SFV Lounge: Lupe please comeback! DevilJin moving to Mortal Kombat 11

i like proximity normals but it’s not going to “fix” sfv. less overlap in inputs with prox normals is the main plus i would say. every now and then there is bad spacing with some weird one where it whiffs completely, but overall i didn’t have problems with it in previous SF games.

Chen did make some good points in that video. i think it could make the game better but who knows.

I prefer we get more command normals than proximity. Give the player more control not less.

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Fuck proximity normals

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I actually really liked MKX. It was a game with a lot of bullshit but it was still really fun. I’d be down to play my boy Kano again. Cuz I’m pretty sure Stryker will never return.

That game had some 50/50’s that would make SFV blush (or rage, going by this thread).
Literally in any average Erron Black blockstring you had to anticipate a high, a low or a command grab within frames of each other.
Kung Lao could walk you to the corner in meterburn Hat toss pressure and unpatched Cyrax Triborg could initiate his Oki with a projectile that was plus 40 on block. Man I miss that shit
Edit- whoops I didn’t mean to quote that was supposed to be a general statement

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Prox normals are good, I find it hard to articulate why I think this but let me try and word it.

Having the inclusion of proximity based normals lets you balance close normals in a radically different way that would be imbalanced if they were available at all ranges. I think one of the biggest examples I can give of this is Sakura in SFV with her b.hp

In SFIV her cl.HP was a combo tool from jabs, you could threaten loose blockstrings with it when the opponent got cheeky, you could do insane close mid range punishes on a lot of stuff that was hard for others to whiff punish heavily. I liked how this was a unique aspect of Sakura, she had a really strong threat from her cl.HP that shaped the way you played into her.

Now that it’s a command normal, having it at 4f at all ranges would be really stupid. It’s now 7f because of the implications of making it a command normal. I find that in the scenario of every normal becoming a command, we’d see a lot of instances where normals get worse and lose a lot of their threat due to how having them available at all ranges screws the balancing over. I don’t have to mind her b.hp threat any more, because they removed what made it good in the last game, now it’s just combo filler. So in making it a command normal, you’ve also removed her need to use it at longer ranges because it’s bad now. Does that make sense?

And obviously, V has made me sick of seeing things get progressively weaker. So I’m against that.

V could have added more command normals that served as the new proximity normals, but I think V went about removing prox normals in the worst way possible which was to just give characters 6 buttons and few command normals to make up for it.

Because of that we have a lot of normal kits being forced into becoming the “pressure normal” or the “poke normal” with no variance and a generally homogenised design philosophy. St.mp buttons are almost always a pressure option, cr.mks are almost always a poke option, there isn’t any difference in the designs. And this ends up with characters giving up crucial mids or fierces that would usually have far versions to facilitate midrange. Think characters like Sakura and Zeku, who have a lot of close ranged normals worked into their kit, but have no far/command normals to facilitate further ranges. Like you can imagine how different characters like Zeku or Juri would be if they had access to proximity normals, like Juri’s old far st.mp as an example.

Before anyone replies, I’m not saying proximity normals are this absolutely undented design choice. But I do think proximity normals create a much deeper game and allow more variance in the way you design your characters. I think their removal created more problems than it solved, and made the game a much more linear experience in neutral.

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Gentlemanthief was messing with VT2 for a while. It’s not like VT1 is Aegis good and learning Juri her neutral is solid enough to win against lesser players and just build up supers to dump on people

Who’s Jibo?

It’s AutoMattocks old name he used when playing 3S.

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I’m definitely curious about MK11. I haven’t played Injustice 2 but was a fan of MKX (and all the MK games really).

I just want there to be a proper online ranking system (like there is in SFV). I’d also like the movement (including buttons) to feel a little more fluid. After I took a long break from SFV, I played MKX for about a month and didn’t really notice it much, but then it stood out like a sore thumb when I went back to SFV. In order to really play MK and appreciate it, I feel like I’d have to drop SFV altogether… I’m not totally opposed to that depending on how strong MK11 looks and SFV’s S4 goes.

Regardless, MK games have always been really fun and I love the overall characters, lore, and design of the series.

I can see them waiting for the next generation of consoles to release MK 11 , but who knows really.

And speaking of Mortal Kombat, here is a cool video about how they made MK 3

The theme “The Bridge” is pretty damn good.

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Command normals is not the answer.

I know people don’t believe in lag switches but when you beat someone and the rematch is super laggy on your end but your opponent can do combos all day you have to admit it seems rather fishy.

Particularly if they are French.

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Some of those actors were really good looking. Kitana and Jax especially.

Also MK3 was the last time MK had a good soundtrack.

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Jax was spot on, they really missed the mark with Nightwolf though.

Ultimate Mortal Kombat 3 is easily one of my fav all-time fighting games. I have no idea how many hrs I spent playing that game. I haven’t played any MK game after that nearly as much. I’m interested in seeing how XI will look. I’d like to get back into MK at some point to expand my horizons.

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was browsing Twitter earlier, saw this dudes account. He draws Daigo fanart but does SF character illustrations too. I love his style, I hope Capcom hire this dude for some official pieces, look at his G it’s amazing

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Hopefully YouTube doesn’t kill being able to watch the fatalities on their site. Heard stuff about them censoring stuff after the last game. Incase I don’t actually play the game can just watch em on the Tube

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It’s gonna sound like heresy but I think Fatalities are lame. It’s annoying running sets with some random guy online who initiates one every time he wins a set. I just wanna keep playing but there was always one dude who thinks it’s impressive he memorized all the fatalities day 1 via Reddit.

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I just looked a bit into the James Chen Video.

Rather give me more Command Normals, than the shit proximity normals back.
Maybe it’s because of BB, but it really gave me good feeling that I can always decide which Normal I get, by my own decision.

Yes I’m standing over here and whiff a close range button, what are you going to do to stop me?
You can’t, because I want to do this!
gets punched into the face
Mori!!!

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Yeah that’s why it’s better to be an offline player since you can just NRS pause and go to the next match

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