EX moves are very viable in MK9. It’s the X-ray moves that weren’t for the most part.
He’s still not fully patching them out. The IPS change is simply moving IPS back to what was originally intended (and is the same as what it was in the earlier demo builds). How it was at launch was an experiment to see whether or not it would be too easy to do long combos, which turned out to be the case. Even with the new system, you can still TOD a character, it’s just harder to do so (no easy “semi-loops”).
Long combos are an intentional design choice, just like in BB and GG. And just like BB and GG, the breakers are an intentional design choice.
It’s not going “oops our combos are too long, add some breakers. We don’t have time to increase gravity or whatever it is”, they want those long combos in and they want breakers in. It definitely makes the meter management more interesting.
Breakers also add a level of interaction to being combo’d. You want people to be able to feel like they can do something (eventually) while they’re being combo’d, otherwise people get unduly frustrated.
I like MK style breakers more than bursts though, just about every game with bursts seems to have some serious issues with the explosion element of them.
I’m liking Grundy so far.
The “explosion” is baitable though and can be made to whiff. Last I checked MK breakers didn’t have a whiff animation.
Well honestly I think their simplicity is their strong point. One of the things that comes up with burst type breakers so often is ‘offensive bursting’. As it is, there’s no funny business with their function and they’re extremely costly.
I like him being big, weird bosses aside that’s not really normal for their games.
Game looks interesting. Hopefully it doesn’t end up sucking.
From what i heard of MK vs DC I hope this game will end up better. If it does end up being good I’ll be maining Batman and Wonder Woman exclusively.
MK vs. DC isn’t nearly as bad as people say it is, although its certainly not a revolutionary and stunning game either.
True, I had fun with it.
Then again I played enough Marvel Nemesis to give it a good tier list on SRK so does my opinion fucking matter, fun is fun.
I can’t wait to Bat-dropkick people all day every day online.
Didn’t it have online and offline combos? Lol
I was gonna say I woudln’t want to judge any game from 2008 based on its netcode, but HDR came out almost exactly the same time (within a week), and had one of the best online experiences to date.
Still, I’ll stick by my guns. It was fun and we’ll never be able to judge it as a competitive game, because nobody was at all interested in playing it that way
Edit: On the flip side, MK9 was about 150x better so I guess its all relative ><
fuck that noise, not every game needs to be sg bro; i like what mk did with breakers, the same way that i like what asw does with the hit stun scaling and burst and etc, etc
the ips is a nice idea, but its not the best one or the absolute solution, its just a different aproach to a “problem”, different systems and different aporaches is what give us variety, and that its something that i like to stay
well, the combos on GG arent as long as BB tbh, but i know what you mean
What was so bad about that scene? Supes weights like 240-280, Batman shouldn’t have any problems throwing him across the room. It isn’t like the throw KOed superman or anything.
This is much more of an example of bad writing than Batman throwing Supes and having no effect. Namor goes h2h against the Hulk, he’s a legit class 70-80 (F4 Thing level), yet is somehow KOed when an Orca jumps on him that weights 2-3 tons at most?
Remember those Marvel vs DC fights were fan voted. So Aquaman being a more popular character enabled him to beat Namor who quite frankly isn’t even in Rogues league much less Namor.
The same fan voted fights also had Wolverine beat an immortal and class 100 Lobo, Storm beating Wonder Woman (WW has blocked energy attacks that go at the speed of light but somehow loses to lightning?). I could go on but it should be obvious that those Marvel vs DC comics shouldn’t be used to accurately portray how potential fights go between characters from different universes.
I dunno, IPS feels like a less convoluted way of eliminating infinites. Instead of tacking on all these rules, it simply looks for something that is most likely an infinite and punishes that. Then again, I’ve never been a fan of proration/decay, too many times where I get frustrated by something that I think should hit, but doesn’t.
to each their own, i wasnt sure bout the ips, and after playing sg for a good amount of time, i dont really like it, maybe with the changes that revert it to what mike said it did before the release, but right now sorry but no, yeah there is only one rule, but it makes making my combos tedious for no other reason that mike doesnt like “brain dead” loops despite those not being always infinites or as braindead as he says, i preffer the hitstun scaling (when done right) because it makes a lot of sense to me, and you get very quick the idea of what it can be comboed and what not after a while, it also help a lot to make for resets and tick throws (as a tager player this help me alot)
as i said the ips is a nice idea, but not the only valid “solution”
and i still think that mike is wrong when saying that hnk has hitstun scaling, i have been playing the game for long enough to know that there is not hs on it, that is one of those things that are pretty evident when you play a game that has it, and im certain that itsnt present on it or sbx for the matters, it was one of the complaints about both games on how asw tried to use just the gravity alone to end long combos (it didnt help that they added stuff like the banishing strike/whatever is called on sbx)
I just don’t like my combo being stopped for the nebulous reason of it “being too long.”
and i hate that my combos end because they were too "loopy"
and your combos dont end on hs because they are too long, its because you have not learned the propierties of your moves, and you dont even need to expend hours in training to figure them out, that is why usually on (asw) games you have 5 different levels for the hitstun/blockstun on your normals and specials, that way you always know what amount of hs/bs would they do at the start, and what amount hs/bs they do the longer you go, plus some attacks add a fixed amount of untechable time (testament’s badlands, the dust attack, and others) , its not that arcane as mike likes to say.
for me his concept on the ips can be considered “nebulous” and/or arbitrary, because it depends basically on what he considers to much reps on a loop, and with the changes it could be seen as more arbitrary (even when probably i would like it more with the changes), because even when with the changes the combos would be shorter and felt less “loopy”, now because i started the 1st section with 2SP and the 2nd section with 5SP now my combo will end because the ips would consider it a loop even when 2SP and 5SP arent the same move
the other thing is that even when there are things on the ips that i dont like or not agree as a whole, i dont demonize the system (and im not saying this only for the hs, god forbid if you get a limmited amount of juggles per combo, or you get different propierties of your attack if you do it for a 2nd time on the combo), dunno why all the mike drones have to do that against the hs, gravity, etc when they have been proven that are valid ways to adress the “problem” while keeping deep combo systems that allow for creativity and are fun to explore/play
seriously, its like suddenly anything that is not done the sg way is wrong or something, shit is just annoying (and this comes from someone that fully supports sg and what represents for the fgc)
But even then, scaling/proration implies that a combo will be forced to end simply because the hitstun ran out.