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jack4813
06/02/2014 11:38 PM (UTC)
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Shadaloo Wrote:
I've been hearing this argument since the 90's for no other reason than people want their games to feel more like Street Fighter.

It's a part of MK. Fuck 'em if they can't adjust.


I concur.

MK can both exist in the greater fighting game community and not be a copy of Street Fighter.

If you're playing MK and the block button annoys you because you're such a hardcore fighting gamr that you need it to handle more like SF then, uh, go play SF.


Otherwise, I think it's been proven that with some more adjustments, MK can be taken just as seriously in the FGC while still retaining it's originality.

I swear, the "FGC" essentially means "You have to be like SF or you're out".

Embrace variety, people. Different playing styles for different games keeps things exciting.
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Demon_0
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06/02/2014 11:41 PM (UTC)
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@ Razor

When your opponent is in your face and half serious about the match, you will never get the chance to just walk back because you feel like moving around. At least not in a serious fighting game, and that is exactly what I want this MK to be. Its called pressure and you will be forced to either attack, block, jump or dash.

I much rather have them bring back the run button which could potentially add a lot to the gameplay and take away that damn block button. It has nothing to do with wanting MK to be more like SF. By that logic, Tekken is trying to be like SF as well then. I simply find it universally appropriate for any fighting game
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TemperaryUserName
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06/02/2014 11:51 PM (UTC)
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Demon_0 Wrote:
@ Razor

When your opponent is in your face and half serious about the match, you will never get the chance to just walk back because you feel like moving around. At least not in a serious fighting game, and that is exactly what I want this MK to be. Its called pressure and you will be forced to either attack, block, jump or dash.

I don't necessarily agree with the above since walking back is a big part of footsies, but even if back-to-block is more ideal in this scenario, how exactly are you going to get in close? Let's say Ermac jumps backwards and you're now outside of midrange. If you walk forward, you eat telepush. If you walk backwards, you're free to block, but then you're no longer advancing. If I'm playing a match and there is money on the line, what incentive do I have as Ermac to do anything other than shut down your midrange game?

And this is just one example. There are numerous others.
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Bloodfang
06/03/2014 12:42 AM (UTC)
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I agree with Razor completely. I GREATLY prefer a Block or Guard button of some kind like MK or Soul Caliber just because I enjoy being able to move around freely not mention apply advancing pressure while being able to defend at the same time. I have the problem in back-to-block games of being able to switch freely between offense and defense due to general lack of reliable uninterrupted mobility. Holding away from my opponent to defend just feels... counter-intuitive to me not to mention cowardly... like I'm constantly trying to run away but can't because every time the dude attacks I just kinda stop retreating and quiver in place hoping it won't hurt too bad. With a Block button I don't feel quite so... turtle-y, lol. Yeah SF fanboys, maybe I just "suck" or maybe it's just preference. To each their own. But MK should always have its block button and not conform just because.
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Detox
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06/03/2014 01:01 AM (UTC)
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Demon_0 Wrote:
@ Razor

When your opponent is in your face and half serious about the match, you will never get the chance to just walk back because you feel like moving around. At least not in a serious fighting game


Sigh.

Demon_0 Wrote:
Its called pressure and you will be forced to either attack, block, jump or dash.


Like with the block button, right?

Demon_0 Wrote:


I much rather have them bring back the run button which could potentially add a lot to the gameplay and take away that damn block button.


The dash system as is(assuming it remains the same as mk9) provides an appropriate amount of rush down without adding the need for *another* button.

Demon_0 Wrote:
I simply find it universally appropriate for any fighting game


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MoodyShooter
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06/03/2014 01:06 AM (UTC)
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I genuinely don't care as I'll end up adjusting to whatever system is in place. As someone that is honestly more accustomed to SNK and Capcom fighting games I prefer holding back as it's just more natural to me but it really doesn't matter.
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oracle
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06/03/2014 01:19 AM (UTC)
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I don't care one way or the other.
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NIMHARD
06/03/2014 01:22 AM (UTC)
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Keep the button.

Screw what the FGC thinks.
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FROID
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06/03/2014 01:46 AM (UTC)
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Has anyone ever played the shitty 2DFM fangames of MK? That's why MK should stick with a block button.
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Sub-Zero_7th
06/03/2014 01:53 AM (UTC)
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After spending some time with the 6-button fighters, I have grown to be more appreciative of them. For those games, I can more or less understand the idea of pressing/holding back to block. However, I can understand the argument for the necessity of a block button for MK. Let's face it. The types of moves that a number of characters have would make a "back-to-block" style quite tough. On the other the hand, I do feel that the block button does take out a bit of flow in the movement in the fighting. I had thought of the idea of being able to move while blocking, albeit much slower. There could perhaps be a block meter to give some limit.
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m0s3pH
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06/03/2014 02:06 AM (UTC)
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Detox Wrote:
TemperaryUserName Wrote:
Detox Wrote:


Ask Injustice players about that post Scorpion dlc. Soooooo much salt.

