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Rumor: M11K to change combo system.

igotAhalo

Apprentice
Links are combos that dependent on hitstun and frame advantage.
So if a a standing 4 is plus 10 on hit, you can combo with a move that has less then 10 frames of startup.

A chain is generally a series of normals that can be canceled into the next sequence.
So lets say in MVC2, there is set pattern of say you can cancel your light punch into a medium punch, and then cancel that medium punch into a fierce punch. The timing is very lenient with these types of combos.

A dial a combo is a combo string, usually aimed at MK style strings because of the timing required to input them, which makes it feel like you are dialing in the notations and then watching the combo come out, almost like doing a raging demon in street fighter. Some people also used to call KI combos dial a combos because of things like auto doubles and ultras doing a shit ton of attacks with out any button presses.
Thanks!

Links: combos that consist of a bunch of normals that involve precise timing versus hit stun in order to combo.
Crouching jab twice has a specific timing. You have to watch the move on screen watch it connect and then watch recovery before you press the attack again. You mistime and they block. Do it too soon and your second jab won't come out.

Dial Combos: are combos that are part of a string that you can essentially press at any speed without need to hit confirm onto the following hit. You can complete an entire string input before the first hit even lands and then just watch the rest of the attack play out or catch up to you.

Chains: are very similar to dials in the regard that they don't require any precise timing. Usually following a combo flow where light > medium > heavy chain together but you can't combo two light attacks or two medium. They have to ascend Like in blazblue ... BC 236D would be B wait for contact, C contact, 236D
B is medium and C is heavy

At least that's my understanding of their differences.

Edit: an exception to the light>med>heavy chain flow is usually after a launch or during an air combo. Also timing itself becomes much stricter when you're doing air combos in Blazblue.
(no particular character just a made up combo)
let's say 3C launches. 3C you then have to jump cancel the recovery of 3C and make contact with the opponent before he can use air recovery. So say.
3C..jump BB jump CC2D
The timing for the air chains are much more strict because the opponent can tech out of it and air block if you mistime your hitstun window.

Edit 2: the notation I'm using for my example is
789
4N6
123
N is the stick at neutral and the number sequence is the directional command for the stick.
So like a SF5 super would be 236236 or quarter circle forward 2x and punches/kicks
I realize I probably made everything far more confusing and I apologize if I did.
thank you
 

honeybooboo

I speak truth, no lie
If i had to take a guess, i think nrs adds counter hit mechanics, therefor effecting certain combos? Assuming rumor is true. Maybe adding other mechanics like corner specific launchers.... if its a tag game i hope d2 is a universal launcher where you can tag out and go into an air combo and hard knockdown into super ... thatll be so sick
Imagine characters who center their gameplan around counter hitting and poking ala steve. Definitely would add a whole another layer of depth.
 

xenogorgeous

.... they mostly come at night. Mostly.
no reason to believe NRS will change the basics regarding combo system .... dial combos will prevail as base system for combos, and maybe, they will add some stuff that worked in Injustice 2 , as the roll techs ..... this time, I think that the block breakers could burn only 1 meter bar, who knows ? let combo breakers use 2 bars, and block breaker only 1, and everything is cool !
 

STB Shujinkydink

Burning down in flames for kicks
Blatant clickbait nonsense. The fact that over half-way in and he hasn't even mentioned anything about the ALL CAPS SUPER IMPORTANT INFO in the title should tell you it's nonsense. Shujinkydink doesn't know anyone working on the game who would give him info
I don't clickbait, I try to make enticing titles. In this particular case I talked aboot exactly what I posted in the Title. No deception there.

That being said, I've got dms from other people saying they've heard the same thing! Pretty interesting change if its true
 

Gamer68

Fujin!
I don't clickbait, I try to make enticing titles. In this particular case I talked aboot exactly what I posted in the Title. No deception there.

That being said, I've got dms from other people saying they've heard the same thing! Pretty interesting change if its true
DMs from randoms or actual MK community members?

Anonymous users could easily be lying, even if their accounts have been active for a while. They simply have no reputation to lose.
 

mastermalone

Use only logic, please
Well known community players: They have evo medals Ill put it that way
Translation: Play testers/QA Testers that are tournament players that we may know from this Forum that have been helping NRS with their feedback to make the game more Esports viable while at the same time, keeping it casual friendly. These players have indicated changes made to the combo system.
 

SneakyTortoise

Official Master of Salt
I don't clickbait, I try to make enticing titles. In this particular case I talked aboot exactly what I posted in the Title. No deception there.

That being said, I've got dms from other people saying they've heard the same thing! Pretty interesting change if its true
Yes, I've seen the talk from other players on this who often have connections, there does seem to be something up.

But, this video is very clickbaity. Big all caps title and then it's about 4 minutes (I watched it a few days ago, so may be slightly off) into a 6 minute video before you even touch on the topic in caps. And even then, barely say anything of value on the matter
 

spidey300

Warrior
here it comes. all that complaining people did about dial a combos is coming to fruition. now the casuals won't be able to do links unless it plays like sf5
 

AbeW

Mortal
KEEP THE DIAL COMBO, BUT, MAKE ALL STRINGS HIT CONFIRMABLE. Otherwise, you have timid dudes hitting the same safe stale strings over and over....and over, with no courage to commit on anything unsafe. If all strings are hit confirmable into other, this would add immense variety to gameplay (way more permutations) and keep it more fun.

But, poking around with every single hit and confirm like in SFV is boring as fk. There is zero swag in SF unlike the unique visuals on many MK strings. SFV's for utilitarian couch potatoes who don't know the meaning of swag.

On a different note, as someone pointed out earlier on the thread, clickbait Shujinkydinky linkydinky linkitydinkity does remind you a bit of Gru from despicable me ( as he attempts to boost his channel views) . lmao
 
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Braindead

I want Kronika to step on my face
KEEP THE DIAL COMBO, BUT, MAKE ALL STRINGS HIT CONFIRMABLE. Otherwise, you have timid dudes hitting the same safe stale strings over and over....and over, with no courage to commit on anything unsafe. This would add immense variety to gameplay and keep it more fun.

But, poking around with every single hit and confirm like in SFV is boring as fk. There is zero swag in SF unlike the unique visuals on many MK strings. SFV's for utilitarian couch potatoes who don't know the meaning of swag.
@scrubquotes
 

HeavyNorse

#BlackLivesMatter
I kinda made a post like that, but no one seemed interested in responding. :p

Now, this is just an idea... I don't know if it possible, I don't know how the programming and such work like... I just had a thought I would like to share with you, to see if it would be something that would be appealing to you guys!

So, I thought we could kinda meet in the middle here, with how the combo strings work, instead of completely changing how it is in the MK games.

What if each attack in a string needs to be hit-confirmed?
As an example, say we have a combo string being like 1, 2, 3 (just for simplicity sake). If 1 hits, the combo moves on to do the next step of the string which would be 2. And if 2 hits, it will move on to do the last attack of the string, which is 3.

Now, if 1 doesn't hit or is blocked, the animation for the next attack just won't come out! Even if you hit 2, the combo stops. And the same if 1 hits but 2 doesn't hit (for whatever reason), then 3 won't happen.

You can still do the other stuff, like cancel out of a combo with special moves and such, but the string itself needs to be hit-confirmed before it can move on.

Again, I don't know if it is even possible or something you guys think could be a good idea, but it would be a way to avoid getting locked into a combo string animation (which you have already dialled in) if it won't hit.

Could this be considered a reasonable compromise?