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Why Was Sonya Blade Broken? New Series from REO

HellblazerHawkman

Confused Thanagarian
News Editor


REO is back, with what appears to be a brand new series. If the title wasn't a giveaway, this is going to be a series that looks at the broken stuff from past NRS games (seemingly just MK9 for now) and examines just why "so-and-so was broken." This first part is, you guessed it, about Sonya Blade and everything she brought to the table NRS' return to 2D fighters.

What it comes down to is a lot of fancy jargon that translates into "Sonya does what she wants, regardless of your needs". From a Catwoman like hitbox on her 50-yard-long D4 and a strong restand that will prevent you from breathing, everything culminates into a plus on block vortex (not the FGC one) of death when you throw in her 'military stance' special move that allows her to have an additional 8 positive frames on block. There's more that REO covers in his video down below.

If anything, it's worth checking this out with Combo Breaker around the corner. It's been a hot minute since some of y'all have played MK9, and it's probably a good idea to see what you are getting into before you jump in and register. Make sure you follow REO on that Youtube and over on Twitter to know when his next video is coming out. Or just keep an eye on TYM, you'll be sure to find a post here as well ;).

 

xKhaoTik

Kitana Kahn
Aww I feel bad now lol because she was definitely my secondary and I don’t want people thinking I got carried
 

HellblazerHawkman

Confused Thanagarian
News Editor
Seeing stuff like this does make me glad I wasn't really in the FGC for MK9. Would have torn my hair out trying to deal with this
 

Red Reaper

The Hyrax Whisperer
The surprising thing is that this didn't upset me as much as the design decisions NRS took after MK9. In particular, the 50/50 based offense. Against Sonya, I always had the option to be patient and block. When she did kommit to her overhead, she basically ended her pressure, and it didn't launch. Yes, she did out-footsie my character, but at least I got to play footsies against her.

I think NRS did a stellar job of improving on the design of Injustice with Injustice 2, but I think the design is too straight forward. Mortal Kombat has the potential to be so much more, I just hope they are able to pull back on the novelties and kreate a game that allows people to develop options through practice, rather than the rock-paper-scissor approach they've done with MKX (through its 50-50s) and Injustice 2 (through its match ups).
 

Invincible Salads

Seeker of knowledge
The surprising thing is that this didn't upset me as much as the design decisions NRS took after MK9. In particular, the 50/50 based offense. Against Sonya, I always had the option to be patient and block. When she did kommit to her overhead, she basically ended her pressure, and it didn't launch. Yes, she did out-footsie my character, but at least I got to play footsies against her.

I think NRS did a stellar job of improving on the design of Injustice with Injustice 2, but I think the design is too straight forward. Mortal Kombat has the potential to be so much more, I just hope they are able to pull back on the novelties and kreate a game that allows people to develop options through practice, rather than the rock-paper-scissor approach they've done with MKX (through its 50-50s) and Injustice 2 (through its match ups).
i still don't see that as a bad thing , most characters having a bad matchup in a game is pretty balanced imo.

mk9 is just a hot mess.
 

Konqrr

Kital... Kabana... whatever, same thing.
The surprising thing is that this didn't upset me as much as the design decisions NRS took after MK9. In particular, the 50/50 based offense. Against Sonya, I always had the option to be patient and block. When she did kommit to her overhead, she basically ended her pressure, and it didn't launch. Yes, she did out-footsie my character, but at least I got to play footsies against her.

I think NRS did a stellar job of improving on the design of Injustice with Injustice 2, but I think the design is too straight forward. Mortal Kombat has the potential to be so much more, I just hope they are able to pull back on the novelties and kreate a game that allows people to develop options through practice, rather than the rock-paper-scissor approach they've done with MKX (through its 50-50s) and Injustice 2 (through its match ups).
I agree with this. MKX was all about the OH/Low mixup. While MK9 had some of this, it was geared more toward the player with the better footsies and game/matchup knowledge.
 

Eddy Wang

Skarlet scientist
AAAAH! good old MK9, where armor system was about lasting frames rather than how many hits one armor can absorb, lol, those were the golden years.
You guys though Sonya Armor was bluediculous? Skarlet used to laugh at anyone in the game, 27f of armor on a move with 26f animation, which not doing anything left her with one 1f left of armor to land any free strike without being interrupted and she could expand to 45f with any extensions of her move including a 8f low, a unreactable 13f overhead, and she could even armor through breakers, lmao.

Really hoping REO touches the top 15 chars of this game, can help NRS see things through a new perspective, great stuff REO as always.
 

Wigy

There it is...
Id like a Johnny one.

I played him to death but it was my first fighter so didn't really get any depth of fighting games at that point.
 

Eddy Wang

Skarlet scientist
Oh boy, get to fight Cyrax. Okay, he got a hit on me I can rec-and there's my lifebar
I still have nightmares about Damn Cyrax and i still remember exactly how ridiculous that yellow robot was.
9f string that is 0 on block, most characters had 12f startup to 10f string, Cyrax was automatically +1 or +2 against many of them by default, 1, 2 string second hit had a hitbox so wide that would expand to cyrax's back of the head, jumping over the string was a terrible idea.

b1 throw that ensured a guaranteed jump attack, you had to respect the throw loop, otherwise pray he doesn't start with his 9f jab after the jump into a death combo if you already pressed a button to interrupt.

I wondered if Paulo actually slept at night looking how yellowdiculous Cyrax was, on top of keep nerfing him every patch and he kept breaking the hell out of the game.



Sonya made decision making the easiest thing in the world, on top of her being super ridiculous.
"When in doubt, just ex Cartwheel" it was safe, had tons of armor, the damage potential was insane, you build meter while doing it. And she had an amazing package even though REO only touched on her D4~Military Stance, she also had a 7f Jab with the fastest recovery in the game, dive kick combo links before Links in MKX lmao.
Every single top 15 character in MK9 had something to gain from the game system back then, either it was armor, jail system or oki, meter, zoning, chip, pressure or something else.
 

NSR

Also known as Futuretime23
Sonya was all kinds of busted in terms of MK9 coding.
Her D4 recovery vars are all fucked up to hell. Block (IIRC) controls hit recovery, hit var does nothing, whiff var does nothing. That's why we had to make it slower by 1 frame in TE.
And let's not forget her shared recovery vars between Cartwheel and EX Cartwheel.
 

Marinjuana

Up rock incoming, ETA 5 minutes
Sonya was all kinds of busted in terms of MK9 coding.
Her D4 recovery vars are all fucked up to hell. Block (IIRC) controls hit recovery, hit var does nothing, whiff var does nothing. That's why we had to make it slower by 1 frame in TE.
And let's not forget her shared recovery vars between Cartwheel and EX Cartwheel.
Just want to say that while I don't have a good PC to play your mod, I find these types of posts about the coding to be super interesting.