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 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?
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 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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