DeLeon Hughes
New member
Infinities suck! No one wants that. Give people a chance. We don't wanna see infinities that were in MK vs. DC.
No argument there if you're establishing an argument about its viability for decent competition compared to more mainstream titles. UMK3 is perfectly fine but I personally can't call a game balanced unless you can pick ANY character of your choice in the roster and win. In regards to SFIV, I've said it before, and I'll say it again, its (and SSFIV) popularity had more to do with the shock factor of a dormant franchise making a comeback after so many years than the quality of it.
In spite of balance issues, or lack thereof, that just doesn't add or take away from competitive viability of enjoyment.
I'm honestly not worried about MK9 at all at this point.
No argument there if you're establishing an argument about its viability for decent competition compared to more mainstream titles. UMK3 is perfectly fine but I personally can't call a game balanced unless you can pick ANY character of your choice in the roster and win. In regards to SFIV, I've said it before, and I'll say it again, its (and SSFIV) popularity had more to do with the shock factor of a dormant franchise making a comeback after so many years than the quality of it.
In spite of balance issues, or lack thereof, that just doesn't add or take away from competitive viability of enjoyment.
I'm honestly not worried about MK9 at all at this point.
What game(s) would you consider truly balanced, then? Simply having different moves means that certain characters are gonna more successful.
Infinites are fine if they're not something anyone can do and if they're avoidable. In fact, I'd rather them be in since they tend to separate the strong from the week players.
The SF2's are extremely balanced. In fact, they are the definition of balance lol.
eh, i wouldnt go that far. but if they are found and have a reasonable amount of logic to keep them, so be it. I really really doubt any programming team does these on purpose.
Either way, if you're for infinites or against them, you don't have to worry about ragequitting because of them in MK9. IF you are smart enough to know how to use the Super Meter. If you are one of those people who are just going to blow a bar every time you have the chance then you're just asking to get combo-ed up the ass. The bar is there to avoid huge combos like the one we saw in Mileena's video first and foremost. Then it's there to provide the ability to pull off one of those combos, and finally to pull of an X-ray move. If you get caught in a huge combo/infinite it's your fault.
Either way, if you're for infinites or against them, you don't have to worry about ragequitting because of them in MK9. IF you are smart enough to know how to use the Super Meter. If you are one of those people who are just going to blow a bar every time you have the chance then you're just asking to get combo-ed up the ass. The bar is there to avoid huge combos like the one we saw in Mileena's video first and foremost. Then it's there to provide the ability to pull off one of those combos, and finally to pull of an X-ray move. If you get caught in a huge combo/infinite it's your fault.
From my experience, about half of SSFII's roster is equally efficient. It's pretty rare to see someone be a real badass with people like Dalsim, Honda and even Fei Long. Yeah, it's possible, but the learning/practice curve is huge compared to people like Ryu, Guile and Cammy.
The only reason the meters will be helpful against infinites is since you can break combos with it. If you're caught in an true infinite, your not gonna be doing any super specials or X-Rays since you can't do them while you're being attacked.
What game(s) would you consider truly balanced, then? Simply having different moves means that certain characters are gonna more successful.
Infinites are fine if they're not something anyone can do and if they're avoidable. In fact, I'd rather them be in since they tend to separate the strong from the week players.
At the risk of incurring a verbal beatdown from Tim_Static, whom I don't know but I respect due to his much more extensive background in MK and fighters in general than myself....
I think if infinites are there (purposefully or not), breakers should be present to. You can say something about breakers not being in a game with a block button, I mean at some point everyone, even the best player will have their block defense passed (even if for just once every few fights) and get combo'd. Its just nice to have some means of potentially escaping getting hit with 9 hits at 35% damage (and instead it be only 4 for 15%. Btw those are just random numbers for an example). Tim I didn't see your other thread for your argument against breakers, so I'm just coming from the point of view of the non-tournament average skill leveled fighting fan (although reading more of your posts about tourneys has me really thinking about getting a fight stick and putting in some serious time on MK9 when it gets released).
I guess my argument for breakers is, if a fighter is really good, they will consistently be able to break down an opponents defense multiple times for combos. Even having them all broken, they should still be able to win. Whereas with no breakers, you always have the chance of someone less skilled in all facets of a fighter EXCEPT that one combo who can land it consistently, and you're left with nothing to do but wait until the combo (or round) is over.
My point is that if you dont want to be combo'd, block. thats why there is a block button. Breakers are noob friendly and i've hated them passionately since they were introduced into MK.
You are 250% wrong there. Get educated, doc.
UMK3, which isnt broken nor unbalanced has infinites. Are they banned in tourney play? no. Do they ruin the game? no.
Point is, every single infinite in the game requires pure skill, great timing and are completely 100% avoidable. Its very very uncommon to see a full or even partial infinite performed in any kind of high level play. why? because the players are both usually smart enough to avoid being caught in one. You get caught, too bad.
Also, watch how you interpret what is broken, and what infinites mean in gameplay. MKA was chock full of stupid infinites due to the game being a poorly made piece of shit. That is completely different than in a game like UMK3.
Infinites are great! You know what else is great for fighting games? Invincibilty, 1 hit kills, and of course monkey porn!
Allow me to address that I am being sarcastic before I get another neg rep spam storm =/
My point is that if you dont want to be combo'd, block. thats why there is a block button. Breakers are noob friendly and i've hated them passionately since they were introduced into MK.
Not everything should be balanced, some characters have projectiles while some don't. It's just the advatages that different type of characters have, that's why you have your choice of choosing any character you want, to counter other players moves and combos. Either way , if they are no Infinites in mk9 then they better add brutalities in the freaking game. But lets say you do a combo listed on your ' Move List ' of your charater, And lets say your opponent has very low health. We shoud be able to do a small combo and then just add on the brutality to it, even before it says 'Finish Him'. That'll be good, i'm sure alot of you will support this too if you know what I mean.