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What "dont" you like about the game so far?

CURBOLICOUS

Cage ban wagon?
Funny how most of you are complaining about back to block. MK is one of the few games that uses a button to block, most fighters are back to block. One thing I don't like is the fact that nobody really has any good medium ranged attacks. Nobody has good advancing forward moves. From my experience Batman has no anti airs. His cape perry for some reason never works on air attacks and his specials can't be used for AA for shit, normals also suck for anti airs too. Other than that the game is good I guess. This is a demo version so we can't rely on this to be what the real game is going to be like.
 

trufenix

bye felicia
I think Tony's point is that without being able to dash cancel into normals, you can't do like 2 hits out of a basic 3 hit string and then dash forward and continue a juggle with a different string, which severely hinders combo creativity and pretty much just limits you to executing full strings instead.
And the counter point is any grand sweeping judgement (like comboing is limited, or zoning will be op) made after a single day of play on a outdated demo with a fraction of the cast is shallow and pedantic. Nobody is saying it isn't weird, or going to take an adjustment, but such is the nature of every new fighting game released since we moves from Karate Champ to Street Fighter 1.

To just assume no dash cancels is some insurmountable gameplay brick wall is so retarded it demands ridicule, its like those idiots who call out championship winners based on preseason play or judging an entire movie based on a 4 second snippet from trailer. Crying wolf is nothing fucking new to the fgc.
 
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Umm, I hate how the Demo has showed me how bad MK9/NRS players are at adjusting to a new fighting game.
I liked that. then I remember I am a capcom fanboy and how many other capcommers do exactly the same even on other capcom games other than their main one.
(I think that" I hate everything that is different than what I already liked" isn't unique to any particular community :3)
 
When I started playing sf4, I was telling everyone how the dash system was the one that needed adjustment, not the block system. Was not expecting people to go all apeshit about it though.

Stop crying about the dash.

My absolute biggest complaint against the game right now is that I can't skip the outro animations.
I'm not sure if the game is loading something during them, but it is driving me crazy. Fuck Doomsday.
Yeah I agree. Lex's victory animation feels long and it's kinda annoying when you're pretending to be in training mode.
 

Smoke_Of_Finland

Believe in the hop kick
I'm not sure it needs to if they go away on hit, he can't really turn them on mid combo, and activating after a knockdown is a waste of a pressure opportunity. The only way to use them in space is to run the risk of losing them immediately via projectile.
The character traits recover too quickly in this build. Lex/Doomsday have armor all the time, I didn't mind since when I saw them activate it I would just neutral jump-air dash and ass-away with Wonder woman, but it's ridiculous. Batman can make unsafe moves safe using the bats and by looking at his frame data he is a pretty safe character, his pressure game is too good this way. Chris G demonstrated how a little too good Batman is in his stream.
 

Dizzy

False Information Police Officer
Premium Supporter
NetherRealm Studios
Funny how most of you are complaining about back to block. MK is one of the few games that uses a button to block, most fighters are back to block. One thing I don't like is the fact that nobody really has any good medium ranged attacks. Nobody has good advancing forward moves. From my experience Batman has no anti airs. His cape perry for some reason never works on air attacks and his specials can't be used for AA for shit, normals also suck for anti airs too. Other than that the game is good I guess. This is a demo version so we can't rely on this to be what the real game is going to be like.
I totally agree with the second part.

The only consistant anti air i've gotten is using bats, lol. I think B2 Up grapple (EX) might be good on read if you are a good distance away too, but I haven't gotten that to work that well so far.

There is nothing i've used so far point blank that is a good anti-air, his d2 gets blown up by just about all jump-ins.

All the people who say characters have "godlike anti-air" please explain yourselves. Looking at a move and saying "well this must be a good anti-air!" doesn't count.
 

C-Sword

Noob
The game is weird, that's all I can say. I won't bash it until I play Green Arrow and get a proper training mode
 

trufenix

bye felicia
The character traits recover too quickly in this build. Lex/Doomsday have armor all the time, I didn't mind since when I saw them activate it I would just neutral jump-air dash and ass-away with Wonder woman, but it's ridiculous. Batman can make unsafe moves safe using the bats and by looking at his frame data he is a pretty safe character, his pressure game is too good this way. Chris G demonstrated how a little too good Batman is in his stream.
Well, Doomsday is a boss, so he's not balanced, period. His damage is off the fucking charts. And Lex, well, i advice you go over to the Lex thread and tell those guys who are insisting that he's awful that they aren't using his trait enough.

Batman is good, but I don't personally think its the bats. I think its his damage output and his parry.
 
No, you have to hold back to block. That means you cannot advance and block. You will eventually learn how to time things so you don't have to actually "walk" before blocking, but there's no way to just put up your shields and wait for an attack, nor can you buffer forward movements or specials while blocking.
You can press down to block as well. You only need to press back to block when you are in footsies or if you want to block an overhead. Everything else just low block.
 

Compbros

Man of Tomorrow
People are doing 36%+ meterless combos after a single day, I don't think combo creativity is gonna be hindered in the slightest.
 
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RYX

BIG PUSHER
People are doing 36%+ meterless combos after a single day, I don't think combo creativity is gonna be hindered in the slightest.
I don't think we've fully tapped into the art of ground/wall bouncing and stage interactions either. There's a lot of potential for huge damage with some of these guys.
 

