Everything about nrs is ass, and not the good kind of ass like a bubblebutt on a hot models ass. It’s that hairy, sweaty, bout to drop a shit in the summer 600 pounds mans ass.
Some still like it, but we all know how these “people” are.
The main issue with NRS is them releasing games full of infinites and bugs and then doing stealth patches to ruin shit for players. MKX is the first passable version out of 3 games that is playable without patches. SFxT and MK9/Injustice are in the same terrain where the games on disk aren’t really all that great or playable at a high level.
Going back to the concept of string based 2D fighters, Funkydoc (who’s SRK handle I can’t seem to call up at the moment) wrote this interesting piece on TYM about why the recent 2D NRS games can’t seem to have balanced, interesting zoning and instead have either zoning that’s either too strong, or too weak.
The issue, according to him is due to the fact that the games are modeled after 3D fighters, and don’t have the same kind of good mid range pokes we see in traditional 2D games.
Of course, there’s more to it than that, but those two paragraphs give us the gist of it.
On a related note, I’d like to posit that NRS’ implementation of 3D mechanics in a 2D system, more precisely their half assed implementation, is what makes 50/50’s really strong in MKX.
As I mentioned in my review of the game, the fact that they use strings, and more importantly, that these do have high/mid/low properties build into them, does lend to a situation where offense can be abusive on wake up. An attacking player can simply input a string on a opponent that is getting up and that string will come out forcing the other player to have to react. Traditional 3D games however deal with this by giving players options that are unique to waking up - wake up kicks. Instead of just lying there and having to guess their opponents string while they get up, players in these games have the option to stop their opponent with a unique attack as they get up - something similar to 2D reversals.
This is also why set-play in 3D fighters usually involves ways to bypass wake up kicks, one example being “Force Techs” in Dead Or Alive.
Spoiler
“Force Tech” coming from the fact that certain attacked would force a downed opponent to quick tech up from a knockdown, standing them back up into neutral. The most egregious example being DOA5U Rachel pre-patch where she could combo into her 2K stomp which would force tech and then she could go into a few command throw setups which would lead back into 2K.
With NRS’s games however, there is no wake up kicks. Now this is actually fine, because, as I’ve pointed out, 2D already has it’s version of wake up kicks - reversals, or wake up attacks (NRS insists on having separate names for them).
In MKX however, these wake up attacks for the most part don’t really beat out some of the strings and setups used for the 50/50. MKX’s wake up attacks fail at acting like wake up kicks simply because majority of the setups can beat them out. Compare this to Injustice where wake up attacks had invulnerability, this meant that, Batgirl aside, 50/50’s were mostly under control. You had a character like Catwoman who had a high-low mixup that started from the same poke (making it hard to guess), yet was considering mid/low tier in that game. Had she been in MKX however, she’d probably be at least mid to high tier due to the fact that wake ups are worse in the game.
d3v, I liek that post and makes a whole ton of sense.
NRS seems to want to borrow a lot of concepts without thinking over how all those concepts and general gameplay things work together so well. With a bunch of play in SF and more ‘solid’ 2D fighters, it makes sense with what you saw going on in a fight (unless of course you’re either a newbie to fighting games or a complete scrub).
MKX needs a to revamp their wake-up gameplay. No wait, even better… actual anti-air tech, because it’s STUPID to try what looks to be an AA move to stop the fleas from jumping around only for your own damn attack that looks/made to be an anti-air is stuffed!!!
Heck, as fast as Killer Instinct likes to move and keep things on the ground, being in the air against someone with a good AA or move that’ll knock you into a combo actually does have risk. You just may not feel that omph until your ass is getting juggled or combo’d or you finally look at your lifebar after eating the 10th Jago uppercut and be like “wtf I’m dying!”
Oh, (and lol sidetracking thread), but make a topic or just browse. Count up some of those that cry about costumes, Jacqui Briggs (some of which sound rather racist) and gay Kung Jin.
It’s pathetic.