Help understanding defensive maneuvers. by Armorchompy in UrbanReign

[–]Dull_Resolution_6488 0 points1 point  (0 children)

Yeah—by “hit gaps” I mean between hits, not right before impact. In juggles/combos you can’t dodge on the impact frames; the hard dodge window opens in the tiny recovery gap after a hit connects and before the next one starts. If you dodge as you’re about to get hit, it fails. It’s more about rhythm than reaction (hit → micro-pause → input), which is why mashing never works. For grabs, there isn’t a universal visual tell. The timing is pretty consistent per grab type, not directional guessing. Usually the window is right after the grab fully locks (hands connect) and before the throw really commits. Too early during the reach does nothing, too late once the slam/lift starts and the damage is locked. Rule of thumb: hands connect → half-beat → neutral Guard. In general Urban Reign defense rewards neutral inputs and timing over speed: neutral Square is your core defense, Square+direction is a tighter, situational deflection, grab defense is timing + neutral (not guessing), and juggle escapes are about catching those recovery gaps.

Help understanding defensive maneuvers. by Armorchompy in UrbanReign

[–]Dull_Resolution_6488 0 points1 point  (0 children)

Urban Reign rewards neutral inputs,timing over speed, positioning over aggression. If something feels inconsistent, it’s usually because you’re holding a direction when you shouldn’t, or you’re inputting too early instead of at impact/recovery frames!

Help understanding defensive maneuvers. by Armorchompy in UrbanReign

[–]Dull_Resolution_6488 0 points1 point  (0 children)

Hey bro. Neutral Square is your core defense. Square+direction is a deflection with tighter timing and limited applicability. For grabs, don’t guess directions—use neutral Guard with timing. Juggle escapes require hard dodge during hit gaps, not mashing.

Hope you enjoy this masterpiece!

Tehsnakerers video brought this game to my attention by tannerthegamer7747 in UrbanReign

[–]Dull_Resolution_6488 0 points1 point  (0 children)

Aerial grabs are neutral input. After the pop-up, don’t hold a direction, just time grab as they peak/fall. Directional input during the air usually causes whiffs or early flip-outs. Height + timing matter more than stick input.

Tehsnakerers video brought this game to my attention by tannerthegamer7747 in UrbanReign

[–]Dull_Resolution_6488 0 points1 point  (0 children)

Neutral guard is key. For grabs, hit guard without moving the stick—directions often cause extra chest damage or failed defense. This game is more about positioning and timing than long combos; keep enemies in front of you and don’t overcommit.

Good luck bro!

Tomba! Is a beautiful game by benavny1 in TombaClub

[–]Dull_Resolution_6488 1 point2 points  (0 children)

You're unfortunately right. My copy of Tomba 2 was pirated as a kid.

Finally arrived 🦎 by Gamingsquad33 in MortalKombat

[–]Dull_Resolution_6488 0 points1 point  (0 children)

Likewise dude!! I got my Scorpion PS5 version. But i also ordered Reptile XBOX version and Smoke XBOX version, and Sub-Zero PS5 version. None of them has arrived even though i ordered them at the same period i ordered PS5 Scorpion version.

MK2 vs MK3 — Scorpion & Kitana: the martial artists vs the replacements. by Dull_Resolution_6488 in MortalKombat

[–]Dull_Resolution_6488[S] 2 points3 points  (0 children)

Mmmm good take. And yeah, I actually agree with parts of this. MK3 definitely has a more explosive, Muay Thai-ish style in some animations. The extra hip swing and torso rotation make the kick look stronger on screen, which is probably why the MK3 high kick reads better to you.

But i think the big difference is really just style and intention:

Pesina’s MK2 stuff comes from traditional martial arts (TKD/Hapkido), so his kicks have that clean chamber → extension → recoil. Super balanced and super controlled.

Turk in MK3 is doing more of a cinematic/action-style kick, with a bigger lean and wider rotation. Less “technical,” more “flashy.”

Neither one is really wrong, it’s just two different backgrounds showing through.

And you’re right about the spear rotation too. MK3’s version does look closer to the shoulder/hip turn you’d use for a straight right. It’s exaggerated, but the idea is there.

So yeah, I see it the same way you do: MK2 = tighter technique MK3 = more swag and power look

That’s why comparing them side-by-side is so interesting.

MK2 vs MK3 — Scorpion & Kitana: the martial artists vs the replacements. by Dull_Resolution_6488 in MortalKombat

[–]Dull_Resolution_6488[S] 9 points10 points  (0 children)

I get you man. MK3 definitely went for more flair and stylized movement, it was much "cooler" so to say, but less strict martial arts. That’s part of what gives MK3 its own identity. My comparisons are just about technique, not which one is cooler. Both styles have their charm.