Ed Boon counting down to something on Twitter?

I'll be seriously pissed if its 3 button, back to block. For some reason, I don't like the feel of it, unless its a 3D fighter. This was one of the main reasons Injustice was whatever to me and I didn't bother picking it up.

Perhaps, and this is probably why I'm not into other 2D Fighters besides MK. I've used the current system since practically when I was old enough to understandably play video games and MKII was the first video game I've ever played.


THIS, THIS, THIS!!!!

MK is should stick with the traditional 4 button layout & Block button.
Injustice is Injustice and MK is MK.
One of the main reasons that I love the gameplay of MK is due to the block button and 4-button layout.
The 3-button layout and back-to-block was a TOTAL turn-off for me in Injustice.

I don't give a shit about other fighters, as MK is the main fighting game that I've played since 1992, and there's no need to change the button layout.
Plus, the back-to-block concept is total ass when it comes to teleporting characters, which MK9 has.
Let MK be MK and Injustice be Injustice.
The 2 games need to have their own play styles and feel different from each other, anyways.
 
Blood and Gore was always second to me when it came to MK.
I've always been about the characters. As long as I can play as Predator cyber ninjas, ice men, feral tribesman and walking corpses it's MK to me.
Kharacters come first for me, too. What I'm trying to say is that without gore, they kind of feel...out of place.
 
How long has this viscous rivalry been going? You two cannot seem to agree on anything.

For a while now.
Ever since before MK9 came out, during the time of the Kratos announcement.
The Freddy DLC issue escalated that rivalry too.

There was a more peaceful time between us, once, but lately we only seem to agree on a few things.
It's not a bad thing, though.
I don't need everyone to agree with me on everything.
We just have differing opinions on things.
 
Plus, the back-to-block concept is total ass when it comes to teleporting characters, which MK9 has.

Most fighting fighting games function just fine with teleportation moves, even with the back-to-block. If they were really problematic, they would no longer be in fighting games that don't have a block button.
 
Didn't Freddy get his ass kicked by that 80s hair band?

Yup.
Dokken. :laugh:

I also find it hilarious that the dude from Dokken also voiced Johnny Cage in MK9.
I have yet to find an MK9 Johnny Cage YouTube video, with JC beating the crap out of Freddy, while "Dream Warriors" plays in the background.


Most fighting fighting games function just fine with teleportion moves, even with the back-to-block. If they were really problematic, they would no longer be in fighting games that don't have a block button.

Aside from Scorpion in Injustice, I don't remember other characters teleporting, which was the big thing that people were b****ing about in Injustice when Scorpion first came out, until they fixed it.
 
I hope it's something good! But the button layout should be klassic MK. They better not adopt the Injustice one. I didn't really like that game very much.
 
Aside from Scorpion in Injustice, I don't remember other characters teleporting, which was the big thing that people were b****ing about in Injustice when Scorpion first came out, until they fixed it.

SF has a few characters that teleport, starting with Dhalsim in SF2 Turbo. Most don't have a built-in attack, but allow players greater control over positioning. Samurai Shodown had 2 characters who have a teleport that have an attack follow up, somewhat like certain MK characters. As far as recent IPs are concerned, Peac0ck from Skullgirls can teleport, and this a game that made with tourney play in mind. Much of the fuss with Scorpion's teleport in Injustice is the unconventional method of defending against it, especially for MK-only people who don't understand cross-ups.
 
Much of the fuss with Scorpion's teleport in Injustice is the unconventional method of defending against it, especially for MK-only people who don't understand cross-ups.


Which is exactly why NRS should just stick with the MK layout, as they always have.
Back-to-block and the 3-button layout may put people off to MK, as most of the people that have complained here about Injustice have stated that they don't like the Injustice layout in comparison to MK.
 
No offence, but I think the competitive players generalize things too much. Some players don't know what a cross up is. Okay yeah, I just learned last night that in fighting video games there's a function called cross up and it involves back to block, courtesy of BBBLP, but some players like me, who could give a shit about competition to want to learn about these things unless I'm told about it, just play for the fun/story/completion purposes. Obviously gameplay is the first priority otherwise you won't be compelled to play in the first place if you're not enjoying the game, but that doesn't mean MK has to conform to a somewhat general competitive fighter method such as the cross up/back to block, when the gameplay suits casual players and competitive players alike just fine. So for claims of "MK-only people don't understand cross-ups", yeah we don't because we're not the type of players who analyze the game out the ass to beat someone (not that its a bad thing, you're a competitor, therefore you wanna win), we just play because we enjoy it and feel comfortable with it. And to me personally, as a non-competitive fighting game player, I was uncomfortable with Injustice's system, therefore I would prefer MK not adopting that method.
 
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The ONLY things that need to be improved upon for MK10, control-wise, is:

- the terrible Player 1 advantage (which NRS has learned from)
- the terrible hit boxes (which NRS has learned from)
- the terrible online lag (which NRS has learned from)

The button scheme should stay as 1 (Front Punch or High Punch), 2 (Back Punch or Low Punch), 3 (Front Kick or High Kick), 4 (Back Kick or Low Kick), Block & Tag for MK10.
 
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The ONLY things that need to be improved upon for MK10, control-wise, is:

- the terrible Player 1 advantage (which NRS has learned from)
- the terrible hit boxes (which NRS has learned from)
- the terrible online lag (which NRS has learned from)

The button scheme should stay as 1 (Front Punch or High Punch), 2 (Back Punch or Low Punch), 3 (Front Kick or High Kick), 4 (Back Kick or Low Kick), Block & Tag for MK10.
What about a return for the run button? Ya know, so players can easily close the distance between them and the opponent.
 
IMO a run button is unnecessary, it doesn't work for a 2.5D Fighter, MK vs. DC proved that with the awkward running. Even though it was a 3D fighter, it had mostly 2D elements.
 
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