Not true. Jumping on just over half the cast will get you blown upI generally think that the whole execution thing is a pretentious fake difficulty just so that "it isn't so easy".
The problem is, in mk you can just jump and win.
Key words "jumping over" lolNot true. Jumping on just over half the cast will get you blown up
Slow thumbs/hands man. I suffer from this and it pisses me off all the time. I can't do the string most of the time because I literally couldn't input it fast enough. It sounds stupid but it's true.Still no idea how people struggle with laos fast punch string, play the dude for fun every now and then and its easy. Wouldnt even be on a top 5 list for me.
We're not talking about high execution, just UNNECESSARY execution.The reason there are high execution characters is to cater to people that enjoy high execution. Being able to incorporate playstyles that a wide range of people like is one of the benefits of having a large cast.
^This 110%.Slow thumbs/hands man. I suffer from this and it pisses me off all the time. I can't do the string most of the time because I literally couldn't input it fast enough. It sounds stupid but it's true.
Have you tried pressing 11 then pressing 1+2 at the same time twice?Slow thumbs/hands man. I suffer from this and it pisses me off all the time. I can't do the string most of the time because I literally couldn't input it fast enough. It sounds stupid but it's true.
I feel like this is a very accurate statement. If you pay attention you will see that most moves actually represent their visual movement in button inputs. I started playing MKX a few month ago (as the first fighting game i ever played) so I am a true beginner. That said, I realized whenever checking out a new character I can kinda figure out the inputs for most moves by myself! I know how the move looks (e.g. because i've seen it in tournaments over and over again) and then I try to find the button inputs by breaking down the visual movement. It works pretty well.When playing MK4 when I was little I remember thinking about how inputs kind of resemble character movements. After Tremor's 21d4 you can see his leg going down, which is emphasized by the d4 input. Maybe devs wanted to make this kind of connection between inputs and characters' moves
You sound like a World of Warcraft casual crying on the Forums that your 5th and 6th spells are too much to handle.Hey guys just wanted to post on this aspect of the game.
There are certain strings/moves that I feel have an unnesscary added level of execution to pull off.
First off I'll use Tremor as an example.
Now tremor has his 123 string and his 12 down+3 string. It makes sense that the down is added to the second string in order to differentiate the inputs between the two strings.
However, when you look at his 21 down+4 up+4 string. It doesn't make sense to have the extra directions inputs there. Theres no 214 string. Theres no 2144 string. Why the extra direction inputs? Just to make pulling off the string more difficult? I know its not very difficult to do the string but I've still missed the string many times by hitting the down too early or too late. It seems like any unnesscary executional barrier.
The same can be said for his back+1 down+4 string and also Jacqui's foward+2 up+2 string.
Theres only one string Jacqui gets off her foward+2, why can't the string just be foward+2 2?
I'm sure there are other characters with strings like this but this two characters stand out in my mind because these particular strings are very important for their combos/pressure.
Now in other games like Tekken, there are lots of strings, so many that the developers have to get creative with the inputs in order to differentiate them. But in this game it seems like the strings have added complexity just to be annoying to pull off.
I dont think anyone is saying mkx is hard. its not. Nowhere near. Id say smash bros is a harder fighting game.You sound like a World of Warcraft casual crying on the Forums that your 5th and 6th spells are too much to handle.
Be thankful how easy NRS games are in the execution department.
About the Sun God's Command Grab i can agree and i'm wondering about that since 1st days after the game's relese.I dont think anyone is saying mkx is hard. its not. Nowhere near. Id say smash bros is a harder fighting game.
Closest thing to hard was sonyas old negative edge stuff.
Just why add execution where its not needed. MKX has inconsistent execution. Like why is sun gods command grab db2 and not all the other command grabs?
People are totally misinterpreting what this thread is about.
not saying make execution easier. But dont make it harder for no reason.
*headdesk*Not true. Jumping on just over half the cast will get you blown up
sub zero easy ? try cryomancer combos like midscreen f112 f112 d1 b12 command grab or his 1 tick throw or b3 tick throw lolI've played some anime fighters. I played marvel, persona, sf4/sf5. And honestly this game gives me the most problems. Atleast with certain characters. Of course scorpion, sub zero, and kung jin are braindead easy but then you have characters like jacqui, jax, and commando kano that are just ridiculous in terms of the execution needed. It took me weeks to get Jax bnbs down but even now I still drop them a lot in matches.
But anyway I wasn't trying to talk about overall execution. Just about how some strings have unneeded inputs.
There is absolutely nothing hard about b3 tick throw if you have no problems with dbf motions in general.sub zero easy ? try cryomancer combos like midscreen f112 f112 d1 b12 command grab or his 1 tick throw or b3 tick throw lol
yeah ur right now when i labbed it its not that hard ,but still I would not call it "braindead easy"There is absolutely nothing hard about b3 tick throw if you have no problems with dbf motions in general.
Don't you play Cyrax and Liu Kang though? I couldn't imagine a grappler especially Jason being harder.One of the reasons why my grappler is Sun God is because his command grab's execution is the easiest