Mortal Kombat (via Mortal Kombat Kollection) playthrough Part 3
Shorter day today, for two reasons. One, I'd already gotten a little practice in with Sonya thanks to trying the day before, and not noticing that I had just no good connection to Twitch. So I had to scrap that and try again. And, well, I have something important coming up this afternoon, so I couldn't go long. But I managed to get two characters out of the way fairly quickly, thanks to Goro cheese working.
Sonya: She's not bad. Her leg grab is blockable, probably a good thing. The wave punch is almost entirely useless here. It was transplanted to Katana in Mortal Kombat II, where she has the fan lift that can pull people into position to be hit by it. Here? It CAN be used to punch some moves if you block them and execute quickly enough. But tough execution. Best just not to bother. Her projectile also takes longer to come out, thanks to punching first being part of it. And then it has a longer than necessary cooldown, allowing you to be punished even if it hits. Not great.
Raiden is kind of awful here, because it seems his wakeup from being knocked down is longer than other characters, AND he can be punished during it. Again, the player can't automatically crouch, block, or jump, so we ALWAYS have neutral frames the CPU can exploit. It's bad enough that some characters, like Sub-Zero liked to do, can just walk up to you close enough to throw you as soon as you're waking up, and you can't do anything about it. Fortunately the computer didn't cheese that, but damn. The computer, since it reads your inputs, also likes to punish teleports. This was not a particularly fun character to use in this game. And his ending.. wow. Some protector of Earth Realm HE is! -- Watch live at https://www.twitch.tv/the_nametag
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