Kameos in MK1 Need the Khameleon Treatment

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  • Опубликовано: 2 окт 2024

Комментарии • 40

  • @jmack8230
    @jmack8230 5 месяцев назад +1

    Scorpion can hit ppl grounded too but only in crumple state… he’s my favorite kameo

    • @mrAPchem
      @mrAPchem  5 месяцев назад

      Indeed he can! I love using him with Johnny Cage for this reason.

  • @roelando8926
    @roelando8926 5 месяцев назад +1

    17:49 agreed!! Whether Darrius gets to even get to use the kick (depending on if he gets hit) he is easily out for the rest of the match…his utility as is, is not worth the bar especially when there are other characters that exist that can do similar things

    • @mrAPchem
      @mrAPchem  5 месяцев назад +1

      Yeah, the Darrius Kameo is probably the most glaring example of squandered potential in the game. That move is not so damn powerful that it needs to be a whole bar.

  • @gw7911
    @gw7911 5 месяцев назад +4

    I kinda feel like the dlc kameos are sort of pay to win. But it’s way more subtle than other nrs games. It’s more like pay for higher quality. So the power gap between dlc and base roster isn’t huge but it’s noticeable. The dlc have the craziest and most creative moves so far and they’re just generally the strongest. All of their moves are very useful, none of them are really weaker than each other but more like less strong than each other. Most of the base roster of kameos end up with a move that does not get used vs dlc kameos using their whole moveset the entire game.
    Even the stronger of the base roster kameos are kinda restricted to one move.
    Like kung Lao only does his low hat except for specific situations he does teleport. And his third move becomes forgettable. Despite him having a move that’s almost useless he’s seen often in competitive and casual matches because of that one move. So it sort of creates the illusion that he’s just as versatile as the dlc. And it’s the same for Sonya, we do her combo extender most of the time and a little zoning with her projectile but her third move becomes obsolete compared to the two other moves.
    I think if shuninko was a dlc kameo he probably would’ve been busted. Like he would instead copy the abilities of the player instead of the opponent. And his charge would unlock the abilities of the opponent. Or he would’ve had a sento stance where he copied the opponents abilities. We see kameos like Movado have very unique moves, a combo ender that prevents wakeups, a launcher that allows combos after down 2s, and a tool that does pressure.
    All this to say I think the base roster kameos really need a quality update. A lot of new moves and reworking of some old moves. I would love to see more defensive moves like khameleons fan lift, Janet cage’s ninja mime wallc, or movados mine thing.

    • @mrAPchem
      @mrAPchem  5 месяцев назад

      I definitely see your points and agree with them. It seems like the normal Kameos - along with the rest of the game - were rushed, while the others got full development time. Fortunately, the Kameos' moves are mostly very good, it's just that many of them are hampered by recharge rates that are too slow for how good the moves actually are.
      That's why I made this video - to try to get NRS to standardize the Kameo recharge rate the same way they did with Khameleon where the recharge rate is based solely on the type of attack the Kameo is doing (Kombo Starter, Extender, Ender or Projectile) without having to nerf Khameleon or Janet down the road. Those two are compelling and fun and should be the standard for all the rest of the Kameos.

    • @86lanzo
      @86lanzo 5 месяцев назад +4

      I think it's just a case of them understanding the Kameo system as time passes..
      Each Kameo is more unique and creative than the last..
      This is a new play style for NRS and it looks like they're learning as the go..but new moves for old Kameos would definitely refresh the game

    • @mrAPchem
      @mrAPchem  5 месяцев назад

      @@86lanzo That sounds exactly like what is happening and I agree.

    • @gw7911
      @gw7911 5 месяцев назад

      @@86lanzo I think that’s what it really is.

