Flip stance button confirmed
Flip stance button confirmed
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posted06/14/2014 01:11 AM (UTC)byC-SwordReally? 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.
thisiscourage •06/13/2014 06:31 PM (UTC) •
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why remove it?
Jaded-Raven •06/13/2014 06:39 PM (UTC) •
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Could you provide a source for this?
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?
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
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.
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.
fijikungfu •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.
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.
C-Sword •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.
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.
thisiscourage •06/13/2014 07:27 PM (UTC) •
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C-Sword Wrote:
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.
kingjolly Wrote:
I never understood the flip stance button. Was it used in competitive play? They should just remove it.
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?
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.
Remonster •06/13/2014 07:31 PM (UTC) •
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Confirmed where and by who?
Kitsune •06/13/2014 07:35 PM (UTC) •
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Remonster Wrote:
Confirmed where and by who?
Confirmed where and by who?
Confirmed by experience. I hate those accidental breakers (f + block).
C-Sword •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.
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.
Sub-Zero_7th •06/13/2014 07:39 PM (UTC) •
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Thracian_Tsar Wrote:
Confirmed by experience. I hate those accidental breakers (f + block).
Remonster Wrote:
Confirmed where and by who?
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.
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!
C-Sword •06/13/2014 07:55 PM (UTC) •
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Thracian_Tsar Wrote:
PS Vita has only 2 shoulder buttons. PS4/X360 controllers have four and one of them is the flip stance!
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?
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?
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.
Remonster •06/13/2014 10:16 PM (UTC) •
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Thracian_Tsar Wrote:
Confirmed by experience. I hate those accidental breakers (f + block).
Remonster Wrote:
Confirmed where and by who?
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.
Kitsune •06/13/2014 10:20 PM (UTC) •
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Here:
http://www.trmk.org/news/31033/e3_2014_day_1_hands_on_with_mortal_kombat_x.html
Read the 'Controls' paragraph.
http://www.trmk.org/news/31033/e3_2014_day_1_hands_on_with_mortal_kombat_x.html
Read the 'Controls' paragraph.
WeaponTheory •06/13/2014 10:27 PM (UTC) •
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fijikungfu Wrote:
Or just use L3 or R3.
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.
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.
Sub-Zero_7th •06/13/2014 10:33 PM (UTC) •
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WeaponTheory Wrote:
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.
fijikungfu Wrote:
Or just use L3 or R3.
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.
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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