FCP/EMP SCAR
Noob
So after getting quite some time in with the game I just wanted to go over the feel of the new game and give you an idea of what to expect when u get your hands on MKX. So let's get straight into it.
Movement:
This is big thing and very diff from MK9 super weird atm, if u are expecting to jump into MKX and be doing godlike combos, and footsies just because u played MK9 think again.
F Dashes: Slightly longer animations then MK9 and can be punished if read
B Dashes: Has invincibility frames and cost 50% stamina each dash.
Throws: 50/50 just like MK9, you will have to make a read on which way your opponent will throw u.
F (F+R2) (The Run Button) This is where movement will get weird,and alot of ppl will be accidently running when trying to just F Dash Block (MK9), basically u do the input above to activate run button, and to cancel run u hit R2 to immediately block, if u don't cancel run with R2 your character will automatically run till their stamina run out and u will be subjectable to a punish. I mostly used run to close distance on my opponent immediately after a knock, runs can be canceled into a normal, jump in, special move, but not a NJP.
How Combos Work: Totally diff from MK9 since dash cancel is no longer present, combos will have to be followed up by run cancels (which is easier said then done) and NJP's, I found myself playing more footsies, and staying grounded then in MK9..and I will explain why.
Jump In's: Feels super floaty in MKX, will easily get blown up by D2's, so u will want to open ur opponent up with footsies and spacing mostly.
Jump in Punches: JIP's whiff easily if u try to execute them too high, they do not have tight tracking like they did in MK9, so u will have to input it more late.
D1 anti airs: Tried once but did not succeed, if this even carries any weight anymore on cross up jump ins is still yet to be determined
Wakeups: If your try to wake up in this game thinking ur move will have invincibility without meter GUESS AGAIN!, you will get blown up by a well timed meaty every time u try to wake up with a meter less special.
Command Throws: Characters like Kano & Jax have unblockable command throws even without meter.
Double Ko: If 2 characters kill each other at the same time the game simple gives each player an extended length of life immedietly let's them continue to fight, this can catch u off guard since it happens so fast so never let ur guard down.
String Interuption: Strings can still be interrupted with armor in MKX.
Air Breakers: Not as positive as in MK9, u can't air breaker and get in on ur opponent for a quick d3 quick stand
Jax (Wrestler variation)
Gains Air Back Breaker
Multi Slam
Automatic Gotcha Grab
Various Wrestler Strings
Ex Multi Slam (has armor) : Inputs have changed from MKX it is now: square, triangle, x, circle, then all 5 buttons, has to be well timed.
Multi Slam DBF 1 (2hits): triangle
Note: You can choose which side u want the grab to end on, on both versions of multi slam, also multi slam command grab has very short reach so u will have to be right up on ur opponent to get it.
Dash Punch (High): Still punishable on whiff like MK9
Dash Punch (Overhead) Hella Quick!, travels nice distance, and can be comboed in the corner, mid screen does not allow follow up, but hella unsafe on block
EX Dash P Overhead: Recovers more quickly on hit for follow up, dont know how safe it is on block
Jaxs MK9 F4: In MKX it is now his B4 (sweep) and can't be comboed into, but is still a hella good normal.
EX Gotcha Grab: Has armor and can be used as a AA, can be combo in the corner, and used as a wakeup.
Rising Knee BF 4 (DP) great AA move to catch jump ins
EX Rising Knee: Good wake up option
Air Back Breaker: Can still be linked from a JIK.
D3: Toned down from MK9, u can't spam this move anymore to try to dictate pressure, has a slight pause when connected.
D4: Decent reach, and nice option on footsies
Energy wave DB2: Can now be held down, but not dash cancelable
Ex Energy wave: Can be held down, but not dash cancelable, releases 2 shots, high and a mid
Note: Jaxes projectile is hella good this time around, much better then MK9
Ground Pound: Can no longer be canceled ( at least not in this variation) can still choose where u want it to hit
Wrestler variation strings: Jax has 2 special strings in this variation that allows for him to use his spine buster move from MK9 starts off mid and goes into a command throw which can be blocked.
Jax (Pumped Up)
Gains Unblockable (full screen) GP
Gains Air Drill Slam (unblockable)
Tremor DD4 (unblockable)
Super Gotcha Grab (command input)
Extreme Gotcha Grab ( command input)
Jax pretty much retains all his normal moves and strings except air grab, and 2 unique strings & specials he had from wrestler variation.
Super Gotcha grab: Allows the user to input a series of command inputs to up the damage on the gotcha grab, got to like 17% damage may be higher
Extreme Gotcha Grab (MB): Jax delivers a more brutal beatdown in this version, I connected like 10 hits off this thing, it hurts, landing this gives a nice chunk of damage
Ground Pound: Jax uses both hands to hulk smash the ground sending a full screen unblockable shockwave towards the opponent, this version of GP is slightly faster then other variations
Ex GP: Unblockable, does more damage
Air Drill Slam: don't know what this does, always forgot to use it lol.
TidBits:
-Winning animations after fights can be skipped
- Matches can be immediately restarted mid match
- Controller presets can be changed at character select screen
-Match rounds can be extended up to best of 5 i think, only tried up to 4
Well that's all I got for now, I'll answer questions to the best of my ability if there is any.
