Reasons why mk9 engine needs adjusted
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posted05/04/2012 01:41 AM (UTC)by
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marathonjedi
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09/16/2005 05:01 PM (UTC)
1. Some characters can create how percent combos from high lows and wake ups some can't.

2. Not enough frame disadvantage from blocked high low mixups which is what complaint number 1 is.

3.Forced to block the jump puch high forces characters to be stuck in high blocking animation which prevents me from punishing a normal combo that can be ducked under with an uppercut because your forced in standing block.

4.collision issuues(especially in corner).

5. if moves thrown at same time a.i. picks random winner.Moves should clash or push away.

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marathonjedi
07/26/2011 06:46 PM (UTC)
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If pressure attack wins leads to 40-50 percent if you block the high low string which is hard sometimes you can only do slight counter damage most of the time.Liu kang for examble.
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raidenthefridge
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Thanks to MINION for taking my Siginity!

07/26/2011 07:34 PM (UTC)
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More importantly it can't render Kitanas hair properly.

and smoke is gay.
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jbthrash
07/26/2011 07:40 PM (UTC)
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I really want them to fix the hitboxes. I don't know if they can do that with patches or not but either way I hope they don't ever do it again.

I also hate how crossups put you in a block stun and you are trapped.

Apparently priority is random. That needs to change.
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KuaiLiang
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07/26/2011 08:01 PM (UTC)
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The only thing that bothers me is Mileena's Sky Drop, it takes so long for you to recover, there's not enough time to block after it hits you, so anyone can spam the move and combo you after they hit you, unless you're holding down block constantly.
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KlTANA
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07/26/2011 08:26 PM (UTC)
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KuaiLiang Wrote:
The only thing that bothers me is Mileena's Sky Drop, it takes so long for you to recover, there's not enough time to block after it hits you, so anyone can spam the move and combo you after they hit you, unless you're holding down block constantly.


Incorrect.
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KuaiLiang
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PSN: manu_erizo
07/26/2011 08:34 PM (UTC)
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KlTANA Wrote:Incorrect.


There were several instances where I wasn't able to block on time after being hit by that move.

So if you have any suggestions, I would appreciate you helping out instead of just saying I'm wrong. Just saying.
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KlTANA
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07/26/2011 08:35 PM (UTC)
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KuaiLiang Wrote:
KlTANA Wrote:Incorrect.


There were several instances where I wasn't able to block on time after being hit by that move.

So if you have any suggestions, I would appreciate you helping out instead of just saying I'm wrong. Just saying.


Play offline.
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KuaiLiang
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PSN: manu_erizo
07/26/2011 08:37 PM (UTC)
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Wow. Are you always that friendly?
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FatalityLives
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07/26/2011 08:44 PM (UTC)
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I hate losing a round for blocking a projectile, especially kratos with that arrow...
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KlTANA
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07/26/2011 08:46 PM (UTC)
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KuaiLiang Wrote:
Wow. Are you always that friendly?


Sorry Kuai, I'm quite friendly. It pisses me off beyond belief the input delay that this game is plagued with online. In the thread down below entitled, Looking for a new main... I go over some in depth Mileena strategy. Also mentioning never to use her regular sky drop, Because when blocked you are at a huge negative disadvantage. It's one of the most punishable moves in the game. Now, If it hits, Mileena is NOT granted a free hit. However, She's got mix ups so... If your ducking and blocking, Her overhead will hit. If your stand blocking, She can also sweep into combo. It does cause a slight stun, But not even a free jump in.

The problem it sounds like your having is the same one I am, NRS. INPUT DELAY ONLINE, FIX IT YOU LAZY B*TS*RDS.
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KuaiLiang
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07/26/2011 08:54 PM (UTC)
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Now that's more like it. Thank you wink
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KlTANA
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07/26/2011 08:58 PM (UTC)
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No prob. smile
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VertigoPrince
07/26/2011 09:07 PM (UTC)
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Im not a big fan of the chip damage you get when someone uses a projectile
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KlTANA
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07/26/2011 09:10 PM (UTC)
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VertigoPrince Wrote:
Im not a big fan of the chip damage you get when someone uses a projectile


Agreed.
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Antoine
07/27/2011 01:23 AM (UTC)
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2. Not enough frame disadvantage from blocked high low mixups which is what complaint number 1 is.


I agree a lot with this one.

There is, for example, a strange thing with Smoke : the combo 1, 1, 2 has more recovery time than 3, 2, and this shouldn't be, because 3, 2 is a launcher that leads to a juggle.
1, 1, 2 is a simple jab, so this move should be safer on block.

In this game, it seems that players have to be more on the offensive to win.
I really think powerfull attacks and launchers should be unsafe on block.

