FlawlessVictor
New member
Does anyobody here have thoughts and concerns about the game's mechanics? Here are few things known so far
Meter
Movement
Enhanced Specials
Krushing Blows
Fatal Blows
Meter
- 2 seperate sources for offensive and defensive moves, both are fill at the start of round
- some moves may use both resources if they have defensive and offensive properties
- fills automatically, and at different rate depending on the move used
Movement
- dash is still present, but no full on running like MK3 and MK11
- short hop activated by tapping up,
Enhanced Specials
- uses meter, most likely offensive
- instead of the usual input+block, it will vary by move (this may change in the final build depending on the reception)
Krushing Blows
- limited to 1 per match
- move-specific that have different activation requirements and properties, you can say it's more nuanced version SFV's crush counters
Fatal Blows
- activation is tied to the user's health (30% or lower) instead of super meter
- will be under cooldown on whiff or block, but can activated again after the cooldown is over
- cannot be used again for the entire match once successfully landed