There are some pretty silly bugs in this version. Here’s some stuff I’ve found:
– The Miyazato Corps’ throw does no damage. It can also be air teched the instant you leave the catch pause.
– The Miyazato Corps’ air teching is somewhat busted; Rouga can direct his tech by holding 1/4/7 or 9/6/3, but Miyazato can only do a directed tech with 4 or 6. Anything else gives her a neutral tech.
– The player being thrown by Rouga’s Dunk can push a button during the animation to change Rouga’s trajectory. Normally, pushing it will just cause Rouga to charge further forward, but if you do it while cornered, Rouga will bounce off the side of the screen and start flying backward!
Yeah, just took me a while to figure out how to tech with the other character while doing the combo with only one set of hands. I was using that sometimes the combo counter dissapeared for a black beat indicator.
I’d argue…that they did it…on purpose. flinches They obviously avoided a lot of testing. There was no application of technicality to the games systems. No “A allows 2b/5b/2c/ to be linked as follow but when you do this after 214C…etc” was placed for simplicity to draw audience I suppose.
for starters, easy infinites discovered in the 1st day, very weird animation on some moves, a poor designed engine and game mechanics, to bad, i liked the charcter desing of MKV, still i play it from time to time for the lulz
I happen to think the characters are fucktastically bad/generic but that’s main because the animation. Elongated limbs and huge movements work great for inspiring a feeling of excitement but everything is stiff as a corpse in MKV.
I was playing a bit of V1.06 today, a lot of things came across my mind that can be adjusted.
for overall stuff:
Introduce chip damage in the next title(there is absolutely none in this game)
With the above add a form of deflect or push guard(preferably in the form of hitting you P-charge button while guarding, that is if they even keep that gauge.)
Place the specials/super to the enhance button or simply make them double button ignition
ex: Instead of 214+P-gauge button have it be 214+Enhance button or 214+BC; It doesn’t even have to be replaced entirely, but also having either one of these methods available would lead to crisper execution.
-Make all C/H moves free again
Character issues I have -
Ren - Shrink his hit window and make him 214 a charge. His command grab is a fucking vacuum…how did they no fix that after 6 revisions?
This guy has a whole lot going for him, I don’t know if they should touch his damage or not but he would played a lot as is if there was chip damage. He can practically force corner traps and more than enough range to keep you from jumping out.
Rouga - shrink that 214+C/H , If it’s not a projectile…I don’t think it should hit the screen.
Kunagi -Make that 22+B(grounded) be a little more tricky. Allow a 0.5 sec delay on reappearing if the button is held. That 623+H is the does a lot for a single command.