Another example : Kitana F+2, 1 can lead to big damage.
I heard that in a future patch, NRS will reduce some of her damage.
But I don't think they should do that : Instead, keep her combos potential, and make this launcher unsafe on block. And the same thing should be like this for every other launchers in this game.

You hit your opponent ? Fine, you deserve to do a nice combo.
Your opponent blocks your powerfull attack ? You shouldn't be able to escape so quickly and you deserve to be punished.
I say that because a lot of players do those safe launchers, and even if I block them, they have enough time to freely escape.

With those change, the game will be a bit more open to defensive players, and this will force everyone to be more cautious and to think more when they attack.
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TemperaryUserName
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07/27/2011 02:07 AM (UTC)
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marathonjedi Wrote:
1. Some characters can create how percent combos from high lows and wake ups some can't.

Not sure why this is a problem. I agree that it's fucked up if a character has amazing rushdown options and yet can combo after a defensive hat spi... I mean, a general anti-air. That's screwed up.

But no. I don't think every character needs a stellar wake-up game.

marathonjedi Wrote:
2. Not enough frame disadvantage from blocked high low mixups which is what complaint number 1 is.

On specifically high-low chains, I half agree. If the high-low chain can lead into a 20% or higher combo, then yes, it shouldn't have frame advantage. But if it's just a typical high-low chain whose only real goal is to score a knockdown, then that's fine on frame advantage.

marathonjedi Wrote:
3.Forced to block the jump puch high forces characters to be stuck in high blocking animation which prevents me from punishing a normal combo that can be ducked under with an uppercut because your forced in standing block.

Disagree. If you get caught in jump punch while standing, it's your own fault. MK2011's gameplay is offensive in nature, and with good anti-airs and footsies, you can avoid this problem. If don't avoid it, then the game rewards you with an uphill battle. I don't see anything inherently wrong this.

HOWEVER!

Despite that I'm okay with the block stun, wake-up moves are not nearly effective enough in this game! I don't understand why any EX-Wakeup move would not have true invincibility. I've been able to knock Mileenas out of their wake-up tele-kick: that's unjust.

marathonjedi Wrote:
5. if moves thrown at same time a.i. picks random winner.Moves should clash or push away.


I wouldn't say it's unfair that the AI chooses, but I will say I prefer your solution. It's just cooler adds more dynamics to the fight.
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marathonjedi
07/27/2011 03:08 AM (UTC)
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You are thinking exactly the way i do on this.If i block a very fast high low combo i can't punish and there is no deterrent for the offensive minded.
Why should one hit that is very hard to block get you 40-50 percent,but when i block the difficult string i only get mim. damage if any?Big problem in the game from my point of view.
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ravendozier954
07/27/2011 03:42 AM (UTC)
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marathonjedi Wrote:
1. Some characters can create how percent combos from high lows and wake ups some can't.

2. Not enough frame disadvantage from blocked high low mixups which is what complaint number 1 is.

3.Forced to block the jump puch high forces characters to be stuck in high blocking animation which prevents me from punishing a normal combo that can be ducked under with an uppercut because your forced in standing block.

4.collision issuues(especially in corner).

5. if moves thrown at same time a.i. picks random winner.Moves should clash or push away.



1. The purpose of a wakeup is to escape or to counter a rushdown character. Some characters have a stunning wakeup, a knockdown wakeup or a juggle starter wakeup. Thats what makes them unique and there is nothing wrong with wakeups. Use escapes instead if you have a problem.

2. I agree with this. Especially with Kitana, she can button mash her combos and even interuppt you in the middle of your combo cause her combos attack so fast. They are so fast, they can stop wakeup attacks, teleports mid-way, and even combos when your first 2 hit in the combo landed.If your final attack in the combo string is blocked, then the opponent should be able to counter with a combo of his own. Doesn't really happen in this game.

3.Jump punch shouldn't really stun people, thats dumb. But almost every character has an anti-air special and at last 3 anti-air options per character.

4. I never had a problem with the corner. Being cornered should hurt just like being cornered in a boxing or MMA match. The focus should be getting out the corner. Multiple jobs have teleports, parries and ex armor wakeup attacks. Landing combos in the corner seem to work fine for me. However, there is a problem with the low kick in the corner which is ALMOSt an infinite as it can't be blocked or breakered and your character get stunned for about 5 kicks.

5. I throw at the same time alot and the throws cancel 90% of the time. If usually picks the person who landed the throw first. If the person who did the throw second landed it, its because the first person missed their throw by an inch and the 2nd person connected their by moving up an inch.

6. Mileena's telekick has about the same stun time as a jump in punch even offline. I have seen that many times. Only reason why it occasionally gets blocked is because the person using mileena, does an overhead kick which has a long startup time.

