James Chen thinks MK9 lacks depth

And that means a lot coming from you.

He kinda does actually. :smiley: If you consider his spit and force balls as limbs and his elbow dash as a teleport.

Why do you think Arturo picked him up? :stuck_out_tongue:

Ok you obviously don’t know anything about this game so save your breath and don’t try to argue with people that do. :slight_smile:

Zoning, footsies and mixups are just different than SF. MK is more about meter management, position advantage and limiting your opponent’s offensive/defensive options. MK’s mixups are more about jail strings, baiting and mind games than just overhead/sweep/throw (although SF mixups still works well in MK if your character has a decent overhead). Zoning is more about space control, tech trading and meter building than anything else. Yes, there are footsies and zoning in MK. Like I said, they’re just very different.

Zoning and blocking are not discouraged, on the contrary. Dash blocking is a must vs heavy zoners just like zoning is a must vs rushdown characters.

Like Tom Brady said many times in the past, Super Meter in Mortal Kombat is actually more important than your health bar because it often dictates the mind games and general flow of the match. If you have a health lead but are empty on meter, you’re actually in a disadvantage vs an opponent with full meter because they can break your combo offense and armor absorb your zoning but you have to eat 45% if they land a hit on you. Also, if you have a good health lead, zoning is encouraged because trading projectiles helps you win faster in addition to building meter.

Now I’m sure you also believe there are no cross-ups in MK because of the block button. That is so typical from a SF player. :tup: But there are actually cross-ups in MK. The difference is that you don’t have to guess which way to block (obviously). But here’s the thing: since MK doesn’t have auto-correct like SSF4, cross-up punches are extremely hard to anti-air for a lot of characters when the opponent jumps from close range, meaning most of the time they have to commit to a stand block. If they don’t block, you get a full combo. If they do block, you get a free mixup or frame trap + meter building. So in other words if you manage to land a jump punch, wether it hits or gets blocked doesn’t matter, it’s still a lose/lose situation for the opponent. This encourages players to actually rely more on anti-airs, wake up attacks and air to airs instead of block to avoid being trapped. Which is a great thing imo.

The game penalizes you for being lazy and allowing the opponent to get in close on you. The game rewards you for applying pressure, having a great defense (zoning/counter/punish/dash block/footsies), controlling space and being smarter than your opponent’s zoning.

In short, stop wanting MK to be like SF, it’s not. :nono:

:tup:

Means alot more then it ever will coming from you.

You can’t uppercut or counter hit spits. :slight_smile:

Dhalsim is a pretty unique character overall, and not many other FG characters really play like him. Even the most obvious siblings such as Necro don’t really have it. Well, 3S did have parry and his laggy long range moves ruined that.

I play this game. I play UMK3. I’m also not an idiot. I’m aware there are things that make MK MK and things that make SF SF.

Me moaning about certain gameplay issues isn’t all of a sudden going to turn MK into SF. I’m not expecting fireball clashes or traditional grapplers any time soon, but it’d be nice :-).

Of course meter is more important that life in MK… but there’s almost no “management” there. You use your meter for breakers 90% of the time.
2 meters saves your ass from 30-40% damage. That is a bit of a problem. Even with its insane cost of 66% of your meter, there really isn’t a better use for it than combo breakers. X-ray’s raw do about that much 30-40%, but landing them raw is very situational and requires all of your meter. More common is that they will add 10-20% untechable damage to your B&B, which is totally not worth it.
It’s sad that EX moves are generally a little lackluster, with some exceptions. With each bar being worth saving your ass 15% damage if you get comboed, that’s a high price for them. Ooh, your fireball does 5% more damage for an ex meter.

A lot of my main issues with the game are very tweakable in patches or updates. I generally do not like games w/ combo breakers b/c it just becomes a “who has meter game”, but I can see why they put it in.

Depends on your character really.

Reptile, Johnny Cage and Kano have amazing x-rays that the opponent needs to respect.

And other characters have really good enhanced specials like Kabal. For Kabal, only 1 bar means he can pass through your zoning and get a full combo. For Reptile, 1 bar means he can outzone you. For Raiden, 1 bar means he can instantly fly across the whole screen with super motha fukken armor. 1 bar for Kitana means she can gtfo for free. 1 bar for Jade means she can turn into invincible gief for a few seconds. 1 bar for Nightwolf means you can’t zone him anymore. It also means he can lightning your ass and you won’t be able to react to it. etc etc etc.

I only agree about the lack of grapplers in MK. I would also like to see Fuerte do his tortilla routine on those ninja suckers. :rofl:

You’re crazy. C-C-C-C-C-COMBO BREAKERS 4 life sucka! :slight_smile:

I personally love MK’s mechanics and its meter management. I think it’s great the way it is. Although there is indeed room for improvement for the next iteration.

Oh god, killer instinct. Free combo breakers turned a “OMG THAT HUGE COMBO” game into the most simplistic fighter ever. Especially KI2. I definitely prefer using a common meter for breakers, so you sacrifice offense for it. Having it be baitable and punishable is good too, but they can’t really implement that with the current breaker command being so easy.