JacopeX

Playing: Injustice, Persona, Blazblue, and MK
Anyone else feel they have to dial combo strings a lot faster now? By the time my character is doing the second hit of a string hit string, i'm pretty much done inputting the combo. I really hate it when fighters do this. I want the animation of my character to go with what I press. If I don't press the combo strings quick enough, my character will just throw a normal and just stand there awkwardly.

Hope they fix the timing to the inputs.
 

Faded Dreams V

Retired June 2012. Unretired June 2013.
The dash thing is the first thing I noticed and disliked about the game, but I didn't expect others to have the same complaint, which is why I kept shut. lol.

Honestly, I don't know how to get in on opponents in this game. I only have "MK fundamentals," so I dunno wtf to do when there is no D4, D3, deep jump kicks, or advancing moves done off of dashes. I'm so confused. Are jumping and walking the only viable ways to initiate an attack? ;_;
 

trufenix

bye felicia
I don't think we've fully tapped into the art of ground/wall bouncing and stage interactions either. There's a lot of potential for huge damage with some of these guys.
I know I sure as shit can't land a Z bounce combo to save my life. Its gonna be real tough to plan out stage combos without training mode.
 
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Johnny2d

Xbl: Johnny2Die
The funniest thing is that people are getting crazy about telling each other who is right or wrong in this thread, when the thread itself is as subjective as one could be. "What do you like/ not like" can't be answered in a way that is right or wrong, its personal preference. The dash cancel stuff could be great, could be better, could be awful, if you like it you like it, if you don't you don't. The thread asks for first day impressions off of a demo, yeah a lot of responses are going to be off the cuff, assumptive, and in some cases uninformed, just goes to show that there is a lot of learning that is going to happen with this game, from everyone.
 

Smoke_Of_Finland

Believe in the hop kick
If only the grounded movement was as it is in MK9 I'd be so stoked for this game. The no block button and jumps being as they are is good, dashes could be cancelled by crouching as in Tekken.

EDIT: Note that I don't consider SF and UMVC as legit fighting games. They are just pure trash that are meant for kids to see some pretty colors and press some buttons without thinking too much #kappa
 

RYX

BIG PUSHER
I know I sure as shit can't land a Z bounce combo to save my life. Its gonna be real tough to plan out stage combos without training mode.
I can start one, but I always drop every follow-up. ;_;

This is one of those things I'm not gonna bother with until the full game comes out and I have a legit practice mode to work with.
 

trufenix

bye felicia
The dash thing is the first thing I noticed and disliked about the game, but I didn't expect others to have the same complaint, which is why I kept shut. lol.

Honestly, I don't know how to get in on opponents in this game. I only have "MK fundamentals," so I dunno wtf to do when there is no D4, D3, deep jump kicks, or advancing moves done off of dashes. I'm so confused. Are jumping and walking the only viable ways to initiate an attack? ;_;
There's nothing wrong with just ducking and walking, its slow, yes, but if you're fighting someone who's spamming you can frustrate them with a slow approach. Once you have them in the corner, zoning over. Second, I use WW and using her air dash and dash punches is a glorious entry, I just wish she had better combo options after them. She can also parry projectiles with her bracelets for a buff, which I am not very good at.
 

TCM_SoLo

Noob
Before i say anything, i realise this is an very early build and i am very aware that the final build MAY or MAY NOT resolve most ( if not all) of these issues. So im not going to bother mentioning the obvious issues regarding dash cancels, and so on. My concerns are entirely focused on Lex Luthor, Pokes, footsies, and hit confirming.

- Lex Luthor -
He has no mixups. I seriously hope that changes in the final build.

- Pokes -
I seriously hope they've addressed this issue in the final build. Pokes shouldn't be something that only certain characters have, while the others are left in the dark. Pokes have alway's been a universal aspect to every character in every modern FG. Yes, im aware that NW has pokes with his staff.

- Footsies -
There are none, which feel's off.

- Hit confirming -
So far only special moves have the ability to be HC'd and not normals, or strings. Then again, like said before, this is and very old build.
 
Do people realize that the reason others are complaining is because :

1. This is their first taste of the game, 7 month or build or not.
2. The mobility of the characters is horrible. Hence the reason people are complaining about there being no dash canceling.

Noone is saying that this game should be MK. The general opinion is that because there is no dash canceling, it's almost impossible to close the gap the majority of the time. And even if you do, like I said earlier, it becomes a game of chicken.

But hey, it's a 7 month old build of a game. So everyone should just shutup and wait for the actual finished product which begs the question, why even bother with the demo then?
Quoted For Truth
 
shallow and pedantic.

To just assume no dash cancels is some insurmountable gameplay brick wall is so retarded it demands ridicule
Lol family guy.

No one said the 2nd part.

TomlulsBrady Not liking certain things in a demo is obviously the same thing as not being able to adjust. Everything that anyone has ever adjused to in the history of everything has always been something they liked, so if we don't like things that obviously means we can't adjust to them. Valid point. :rolleyes:
 

trufenix

bye felicia
I can start one, but I always drop every follow-up. ;_;

This is one of those things I'm not gonna bother with until the full game comes out and I have a legit practice mode to work with.
its almost like a hit box problem, you don't have to time b3 at all and the jumping 3 or whatever you follow up you want almost comes naturally. The z bounce moves (at least WWs) comes out on some akward delay that never hits right on b113, and when they come back I always drop it.

You know I don't think I checked to see if its any different in sword stance. b+1 has a huge box on it.
 
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