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General/Other - Sub-Zero Played MKX at Games14 - my thoughts (on Sub specifically + general info)

ryublaze

Noob
so it's basically a mix of mk9 mechanics and inj mechanics. i don't think it'll have cross-ups like mk9, but certain chars might have them like scorpion.

d2s are probably gonna be like injustice which i'm fine with, uppercut seemed kinda useless in mk9.

sub's ice clone having the same model could be a nerf to his corner game (inb4 tom brady calls me an idiot again). he might not have his 212 clone trap like he did in mk9.
 
One thing I dont get I know it's early and everyone's write up early is a bit different, but why would they bring back AA jabs if the jumping arch is weirder/different etc and at least according to this guy, practically makes cross up pressure irrelevant? I hope AA jabs are really hard to connect cause won't lie that shit was annoying in some past MK's. I'd rather everyone had an AA special move than get a full combo off an AA lucky jab. Just my opinion on that. If jumping sucks and AA jabs are indeed back in this game, i'm going to zone and turtle even more in MK X than I did in MK 9. lol. But guess time will tell...



Ah I thought so :p
if there was a dislike button, i would press it for this.
 

Pterodactyl

Plus on block.
If Uppercuts are mid, at least they don't lead to combos. And I hope they're never plus.

I hope they work like Injustice's uppercuts, MK9's were always really annoying to deal with in lag, as the opponent would instantly duck certain attacks and get a free hit and a chunk out of your health.
 

zerosebaz

What's the point of a random Krypt?
A few other things:

Did you see any moves you could both Enhance (as in MK9) and Meterburn (as in injustice). Scorpion's spear seems to work that way, and I believe Max said that some worked like that, but it would still be nice to have more examples of that.

And what about armoured moves. Is it something you see much? Is it mostly one hit or full armour? Do all characters have an armoured move? I know those things can change, but only to have an overall idea of what direction they are going with it.

How much chip damage do normal moves do? Would you say it is more similar to MK9 or Injustice?

I personally think the Ice clone giving always the same model it's something that will be corrected, it just probably hasn't been completely programmed/animated. I could be wrong though.
 

coolwhip

Noob
One thing I dont get I know it's early and everyone's write up early is a bit different, but why would they bring back AA jabs if the jumping arch is weirder/different etc and at least according to this guy, practically makes cross up pressure irrelevant? I hope AA jabs are really hard to connect cause won't lie that shit was annoying in some past MK's. I'd rather everyone had an AA special move than get a full combo off an AA lucky jab. Just my opinion on that. If jumping sucks and AA jabs are indeed back in this game, i'm going to zone and turtle even more in MK X than I did in MK 9. lol. But guess time will tell...



Ah I thought so :p
How many NRS games have you played in which jumping sucks?
 

bettyswallaux

XBOXLive: BettySwallaux
I just like the idea of bringing back signiture strings, like Scorpion's 111, Kano's 212, shit like that
Yeah I was hoping they do too. Just as I said subs 222 was so punishable on block, so they need to fix that. I want smokes(assuming he's in) to have his 3d12 string to either be faster or a low.. probably faster cos wont be fair if its a low :p
 

CrimsonShadow

Administrator and Community Engineer
Administrator
I'm so happy that they got rid of the weird cross-over jump from MK9 that glued you to the opponent for jip or jik (everyone is saying crossup, but MK didn't have crossups, so I assume they meant cross-over).

If it's true that it's a lot harder to connect, then the up-close game will be a lot more fun and fundamental-based.
 

MKF30

Fujin and Ermac for MK 11
How many NRS games have you played in which jumping sucks?
True, well one thing I hated about MK DA and MK D because of no jumping but that's a different story lol. But 2D, not many. It just seems the arch/angle is weird appears different in MK X from what everyone's saying. This is the second dude to play MK X to say the jumping arch is weird....time will tell though.

if there was a dislike button, i would press it for this.
Well, there is no dislike button so disappointments abound. I'll stick to my stance, if we could easily AA jab everything what's the point of deep jk's? lol

Dude its his opinion lol
Exactly. If there was a 100 likes option I'd give it to you sir.;)

Although you could jab, from what I saw, the follow up would be difficult perhaps. You can almost forget doing jab into run cancels.... Maybe a sub or a Scorp can jab into a capture move.
I will test the jab AA viability more if I can today.
Thanks dude and great point, I forgot about the lack of dash cancelling would realistically effect the lack of dash, jab, dash, jab, dash jab combos like in MK 9. I could see AA jabs perhaps being more relevant for guys like Sub, Scorp where you could freeze or hook them. With some kind of stun afterwards. Appreciate it. :)
 
True, well one thing I hated about MK DA and MK D because of no jumping but that's a different story lol. But 2D, not many. It just seems the arch/angle is weird appears different in MK X from what everyone's saying. This is the second dude to play MK X to say the jumping arch is weird....time will tell though.