Pre-patch Scorpion is actually why I quit Injustice, lol. I was doing tournaments regularly in the local scene before Scorp's release. The issue has since been fixed, and I even tried getting back into the game, but there's no San Antonio scene left to practice with.


I'm telling you dude. If people weren't already pissed about him before, they damn sure were after all the teleport assaults. I quit online for a while after his release myself haha.


Basically Exhibit A for why guest characters suck.
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Medusa
06/03/2014 03:57 AM (UTC)
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A Mortal Kombat game without a block button is like a Mortal Kombat without fatalities.

It's not Mortal Kombat.
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Mick-Lucifer
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06/03/2014 04:28 AM (UTC)
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I hate blocking. I constantly tap backwards during matches. Kill the button!!
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DjangoDrag
06/03/2014 04:45 AM (UTC)
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Back to Block is great.

Not for MK though.

Scorp in Injustice broke the game. MK movesets are designed with Block Button in mind. Get over it.
Sub-Zero_7th Wrote:
After spending some time with the 6-button fighters, I have grown to be more appreciative of them. For those games, I can more or less understand the idea of pressing/holding back to block. However, I can understand the argument for the necessity of a block button for MK. Let's face it. The types of moves that a number of characters have would make a "back-to-block" style quite tough. On the other the hand, I do feel that the block button does take out a bit of flow in the movement in the fighting. I had thought of the idea of being able to move while blocking, albeit much slower. There could perhaps be a block meter to give some limit.


Also, with MKs playstyle uses not just stun moves, but reel in moves too. Moving away? Spear 'em! Teleport behind/Teleattack. There are options open to punish retreaters.

Scorpion's spear would be useless tactically, just a character themed annoyer spam trap gimmick...

moreso...

Why even have special moves? Lets just play a wrestling game.
Wait, why even MOVE?

Go play Rockem Sock em Robots -_-*



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BIG_SYKE19
06/03/2014 05:20 AM (UTC)
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push back to block is way better. it needs to be changed fast.

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GodlyShinnok
06/03/2014 05:23 AM (UTC)
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The block button makes the game looks dumb. Also, it was the cause of the meter drain glitch in MK9.

You can say MK needs it because back to block just doesn't work with MK's lightning fast teleport, well this just in, they could be toned down.

You can say it's a staple of the MK franchise, well guess what else is a staple? P1 advantage. That means it should remain? That's up to you to decide, but P1 advantage single handedly made MK9 a competitive joke. The only reason MK9 stayed so long kind of relevant in the FCG is because the MK competitive community really wanted to be acknowledged. Once Injustice was released MK9 became a thing of the past.

I'm all for a good competitive MKX, but knowing NRS they will half ass the game, and will end up being another fraud like MK9. I will remain pessimistic, but wish NRS would make a decent MK for once.
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[Killswitch]
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06/03/2014 05:43 AM (UTC)
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m0s3pH Wrote:
Detox Wrote:
TemperaryUserName Wrote:
Detox Wrote:


Ask Injustice players about that post Scorpion dlc. Soooooo much salt.

Pre-patch Scorpion is actually why I quit Injustice, lol. I was doing tournaments regularly in the local scene before Scorp's release. The issue has since been fixed, and I even tried getting back into the game, but there's no San Antonio scene left to practice with.


I'm telling you dude. If people weren't already pissed about him before, they damn sure were after all the teleport assaults. I quit online for a while after his release myself haha.


Basically Exhibit A for why guest characters suck.


Stay mad, nerd. glasses

Spoilers: (Highlight to reveal)
But seriously, Scorp's teleport was obnoxious in Injustice.


Not to say I hated Scorp in Injustice. Just the teles.
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TemperaryUserName
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06/03/2014 05:52 AM (UTC)
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GodlyShinnok Wrote:
The block button makes the game looks dumb. Also, it was the cause of the meter drain glitch in MK9.


The meter drain glitch is just that: a glitch. You can't possibly blame the block button for this. That's like saying the two-player system is to blame for P1 advantage.

GodlyShinnok Wrote:
You can say MK needs it because back to block just doesn't work with MK's lightning fast teleport, well this just in, they could be toned down.

The fact that characters have such a wide variety of offensive options at multiple spacings is what made MK9 so great. You're saying we can reduce the amount of options characters have to accommodate back-to-block, but that's completely backwards. Replacing a mechanic should expand the gameplay style, not confine it.

GodlyShinnok Wrote:
The only reason MK9 stayed so long kind of relevant in the FCG is because the MK competitive community really wanted to be acknowledged. Once Injustice was released MK9 became a thing of the past.

