Here’s a recording of a tournament. Skip to 50 minute mark.
Justin.tv - 2GoodGaming - CSULB 2GG SMACKDOWN 1.3
I gotto say, much better quality of play than the stream from orlando.
Here’s a recording of a tournament. Skip to 50 minute mark.
Justin.tv - 2GoodGaming - CSULB 2GG SMACKDOWN 1.3
I gotto say, much better quality of play than the stream from orlando.
seems like if the milleena player would have blocked teleports more, and punnished it would have beem an easy win.
looked like both players were being incredibly unsafe
Troll.
Is this game buffering moves extremly long?
For example, i wanna do jumping kick with Kung Lao, if the opponent blocks it, cancel the Kick into a Teleport (down up) Grab but it does a Divekick(down BK).
Im pretty sure i dont pressed Kick twice. :wtf:
Tag team needs to be the main mode in this game. There’s literally ZERO reason for it not to be. It’s faaaar from as broken as any of us thought it would be. Fast tags and assists just cost too much meter.
Meter is so useful that its a fair trade between using an assist, ex move, breaker or saving for X-ray.
On top of the fact that you’re not even obligated to use the tag functions and can just let one character die and move onto the partner.
I really, truly hope that once people learn more than one character that Tag mode becomes the standard, cause that shit is a fucking blast.
-Dammit_rab
I agree with you on the quality. There were a few bad players (but there are at every tournament), and there were a few stand-outs. Definitely worth the watch. Unfortunately, we don’t get to see the end of the tournament.
I agree. I hope it is.
The game is relatively new and I can see why you would just have single 1 v 1 tournies. Tag hasn’t been explored in depth as of yet.
For anyone using Quan Chi, I find possession trance a much better zoning tool than his ground burst good for trading with Noob projectiles or even subzero’s ice beam
Yeah, quans trance is awesome. But take this to the quan chi thread too man, the chatacter threads on here really need some love
-Dammit_rab
yea I hope eventually they will separate the characters threads out.
But they are separated. Each character has their own thread, but people arent posting or lurking hard enough
-Dammit_rab
Alright, I need to get some play in on the terribad netcode, anyone up for it because I honestly got nothing better to do.
I hope they both get a great amount of attention at tournaments.
I haven’t fully explore tag team, and it was fun the first burst thrue but I;m not sure on the competitive tournament side, seem too aggressive. Most tag mechanics seem aggressive favoring and ridiculous combos witch I think will degenerate to just that. One vs One feels more dynamic to me.
Alright, so help me try to like this game. I love MvC3 and SSF4 and I’m trying to get into this but it feels so sluggish and awkward. I know it’ll take me awhile to get used to and I’m willing, but at the moment it’s hard to even tell when I’m hitting the opponent or he’s blocking it as the animations barely change. I can’t quite get a feel for getting in hits and starting combos yet, and it doesn’t feel right when I do start combos. I think it’s the timing or something, and I’m trying to hit the buttons too slowly or something and trying to time things.
Speaking along the same lines as the animations, it’s hard for me to know when to really launch an attack after blocking a little string by an enemy. What should I be waiting for/looking for to know when to get in and start a combo? I use Kitana and basically do f.HP, lp, b.lp (the upper launcher thing), fan, fan and that’s about as extensive as I can get right now as I’m trying to get used to the system. I also try to do jump-in kicks to start combos but it just launches them away from me and I can’t do anything after, is that normal? I thought I read combos that started with jump-in kicks.
Anyways, help!
Jump in punches can start strings, kicks knock down.
i dont see a kratos/cyber sub zero/nightwolf thread.
i would make 1 but im busy today.
As awesome as this game is I do hope these issues are addressed in the next installment:
Lack of a run feature-Considering that MK vs DC (which is essentially MK9 on 3D plane) had a run feature I still dont fully understand why MK9 doesnt, it isnt like it wouldnt work well with the MK9 engine and if anything its probably a better fit then dashing.
Hit boxes-Id like NRS to apply a SF approach so the normals could have a higher presence in poking,AAs and footsies. As it stands they feel fairly useless in most situations.
Lack of rapid fire jabs-Considering that NRS wanted to return to the roots of MK gameplay im a bit shocked by the lack rapid fire jabs. Combined with a run feature, we could have the same preasure game from UMK3.
For the most part this game’s timing is really loose, and you’re going to want to hit faster than slower.
Problem #1: You are probably trying to play this game like a Capcom game. You need to totally clear your mind and figure this game out and not apply what you know from SSF4 or MvC3. Try and figure out what this game revolves around offensively and defensively.
Problem #2: You seem heavily focused on combos. I would try and understand the game and what it takes to land the first hit before I worry about combos. If you can’t consistently land that first hit (and confirm it) then combo knowledge is somewhat pointless. This isn’t like SSF4 where you can just hit confirm from 2-3 crouching jabs. Start from the ground up and figure out how the offense really works in this game and worry about combos later. For now I would use a very basic BnB as you are learning this game from the ground up.