The GranGlue Fighter Lounge: Corona Virus bodied Shadaloo Free AF

https://twitter.com/Shoyoumomo_/status/1236406264655237120
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lmao, get the fuck outta here with those lies

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You really don’t need great graphics to have fun eh?

I can’t believe how much fun I had playing classic DOOM II on the PS4, and the graphics aren’t even upgraded. It looks just like it did 25 years ago. I got some Modern Warfare game (or maybe Black Ops?) for free with PS+ like a year ago, and was bored after an hour. You can’t even aim up or jump in this game lol.

Don’t get me wrong DOOM Eternal will be sick and keep me busy for a while, but I may pickup Turok on the Switch when I’m looking for something else later.

I also have more fun in ST or 3S than SFV…

We should get some competitive pong going on. I’ll merk you guys. :laughing:

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Watching some of last week’s Battle Circuit, Lap making me really want to learn some Dr. O. The setplay, the resets, the White Ranger skin. It’s so beautiful.

So has covid virus destroyed the fgc yet?

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Don’t get so cocky. Pong ain’t a FG. You about to go 0-2 and I’m not talking about brackets.

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Talking that shit cause robots can’t get it huh?

Nah, we good. Unlike smashers, we wash our hands.

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counter argument: fuck Bardock

care to elaborate? he seems to appear too behind in my combos and doesn’t connect.

A crackhead outside of a Food Lion told me the Corona Lime Virus doesn’t affect Blacks. He was the first Asian crackhead I’ve seen so I believe him. He also vanished after I turned back around to ask him a question.

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Yo, i still have my original 1970 something pong here.
Me and my siblings plus some uncles and aunts played it for hours back in the day.

I am sure that there are online options to play, it could be fun, depending of the netcode, lol

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sup losers

prolly fighting highland on SFV within the next few hours, ill link a stream when we play

that is all

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If he vanished after you turned around then he’s definitely told you the truth but he deliberately left something important out which you’ll only find out near the end of the movie.

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mine and Highlands final battle in V

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Due to coronavirus concerns, ArcSys won’t be at Final Round or Brussels. The trailers they were planning to show will still be uploaded to YouTube and Twitter in the 21st.

https://twitter.com/arcsystemworksu/status/1237220005520916482?s=21

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That mean I get the crown.

Never left my head son.

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That is exactly what I was wondering, thank you.

Tonight I play a round robin to decide the top 8 of this season of my locals. :hugs:
Going to Falke and Gief people up.
And… probably end up in 5th again because the bloody curse.

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Oh damn!

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Sup boys,

So the MK11 trial ended yesterday, and since I’ve spent the weekend playing it (this was actually the first time I did, never got into the multiplayer beta back in ~March of 2019) - I thought I’ll write out some thoughts on it here (what with the dedicated MK thread being dead as af)

First things first - the game does really look great. Stages are pretty, characters are detailed, the framerate is stable and consistent (of course it gets into a more “cinematic” mode for stuff like Fatalities and such), and I don’t think the streams or videos do it justice. However I did notice that the antialiasing is kind of poor (this is not noticeable during gameplay, only in more “static” shots like if you’re in the lab or on the results screen), and for some reason NRS went with a terrible implementation of per-object motion blur that creates a ghosting effect (though thankfully it’s mostly in the menus and doesn’t affect gameplay either)

The trial let you access pretty much the entire game, except for the Story mode. It force stops you after Chapter 2, and tells you to go purchase the full version from the Store. I guess NRS realize that majority of their customers come from the more casual side of fighting game fans who buy these titles for single player content, so it sorta makes sense why it’s limited. Everything else though - no roadblocks whatsoever. Character endings, towers, Krypt, you name it - all of that is available, including the tutorials.

And I have to say - the tutorial here is actually kinda good. It starts out from the typical “this button does this” step (where sadly most FG tutorials just end), and goes deeper into the mechanics and even some of the FGC terminology like frame data, mixups and so on. The lessons are a bit too quick though and you’re immediately taken to the next one after completing the objective (though occasionally you’re tasked to do the objective multiple times). There are character-specific tutorials too, but if you’ve seen the SFV ones - then they’re basically exact same here. They just run you through a few command normals, specials, and a bunch of useful strings. They do try and describe why specific tools are shown to you in these tutorials (e.g. this string is safe on block, this special lets you close the distance quickly, this normal is slow and gives good damage), and unlike the SFV character tutorials - you’re tasked with actually performing said moves and strings.

