Eddy Wang
Skarlet scientist
I'm kinda curious if this is in current MK1 in some shape or form, so please inform me if they do and how they've changed if so.
NRS had 3 mechanics that were introduced in MK9, and kept being presented every game, well two of them at least, the other one was ditched, we lost depth with the loss of one of these, but the other 2 became better as the engine progressed, if you guys are wondering what i'm talking about, there they are.
1. Kommiment Strings
2. High Jailing
3. Different frame advantage on stance diferencial
Kinda curious if these are in MK1 in some shape or form
NRS had 3 mechanics that were introduced in MK9, and kept being presented every game, well two of them at least, the other one was ditched, we lost depth with the loss of one of these, but the other 2 became better as the engine progressed, if you guys are wondering what i'm talking about, there they are.
1. Kommiment Strings
A concept that i think it drinks partially from tekken and SF piano inputs, but adds it's own spin on it, it consists on finishing a set of dials after and before a certain animation finishes, yes you heard it right, you have to do it before a requirement window finishes up, the character in question will do the rest of the animation.
firstly introduced in MK9 with Kung Lao - 21 (212) 1+2 was the command, and if done correctly, low would do a massive flurry jabs into a hat finisher and it was a 7hit strings
MK9 Skarlet f212, 1+2 doesn't count as she doesn't have to commit to anything
This string was designed to give Kung Lao an Edge, but it wasn't practical and was probably the hardest string in the game
fast forward to MKX, this string design changed into 1,1 (212) 4
which is to this day the most practical string of MKX Kung Lao, basically if you can't do this string, 50% of your kung Lao efficiency goes down the drain as it's designed to give him an edge in every possible way
Fast forward to MK11, this concept it's taken into account character personalities, and now you have Lao, Kitana, Mileena, Rain having kommitment strings in their toolsets for different reasons
- Lao (2121) uses it to have an edge and interrupt armor while he is at +1 at the end of it each time, however the (21) part are 3 highs and you can duck after the first hit and straight up kill him
- Kitana has f231 you have to do the entire input otherwise the string doesn't come out, very strong if ppl block it, but if someone jumps over it, Kitana dies has she has to finish the whole animation
- Mileena 23 string it's -6 and she loses turn, she has a last hit in 234 that if she commits to the string it catches up pressure, but ppl can dick jab her, or neutral duck the high and kill her, but it's also designed around her risk/reward madness design in mk11 where he has to do mixups to save her life and she lives and dies for it.
firstly introduced in MK9 with Kung Lao - 21 (212) 1+2 was the command, and if done correctly, low would do a massive flurry jabs into a hat finisher and it was a 7hit strings
MK9 Skarlet f212, 1+2 doesn't count as she doesn't have to commit to anything
This string was designed to give Kung Lao an Edge, but it wasn't practical and was probably the hardest string in the game
fast forward to MKX, this string design changed into 1,1 (212) 4
which is to this day the most practical string of MKX Kung Lao, basically if you can't do this string, 50% of your kung Lao efficiency goes down the drain as it's designed to give him an edge in every possible way
- better chip
- armor breaking
- higher launching height
- better pressure
- better combos
Fast forward to MK11, this concept it's taken into account character personalities, and now you have Lao, Kitana, Mileena, Rain having kommitment strings in their toolsets for different reasons
- Lao (2121) uses it to have an edge and interrupt armor while he is at +1 at the end of it each time, however the (21) part are 3 highs and you can duck after the first hit and straight up kill him
- Kitana has f231 you have to do the entire input otherwise the string doesn't come out, very strong if ppl block it, but if someone jumps over it, Kitana dies has she has to finish the whole animation
- Mileena 23 string it's -6 and she loses turn, she has a last hit in 234 that if she commits to the string it catches up pressure, but ppl can dick jab her, or neutral duck the high and kill her, but it's also designed around her risk/reward madness design in mk11 where he has to do mixups to save her life and she lives and dies for it.