    • @86lanzo
      @86lanzo 5 месяцев назад +1

      @@gw7911 ye Movado looks nuts..thinking about it he's a combo monster..
      He has an anywhere ground pounce .that continues the aerial attacks into juggle combos..
      He has the land mines for set up combos .
      He has a kick attack that comes from behind the opponent that hits the opponent towards you..meaning he turns every projectile in the game into a combo starter from full screen.
      He has unique stuff..that no other Kameo in the game has on nearly all his attacks.

  • @SubzeroCage
    @SubzeroCage 5 месяцев назад +1

    Man those subzero and scorpion skins loook ammmmmaaaaazing.

    • @mrAPchem
      @mrAPchem  5 месяцев назад

      That's what I thought too!!! Thanks for watching!

  • @pedrotraguil8511
    @pedrotraguil8511 5 месяцев назад +1

    I want these Kameo Klassic Ninja Skins so much!

    • @mrAPchem
      @mrAPchem  5 месяцев назад

      If you have a PC, you can get them on Nexus Mods.

  • @ralphwarom2514
    @ralphwarom2514 5 месяцев назад

    I think think they should make complete characters first.
    Some characters like Ashrah and Baraka are complete characters. The rest have a lot that is incomplete.
    No low starters. No overhead starters. Barely any strings to use.
    Kameos are great, but best when there is some fun and meat in the base characters..

    • @mrAPchem
      @mrAPchem  5 месяцев назад

      It doesn't have to being an either/or situation. NRS can both make more complete characters and buff the Kameos to be more like Khameleon at the same time.
      Also, the vast majority of characters in their base form are still competent characters that can fight well without a Kameo. Virtually every character has good pokes, safe strings, strong mids, strong AAs, good movement and decent meterless damage.
      The worst ones are missing one or more of the aforementioned characteristics, but slight tweaks to any of those aspects makes the character instantly potent - look at what happened to Quan Chi, Rain and Reptile.

  • @LilShawnXO
    @LilShawnXO 5 месяцев назад

    khameleons cooldown is op and its crazy how the glaze and fan toss are completely safe

    • @ralphwarom2514
      @ralphwarom2514 5 месяцев назад

      Fan toss isn't safe if you duck it. Gave can be interrupted with a down one up close which gets you back your turn.
      Her recharge rate is fine since none of her options are plus.
      What made Kung Lao hat so oppressive is that it recharged fast and was also plus on block. Which is stupid.

    • @mewfishmeowscles
      @mewfishmeowscles 5 месяцев назад

      @@ralphwarom2514fan toss is a mid you can’t duck it

    • @mrAPchem
      @mrAPchem  5 месяцев назад

      But those particular moves don't have the fast-charge cooldown - that is reserved for Kitana Lift, Mileena Air Sai and Jade Glow.

  • @Somedudee
    @Somedudee 5 месяцев назад

    as long as sindel exists as is, kameos availability will always be low.

    • @mrAPchem
      @mrAPchem  5 месяцев назад

      The state of the Kameos has nothing to do with Sindel.
      It seems to have to do with the DLC Kameos having more development time than the others.

  • @86lanzo
    @86lanzo 5 месяцев назад

    The problem with the Kameo system is that the fighters in the game are so varied..that if you buff all the Kameos.. you will inevitably make a character broken..
    Sindel can speed up Kameo usage..so if you speed them all up she's now broken and has access to Kameo at all times..
    Speed up Kameo usage and now you can do multiple teleports in a kombo increasing damage
    Movado is looking to be OP because he has nearly all ambush moves
    But best thing they can do is give Kameos move variety..that has use generally..and more very specifically..
    This system looks very hard to balance because it's not 2 v2...it's more 1.5 v 1.5
    The game would be easier to balance if it was 2 v 2

    • @mrAPchem
      @mrAPchem  5 месяцев назад

      Even in games without Kameos, characters can still become broken.
      And though Sindel does indeed have those abilities, there's less than a handful of Kameos that truly unleash that kind of potential for her.
      Not to mention, though you can use Kameos and moves multiple times, gravity and combo scaling will often enforce limits on how many practical uses a Kameo or move will provide in a combo.

