^^^^^^^
Pretty much this
I like MVC3 still, but I like what I feel in MK right now even more.
Shame for the tournament scene if it is broken, but I’m going to love playing it.
I don’t play online or in Tournaments, so infinites don’t bother me.
^^^^^^^
Pretty much this
I like MVC3 still, but I like what I feel in MK right now even more.
Shame for the tournament scene if it is broken, but I’m going to love playing it.
I don’t play online or in Tournaments, so infinites don’t bother me.
That’s me as well, though I don’t typically like to compare MVC3 and MK9 like everyone else seems to do on the front page. I got SO hype when MVC3 was announced. The gameplay vids were good, and the game was good when it came out. However, I can barely have any fun with that game online, which kinda fucks me over since I don’t have many friends to play with. MK9 is very slowly bringing out the MK fan in me again. I’m not more hype for MK9 than I was MVC3, but I know I’ll get there if they keep putting out all these good signs.
I was wondering about the 8 button layout, too. I thought someone mentioned throws being two buttons, maybe it’s a macro like most other games have? Maybe switch stance is the same? Might be something they want to let people know about if they’re trying to sell Tournament Editions with 6 button sticks…
This serves a very important function. It let’s you change between staring at Mileena’s ass and titties.
Also, are there any vids of these infinites? I’m curious whether it’s something out there and hard to pull off, or mind bogglingly stupid like some of the 3D MK infinites…
Some thoughts:
These combos are big damage, but don’t take into account the fact that some require full meter with X-Ray and the game has a breaker system.
I haven’t seen an infinite discovered yet. And I don’t think we’ll see one with these four characters (maybe I’m wrong, didn’t see a video out there).
censoring myself until later, was going to say something I shouldn’t have
wow about Mileena’s stance switch. As for the buttons, hitting light punch and light kick at the same time throws. Or front attack or whatever they call it now. Stance switch can also be done by pressing two buttons not sure which ones they are.
For those confused about how the meter builds, here’s the scoop. Meter can be built by 3 methods…taking damage, dealing chip damage, and using specials, in that particular order from fastest to slowest. Basically, block pressure is the best way to get meter, as you not only deal damage, you gain meter. Specials are the second best way, and taking damage is the worst, though at times it can be beneficial.
This is actually how meter was built in MKDC. Blockstrings ending in safe specials are really nice for this reason.
Scorpion’s more practical combos have different starters where spear is used earlier.
Yeah, those combos seem practical, effective, and they also look really cool. I mean, yeah, the damage is high, but isn’t that a series staple by now?
The Sub combos are practical because of the starters. The Scorp ones start from U2, which is heavily nerfed as a tool in comparison to MKDC. It can’t be done during the jump’s ascent so it’s far less useful outside of some combos.
How well did that work in MKvDC? That sounds sucky to me.
Are they even keeping that system in the final build though?
MKDC’s meter options were really big, and these methods of gaining meter gave the game more depth. At times choosing whether or not to take the full damage would save your ass later down the line.
I wouldn’t see why the system would change, though. It definitely worked for MKDC. With more options with meter (2 different ones altogether actually), the meter game will be fairly deep, especially considering how you have to gain it.
For those curious about the controls and a few other things I’ve noticed with the demo.
First there is a default control configuration and four preset slots. These 4 slots are shared by each player and can be saved after being changed.
The default controls are:
Front Punch: Square
Back Punch: Triangle
Front Kick: X
Back Kick: O
Throw: R1
Tag:L1
Block: R2
Flip Stance: L2
There is also a list for King of the Hill controls (these don’t change):
Invite Friends: Triangle
Show Avatar Names: Square
Theatre/Full Screen Toggle: Select
Exit King of the Hill: O
There are two short cuts you can use instead of buttons.
Square + X: Throw
X + O = Flip stance
All X-Ray moves are done by pressing Block and Stance Flip.
The player select screen has both invisible selection and random select (can be used together) Also when you use random the VS loading screen has a random player not your own. (it can be but most of the time isn’t)
In Vs mode after a fight you have the options for Rematch, Select a Fighter, Main Menu.
In the Pit background there are a few familiar faces fighting it out and change at random. I’ve seen Kenshi, Daegon, Sareena, Reiko, and Frost. All have the MKA look from what I can tell.
A tie switches between player 1 winning and then player 2 winning. (Meaning two ties in one match first goes p1 second goes p2.)
You have 8 seconds to do a fatality from the final hit of the round. Also the area of the pit they land on differs from p1 side to p2 side.
Sub-Zeros freeze causes damage (7%) if you are shot twice with it instead of reflecting back on Sub-Zero. If you freeze twice
There is a cool trailer video if you beat the ladder (only 1player in demo) mode against all 4 characters.
Sub-Zero is the only one I’ve really played with but he is hell-a fucking fun.
I’ll really like to see how practical scorpion combos are with them being a jump in starter in a game i think will have its risks. Sure he can teleport mid air to avoid punishment attempts but if forbid someone anticipate that as well…yeah…risk and reward definitely wont sit well for some.
edit:
oh darn Azuro pointed that out already my bad.
What does “Flip Stance” mean?
LOL. A ton of crap has been leaked from this demo. Apparently, the demo had a big ass localization file that needed decryption, but someone did it and the results have the endings, bios, contents of half the krypt, and the reward for End Game (last mission in Challenge Tower). The reward is a let down to say the least, assuming they kept it as is.
I’d think this file is bullshit, but it’s WAY too fucking big and filled with computer variables to be fake. Since this is an early build, stuff could have been changed. But I bet they’ll NEVER do another demo after this. You guys can go look for that stuff yourself. I don’t want to tempt anyone who’s as weak as me when it comes to spoilers with a direct link to this stuff.
Not really you get alot of free games, early access to things (which is gay overall), beta access, discounts, and more. So if that interests you its not bad. I really enjoyed the demo though combos looked smooth and came naturally. I used the Street Fighter TE stick and it felt great with the button layout that is standard. My only real complaint is the Fatalities that are given for the 4 characters all seem to be basically the same except a small character vibe added. They were all basically seperate your head and waste.
[media=youtube]aTjPaAMVgXs[/media]
this “65%” combo is displayed as 53% by the game… what gives?
also the ground flame at the end doesn’t connect in the combo (you can see the red life disappear before the flames connect).
This is somewhat misleading. In actuality
Throw = both fronts
Flip Stance = both kicks
That is to say, it is control configuration dependent not independent.
You switch which shoulder is forward. Beyond it being a requirement for x-ray button combinations I can’t actually tell if it has any effect on your moveset.
What stance would do is switch what is front and back, which would just be screwing yourself anyway. I don’t think there is any stance benefits. I know why it is there, but don’t know why it is there. LOL
If both kicks equal stance change, is it possible to perform X-Rays by doing back kick + front kick + block? If so it’s a non-issue, since you’d only have to map the four attack buttons plus block and tag.