Movement:
This is big thing and very diff from MK9 super weird atm, if u are expecting to jump into MKX and be doing godlike combos, and footsies just because u played MK9 think again.
F Dashes: Slightly longer animations then MK9 and can be punished if read
B Dashes: Has invincibility frames and cost 50% stamina each dash.
Throws: 50/50 just like MK9, you will have to make a read on which way your opponent will throw u.
F (F+R2) (The Run Button) This is where movement will get weird,and alot of ppl will be accidently running when trying to just F Dash Block (MK9), basically u do the input above to activate run button, and to cancel run u hit R2 to immediately block, if u don't cancel run with R2 your character will automatically run till their stamina run out and u will be subjectable to a punish. I mostly used run to close distance on my opponent immediately after a knock, runs can be canceled into a normal, jump in, special move, but not a NJP.
How Combos Work: Totally diff from MK9 since dash cancel is no longer present, combos will have to be followed up by run cancels (which is easier said then done) and NJP's, I found myself playing more footsies, and staying grounded then in MK9..and I will explain why.
Jump In's: Feels super floaty in MKX, will easily get blown up by D2's, so u will want to open ur opponent up with footsies and spacing mostly.
Jump in Punches: JIP's whiff easily if u try to execute them too high, they do not have tight tracking like they did in MK9, so u will have to input it more late.
D1 anti airs: Tried once but did not succeed, if this even carries any weight anymore on cross up jump ins is still yet to be determined
Wakeups: If your try to wake up in this game thinking ur move will have invincibility without meter GUESS AGAIN!, you will get blown up by a well timed meaty every time u try to wake up with a meter less special.
Command Throws: Characters like Kano & Jax have unblockable command throws even without meter.
Double Ko: If 2 characters kill each other at the same time the game simple gives each player an extended length of life immedietly let's them continue to fight, this can catch u off guard since it happens so fast so never let ur guard down.
String Interuption: Strings can still be interrupted with armor in MKX.
Air Breakers: Not as positive as in MK9, u can't air breaker and get in on ur opponent for a quick d3 quick stand
Jax (Wrestler variation)
Gains Air Back Breaker
Multi Slam
Automatic Gotcha Grab
Various Wrestler Strings
Ex Multi Slam (has armor) : Inputs have changed from MKX it is now: square, triangle, x, circle, then all 5 buttons, has to be well timed.
Multi Slam DBF 1 (2hits): triangle
Note: You can choose which side u want the grab to end on, on both versions of multi slam, also multi slam command grab has very short reach so u will have to be right up on ur opponent to get it.
Dash Punch (High): Still punishable on whiff like MK9
Dash Punch (Overhead) Hella Quick!, travels nice distance, and can be comboed in the corner, mid screen does not allow follow up, but hella unsafe on block
EX Dash P Overhead: Recovers more quickly on hit for follow up, dont know how safe it is on block
Jaxs MK9 F4: In MKX it is now his B4 (sweep) and can't be comboed into, but is still a hella good normal.
EX Gotcha Grab: Has armor and can be used as a AA, can be combo in the corner, and used as a wakeup.
Rising Knee BF 4 (DP) great AA move to catch jump ins
EX Rising Knee: Good wake up option
Air Back Breaker: Can still be linked from a JIK.
D3: Toned down from MK9, u can't spam this move anymore to try to dictate pressure, has a slight pause when connected.
D4: Decent reach, and nice option on footsies
Energy wave DB2: Can now be held down, but not dash cancelable
Ex Energy wave: Can be held down, but not dash cancelable, releases 2 shots, high and a mid
Note: Jaxes projectile is hella good this time around, much better then MK9
Ground Pound: Can no longer be canceled ( at least not in this variation) can still choose where u want it to hit
Wrestler variation strings: Jax has 2 special strings in this variation that allows for him to use his spine buster move from MK9 starts off mid and goes into a command throw which can be blocked.
Jax (Pumped Up)
Gains Unblockable (full screen) GP
Gains Air Drill Slam (unblockable)
Tremor DD4 (unblockable)
Super Gotcha Grab (command input)
Extreme Gotcha Grab ( command input)
Jax pretty much retains all his normal moves and strings except air grab, and 2 unique strings & specials he had from wrestler variation.
Super Gotcha grab: Allows the user to input a series of command inputs to up the damage on the gotcha grab, got to like 17% damage may be higher
Extreme Gotcha Grab (MB): Jax delivers a more brutal beatdown in this version, I connected like 10 hits off this thing, it hurts, landing this gives a nice chunk of damage
Ground Pound: Jax uses both hands to hulk smash the ground sending a full screen unblockable shockwave towards the opponent, this version of GP is slightly faster then other variations
Ex GP: Unblockable, does more damage
Air Drill Slam: don't know what this does, always forgot to use it lol.
TidBits:
-Winning animations after fights can be skipped
- Matches can be immediately restarted mid match
- Controller presets can be changed at character select screen
-Match rounds can be extended up to best of 5 i think, only tried up to 4
Well that's all I got for now, I'll answer questions to the best of my ability if there is any.
Last edited: