Punish Your Opponents with This Command Grab Option Select in Mortal Kombat X

Option selects in fighting games are powerful tools that allow players to limit the game to one of two outcomes depending on what their opponent does. This means that players performing an option select can generally apply safe pressure and expect a positive outcome with minimal repercussion.

In this new video, Delaphaz demonstrates one such option select setup for Mortal Kombat X that requires a character to have a command grab that can be canceled from a down 1 or down 3 on block, but not on hit. This means that any players trying to defend these attacks risk getting thrown by the command grab if they do block it, or possibly eating a combo from said normal if they don’t.

While the demonstration below utilizes Ferra/Torr, the option select works for most characters with a command grab and should prove to be a powerful tool for their gameplay.

Source: Delaphaz

Punish Your Opponents with This Command Grab Option Select in Mortal Kombat X

Option selects in fighting games are powerful tools that allow players to limit the game to one of two outcomes depending on what their opponent does. This means that players performing an option select can generally apply safe pressure and expect a positive outcome with minimal repercussion.

In this new video, Delaphaz demonstrates one such option select setup for Mortal Kombat X that requires a character to have a command grab that can be canceled from a down 1 or down 3 on block, but not on hit. This means that any players trying to defend these attacks risk getting thrown by the command grab if they do block it, or possibly eating a combo from said normal if they don’t.

While the demonstration below utilizes Ferra/Torr, the option select works for most characters with a command grab and should prove to be a powerful tool for their gameplay.

Source: Delaphaz

General: What We Want from Fallout 4

What We Want from Fallout 4

As Mike B will attest, Fallout is a special series for us here at MMORPG.com. While the series has never gotten an MMO or true online treatment, we’re still fans of the venerable and highly regarded franchise. And today, with the announcement of Fallout 4 from Bethesda, we figured there’s no better time to postulate about what we want to see in the newest version of the Wasteland.

Ultra Street Fighter IV Patch Live on PlayStation 4; Corrects Invisible Projectiles, Decapre’s Teleport, and More

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After a rather uninspiring launch last week, the very first patch has been released for Ultra Street Fighter IV on PlayStation 4. According to screenshots of the update notes shared on r/StreetFighter, a number of issues have been corrected, including Guile and Juri’s invisible projectiles, the graphical quirks that made it seem like Decapre’s Scramble teleports had been nerfed, menu lag, and more.

One thing it does not address, however, is the increased input latency confirmed by the folks at Display Lag. While the PlayStation 4 port was supposed to improve the inherent lag associated with Ultra Street Fighter IV’s previous appearance on PlayStation 3, their findings showed that it only increased in the transition to Sony’s latest platform.

The ongoing issues with this new title forced the Evo organizers to shift back to Xbox 360 for this year’s competition, a decision that likely won’t be reverted even with this latest patch.

A full list of what was fixed can be found below.

Ultra Street Fighter IV PlayStation 4 ver.1.02 Patch
  • Reduced Interface lag within menus.
  • Addressed disappearing projectiles.
  • Fix Decapre’s teleport animation.
  • Fix Rolento audio glitch during victory screen.
  • Fixed missing SFX for Red Focus Attack.
  • Fixed Akuma’s stomp SFX not playing.
  • Addressed bottom portion of the ON/OFF text being cutoff under the graphics setting in the Options menu.
  • Removed extra character that was sometimes displayed in the Leaderboards at the end of a player’s name even if they have not set it to be there.
  • Fixed issue when seeking an arcade match-up with LAN cabled disconnected, and then starting up training results in a message ID being displayed.
  • Addressed online IDs not appearing correctly.
  • Addresses issue when changing the HP bar’s HUD position in Options, the Online ID HUD positions does not move with it, and is displayed at the default position.
  • Anisotropic Filtering (AF) changes to decrease blur.
  • Fixed appearance of white box after backing out of a command list menu.
  • Addressed Fight Request in Arcade Mode (Arcade | Arcade).

Source: r/StreetFighter