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MORTAL KOMBAT X Stream tomorrow 3:00 CST...Questions?

Eddy Wang

Skarlet scientist
Since it seems not everyone is taking this serious, i'm going to take this chance to go in hard on some technical questions and i expect to see them answered (most of it hopefully)

Hey there, Tyler, NRS, here are my questions:

Universal system:
1. How long does it takes to refill the entire stamina bar if depleted? what is the cooldown frames before the regen starts?
2. Does characters have different dash distances and different dash duration?
3. When someone whiffs a jump attack, either jump punch or jump kick, is the attacker able to block imediately? Or he becomes slightly open in recovery landing frames before block gets available?
4. Does Wakeup attacks do have invincibility frames depending of the move used? Or is like in MK9 where i.e all regular wakeups had 11 invincibility frames while ex'd had 21?
5. I've noticed a sort of aggressor effect during propel attacks, does that have any affect in the game or is just visual appeal?
6. From the stages presented right now, which songs were composed by Dan Forden and which ones were composed by Rich Carle?
7. We got some reports saying that is possible to Anti-Air with grabs, i'm not sure how to interpret this, please clarify.
8. Are pokes (d1 or d3) combo-ables this time around? Or there is a special condition for that to happen? Character specifics?
9. Are there counters in the game, do they add a mechanical difference in the game if we get them? i.e in street fighter every counter hit adds 3 more frames to the hit advantage the normal or special already gives.

Kotal Kahn
a) What does Kotal's totems from blood god variation do?
b) Does the Chest cut move is a damage buff in exchange of health?
c) The sun god variation has a command grab, on Raiden's demo we saw the move being executed as a chain grab, how does exactly this move works? Does the grabs are performed by the level of tatoos, or it can be chained to power the tatoo from level 1 to level 3 from the first throw?

Cassie Cage
a) What "The American Way" do?
b) Care to explain Cassies Brawler variation?

Scorpion
a) Does his X-Ray can be redirected?
b) Can scorpion cancel his teleport in any variation or only in the hellfire variation?

Quan Chi
a) On the Sorcerer variation, the Quan Chi runes to buff himself or to weaken his opponents, are they trackable? I mean, do they follow Quan or the opponent around when casted or are statics (circles doesn't move and affects if characters are inside of it)

b) Does Quan's projectile invulnerability rune last as long as the rune is active or it loses it proprieties once it takes a hit?


Those are my questions, nothing further to add now.
 

Compbros

Man of Tomorrow
Remove stance button. Make it so that there's a stance when player moves forward and other stance when moving backwards.

Not gonna happen, from what I understand the way their engine works make it so the stance button is necessary. I could be mistaken though.
 

Slymind

Noob
What i'm about to ask, i asked on tweeter, but here it goes again:

About the PC version of the game, can we expect it to be at least in the same level of the PS4/Xbone versions of the game?
 
1. Will there be a mode added which allows for all 3 variation switch on the fly? Sort of like older MK 3d games like deception.

2. Regarding online character selection, will it be made that opponents cannot see who each other are selecting in ranked?

3. Will taunts be making it into the game?

4. Will normal wakeup attacks have shorter invincibility frames this time around? Will it cost meter to add to those frames on wakeup? Also will wakeups have a tighter execution window this time to pull off?

5. Is it harder to kill an opponent from chip this time around? In MK9 chip damage was ridiculous.

6. Looks like you guys are going for a much more serious tone then any other MK game released thus far, will there be no Toasty, Kombat Codes, Test Your Might this time around?
 

trufenix

bye felicia
1) I ask that nobody pick the same variation twice. I would rather see 2 minutes of scrubby dicking around with every variation than even twenty minutes of competent lab work with just a few.
2) If you're not showing or don't have time for everybody can you please show Kano. Of all the old characters he's changed the most and we've seen nothing of merit yet.
3) Please please please PLEASE don't skip or volume down the intro dialogue ever. In particular, anything Sub Zero or Kotal says would be amazing.
4) Run combos. If anybody in the house knows or has practiced any good ones, can you show them off on the stream?
5) MB Throws. Lets get a concrete showing of how it works, and if it allows combos afterward or not.
6) Scorpion's Fatality. We've seen all (literally all) the others in HD, I think its time.
7) Are there going to be any Armor ignore / armor busting moves, ala Superman in Injustice?

Not gonna happen, from what I understand the way their engine works make it so the stance button is necessary. I could be mistaken though.
Nothing is absolute, but its Paolo's call and apparently he likes it. The good news is, they've already revealed a couple moves that actually use it so maybe its finally going to be a relevant part of the controller for some characters.
 
