Re: DRE: CTS community mail

  • From: Di Lhong <marongdin@xxxxxxxxx>
  • To: cpt-fgc@xxxxxxxxxxxxx
  • Date: Mon, 25 May 2015 15:20:38 +0200

I see.

So stamina bar should only be used for cancels?

On Mon, May 25, 2015 at 3:14 PM, Ilitirit Sama <ilitirit@xxxxxxxxx> wrote:

The reason I don't think that running should deplete stamina is because of
how footsies supposedly work according to REO and other players who feel
that the ground game is fine. According to them, footsies is played from
3/4 screen away, and the idea is to run and/or preventing the opponent from
running. This happens a lot in KOF and it's quite fun - guys will running
in then backdash and the last second in order to get the opponent to
twitch. The problem is you can't do this in MK X because the stamina
requirement. So two players end up walking back and forth aimlessly at 0.2
meters per second at near fullscreen distance until one does decides to run
into overhead combo. This is exactly what happened between REO and Dizzy
in one match at Combo Breaker.

On Mon, May 25, 2015 at 2:34 PM, Di Lhong <marongdin@xxxxxxxxx> wrote:

How about characters with faster runs takes more stamina?

Cassie's b124 is a half screen advancement move...fuck. 10frames and 0 on
block...you can technically backdash out of the last hit so it wiff. But
nothing is guaranteed. You lose 50% of stamina for not giving her 0frames
on block but she can simply do it again to advance.

However, you can use armor moves to fuck it up. But this would only be
useful for those who have armor moves that launches.

On Mon, May 25, 2015 at 2:31 PM, Di Lhong <marongdin@xxxxxxxxx> wrote:

Hopefully NRS will wake up and sense something about the stamina bar...

but i doubt they will...it's a new toy and in their point of view...it's
cool and nice...

On Mon, May 25, 2015 at 2:29 PM, Di Lhong <marongdin@xxxxxxxxx> wrote:

Lolz

D'vorah confirmed trash tier if that's the case. Need stamina to wasp
cancel and her f112 gets depleted...goodbye lady bug.

On Mon, May 25, 2015 at 2:28 PM, Nicholas Robertson-Muir <
nicmuir@xxxxxxxxx> wrote:

Here's an idea.
Strings that get blocked should deplete the agressors' stamina.
On 25 May 2015 14:24, "Di Lhong" <marongdin@xxxxxxxxx> wrote:

I would love this change.

backdashing shouldn't require stamina. Since it only dodges a few
frames on the move and you can't block for a while...so technically it's
very risky. Running requiring stamina is fine by me. Because they want to
eliminate the whole MK9 dash block stuff. Also it will reduce some
character's offense...aka Cassie. Cassie without meter doesn't do much.
If
running doesn't cost meter...Cassie would be insane. Along with other
great
pressure characters.

Cassie's corner rocket set up is so messed up. Only way you can dodge
it is to backdash it at the right moment so you don't block or get hit by
the rocket...by backdashing...you're vulnerable and can't block for a
while. Meaning, you dodge the rocket yes. But Cassie can just do 212~flip
and start a combo while you're still recovering from the backdash...

I'm playing this bitch lolz

On Mon, May 25, 2015 at 2:10 PM, Ilitirit Sama <ilitirit@xxxxxxxxx>
wrote:

I don't get why you lose all stamina after, and why breaking
requires stamina on top of meter. I don't get why backdashing requires
stamina.

If I had to change the game I would make it so that movement options
don't require stamina, but any combos that involve running depletes the
bar.

On Mon, May 25, 2015 at 1:59 PM, Nicholas Robertson-Muir <
nicmuir@xxxxxxxxx> wrote:

I think blocking breaker would be worth a damn if it gave some
advantage.
It could turn the game on it's head.








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