SFV Lounge: Ken is high mid. Kage is barely mid. F2P still coming

I was more pissed at the mashed super but oh well.

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MochaLatte I just got around to watching your commentary vids on the YT. Enjoyable and relaxing, very watchable. Liked the slowdown to either show a point being made, or just give yourself time to finish the previous thought. Really liked the blow-by blow narrative over what was attempted and why.

My only suggestion: You sounded slightly salty at one or two points. There’s tons of salt and hate on YouTube already; just steer clear to really stand out.

Beyond that I’ll watch pretty much anything from you SF.

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LOL if you regular Diamond he not gonna give you any respect. Smug pulls no punches so you gotta just remove his life bar.

Everytime you jumped he was like “wacchu jumping for BOI” I’m like man this man jumps too.

Most of your thought out reasons are just thinly veiled complaints about how it isn’t like Street Fighter lol. It is not, and will never be street fighter but yall stay hating on it for that.

Like I’m not sure why you and Jin are even pretending to give the game a fair chance when you are clearly against NRS fighters by their design. And I’m not throwing shade just stating facts.

You sound like every person on r/kappa whining about how SFV isn’t this or that like lol chill.

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Me r apologize

Me no like nrs games, to each his own. Me no hater

Me chill

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You do but it kinda has that slower one button anti air problem in SFV where good luck getting that all the time. Especially in NRS NK where everyone has Abigail jump.

TBF the everyone having a fireball thing is an MK staple. That’s just how it’s always been. There are no specific fireball archetypes because everybody has one. In 2019 is that the best game design? Maybe not, but I think it’s better for NRS to have that as something that makes it stand out then just follow the archetype trends of most other games. Why not be that game.

The stuff I don’t like about NRS games boils down to lots of specific things including the way they control, but since this is trying to be MK2 2019 to some degree I’ll give it a shot. Need more ground games with less air blocking and air dashing.

NRS neutral is not for everyone and it’ll never be some perfect bastion for neutral or whatever, but it’ll have its base. Hopefully the game won’t have less entrants than other dead games after a year from now.

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I mean you’re entitled to your opinions like anyone else I only spoke up because you sounded super pretentious saying you didn’t understand why FGC people like Mortal Kombat.

But keep on with your would-be meme responses instead of actually addressing my point.

Quoting this because it’s more or less my point and if you can’t understand that well idk what to tell you.

Here everyone has these thought out reasons for or against MK but I’m just hating on it like a 90s parent because gore porn.

Fear not, lovers of bloody footsies: SamSho is coming.

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I just feel like the game could be so much cooler. Addressing the fireball thing exclusively for this one since there is a myriad of other things to get all spergd out over

Take the classic scorpion get over here projectile for example. It’s basically the exact same thing as sub zero’s. A high commitment and lightning fast thing that reaps big reward and follow up no matter where it hits from.

I feel like there would be more personality and style if scorpion’s grapple projectle wasn’t just a carbon copy of everything else in function.

I know I’m probably wrong in some assumptions since obviously I don’t play them and for reasons

So anyways, scorpion “get over here” rope shot whatever its called:
High risk high reward with the recovery
Maybe even limit its distance to relegate it to a combo ender (Which i’m sure it already is, but just focus on the point)

Maybe other characters should have projectiles that stay on the screen longer, or have faster recovery with less reward. Just a bit of diversity ya know?

Maybe some characters are actually just faster in their walkspeed, have better/higher reward on the counterpoking. Maybe some characters with crazy zoning but bad anti airs. Or have both the crazy zoning/anti airs but lack moreso in the mixup department or the reversals.

I’m not saying make the game exactly like street fighter, but surely there could be a healthy amount of influence? Capcom took their influence from nrs games and designed a few characters to play out similarly and it makes character archetypes much more interesting and fulfilling that way is all i’m sayin

Homogenization makes a game easier to play, for casuals. See also Smash.

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Don’t worry I’ll give it at least a day. The whole trying to be MK2 2019 is enough for me to bother and it’ll have Tom Cannon netcode so can’t go wrong with that. Animations being a little bit less lame helps too. Plus in NK the characters are zoomed in so the whole blending into the backgrounds thing I hate about Injustice is less of a thing.

Only reason I gave MKX a whole month was cuz a friend really wanted to play it. Didn’t like it at all so gave up on it after that month. I don’t waste time with games I don’t like for years on twitter like these other people do. I might still say how I don’t like the game every once in a while, but I’m not gonna still play it.

