jamessmk
I am your god
Ha ha friend well spokenA wise man told me something once and since then I have looked at the technical aspects of the game in a different light.
"The only thing consistent about mk9 is the start button"
Ha ha friend well spokenA wise man told me something once and since then I have looked at the technical aspects of the game in a different light.
"The only thing consistent about mk9 is the start button"
True and I'm all for them adding more depth to there game, and I'm sure they are as well, but I would prefer it if they took it slow and did it a little at a time over the course of several games. I don't have a lot of faith they can pull it off in one go, despite making fighting games for 20 years they don't exactly have a lot of experience with making good ones with depth, they should ease into it.These are fundamental issues in the conceptual make-up of the game, and they are every bit as important as fixing the fucking-super-retarded-fuck-all that happens when you're holding crouch, proceed to hit "2", and your [ban incoming] ass character does a fucking retarded standing 2!!!!!!!!!!!!!!!!!!djfklasdjfkl;asjdfahvnxcm,vnaljsdfklasdfjafasd
*breathes*
Yo. Sup.
naked xray from kung lao on jump in, on sindel, on baraka if you try zoning, on reptile if you try zoning..... no way should it be 50%....Coming primarily from an SF background. I feel that capcom wouldn't allow starter strings that launch into potentially more damage, to be safe on block. It's usually weighed down to risk vs reward. If somehow the game changed, so that launcher strings were unsafe, and non-launching strings safe, then people wouldn't be able to mindlessly repeat the same combos over. This would allow for more variety, and act as an incentive to use other strings. Since with many characters there's no incentive to use other strings when all you need is 1 or 2 strings to get the job done.
The meter usage in this game, seems to also be unbalanced, but that's usually character and playstyle dependent. If a fighting game offers a choice, on how meter is to be used. It's a difficulty job to balance the choices, to make each equally as strong. As it stands, 3 bar X-Ray's in combos scale horribly then their truth worth, and breakers are too good. Is it a goal for development, to mathematically balance things out, so that 3 enhanced moves = 1 Xray, or 1 breaker + 1 enhanced move = 1 Xray? This is one for the too hard basket.
Also, a big design issue, I would imagine is the consideration of whether or not, X-Rays should be comboed into. In SF4, the ultras which replaced the role of Supers, for the bulk of characters, had setups. I was wondering if the MK mechanism, would benefit from not allowing players to combo into X-Rays. But instead had to land them naked. I suppose containment moves changes this equation, as you get infinite frame advantage. As it stands, I think a naked X-Ray should be rewarded, to do about 50% - assuming the per bar value from using a 2 bar breaker, breaking around 35% combos.
Discuss. Thanks.
Why not, hes saying that characters xrays should have a purpose aka shut down something you want to do or risk taking damage. I think the damage should be more around 40-45% but that is just me.naked xray from kung lao on jump in, on sindel, on baraka if you try zoning, on reptile if you try zoning..... no way should it be 50%....
You really dont get MK at allComing primarily from an SF background. I feel that capcom wouldn't allow starter strings that launch into potentially more damage, to be safe on block. It's usually weighed down to risk vs reward. If somehow the game changed, so that launcher strings were unsafe, and non-launching strings safe, then people wouldn't be able to mindlessly repeat the same combos over. This would allow for more variety, and act as an incentive to use other strings. Since with many characters there's no incentive to use other strings when all you need is 1 or 2 strings to get the job done.
The meter usage in this game, seems to also be unbalanced, but that's usually character and playstyle dependent. If a fighting game offers a choice, on how meter is to be used. It's a difficulty job to balance the choices, to make each equally as strong. As it stands, 3 bar X-Ray's in combos scale horribly then their truth worth, and breakers are too good. Is it a goal for development, to mathematically balance things out, so that 3 enhanced moves = 1 Xray, or 1 breaker + 1 enhanced move = 1 Xray? This is one for the too hard basket.
Also, a big design issue, I would imagine is the consideration of whether or not, X-Rays should be comboed into. In SF4, the ultras which replaced the role of Supers, for the bulk of characters, had setups. I was wondering if the MK mechanism, would benefit from not allowing players to combo into X-Rays. But instead had to land them naked. I suppose containment moves changes this equation, as you get infinite frame advantage. As it stands, I think a naked X-Ray should be rewarded, to do about 50% - assuming the per bar value from using a 2 bar breaker, breaking around 35% combos.