If you’re struggling - every single tutorial has a pre-recorded demo that’s easily triggered by pressing the touchpad on DualShock 4 (so if your stick/pad of choice doesn’t have one - tough luck, can’t remap it either) and the demos show precisely when to input certain commands. Neat touch.

Basic rundown of the mechanics is as follows:

  • You have 4 attack buttons (which are by default mapped to face buttons on DS4), and they are functioning and labeled as exactly like Tekken: so 1 and 2 (square and triangle) are for punches, and 3 and 4 (X and circle) are for kicks
  • The shoulder buttons (L1 and R1) are your stance switch and block buttons
  • The trigger buttons are for throws and interacting with stage objects (like throwing a dude at your opponent)
  • The stance switch is used for wakeup related stuff. SS+back does a backroll, SS+forward does a forward roll, and just holding SS performs a delayed wakeup. The rolls are hit-invincible, but can be thrown out of, and cost 1 bar of defensive meter each. Delayed wakeup is free but obviously can be dangerous if the opponent predicts correctly
  • Block button does exactly what it describes - blocks. And since it’s omnidirectional you’re also protected from crossups, which pretty much kills that element of the mixup game for jumpins. Brand new mechanic here is Flawless Blocking, which is your run of the mill just guard/instant block, and in this game it does not reward meter (but that’s understandalbe since it’s regenerates passively anyway). It does reduce blockstun, but primarily I’d say you would use it to mitigate chip damage because in NRS games EVERY attack causes chip, be it a special or a normal or a string.
  • The interact button is used for EX moves. This is one of the mechanics I don’t like because each special has its own timing for when you should push the button. Usually you just press two attack buttons (or a dedicated button e.g. DBFZ) and the EX version comes out, but here you first need to actually input the special, and then press INT to trigger the EX version. I guess it’s useful since instead of burning the meter right away you can wait and see if the attack connects at all or if it’s blocked, but…eh, still not a fan. But at least they changed it from when each special had a specific button to press for triggering the EX, until community complained and it was made universal for same button. Overall though can be a bit unintuitive. EXs cost 1 bar of offensive meter.
  • Oh and yeah, unlike most fighting games - the meter here is split into two, as you can tell. The meters operate independently of each other, and regenerate over time, as opposed to gaining meter for movement or landing/taking hits. Not sure if I like this, feels like oversimplification.
  • Anyways, the last meter usage here is Breakaway. It’s pretty much a two-bar costing air recovery that gives you full invincibility in its duration and immediately puts you on the ground, preventing your character to be juggled further. I can only guess NRS added it to prevent super long combos like what MK9 and X had where some characters could straight up carry you to the wall with just a couple of touches thanks to the Run mechanic. And yes, Run was replaced by just traditional dashes in 11, and doesn’t cost any resources to use unlike a dedicated gauge in X

Furthermore, there are 4 additional mechanics that are kind of new to the series, some of which require meter to use and some not.

  • First one is Fatal Blows. These are pretty much X-Rays that debuted in 9 and were in X, but here they got changed up a little bit - you can’t activate FBs until you’re at ~20% HP remaining, FBs don’t burn any meter whatsoever, they’re one-time use only per match, and if they’re blocked - they will slowly regenerate before you can try to use them again (takes like 10 seconds or so), the game’s UI will tell you with a visual indicator and a sound cue when FB is ready
  • Second one is Krushing Blows. These are like Crush Counters tuned to 11. They cause a 1-2 second slowdown and zoom-in on hit, they do MAD damage, they each have specific prerequisites to be used (and each character is unique in this aspect, so only some normals or only some strings or only some specials can trigger a KB), just like FBs they’re one-time use only per match, and if you enable a setting in the Controls option then you can control when exactly to trigger KBs manually instead of automatically if instead of just tapping the button you press and hold it for just a bit longer, giving you an element of strategy
  • And Third and Fourth ones are Getup Attacks and the Flawless Block followups. I lump them together because they kinda have the same function and give each character a meter-based option during wakeup or as a punish opportunity, and based on the button pressed - you either get a poke or a launcher, with the wakeup versions being fully invincinble. These are pretty cool because it can help get out of pressure or easily punish slow and predictable moves or even straight up deal with zoners (assuming you’re just close enough), though because blocking has a startup animation, FBs can be risky to use, which is why they’re not as common even in high level play. Basically the Ryu Parry V-Skill risk/reward thing

