So I finally got around to play MK9 some of my friends this weekend, and I've since realized how different this game is from street fighter/MVC, etc...However, so far the system doesn't seem like what I had thought it would be like. I am very confused at this moment and i'm sure there are a few people who feel the same way.
I thought that the game would be paced more like KOF where rushdowns, jumpins, mixups, and generally just a very fast paced game. Turns out, it seems like the game is much more of a block all day, and then punish with a hard combo. Much more like Tekken/Virtua fighter is, only it seems like you can simply crouch block the whole way as the jumpins don't seem effective, and the overheads seem too slow and get punished/countered easily. What me and my friends ended up doing was simply crouch blocking and waiting for the opponent to either make the first move/wiff something or finish a block string and then punish. eventually whoever was able to punish with the harder combo won.
Is this how the game works? I have a hard time believing that the game would such a turtle friendly game. There must be something I'm missing. Right now it seems like the game has no crossup options, very limited overhead and mixup options, no tickthrows. Looking at the percentages it doesn't really weigh out, with me doing 2% damages (up to 8% when the block the entire string just crouch blocking), and then getting punished with a 20+% combo when the string ends. Vice versa i ended up doing the same thing and thats how i've been able to win...
Also is this game more of a grounded kinda game like SF? or more aerial advantaged game like KOF/MVC? I see comparisons of this game to Tekken/VF but in this aspect the game doesn't really compare since your rarely jump in 3D games in comparison. How are the AA options in general in this game? Between jumpin attacks and AAs, which have more advantage/priority and which do more damage?
Would anyone who's figured out this game care to enlighten us who are konfused? I would be really cool if someone could breakdown how mixup options, pressuring, meaties/footsies, and blocking/countering/anti-air/reversals(wakeup games) worked in this game. Oh and also proper meter building and guides to usage would be awesome too
I thought that the game would be paced more like KOF where rushdowns, jumpins, mixups, and generally just a very fast paced game. Turns out, it seems like the game is much more of a block all day, and then punish with a hard combo. Much more like Tekken/Virtua fighter is, only it seems like you can simply crouch block the whole way as the jumpins don't seem effective, and the overheads seem too slow and get punished/countered easily. What me and my friends ended up doing was simply crouch blocking and waiting for the opponent to either make the first move/wiff something or finish a block string and then punish. eventually whoever was able to punish with the harder combo won.
Is this how the game works? I have a hard time believing that the game would such a turtle friendly game. There must be something I'm missing. Right now it seems like the game has no crossup options, very limited overhead and mixup options, no tickthrows. Looking at the percentages it doesn't really weigh out, with me doing 2% damages (up to 8% when the block the entire string just crouch blocking), and then getting punished with a 20+% combo when the string ends. Vice versa i ended up doing the same thing and thats how i've been able to win...
Also is this game more of a grounded kinda game like SF? or more aerial advantaged game like KOF/MVC? I see comparisons of this game to Tekken/VF but in this aspect the game doesn't really compare since your rarely jump in 3D games in comparison. How are the AA options in general in this game? Between jumpin attacks and AAs, which have more advantage/priority and which do more damage?
Would anyone who's figured out this game care to enlighten us who are konfused? I would be really cool if someone could breakdown how mixup options, pressuring, meaties/footsies, and blocking/countering/anti-air/reversals(wakeup games) worked in this game. Oh and also proper meter building and guides to usage would be awesome too