A couple of things and thoughts (obviously, I may be wrong and/or things can be changed):i'm a little worried that MB grabs might become useless if grabs are as easy to break as injustice
get over yourselfD'Vorah already sounds like she's 'breaking the mechanics of the game', someone needs to prepare a nerf podcast in advanced
i don't think you can break throws if you're in hitstun though, right?So if breaking throws is just a react, and throws can be done mid-combo... what's the point? Wouldn't it just be like a guaranteed combo breaker where one could just mash the throw button while they're being juggled and automatically break any throw?
well come on people think he'll have a teleport in all of his variations? nrs is showing they learned their lesson by pinning his teleport down to 1 variation instead of it being something he can always use. even though i feel displacer will be used by 99% of raiden players anyways. could you imagine raiden having a teleport in his trap variation? let's be real here. it's just like sub's ice clone being variation exclusive.You should really stop doing this. You outright said that you refused to educate yourself about MK9 Raiden and you ignored anything I've said.
Besides, they didn't, seeing how Displacer still exists, and TG Raiden still does up-close thing way better than MK9 Raiden ever could (tip: he couldn't ). So, what's your point?
The MB is there. I specifically saw someone mb that grab which is also his throw, what it did when mb was just stop the opponent from falling into the portal and allow quan chi to get in a standing 1/2 which comboedJust a heads up for you guys who might have overlooked this....but if you go to quan chi MKX trailer, they actually show him doing a grab in the middle of his combo from the opponent falling out the air, this outta give anyone who is curious about how it works, more insight on the whole ordeal. The throw he does in the trailer is actually his back throw I believe, which cannot be meter burned.
You cannot tech a throw when in hit stun or you're vulnerable to a punish after they block a moveSo if breaking throws is just a react, and throws can be done mid-combo... what's the point? Wouldn't it just be like a guaranteed combo breaker where one could just mash the throw button while they're being juggled and automatically break any throw?
That makes me very sad.
- Raiden's superman has much more recovery on whiff(a lot more)
Me too, I was thinking wtf when I saw it. They have enough time to get 2 dashes and punish with a standing 1 if the they have a good forward dash like Kano's is.That makes me very sad.
It's not that easy. You can't just mash and pray. If you do it too soon, it'll lock you out of inputs.So if breaking throws is just a react, and throws can be done mid-combo... what's the point? Wouldn't it just be like a guaranteed combo breaker where one could just mash the throw button while they're being juggled and automatically break any throw?
So, you have teleport on 1 character instead of having it on arbitrary number of characters (3 in this case), it's the same as it was in MK1-9. I don't see your point here.well come on people think he'll have a teleport in all of his variations? nrs is showing they learned their lesson by pinning his teleport down to 1 variation instead of it being something he can always use.
Of course, because Displacer is Raiden. Not worse MMH, and not sparkling Cage wannabe.even though i feel displacer will be used by 99% of raiden players anyways.
Yes, and I think it can be well-rounded character with limited up-close game, some tools to discourage rushdown and some tools to limit zoning, but nothing too good (probably) and nothing really safe. I must admit that it looks like NRS aren't doing such characters, focusing on specialists instead and allowing players to pick up secondaries easier for bad matchups that will inevitably appear when you have a cast of specialist characters.could you imagine raiden having a teleport in his trap variation?
I can agree with this way to see things. Grandmaster is pretty much MK9 Sub-Zero. If you're saying that we don't need more than 1 MK9 Sub-Zero, more than 1 MK9 Raiden and the like, I can definitely see your logic here.let's be real here. it's just like sub's ice clone being variation exclusive.
Depending on the duration of the move, it looks like you have time to choose. I always held block after a special on hit (just my particular muscle memory) in MK9 and I was often accidentally doing enhanced supermans with Raiden when I was trying out MKX yesterday.Do enhanced moves work like MK9 (commitment to enhance) or Injustice (you have time to choose)?
Highly disagree with this.I can agree with this way to see things. Grandmaster is pretty much MK9 Sub-Zero.
So it's like Melty Blood where you can end a juggle/air combo in a air throw & it can't be broken?You cannot tech a throw when in hit stun or you're vulnerable to a punish after they block a move
Are you sure on this one? I swear I remember breaking a throw out of a combo. Like block stun always has frames where the enemy can't be grabbed, but on-hit I remember breaking at least 1 throw.You cannot tech a throw when in hit stun or you're vulnerable to a punish after they block a move
Perhaps, you can tell us what does Ex-Superman do then? It looks fancy and all, but I can't find anything on what it is for.Depending on the duration of the move, it looks like you have time to choose. I always held block after a special on hit (just my particular muscle memory) in MK9 and I was often accidentally doing enhanced supermans with Raiden when I was trying out MKX yesterday.
Ugh... As I've said, it's a different game, so carbon copies aren't exactly what we're getting anyways. So yeah, I expect changes regardless of character. Basic concept that is nowhere near accurate representation of gameplan is probably closest we can get.Highly disagree with this.
Believe me, I was expecting Grandmaster SZ to be a straight carbon of how Sub mains attempted to use him in MK9 too, more in-depth post coming soon.
As I've said, since grabbing out of juggling (not just any combo) seems to have different animation, it could as well have different properties in this regard.Are you sure on this one? I swear I remember breaking a throw out of a combo. Like block stun always has frames where the enemy can't be grabbed, but on-hit I remember breaking at least 1 throw.
Sure it wasn't a stagger state similiar to Sub Zero's MK9 B1, 1+2 string?Are you sure on this one? I swear I remember breaking a throw out of a combo. Like block stun always has frames where the enemy can't be grabbed, but on-hit I remember breaking at least 1 throw.
We're probably talking about b121 here. Eh, not that it matters, but whatever.Sure it wasn't a stagger state similiar to Sub Zero's MK9 B1, 1+2 string?
Aside from damage, there's spacing differences and advantage changes.Perhaps, you can tell us what does Ex-Superman do then? It looks fancy and all, but I can't find anything on what it is for.
Yeah that's the string I meant lol, been a minute.We're probably talking about b121 here. Eh, not that it matters, but whatever.
It was against a Cassie, so unless she has a recapture I've broken out of an air combo. If it were a stagger I wouldn't bother saying anything since I know those exist.Sure it wasn't a stagger state similiar to Sub Zero's MK9 B1, 1+2 string?
not sure if this is what you're talking about, but i saw cassie do what looked like an air grab, but it might have been a special move idk.It was against a Cassie, so unless she has a recapture I've broken out of an air combo. If it were a stagger I wouldn't bother saying anything since I know those exist.
That's vague but that's better than nothing I guess, thanks.Aside from damage, there's spacing differences and advantage changes.
It has its uses.