NothingRhymesWithCircus
New member
Gonna post up some combos in a sec.
Added this to the OP:
"OH! ALSO! Jumping kicks can be blocked high and low. But all the jumping PUNCHES hit people while they are blocking and ducking. Mindgames."
Lets say I'm johnny cage and I throw out a frame advantage move.
If you block it then IMMEDIATELY afterwards do your quickest move and *I* as Johnny do the same quickest move. Johnny's would land. Not yours. Frame advantage moves on block are used to trick your opponent into thinking they are safe to attack, when in reality they aren't. The frame advantage isn't too big. But in a pro players hands this could be epicly dangerous. Understand?
sounds good but i dont understand, maybe if i knew what a frame advantage move was it would make sence, whats a frame advantage move?
sounds good but i dont understand, maybe if i knew what a frame advantage move was it would make sence, whats a frame advantage move?
One quick question..
How do you perform Breakers?
I know it's 2/3rds of meter but what Button(s) is it?
All the MK game's I ever played never had them (MK1,2,3)
Good Stuff dude!! I was hoping you would post this soon.
My question is do the characters feel unique despite some universal normals?
Do the universal normals have unique properties on them?
Do you think this games has alot of depth potential?
Sorry if this is too much.
Like yur combo
But cant tell what the 1st move was?
I'm not that cluey on the technical side of things, this was something I read on another forum and was wondering if you could give this a quick read over and over a short response -
MK3/4/whatever has dial-a-combos. Every character has a set of pre-canned combos that only they can do, using a very specific sequence of buttons. The term dial-a-combo comes from the old times in the arcades when MK3 came out and it looked like you were dialing a giant phone while hammering the combos on the machine.
The biggest difference with MK9, however, is that some dial-a-combos offer a BIT more flexibility because some of their hits can be cancelled into specials. As far as my inspection of the combo system goes, only the attacks mapped on square and X can cancel into specials, so if you have a dial-a-combo that uses one of these buttons, you can hit it then quickly cancel into a special (something which is entirely new to MK, to my knowledge).
The Capcom games that use the magic series can't technically be called dial-a-combo because you don't need to hit a very specific set of buttons in order for a combo to come out. In MvC3 for example, you can typically do l-m-h, or l-h, or m-h, or whatever order you wish. This brings flexibility to the combo system, where you need to learn how the system works ONCE and you can then apply it to every character. In games with dial-a-combos, you have to specifically learn every character's specific combo. (the same applies to the Aksys fighters, and most of it's kin).
Then comes the difference with MK's dial-a-combos and the systems VF and Tekken use, which could be called dial-a-combo, but they are also a bit more flexible, as not ending the strings opens up opportunities for mixups (you can delay hits, for example, whereas with MK you can't).
This is why historically MK's system, starting with dial-a-combos, isn't very flexible. MK1 and 2 were a bit more flexible because they relied exclusively on juggles, which gave an universal system (juggling) as the base as players created their combos and fooled with the system.
I'm not saying MK9 isn't good, it's that while their combo system *IS* a bit more flexible than it ever was previously, it's still NOWHERE near what other games are offering.
This guy claims the MK9 combo system is a bit lacking compared with other fighters, how do you think it compares in that regard?
EDIT: Jeez did I really type that much..... lol. Sorry about going into a frame tangent. Hope it gets across to some people who read it.
Let me elaborate a little deeper.
Normally, when you block an enemy's attack and they are left right in your face the person blocking is at the advantage by a few frames. This means that the time it takes for the enemy who attacked to recover from the attack animation is longer than the time it takes for you to let go of your block. So if after you blocked his move, if you both tried doing a move of the same speed, the person who BLOCKED would land his and the other guy would get hit. But frame advantage moves keep the person that attacked the person's gaurd at a still slight advantage.