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Run/Run Cancel Discussion 9/1/2015

trufenix

bye felicia
lol wtf, are you saying the netcode being ass isn't nrs fault? ^:)
No, I'm saying the people who balance frame data and design moves don't write the "netcode". So, unless you want ALL of NRS to shut down because one department is retarded, they're going to keep balancing the game even while other stuff is broken.
 

trufenix

bye felicia
Putting in changes that dont break shit would be a good start. Isnt 16bits job QA? He hasnt really done that. I dont think i need to list all the broken shit that players found that he didnt.
If the way its working now is the way they intended, its not broken. Maybe you guys should try playing the game longer than a day before deciding its broken.
 

Dizzy

False Information Police Officer
Premium Supporter
NetherRealm Studios
@FireBreather

Said it in a few other threads, but I think the only issue is that you cannot buffer run anymore. You must start your dash animation and then hit block after dash has begun.

It may be possible to get perfect run cancels still (or maybe 1 frame slower than pre patch), but will now require an extra just frame input due to the buffer being removed.

The reason why some people don't seem to be affected as much on some cancels is because they are already just tapping block, instead of buffering run or holding block. For example, raiden's thunder god combos feel pretty much the same for me because they are pretty lenient and I already was just tapping block after the dash started. A-List cage however, I have been experiencing a lot of input issues.
 

TackyHaddock

Salty Mashers Krew
@FireBreather

Said it in a few other threads, but I think the only issue is that you cannot buffer run anymore. You must start your dash animation and then hit block after dash has begun.

It may be possible to get perfect run cancels still (or maybe 1 frame slower than pre patch), but will now require an extra just frame input due to the buffer being removed.

The reason why some people don't seem to be affected as much on some cancels is because they are already just tapping block, instead of buffering run or holding block. For example, raiden's thunder god combos feel pretty much the same for me because they are pretty lenient and I already was just tapping block after the dash started. A-List cage however, I have been experiencing a lot of input issues.
What does "buffer run" mean exactly? Does it just mean that you hit FF-block (and hold block) during the prior animation and before the run animation has started?
 

SylverRye

Official Loop Kang Main
I initially thought liu kang couldn't link his combos together from run cancels anymore. Yeah the timing is a lot tighter now. This really sucks. You make one mistake on a cancel with liu and you're -24.whyyyyy nrs whyyyyyyyyy
 

Dizzy

False Information Police Officer
Premium Supporter
NetherRealm Studios
What does "buffer run" mean exactly? Does it just mean that you hit FF-block (and hold block) during the prior animation and before the run animation has started?
Yes, so dash never even starts. You are immediately running out of the cancelled animation.
 

TackyHaddock

Salty Mashers Krew
Yes, so dash never even starts. You are immediately running out of the cancelled animation.
Got it. Since the game was released I always just tapped block for run during combos anyway, so this doesn't appear to necessitate a change to how I previously played (similar to what you were saying re Raiden I think - I use shaolin KJ).
 
i'm just going to say this re: the QA argument -

fighting games having major bugs and balance issues missed in testing is as old as the genre itself. capcom's history is no better than NRS's (not saying midway here) in this regard...look up the stored super glitch in super turbo, the valle CC in alpha 2, roll cancels in CvS2, parry OSes in SF3, unblockables in SF4, and so on. that's just the tip of the iceberg!

it is 100% *impossible* to root out all issues in testing with fighting games - the possibility space is just too great unless your game is like, Divekick-level basic. no company QA team will ever remotely compare to thousands of players throughout the world grinding the final version of the game. period.

some of yall need more realistic expectations here. this is a fundamental issue that won't be solved if someone hires 1000 people.

EDIT: the netcode is inexcusable, yes, but game balance stuff is far trickier since devs can't predict the future. that's what i'm saying more than anything else.
 

Rembo

D4 Punchwalk
this sucks big time, nrs REALLY dropped the ball here. i hope this was unintentional. there's so many holes in this patch,bugs,glitches etc.
 

Groove Heaven

Jobber-baron
Marksman gun cancels are no longer safe against Lao EX spin...

Yeah, not a fan of this change lol. We'll see how it plays out at the high level.
 

Jaku2011

Filled with determination
So don't play MK for the next few days until basically. Well guess I'll go play Pillars of Eternity.