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Two mechanics NRS improved since MK9, and one they ditched

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
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
  • better chip
  • armor breaking
  • higher launching height
  • better pressure
  • better combos
there is no draw back

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.

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

Kinda curious if these are in MK1 in some shape or form
 

Marinjuana

Up rock incoming, ETA 5 minutes
#1 an #2 are the same basically, and like all NRS starting with* IGAU there is no mechanic of differing frame advantage crouching or standing. IIRC Nitara, Kitana and Mileena have kommitment strings.

And on High Jailing I want to throw out that they added a patch in MK11 that made it so hit reactions were more consistent to allow High Jailing to be more consistent, which MK1 kept.
 
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Eddy Wang

Skarlet scientist
#1 an #2 are the same basically, and like all NRS after IGAU there is no mechanic of differing frame advantage crouching or standing. IIRC Nitara, Kitana and Mileena have kommitment strings.

And on High Jailing I want to throw out that they added a patch in MK11 that made it so hit reactions were more consistent to allow High Jailing to be more consistent, which MK1 kept.
good thing they kept it, it seems lord Paulo likes these as well.
 

Felipe_Gewehr

Twinktile
I hated the mk9 thing with the d3/d4 frame advantage changing if you are blocking crouched/standing and sincerely hope it doesn't ever come back. It doesn't really add any depth, it makes things needlessly complicated because you can crouch or stand in a single frame so your are not really making a read on anything, you are getting lucky our unlucky mashing one or another.

As for commitment strings, I also dislike those, but to a lesser degree. I don't understand what exactly is the appeal of locking people into animations that you can actually cancel into a special anyway, aside from making it more annoying to "dial" the string.
 

Eddy Wang

Skarlet scientist
I hated the mk9 thing with the d3/d4 frame advantage changing if you are blocking crouched/standing and sincerely hope it doesn't ever come back. It doesn't really add any depth, it makes things needlessly complicated because you can crouch or stand in a single frame so your are not really making a read on anything, you are getting lucky our unlucky mashing one or another.

As for commitment strings, I also dislike those, but to a lesser degree. I don't understand what exactly is the appeal of locking people into animations that you can actually cancel into a special anyway, aside from making it more annoying to "dial" the string.
Perfect Legend was a good KL in MK9, but not so much in MKX because he couldn't do Lao string to save his life
The MK11 has different purposes for each, but i still think overall Lao MKXL kommitment strings are fine

Some people do like technical characters, so having some stuff locked behind execution it's fine, i just don't get why rain and mileena needed to have those.

As for the MK9 D3/d4 it's not d3/d4

You want d3 if they're crouching for bigger frames, and even if they're standing it's still your turn, but d4 since it's slower, there were slimmer chances to hit someone with because in 2D fighters ppl crouch block first and react to overheads later

So you had more chances to land a D3 in someone crouch and prevent them to mash d1 back at every chance they get, which still happens now.
 

Felipe_Gewehr

Twinktile
Perfect Legend was a good KL in MK9, but not so much in MKX because he couldn't do Lao string to save his life
The MK11 has different purposes for each, but i still think overall Lao MKXL kommitment strings are fine

Some people do like technical characters, so having some stuff locked behind execution it's fine, i just don't get why rain and mileena needed to have those.

As for the MK9 D3/d4 it's not d3/d4

You want d3 if they're crouching for bigger frames, and even if they're standing it's still your turn, but d4 since it's slower, there were slimmer chances to hit someone with because in 2D fighters ppl crouch block first and react to overheads later

So you had more chances to land a D3 in someone crouch and prevent them to mash d1 back at every chance they get, which still happens now.
Yes, but you'd still be inclined (as you are in MK1) to simply press the fastest poke that would reach your opponent, because you were afraid of being counterpoked and losing your turn.

- Opponent is at very close range or point blank: you want to do either d3 or d1, regardless if they are standing or crouching - either you go for the faster d1, with less plus frames OR try your luck with the sometimes slower d3 for more plus frame. There is no point in doing a d4 and risk losing your turn because you are "reading" that they will continue to block while standing - they can crouch in a microsecond and your read goes out of the window.

- Opponent is medium range: you want to do d4 cause d3 and d1 won't reach anyways (except in very rare cases, like kitana's d1).

I cannot imagine a scenario where "poke reading" is actually a feasible strategy and not just a random product of blind luck lol.
 
i do think weird things can occur like spacing differences when you standblock vs crouchblock. and i know there are things like shangs million-hit mid string has an armor gap only if you standblock the penultimate hit? i've noticed a bunch of these oddities but im having a hard time regurgitating them off my dome
 

Vulgar

Kombatant
I think - compared to older NRS games- hit/hurtboxes are significantly better now.

Real ones remember the, "female/small character hurtbox" era.
 

Eldriken

Life was wasted on you.
I think - compared to older NRS games- hit/hurtboxes are significantly better now.

Real ones remember the, "female/small character hurtbox" era.
Whaaaaat? Thankfully the female/small character hurtbox thing is gone, but you have shit like Cage's jump-in kick hitting behind him when he's not even touching you. His literal ass cheeks have a hitbox that extends beyond his body. >_>

Hell, Reiko's d4 even hits you at certain ranges when his foot doesn't even make contact with you. Let's also not forget that you can't jail into Reiko's s1 after a b2 on block against Ghostface 'cause of a goofed hurtbox that will probably never get touched.

They might be better in some regards, but they're still shit in others and I wish something would get done about it.
 

Vulgar

Kombatant
Whaaaaat? Thankfully the female/small character hurtbox thing is gone, but you have shit like Cage's jump-in kick hitting behind him when he's not even touching you. His literal ass cheeks have a hitbox that extends beyond his body. >_>

Hell, Reiko's d4 even hits you at certain ranges when his foot doesn't even make contact with you. Let's also not forget that you can't jail into Reiko's s1 after a b2 on block against Ghostface 'cause of a goofed hurtbox that will probably never get touched.

They might be better in some regards, but they're still shit in others and I wish something would get done about it.
Remember how Catwoman could b3 under mids in Injustice?

Pepperidge Farm remembers.
 

Eddy Wang

Skarlet scientist
I think - compared to older NRS games- hit/hurtboxes are significantly better now.

Real ones remember the, "female/small character hurtbox" era.
Bro, i used to avoid crossups in MK9 and mid checks with Skarlet's D3, ppl used to hate me for that :laughing:
 

Eddy Wang

Skarlet scientist
Yes, but you'd still be inclined (as you are in MK1) to simply press the fastest poke that would reach your opponent, because you were afraid of being counterpoked and losing your turn.

- Opponent is at very close range or point blank: you want to do either d3 or d1, regardless if they are standing or crouching - either you go for the faster d1, with less plus frames OR try your luck with the sometimes slower d3 for more plus frame. There is no point in doing a d4 and risk losing your turn because you are "reading" that they will continue to block while standing - they can crouch in a microsecond and your read goes out of the window.

- Opponent is medium range: you want to do d4 cause d3 and d1 won't reach anyways (except in very rare cases, like kitana's d1).

I cannot imagine a scenario where "poke reading" is actually a feasible strategy and not just a random product of blind luck lol.
i know what you mean
 
Conan has an example of #3: Uncharged b2 golf swing launches slightly lower against a crouching opponent, the knockdown advantage is also 2 frames less. Conan can only link s1 if they were launched from standing.