kombobreaker
Noob
Although I am well aware that online and MK 9's netcode sucks (and that online play isn't the only determining factor of a decent fighting game), it's starting to make me want to pummel my game into the ground, especially as a Kano player!
Any Kano players notice how much button input delay affects Kano pressure? (I understand ALL players experience this, regardless of what characters they play. However, some get leniency *cough* Raiden, Reptile, Kung Lao *cough*).
Ex. #1
B1 1 2... for some reason if I try to dash and input this string, about 50 to 60% of the time he will low punch, making me lose my pressure or eat a combo. Sometimes, I won't even try the dash in, I'll pace myself and then input the string only to have him low punch. I've noticed this happens more with the D-Pad then the analog stick (crappy Xbox controller design[MAD][/MAD]) However, offline I can do B1 1 2 with my eyes closed...problem?
Ex. #2
2 1 2 whiffing...I'm sure every single Kano player who has ever tried to juggle a 2 1 2 online knows what I'm talking about....Kano has one of the harshest combo timings. If the opponent isn't exactly parallel with the ground when popped up, you are going to whiff this string....leading to a wake-up attack in your face, a throw, lost damage, etc..
Ex. #3
Punishing an open ended combo string from an opponent with an Up Ball. Despite Up Ball's nerfs, it still is an amazing move. HOWEVER, delay makes it somewhat unreliable to punish an otherwise easily punishable combo string from an opponent. Even teleports are hard to punish, although I can manage against a Raiden fairly well, I've had numerous scenarios where a Raiden uppercuts my Up Ball punish or a Kung Lao's kick gets priority with a teleport kick. Again, clearly due to input delay/netcoding.
Case and point: Kano players don't have it easy, and it's a shame ignorant players seem to think that Kano is, despite unjustified nerfs (Up Ball being more punishable is fine, the startup time and knife nerfs were ludicrous), a "brain-dead" character. Oh, and NetherRealms suck for having negative edge, button delay, and a crappy netcode...still.
Any Kano players notice how much button input delay affects Kano pressure? (I understand ALL players experience this, regardless of what characters they play. However, some get leniency *cough* Raiden, Reptile, Kung Lao *cough*).
Ex. #1
B1 1 2... for some reason if I try to dash and input this string, about 50 to 60% of the time he will low punch, making me lose my pressure or eat a combo. Sometimes, I won't even try the dash in, I'll pace myself and then input the string only to have him low punch. I've noticed this happens more with the D-Pad then the analog stick (crappy Xbox controller design[MAD][/MAD]) However, offline I can do B1 1 2 with my eyes closed...problem?
Ex. #2
2 1 2 whiffing...I'm sure every single Kano player who has ever tried to juggle a 2 1 2 online knows what I'm talking about....Kano has one of the harshest combo timings. If the opponent isn't exactly parallel with the ground when popped up, you are going to whiff this string....leading to a wake-up attack in your face, a throw, lost damage, etc..
Ex. #3
Punishing an open ended combo string from an opponent with an Up Ball. Despite Up Ball's nerfs, it still is an amazing move. HOWEVER, delay makes it somewhat unreliable to punish an otherwise easily punishable combo string from an opponent. Even teleports are hard to punish, although I can manage against a Raiden fairly well, I've had numerous scenarios where a Raiden uppercuts my Up Ball punish or a Kung Lao's kick gets priority with a teleport kick. Again, clearly due to input delay/netcoding.
Case and point: Kano players don't have it easy, and it's a shame ignorant players seem to think that Kano is, despite unjustified nerfs (Up Ball being more punishable is fine, the startup time and knife nerfs were ludicrous), a "brain-dead" character. Oh, and NetherRealms suck for having negative edge, button delay, and a crappy netcode...still.