I have no clue where you got this idea, but this just isn't true. As someone who played MK locally in two different communities and went to the tournaments hosted by Kombat Houston, I never encountered a single person who felt this way. Listen to the old KTP episodes and tell me those guys weren't crazy about the game.

Injustice became the mainstay game because MK had some balance issues and glitches, but that's in no way a slight against the design philosopy. That's a flaw with the game's execution. I won't deny that NRS implemented Injustice far better than MK9, but that's not what's on trial here. Not to mention the fact that many MK9 players chose not to continue with Injustice. We'll be bringing much of the community back with MKX.
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BADASS6669
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06/03/2014 06:07 AM (UTC)
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Just have an option to use it or press back to block. The Run Button is obviously back.
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GodlyShinnok
06/03/2014 06:26 AM (UTC)
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TemperaryUserName Wrote:
The meter drain glitch is just that: a glitch. You can't possibly blame the block button for this. That's like saying the two-player system is to blame for P1 advantage.


The reason the meter drain glitch happened is because you were attacked after doing an enhanced special while holding the block button, so yeah having a block button doesn't mean instant meter drain glitch but it was the cause.

TemperaryUserName Wrote:
The fact that characters have such a wide variety of offensive options at multiple spacings is what made MK9 so great. You're saying we can reduce the amount of options characters have to accommodate back-to-block, but that's completely backwards. Replacing a mechanic should expand the gameplay style, not confine it.


Never did I say teleports need to be removed, just toned down. But even if they aren't (toned down), they would fit perfectly with back to block, NRS just needs to increase the mobility so it doesn't seem like characters without teleport are just sitting ducks. Also, Scorpion's teleport was extremely overpowered in Injustice, that's why a lot of people seem to think teleports don't work with back to block, since Raven and Ares were also characters with teleport but theirs weren't overpowered.

TemperaryUserName Wrote:
I have no clue where you got this idea, but this just isn't true. As someone who played MK locally in two different communities and went to the tournaments hosted by Kombat Houston, I never encountered a single person who felt this way. Listen to the old KTP episodes and tell me those guys weren't crazy about the game.

Injustice became the mainstay game because MK had some balance issues and glitches, but that's in no way a slight against the design philosopy. That's a flaw with the game's execution. I won't deny that NRS implemented Injustice far better than MK9, but that's not what's on trial here. Not to mention the fact that many MK9 players chose not to continue with Injustice. We'll be bringing much of the community back with MKX.


The MK community was promised a competitive game with MK9, and they took it as such, even when the game's problems were so abundant to the point where MK9 could be deemed unfit as a competitive game, they went forward and supported it, I respect that. But, I can't stand the incompetence of NRS.

As for Injustice, I see it as the very first decent fighting NRS has made, it may not be everyone's cup of tea, but fundamentally it ended being light years ahead of any MK to date.

To this date, there has yet to be a decent MK game, so I'm basing my expectations off of that. Was MK9 an execution or design flaw? You can't really tell because there hasn't been a single MK with its design properly executed.

Let's take a look at some MK9 flaws:

- P1 advantage
- Meter drain glitch
- Input bug
- Unblockable resets
- Severe unbalance
- Random advantage
- Abusable specials (low risk/high reward)
- Armor galore
- Breakers completely overshadowing X-Rays
- Stage advantage

I hope they adress those in MKX, but I don't really see them doing it.

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06/03/2014 06:55 AM (UTC)
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GodlyShinnok Wrote:
Never did I say teleports need to be removed, just toned down. But even if they aren't (toned down), they would fit perfectly with back to block, NRS just needs to increase the mobility so it doesn't seem like characters without teleport are just sitting ducks. Also, Scorpion's teleport was extremely overpowered in Injustice, that's why a lot of people seem to think teleports don't work with back to block, since Raven and Ares were also characters with teleport but theirs weren't overpowered.

But the speed and utility of tele-attacks are complimented by dash-block offense, and unlike back-to-block, dash block offense is unique to MK. No other game utilizes this, and it's what makes MK9's offense so amazing. If someone dislikes the dynamics of dash cancelling with block, then it's on the other side of the debate to make a case against it.

Honestly, this is just the surface. MK's homing cross-up punches could be stuffed by D+jab into full combos. In other words, players were rewarded options for passing certain execution barriers. This is far deeper than SF's cross-up yomi because if your skill level is good enough, you can transcend the guessing game of whatever incoming mix-up the opponent comes at you with (tick-throw, overhead, etc.), but if the other player knows you have the execution to do so, they can cross up with jump kick and increase the size of their hitbox. That's way more sophisticated than the traditional 2D 50/50. I have to reiterate: no other game does this. If you gut this out of MK, there's no alternative fighting game that has this scenario.