Well, there is no dislike button so disappointments abound. I'll stick to my stance, if we could easily AA jab everything what's the point of deep jk's? lol



Exactly. If there was a 100 likes option I'd give it to you sir.;)



Thanks dude and great point, I forgot about the lack of dash cancelling would realistically effect the lack of dash, jab, dash, jab, dash jab combos like in MK 9. I could see AA jabs perhaps being more relevant for guys like Sub, Scorp where you could freeze or hook them. With some kind of stun afterwards. Appreciate it. :)
deep jump kicks are used to punish projectiles and other moves at a long range and for spacing on a crossup so they can't make it whiff and... not a braindead way of trying to get free pressure from full screen.
 

MKF30

Fujin and Ermac for MK 11
deep jump kicks are used to punish projectiles and other moves at a long range and for spacing on a crossup so they can't make it whiff and... not a braindead way of trying to get free pressure from full screen.
Who said anything about using them for "braindead pressure" the point of JK's have a few purposes, such as cross up Jks, deep JK's into other moves, getting space.

Also can work as Anti Air to Air or TP moves on occasion.
 

loogie

Noob
A few other things:

Did you see any moves you could both Enhance (as in MK9) and Meterburn (as in injustice). Scorpion's spear seems to work that way, and I believe Max said that some worked like that, but it would still be nice to have more examples of that.

And what about armoured moves. Is it something you see much? Is it mostly one hit or full armour? Do all characters have an armoured move? I know those things can change, but only to have an overall idea of what direction they are going with it.

How much chip damage do normal moves do? Would you say it is more similar to MK9 or Injustice?

I personally think the Ice clone giving always the same model it's something that will be corrected, it just probably hasn't been completely programmed/animated. I could be wrong though.
- Did not try the double enhancement, sorry. I could enhance throws, but didn't figure out what it was doing to them, my character would flash white and opp is left standing, but no damage taken. Looks like a reset of some kind, I did not know how to capitalize on it. The opp is left at sweep distance in that situation.

- for armored moves, Xrays seemed to have super armor, but not for Subzero - his is parry and an attack but no armor. I did not see any other moves with armor, and perhaps SubZero's ex slide had armor. Other than that, I cant really tell of other characters.

- did not take note of the chip damage, I was too close to the monitor to notice the health bars properly... can't really say...
 

loogie

Noob
I hope they work like Injustice's uppercuts, MK9's were always really annoying to deal with in lag, as the opponent would instantly duck certain attacks and get a free hit and a chunk out of your health.
btw I could slide them after an uppercut for 18% damage ...
 

loogie

Noob
so it's basically a mix of mk9 mechanics and inj mechanics. i don't think it'll have cross-ups like mk9, but certain chars might have them like scorpion.

d2s are probably gonna be like injustice which i'm fine with, uppercut seemed kinda useless in mk9.

sub's ice clone having the same model could be a nerf to his corner game (inb4 tom brady calls me an idiot again). he might not have his 212 clone trap like he did in mk9.
funny thing about the clone trap from mk9 .... where you would grab them into a clone and they freeze? I was able to do it in mkx, the clone was not at point blank in their face since its the same model. So I went for a d1 into clone cancel in the corner. walked up, grabbed Kotal and there he was frozen and ready to take a punish :D
 

loogie

Noob
So you are telling me D'vorah has best walk speed(so far) and apparently has 50/50s she is sounding better and better (TopTierDvorah)
she also can do her xray in the air or from ground ... she looked a very solid character, my friend was playing her and she seems to be a mixup character with a lot of tools.
strange thing about her wasp tornado move, where things come up from under you and you are airborne for a juggle. if you block high it trips you, so hitting low, but you don't get spun up if you are blocking, just tripped and you fall. not sure if I am clear in this, it may be like half-unblockable?
 

loogie

Noob
Looks good.

Though I'm disappointed they seem to have the wake-up window ridiculously small like in vanilla Injustice. Hopefully they fix that. Whether I wake up or not should really be a consequence of me wanting to do it or not, nothing else.

I also hope they fix that issue with dashes that turn into runs when you block near the end. I still don't see why they can't just let us map it to a button. Maybe they will- but I hope they confirm it soon.
When I played it again, and after some more games I was able to do the wakeup attacks but with varying degrees of success. for some reason wakeup clone was not coming out at all. I could only do wakeup slides or wakeup ice burst.