Slymind
Warrior
It's about the timing to dial up in MK, you have to quickly press every button of a string by the time the first move comes out, in SC feels like the time to press a button to keep an on going string is more fluid.Meaning?
It's about the timing to dial up in MK, you have to quickly press every button of a string by the time the first move comes out, in SC feels like the time to press a button to keep an on going string is more fluid.Meaning?
You mean just tapping 1 continuously?I'd be satisfied with a combo system similar to KOF XIV.
I have never had this problem. I play the character so much I'm not even remembering strings. My body just has the muscle memory. Five minutes and I'm blasting out all my bnbs like I just mastered them.One caveat to MK combo strings is that if you haven't played the game for a while, it's tough to come back and play a character that you used to be good at because you may not remember the sequence of the combo strings.
I press the same way in Soul Calibur honestly, at least outside Maxi.It's about the timing to dial up in MK, you have to quickly press every button of a string by the time the first move comes out, in SC feels like the time to press a button to keep an on going string is more fluid.
This.Just change it back to mk9.
Me too.I press the same way in Soul Calibur honestly, at least outside Maxi.
I mean technically for most strings you can tiime it with the hits. You don't have to complete the string before the first hitThe issue with NRS strings is the input, having to "dial" the entire combo in before the first hit even lands.
I disagree. Strings can be hit-confirmed and whiff punishing strings that are tossed out in neutral is really satisfying.The problem with NRS dial a combos is not that they are a string, strings themselves are fine, they work well in every other FG.
The issue with NRS strings is the input, having to "dial" the entire combo in before the first hit even lands.
It never really feels right, like you are not in control of your character, there is no real timing to it that makes any sense. They also have far too many strings for every character and it's just a waste of resources, so instead of having like 3 or 4 well animated cool moves, they have like 1, and then 9 shitty animated ugly attacks, which distracts from the game. There isn't a huge difference between them, and most of them go unused and never seen. I also hate the fact you can complete a string on wiff, it's annoying to do, and it's an eye sore when watching competitive gameplay.
If they are changing how the combo system works and moving away from strings, I don't see them ever going to Street Fighter style links. I can see them however going towards chain combos, which are also in SF and a shit ton of other games. In fact, MK4 had chain combos, there was a magic series path that let you chain your attacks together.
If they did that, it could still have the same combo flow of NRS games for the last 10 years or w/e.
Chain 1,2,4 then special launcher, then another 1,2,4 chain, and lots of juggles with specials and launchers.
What is going to be interesting to see is how canceling and combos actually work in the game.
In the past, hitstun doesn't actually let you combo, so if they are moving away from dialed combos, will everything combo into everything if hitstun allows it or will they still be artificial rules were only certain series of normals will chain based on whats programmed into the game hitstun be damned?
If this is real maybe they are changing the same way UMK3 dial system works.The problem with NRS dial a combos is not that they are a string, strings themselves are fine, they work well in every other FG.
The issue with NRS strings is the input, having to "dial" the entire combo in before the first hit even lands.
It never really feels right, like you are not in control of your character, there is no real timing to it that makes any sense. They also have far too many strings for every character and it's just a waste of resources, so instead of having like 3 or 4 well animated cool moves, they have like 1, and then 9 shitty animated ugly attacks, which distracts from the game. There isn't a huge difference between them, and most of them go unused and never seen. I also hate the fact you can complete a string on wiff, it's annoying to do, and it's an eye sore when watching competitive gameplay.
If they are changing how the combo system works and moving away from strings, I don't see them ever going to Street Fighter style links. I can see them however going towards chain combos, which are also in SF and a shit ton of other games. In fact, MK4 had chain combos, there was a magic series path that let you chain your attacks together.
If they did that, it could still have the same combo flow of NRS games for the last 10 years or w/e.
Chain 1,2,4 then special launcher, then another 1,2,4 chain, and lots of juggles with specials and launchers.
What is going to be interesting to see is how canceling and combos actually work in the game.
In the past, hitstun doesn't actually let you combo, so if they are moving away from dialed combos, will everything combo into everything if hitstun allows it or will they still be artificial rules were only certain series of normals will chain based on whats programmed into the game hitstun be damned?
Actually, I've noticed the same thing as the Rathalos mentioned. It always felt unnatural to me that I had to input the entire combo string right after the first got lands or else the combo ended. It was as if I just hit them once and quickly imputed the string and then watch the combo auto play itself out. If they go to a chain combo system that would be awesome!I disagree. Strings can be hit-confirmed and whiff punishing strings that are tossed out in neutral is really satisfying.
This is one of the reasons I love MK's combo system though. To make the character I'm playing doing all kinds of cool shit! I'd hate for them to stop doing that.Eliminate the need for scripted animations for combos.
I completely understand. But it does create a restricting combo system. And for players like me it makes it tough to remember all the combo strings for all the characters that you use if you step away from the game for a while. Also, some attacks are only available as part of a string which makes some moves that are locked behind canned dial-a-combos, unused if the combo in question is mostly useless or unsafe.This is one of the reasons I love MK's combo system though. To make the character I'm playing doing all kinds of cool shit! I'd hate for them to stop doing that.
You say that some animations are locked behind strings. The fact is there are only a set amount of initial hits and those already have their own animations. If anything, we are getting more variety with strings.I completely understand. But it does create a restricting combo system. And for players like me it makes it tough to remember all the combo strings for all the characters that you use if you step away from the game for a while. Also, some attacks are only available as part of a string which makes some moves that are locked behind canned dial-a-combos, unused if the combo in question is mostly useless or unsafe.
I notice that many combo strings are never used during tournaments. Only the safe strings are used which limits the creativity of the player since there are so few safe string options. I know that this does not matter to many casual players and that's totally fine for them. But for players like me who compete in tournaments, it makes a difference in the desire to support the game for competitive play.
I'm a firm believer in supporting both casual and competitive players. Dragon Ball FighterZ did this very well. I don't see any reason why MK can't.