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Is MKX a 50/50 game ?

Watching the tournament stream yesterday gave me some huge knowledge on how the game might be played. Granted, I don't know much about the psychics of MKX, or what tools all the characters have, but what I did notice was
•Characters have no armored wakeups unless you have meter.
•Almost every character has a low/overhead mix up. Or just 60% of the characters.
So that made me think... You don't get much damage off of combos without meter, but you have overhead/low mixups that can be repeated if said character doesn't have meter to armor through. Just my thinking. I could be totally wrong though.
 

Zyphox

What is going on guys, Ya Boi Zyphox here.
some character have good 50/50's just like MK and INJ not all characters have them. like Johnny cage doesnt have a low starter string etc. some character s like erron black and dvorah and scorpion have 50/50's and kung jin too thats what we saw at fatal8.
 

cyke_out

Warrior
It looks like it is close to sf4. Not every character has good wake ups with invulnerability frames, some need meter some don't even have that. Getting knocked down means you need to make the reads and reactions to gain momentum.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
Watching the tournament stream yesterday gave me some huge knowledge on how the game might be played. Granted, I don't know much about the psychics of MKX, or what tools all the characters have, but what I did notice was
•Characters have no armored wakeups unless you have meter.
•Almost every character has a low/overhead mix up. Or just 60% of the characters.
So that made me think... You don't get much damage off of combos without meter, but you have overhead/low mixups that can be repeated if said character doesn't have meter to armor through. Just my thinking. I could be totally wrong though.
So my best answer so far is:

-Don't assume that something appears to be true Day -3 will continue to be true
-Don't assume that something which applies to certain characters applies to everyone

For example, my meterless damage with Takeda is extremely solid so far (30+% midscreen so far from a standing starter). As far as 50/50s, not every overhead and low lead to combo; sometimes you'll have a low that combos and an OH that just lands a hit or two and won't cancel to your launcher. If it hits it might push them back out of range, or end in a techable knockdown, etc. Sometimes one of the options is unsafe (and just people aren't punishing it on day -3, doesn't mean they won't in time).

So when people say "50/50" and mean two full-comboable options, that's not always the case. In the some cases where it is true, one of the starters is often punishable if blocked. There's a lot of high/low gameplay, but it's more complex than people are making it out to be.

In any case, rather than making assumptions, people will just have to poke around once they get their hands on the game and it'll make more sense.
 
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So my best answer so far is:

-Don't assume that something appears to be true Day -3 will continue to be true
-Don't assume that something which applies to certain characters applies to everyone

For example, my meterless damage with Takeda is extremely solid (35% midscreen so far from a standing starter). As far as 50/50s, not every overhead and low lead to combo; sometimes you'll have a low that combos and an OH that just lands a hit or two and won't cancel to your launcher. If it hits it might push them back out of range, or end in a techable knockdown, etc. Sometimes one of the options is unsafe (and just people aren't punishing it on day -3, doesn't mean they won't in time).

So when people say "50/50" and mean two full-comboable options, that's not always the case. Or "vortex" meaning that you're left standing and have to guess instead of being knocked down and able to wake up. In the few cases where it is true, one of the starters is often punishable if blocked.

In any case, rather than making assumptions, people will just have to poke around once they get their hands on the game and it'll make more sense.
Yeah I know I was making assumptions, but I did say that I didn't know much about the game and I may be wrong. Still agree with you though.
 

WakeUp DP

GT MK OshTekk.
Just for everyones FYI:
This game is very momentum based. Its footsies neutral game. Once your opponent gets the hit, its setplsy 50/50s. Almost everyones 50/50 is safe. I just made good reads this weekend. Sub-Zeros setplay is dumb in grabdmaster FYI everyone lol
Erron black feels like Catwoman to me- by SonicFox!
 

Shipetopic

50/50 is the best town to live in !
I don't remember who said it, but : "50/50 is the best town to live in"
Your opponent have to guess and respond, not you. Giving your enemy constant fish for thought.

