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The NRS Thread


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  • 2 weeks later...

Finally got a chance to sit down and commit some stuff to sorta-muscle memory. The button strings thing is taking some getting used to but I'm fucking it up less now.

 

You know what isn't getting fucked up less? The people I play online. 😎 Between tutorials, a little bit of practice, getting rolled by Bee, and toiling in the salt mines of SFV I've been pretty well equipped to dunk on most folks the game has served me. That has been nice. Though I'm sure it'll get a lot harder whenever I start to run into more people who have a better handle on how to play the game.

 

@misterBee Still running the filthy criminal? Hows online been treating you?

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4 hours ago, GetTheTables said:

Finally got a chance to sit down and commit some stuff to sorta-muscle memory. The button strings thing is taking some getting used to but I'm fucking it up less now.

 

You know what isn't getting fucked up less? The people I play online. 😎 Between tutorials, a little bit of practice, getting rolled by Bee, and toiling in the salt mines of SFV I've been pretty well equipped to dunk on most folks the game has served me. That has been nice. Though I'm sure it'll get a lot harder whenever I start to run into more people who have a better handle on how to play the game.

 

@misterBee Still running the filthy criminal? Hows online been treating you?

Been busy with some projects, but I'll test you again later this week. 😘

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  • 3 weeks later...
  • 1 year later...

Bump. 

 

I think the NRS titles are some of the most interesting and fun fighters these days. Interest in SF had long since waned, and outside of Samurai Shodown games and now MK11, I don't really mess with a lot of fighters anymore anyway. I bought MK11 for the single player content, but I've taken it online a few times. It's a fun game, I like the customization and I like that it's a little less long combo heavy as MKX was.

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I like 11 a lot, but I hope they continue to patch it because while I feel it’s NRS’s best competitive fighting game to date, I think it still needs some TLC... It may be a long list but here are things i’d like to see worked on, roughly in order of priority:

 

- Give AAs better priority, it is really hard to AA some jump-in attacks with some characters, even when you have the read. The spacing or timing is way too finicky for a grounded/neutral-heavy game.

- I don’t personally like the regenerating meter, but while they won’t get it rid of it this title, i do feel their recharge time needs to slow the F down, especially after wakeup attacks or amplified specials

- Fix the odd hit/hurtbox interactions

- Custom variations in KL/tournaments

- Wifi filter in ranked (or at least allow the option to decline the match against wifi players, regardless if the ping is under 150ms or not)

- I personally think whiffed/blocked Fatal Blow attempts should be a lot more punishable. That should be almost guaranteed death.

- Replace Breakaways with Breakers, or delete them completely.

- Delete the BS about taking our points away if we don’t play KL for 3 days.

- Personally, I’d love to see a permanent ranked mode that never resets, and doesn't have rewards, but has similar ranks to climb (though the point system would have to change)

 

But hey, we’re getting a new reveal in 1.5 days, so hopefully there’s goodies there (outside of a few characters).

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32 minutes ago, Mattatsu said:

I like 11 a lot, but I hope they continue to patch it because while I feel it’s NRS’s best competitive fighting game to date, I think it still needs some TLC... It may be a long list but here are things i’d like to see worked on, roughly in order of priority:

 

- Give AAs better priority, it is really hard to AA some jump-in attacks with some characters, even when you have the read. The spacing or timing is way too finicky for a grounded/neutral-heavy game.

- I don’t personally like the regenerating meter, but while they won’t get it rid of it this title, i do feel their recharge time needs to slow the F down, especially after wakeup attacks or amplified specials

- Fix the odd hit/hurtbox interactions

- Custom variations in KL/tournaments

- Wifi filter in ranked (or at least allow the option to decline the match against wifi players, regardless if the ping is under 150ms or not)

- I personally think whiffed/blocked Fatal Blow attempts should be a lot more punishable. That should be almost guaranteed death.

- Replace Breakaways with Breakers, or delete them completely.

- Delete the BS about taking our points away if we don’t play KL for 3 days.

- Personally, I’d love to see a permanent ranked mode that never resets, and doesn't have rewards, but has similar ranks to climb (though the point system would have to change)

 

But hey, we’re getting a new reveal in 1.5 days, so hopefully there’s goodies there (outside of a few characters).

Are you plus frames? 

 

Tbh AAs bring as they are almost seems like a feature rather than a bug, and I don't mind the meters refilling like they do but there's definitely a lot less if a penalty for misusing your meter or for jumping in. 

 

I agree 💯 about ranked mode though. I barely play it so any wins I get I basically lose because of that. Makes me less likely to want to pay KL.

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7 hours ago, DoctaMario said:

Are you plus frames? 

Yessir!

 

and i agree about AAs. I remember during some kombat kast they said that jump-ins were always strong in MK games, and I agree, but I’m not a fan. I got my ass beat in KL by a Johnny abusing J3, and when i brought it into training, i could not AA reliably after like an hour, and thats with the dummy doing jump-ins on repeat, predictably. I think I tried a bunch of different attacks, and while i don't remember specifics, i just remember the timing and spacing windows were very tight. It turned me off the game tbh.

Edited by Mattatsu
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5 minutes ago, Volta said:

It's worth noting that some characters have much better D2s than others, even if the animation looks the same. Shang's D2 will hit most things clean out of the air, but if your particular character isn't blessed with a good D2, your AA game is pretty much non-existent.

That’s a good point. In my case, Kitana’s D2 had a hard time against it (unless you had the read solid and could hit it early) but maybe thing’s changed. I’m waiting to see what gets revealed this morning. If I get hyped enough, I may just lab AAs with a few different characters. Jade’s is godlike but I really don’t like her tournament variations... I love her when I customize it though

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1 hour ago, Volta said:

It's worth noting that some characters have much better D2s than others, even if the animation looks the same. Shang's D2 will hit most things clean out of the air, but if your particular character isn't blessed with a good D2, your AA game is pretty much non-existent.

It's been that way since MK1. Kano, Liu Kang, Raiden and iirc Sonya had uppercuts that would reach pretty far out in front of them while Johnny & the ninjas you had to be closer to hit them. 

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