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TopicWhy the hell can't MKX do the fighting game thing correctly?
Veedrock-
12/04/19 7:25:06 PM
#39:


adjl posted...
It's also natural to have a button press associated with each action you want to take.
Not really, as mentioned Smash is about the only game with a dedicated jump button. Special Attacks still require inputs and nobody is gonna advocate for one button specials.

Dynalo posted...
If so, how does having a separate button that you have to press while retreating not require more skill?
No it's pretty much the same input-wise, because people don't only block on reaction. Players are conditioned to be tapping the block button constantly the same way back input conditions people to hit back constantly. A button means can approach safer without giving up ground because it's easier to alternate forward + button than it is to alternate forward + back. Here's a small clip showing an approach in MK11 EVO Finals, as you see they're tapping block regularly as they walk; if they had to hit back to block, their approach would have been a bit slower and riskier.

https://i.imgur.com/6SRoQVm.gif

On the skill subject though, a block button only allows two block options: high and low. You can't have crossups because your character's block will turn with the opponent. This is why MK can get away with instant teleport attacks that hit from behind, because all you have to do is hold the block button. With a back block, crossups are possible so you have four block options: forward high, forward low, reverse high, reverse low. This creates much more offensive opportunities for most characters and it takes a great deal of practice and matchup knowledge to be able to block them effectively, increasing skill on both sides of the spectrum. Marvel vs Capcom wouldn't be nearly as exciting with a block button that would follow all the screen crossing the characters are capable of, that game lives on crossups.

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