Frame data does not decide what combos and what doesn't in Mortal Kombat (usually). Almost all combos are hard-coded or otherwise defined by the devs, with the exception of juggles, which have increasing gravity rules.
If move X is +30 (or whatever) and you try to link something but the AI can block it, it isn't because you didn't have enough advantage. It's because in the code there is a clause that says "If hit by move X, the player who was hit can block during the stagger animation". Of course, they still have to block high or low correctly, but they cannot input anything else for those 30~whatever frames.
For an exception to this rule, pick A-list Johnny Cage and do 1-2-1~dash 1-2. In this case, dash cancelling the third attack in the first string and hitting 1 as soon as you come out of the dash combos, even though a new string has started. If you dash cancel or start the next string too slowly, it will not combo. The above mentioned clause is not present for johnny's 121 string in A-list, and that hit advantage is "true" (street fighter-style) hitstun.
Yes, this is more or less what the Fatal8 players did in the 2 days they had. They tried canceling various parts of strings into specials to see what combos together.
Some other notables:
- all strings are natural combos
- there are no counter-hits
- forward/backwards jumping punch combos into any string or any raw special (input the first hit of the string when the punch connects)
- long stagger animations that give huge frame advantage are still good. Use them to force an opponent to block a jumping punch. If your combo did 25%, it actually does 25%+chip (of course, you could also mix them up when they block the jump punch).
Some UFC fighter is making a fuss about Cassie Cage being a ripoff of her.
Not sure if Claw is thinking of the same thing, but I dislike when, hand based specials are tied to kick buttons and vice versa.
Ex. Reptile forceball being mapped to kick
Some UFC fighter is making a fuss about Cassie Cage being a ripoff of her.
Something else about the input system that really bothers me is that if you buffer a dash cancel while holding down the button, if you let go of the button before the dash comes out, the dash is no longer buffered and the special move just comes out. Like I kind of see why they did it like that, but it makes run cancelling timings super awkward considering you have to buffer everything else years ahead of time.
The negative edge in NRS games always bothered me. Seems very agressive and I just always end up with execution errors. I just turn it off.
Guys, shouldn't we have heard more about Cinder (Killer Instinct) by now?
Guys, shouldn't we have heard more about Cinder (Killer Instinct) by now?
Stream tomorrow twitch.tv/irongalaxy @ 6:00PM CST
Too busy getting ready to cut out finished characters in the PC version to sell the PS4 version as a leading platformgod, that used to be a joke back in 2010
How do you figure console exclusive characters would work with cross platform play?
They haven't done it at any CPT event, which is a waste in my opinion, so they'll probably leave some news for E3, maybe Gamescom, TGS, EVO and Capcom Cup.
Yea it's released though not sure about 2nd question, haven't tried it myself.Question to PS4 owners: Is the update where you can remap controller buttons released? If it is, can you make it specific to one controller?
Let's not talk about her.Some UFC fighter is making a fuss about Cassie Cage being a ripoff of her.
Anyone have any tips for dash canceling? I've been trying some Cassie combos but they all involve dash canceling and I always fuck up on it.
Anyone have any tips for dash canceling? I've been trying some Cassie combos but they all involve dash canceling and I always fuck up on it.
The people at/watching a CPT event will already buy the game.
You'll have to wait for next weekend.
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Don't see why that wouldn't be up to the individual players, same as Alternate Controls or button layouts.On the subject of inputs, would MKX tournaments leave negative edging on or off?
On the subject of inputs, would MKX tournaments leave negative edging on or off?
Brawler's my shit. Dat takedown command grab.What variation are you playing? I'm loving brawler
Don't see why that wouldn't be up to the individual players, same as Alternate Controls or button layouts.
Since it's in the button config on both sides, whatever that player wants I guess.
Compared to MK9, the necessary input speed seems at least 50% faster. Kind of a bummer, because everything felt more organic and flowing. In MKX, I feel like I have to enter entire portions of my combo strings in before the second hit ever lands, and then do it again once my queued special comes out. In MK9, I entered each following combo string as they were ready to happen. That felt so much more natural, more in-control, less dial-a-combo.
Why is negative edge even a toggle? Are they afraid someone gonna find something broke with it ala t hawk os?
Because the way inputs work in MK, it's easy to get NE inputs you might not have wanted. Like if you do d1, but you accidentally hit down+forward immediately after, you'll get d1 cancelled into df1, since down+forward just counts as forward. I mean, it's just a consideration to let the player decide how they feel about it. Alternate inputs help alleviate that exact situation as well, but will cause things like bf to be a half circle which is hella lame.
Compared to MK9, the necessary input speed seems at least 50% faster. Kind of a bummer, because everything felt more organic and flowing. In MKX, I feel like I have to enter entire portions of my combo strings in before the second hit ever lands, and then do it again once my queued special comes out. In MK9, I entered each following combo string as they were ready to happen. That felt so much more natural, more in-control, less dial-a-combo.
does anyone even like dial a combos
i wish they would try an MK spinoff with some new/hijacked core mechanics
give it to niitsuma he aint doing shit