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trufenix

bye felicia
What i'm about to ask, i asked on tweeter, but here it goes again:

About the PC version of the game, can we expect it to be at least in the same level of the PS4/Xbone versions of the game?
Do you really expect them to say "No, the PC version is not going to be as good as the others, don't bother" ?
 

trufenix

bye felicia
Since it seems not everyone is taking this serious, i'm going to take this chance to go in hard on some technical questions and i expect to see them answered (most of it hopefully)
This isn't going to be a high level stream. Also, anything high level is going to change so pinning down absolutes like frames and distances now is pointless.

1. How long does it takes to refill the entire stamina bar if depleted? what is the cooldown frames before the regen starts?
2. Does characters have different dash distances and different dash duration?
3. When someone whiffs a jump attack, either jump punch or jump kick, is the attacker able to block imediately? Or he becomes slightly open in recovery landing frames before block gets available?
4. Does Wakeup attacks do have invincibility frames depending of the move used? Or is like in MK9 where i.e all regular wakeups had 11 invincibility frames while ex'd had 21?
All these, for example, are completely irrelevant. Even if they do know the answer, all of them are probably going to be different day one.

7. We got some reports saying that is possible to Anti-Air with grabs, i'm not sure how to interpret this, please clarify.
You can't anti air with grabs (except Interactible grabs, like injustice). You can however use them in juggle combos. This includes the throws built into strings and the standard 1+3 throws (which ARE mb-able when used this way).

8. Are pokes (d1 or d3) combo-ables this time around? Or there is a special condition for that to happen? Character specifics?
Yes, all entirely character specific.

b) Does the Chest cut move is a damage buff in exchange of health?
Yes, it works just like F/T's Pain & Gain, although the values are probably going to be different.

a) On the Sorcerer variation, the Quan Chi runes to buff himself or to weaken his opponents, are they trackable? I mean, do they follow Quan or the opponent around when casted or are statics (circles doesn't move and affects if characters are inside of it)
They do not move and the boon / bane only happens while quan / the enemy is in it. The ones that affect Quan starts on his position that affects the enemy starts on their position.

b) Does Quan's projectile invulnerability rune last as long as the rune is active or it loses it proprieties once it takes a hit?
Its not projectile invuln, its a single hit of armor, projectiles, normals or specials. The actual spell lasts a static amount of time, but the hit of armor takes a second to regen after used.
 

LEGI0N47

I like to play bad characters
going deeper into variations.
-will they be changeable only through char select screen? appears that way now but we all know you're not done.
-are they your main plan for balancing characters?
-will variation's change frames on certain normal & specials, dash's, run, jumps etc.

I understand that variations will fill a sort of roll from what we've seen such as zoner, grappler, etc to augment a base moveset. Will this perhaps prevent some char's from having the best of both worlds or make it worse? Basically I want to know if you will be building yet another char that excels at zoning over most zoning and has better rushdown than actual rushdown only characters.

Also will you be reducing/addressing chip damage. I find chip in NRS games to be entirely too high across the board.
 

Immortal Kombat

almost moderate success
Will NRS be donating pot bonuses to tournaments all around the U.S.?
Will we get a tournament solely for MKX sponsored this year by NRS?
 

DavS13

Noob
1) I ask that nobody pick the same variation twice. I would rather see 2 minutes of scrubby dicking around with every variation than even twenty minutes of competent lab work with just a few.
2) If you're not showing or don't have time for everybody can you please show Kano. Of all the old characters he's changed the most and we've seen nothing of merit yet.
3) Please please please PLEASE don't skip or volume down the intro dialogue ever. In particular, anything Sub Zero or Kotal says would be amazing.
4) Run combos. If anybody in the house knows or has practiced any good ones, can you show them off on the stream?
5) MB Throws. Lets get a concrete showing of how it works, and if it allows combos afterward or not.
6) Scorpion's Fatality. We've seen all (literally all) the others in HD, I think its time.
7) Are there going to be any Armor ignore / armor busting moves, ala Superman in Injustice?



Nothing is absolute, but its Paolo's call and apparently he likes it. The good news is, they've already revealed a couple moves that actually use it so maybe its finally going to be a relevant part of the controller for some characters.
What are the characters and moves that use the stance button? I'v never noticed or heard anyone mention that before.
 

A F0xy Grampa

Problem X Promotions
Mention some of the specific purposes of some of the moves (normals) characters (Cassie preferably) have already please, and possibly why and how you balanced them.

Also, will there be any WB love for the Euro tournament scene either pre or post release? i.e. Demo tournaments/WB prize pots etc.
 
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