Someone should make a parody account on twitter and call it A-Kira and predict all kinds of whack shit like - " Scorpion suffers from indigestion almost daily"
Well having played every NRS game, I will definitely say that this is in the tradition of shaking things up completely. The meter system has changed completely, the getup game is totally different, and adding Krushing Blow (Lethal Hit if you played SCVI) and Fatal Blow will significantly change what you want to be looking for as opposed to simply going for your best combo.
Mobility being greatly lessened will have an affect on the game the most, I think. In early MKX, most characters longest ranged and safest move would often be a mixup string, something they tried to fix in later versions. Out of the box, MK11 seemed to take this philosophy to heart: every character has a decent mixup they can enforce, but it’s rare that both routes are safe, and even rarer that both routes lead to a full combo. And because you can’t run up after gaining advantage with a d4 or a throw, how easy it will be to enforce a mixup is greatly reduced.
Flawless block also adds an additional factor. There were certainly the “skip neutral” moves in the demo - Scorpion’s amplified teleport, as an example, is safe on block. However, with one bar of each meter, it is possible to flawless block the second hit and get a small punish and the momentum back. Many characters most obnoxious strings had a gap in between, such as Skarlett’s b34, which is a very long range low but has a gap before the second hit that would pop you up. I generally think more thought was put into what drawbacks really strong moves should have, which I think has been a series’ wide problem.
Armor has also been significantly reduced. By eschewing the typical EN (EX moves), armored specials have kind of ceased to be. And with the new getup system, you either get an invulnerable move that gives you minor frame advantage or non-invincible scaled combo starter that is only invulnerable to jump attacks. A big complaint of MKX was armored moves that had very little counterplay in neutral and were fairly ineffective on getup, but that’s kind of gone now. The only armored moves are if you spend bar on making interactible attacks/escapes armored or your Fatal Blow super, which is only armored after frame 6 with no additional invincibility.
Like you mentioned, MKX (which I was not a fan of as a fighting game) could a lot of times be reduced to running up and doing your longest range string because it probably lead to a really good mixup which probably could net you a full combo. In this game, it feels as if the longest range strings will get you a knockdown, but only with certain characters will you get a full combo, and even then the damage won’t be really high unless you get greedy with bar. Krushing blows will be how you get big damage, and they have a varied range of uses that will really have you use the full gamut of your moveset to maximize, especially since you can only use them once like the Fatal Blows.
Overall, I am pretty excited to see how it will turn out. They’ve really done a lot, IMO, to put way more thought into how the game will likely play out and appeared to have put in plenty of things to help add counterplay to what is typically too strong in the older games. March can’t come quick enough!
I’m getting back to super gold, this time with urien but it feels like I’m not learning anything.
Also I can’t beat abigails no matter their ranks, they just go full retard until you panic at their nitro run and die from a couple of combos, it also seems impossible to anti air him
Thanks I apppreciate the write-up.
I am also excited. Especially for when they reveal ermac and mileena (let me dream)
I think that’s the point behind that character.
yeah he’s easy to win with but he doesn’t feel Bison/Abigail level of bullshit unless you’re prone to learn several setups in training, his AAs are also kinda slow, I had a Cammy doing cr.lp,cr.lp instant dk on me for 3 matches straight, cr.hp wouldn’t hit and st.HK was too slow
I still have the high opinion that the game will most likely get second V Reversals and Supers also. Don’t really need X Kira for that.
It’s not the most insane thing to believe would happen and it’s likely the super extended radio silence will reveal itself to be more than only small things like new costumes and the DLC roster.
That sounds like you should s.jab it instead of using a normal AA
AA CA for Gief that will do 500 damage and 630 damage while on VT2.
I too believe that.
Second “stuff” doesn’t do anything for the game.
Id prefer some more dynamic things like changing your meter around for different structures etc.
I should have probably done that, that dive kick is so fast:slightly_frowning_face:
I don’t think second super or v-reversals will happen because I don’t see how they would reall change much about how the game works. Most supers are just hit confirms anyways.
Sure that’s not meta changing stuff, but it’s easy to implement regardless. Most of what they added in SFIV was around that type of stuff any way. Just another way or option based off something you can already do etc.
Don’t believe they will add anything crazy far out new so adding boring extra stuff to what’s already there is usually what Capcom does.
Also, fuck Linux, fuck new kernel versions and incompatible media build that won’t build and install on new linux kernels.
Why the fuck did I pick an IT career?
I get fucked over by this shit more often than a porn actress does.
If they add more Supers it should be like sub-CA’s. Special or EX moves that cost 2 bars instead of 3. I don’t really see the point otherwise.
Actually, all the animation work for new supers is not that trivial. I don’t think they would do it just to show off.
To contribute, I want to see more nerfs to Install triggers. I think the utility triggers are much more interesting, and seeing more of them and less installs would give the game more variety.
man why is dhalsim such a bagful of gimmicks? Couldn’t Capcom made him just strong instead of just annoying?
Because when making SF5, Capcom decided the wheel needed corners.
Critical arts arent just hit confirms. They can also function as an anti air, invincible reversal or a way to get through projectiles.
I was exaggerating.
My point was, they basically all do that because they are invincible. Adding a second critical art wouldn’t dramatically change any of the characters.
They aren’t like Ultra where combo routes are limited so changes to the Ultra could have major affects on utility.