2. High Jailing
Started also in MK9, if you were locked in a high stance or crouching stance during a blockstring you character would be stuck in that stance until the blockstring expires
Pioneered for characters such as Quan Chi with runetraps, Kabal NDC pressure and the most famous of them, Skarlet blockstring loops from a 10f jab into a ex kunai cancel blockstring pressure.
fast forward to MKX
This was changed to jail characters only if they got hit and the advantage was enough until the next startup move making it impossible to neutral crouch, but in the game everyone had a 11f mid to compensate so it wasn't as relevant
However in MK11, when Skarlet returned, as she was one of those characters that lacked good and fast mids, Paulo made the Jailing system more evident, with d1s being +15 enough to jail a standing jab, or a 13f high, while every character could do this, Skarlet became a pioneer of the mechanics again by having a lot of highs that would jail off of frame advantage that would get you into a hit state if you tried to duck a high while at enough disadvantage for her highs to jail, even if it wasn't comboable, the idea NRS had then was that if you tried to duck while over +13 or higher, anything she did below that number would hit and couldn't be neutral ducked, basically her blockstring mechanic but changed into hit advantage instead of guarding one, and she had several hits that landed enough frames for high jail and continued pressure.
Pioneered for characters such as Quan Chi with runetraps, Kabal NDC pressure and the most famous of them, Skarlet blockstring loops from a 10f jab into a ex kunai cancel blockstring pressure.
fast forward to MKX
This was changed to jail characters only if they got hit and the advantage was enough until the next startup move making it impossible to neutral crouch, but in the game everyone had a 11f mid to compensate so it wasn't as relevant
However in MK11, when Skarlet returned, as she was one of those characters that lacked good and fast mids, Paulo made the Jailing system more evident, with d1s being +15 enough to jail a standing jab, or a 13f high, while every character could do this, Skarlet became a pioneer of the mechanics again by having a lot of highs that would jail off of frame advantage that would get you into a hit state if you tried to duck a high while at enough disadvantage for her highs to jail, even if it wasn't comboable, the idea NRS had then was that if you tried to duck while over +13 or higher, anything she did below that number would hit and couldn't be neutral ducked, basically her blockstring mechanic but changed into hit advantage instead of guarding one, and she had several hits that landed enough frames for high jail and continued pressure.
3. Different frame advantage on stance diferencial
Also started in MK9 and this used to give a huge deph to the game, i feel sad this mechanic hasn't carried over to the next franchices as i think we had a good thing going here and would definitely be interesting with todays systems
Basically, if your d3 landed against someone standing, the advantage would've been +3 on this, while a d4 on against someone standing was like +12.
The roles would've been reversed if the iopponent were crouching, with d3 now being +7 on hit, while d4 being only +4
This nuance in change of advantage on stance, forced the defenders to be aware of how they are going to defend, if they were guarding standing and you landed a d4 on hit, you scored a jackpot, but if they were crouching, the advantage would be minimal from a d4, but a d3 was good enough to start pressure against someone trying mash d1 to poke back while being pressured.
fast forward to MKX, MK11 and MK1, this change was standardized, as getting hit by any of these moves, all give the exact same advantage, doesn't even change on counter hit, giving the exact same outcome.
To me, the lack of depth in this particular part is also the reason why the recent mk games everyone mashes d1 in order to get out of everything
Basically, if your d3 landed against someone standing, the advantage would've been +3 on this, while a d4 on against someone standing was like +12.
The roles would've been reversed if the iopponent were crouching, with d3 now being +7 on hit, while d4 being only +4
This nuance in change of advantage on stance, forced the defenders to be aware of how they are going to defend, if they were guarding standing and you landed a d4 on hit, you scored a jackpot, but if they were crouching, the advantage would be minimal from a d4, but a d3 was good enough to start pressure against someone trying mash d1 to poke back while being pressured.
fast forward to MKX, MK11 and MK1, this change was standardized, as getting hit by any of these moves, all give the exact same advantage, doesn't even change on counter hit, giving the exact same outcome.
To me, the lack of depth in this particular part is also the reason why the recent mk games everyone mashes d1 in order to get out of everything
Kinda curious if these are in MK1 in some shape or form