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Rumor: M11K to change combo system.

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.
NRS has gotten better. The TMNT animations are very good. Look at Raph F213, really nice with the seeping sai. Also B12 and catching the sai in the air. All of the turtles and the air Trang how their legs kick out just like in the second movie. Excellent animations on the TMNT last dlc.
 

AbeW

Mortal
This would be such a ridiculous move by NRS.

If NRS's strategy for making a combo system change was to attract players from other FGs, they had already succeeded in MKX by attracting many players from the Tekken series. Most DBFZ casuals will try MK11 anyways. They may attract some SF fans, but, they will lose a lot of core MK players if they brought the SF combo system.

Tekken7 and MKX are eons better than SFV for crying out loud.
 

BecomingDeath13

"You won't winter over?" Who the fuck wrote that?
Remember they said the announcement trailer was very similar to how the game actually plays. I didn't see any sf links in the trailer. Looked fairly close to the combo strings we're all used to.
We all need to relax. We'll know in 4 days.
 

MagicMan357

"130 ms is more legit than Labbing" - TYM
What i really want them to do is make the gameplay faster and tighter so its more demanding for hardcore players. What i mean is make the game similar to KI but still like mkx. For example if there were links, id see it similar to the 3d mk games where some combos had a stun animation (think batman 1,1,2) and you could run cancel into them. Also i feel that all launching combos should not only be punishable but should only allow you to do a simple juggle like INJ F3, but spending meter on launching specials gives more air time. This would make it worth while to use meter even more basically turning them into enders like KI. Id also like them to keep the gravity system of INJ instead of MK stop hit animations in the air because its awkward.
If stamina is back i feel that when it runs out you shouldnt stop running but start jogging so it wont mess up combos.
 

Rathalos

Play Monster Hunter!
Because I don't see it being that drastic of a change.
I expect the combo flow to be very similar, but the canned strings are gonna be changed up.

The average casual MK player probably won't even know the difference between dial a combo and chains.
 

Chernyy Volk

Wolf lord, footsie bully, chronic corner abuser.
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.
Are you on drugs? This is all 3D fighters and people love those. Process of elimination in tool sets is ALWAYS going to happen. I think you just don't understand how a string meta works.
 

mastermalone

Use only logic, please
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.

Also, the statement about forgetting strings after walking away from the game for a while seems odd. Why would NRS tailor their game to accommodate those who walk away from the game?
I don't mean any disrespect but I disagree with the more variety with combo strings, especially when many of them are never used. But that's just my observation and I could be dead wrong.

Also, the reason for my forgetfulness is because I play a lot of different fighting games. It is tough for me personally to remember games that use combo strings. Fighting games that use standardized mechanics are just easier for me to remember. It's no fault of the game. It's the reason why I am terrible at 3D fighters like Tekken and Soul Calibur. That's just a deficiency on my part.
 

Chernyy Volk

Wolf lord, footsie bully, chronic corner abuser.
I don't mean any disrespect but I disagree with the more variety with combo strings, especially when many of them are never used. But that's just my observation and I could be dead wrong.

Also, the reason for my forgetfulness is because I play a lot of different fighting games. It is tough for me personally to remember games that use combo strings. Fighting games that use standardized mechanics are just easier for me to remember. It's no fault of the game. It's the reason why I am terrible at 3D fighters like Tekken and Soul Calibur. That's just a deficiency on my part.

I go between MKX, Inj2, SC6, MKX and SFV with zero difficulty so I dunno. The system shouldn't catered to people like you obviously, that's just a limitation.

Strings + single hit unique normals ALWAYS leads to more diversity in gameplay and application. I don't wanna write a whole game design essay about it, but it's 100% superior to links and rewards character intimacy much more.
 

mastermalone

Use only logic, please
Are you on drugs? This is all 3D fighters and people love those. Process of elimination in tool sets is ALWAYS going to happen. I think you just don't understand how a string meta works.
Are you upset or something? Why would you ask if I'm on drugs?

Anyway, to answer you question, perhaps you are right. Maybe I do not fully understand string meta. In quotes below is a reply that I gave to another member to help answer you further:

"Also, the reason for my forgetfulness is because I play a lot of different fighting games. It is tough for me personally to remember games that use combo strings. Fighting games that use standardized mechanics are just easier for me to remember. It's no fault of the game. It's the reason why I am terrible at 3D fighters like Tekken and Soul Calibur. That's just a deficiency on my part."
 

