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Juggle Physics: Different Characters Have Bounce Characteristics?

CrimsonShadow

Administrator and Community Engineer
Administrator
Update: Paulo has clarified that this is likely due to 'victim regions' resulting in characters being hit on different frames at different heights.

So I was in practice mode today working with Jax -- and I decided to switch to practicing my Takeda BnBs afterwards. Only problem was.. For some reason, I couldn't land my favorite one today. Over and over and over, I tried and failed. Maybe 50 times in a row (which has never happened).

I couldn't figure out what it was; I was sharpening and sharpening my execution to edge of a razor, and still it was wrong. I just couldn't get off the ground fast enough to connect a juggle. I checked my pad, thinking something might be wrong.

But something seemed different -- it seemed like I wasn't getting nearly enough of a window to juggle Jax in the air. So before throwing my pad out the window (I was close), I went back to character select, picked Jacqui to play against, and tried the same combo; and off the same neutral jump link, she bounced twice as high into the air. The difference was absolutely huge, with tons more juggle time.

So is this the new evolution of the engine? Before, we had hitbox-specific combos; some things would whiff if the hitbox of your opponent wasn't big enough for them to connect, or they'd register only if the size of your opponent's airborne hurtbox was big enough to barely reach them with your hitbox.

But it seems like in MKX, the weight of your opponent matters significantly in the juggle -- so tiny floaty Jacqui will stay in the air twice as long on a mid-juggle ground bounce as big heavy Jax with his gigantic boots and big metal arms.

Now, either this is real, or I've been playing MKX for so long in the last 5 days that I'm delirious and now imagining things :p But if it's true, the assigned weight of a character is playing heavily into how the gravity in the juggle engine affects characters.

Has anyone else noticed this?
 
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Jeddite

Soul Kollector
Huh. It may be the reason I can't land the fourth hit on Thunder God's 1122 on half the opponents.
 

Audit

Falls down too much
I don't want to take credit for anything, but i the the jacqui thread it was found that combos work on males don't work on females. I'll find it.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
I don't want to take credit for anything, but i the the jacqui thread it was found that combos work on males don't work on females. I'll find it.
So basically, all the female characters (regardless of weight) are tossed around more easily, and scream when you ground bounce them and fly really high off the ground -- whereas all the male characters, regardless of weight, juggle like potato sacks?

Or is it just that all the females, so far, are much lighter in weight, leading gravity to naturally affect them differently?
 
Kotal Kahn's b122 xx Sun Grab will land on males, but it won't land on females.

There are exceptions to this rule on either side, but I've found the best measure is male/female.
 

Roz

"You will not be remembered."
Dude... this explains so much. This explains why i couldnt land Cassies bnb, i just couldnt run over to the opponent fast enough to start my juggle. This is more than likely true, or we've just been playing too much. Only time will tell, i may try tweeting one of the developers.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
That's pretty good actually. Imagine an underpowered character saved by their small hurtbox.

Screw frame data changes, I'll ask NRS to give Subzero a ballerina's figure.
The lighter they are, the more I can juggle you, and in many cases the more damage I can do against you with BnBs.

So maybe you should ask for a Fat Sub Zero costume :p
 

Goldi

Noob
This has been a big part of Virtua Fighter for a long time. It works great in that game because it's balanced with speed, like lighter characters are faster, they deserve to be punished harder for being caught.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
This has been a big part of Virtua Fighter for a long time. It works great in that game because it's balanced with speed, like lighter characters are faster, they deserve to be punished harder for being caught.
Interesting. But what I'm trying to figure out now is, if the MKX characters are truly affected by character weight, and the current females happen to be lighter -- or if there really is a strict gender separation here by male/female.

Because if there is, and we end up with a character with no gender, what happens then? ;)
 

Goldi

Noob
Interesting. So what I'm trying to figure out now is, if the MKX characters are truly affected by character weight, and the current females happen to be lighter -- or if there really is a strict gender separation here by male/female.

Because if there is, and we end up with a character with no gender, what happens then? ;)
I'm not sure because VF has some fast skinny boys (Jacky, Lion) and a solid grappler type lady (Vanessa, maybe Dural) so their stats aren't based on gender, just weight and fighting style.

It's easier to get away in 3d with side step, and there's no armor or projectiles in VF. The character's weight is a huge part of making them unique since they're all pretty much just regular people lol. I'm interested to see how it's going to work for MK!
 

Shipetopic

50/50 is the best town to live in !
Actually, that would be something different. Heavier characters will have bigger hitboxes, but you can not juggle them too much, But Lighter characters would have smaller hitboxes and you can perform bigger/longer combo on them.

#NewThingIsHere