Flip stance button confirmed
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posted06/14/2014 01:11 AM (UTC)by
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C-Sword
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12/31/2011 03:15 AM (UTC)
Really? They just had to bring it back. So, it's possible to remove dash cancelling, make the characters run and add stage interactables, but they simply couldn't remove the flip stance button.
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thisiscourage
06/13/2014 06:31 PM (UTC)
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why remove it?
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C-Sword
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06/13/2014 06:36 PM (UTC)
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How about using it for running instead?
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Jaded-Raven
06/13/2014 06:39 PM (UTC)
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Could you provide a source for this?
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thisiscourage
06/13/2014 06:40 PM (UTC)
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I am pretty sure running has been confirmed to be the same button as dash. no?
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C-Sword
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06/13/2014 06:41 PM (UTC)
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You hold block after dashing to run, it's weird, Why not make it like MK3 and have a dedicated button for it. Why waste a button for stand switch?
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thisiscourage
06/13/2014 06:44 PM (UTC)
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hmm, that is weird. Ill have to play with it to see if it feels as weird as it sounds. It could be that I grow to like it, who knows? In which case might as well keep stance flip
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C-Sword
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06/13/2014 06:52 PM (UTC)
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But what is stance flip for? Are people that bothered to face their characters' rear ends? It also create problems with certain combos.
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kingjolly
06/13/2014 07:04 PM (UTC)
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I never understood the flip stance button. Was it used in competitive play? They should just remove it.
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Sub-Zero_7th
06/13/2014 07:08 PM (UTC)
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It wouldn't surprise me if it was kept. Honestly, they should just have it as FK + BK instead of using up a shoulder button.
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fijikungfu
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06/13/2014 07:10 PM (UTC)
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Sub-Zero_7th Wrote:
It wouldn't surprise me if it was kept. Honestly, they should just have it as FK + BK instead of using up a shoulder button.

Or just use L3 or R3.
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C-Sword
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06/13/2014 07:15 PM (UTC)
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kingjolly Wrote:
I never understood the flip stance button. Was it used in competitive play? They should just remove it.


It could be used to fool your opponent into thinking you were going to throw a projectile at times, but it sure wasn't in the game for that purpose. Apparently, the NRS programmers just don't know how to remove it. Players who got the chance to play MKX at E3 have confirmed that the button is still there.
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thisiscourage
06/13/2014 07:27 PM (UTC)
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C-Sword Wrote:
kingjolly Wrote:
I never understood the flip stance button. Was it used in competitive play? They should just remove it.


It could be used to fool your opponent into thinking you were going to throw a projectile at times, but it sure wasn't in the game for that purpose. Apparently, the NRS programmers just don't know how to remove it. Players who got the chance to play MKX at E3 have confirmed that the button is still there.


I always thought it was in the game to determine if you kicked/punched with your leading leg/arm or the one tucked back, therefore effecting your reach and timing? But thats just what I assumed because why else would it be there?
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Kitsune
06/13/2014 07:31 PM (UTC)
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Flip stance button + block button = x-ray. The flip stance button prevents from accidental x-rays and meter burns.
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Remonster
06/13/2014 07:31 PM (UTC)
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Confirmed where and by who?
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Kitsune
06/13/2014 07:35 PM (UTC)
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Remonster Wrote:
Confirmed where and by who?


Confirmed by experience. I hate those accidental breakers (f + block).
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06/13/2014 07:36 PM (UTC)
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Thracian_Tsar Wrote:
Flip stance button + block button = x-ray. The flip stance button prevents from accidental x-rays and meter burns.


Really? Why is it different for the Vita port of MK9, in which you had to press grab + block for X-Ray? The flip stance is still there, but it's the right analog stick instead lol. It has nothing to do with preventing accidental X-Ray.
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Sub-Zero_7th
06/13/2014 07:39 PM (UTC)
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Thracian_Tsar Wrote:
Remonster Wrote:
Confirmed where and by who?


Confirmed by experience. I hate those accidental breakers (f + block).


Yeah, that happens to me too. Honestly, the combo breaker system is something NRS should tweak a bit by at least having it activate after getting hit with the first attack.
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Kitsune
06/13/2014 07:43 PM (UTC)
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C-Sword Wrote:Why is it different for the Vita port of MK9, in which you had to press grab + block for X-Ray?


PS Vita has only 2 shoulder buttons. PS4/X360 controllers have four and one of them is the flip stance!
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C-Sword
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06/13/2014 07:55 PM (UTC)
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Thracian_Tsar Wrote:
C-Sword Wrote:Why is it different for the Vita port of MK9, in which you had to press grab + block for X-Ray?


PS Vita has only 2 shoulder buttons. PS4/X360 controllers have four and one of them is the flip stance!


So you're telling me that they were obligated to assign an unused button to something?
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Kitsune
06/13/2014 08:13 PM (UTC)
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C-Sword Wrote:
So you're telling me that they were obligated to assign an unused button to something?


They were obligated to assign an unused button to something IMPORTANT.
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Remonster
06/13/2014 10:16 PM (UTC)
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Thracian_Tsar Wrote:
Remonster Wrote:
Confirmed where and by who?


Confirmed by experience. I hate those accidental breakers (f + block).


I should have been more specific, sorry. I meant, how do we know the flip stance button is back in? Wasn't sure if someone that played it said so, or if we saw a pic of the control scheme.
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Kitsune
06/13/2014 10:20 PM (UTC)
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WeaponTheory
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06/13/2014 10:27 PM (UTC)
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fijikungfu Wrote:
Sub-Zero_7th Wrote:
It wouldn't surprise me if it was kept. Honestly, they should just have it as FK + BK instead of using up a shoulder button.

Or just use L3 or R3.


Y'know, that's really not a bad idea...but I'm thinking more of R3 though, because you might accidentally jump/flip with the Left Stick, and you don't want that. I don't remember if Right Stick does a thing at all.
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Sub-Zero_7th
06/13/2014 10:33 PM (UTC)
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WeaponTheory Wrote:
fijikungfu Wrote:
Sub-Zero_7th Wrote:
It wouldn't surprise me if it was kept. Honestly, they should just have it as FK + BK instead of using up a shoulder button.

Or just use L3 or R3.


Y'know, that's really not a bad idea...but I'm thinking more of R3 though, because you might accidentally jump/flip with the Left Stick, and you don't want that. I don't remember if Right Stick does a thing at all.


When I played the Tekken Tag games, using the right analog worked fine for tagging, so I shouldn't really have a problem using that for the "stance change".

As for the controls, I'm not really surprised. So, that does mean we're getting the front and back punches and kicks, which is fine by me. However, when it comes to the throws, I hope that TRMK really meant "1 + 3", as in FP + FK, because I don't really like doing FP + BP all that much, plus I don't understand why they would change that from MK9 anyway.
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