MK9 | News & Discussion (Updated as news happens!)

[media=youtube]VCmaqo-ldjQ&feature=channel_video_title[/media]

This is one of Tataki’s vids :rofl:. I know in the demo, Johnny Cage had some goofy frame trap that was inescapable without breaker. It works on the AI in this vid, but has anyone tried other stuff against actual people to see if they can do some frame trapping?

I don’t have the game yet, but my friend wanted to play this game so I’ve been checking it out. It does look like fun though.

Sonya is currently the only character with a block infinite when she uses MS cancels.

Tom Brady just released a video showing Quan Chi having a block infinite too.

[media=youtube]0JAK9uDpf9Q[/media]

I think that unlike 3d FGs, in this game HIGH hits means it whiffs crouching opponents but does not whiff crouch blocking.
So in order yo stop some stuff you might need to drop your guard which means you can be hit with whatever low or mid move.
I don’t know how this affects a real match though.

blocking slightly increases your hit box. alot of moves whiff if you just simply duck like throws and some projectiles too.

In MK9, HIGH refers to any attack that can be blocked crouching or standing. Traditional 2D highs and mids are part of this grouping…MK9 does not separate them. MEDIUM refers to overheads.

The hit levels are like a traditional 2D fighter.

Oh ok my mistake. So it’s a jab that doesn’t whiff crouch block and gives + frames? What’s the deal here?

Some Highs will whiff on crouch (and crouch block), and others won’t. It’s attack dependent. The word High is just referring to the fact that they can be blocked standing or crouching.

That jab doesn’t give +frames anymore.

oh, i was specifically talking about execution.

i hope my question wasnt misleading. i know theres more to it than that

it looks like you were right about our discussion earlier. thats strange…

on a different note, i love that you cant simply scrub your way out of pressure in this game. once someone starts their momentum, its really hard to get back to a neutral position

theres no inv back dashing, or mashing crouching jab/short while auto block takes care of you, and there arent many inv moves in this game, and the ones that are inv, are unsafe as fuck on block

NRS set up this awesome patch-system (similar to Black Ops), where they can change the properties of moves without actually having to issue a patch. As long as you log online, then you get the fix. So, any issues with +/- frames can be fixed on the fly (such as Sonya and Quan Chi block strings). It’s awesome.

Yeah, that’s definitely a smart decision on their part to include that sorta feature.

Yep…having good defense is really key for this game. Of course, the pressure isn’t braindead either, but that’s beside the point lol.

yeah, all those sf4 bad habbits show up early in this one

i really dont like how big the stages are

Sektor is a beast in this game I swear. Everyone seems to be on the Cyrax hype, but the other cyborg is good too! He’s fun to experiment with, I found a 34% combo without using a jump-in or meter. I could probably adjust the ending to get an extra few percent, too. Only thing I dislike about him is that his X-ray is shit to use in combos, seems to scale hard, plus his lows seem kinda bad, no reach on them. I do like his sweep though. His ex moves are great, ex uppercut is good for starting or using in combos, up missile locks on for shenanigans. I can’t see a use for ex flamethrower yet, though.

Just released a Quan Chi vid - just shows general things with him and some combos. [media=youtube]zU7uhGNUARQ[/media]

LMAO this is SOOO true!

I won’t lie, when I had my first online set in MK9 I hated the shit out of this game lol. In SF4 I was one of the best Fei’s in Canada and have competed and beat a lot of high level big names so to say I was a bit saulty after losing to some random player online consistently would be a understatement lol. However my biggest fault in approaching this game was in trying to play it like I did SF4…and I started to hate this game because it didnt reward me for what SF4 normally would, in particular defense and how you handle confrontations.

In SF4 there are pleanty of instances of scary preasure, but if you have a good DP and 2 bars theres always that chance you can escape. Plus with invincibility on reversals, the large reversal window and backdashes you can always get out of a bad spot if you time it right. In MK9 you cant escape from a bad situation which means your only option is just withstanding the preasure and gradually moving towards a neutral zone. Mash DPs have no place in this game, you really have to be on your game when it comes to defense in this game.

Or you just need to know the right moves to use in those situations.
Remember that some specials are extremely fast (reptile’s dash, raiden’s superman) and some EX and Xrays have super armor.
In theory at least, Scrop’s EX spear is kinda like a 40% damage DP.

[media=youtube]M2POv8oq1XU[/media]
I don’t know why but the quality messes up a bit on some of the combos :confused:

Yes that is true…but in a lot of cases it’s VERY risky. For comparison’s sake, it’s like doing an EX DP without the ability to FADC it in a game where jabs can lead to 40% or higher without ever touching meter. In general, your move gets blocked, you pretty much die lol.

But yeah, there still are moves you can use for GTFO me, but a good portion of them require meter to do so.