Chernyy Volk

Wolf lord, footsie bully, chronic corner abuser.
Are you upset or something? Why would you ask if I'm on drugs?

Anyway, to answer you question, perhaps you are right. Maybe I do not fully understand string meta. In quotes below is a reply that I gave to another member to help answer you further:

"Also, the reason for my forgetfulness is because I play a lot of different fighting games. It is tough for me personally to remember games that use combo strings. Fighting games that use standardized mechanics are just easier for me to remember. It's no fault of the game. It's the reason why I am terrible at 3D fighters like Tekken and Soul Calibur. That's just a deficiency on my part."
The thing is, you mention interest in the game competitively yet fail to understand a string based meta and how it works. You can't possibly be competitive at fighting games if you don't understand how and why it's designed the way it is.
 

mastermalone

Use only logic, please
I go between MKX, Inj2, SC6, MKX and SFV with zero difficulty so I dunno. The system shouldn't catered to people like you obviously, that's just a limitation.

Strings + single hit unique normals ALWAYS leads to more diversity in gameplay and application. I don't wanna write a whole game design essay about it, but it's 100% superior to links and rewards character intimacy much more.
I can respect that. Everyone of us has our preference.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
I won't say this is bad or good...just interesting. The idea of a more link-based combo system can mean that frame advantage on hit as a whole is taking a serious nosedive. MK's combo system for the longest time has been really different, since heavy frame advantage doesn't result in a link unless a move is used and cancelled to remove the flag in play to otherwise prevent a link. Which has let NRS get away with some insanely high frame advantage on hit (We're talking +15 or more at times).

We'll have to see it when we see it. There does seem to be a consistency in sources, though, but I would also not be surprised if the wording of "more SF-like" isn't an accurate enough description.

Also, for what it's worth, NRS has been introducing more and more common FG mechanics in each iteration. True 2-in-1 cancels were kinda experimented with as early as MK4, but up until MKDC, they didn't exist in a fully fleshed out system. Hell, MKDC was the first MK to have a meter mechanic, and it still wasn't a traditional meter system until MK9.
 

Chernyy Volk

Wolf lord, footsie bully, chronic corner abuser.
I won't say this is bad or good...just interesting. The idea of a more link-based combo system can mean that frame advantage on hit as a whole is taking a serious nosedive. MK's combo system for the longest time has been really different, since heavy frame advantage doesn't result in a link unless a move is used and cancelled to remove the flag in play to otherwise prevent a link. Which has let NRS get away with some insanely high frame advantage on hit (We're talking +15 or more at times).

We'll have to see it when we see it. There does seem to be a consistency in sources, though, but I would also not be surprised if the wording of "more SF-like" isn't an accurate enough description.

Also, for what it's worth, NRS has been introducing more and more common FG mechanics in each iteration. True 2-in-1 cancels were kinda experimented with as early as MK4, but up until MKDC, they didn't exist in a fully fleshed out system. Hell, MKDC was the first MK to have a meter mechanic, and it still wasn't a traditional meter system until MK9.
This eliminates what makes NRS games unique though. They're essentially 3D fighters on a 2D plain. Link systems are dull, repetitive, allow no room for combo creativity and are boring to look at.
 

mastermalone

Use only logic, please
The thing is, you mention interest in the game competitively yet fail to understand a string based meta and how it works. You can't possibly be competitive at fighting games if you don't understand how and why it's designed the way it is.
Damn, sir! I detect some hostility lol! Take it easy, sir. In any case, I've won my fair share of tournaments, nothing really major but some fun locals that I've traveled to and I also try....try to compete at EVO lol! I do ok but it's really fun to compete and get better which is why I do it.

Instead of reprimanding me for my failure to understand the meta, why not offer to help me understand instead?
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
This eliminates what makes NRS games unique though. They're essentially 3D fighters on a 2D plain. Link systems are dull, repetitive, allow no room for combo creativity and are boring to look at.
That last bit is all up for opinion, tbh.

As far as creativity, I've seen some nutty shit in link-based systems, largely because links aren't the only way to combo in those games. Even then, some of these link-based combos out there can be full of creativity, moreso than NRS titles tend to be as a whole.