Yeah, I’d like a character in MK that everyone has to try to keep out. you know like when Vanilla gief gets close to you and you immediately start going “oh shit oh shit oh shit”. Most characters have similar options in MK when point blank. low string, mid string, throw, safe specials
I think some more armor moves and maybe some low throws would spruce it up a lot.

MK lacks variety and varied move sets but there’s depth there. It’s not SF or Marvel (seriously, Marvel is a never ending pit of discoveries), but I think it can hold up. At the same time though, I think with such similar characters, it will always be unbalanced, because some character is going to appear that does those same things just slightly better than the rest of the cast.

For example, look at Kung Lao. He’s doing good now because he has a lot of great options and can turn most of his hits into a launcher. He’s got a reversal, a low he can get a combo off of, a teleport with variable options out of it, and a dive kick.

He really just does things better than a lot of other characters.

Another example is Ermac. He controls space really well and can turn most of his hits into combos. In fact, that seems to be the big difference between the played and the underplayed right now.

Good characters have a special that can lead into combos, average characters have limited combo options and suffer when converting hits into damage.

If that really is what’s separating the good from the bad though, this game really isn’t very interesting.

I’m pretty sure you can counter acid spit by either jumping and kicking or ducking or subzero’s slide goes under most projectiles other then mileena. MK Is very in-depth it won’t be like SF or Marvel or It’s not Mortal Kombat. If you are also saying MvC3 is in-depth with combo’s etc, I’m just going to laugh in your face and ignore any post that follows from you because we all know MvC3 is free.

This game is very interesting if you aren’t free, I’m discovering tons of shit that aren’t out there it’s a endless pit of discovery so far so i don’t even get what you mean by that statement.

Game’s shouldn’t be just about ‘‘discovery’’ either it should be about competition and fun.

Competition and fun is really important, so if all the characters play practically the same and it ends up being dominated by like 4 characters, how much fun is that?

Also anyone that says MVC3 doesn’t have depth clearly hasn’t spent any serious time with the game. Just look at your options in that game vs what you can do in MK. There is so much more room for creativity and growth.

I mean don’t get me wrong, I like MK right now, but that’s just because it’s different and something fresh. Will it be fun a year or two down the line for us?

Why wouldn’t it be fun? Most MK players have been MK players since MK1… its still fun so why would one of the best MK games to date make that change? It wouldn’t.

I haven’t noticed the game being dominated by four characters at all. If i remember correctly UMK3 had tiers but i could keep up with konqrr and some other players with low tier characters it’s all about how you play. Same with MK9 the only known problem with MK9 is cyrax’s bomb trap but it’s not a big deal.

MVC3’s Combo’s aren’t in depth at all i can pick it up and slam my finger into the controller and pull off a combo and do magnus rom with 1 hand.

For people that are looking for more out of a game than it just being MK I mean. Fanboys will continue to play a game no matter what it turns into so that’s a non factor.

Right, go do ROM with 1 hand and win some tournaments then.

It’s definitely not better than UMK3, but it’s for sure a close 2nd.

marvels depth dosent come from combos tho. its more from the team building/meter/x-factor management than the combos

I think ssf4 is kinda fun actually.

Joking aside, MvC3 obviously has depth, but so does MK9 aswell. I’ve personally switched focus from mvc3 to mk9. I personally think there is more depth to mk9s upclose combat than either of capcoms current “downback” fighters. You have to adapt to both your opponents tendencies and the strengths of his/her character and ALWAYS consider the risks of blocking high versus low instead of just blocking low and reacting to overheads. I’m not trying to take anything away from ssf4 or mvc3, because they are both good. I’m just saying that mk9 is clearly different, and in my opinion, better in some ways.

Thats preference tho, personally I thought UMK3 wasn’t all that great, I liked the character designs but the added run function really ruined it for me. Seriously, look at how silly it looks when people are actually applying run… very silly looking game. I think balance wise and game mechanic wise this is the best MK game, thats my opinion though. Competition wise there is no question though, this is the best one so far. Even if for the one fact that NRS is willing to change things based on player and tournament feedback.

I’d say 50/50 compared to SSF4.

MK9 lacks anything to stop mashers.
Though focus attack was rather half baked.

MK9 however has a lot more moves and faster game play.
Players are not as bull shitted into taking the entire match to catch up to another person who simply walks backwards and spams random crap.

Compared to MvC3 MK9 has a lot of depth.

I fail to see how this is a bad thing? You actually like the reversal window SF4?

Sup Kung Lao’s spin.

I’m not sure how MK has more depth than Marvel. To me the depth of MK is all conditioning, it seems like everything is thought out before it actually happens. Overhead / Low mixups can’t really be reacted too and the strange buffer window functionality makes it so you just kind of have to say “fuck it” and pick a move and do it, so most of the stuff is done on educated guesses, defensively and offensively. So in games like SSF4 that are mostly reactive, I can see MK more stressing setting up expectations and patterns.

The game also seems to lack a good deal of footsie. It’s either the ranged game or in close pressing frame advantage… I see very little footsie and poking / feeling out the opponent going on in matches.