Nobody like that exists.
…and someone who won’t trash talk me when I’m just trying to get gud
Nobody. Like. That. Exists.
NOW PLAY ME
sorry but thats not true. there is not a single 2018 tournament in which the injustice2 pro tour participated where mvci had more people playing it. combo breaker, ceo, viennality, evo (kek), socal regionals , east coast throwdown…thats it, and each had more ij2 entrys. not some big shot numbers but definitely more.
ps: no one cares about chris…
CEO 2018 numbers
Inj2 with dev support: 160
MvCi with Marvel actively trying to kill it and people knowing it won’t be at Evo: 93.
NRS scene sucks dicks confirmed.
Did we really need these numbers for this?
We knew this before already.
Shit scene for shit games, it’s only logical.
I know theres definitely some tourneys where MVCI outperformed IJ2 (probably was the non pro tour ones, but still) and the fact that MVCI gets close at all is a shame.
Look forward to NRS community actually giving a shit again in 2 weeks. Hopefully more than one post a day lands in the MK11 thread after 3 months.
Diff between playing Cody and Sagat is hilarious. With Gat I have to think about spacing, their normals and how I’m going to shut them down to enable shots.
Pick Cody and a lot of it can just be pinned to yup ima EX Zonk. Maybe buffer some mids and dash.
So Sagat just needs ex knee to be plus 3 on block huh.
doesnt change what i said or that your claim was wrong. that ij2 is not the big thing compared to mk is nothing new. just take a look at the steam numbers and you see which game is more popular. the same happens on console for sure too. would capcom not ditched it and made a pro tour it might have outperformed ij2 but they did not so did the game not…
yeah because this forum is so welcoming to other communitys or people that they stick here instead to go to tym or even the ki forum and even worse, reddit…people not posting in the mk thread here has nothing to do with mk! you know that…
Do any of Sagat’s Tiger Knees become positive on block in later active frames?
EX does
MK, HK and EX. EX is quite easy to space, but it’s slow and takes a long time to hit the point you need, so it’s not fantastic in neutral. It’s better for meaties, like if you do backthrow > EX.Knee in corner, it’s +3 but whiffs to backdash. MK/HK have to be pretty pixel perfect, and crouching hurtboxes also fuck up the distancing making it even harder. They’re nothing compared to their SFIV counter parts.
MK can be +1, HK can be +2, EX can be +3, IIRC. LK can only be +0. The majority of the time they are -3, or -4. -3 seems to be the most common.
Not if Rose is revealed. It’ll also come down to who else is revealed. I’d undoubtedly put a lot of time into her since she’s been my main for nearly every game she’s been in.
I’ve been down for playing different characters. I just haven’t taken the time to really devote myself to it. Karin and Falke are at the top of the list for now. Cammy is still in the rotation since she’s my comfort zone.
New kid on the block some how knows how to get it right out the gate…
I’m all for Apex keeping up its momentum but lets not get it twisted: this isn’t Respawn’s first rodeo. CoD MW1/2 vets and TF1 + 2 under their belts, plus with Anthem pulling in mostly bad press I’m sure they are getting all the help/encouragement/prodding from higher ups they could ever dream/dread of to keep the updates a-rollling out.
Plus there is the history that Western devs are usually much better about open communication than Eastern devs. Look at NRS as an example. Cultural differences and language barriers are probably a factor as well.
Edit: And even with those factors I’ve heard light rumblings about people being thirsty for new Apex info/content already. Damn Fortnite generation isn’t going to be able to wait for microwave popcorn to finish.
Okay so I finally found a way to recreate Cody’s hitbox issues I brought up before. In quite possibly the most SFV way possible. Love this game sometimes.
EDIT** Rewording this one
cr.mp > cr.lp(catch backdash) > st.lk will make st.lk hit on it’s third active frame for I believe 100% of the cast. So first off, this is Cody’s only option to catch backdashes from +2 situations, going right into jab. But the catch here is, if Cody does cr.mp > cr.lp(catch backdash) > st.lk, that whiffs and hits on it’s 3rd active frame too. This probably due to the st.lk nerf he received in S4. This is also an easy way to recreate his hitbox issues with counter-hit jab combos into cr.mp, because it will make cr.mp hit on it’s second active frame across 100% of the cast.
Backdashes are beyond retarded in this game I’m shocked people aren’t complaining about them more often tbh, they are the #1 cause of scramble situations. But beyond that, this is a great way to recreate the problems Cody has with counter-hit confirmation, his routes have a completely random range where they’ll hit on 2nd/3rd active frame and deny the combo, and if you cancel into Ruffian, time to eat a full punish.
I didn’t realise how far backdashes push characters back during 2f gaps, Bisons initial backdash start-up sends him fucking flying. Proposed change, make backdashes only go airborne on their 4th frame, or 3rd frame. or remove airborne state entirely. But extend throw invincibility period.
Well, this is… something.
The war has changed!
SFV never changes!