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NRS, There is still work to be done, regardless general gameplay issues

Eddy Wang

Skarlet scientist
After playing the hell out of yesterday against other players and exploring the changes, i gotta say the patch feels a lot better.

AAs are a bit more consistent now, but there are still stupid jump ins, no more having specials not coming out due option selects and the hitboxes adjustments are all good, Also the game almost doesn't feel like having two different buffers anymore, either on hit or block i managed to feel mostly the same.

Characters that were useless having some use now and then some, of course NRS can't please everyone for obvious reasons. But in the end NRS there is still some work to be done, something Pig has been adressing for a while, and would be nice if everyone would reinforce, those too need to go.


a) 1 frame cost to unblock: Honestly NRS, this needs to go, period, this is frustrating and i can't get used to it, i'm not even sure if this is what is cause the massive blockstun issue on moves that are minus on block, but if not, just in case its not.

b) Massive blockstun on attacks that are negative on block: Need to go ASAP, the game has a mechanic i like to call thigh punishes, where some characters only have a 1 or 2 frames window to punish certain moves, having to wait for the right moment to understand my character is not being penalized by those blockstuns is absurdly stupid, its like finding the right moment to hit something.

The current problem, lets say Kitana for example, she does a special move that is -13 (this is a random number), and i have a 11 frames punish, but if i try to input my punish right after i block it, my character finds himself stuck in a blockstun and my first input of that string will not come come out.

If i have an similar string with my second input and lets say is 19 frames slower not cancelable and -23 on block i will be screwed for trying to punish something punishable, it feels like before the negative frames of the move begins the move is positive on block first even if the attacker will be penalized afterwards.

Everyone currently is getting away with this so much, some more than others, because currently block system has this buffer and messes around with so many things.

A video tells more than a million words right?

I really hate to bring MK9 into this, but in that game, where D1 where -13 if i was ahead on my reads i could just frame punish those with a 13f normal, a lot of commitment and conviction and fast reactions, it really sucks to wait for a while before the game tells me now i can punish that move. This needs to go, it makes MKX looks ugly IMO.

Since the are still DLCs and compatibility packs to come, i really hope NRS spend some time and remove these from the game, kinda have the feeling that this is also messing up with the net code that is already bad, or maybe is not but this is what is making it bad.



Suggestion: Next game towards, NRS pls, add a system that completely paints on a character when they are on a hit stun or blockstun, even if the frame data isn't 100% accurate at the beginning, we will be able to tell which moves are punishable on block whiff, hit, which one have gaps, how to execute juggle fillers properly and so on out of a single mechanic, if still can be implemented in MKX please do so.


Here is some examples with MKX

Example 1

In this image below we can see Lao being hit by the B14 string used by sonya, Both characters are currently painted so this means that at this exact moment, they cannot move freely, in sonya case, she is using a dial string, so she can't do anything outside of finishing it, or canceling into a special, but she cannot move freely or block either.




example 2

We see sonya being hit by a D4, but only sonya is painted, because at the exact moment of this shot lao can already move while sonya is still being recovered from being hit, same concept can applies if someone blocks a move, we would be able to see who can execute the next attack first.


Basically what the system does it to paint off someone after being hit or execute a move before the player regain the control of the character without necessarely being the state 0 (Neutral Stance).


Tekken uses something similar and helps a lot to know what your punishes are if you can tell the startups of your punishes, for example, some good characters can punish at 8 frames in tekken, anything under 8f is safe, everyone has a 10f jab punisher, there is also 11, 12, punishers, launchers starts at 13 to 20.
 
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Eddy Wang

Skarlet scientist
The blockstun thing has been a problem since MK9 and it makes it tough to quickly adapt in an unfamiliar MU. Didn't think people other than me and Check disliked it. Doubt that it'll go though.
In MK9 i wasn't that evident at all if existent didn't weight a lot like it does in MKX, considering i could just frame punish -13 with a 13f startup move.

In MKX there are attacks that have this massive blockstun when they're negative, i MK9 the blockstun was evident on plus moves that used to jail blocking.
 

vegeta

Saiyan Prince
Ironically a friend of mine who doesn't play 2D has been playing this game and says that's his only issue is how the block/punishement works. He plays Tekken and so do I. I've played a lot of fighters and I will say this has been the most annoying one with that, because if you don't "wait" a second before you try to punish you either don't punish for whatever reason or your input doesn't come out. I think it's stupid, every other game I play after I block I can immediately punish an unsafe move. This game has the weirdest stun properties I've experienced. Even the classic MK games didn't have that BS. I'm only still semi-used to it as there are times I'll do it too early or too late
 

Crathen

Death is my business
TL : DR You want a buffer window for normals

It was actually in the game before the patches , it was hella buggy tho , some normals came out others didn't. Also they mess up w frametraps a lot since people would block and mash a reversal normal in case you were trying to stagger a string
 

Gesture Required Ahead

Get on that hook
In MK9 i wasn't that evident at all if existent didn't weight a lot like it does in MKX, considering i could just frame punish -13 with a 13f startup move.

In MKX there are attacks that have this massive blockstun when they're negative, i MK9 the blockstun was evident on plus moves that used to jail blocking.
Well yea they didn't have special pushback animations but nonetheless it was weird letting go of block and pushing a button but seeing your character just sitting there frozen
 

xInfra Deadx

Gimmick stolen by Jordan Peele
TL : DR You want a buffer window for normals

It was actually in the game before the patches , it was hella buggy tho , some normals came out others didn't. Also they mess up w frametraps a lot since people would block and mash a reversal normal in case you were trying to stagger a string
Wow that sucks.
 

Eddy Wang

Skarlet scientist
Well yea they didn't have special pushback animations but nonetheless it was weird letting go of block and pushing a button but seeing your character just sitting there frozen
Yeah, but in MK9, you could punish anything punishable without waiting a second before doing it, with a 12f punish you would punish anything that was -12, or higher easier, in MKX you have to wait nearly a second to do so, which makes punishing like timing a hit, this is what is making it far less appealing.
 

buyacushun

Normalize grab immunity.
We really need a thread of a consensus change to certain things so NRS can maybe apply it to Injustice 2 and MK11. Stuff like this just makes the game feel clunky and can have an obvious negative side affect to players of all levels.

On another note. Tekken has this and Skullgirls has one of the best training modes I ever played in. In Skullgirls there are multiple settings that show you the frames of your move and there is a "hitstun" bar so you can visualize how much hitstun there is. I'd really like NRS to visit these and some other games and give us a truly robust training mode. A lot of the problems people come up with could be heavily "subdued" with a great training mode.
 

skater11

The saltiest
What if they made some sort of technical block where if you block at the right time as supposed to holding block all the time you get "0 block stun" like suggested in this thread.
 

fleshmasher

i got the poison
I hate that too, and i think it's not even real block stun, as my understanding of blockstun is just that your move is buffered but doesn't come out before the stun has passed.
But in MKX it's like the buffer is locked so if you input it too early NOTHING happens because it's not buffered.
I'd call it BUFFER LOCK.
I know buffer lock from Soul Calibur, but there it's not nearly as problematic because it only comes into play on moves with huge and mostly obvious blockstun where you still have a reasonable window between the end of the buffer lock and the end of the block stun when you can input and your attack still comes out correctly.
But in MKX which is faster anyway, and has the bad netcode, it's really shit.
 

buyacushun

Normalize grab immunity.
What if they made some sort of technical block where if you block at the right time as supposed to holding block all the time you get "0 block stun" like suggested in this thread.
I'd really like NRS to figure out how their game is supposed to be played and fine tune that before incorporating complicated systems like 2 different blocks. That would just be a mess.