So I finally got around to play MK9 some of my friends this weekend, and I’ve since realized how different this game is from street fighter/MVC, etc…However, so far the system doesn’t seem like what I had thought it would be like. I am very confused at this moment and i’m sure there are a few people who feel the same way.
I thought that the game would be paced more like KOF where rushdowns, jumpins, mixups, and generally just a very fast paced game. Turns out, it seems like the game is much more of a block all day, and then punish with a hard combo. Much more like Tekken/Virtua fighter is, only it seems like you can simply crouch block the whole way as the jumpins don’t seem effective, and the overheads seem too slow and get punished/countered easily. What me and my friends ended up doing was simply crouch blocking and waiting for the opponent to either make the first move/wiff something or finish a block string and then punish. eventually whoever was able to punish with the harder combo won.
Is this how the game works? I have a hard time believing that the game would such a turtle friendly game. There must be something I’m missing. Right now it seems like the game has no crossup options, very limited overhead and mixup options, no tickthrows. Looking at the percentages it doesn’t really weigh out, with me doing 2% damages (up to 8% when the block the entire string just crouch blocking), and then getting punished with a 20+% combo when the string ends. Vice versa i ended up doing the same thing and thats how i’ve been able to win…
Also is this game more of a grounded kinda game like SF? or more aerial advantaged game like KOF/MVC? I see comparisons of this game to Tekken/VF but in this aspect the game doesn’t really compare since your rarely jump in 3D games in comparison. How are the AA options in general in this game? Between jumpin attacks and AAs, which have more advantage/priority and which do more damage?
Would anyone who’s figured out this game care to enlighten us who are konfused? I would be really cool if someone could breakdown how mixup options, pressuring, meaties/footsies, and blocking/countering/anti-air/reversals(wakeup games) worked in this game. Oh and also proper meter building and guides to usage would be awesome too
Don’t have much time to go into a lot of detail right now but one thing you’re looking at wrong is blocking. Blocking in MK is pretty much the worst possible defense option for anything but mobility specials (which get punished hard on block). It gives your opponent more meter than you, chips life from you, AND leaves your opponent in a good position press the advantage.
Also, crouch blocking leaves you wide open for throws (you can’t throw someone who is crouching unless they’re blocking).
I’m pretty sure the jumping kick attacks can be crouch blocked, while the jumping punch attacks must be blocked high.
My best tip is to learn a command normals & overheads (or combos that have overheads).
My friend was crouch blocking me the whole match earlier while I was using Smoke, until I figured out his + BP, FK combo (overhead followed by a roundhouse kick combo).
He started getting wary of crouch blocking… so I’d take out his legs.:bgrin:
All new games are over-defensive when they come out, because it is easier to jam on back or block than figure out an offense. Wait a couple of weeks until people figure out how to open each other up, and then we will all get a better idea of how the game will be paced and played.
Thanks for the input guys. I’ve actually been playing some more today and also realized that there are a number a overhead moves/moves within combos that will hit crouched opponents. Some characters seem have more overhead options than other tho.
As far as AAs it seems like most characters have one of more reliable ways to AA, so it seems like this is more a grounded game like SF, but the footies/spacing game is very different now that there are teleports.
As for grabbing crouching lows I actually end up whiffing the grab sometimes, not sure if it’s my execution, the wierd hitbox mechanics of the game, the online lag, or a combination thereof. I had thought that blocking would be the worst thing to do in this game but so far from what i’ve played and also what i’ve seen is that to be effective in this game you really have to block alot and punish hard when given the chance.
I’m thinking maybe i need to figure out which combo strings are safer which ones are risky so i can apply pressure accordingly. You’re definitely right tho, the game is brand spanking new =P I’m just so used to the older MKs being pretty special and offensive heavy, plus they way NRS has been describing the mechanics made me think that it’ll be an all out offense rumble type of game =P But i guess we’ll see once people figure things out.
This sums it up basically. also, you have to play a close range game and do pokes or strings that they can’t punish on block or gives you frame advantage on block and you can continue your pressure.
Crouching and crouching while holding block are two different things. Crouch blocking increases your hit box while just holding crouch without block makes your hit box smaller.
Throws will whiff if you are just crouching, but if you are crouch blocking, you will be thrown. this is the same for several other attacks like normals or special moves.
Needless to say, it’s better to force your opponent to whiff something than it is to block, you don’t take chip, they don’t gain meter and you can counter-attack much faster. you just have to see what works and what doesn’t.
I haven’t done extensive testing or anything, but it seems to me that in order to connect a throw on a crouch blocking opponent, you need to be in closer range than if they were standing. I know I’ve whiffed throws on crouch blocking opponents that looked like they should have connected, but at point blank range it seems to work every time.