People thought that Raiden would be a heavy-zoner but looking back at the demo-build's frame data, lightning strike (the move Rewind used to zone effectively) was -19 on block. This means that if he was facing any character with a move like Geras' Sand Trap, Baraka's Blade Rush, or Jade's Shadow Kick he actually would have gotten punished from a pretty reasonable distance.Raiden (seemingly) is strong far away, and has tools to keep that distance or reset to it after a combo.
This combined with the reduced speed of the game (compared to MKX) focuses the meta a lot on methodical, strategic space control. Which I LOVE.
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Um?Scans op and sees “bullet hell”. Wtf. Already scrubs? Perfect block and advance/punish. I suppose you are also going to complain about jap anti airs or not being able to jump?
Can we just sticky this and point to it whenever zoning gets brought up?I'm not worried or concerned about it because there's a whole lot of teleports and other counter zoning tools like Jade's flash as well as flawless block and what have you. A lot of projectiles seem to be highs and there is no need to rush to get in on opponents because everyone's meters function the same way so you don't have to worry about Jade building a bunch more meter and just pushblocking immediately or breaking immediately when you get past her neutral/zoning. Everyone's wake up game is equalized as well so you won't have to deal with some characters with good defense having a really over the top strong wake up too.
Zoners appears like they're going to have to play quite well to make things happen and simplicity is most effective at early stages and zoning mostly messes with impatient players so we may see a lot of salt early on but once people adjust we'll be in a good position.
I think the fears are unfounded and I also think we're going to be playing a lot of neutral and walk forward/backward.
This is exactly my standpoint as far as viewership goes!Injustice 2 traumatized people lol.
Zoning is fun in certain games, but it's rarely fun to play or watch in NRS games because of the way the projectiles are designed and the fact they don't clash.
Doesn’t matter if it is only 3/4 if 3 of those are top 5. That means it is what you are seeing at highest level beside Cyrax and Sonya. And their zoning works against most of the cast. In I2 it is really only like 4 characters as well who can zone against the top tier.In MK9 it was really only 3/4 characters though. And only a couple of those characters could greatly vary the zoning (Kenshi and Freddy). You could also dashblock, so there was less of a chance of getting caught on the way in, and there was much less pushback in general on hit and block. Also alnost zero hitscan and autotracking zoning tools.
With Injustice, the screen became much bigger, there were far more characters with serious zoning tools, the zoning itself often became a mixup (meter burn for overhead, for example), there was far more hitscan and auto-tracking-style zoning, etc., and now without dashblock you really had to commit to your movement options and it was easier to be hit out of them while moving in. Characters gained a bunch of tools that had significant pushback on block or tossed you back to near fullscreen on hit.
Imo Injustice and MK9 really shouldn’t be compared as far as zoning goes. Very different metas.
I thought the exact same things.Injustice 2 traumatized people lol.
Zoning is fun in certain games, but it's rarely fun to play or watch in NRS games because of the way the projectiles are designed and the fact they don't clash.
A niche of people seem to like it, but they're weird and we don't talk about them.
NRS zoning is always going to be loony toons, knock each other down, get back up and knock each other down and repeat until someone gets frustrated. It's just goofy and turns people away.
With the direction they are going with MK11 I am honestly pretty surprised they didn't add in projectile clashes.
Not to say zoning is going to be a problem or it's too strong in MK11, I'ts way to early, but I do feel like NRS should play it safe and have projectile zoning be underpowered at the start and bring it up slowly as the game progresses.
You can get as defensive about it as you want and say I2 wasn't really that bad and only a few could zone, but there is a reason no one wants to watch that game.
They must want to avoid the SF comparisons as much as they can. But I do think you're right, it seems like a no brainer.With the direction they are going with MK11 I am honestly pretty surprised they didn't add in projectile clashes.
Hitscan projectiles like Joker and Harley. Not really a physical entity on stage that you can see.By hitscan you mean hitstun?
Why do people question things we’ve already seen answers to? Like they’ve shown us so many damn moves that allow you to deal with zoning already that the fact that you would make a thread worrying is baffling to me.
Ok, thanks for the clarification)Hitscan projectiles like Joker and Harley. Not really a physical entity on stage that you can see.
Can i play devils advocate? Maybe someone more knowledgeable can answer.Flawless block will cut zoning short
What can I say, ya got me.What's baffling is that you wrote this out when you clearly didn't read the thread OP....
I literally said exactly what you just said in this post.
LITERALLY. Almost word for word.
I'm on the side that there is nothing to worry about. Read next time man...
The blocking character recovers faster if they flawless block. Kinda like parrying projectiles in SF3.Can i play devils advocate? Maybe someone more knowledgeable can answer.
Hypothetically, if you are trading flawless block with projectiles, you are still at a standstill, right? With nothing being gained on either side other than a timer filling up meter.. so won’t the zoner still kind of be in a favorable position? Considering say, Sonya, can throw out double projectiles as her meter builds? And since flawless block requires very precise timing that the zoner doesn’t have to worry about.. is the only plus that you don’t get chip damage as you slowly make your way in? Why doesn’t nrs just remove chip damage altogether? Are there other fgs that utilize this mechanic?
Call it a hunch, because there is literally no evidence to this at all, but I honestly think Sonya's rings will be severely less powerful in the final build of the game.Can i play devils advocate? Maybe someone more knowledgeable can answer.
Hypothetically, if you are trading flawless block with projectiles, you are still at a standstill, right? With nothing being gained on either side other than a timer filling up meter.. so won’t the zoner still kind of be in a favorable position? Considering say, Sonya, can throw out double projectiles as her meter builds? And since flawless block requires very precise timing that the zoner doesn’t have to worry about.. is the only plus that you don’t get chip damage as you slowly make your way in? Why doesn’t nrs just remove chip damage altogether? Are there other fgs that utilize this mechanic?