Hey all. I'm mainly a SF player (SF3/4) and my buddy wants me to get into MK9. I'm going to pick it up tomorrow on my day off, but I'm curious -- what are the big differences? When I played it it felt much less fluid than SF which was a bit off putting, but I'm still very interested.
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SF's combos rely mostly on short, strictly timed links and cancelling
unless you're Seth. MK is dial-a-combo and long juggles. There's no crossing up in MK, so it's mostly a game of mixing up. Also keep in mind that there is no trading in MK. Normal wise or projectile wise.- Spam
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0 • Off Topic Disagree Agree LikeI'm going to add a few things:
In MK there is a block button, every single character has a projectile, armor is a huge emphasis, and pokes are important to start and end pressure.
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0 • Off Topic Disagree Agree LikeHow do I go about safely applying pressure?
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0 • Off Topic Disagree Agree LikeThe knockdown/wake up metagame is also different in MK9. In most cases knockdowns are bad against certain characters because on a wake up special, characters get a few frames of invincibility. Moves like Sub-Zero's ice slide and Kabal's nomad dash will eat you up if you press any buttons on their wake up. This is why character's like Johnny Cage are strong in this game because they can keep constant pressure without having to knock you down.
Meter management is a huge factor in this game because you need to keep 2 bars stocked in order to use your breakers (pressing forward+block will let you break out of an opponent's combo at the cost of meter). Seeing as how most combos in the game can do up to over %50 damage,having meter for breakers can mean life or death.
[SIZE=12px]Misterbeef[/SIZE][SIZE=12px]: [/SIZE][SIZE=12px]I should start keeping written letters in sealed envelopes when I go to tournaments. If i get bodied, I give them one, and when they open it up it says "fuk u"[/SIZE]
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0 • Off Topic Disagree Agree LikeChaining can be difficult, depends on who you use. Skarlett and Kabal are high execution/muscle memory characters.
Long juggles are character specific. Sektor (my main squeeze) can juggle for days because he has a teleport that pops up a character, even in the middle of a juggle. His Ex Tele extends combos even longer. Baraka however, focuses more on his corner/ground game. So mid screen juggling doesn't really describe him.
You can chain and cancel specials out of normals.
Juggling is character specific for the most part. I should also mention that every single character's 'Super' (called X-ray in MK9) is done with the same 2 buttons. Stance switch and block iirc.
For pressure, just go with Cage lol. Thats all that needs to be said.
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeAlso, subzero is know for his outstanding corner game, so that should be your main priority if you are going to main him.
Stance switch only matters with very specific Kung Lao combos, from there it pretty much doesn't matter unless I'm missing another character.
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0 • Off Topic Disagree Agree LikeSub-Zero sounds good for you. I'm not a SF player so take that how you want it. He hides behind his ice clones, tosses ice balls at you and waits for you to fuck up. Thats his main plan at least.
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeDidn't have cancels initially.
Moves don't need diagonal inputs.
Combos are mainly canned or juggle combos.
There's a run button in MK3 as opposed to dashing.
Whiffing can be VERY dangerous. Like in a 3d fighter.
Seems like there's more broken stuff in the series as a whole.
More Violent.
Takes itself seriously and yet jokes on itself at the same time (~TOASTY!!!~)
There are a lot of secrets built into the games, espec the 3d titles and MK2 on SNES.
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