So...looks like dash cancels are gone.
Mortal Kombat X
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So...looks like dash cancels are gone.
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posted06/16/2014 02:53 AM (UTC)byDetoxOn a recent "Avoiding the Puddle" podcast, competitive players, Aris and Rip(who played a fair amount of MKX at E3), discussed the dash/run mechanic.
According to Rip's description, and much to my dismay, dash cancels are nowhere to be found in this stage of the game and was told they are unlikely to return. It would seem dashes are more akin to the last NRS game, Injustice. The fun doesn't stop there kids, as it seems the old way of initiating dash cancels, is actually how you initiate a run in this game(dash, press block to run, press block again to stop).
What say you about this change? Happy, sad, harbinger of the apocalypse?
I personally liked the dash cancel system as it was. I suppose it fit my aggressive play style a bit better. Having a dedicated dash does make you stop and think, but it also causes matches to lose a bit of their steam.
According to Rip's description, and much to my dismay, dash cancels are nowhere to be found in this stage of the game and was told they are unlikely to return. It would seem dashes are more akin to the last NRS game, Injustice. The fun doesn't stop there kids, as it seems the old way of initiating dash cancels, is actually how you initiate a run in this game(dash, press block to run, press block again to stop).
What say you about this change? Happy, sad, harbinger of the apocalypse?
I personally liked the dash cancel system as it was. I suppose it fit my aggressive play style a bit better. Having a dedicated dash does make you stop and think, but it also causes matches to lose a bit of their steam.
GodlyShinnok •06/15/2014 10:57 PM (UTC) •
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I'm happy since dash cancels were really scrubby, you could cancel them into block and basically you could dash without risk of getting punished. Also, it looked really dumb aesthetically.
DjangoDrag •06/16/2014 12:42 AM (UTC) •
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Its definately a big change. Looks like Ill be walking way more.
KungLaodoesntsuck •06/16/2014 12:50 AM (UTC) •
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Good news for zoning characters. Dash cancels made it really easy to close distance while being extremely safe.
Detox •06/16/2014 12:55 AM (UTC) •
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KungLaodoesntsuck Wrote:
Good news for zoning characters. Dash cancels made it really easy to close distance while being extremely safe.
Good news for zoning characters. Dash cancels made it really easy to close distance while being extremely safe.
Walk speed does appear to be a lot better when compared to Injustice. It may not be a huge deal.
I don't necessarily mind dash cancels being gone, but at the same time, I really don't want another zone fest either.
GodlyShinnok •06/16/2014 01:14 AM (UTC) •
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Overall, the mobility in MKX seems that it will be faster than MK9 and Injustice thanks to the run mechanic. Couple that with what seems to be the least zoomed out screen out of all three and it appears that most fights will be close combat.
jpetrunak •06/16/2014 01:53 AM (UTC) •
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I'm glad it's gone. To abusive of a mechanic.
TemperaryUserName New sig on the way •06/16/2014 02:01 AM (UTC) •
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Though I'm happy to see Run return, this is going to completely change how conversions work in MK. One of the best parts of MK9 was the dash conversions, the dash pressure, and backdash whiff punishes. That shit is gone now.
The saddest part of all is that if I want to utilize those mechanics ever again, I have to put up with the input bug. Though I get why they removed it. Aesthetically, it never looked right or made sense, and at the end of the day, MK isn't JUST for the competitive players.
Nah. It was definitely a good tool, but what the nomad cancels were tight. I'd like to see those return.
What made Kabal OP was his ridiculous keep away game and his post-advantage options. Frame advantage by itself is fine; it was all the crazy safe options Kabal had after his nomad cancels.
But honestly, even with all Kabal's bullshit, people were overstating how good he was. Kabal was definitely S+ tier, but he wasn't broken.
The saddest part of all is that if I want to utilize those mechanics ever again, I have to put up with the input bug. Though I get why they removed it. Aesthetically, it never looked right or made sense, and at the end of the day, MK isn't JUST for the competitive players.
T-rex Wrote:
Isn't that the thing that made Kabal hilariously broken in MK9?
Isn't that the thing that made Kabal hilariously broken in MK9?
Nah. It was definitely a good tool, but what the nomad cancels were tight. I'd like to see those return.
What made Kabal OP was his ridiculous keep away game and his post-advantage options. Frame advantage by itself is fine; it was all the crazy safe options Kabal had after his nomad cancels.
But honestly, even with all Kabal's bullshit, people were overstating how good he was. Kabal was definitely S+ tier, but he wasn't broken.
TemperaryUserName New sig on the way •06/16/2014 02:53 AM (UTC) •
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Mojo6 Wrote:
Listen to Maximilian talk about how fluid and functional Run cancel combos are before we start lamenting the demise of dash canceling.
Listen to Maximilian talk about how fluid and functional Run cancel combos are before we start lamenting the demise of dash canceling.
I don't think anyone is worried that combos won't be fluid in MKX, but unless we're missing something fundamental here, the uniqueness of MK9's footsie game is gone.
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