Re: DRE: CTS community mail

  • From: Ilitirit Sama <ilitirit@xxxxxxxxx>
  • To: cpt-fgc@xxxxxxxxxxxxx
  • Date: Tue, 21 Apr 2015 23:25:35 +0200

Oh man, how could the developers not see this one coming...

So in MKX, impact freeze on block is different than on hit. Now that's
bad. But the bigger problem is that on block, impact freeze is longer.
THIS IS STUPID. What this means is that you can use buffer Option
Selects. If you buffer a normal into a special, usually what happens is
the normal will cancel into special on hit. But, you can cancel the
special by inputting more commands after you inputted the special move.
Basically, it clears the input buffer if you input input another move
before the special comes out. What does this enable you to do?

normal xx (unsafe) special xx (any safe input)

On hit, you get the normal into special. On block, the longer impact
freeze gives you more time to cancel the special, so the special move will
not come out.

Silly NRS.

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