YepHey guys, little question, is the stance switch button still there?
i can say something you like and something you may dislike;can you elaborate on that? mk 11 had so many issues, like
did changes happen regarding these points? thank you!
- being neutral focused on paper while everybody and their moms had tools to just bypass neutral
- gigantic baby-toy sized hitboxes that made full-screen limb-swinging the most viable tactic.
- offense that took a child to execute and a god to defend against
- an amount of possibilities in any situation that made the game drift into randomness.
- overall janky, unpolished feeling that seemed like NRS randomly mashed "cool" mechanics together without ever really reflecting and iterating the outcome.
oh and for the record, i love high jail, hope that stayed.
LMAO, to think we had made progress for this in MK11
thx a lot for your time and explanation. ive viewed many stress test streams and i thought a lot of stuff looked more defined and polished than before, but i wasnt sure. BTW im totally fine with kameo pressure & combos as long as its well done.i can say something you like and something you may dislike;
- no baby level executions, executions are detailed in many ways
- jumpins are risky because of upblock mechanic, which allows you to punish jump attacks on successful block, to bypass neutral jumpings are not that effective, there is a risk for empty jumpin mix-ups but you have time to antiair with d1 and standing 1.
- MK1 has less wake-ups, armored specials and Kameo wake-ups, so it is definetely seems less frustraiting.
- Kameos can extend your combos but also your pressure, they can make unsafe strings safe but also can give some extra frames to extend your pressure, this is the thing that you may dislike.
- no d1 mashing in MK1, they are -9 on block. After successful d1 it is your turn but no high jails. if there is one in the stress test i couldn't discover.
- no random fatalblows, because of the startup animations but they are still safe af. So still free to try.
It's spectacle to catch people's attention so it's going to stay, the most they can do is try to not make them as broken as they are.I swear if there's any one thing I don't have tolerance for it's the Fatal Blow. Game looks like Injustice? I don't care. Movement slower than a turtle you say? Whatever, I'll be okay. But the FATAL BLOW? I just will never understand it. It's indefensible.
They can stay, they SHOULD stay, but there's no reason for them to be armored regenerating half screen pushback on block supers. That's what is indefensible. You block a super? Simple and straight forward punish. Like 99.99% of games. But somehow they think armored regenerating half screen pushback supers are a good thing for competitive play.It's spectacle to catch people's attention so it's going to stay, the most they can do is try to not make them as broken as they are.
Pretty sure I saw Maximilian punish Sub's FB with Liu using Liu's little kick string. It wasn't a full punish because it's a stress test but the punish notification still came up.I swear if there's any one thing I don't have tolerance for it's the Fatal Blow. Game looks like Injustice? I don't care. Movement slower than a turtle you say? Whatever, I'll be okay. But the FATAL BLOW? I just will never understand it. It's indefensible.
Like seriously. Who is the audience? Casuals? They'll mash Fatal Blow because they don't even understand punishing. Intermediates? Most don't like it. Pros? They all hate it and vocally complained for years. Who says "wow I love the Fatal Blow"??? Like why do they insist on leaving it with some "heys it's negative but pushes you so far out you'd have to be prime Daigo using a specific character to punish oh and it comes back too" as is??? Why do they think having regenerating super moves go unpunished on block is good game design???
I saw some stress test vids of people blocking the Fatal Blow and unable to punish and I just exploded lol. I hate this mechanic more than any in any game. It made no sense then and even less sense now because they've had years to listen to the overwhelming feedback and brought it back like this anyway. Just wow.
/Rant
the ideal would be, use once and be done, but if comes back, then needs to have not pushbackI swear if there's any one thing I don't have tolerance for it's the Fatal Blow. Game looks like Injustice? I don't care. Movement slower than a turtle you say? Whatever, I'll be okay. But the FATAL BLOW? I just will never understand it. It's indefensible.
Like seriously. Who is the audience? Casuals? They'll mash Fatal Blow because they don't even understand punishing. Intermediates? Most don't like it. Pros? They all hate it and vocally complained for years. Who says "wow I love the Fatal Blow"??? Like why do they insist on leaving it with some "heys it's negative but pushes you so far out you'd have to be prime Daigo using a specific character to punish oh and it comes back too" as is??? Why do they think having regenerating super moves go unpunished on block is good game design???
I saw some stress test vids of people blocking the Fatal Blow and unable to punish and I just exploded lol. I hate this mechanic more than any in any game. It made no sense then and even less sense now because they've had years to listen to the overwhelming feedback and brought it back like this anyway. Just wow.
/Rant
Why does cyrax do less damage in 2023It's been a long time since you played MK9, hasn't it?
If it was a Liu string into "unoptimized combo" then I'm happy lol. I haven't seen one yet which had me ultra tilted. Like it's legitimately an armored regenerating super move. If it's going to be that, then I should be able to take a nap, wake up, and punish it with whatever I use to punish. Probably my only complaint so far because it would be a carry over that defies all logical sense, but if I can punish with a string then I'd probably have no complaints as I'm pretty on board with everything else.Pretty sure I saw Maximilian punish Sub's FB with Liu using Liu's little kick string. It wasn't a full punish because it's a stress test but the punish notification still came up.
Point is, you can probably punish them, we just need a training mode. Also, it's worth noting you can hit people out of them pretty consistently and break them.
Can you (and others feel free to chime in) give details on this? Not trying to backseat drive everyone that actually got a code to play; but if negative critiques are gunna be tossed out for things this notable, we gotta also be providing reasoning if we hope to see any changes by or right after launch.Everybody’s saying it, and I’ve already made this comment, but the game feels like you’re fighting on the moon. It speeds up a TON when you’re actually getting some stuff going with your kameo and what not, but neutral feels insanely sluggish.
Refresh my memory, but weren't x-rays plus on block in MK9 and MKX? Different name but still the same shit no?They were never safe on block. And yes they’re super unsafe here
Some of them were plus and a few were unsafe, but only a few people can punish. I always separated X-rays from fatal blows lol but if that’s what Eddy meant then my bad.Refresh my memory, but weren't x-rays plus on block in MK9 and MKX? Different name but still the same shit no?
How do these bums get a code but not meran into my first casual today. mics are hot again online and it was a kid who was clearly not happy that i'm doing long combos on him which he expressed with a quitality. nrs has to realize its ok for a game to just be difficult. they need to speed it up
i didn't have one either until some generous person gave me their code.How do these bums get a code but not me
@Rezk my goat along with my goat @MK_Gorchichkai didn't have one either until some generous person gave me their code.
I hope you had a great time playing MK1. @MK_Gorchichka is the real goat.@Rezk my goat along with my goat @MK_Gorchichka
I think you pretty much got most of the major problems I have with the speed of the game, I didn’t go into detail earlier because I was at work, but you pretty much hit the nail on the head.Can you (and others feel free to chime in) give details on this? Not trying to backseat drive everyone that actually got a code to play; but if negative critiques are gunna be tossed out for things this notable, we gotta also be providing reasoning if we hope to see any changes by or right after launch.
From what I can gather across various people providing critiques, these are the main reasons the game feels / looks slow:
Anything missing here?
- Dash recovery & distance
- Inability to wave dash (can't block cancel dashes)
- Slow startup on pokes
- Long recovery on whiffed / blocked normals
- Long block stun
- Coincides with long recovery on normals to have a weird neutral & pressure game that isn't entirely unsafe RPS yet still somehow takes a long time for anything to happen
- Long animations
- Kameo throws are especially egregious. Kano's most of all
- Many animations are "floaty" and take a long while to finish
- Coincides with long block stuns making everything feel like it takes forever