I take it you’ve never actually played an MK game, judging by the statement above. The block button adds nothing to the gameplay? The block button adds a lot to the gameplay, if not completely changing how the game is played. Having a block button adds depth, allows you to buffer your specials without moving or buffer certain things in general, it’s used to cancel a lot of differen’t things, it allows you to be more offensive, when rushing down it’s easier to block on reaction with the button (IMO), in UMK3 the block button adds kara jabs which are HUGE in that game, and I’m sure other things that I’m forgetting.
Also, Hanzo commented about the block button as well:
I like that how Johnny x ray move is a counter & that doesn’t take away gauge if whiffed. It’s certainly welcome in my book. Hope more are like that. Definitely seem their trying to make divers move set to cater to many play style.
The block button is invaluable. Anyone who thinks the block button is a formality is greatly mistaken. If you take away block, you have to change many more things, and once you do that it becomes more like SF. It’s 100% ridiculous to suggest any MK should not have a dedicated button for guard. I remember when they threatened us with this for MKDA, supposedly there wasn’t going to be a block button initially. The Run Button is unbelievably good and should return. Move my character faster? Stop on a dime? Cancel into anything at any time? Run only a little bit if I want? Run footsies? And yet it uses a meter so it’s still not abusable? Run is better than just about any dash in any SF game. With Run you could do anything and it was still fair. For example, Run under uppercuts and roundhouses were key gameplay elements vs predicted crossups in MK3 UMK3 MKT and MK4, and they will be gone with an idiotic dash, if that’s all it is.
So if they are trying to make the new MK, a SF-lite game how would people feel about projectiles cancelling each other out? As a purely less-than causal MK player, is there a good aurgument for projectiles passing through other projectiles? It seems like it’ll be alot harder to set-up zoning strategy. I can imagine how crazy SF would be if tiger shots passed through sonic booms.
Pass through projectiles are definitely a gameplay changer, but projectiles are also not as spammable on the ground as SF projectiles are. Jax in MK3 had very good spamming ground projectiles, Cage to some extent in MKII, Stryker barely in UMK3. Reptile’s UMK3 Forceballs, probably the most beneficially spammable projectiles in any MK game, and Reptile’s MKII acid spit. Sub’s freeze, Sheeva’s fireball, Shang’s MK3 Skulls, MKII Raiden electricity, Ermac’s Green ball, all come to mind as well with everything still having a degree of punishability. Projectiles themselves operate differently enough in MK that really, it would slow the pace down a lot if they canceled each other, but I’m sure this was just another way where they tried to be different. Being different resulted in an entire system that eventually worked pretty well by UMK3.
I agree with the block button but I reallly do think running should work the way it does in KOF games, it seems overly complicated to have so many different buttons assigned for such simple actions IMO. Anyhow, I dont mind the dashing as I think it will make this game feel like a SF/UMK3 hybrid:cool:
Who would have thought an MK game would have the best animation, and graphics in one game? Capcom needs to step up with their 2.5D animation, and graphics.