  • @wynzavian2000
    @wynzavian2000 5 месяцев назад

    They will nerf Kameo's eventually. So, give it a little and she will be nerfed. The only reason they nerf Striker & Kung Lao is to make the new Kameo's relevant. Like Khameleon, Janet cage. Cyrax was the first. I just wish they didn't mess with these Kameo's from the get-go it's hard to be fair and balance the whole criteria. For example, Khameleon don't get the same damage off her combos, depending on the availability and which version you call. This forces combos to scale whether you use meter or not. Which is why most people are on Janet. Getting 50 plus for a Kameo. Like I said, it's to make her relevant.

    • @mrAPchem
      @mrAPchem  5 месяцев назад

      See that's what I'm trying to avoid - more nerfs to Kameos. The characters are already very well-balanced and there's not a large degree of separation between them. The Kameos can be brought to the same status if their recharge rates were reconfigured to mirror Khameleon's.

    • @wynzavian2000
      @wynzavian2000 5 месяцев назад

      @@mrAPchem I don’t think they can do that unless they rework the entire games. See grabs, fatalities, intros & outros, combos, story, invasion, brutalities etc… are linked to Kameos. Putting different moves on a timer would mean they will have to rework everything I listed. Adding new grabs and it sound easy by using a default but it’s like making an entire new game. Khameleon is one of a kind & arguably MK -1 had a lot of problems with her and Quan chi being added. The desync problems and I been saying for a while it’s the Kameos that been causing this problem they are deeply embedded in the game. Such as you can’t even finish or do a brutality on a secret character in invasion? Why not ? You know why, they would have to rework the entire game, Kameos and all, just for that to happen. ( Far as recharge) I do think they will either buff the rest of the Kameos back or nerf khameleon & Janet to imitate the rest of the cast but for now they are still too new and relevant to sale that DLC. I do get what you are trying to say but I don’t see them touching the standard Kameos because of the DLC. Why play a DLC Kameo when you can get the same ( recharge) from a standard and your damage is not scaled either depending on which Khameleon you get?

    • @mrAPchem
      @mrAPchem  5 месяцев назад

      @@wynzavian2000 The game doesn't need to be reworked in order to bring balance to Kameos. The characters are already very well-balanced and the game didn't require an overhaul to get them there.
      There are Kameos that would certainly become quite busted if their recharge rates were increased, but the way to counter that is to re-work those specific Kameo moves. For instance, Cyrax Horizontal Kopter could be made into a true high attack so that players could not only crouch it but also crouch-block it so that it isn't used as part of blockstrings, but still could be used for combo conversions.
      There are numerous creative ways to nerf Kameo moves even while buffing their frequency.
      Also, the normal Kameos have already been buffed before, so NRS has shown that they are willing to make them better even as more DLC Kameos become available.

    • @wynzavian2000
      @wynzavian2000 5 месяцев назад

      @@mrAPchemI disagree about the characters being balanced. I play 6 different characters but I picked up Li mei a couple days ago. I do over 50 percent no bar 1/2 kameo with Janet: that’s two touches. You never will get that from a subzero, I don’t care what Kameo you use, unless you using meter. My point is, that certain characters depend on meter & kameos while some don’t. Some characters only use meter for breakers. Let’s be Honest Kameos are a 1 button hit confirm requiring no skill at all. Nothing for a person to throw out a Kameo in neutral like Khameleon and you can’t punish it because it’s technically safe from a distance. Kameos to keep you safe, Kameos to keep you plus; I don’t really call that balanced. I never said that NRS won’t buff the standard Kameo . What I said is, despite what they do, they will never be better than the DLC: like Janet or Khameleon which is why most pro players are running to Khameleon or Janet. I think NRS likes it this way. Less of a cool down, more availability. Me personally, I don’t think the game was finished but that’s my personal opinion. Anyways, great video.

