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Why is STANCE SWITCH A FEATURE!?

In general I think one time we got an answer to this question and it was "because Paulo likes it" or something like that. He likes the 3D character models and it might cause problems having 3D characters without a stance flip, I don't know.
@trufenix posted this quotation last year:
Kombat Tether / Derek Kirtzic at EGX said:
The flip stance button still perseveres. Will we ever see it replaced by something a little more useful?

The flip stance is a Paulo Garcia thing, he loves it. It’s basically just there if you want your back foot, back punch for example to be closer to the opponent.
 

GLoRToR

Positive Poster!
Graphic artist / design manager's point of view:
Characters in this are 3d models so when they step / move / perform certain moves they may end up with either the left or the right leg forwards.
With the left leg forwards, your left arm is the Front Arm, and the right arm is the Back Arm.
The design error is not in allowing the player to switch the stance but in certain moves starting off with the left or the right limb not the front or the back limb respectively.
 

VOR

Apprentice
Here's the real answer.-------------- NRS wants their games to be fairly easy to get into. Most people in the world are right handed. They want the upper left trigger to be fairly useless, since that would be the weakest point of a beginner's execution. If they accidentally hit it, it's not too big of a deal, and it's not required for anything fancy or even necessary.
 

d3v

SRK
The problem is that MKX is still using 3D hit detection (as a consequence of being on built on the same base that dates back to MK vs. DCU). This means that certain moves don't hit because they're still being tracked on a 3D plane, despite the game being 2D. Stance switch then seems to be a conceit to work around that problem, without actually fixing it.
Graphic artist / design manager's point of view:
Characters in this are 3d models so when they step / move / perform certain moves they may end up with either the left or the right leg forwards.
With the left leg forwards, your left arm is the Front Arm, and the right arm is the Back Arm.
The design error is not in allowing the player to switch the stance but in certain moves starting off with the left or the right limb not the front or the back limb respectively.
The thing is, other 2D fighting games on 3D engines are able to do moves like this without acting like MK. Characters just return to their neutral stance regardless of which leg is forward. It's not even a UE3 thing because look at GGXrd (which means that the engine is capable of moving a character from one key frame to another without having to tween).
 
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