Is MK9 dial-a-combo or kustom kombo?

Supposed to be custom combos. There are short combinations given in the moves list (punch, punch, punch), but no long combos.
 
There are short canned strings, but the game's engine allows the strings and other attacks to be combined to make your own combo.
 
I wouldn't say there is no dial-a-combo aspect, for example with
Scorpion [FK, FK, BK] will send your opponent flying across the
screen. However, if you only input BK your opponent will not fly
across the screen. Therefore it is both dial-a-combo and custom.

A game like street fighter is completely custom where respective
animations and affects remain the same regardless of the inputed
button combination.
 
Great! I FREAKING HATE DIAL A COMBO!!! it is retarded. I want to mix my own shit up. jab jab cross etc.

Ummmm

Lets say i use my fav character reptile. And I want to do a double jab and then a cross followed by a slide then a fast force ball. That is a custom combo by me. Is that possible? or are there certain limits for each character even though the game is kustom combos.
 
Great! I FREAKING HATE DIAL A COMBO!!! it is retarded. I want to mix my own shit up. jab jab cross etc.

Ummmm

Lets say i use my fav character reptile. And I want to do a double jab and then a cross followed by a slide then a fast force ball. That is a custom combo by me. Is that possible? or are there certain limits for each character even though the game is kustom combos.

No, not all moves can be canceled to another. This can be said for any fighting game.
 
There are limits, some moves just aren't quick enough to continue the combo. As for reptile I wouldn't know bc he's not playable in the demo but I'd bet he's a pretty quick character.
 
Really its a little of both. The main issue is that your limited in which direction you can go making more of a pre-dialed combo with input delay etc.... The main issue I have is for some reason they have 2 in 1's that should not be in the game that makes the custom part more limiting/frustrating.
Example- Subzero clone motion is (down),(back) and (back punch). You can get 2 outputs/actions for 1 input. Just try a standing (back punch) then (down) and (back). The outcome is a standing punch canceled into a clone off of one button input. All characters have these shortcuts which are extremely frustrating. Another extremely frustrating example is Johnny Cages nut punch. In a juggle you can add a crouching (back punch) to his (back/forward kick). The trick is to press (down forward)+(back punch) then enter the command for his kick etc....... The should really revisit the command input for that move and change it to either a half circle forward or something old school that wont activate the X-Ray move by mistake.

But of course what do I know ;)
~StaticJack
 
So which one is it?

each character has like four to five or so 3 hit strings, example: square, triangle, square.

that is about it; as far as combos; it is up to you to create them! And it is really awesome!



Really its a little of both. The main issue is that your limited in which direction you can go making more of a pre-dialed combo with input delay etc.... The main issue I have is for some reason they have 2 in 1's that should not be in the game that makes the custom part more limiting/frustrating.
Example- Subzero clone motion is (down),(back) and (back punch). You can get 2 outputs/actions for 1 input. Just try a standing (back punch) then (down) and (back). The outcome is a standing punch canceled into a clone off of one button input. All characters have these shortcuts which are extremely frustrating. Another extremely frustrating example is Johnny Cages nut punch. In a juggle you can add a crouching (back punch) to his (back/forward kick). The trick is to press (down forward)+(back punch) then enter the command for his kick etc....... The should really revisit the command input for that move and change it to either a half circle forward or something old school that wont activate the X-Ray move by mistake.

But of course what do I know
~StaticJack

this is not frustrating; move cancelling and buffering is welcome in my book; and needed for some high level play! most tournament fighters, especially sf4 have move cancelling, and some move buffering!

it is needed :-D in my opinion


Great! I FREAKING HATE DIAL A COMBO!!! it is retarded. I want to mix my own shit up. jab jab cross etc.

Ummmm

Lets say i use my fav character reptile. And I want to do a double jab and then a cross followed by a slide then a fast force ball. That is a custom combo by me. Is that possible? or are there certain limits for each character even though the game is kustom combos.

and no you SHOULDNT be able to just link any of the moves together that you wanted; the fun part is FINDING the normals/specials that can be linked or cancelled or buffered or whatever... but that is where frame data comes in to play; some moves just have too many frames worth of start up or recovery to be linked together; and that is how it should be... keeps things balanced

trust me this game is not about dial a combo
 
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this is not frustrating; move cancelling and buffering is welcome in my book; and needed for some high level play! most tournament fighters, especially sf4 have move cancelling, and some move buffering!

I agree the issue is not with the technique of buffering @ all. The issue is that you get 2 outputs/actions for one button press which limits the move you can buffer into. Now if you only want to buffer a move that is only assign to that button I guess thats ok ;)

~StaticJack
 
I don't know what NRS will offer to us in the final version, but based on the demo I am playing a bit every day, we can say that , in fact, seems a mix of the 2 types ....

Particulary, I am thinking this game is pretty hard to link combos , at least, mid to long sequences superior > +9 hits that works efficient all the time during the match ....

The game is super fast paced, and doesn't give room for major mistakes : playing against an ultra skilled player, chances are that you have just ONE , one oportunity during all match, to enter 100% sucessful your favourite, customized combo sequence, and try to finish it and warrant a good damage .... without the enemy blocking and/or not using combo breaker .... if not, you have to content with basics combos ....

Timing the correct buttons sequence , mixing with foward dash, and still have to count with the engine physics regarding where and how enemies lands, seems tough in this game sometimes ..... all of it inside a space of 2 or 3 seconds !!
 
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having the combos the way they are ingame is a huge plus i think; because i can just sit down for hours with a character and try to figure out what goes with what; what will link with what; what you can cancel into what and what you can buffer in to what.

its great; really
 
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