Discuss. Thanks.
... that's all you have to contribute? Did you like.. read the first sentence and just go, "oop, tl;dr fuck dat. lol it sayz SF and Capcom.. datz not MK. y u no MK" ?You really dont get MK at all
I just don't think you should be hitting that much percentages.. I would rather have most bnbs do much less in MK honestly. I don't like the idea of messing up once and costing you the match while the opponent carries you around the stage with bombs, hats, buzzsaws, forceballs.. etc etc.. for 50+%Why not, hes saying that characters xrays should have a purpose aka shut down something you want to do or risk taking damage. I think the damage should be more around 40-45% but that is just me.
I agree with it. I like x-rays.. I just don't want them doing 50% for punishing in a game of pure offense.. where there is no down time.As it stands there are very few xrays that are good without comboing into them. Cage makes you afraid to attack, Kung lao makes you afraid to jump, Sub-Zero makes you afraid to throw projectiles, Kano/Jax makes you want to jump more. These are examples of GOOD xrays because a mind game is being played the moment they have xray.
Why don't you play Kano and Jax, then? Kano's does 43% and Jax's does 41% I believe. :top:I think a naked X-Ray should be rewarded, to do about 50%
Playing devil's advocate here. You didn't really "show" him anything. You just stated that he really doesn't get mk at all. That's all you said, without defending your post. A little more insight into WHY you said that would make your statement a little more valid and a little less condescending.its funny metallica because i play SF also so have fun with your mute point, i was just showing that he doesnt understand it and if he wants to know HE can address the community
lol I had contracted what I called the "street fighter complex" playing the demo of mk9. My friend would shoot a spear at me full screen and I'd hold back and then when it hits me I'm like "FUCK!! I forgot there was a BLOCK BUTTON!". I got over it pretty well though. The only thing I don't understand is how they apparently have this game messed up. Like you said, the game shouldn't be compared to sf mechanics wise because it's obviously different. Sure the throw teching thing is annoying, know what else is annoying? 2 frame shoryukens. Don't hate me peeps, lets just leave it at a difference of opinion.I talked with some AE players too and they want the Block button removed from mk.....
#unfairtocompare
true but i cant really say anything now because THTB really hit it right onPlaying devil's advocate here. You didn't really "show" him anything. You just stated that he really doesn't get mk at all. That's all you said, without defending your post. A little more insight into WHY you said that would make your statement a little more valid and a little less condescending.
I agree with everything here.All I really want is a guaranteed safe way to wake up with risk involved. If my opponent blocks my wake up attack regardless of what it is, I should eat a combo. If I decide to take the risk I should have immunity from accidentally getting poked out which people are getting pretty good at doing.
If I spend meter on an ex move, don't take away my bar until the move has been completed. So many times I end up wasting meter for nothing because of well timed pokes.
I want a consistent way to discourage people from jumping across the board. I want my character to turn around faster if I am being crossed up sloppily. The whole idea of safe jumping should stay in of course but the ability to stop sloppy play should be consistent.
Throws should have a universal tech button or maybe throws should be teched with punches on front throws or back throws with kicks.
I can't really think of anything else right now. :jerkoff:
what?Let's say I can tech while blocking, what's to stop me from teching while blocking 100% of the time? There is no risk involved in me doing so. Now throws become obsolete.
1. These guys are AE players who are entirely used to being able to tech throws while crouch blocking (Yes, I do know about tech traps).
2. Teching while blocking severely hinders throws. Unlike in AE, pressing buttons while blocking does not perform an attack.
3. Technical assessments? Too much buggy shit lol. I love the game, but too much stuff is buggy...like, I clearly hit down and 4. How the hell do I end up with a standing 4/b]?
Make a universal tech throw button (the throw button or 1+3). Make it possible to tech a throw while blocking and make the throw tech window small (perhaps 6-8 frames). If someone attempts to tech a throw they should be vulnerable to hit or taken out of their block animation. This completes the RPS circle for that mind game.That's a "rock and a hard place" situation. The whole idea is fundamentally flawed and they need to revisit the throw tech from scratch.
Let's say I can tech while blocking, what's to stop me from teching while blocking 100% of the time? There is no risk involved in me doing so. Now throws become obsolete.
Your right about that. I don't even understand the footsies in this game.You really dont get MK at all