Well fireball games in NK will always be weird because they don’t clash. Which means the way fireball games work are already fundamentally different even before you account for how every character having one being a thing for like the first 4 Neutral Kombats and far beyond. Plus like you said the whole fact that quite a few of them have egregious capture state mechanics.

I agree that the stuff you say would make the neutral more interesting, but this is the same game that started with everyone having the same generic normal attacks and only their special moves gave them any individuality in neutral. NK just doesn’t need to be as nuanced in the aspects that SF is to really sell itself so you kinda just have to take it for what it is. It’s going to be diverse where it is in some ways that people will prefer over SF and other places it’s going to be NK homogenization but that’s what gets people to recognize it at the same time.

No cross ups and mix ups being mainly can you see if I’m going high or low in front of you is some of the more generic things about NK that I’m still not a big fan of, but again I’ll give this one a shot since no run will make the neutral less messy. The being able to just instantly run into the opponent stuff that was in MKX made the neutral very predictable. You know the gap can be closed anytime and it’s going to lead to 30 to 40 percent combo that lasts a long ass time with generic breaker incoming if they have enough meter. NK11 should deviate from that a bit.

Is it really the extreme homogenization that gets people to recognize it though? And is it really that necessary to make the NRS games unique in comparison?

THe flavor and over the top violence, the crazy backstories these characters the have, the presentation. That’s what draws me to mk in the first place, that’s why i’m getting all bent over it.

It’s just plain buhdass, I would drop sf if mk had better fg design philosophy in a heartbeat.

I would say somewhat. Johnny Cage is gonna need his green sphere, Sonya gonna need her rings, Mileena sai throw. Those things people look for because they have become staple projectile moves that identify those characters.

If anything the variation system makes it so that you at least can play a Johnny Cage or Mileena that doesn’t have a fireball if you want.

I’m not a big fan of MK’s theme anymore. I prefer KI since it has more nods to SF and goes over the top in a way that’s over the top, but less dark and moody. Plus KI allows for more type of characters to be represented. Everyone in MK is usually some type of human with a bunch of clothes all over them or some android. Not enough real off base monsters or Dhalsim style weirdos.

Poor Cody players, always getting shown up by the king.

Also there’s another tactic you can use - just block all of the fireballs until you have v trigger, it’s two bar , it’s bullshit, bit of resource management!

Strangely , few players opt for this, when it’s probably a valid strategy if you have no ham move to by pass neutral.

This is what I’ve been saying too. Nobody can really play a regular fireball game anymore once he pops that trigger and it disrespects fireballs in very specific ways that other triggers don’t. Plus gives him the only vertical raining anime fireball in the game.

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Yeah KI was dope

Then that new company that came in and took over made it all sorts of cuhrazy. It’s a common complaint amongst the KI players I know in my community at least. The flavor and presentation of the game is godlike

I’d like to see a new KI game for sure

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I think its more that most of the people attracted by those things will be casuals so they make it fairly homogenized to make it easier for them.

Like I have a friend who likes Mortal Kombat but won’t play Street Fighter because it’s too hard and complicated. Mind you, he gets some basic FG concepts without explicitly knowing about them so I know he could be decent at SF. But he just prefers NRS simpler approach in most areas.

Block Button vs traditional back blocking
4(5?) buttons vs 6
Standardized jumping attacks vs 6 different ones

Etc etc. It’s not a big deal for us since we are used to it but it is a factor and honestly I see where he is coming from. All the small little differences, while adding variety, also adds time spent learning and in training mode and honestly nobody likes that.

Yeah other than having some broken mechanics, S1 was about as crazy as it should have gotten. The everything being breakable all the time and making linkers huge easy tells for manuals had me out by the end of S2. Plus SFV was coming out by then any way.

The huge sweeping change to the game in S2 was definitely bigger than anything that has changed in SFV and I don’t blame anyone who didn’t want the game turned upside down and have their character rearranged every 2 months of S2.

Strange things happen when you play defence vs Sagat but have the ability to hold your ground. I’m not going to be content just zoning if you’re blocking all the fireballs, so I might try a dash ( 20 frame) or a jump.

Then the match turns into the twighlightzone , because now my own zoning is causing me to get zoned myself. I lose a bit of life and perhaps you have the lead, now you’ve got trigger and perhaps take a large chunk of my bar.

Now I’ve got to chase, which I’m not good at, so I’m taking risks with moves that aren’t really that rewarding ( like jumping or dashing).

There’s more than one way to play a match up.