    • @mrAPchem
      @mrAPchem  5 месяцев назад

      @@wynzavian2000 I'm not sure you understand the objective definition of character balance in a fighting game.
      Balance doesn't refer to characters all getting similar damage or all using meter or not. No, it refers to characters being well-designed enough to be played in tournament and either place very high or win as a solo main. The objective fact is every single character in this game has achieved a Top 8 or higher in some tournament - a feat that has never happened in any NRS game prior.
      That includes characters like Sub-Zero, who by the way, is a bad matchup for Li Mei unless the Li Mei player consistently punishes pokes and gaps with her reversal Flip Kick, which 99.99% don't. Otherwise, Sub makes Li Mei approach him as he uses his Klone, Ice Punch, Kameo attacks and longer-range normals to out-space or zone her. She has to do something risky (armor or overhead flip kick) in the neutral to hit him; but if the Sub is patient, he'll just block the move and kill her with an unbreakable combo. And she'd better not think about using her high projectile to make him duck because of Slide; if the Sub player has Khameleon as a Kameo, then Slide becomes another combo-starter to boot.
      Li Mei's damage is the only aspect of hers that keeps the match competitive but what's the use of high damage if you can't hit your opponent?
      And this business about Kameos requiring no skill and being unpunishable sounds resentful and primarily geared towards particular moves that you don't like dealing with. That doesn't apply to every Kameo in every situation though. I've punished plenty of Kameos, especially ones like Sektor, both purposefully and accidentally. They aren't a win button unless someone hasn't taken the time to lab against them and find the way to counter them. That's a central theme about this entire game honestly.
      Finally, not only have we already had Kameos that were better than Khameleon is (Cyrax and Kung Lao), but if some of the other Kameos were buffed in the way that I suggest, they'd be just as good as or at the very least good enough to be chosen over Khameleon. Darrius, Sektor, Frost and Tremor would all be very viable choices over Khameleon for various characters, whether they were as good as she is or not.
      Is Khameleon better than either Sareena or Janet Cage?
      I would argue that the answer is irrelevant; people still choose both of the latter two in all kinds of situations over Khameleon even if she is better than they are.
      I do agree that the game wasn't finished on launch and still isn't quite there, but it's quite clearly getting better over time.

  • @robkennedy5906
    @robkennedy5906 5 месяцев назад +1

    That classic Sub Zero is fire!

    • @mrAPchem
      @mrAPchem  5 месяцев назад

      I completely agree! Thanks for watching!

  • @Hellonleash
    @Hellonleash 5 месяцев назад

    how to get that scorp mask

    • @mrAPchem
      @mrAPchem  5 месяцев назад

      This is a PC mod. You can get these costumes from Nexus Mods.

  • @saeed7099
    @saeed7099 5 месяцев назад

    I wanted to like them, but those skins are trash

    • @mrAPchem
      @mrAPchem  5 месяцев назад

      Even the Sub-Zero one, which isn't available on console??

    • @saeed7099
      @saeed7099 5 месяцев назад

      @@mrAPchemit looked very glossy which was odd. I don’t play sub so figured it must’ve been a new release. FYI, I disagree with your take in the recharge rate. To keep it brief, we have a paradox of choice. More cameos equals less creativity. To make it work we’d need a new game. More recharge, as a scorpion player, I’d death spin you to death. Raiden Kano on steroids is the result of more recharge

    • @mrAPchem
      @mrAPchem  5 месяцев назад

      @@saeed7099 More Kameos = more creativity, not less. I just fought an Ermac player that was using Darrius Kameo. After any knockdown, he would set up Darrius's overhead kick that launches and if I blocked that, he'd use a launching string on me.
      Apparently, there was a tournament where a Sindel player was using Cyrax in which she would do her air cancels into air fireball and set up Cyrax bomb in the corner. Sindel would then do a 50/50 or grab into the bomb and loop the situation.
      Making the Kameos more like Khameleon would open more of these kinds of non-meta pairings up for the cast because now more moves would be available from each Kameo rather than having situations like Kung Lao or Goro where players pick them strictly for a single move.
      If the Kameo moves are too strong or a specific pair has too little counterplay, NRS has shown that they can adjust characters fairly so that they are still strong without being dumb. Scorpion's Death Spin can have extra negative frames added to it so that players only use it to chip people out and any other Kameo move can have its frames adjusted so that it is still strong but not dumb.

