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MKX Enhanced Online BETA General Discussion

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JDM

Noob
Okay. Let me break this down:

If you read a projectile, you use MB Shadow kick. They can't duck and throw a projectile at the same time. So if you see them ducking because they're looking for the kick, start running. The moment you read a projectile, cancel the run with armor.

It doesn't matter if he has a floaty jump.

Why? Because even the highest level of player can't anti-air while in an animation of throwing a projectile.

So you stand just outside jump distance, bait the projectile, then jump in for a full punish.

High level Cages do it all the time. This is fighting games 101.

Without stamina, you could cancel F3 into MB Green balls, which is +4. Or you could do d4, or you could use his overhead. All of these options are safe.

Holy fuck. I don't even PLAY Cage and I seem to understand the character better.

It's not like the breaker sends you full screen. You can always just block and walk in. If, say, Kitana is chucking Glaives at you, you block and walk.

What will happen is that the Kitana player will corner herself while you patiently move in.

How hard is any of this?
His post screams "If I can't run in I have no options as johnny"

>_>
 

HuttonMD

ADM Riddles
so by your current impression

what would you rate no rollback connection averagely out of 10
and what would you rate Rollback averagly out of 10?
I'm gonna say 8 for now. I haven't had a chance to play that much because of work but when you have a good connection it is amazing it is very close to offline and like I said before when it a bad connection it just takes getting used to but the buttons feel responsive still
 

IrishMantis

Most humble shit talker ever!!!
I'm gonna say 8 for now. I haven't had a chance to play that much because of work but when you have a good connection it is amazing it is very close to offline and like I said before when it a bad connection it just takes getting used to but the buttons feel responsive still
and what would you give the current non rollback out of 10?
 

HuttonMD

ADM Riddles
and what would you give the current non rollback out of 10?
Probably a 5 just because it is unplayable in bad connection and even in good connection you can feel slow on your inputs

To be honest I used to think the old netcode was ok and not that bad but after playing on the rollback last night it changed my mind because I anti aired jump ins and blocked a slide on reaction it just felt smooth. It was nice hitting the button and the move actually came out right away
 

JLU51306

Bzzzt *Paging Doctor Fate*
Also why are we having to dig for changes in the year 2016 instead of having a list from the developer themselves? Even in beta iding this shit is fucking frustrating & pointless.
You gotta enjoy the lust of the glorious hunt, my man.
 
of course i iknow that. they do matter but the priority is on latency, but its hard to get a reliable result of Speedtest as it depends how far the server is.

He clearly said his ping is 20 ms. which is really good, plus you cant fully go by Speedtest.net ping as it could very depending on how far the server is .
I know this shit dude
Well so the correct question to people who post their match experience should be "what was the ping with your opponent?" (From what I saw this is stated in the game). Speedtest ping doesnt matter. Just saying so we all get a more clear conclusion on how good the new netcode is :)
 
Fixing online will be a direct nerf to some characters that rely alot on online shenanigans like Mileena all variations, FF Liu, Helfire Scorp, SR Takeda and all the lag tactics. I LOVE IT!
 

IrishMantis

Most humble shit talker ever!!!
If the other person has a connection similar to mine or better it's fantastic, but the frame skiping or whatever is terrible if it's not.
Yeah that's the trade for rollback there is nothing they can do to fix that

Just look at this way, you can't react to it because of the frame skipping but you can punish if you block it, but the current state is you can see it then you can react to it but because of input lag you can never block it correctly in time and even when you did you could not punish.
So basically we losing nothing and gaining more :p
 
SR Takeda lag tactics? There were lag tactics?? I've been playing him all wrong
try online f12 2+4 or f1 2+4 or f12 into teleportcancel blockstun and then try it in training :D you will se the online lag tactic block stun is huge! also wiff an air teleport offline and get full combo punished, do it online and you get the priority. I got offline SR takeda partner and I foguht people online, I use Kitana, after the air teleport wiffs offline and he doenst block i get to 111 combo punsh, online he gets priority doing a d1 or a standing 1 most times.
 
E

Eldriken

Guest
try online f12 2+4 or f1 2+4 or f12 into teleportcancel blockstun and then try it in training :D you will se the online lag tactic block stun is huge! also wiff an air teleport offline and get full combo punished, do it online and you get the priority. I got offline SR takeda partner and I foguht people online, I use Kitana, after the air teleport wiffs offline and he doenst block i get to 111 combo punsh, online he gets priority doing a d1 or a standing 1 most times.
I seem to have no issue smacking his ass out of the air with a d2 after he does a canceled air teleport.
 

EMPRESS_SunFire

Regina George of discord
Fixing online will be a direct nerf to some characters that rely alot on online shenanigans like Mileena all variations, FF Liu, Helfire Scorp, SR Takeda and all the lag tactics. I LOVE IT!
Gurl you play Assassin Kitana. Your float mix-ups and parry cancel pressure are all big gimmicks.
Also people will actually AA you :O
 

craftycheese

I tried to throw a yo-yo away. It was impossible.
I seem to have no issue smacking his ass out of the air with a d2 after he does a canceled air teleport.
That's what usually happens to me too.

One big thing that gets me in trouble offline woth takeda is using d3 and going straight into f1 after it is blocked because of the +1 block advantage. Online has a higher success rate than offline, whether it be more block pressure or it actually hitting.
 
Gurl you play Assassin Kitana. Your float mix-ups and parry cancel pressure are all big gimmicks.
Also people will actually AA you :O
Parry cancels are only good vs people that like to poke back too much, float after a knockdown works offline aswell. The only thing that works better online is f11 f112 pressure I dont use it offline i rather f11 b14 b1 or f112 parry
 

roosTakk

Chode Juggler
- 24 pages of posts
- Like 5-6 posts actually describing how the new netcode plays
- 550+ posts of people bitching/arguing over balance changes in the BETA and ingame tatics in general

Never change TYM

Is there another thread that is focused on the new netcode somewhere that I am missing?
 

roosTakk

Chode Juggler
How is it on an average connection? That is to say 20-100 ms. The stutters arent horrible with this? I wonder if there will be a way to limit your match making to under a certain ping threshold
 
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