7.Mileena's telekick isn't that punishable. Only weak mileena's would get punished. I played a mileena where I could not uppercut or combo her blocked telekicks because she timed her air sai properly and ex air-sais.
If you do not uppercut fast enough, you will miss, however if she uses the sai, your uppercut will be too fast and still miss.... however, is she does an ex kick and you uppercut too fast on the first kick, you will be punished by her second kick. (thats sometimes if you don't notice she did the ex version of the kick). A good Mileena can stop the punish on the telekick completely.... and when it finally lands and you get stunned... you lose 40% of your lifebar to a combo.

8. A good scorpion and good Mileena won't get punished after their teleports.

P.S kung lao's whirlspin is way too broken. On block, it should NOT push kung lao backwards and it should be massively punished on block just as it can massively punish you when it connects.
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millenniumccdc
05/02/2012 12:45 AM (UTC)
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I'm getting my ass kicked on wake up invincibility frames I'm a rush down that likes to use ermac. Is there anyway to counter on invisible wake up such as melina roll or raidens superman I can't keep pressure it feels broken. I can't stand being forced to block because then they just use their cookie cutter combos and eventually something will land if I don't guess which way to block It feels like a cheap free hit and I'm stuck playing more guess where to block then . Counters I have experimented with ermac is up fk, ex telelift, jumping ex green orb, focus dash back, dash back teleport, forward fp, jump punch, jump kick......is it really invincible I have not found a window to attack. Please don't suggest block high because I'm stuck playing Simon block high block high block low the recovery time for opponents wish aren't long enough to forward dash counter. PS a neutral fk does punish meelinas overhead but timing is so strict it isn't practical.sleepsleep
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redman
05/02/2012 02:27 AM (UTC)
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millenniumccdc Wrote:
I'm getting my ass kicked on wake up invincibility frames I'm a rush down that likes to use ermac. Is there anyway to counter on invisible wake up such as melina roll or raidens superman I can't keep pressure it feels broken. I can't stand being forced to block because then they just use their cookie cutter combos and eventually something will land if I don't guess which way to block It feels like a cheap free hit and I'm stuck playing more guess where to block then . Counters I have experimented with ermac is up fk, ex telelift, jumping ex green orb, focus dash back, dash back teleport, forward fp, jump punch, jump kick......is it really invincible I have not found a window to attack. Please don't suggest block high because I'm stuck playing Simon block high block high block low the recovery time for opponents wish aren't long enough to forward dash counter. PS a neutral fk does punish meelinas overhead but timing is so strict it isn't practical.sleepsleep


You can either blow them up with armor of your own or just bait the wake up and punish for a full combo.. Not that difficult. Ermac isn't supposed to be a rush down character, he doesn't have many otg's and if he does you should probably use them.
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Nephrite
05/02/2012 09:50 AM (UTC)
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millenniumccdc Wrote:
I'm getting my ass kicked on wake up invincibility frames I'm a rush down that likes to use ermac. Is there anyway to counter on invisible wake up such as melina roll or raidens superman I can't keep pressure it feels broken. I can't stand being forced to block...


You can block both of those wake-up moves and full-combo punish them, it's not hard at all (offline and online). Ermac doesn't have armor, so blocking them is the way to go.

Sometimes you just have to block, you can't have it your way always...
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millenniumccdc
05/03/2012 08:49 PM (UTC)
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I agree. What's with invisible frames on wakes up with meelina roll. Plus if lui kien starts his 3 hit string and I get a read and block the third hit of string should should result in a delay ,so he can't mash 3 button sequence combos infinitely. Its a shame that I have to waste 2 meter to break combo or go for a low crouch kick that only give the frame advantage to repeat cookie cutter combos. Also ermacs back 2.1 forward 1 doesn't net as much damage as less technical moves such as telelift into telepush. The point is most of online play is revolving around the ability to block and it feel slow playing and ryu.ish. I rush down with ermac and use the back 2,1,forward 1 often because it looks cool not because it nets high damage combos..

wow. Let there be rush down or give me death.
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Unknown265
05/04/2012 01:41 AM (UTC)
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Hmmmm......all-out rushdown isn't really Ermac's greatest strength. He is more suited for medium-ranged kombat. You should consider picking up another fighter for rushdown.

Maybe you can try doing D+4, Force Lift/Push after blocking a string? Don't do it too much, though. Your opponent is sure to get around to it and block.

I play like you, in a sense. As I like to play Noob Saibot in an up-close pressure kind of way. Using Shadow Charge and Slide for mixups in combos, and Upknee to make blocked strings safe. Though, I do play Noob Saibot far-range if I need to.
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