Just for everyones FYI:
This game is very momentum based. Its footsies neutral game. Once your opponent gets the hit, its setplsy 50/50s. Almost everyones 50/50 is safe. I just made good reads this weekend. Sub-Zeros setplay is dumb in grabdmaster FYI everyone lol
Erron black feels like Catwoman to me- by SonicFox!
Yeap, seems like, they both does not have a lot mobility tools (like teleport), but do they really need it in MK X??? With such run mechanics in a blink of an eye enemy is in front of your nose.
 

cyke_out

Warrior
Eventually, people are going to learn to check running. It will not be so easy to just run in. Much the same way people learned to check dashing in injustice. Also remember you have options on the ground with delayed get up to make your opponent whiff his oki pressure, plus you can get up with a quick poke or a jump with the right reads.

Players coming from sf4 are going to have an easier time adjusting.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
Eventually, people are going to learn to check running. It will not be so easy to just run in. Much the same way people learned to check dashing in injustice. Also remember you have options on the ground with delayed get up to make your opponent whiff his oki pressure, plus you can get up with a quick poke or a jump with the right reads.

Players coming from sf4 are going to have an easier time adjusting.
The only thing was, while dashing has a set execution time, set distance, and a defined recovery time, the run can be stopped at any point, and recovers instantly. So if you try to "check" runs, I'm just going to cancel earlier and go into something that blows you up.

I know people had an image of the game where everyone would be walking back and forth and playing footsies, but the run combined with tons and tons of fast far-advancing normals are hugely powerful in this game.
 
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Gesture Required Ahead

Get on that hook
Eventually, people are going to learn to check running. It will not be so easy to just run in. Much the same way people learned to check dashing in injustice. Also remember you have options on the ground with delayed get up to make your opponent whiff his oki pressure, plus you can get up with a quick poke or a jump with the right reads.

Players coming from sf4 are going to have an easier time adjusting.
Yea the delayed get-up was what made me love MK9. It gave options to both players and wasn't braindead oki set-ups by the attacker
 

Eddy Wang

Skarlet scientist
One of the drastical changes is that characters on ground can't be hit by OTGs anymore, but now you can use meaty attacks to hit them on wakeup.
 

pogse

Ruthlesss Mayhem
One of the drastical changes is that characters on ground can't be hit by OTGs anymore, but now you can use meaty attacks to hit them on wakeup.
haven't seen a lot yet but I hope they don't patch in wake up invi-start up frames.. on every special move. well they could do that but make any move done on wakeup have more recovery if so.
 

SLy

Warrior
Yes and No. Depends on the character to be honest. They all have their tricks but for the most part not every character have legit 50/50's. Some you will realize how to get out of in time.
 

SaJa

FH_FenriR
Watching the tournament stream yesterday gave me some huge knowledge on how the game might be played. Granted, I don't know much about the psychics of MKX, or what tools all the characters have, but what I did notice was
•Characters have no armored wakeups unless you have meter.
•Almost every character has a low/overhead mix up. Or just 60% of the characters.
So that made me think... You don't get much damage off of combos without meter, but you have overhead/low mixups that can be repeated if said character doesn't have meter to armor through. Just my thinking. I could be totally wrong though.
This time you can break and many characters does have low/overhead but unsafe on block.
 

Decay

King of the Bill
Playing against @DarthArma and his Erron Black made me realize that MKX is heavy rushdown and 50/50s. I think Erron honestly could use a slight nerf because his strings start either low or overhead into low which is a serious pain in the ass. However, with my Kano I was able to win a majority/or half of the matches and Kano doesn't have any overheads unless he's in Cutthroat variation. If Erron black does his low or overhead starter without hit confirming into the sand stun move and you block it correctly, you get a full combo punish. I think this game is much more poke and footsie based than Injustice, and more about reads and reacting to punishes since many moves and strings are full combo punishable.
 

Decay

King of the Bill
Wait don't only "online scrubs" ask for nerfs?
I'm not asking for a nerf, I'm just saying he could probably use one. He's too powerful at the moment given his 50/50s that can't be fuzzy guarded. He has an OH into LOW, a LOW, he has a OH drop kick that isn't reactible and a LOW slide like batman. He also has the option to command grab you and damage over time with the sword and the caltrops. Again, I was playing Arma's day -2 Erron Black with my day -1 Kano and I was doing great regardless mostly in Commando variation, because Kano's throw set ups I have found so far are godlike. Also Arma's Erron Black is pretty damned on point for being so early