dash cancel mechanic of mk9
Free, safe, optimal, always available way to move on the ground without downsides is called "walking" an should be considered basic function available with basic input.
If uneven pacing is important, you can always make walking have it (see: Parasoul from Skullgirls), bonus points for actually having decent animations played while you move instead of that atrocity from MK9.
If initial burst on speed is important, you can always do what was done in I2 where your first step in a walking sequence was much faster than the rest.
If you want different kinds of movement, they must be meaningfully different. Say, walking may be slow-ish, dashes may be unsafe, run may require resources. "Mashing controller harder for a strictly better effect" is not meaningful.
Same goes to other superfluous inputs like fbf or dbf on characters with free bf and db bindings, or like MKX run input.
Oh, and that waste of a button called "change stance". Fuck it.
as long at it is high risk i think that would be awesome for taunts to do something.
What is the difference between taunts and "legit moves" if both categories have some effect?
Running should be implemented in a game like injustice where the distance between opponents can be so large. Not in mk
In the end meaningful distance in FGs is how fast situation can change due to movement, how hard is to react to it and how many reads you can make/enforce before you enter box-to-box contact with your opponent.
Nevermind that you don't
need a special movement type to ensure arena is crossed in certain amount of time. Pretty sure that running up from full screen with F/T in MKX was taking roughly the same time as walking up from fullscreen in I2, at least for some characters.
Make run not as prominent, remove stamina
I mean, if you remove stamina, run ceases to have any downsides at all compared to walking. Like I said above, at that point you might as well remove one of those methods of movement entirely and bind the remaining one to "f". Not sure how that is supposed to make it less prominent though
That is, unless you want run to become something fundamentally different, like it usually is in many other FGs with running.
OH! And please for the love of GOD, don't have a stage with lightning as blinding as what we had on Sky Temple. I swear, I'm getting closer and closer to cataracts every time I fight on that stage.
For the record, I played MKX on PC and it wasn't as ridiculous there. Something tells me it was actually a technical issue. Not sure if they ever resolved it.
Almost every character in MKX had good antiairs, the problem were the completely busted jump ins.
Quality of anti-airs is measured by their reliability against air attacks. If they don't beat jump-ins reliably enough (and if you get a full combo off a jump-in, they need to be super-reliable to compete in risk/reward department), they are bad. The rest is semantics.
I mean no more "50/50 to the corner in your face" MK.
To be fair, no modern FG can afford allowing passive defense to become a winning strategy. If you want less pressure and 50/50, you can expect the game to make up for that in offensive department somehow... And how would you do that without back to block?
I personally don't like this thought that defensive gameplay in newer FGs is doomed, but I fear that's a reality for us.
being able to cancel your dashes or runs kinda makes the neutral game stupid, i really think they should keep dashes like SF or Injustice
Eh... I don't think it does. Like I said, it just makes it a walking with few extra inputs. Completely unnecessary.
Also I second the opinion that I2 had the best fundamental mechanics of all NRS game. It's just... there were so many characters that could opt out of playing that fundamental game so easily.