But dashinf in IGAU don't let you cancel it with anything, and MK9 combos has dash cancelling at the core of it and I think that is one of the best features MK9 has. To me this is bad news, but maybe they tweak it sometime later. I hope they bring a demo or something like that to EVO so we can have more information about it.
Honestly, if how dashing affects combos is your biggest concern then you have nothing to worry about. First, you'll have run instead (and apparently you can actually cancel a dash into run). Second, there will still be ways to deal that damage, it won't really matter much if you doubletap directions, hold blk or input strings one after another while extracting that damage.
I don't like the idea of two movement options if their only difference is that one is done by holding a button and is of no use, another is done with doubletap and that's how you move most of the time. I'd rather have different moves with different purpose. Thinking about it, I actually doubt that cosmetical aspect of dash cancelling is the primary reason NRS decided to change this mech.
I can see going through them pains to get used to run instead of dashing to whiff-punish and whatnot, hopefully it won't take forever to reach full running speed though.
I felt tom brady should of gone more in depth on the blocking in mk9. He didn't touch on the chip damage, and meter building that the attacker gets when the opponent is sitting there thinking he can block all day for free cause of no crossups.
He mentioned earlier that there gonna be Sub's ability that negates chip damage. Something tells me that at this point NRS aren't naive enough to make abilities that are useless by design (i.e. chip negating ability in a game with no chip damage that matters).
i know you could say it made it unique, but you dont see any other games using Dash canceling...
A bit off-topic, but I think Skullgirls has cancelable dashes. For those characters that can dash at all ofc.
Dashes will be fine as long as they don't reach half the screen which is how they look now in MKX. They just have to make dashes short and it will be fine.
Maybe that's their purpose though, something you use when you want to get in, so when your opponent derps and is too busy to punish your dash, you go for it...
Hopefully walking/running will be enough for everything else.
If i am interpreting this right your implying that they made dashing cover more distance to make zoning a stronger option in inj cause it was to weak in mk9? If so are you sure about that? I thought the accepted reason for the dashing distance is because of the max length that two chars can be from each other in inj is much longer than mk9.
I think he means that stronger zoning comes from dashes not being cancellable, he just mentioned that NRS made them long to make them worth using even though they're unsafe.