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SALTY Reasons we HATE Mortal Kombat XL

ryublaze

Noob
- Breathing / inconsistent hitboxes

- Block breaker still being useless

- Input shortcuts bug still not fixed

- Blockstun being different on moves

- Safe armored specials

- Armored 50/50s

- Lack of zoning / defensive options

- MB Throws, I honestly hate this mechanic especially when I get it on accident and waste a bar of meter

- A lot of the balance changes in the recent patch that make no sense

- Weaker variations getting little support or nothing at all

- Some of the in-game frame data being wrong

- Brutalities not being more gory Fatalities

- Leatherface
 
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REO

Undead
yeah it was more so his endless chip but i get ya... and that pressure was awfully close to block infinite... i remember i played a bit of him in 9, i was more of a Cyrax main. its been so long... i also think i remember instant airs being beast mode, with almost no recovery off laning from jumps

but even though he only had those 2, it didnt matter, soon enough the opponent would miss input and get wreaked by one of them into full combo.
1.) Johnny Cage was the best up close / rushdown character in MK9 against almost the entire cast. He accumulated the most chip while simultaneously covering jump outs for full conversions. F+3 was also the best normal in the game that had very little whiff recovery, was neutral on block, crushed many low pokes in the game, created a meta of multi-verse guess escapes, and among other things. If you think Kabal's offense was overwhelming, then you'll probably cringe if you ever saw high level Cage rushdown.


2.) Pretty much all of Kabal's good Nomad Dash cancels off his viable normals and strings were either +1, +2, or negative on block. His biggest cancel advantage was off his standing 2 which was a high 9 frame jab that had less range than Jacqui's T-Rex limbs. His standing 2 only hit crouch blocking characters that had big hitboxes and could be mixed in with his offense to be just about on par with Johnny Cage's offense against big hitbox characters - which says a lot.

3.) MKX characters would shit on Kabal with their double digit plus frames, half screen advancing normals, and unreactable 50/50s combo starters.

4.) Setplay and 50/50 vortexes didn't play a big role in MK9 but there were characters that had them like Scorpion, Freddy, and Quan Chi.


Anyway, I didn't plan on responding to any MK9 type of posts because that game isn't relevant anymore but when constant misinformation or lack of proper knowledge is spewed it confuses me.
I have no idea why or how this thread even turned into a MKX vs MK9 thread to begin with.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
There are footsies but like I said, playing footsies while stopping jump attacks is what kills it for me. Leave it to Crimson to not understand my point as always.
It sounds like you're saying, the footsies come down to a binary guess, rather than a measured spacing game, due to not being able to react to what happens out of the run.
 

MadeOfMetal

Kenshi Srubtastic,Cyrax, Special Forces Mains
1.) Johnny Cage was the best up close / rushdown character in MK9 against almost the entire cast. He accumulated the most chip while simultaneously covering jump outs for full conversions. F+3 was also the best normal in the game that had very little whiff recovery, was neutral on block, crushed many low pokes in the game, created a meta of multi-verse guess escapes, and among other things. If you think Kabal's offense was overwhelming, then you'll probably cringe if you ever saw high level Cage rushdown.


2.) Pretty much all of Kabal's good Nomad Dash cancels off his viable normals and strings were either +1, +2, or negative on block. His biggest cancel advantage was off his standing 2 which was a high 9 frame jab that had less range than Jacqui's T-Rex limbs. His standing 2 only hit crouch blocking characters that had big hitboxes and could be mixed in with his offense to be just about on par with Johnny Cage's offense against big hitbox characters - which says a lot.

3.) MKX characters would shit on Kabal with their double digit plus frames, half screen advancing normals, and unreactable 50/50s combo starters.

4.) Setplay and 50/50 vortexes didn't play a big role in MK9 but there were characters that had them like Scorpion, Freddy, and Quan Chi.



I have no idea why or how this thread even turned into a MKX vs MK9 thread to begin with.
i wouldn't mind having Cyrax's Command Grab and Ragdoll, the unblockable Bombs are a bit to much in this meta
 

Slips

Feared by dragons. Desired by virgins.
It sounds like you're saying, the footsies come down to a binary guess, rather than a measured spacing game, due to not being able to react to what happens out of the run.
Pretty much yea. The safest way to stop a run is d4, so when you see a run and d4 and they jump instead, they are in.

That's just the bear bones fundamentals of the game. Now think about other options you gotta worry about like dive kicks, teleports, quick special attacks, ect. and it's pretty much impossible to keep someone out. That's why having good armor is huge.

The best characters before KP2 were a combination of good mobility, good offense and good armor. Good characters have at least 2 of the 3. Tanya and KL had all 3, which is why they were in the top 3. Quan is an exception since his offense was a huge outlier compared to everyone else.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
Pretty much yea. The safest way to stop a run is d4, so when you see a run and d4 and they jump instead, they are in.

That's just the bear bones fundamentals of the game. Now think about other options you gotta worry about like dive kicks, teleports, quick special attacks, ect. and it's pretty much impossible to keep someone out. That's why having good armor is huge.
This is what we were trying to say in May 2015, that people were arguing with constantly.
 

