mrkareemruiz
Noob
Can Jacqui combo ex up rockets off her overhead?
NRS have a history of IAFBs that move you backwards twice: when you jump back to execute one and when it moves you away once projectile is launched as well. All you need are initial backdashes to gain distance this way. And then there are moves that you can sneak into rotation to push opponent back as well.Stamina takes 3 seconds to start regenerating whenever its used, one does not simply backdash iafb back dash, the time it will take to regen all will be a vulnerable spot along the gameplay development.
Pointless as you can just cancel into a normal as far as I understand.Sounds to me like you'll still be able to dash cancel juggle, just you'll have to press block once to run first, and the length will be limited by the stam bar. cool.
He doesn't mean automatic as in it just starts up by itself. He measn automatic as in once you land the grab Jax will automatically punch the opponent in the face like in MK9. In MKX he has a variation where he can choose how to attack after landing the grab, making it a manual follow up attack.Hoo boy there gonna be quite some complaining at launch.
Under which circumstances it triggers though?
Ah, so it basically means there are no extenders for it in that variation? Get it.He doesn't mean automatic as in it just starts up by itself. He measn automatic as in once you land the grab Jax will automatically punch the opponent in the face like in MK9. In MKX he has a variation where he can choose how to attack after landing the grab, making it a manual follow up attack.
It's in the OP.I never played MK9, so some nooby questions I guess: How do you escape from throws in this game? Do you need to press throw as well at the same time? Do throws have a direction so you need to choose which direction to go? Can you option select like in VF for example?
Thanks in advance
Nah.Ah, so it basically means there are no extenders for it in that variation? Get it.
There is no such move in the game... yet.NRS have a history of IAFBs that move you backwards twice: when you jump back to execute one and when it moves you away once projectile is launched as well. All you need are initial backdashes to gain distance this way. And then there are moves that you can sneak into rotation to push opponent back as well.
That said, it's all hypothetical at this point. I mean, I'm not sure why would NRS put so much effort in making various kits with all kinda of reaching attacks only to get them phased out by some IAFB masterrace dude obsoleting them in a gentlemanly F23 way on nearest event that you'd expect to draw some positive attention to your game, for example.
If you are running, yes you can cancel into a normal. You can't cancel a dash with a normal, so instead of dash cancelling, you'll run cancel for the same effect. that's what I meant.Pointless as you can just cancel into a normal as far as I understand.
so it isnt like inj were a char had a designated wakeup move that was given invincibility, its just "if u want some inv frames, burn the meter". im a fiend for wakeups lol but id like if the system was like thatWakeups: If your try to wake up in this game thinking ur move will have invincibility without meter GUESS AGAIN!, you will get blown up by a well timed meaty every time u try to wake up with a meter less special.
Command Throws: Characters like Kano & Jax have unblockable command throws even without meter.
Deep jump in kicks no longer work in MKX like they did in MK9, u will not be guaranteed a block string after having ur jump in blocked, and if ur opponent blocks a jump in and u go straight into a high it won't jail, I seen this quite a few times with Lao.Does a blocked jumpin still guarantee a blockstring? Also does it make high attacks jail into mids like they did in mk9?
its a mix of both, but still has more MK flavor then it does injustice.So does the overall gameplay feel more like Injustice than like MK9? Or like a mix of both?
Walk speeds are great, some have slightly better walk speeds then others, but not too bad of an advantage, walk blocking in MKX is great no problem at all.What's your impression of the walk speeds? And since there isn't dash blocking, what about walk blocking? Walk/block/walk/block/walk/block etc.
YesCan Jax ground pound go full screen?
Yeah, that's pretty much it then, apparently.If you are running, yes you can cancel into a normal. You can't cancel a dash with a normal, so instead of dash cancelling, you'll run cancel for the same effect. that's what I meant.
People said here that they are +0 IIRC.Question about throws. Does EX throw give enough frame advantage to combo off the EX throw, or is it just a stand up state for a mix up attempt?
If you can combo off it, it's completely retarded that throws are still 50/50. I hope that's not the case.
Everything sounds pretty good actually. Thanks!There is no such move in the game... yet.
By far the best you can get is Erron Black Carabine walk away gun shots that its a 3 hit combo fullscreen and a 3 hit blockstring fullscreen, besides his tools allows him to do so, but character with teleport as far as it looks are his weakness.
I haven't checked a iafb masterrace in the game... yet, movement is still a important aspect of the game if not the most dominant, randomly firing projectiles might get you no where, either it has landing frames or there another type of penalty.
Scorpion safe jump telecancel drains all stamina, ia projectiles have landing recovery frames, game has running, jump attacks have recovery animations and landing frames.
It doesn't stop the barrage but acts like a cooldown giving time to the grounded opponent to execute counters, even 16bit who was doing a kitana string, canceling into fan flap into air fan, that move was punishable on block the the landing recovery frames.
If you can cancel some normals with running will make some sick combos existence though.
My bad. Here's the thread you want: http://testyourmight.com/threads/got-the-game-early-q-a-about-subzero-moveset-etc-no-story-spoilers.49548/I read the OP, it didn't quite explain it. Also nothing there on option selects.
Basically the only way ur gonna get away with a meter less wake up is if someone mis times a meaty, otherwise ur gonna have to use meter to override a meaty attack. Now I can't say this is across the board but from the characters I did play that's what its looking like NRS adjusted.so it isnt like inj were a char had a designated wakeup move that was given invincibility, its just "if u want some inv frames, burn the meter". im a fiend for wakeups lol but id like if the system was like that
also whats the story with mileena's ravenous command grabs?? ive heard mixed things on unblockable/blockable
To my knowledge atm no.Are there block strings that
Involve running? Like for example 112-run-21-run-d4
You have no idea how happy this makes me.Regarding IAFB in this game, they will not be able to be done as rapidly as in MK9 or maybe even at all for that matter, for example when star charger tried to go into Kitanas IAFBs he was not able to because of the animation and recover of fan on whiff and hit, when Kitana lands a fan she slightly floats up when it connects, so it doesn't give u enough time to land and do another one for a follow up IAF, I mean IAF are present just u won't be able to spam and do them back to back, its more like ( IAF land+ wait+ IAF land+ wait)
Wait, is there a mention of any sort of cancelling normals into dash into run in the first place?Are there block strings that
Involve running? Like for example 112-run-21-run-d4