Eddy Wang
Skarlet scientist
@STORMS Front Pagehttps://m.facebook.com/TheKombatTether/posts/685801868184655?fref=nf
Brand new info from kombat tether
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@STORMS Front Pagehttps://m.facebook.com/TheKombatTether/posts/685801868184655?fref=nf
Brand new info from kombat tether
Yeah, I think they'll make it like this:I wouldn't worry about it.
Think of it as the command for running is ForwardForward(block). Its almost like a special move. If a special move was ff(attack) or backback(attack) its not as if its a huge issue that youll come out with that certain special if you want to normal dash into someone's face and press that (attack) button.
It's not Mk9 style but in the end this game will have more mobility. I think everyone will love out once were accustomed.
Injustice: Gods Among UsEveryone will have to adapt... lol. This isn't something that's in any other fighting game, at least that I know of.
Dat space controlling.Incorporating run into the block button and getting rid of dash cancelling points towards NRS trying to get players to just walk more. Character walk speeds will be a huge factor in this game.
This would possibly be the best solution, someone send this message to NRS, and by someone I mean someone who keeps in touch with them. .Can't they just use the stance switch button as the run button? Would cause less problems and they wouldn't even have to remove stance switch. Just make it switch your stance if you press it normally and run if you hold it during a dash..
"Solution" kind of implies there is a problem. This isn't even an issue yet. The game isn't even close to out.This would possibly be the best solution, someone send this message to NRS, and by someone I mean someone who keeps in touch with them. .
I think it is a problem because is counterintuitive, you know, trying to block an attack and start running instead, well... I mean if sometimes you press the block button to actually block and sometimes you press it to run and go straight to get punished, then it is at least an unnecesary complexity that could be avoided by implementing the idea our fellow TYM user, Dark, suggested."Solution" kind of implies there is a problem. This isn't even an issue yet. The game isn't even close to out.
Just because a few people who had to wait in line to play MkX for a few minutes couldn't master the mechanic as soon as they picked it up doesn't mean its an issue. It just means its new.
They also couldn't fully grasp Kotal Kahn in the very short time they had but it doesn't mean he's ass and should be buffed already. I wouldn't worry that much about it at this point.
stance switch makes sense htough... he has a point... that button could prove to actually have utility."Solution" kind of implies there is a problem. This isn't even an issue yet. The game isn't even close to out.
Just because a few people who had to wait in line to play MkX for a few minutes couldn't master the mechanic as soon as they picked it up doesn't mean its an issue. It just means its new.
They also couldn't fully grasp Kotal Kahn in the very short time they had but it doesn't mean he's ass and should be buffed already. I wouldn't worry that much about it at this point.
please don't start this. this is a family friendly thread.testers shouldn't be allowed to play in tournament for the first month or so in my opinion
From what I saw in Casselman's post, I don't think this is the case. He said you can hit forward twice, and don't need to still be holding forward in order to press block and cancel into a run. I guess you can say it's possible to input the forwards, let go, and then press block within the 5 frame window- but that's such a tight window it might as well be the same as an Injustice bounce cancel command. Saying "you no longer need to be holding forward when you press the block button to dash" infers enough time has passed between inputting the dash and blocking that it's probably not limited to just the very-early startup.Yeah, I think they'll make it like this:
If a dash has 20 frames, only the first 1-5 frames will result in running if you press/hold block. But if you start holding block on the 6th frame then it won't trigger the run command.
If they want us to walk more, that's fine.Incorporating run into the block button and getting rid of dash cancelling points towards NRS trying to get players to just walk more. Character walk speeds will be a huge factor in this game.
There's a huge difference between having to commit to a dash, which I also welcome, and having the same button utilized for the polar opposite actions of blocking after that dash to bait something or running headfirst into whatever it is you were trying to bait. Block is a defensive mechanic and running leaves you free as a bird. There's no way dashing into both should be accomplished with the same button, especially taking latency and lag into account with online play.MK players will definitely have to adapt.
I for one welcome this change because I always like the idea of having to commit to unsafe reads. Plus there will also be the stamina to manage so you'll have to think a lot more about your mobility options.
Being able to cancel dashes is an anomaly in fighting games. Play SF for a bit you'll get used to it. It's not a big deal. It's just going to be funny to see MK9 players running head first into random X-rays LOL.
Not that I've played it, but I think the concept is if you're getting a run, your dash wasn't over, and you wouldn't be able to block anyway. People might think they're being cheated out of their blocks by accidental runs at first, but I think the learning curve is going to be understanding (like Injustice) that without dash cancelling, an NRS style full distance dash is a pretty unsafe thing.Some people still pushing for hopes of a "dash cancel" lol I actually don't mind NRS's newer philosophy on the no dash cancelling. People that want that run button just want a tool to cancel into block(a la UMK3) I think if anything this game while it may be easier than MK 9 to get in via the running, better dashing etc will also favor or at least be fitted for more zoning and defensive players, because they confirmed if you dash run you can't cancel it into block it's a commitment lol.
They can probably tweak the mechanic so that people don't dash instead or block or accidentally run I mean in MK X, however the change at first I wasn't sure how I felt but I support it because honestly MK 9 at times turned WAY too defensive and I didn't like how you could cancel certain moves that were already pretty damn safe (ie Reptile's dash, KL's spin etc) I know they fixed it but it took a ton of updates to do so. Personally, I'd like it if they made more general cancelling moves like Raiden's electric ball I heard from Casselman that they made it so you can cancel it(like MK vs. DCU he had that option) as someone who mained him in that game, it was VERY useful. Same for say Rain's super kick(I know geyser but I call it super lol) Sektor's doggy leg, Ermac's back2, Sub's back2 etc, etc it makes for tons of mind games.Not that I've played it, but I think the concept is if you're getting a run, your dash wasn't over, and you wouldn't be able to block anyway. People might think they're being cheated out of their blocks by accidental runs at first, but I think the learning curve is going to be understanding (like Injustice) that without dash cancelling, an NRS style full distance dash is a pretty unsafe thing.
SF4 has little baby dashes and marvel, tekken, guilty, etc have big dramatic dashes that you're generally free to do whatever out of so it seems unnatural, but way back when there was a HUGE blow up about Morrigan's dash not being block cancellable when UMVC3 came out and everybody thought well, that's the end of morrigan, she'll never dash again, yet Chris G continues to show that she is one of the most mobile characters in the game.
sf3 has a very similar situation because its dashes (while definitely briefer than mks) are completely unsafe and uncancellable. As a result, you really only see dashes for spacing on knockdown or from exceptionally ballsy players who aren't fighting chun li.
They actually could use any button for that, although I haven't played NRS games for a while and I can't think of any examples besides something like f2/f2d for Bane. Also something with KL's horizontal hat.hell stance switch could be used to alter-specials in trajectory and power without meter burning ... could make a more interesting game experience.
That sounded wrong.I can't wait to experience Cassie's full X-ray.
They actually could use any button for that, although I haven't played NRS games for a while and I can't think of any examples besides something like f2/f2d for Bane. Also something with KL's horizontal hat.
That sounded wrong.