Couple things with Quan. Couple with Johnny Cage, and if I remember correctly Liu Kang has some as well.It allows for a greater range of motions if you aren't required to get the character back to facing the camera. So stance switch is there to allow you to do it manually.
Are there any problems that are stance specific in mkx anyway?
Politeness on the internet......a man can dream I guessWhen someone takes the time to write several paragraphs and someone else comes and decides to be a smart ass with /thread just because they're fishing for upvotes. Yes it was funny the first 50 times, but have some politeness
This.Check out this old thread and look at how many TYM people voted they'd rather have a stance switch than a run button
http://testyourmight.com/threads/run-macro-vs-stance-switch.51873/
The main argument against was "omg, but I worked so hard learning these super hard run cancel inputs so they have to stay now!"
Fast forward now, far into the games lifespan. Run cancels are easier than breathing for everyone. Not hard. We just have a useless stance switch buttons and need to beat our controllers like they owe us money to play Johnny Cage or D'Vorah.
Oh, but we needed to keep it as stance switch so jobbers could feel super l33t for pressing an extra two buttons to do a menial tasks.
I really like it when I get to see Cassie's butt on the screen, so I am the opposite of you. But I want to keep stance switch b/c I enjoy looking at the 3d models, and no matter how minute the option is, I enjoy having the option.It's kind of a familiarity thing lol, for some reason I just really dislike it when the character has their back to the screen
Sometimes I use the the end of a recovery animation to tell when I can continue with another string, but as you said, some moves automatically switch the characters stance, so it is harder to tell when the recovery animation ends, so I have stance switch for that.I think it's to do with the characters string animations, I think it makes it easier for a character to end up facing the other way when there string ends, rather than having to turn the whole way back changing the animation.
Or maybe because it's to show off character design, I think it's cool
I think it's an unintentional side effect of there being stances. Despite that, this kind of stupid shit needs to get fixed. >_<Kitana's corner combo f112~df1 only hits in closed stance (when the opponents are facing the same way, right?) if it's open/one is facing foreground and the other is facing background the fan whiffs. Don't know why this game needed stance specific combos if the stages are 2d....
Should have been a run button.
Wait hold on a second, you asking for Quan buffs motherfucker?
wow I had no idea about this. this is dumb as hell lol.Kitana's corner combo f112~df1 only hits in closed stance (when the opponents are facing the same way, right?) if it's open/one is facing foreground and the other is facing background the fan whiffs. Don't know why this game needed stance specific combos if the stages are 2d....
What are you asking? >_>what stand specific combos? lol
My bad , I didnt know about things like this ..What are you asking? >_>
..i thought it would just whiff in all stances..I only use this as a ''corner'' combo when im close to the corner not completely in the corner lolKitana's corner combo f112~df1 only hits in closed stance (when the opponents are facing the same way, right?) if it's open/one is facing foreground and the other is facing background the fan whiffs. Don't know why this game needed stance specific combos if the stages are 2d....
We've been trying to figure out why it's been left in for years now...
yup... i need an answer before i die... i swear
Exactly. Same with the Netcode, it's all about tradition ... .Well, stance specific whiffs have been present since the 3d MK era. Seems like a tradition for NRS to include it in every title.
is in their "roots"...... shite netcode, and useless buttons....Exactly. Same with the Netcode, it's all about tradition ... .