I play Street Fighter/Virtua Fighter, and I got into MK9 and Injustice, but they always had some quirks that I wasn’t a fan of. I was hoping they would be adjusted for MKX, and I just want to know if they still exist, as it’s not things I can tell from a video.
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[] Is blocking negated when you press a button during a blockstun animation?
[] Are diagonal inputs registered properly, or are they still interpreted as a combination of the two cardinal directions?
[] Do throws beat out basic strikes and special moves during the strikes’ startup periods? During the active period?
[] Is there a shortcut to unlocking all tournament-neccessary elements (characters, movesets) or is the story mode and krypt the only way to do so?
[] Is there a way to bypass the post-fight celebrations, or do you have to watch the whole animation(s) before being presented an options menu?
[] Does input buffering of sequential allow chain combos to have frame traps, or must subsequent inputs still be completed before the animation of the previous move finishes?
[] Are all health bars normalized, or is there variance in health among fighters?
[] Do any projectiles collide with each other, or all they all passthrough?
[] Do characters still get frames of invincibility for performing wakeup special attacks, or has that been removed?
[] Do down->back->forward->[button] special inputs still exist?
[/list]
Option Select exists https://www.youtube.com/watch?v=RzOl2-Xa_7U
I believe the post fight animations can be skipped but I’m not sure
Cancels/buffers exist
If you mean Quarter Circle and Half Circle movements those do exist (you can change it to alternate move input in settings)
you can unlock everything in the crypt if you pay
-Yes
-it depends on what input mode you use but there are command normals with diagonals
-Throw invincibility exist mainly on command throws
-Shinnok is the only gameplay necessary unlockable story mode isn’t that long
-on the bottom right of the animation is a skip prompt you can see the prompt faster by pressing A/X
-Strings are all different this game has probably the most delayable and hitconfirmable strings but its only by a few frames its not VF levels of delay you can pull off
-Health is all the same
-All projectiles behave the same except Lius dark side dualist fireballs that are like floating C4 s that must be triggered to have a hitbox
-Wakeup invincibility is relegated to backdashes only your going to have to spend meter and do an armored wakeup if you want to offensively gain momentum after being knocked down
-Yes prime example being Goro’s SPD