovery frames matter. You can't do your next move until the last one recovered. The game has a few audio queus as to when certain moves have recovered. Scorpion's amp teleport is one such move.Agreed. Some of these inputs are fucked up. Why do I have to wait so long to use Scorpion's Teleport after jump kicking an opponent? If I do it too fast it never comes out. And yes, I have that stupid option off (forgot the name; but you know).
Problem with wake up roll is that if you input a bit early, the game will read only the L2/LT button, and count it as a delayed wakeup. This is so stupid honestly, I have no idea why they changed it from MKX when you can naturally do it holding DOWN. This is especially confusing since you can perfectly do wakeup up attack mashing U3 / U2, but no for roll!!! You can't mash for rolls!!The wake up and roll timings are really weird.