    • @saeed7099
      @saeed7099 5 месяцев назад

      @@mrAPchem 1. Thank you for the well thought out response.
      I’ll cite 2 examples of why what you’re saying will not happen and will not work. Kung Lao hat and Striker bombs. Both moves toned down because of their absurdity. Increasing kameos will reverse that.
      I’ve fought very very very many Ermacs. The team is almost certainly scorpion or Janet. Be honest, you can tell with 80% certainty what the kameos will be after a fighter has been selected. You know the combos, the gimmicks, etc.
      yeah, it might be a failing on the players part but you don’t get this result consistently without there being some core fault with the game.
      I don’t fault NRS for taking a chance but the kameos didn’t achieve the desired effect. Many kameos do what the other kameos do just a little better or worse. The creativity isn’t there and opening up the kameos like you say, I don’t think, will fix that. The problem is more fundamental than having the kameos show up more often.

    • @mrAPchem
      @mrAPchem  5 месяцев назад

      @@saeed7099 Kung Lao and Stryker Bomb are not only the result of moves having too much power, but also the result of Kameo moves not having the Khameleon treatment that I'm advocating for. If the Kung Lao Spin and Teleport had better cooldown, players using Lao wouldn't have only used Hat all the time.
      The same thing goes for Stryker; all his other moves had a cooldown time that was just as long as the old Grenades' timing. Since the Grenades had more utility given all his moves had equal cooldown, it was only natural that players would only use that one move.
      If a Kameo move winds up being too obnoxious, it can be toned down in smart ways, like making Stryker's Grenades true high attacks, or making them only hit airborne opponents, so that they become combo extenders instead, or by doing what was done with Lao Hat. There are ways to make Kameo usage more diverse by making moves more accessible without making them dumb or by creating more oppressive meta characters.
      To your point about there being a lack in creativity - that lack exists for several reasons, but revamping the charge rates of Kameos would be a direct buff to numerous unused Kameos like Sonya, Sektor, Cyrax, Frost, Darrius and Jax. Considering Darrius alone, if his Ambush Spin Kick was merely a half-bar rather than a full one like it is now, that lone change would increase the viability of numerous characters in the game.
      Also, I would not consider the Kameos a failure at all. They do indeed dramatically extend combos for characters and give characters varied ways to play, even if your average KL player would rather imitate what works in tournament. This doesn't make each combo equally tournament viable, but it certainly doesn't stop unusual teams from being strong. And Kameos more than certainly allow players to break well-established rules of the game. These functions were what the Kameo System was designed to do, and it does all that.
      Furthermore, no matter how the Kameos would have turned out, tournament players travelling and competing for money are highly incentivized to find the best teams/strategies and exploit them to get the bag. This is what causes them to use the same game-winning techniques even when Kameos get nerfed. If other Kameos were more compelling, whether those players were still using the same meta or not, at least there'd be much more variety in team choices. We have nearly full character diversity and virtually no Kameo diversity in tournaments, which then trickles down to everyone else, even when there's more gold to be mined.
      The aim of this video is to make all the Kameos much more of a compelling choice to pick than merely Khameleon and Janet without having to have NRS nerf them. I don't claim that doing this would somehow fix MK1's fundamental issues, which really boil down to a lack of online/offline content, and a sub-optimal netcode. But this fix would indeed make people pick a higher variety of teams and possibly elevate another Kameo or two to Janet/Khameleon status.