Online play is smooth, and given your opponent isn’t on shit wifi connection that can lagspike at any moment - matches feel really good, and I never feel like my inputs are ignored or misinterpreted by the game. I haven’t tested out the lobbies or any non-ranked modes as only took part in the Kombat League (which is a seasonal-based ranked matchmaking system) though, but from what I could tell the modes are more or less similar to X. Matchmaking was also fast, and the pre-match screen lets you accept or decline the match as it displays the exact ping in ms to your opponent and whether he is wired up or on wifi (which is fucking awesome, more fighters should do this). With each match you gain points towards your ranking, and at the end of the season, depending on how high you got - you get rewards like the ingame currency or exclusive skins. Only issue is much like most season-based systems in other games, I’m pretty sure once the season is over you cannot obtain the KL specific skins elsewhere, nor can they be acquired in future seasons just through rewards, which means you kinda have to keep grinding if you want dem cosmetics.

Kombat League is obviously also locked for Tournament Variations only (and the Variations system is, as you all probably already know, is back in this game), and other online game modes can be made Competitive-only with a simple toggle, though I’d assume most people would run Lobbies and Casuals specifically to tinker with custom variations (which are another new feature in 11, where you can mix and match additional specials provided you have enough Slots available, for a maximum of 3 and each special takes a different amount of slots to equip).

The game started out with only two tournament variations and they did add a third one a few months ago, but the way they implemented the third ones is kinda wack. See, unlike most other fighters, where if a developer adds a new Super or something - you just have access to those instantly, immediately available on character select. Here, though, you have to first go to Main Menu, then into Customization, then select a character, then create a new variation, then go to Abilities, and then pick one of the three Tournament presets (which are marked with the prize icon in the list), save it, and only then you can use said third variations. And you have to do this for every character in the game. I have no idea why they did this instead of just having separate slots for Official variations and bonus ones from custom.

But, regardless, you can still actually customize the characters no matter which variation you use, even in Ranked play, so just through the same customization screen you can pick whichever cosmetics you like (or unlocked so far) for each of the tournament-approved variations, which is also really cool (especially with it being one of the game’s selling points alongside single-player content).

I guess this is where I close the whole thing out by addressing the big elephant in the room - the Krypt and the game’s unlock system. Players were absolutely in the right by giving NRS shit for the way Krypt was done in MK11, as unlike the past Mortal Kombat games with the Krypt feature - the “chests” that you have to open are randomized for every player. So even if two different people open up a chest in exact same spot - they will get different rewards. The only times there are exceptions for this is certain key items that you need to find to access certain zones within the Krypt. What’s worse is that in addition to the Koins, there are two more currencies also required for unlocks - Soul Fragments and Hearts, and they require much more grinding than Koins. Koins are earned relatively easily (and you’re even given a ~300-400k boost just for completing tutorials + basic towers + story mode + 2 first free chests + ringing two gongs in the starting locations), but SFs are gained much more slowly, while Hearts can only be earned from doing Fatalities and Brutalities, or as rewards from specific Towers.
You can sometimes earn all three currencies just by exploring the Krypt and sometimes they’re even found in the chests, but the progression system is undeniably hindered, though thankfully NRS did make some tweaks since launch by increasing the rewards.
You can also get rather unlucky with chest rewards and get skins or customization items for characters you won’t even ever play, not to mention that some of those cannot be even unlocked via Krypt period - the rewards are scattered all over the place across a multitude of game modes. Basically the grind is real if you’re a completionist, and it doesn’t help at all that the different colors for each of the 4-5 baseline skins are considered unique skins rather than just bonus colors. If you’re content with just playing with stock costumes or pick whatever you unlock and not lose your mind over it - then the grind probably won’t affect you much, especially if you manage to catch a skin you really enjoy (like I did with Sub-Zero, managed to unlock a very cool one with dark blue colors)

Overall, I’d say the game is fun, especially once you figure out the mechanics, though it’s also in the category of those titles are are fun to play but can be boring to watch, and last year’s EVO showing for MK11 was definitely an example of that with just really dull matches.
Also I got one dude to quit an online match and Quitalities are a joy to look at in this game, so that was cool

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A magical Asian crackhead who pops in and out of existence? Trife, I always thoroughly enjoy your posts man, but I have to wonder, are you sure you were not the crackhead in this story?

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