Talk:Mortal Kombat 11/Erron Black: Difference between revisions
(Created page with "== Discussion: Regarding Projectile Frame Data == Mormel here, and I wanted to provide a solution regarding frame data of projectiles. I recognize that in this regard the move...") |
|||
(2 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
== Discussion: Regarding Projectile Frame Data == | == Discussion: Regarding Projectile/Poke Frame Data == | ||
Mormel here, and I wanted to provide a solution regarding frame data of projectiles. I recognize that in this regard the movelist frame-data provided isn't necessarily inaccurate, but not very useful. I think I have a solution to this and I wanted to mention it here but I'm thinking about including this information somewhere a little more official as well. | Mormel here, and I wanted to provide a solution regarding frame data of projectiles. I recognize that in this regard the movelist frame-data provided in the game itself isn't necessarily inaccurate, but not very useful. I think I have a solution to this and I wanted to mention it here but I'm thinking about including this information somewhere a little more official as well. | ||
The frame-data of projectiles in this game changes because of the longer active frames of not just projectiles but also certain attacks/pokes too and I think it's better to list the frame-data of the attack there than simply "N/A" or whatever else. | The frame-data of projectiles in this game changes because of the longer active frames of not just projectiles but also certain attacks/pokes too and I think it's better to list the frame-data of the attack there than simply "N/A" or whatever else. | ||
Line 10: | Line 10: | ||
<br> | <br> | ||
{{MoveData | {{MoveData | ||
| name = Scud Shot Amplified | | name = Hypothetical Scud Shot Amplified | ||
| input = DF1 Amp | | input = DF1 Amp | ||
| image = SUB AbilityDeepFreeze.png | | image = SUB AbilityDeepFreeze.png | ||
Line 26: | Line 26: | ||
| f/blk adv = -6 (Default) | | f/blk adv = -6 (Default) | ||
| cost = 1 OFF | | cost = 1 OFF | ||
| description = | | description = Being a mid projectile with mild pushback it can be used to try and make strings safer at the cost of Offensive meter if you don't have Down Peacemaker or Acid Pour. While it is -8 on block after B222 it pushes you away at a good distance, making it much safer on block and outside most Down1 ranges. | ||
* Normal Meter Regen Rate (10 seconds) | * Normal Meter Regen Rate (10 seconds) | ||
* '''After B222: -8 on block''' | |||
}} | }} | ||
}} | }} | ||
<br> | <br> | ||
=== Idea for pokes === | === Idea for pokes === | ||
{{MoveData | {{MoveData |
Latest revision as of 15:51, 23 May 2021
Discussion: Regarding Projectile/Poke Frame Data
Mormel here, and I wanted to provide a solution regarding frame data of projectiles. I recognize that in this regard the movelist frame-data provided in the game itself isn't necessarily inaccurate, but not very useful. I think I have a solution to this and I wanted to mention it here but I'm thinking about including this information somewhere a little more official as well.
The frame-data of projectiles in this game changes because of the longer active frames of not just projectiles but also certain attacks/pokes too and I think it's better to list the frame-data of the attack there than simply "N/A" or whatever else.
My solution is to just add whatever the frame data that poke/projectile is at "Default" distance in Training Mode's settings. While that might not always be the distance it might more commonly be used in, I think it's more useful than whatever else it lists on the movelist.
For pokes at their maximum range or projectile setups are particular distances, I think a good compromise is to add bullets under the description specifying at what distance they're at along with the relevant frame data. So it looks something like this:
Idea for Projectiles
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 18.80 / 1.88 | Mid | 2 | 6 (Default) | N/A | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
00 | 23 (Default) | -6 (Default) | -6 (Default) | 1 OFF | |||||||
Being a mid projectile with mild pushback it can be used to try and make strings safer at the cost of Offensive meter if you don't have Down Peacemaker or Acid Pour. While it is -8 on block after B222 it pushes you away at a good distance, making it much safer on block and outside most Down1 ranges.
|
Idea for pokes
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
30.00 / 4.50 / 0.45 | Low | 8 | 6 | 21 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
16 | 16 | -6 | -6 | - | |||||||
This is a far reaching poke that is safe on block at maximum distance but punishable at point blank distance on block, so it's important to space yourself accordingly and more important we list them here just so you know why you should!
|
Let me know what you guys think!