Yeah, that’s just a normal overhead. Technically you can “rhythm” block the mixup but that’s not reliable for many reasons, but it’s a normal high/low like you would see in any anime game.
What makes sub special is that he’s very good at “jailing” into it.
For example, with Skarlet, if I combo into ex db3 (the low fireball) I am +22, this means I have enough time to mixup with my 23 frame overhead or 13 frame low. However, she doesn’t get the same reward as sub zero, and can’t create that situation as easily.
In MK, being say, +10 on hit doesn’t mean that a 7 frame move will combo. Only strings (and certain specific actions) combo on grounded opponents. “Jailing” is when you have enough frame advantage on hit that the opponent must eat the mixup.
Really not sure about this game.I’m on a SFV fatigue but i still wanna play a fighter.Problem for me with MK series was always the control scheme it has.I’m just too damn used to SF.
I wanna get into it but it’s gonna be a pain in the ass to learn stuff.Take for example what’s safe or not.I can realize most specials are unsafe but man the normal attack strings have me clueless.I would have no clue when to press a button.
But yeah, the fact that you stop blocking when you release block (regardless of guard stun) makes stagger pressure pretty strong.
If you want to mash, I recommend your down 1.
Also, thing push you back out a lot in MK so you can wait a lot. Also, the ranges the game is played at are larger than SF. Everyone, me included, always tries to play these games from way to close at first.
Nobody, i do not have the game.But i am interested in it.
The characters that interest me the most are Sub Zero , Kung Lao, Shao,D’vorah and maybe Frost.
Sub Zero the most though.
PS : just “afraid” if i’ll get it its gonna end up like DBFZ. A game that i can appreciate ,but can’t really enjoy it’s meta to play it for long periods of time like i do with SF.
I can’t guarantee weather you would play it or not.
I can tell you you get more used to it as you go. I think the game is quite good, but will I still be playing in a few months… I dunno.
I will say of the characters you listed, most outside of subzero are very much in the “has flaws” camp. Doesn’t mean they are bad (outside of dvorah), but… yeah.
It’s weird to say, but every Mortal Kombat game in the post-NRS days plays completely differently because there is always some new overlining mechanic(s) that ultimately affects all levels of play. Until the final build, MK11 wasn’t even going to have the type of dashing it has now.
Haven’t played MKX but I heard that it had a run button and really strong universal 50/50s, so the game quickly degenerated into getting into each others’ faces to start guessing.
MK11 doesn’t have run and, except for Sub-Zero, hard 50/50s are supposedly much more rare. There’s a lot of defensive options too on wakeup between rolling forward/rolling backward/safe-ish invincible move that doesn’t lead to a lot of damage/unsafe non-invincible move that launches/delayed wakeup.
Besides, I think the game got discounted really early. I wasn’t planning on getting the game but I caved in when I saw that it was at 45 on Ebay within the first week of release.
I’m glad they went with the dashing how it is now. Purely only having walk back and forth for ground movement is a bit too 1990s. As much as like old 90s concepts for fighters.
Btw, IIRC Akuma is one of those EX DPs you full jump in punish after you’re out of blockstun by holding up. Doesn’t seem that adding the jump increases the damage for that since you don’t get to do st.hp xx HK teki.
@NCK_Feroce Best I got with Young Zeku by himself is 573. x 2
There was also a lot of little ripple effects like a lot of characters being able to easier convert off of jump kicks or string together different combos, and of course now we see that certain characters can just dash cancel with extreme speed, and in most cases it’s characters like Kotal or Kahn who want to occupy a certain space quickly. All in all, a good change.
It’s a shame doing that reveal event fucked them over so bad on like the good QoL stuff
You know how in SF, the on the ground, your combos are governed by frame data, but juggles are governed by strange esoteric stipulations. Its kinda the reverse of that, with juggles being free, but grounded combos being regulated.
Basically, on the ground, things are “flagged” to combo. So strings, cancels, immobilizers, and a few other things. So, if I hit the enemy with my d1, and am +10, that does NOT mean I can link, but it does mean the opponent can do nothing but block for 10 frames.
Its very different, but not that hard to get your head around in practice, and it allows for some interesting frame data that would break another game.
Ok so what does this mean for pressure? If I’m +10 on hit use a 7f move, what happens? They can block, but that is it or can they mash? If the latter i assume anything slower than 3f loses?
Does block pressure work like in SF? If they block a +5 does a button faster than 5f give a true blockstring? Will a button 5-6 frames trap any button?