Slips

Feared by dragons. Desired by virgins.
This is what we were trying to say in May 2015, that people were arguing with constantly.
When the beta hit I got to play a wider variety of players and for once, I couldn't point to the lag as the reason why I couldn't keep people out. Then it became apparent how strong run + strong jump attacks were and it was in fact too hard to keep people out. Even with my new awesome 7 frame standing 3 I couldn't stop people from just running in and derping a string or a jump in.

So yea, I'm late to the party. Better late then never I guess. I blame the poor online. :p
 

Zoidberg747

My blades will find your heart
At this point we all know what the game is so if you continue to play it even while hating it that's on you.

It's not a traditional fighting game in the slightest. Mixups are rampant, AA is harder and its pretty much designed to favor offense more than defense. I still think its fun and just roll with the punches, but I can't understand why someone who hates the game would play it lol.
 

Goat-City

Banned
Not trying to moral police anything. Just pointing out the obvious, Hell, look at what was directly under my post.
You asked if the thread was necessary given the other complaint threads that don't cover the same subject as this. That's not a valid reason, so it looks like you're trying to be the "complaints are bad mmkay" guy that I've seen on this forum time and time again. If the complaints are valid and the thread is serving a purpose no other thread or group of threads is serving, then there's no reason to ask if it's necessary.
 

Tigerbang

Legendary doodbro
Almost a year after release yet the mkx devs are STILL working on JUMP-INS and ANTI-AIRS...........SF5 may not have a story or arcade mode but goddam does it play CORRECTLY. *edit*=Hold that;)
 
You asked if the thread was necessary given the other complaint threads that don't cover the same subject as this. That's not a valid reason, so it looks like you're trying to be the "complaints are bad mmkay" guy that I've seen on this forum time and time again. If the complaints are valid and the thread is serving a purpose no other thread or group of threads is serving, then there's no reason to ask if it's necessary.
It not that complaints are bad, its when it becomes the culture of the community. Thats what pretty much has been happening since MK9 and I dont understand why. If you love the game, you except it for what it is, and play it, if you hate it, you grumble a bit, toss it to the side and forget it ever existed. Thats what I do, and thats what I wish more people on here would too. If threads like these werent such a commonality then I wouldn't have made that post.
 

Goat-City

Banned
It not that complaints are bad, its when it becomes the culture of the community. Thats what pretty much has been happening since MK9 and I dont understand why. If you love the game, you except it for what it is, and play it, if you hate it, you grumble a bit, toss it to the side and forget it ever existed. Thats what I do, and thats what I wish more people on here would too.
I couldn't care less what other people do. This site is a platform for people to share their opinions as much as it is a friendly community of people who like the same game. Nobody in here hates this game, the title is just click bait. If you love the game you want to make it better, not accept it for what it is, and threads like these potentially make NRS games better.
 

Anonymiz

who want it!
my MKXL RANT:

I dont like that some characters have a better NJP than others. I hate that some combos are safe. This game got me trying to memorize all my combos, all my enemy combos frame data and moves to know if its my turn to hit. that is wack! If you do a combo and I block the whole string, being it 3 hit or 6 or more, it should be my turn to hit you.Fuck a safe! same goes for moves , if you made did a special atack and missed I should be next. I hate that some overheads in combos are to quick to even react to.
MK9 was cool because no matter who I picked I could use the basic MK fundamentals to win. (NJP, Jump Kicks sweeps uppercuts) I think this MKXL is trying to do to much and is all over the place. Yeah the characters are cool and the moves look awesome and because of my loyalty to the game im going to keep playing.
I think once they get some buggs cleared and more universal moves across the board they MKXL will be the one fighting game you will ever need. I see a big future with NRS with the idea of just adding on to this game for years to come being story modes characters , skins or tower battles . I didnt speak about how bad the net code is because its like beating a dead horse at this point. It has gotten better but I think the problem is the frame data, that is influencing the fighting. Im not a big tech guy nor do I know alot about frames but i do know what makes games fun and fun to play and its not learning frame data.
 

Scoot Magee

But I didn't want to dash
Having to guess between fast forward advancing string/normal or jump during neutral.

Having to deal with 50/50 after both.

I agree with a bunch of points made. I feel that the neutral becomes stupid because of what I mentioned above. Obviously good spacing is needed but there's too many other factors that make things somewhat random.

I didn't think I would be done with the game so early in its life but I refused to buy the new dlc and started playing sf5.

Not hating on anyone who likes mkx, more power to you but I just grew to really dislike what it's evolved into. There are some things I do like but the cons > pros imo.
 
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Goat-City

Banned
I have some more complaints. Run cancel pressure should not jail ever. Characters can be balanced around it but it's just bad gameplay for the player using it and the one defending it. Also, all staggerable mids should be reactable with 20 recovery frames or more. The second hit of Lao's 112124 string is a mid with only about 10 recovery frames. If it takes 20 frames to reasonably be able to react to something, that means every time Lao staggers 11 he's about +10 if the opponent doesn't try to poke out on a read. The only attacks that should have that few recovery frames should hit high. Exceptions can be made but that seems like a logical rule to put the game under.