Hey, I was replying to a "MK on wifi" thread and while I was replying to it, I came to an interesting conclusion.
Blue are edits that I just added, for clarity, and the bold part is what has to do with this thread.What tricks?I see where you're coming from, but there are some cool tricks with MK that work 10 times better offline than online. Also, when you're online MK is FORCED to spam in some situations because of the lag. Like affinity said, because there always will be button lag he can't react as fast and limits his potential greatly.
Face it. MK has far more potential offline.
I'm interested in these tricks- their usage, application in gameplay, practicality, and existence.
You're lucky MK hassomethingmultiple things to spam that he can still get away with. Other characters don't have that ability.
AnythingAny moves/techniques that requires something under say, 5 frames' precision/near-perfect buffering to perform, is hindered by input lag. Above that, it's adaptable by the player in control. A counter complaint against Sonic online is that even though opponents have problems hitting/timing their moves to hit Sonic, and Sonic has problems doing things like spindash combos online, the Sonic player can just adapt to the lag to get the timing right on moves and I can vouch for this - I can usually pull off spindash combos and most techniques like spinshot or whatever just fine online. The person on the defense is then disadvantaged because the openings (or in Sonic's case, predicting the approach moves) is more difficult to camp. And on the counter-counter-example, a striking majority of Sonic's gameplay is camping for those openings in the opponent's moves, so it's just as bad, if not, worse for him, who doesn't have any high priority spammable moves.
That said,
Think of it from your opponents' perspective - they have only a small window of time to punish you, and even if they can predict your movement, 'buffering'/ doing the inputs ahead of time doesn't guarantee that the punishment moves will be done to fit in that window, or that their moves will come out in time to either hit you/block your attacks.
Aggressive play from players who are accustomed to online is strangely effective on people, and defensive play is much harder to pull off.
And who can generally play aggressive on most characters with little fear of punishment or being outprioritized than Metaknight?
So in a sense, 'online matchups' are a lie, since it's not character vs character that you're rating as much as it is player vs player, since some players can adapt well to online lag (at least, to an extent), and others can't handle it at all. But aggressive players who can read ahead of time... will generally do better online than defensive / campy (move camping, not projectile camping) players.