GodlyShinnok Wrote:
To this date, there has yet to be a decent MK game, so I'm basing my expectations off of that. Was MK9 an execution or design flaw? You can't really tell because there hasn't been a single MK with its design properly executed.

I don't think it's controversial to say all of MK9's problems were either glitches or unforeseeable balance issues (I actually disagree with stage advantage; I like the variety of stage lengths). If they were intentional, they would have been incorporated into Injustice.

GodlyShinnok Wrote:
Let's take a look at some MK9 flaws:

- P1 advantage
- Meter drain glitch
- Input bug
- Unblockable resets
- Severe unbalance
- Random advantage
- Abusable specials (low risk/high reward)
- Armor galore
- Breakers completely overshadowing X-Rays
- Stage advantage

I hope they adress those in MKX, but I don't really see them doing it.


I just don't get why back-to-block is the answer. Soul Calibur, DOA, and (I believe) VF all incorporate a block button without said glitches.
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GodlyShinnok
06/03/2014 07:18 AM (UTC)
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TemperaryUserName Wrote:
But the speed and utility of tele-attacks are complimented by dash-block offense, and unlike back-to-block, dash block offense is unique to MK. No other game utilizes this, and it's what makes MK9's offense so amazing. If someone dislikes the dynamics of dash cancelling with block, then it's on the other side of the debate to make a case against it.


You do know that dash blocking could be easily mimicked by making dashes cancellable into block if they got hit during the animation right? Block button isn't really needed in this case.

TemperaryUserName Wrote:
Honestly, this is just the surface. MK's homing cross-up punches could be stuffed by D+jab into full combos. In other words, players were rewarded options for passing certain execution barriers. This is far deeper than SF's cross-up yomi because if your skill level is good enough, you can transcend the guessing game of whatever incoming mix-up the opponent comes at you with (tick-throw, overhead, etc.), but if the other player knows you have the execution to do so, they can cross up with jump kick and increase the size of their hitbox. That's way more sophisticated than the traditional 2D 50/50. I have to reiterate: no other game does this. If you gut this out of MK, there's no alternative fighting game that has this scenario.


I didn't really understand the homing cross up punch stuff. What I get is that you're saying that cross up punches in MK9 could be stuffed by D1 right? If that's the case I don't really know what it has to do with the block button, BUT I'm pretty sure they will be making air attacks unique just like Injustice in MKX.

TemperaryUserName Wrote:
I don't think it's controversial to say all of MK9's problems were either glitches or unforeseeable balance issues (I actually disagree with stage advantage; I like the variety of stage lengths). If they were intentional, they would have been incorporated into Injustice.

I just don't get why back-to-block is the answer. Soul Calibur, DOA, and (I believe) VF all incorporate a block button without said glitches.


Well, some do were unintentional, but did they really think a 0 frame low projectile coupled with an instant air projectile with no recovery that lead to combos on air hit, and a really fast cancelable advancing stun move that hit airborne characters and could be given armor was right for a character to have? That's some logic fail right there.

What about Cyrax's unblockable resets? The fix was as easy as restricting the use of a bomb after an enhanced bomb, but they never thought of that?

What was the logic behind giving a character a 6 frame high priority, full body hitbox, pop up anti air (Kung Lao's spin)?

You see, I think a block button is right in 3D fighters because they don't need to worry about cross ups. But MK tries to be a 3D fighter (block button, strings, 3D hitboxes) in a 2D environment, it doesn't make it unique, just bizarre, and to me it doesn't really work, and it has showed so far.
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06/03/2014 07:20 AM (UTC)
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Alright Let's say they actually implement back to block...

What is the next desire? having six button controls with 3 varying upon strengths of punches/kicks?

Let's not stop there! Do you also want their attack properties to vary upon which button is pressed via faster projectiles? and stronger hits?

Also. Would you like it if you have to crouch to sweep?

Would you're desires be fulfilled if all attacks, including MK's iconic uppercut, hits the opponent, however they still stand on their feet? Oh yeah! so you can cancel it into a special move! silly me...

Would you also be in favor of having the characters shout out their attacks?

Would you sleep better at night knowing that your favorite MK character can speak in a language, that is favored by the entire hardcore fighting game community, known as japanese? or their native tongue like every other autistic person on the gamefaqs message board want's to have applied towards every friggin game on the market.


& finally, would you like for the blood to be removed, having no finishers at all?

this is applied towards those who want every fighting game to be like street fighter so they can complain about it later.



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GodlyShinnok
06/03/2014 07:25 AM (UTC)
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FROID Wrote:

& finally, would you like for the blood to be removed, having no finishers at all?


Sarcasm and all, this is actually not a bad idea lmao. Who cares about fatalities the next day after release?
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