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Do you think moves could be added?

Demoth

Noob
In the realm of move and combo variety, do you think there is ANY chance that NRS would ever really continue to invest in this game, and actually add moves and specials to certain characters?

I've been playing around pretty extensively with this game, online and off, and it's becoming pretty clear that certain characters have WAY more options in playstyle than others, even in just on variation.

An example is, say, Erron Black. In Outlaw, he has a variety of ways he can approach an opponent, set up a crazy pressure game, and has a variety of moves that can all be linked into one another. While I feel he's absurdly annoying, watching him fight can be pretty interesting because he can start and end combos in a multitude of ways, none of which feel objectively that much better or worse than the next.

Meanwhile, you look at Bojutsu Kung Jin, and while his moves seem to always set you up for his braindead combo, it's always the exact same combo. All the time. It's very boring watching him fight because he's so binary.

The same can also he said with Shinnok who feels so unbelievably rushed. He doesn't seem to have the tools to fight most of the cast, and a lot of his attacks and combos are pointless filler moves you would never want to incorporate.

I guess a lot of my gripes come because I'm mainly a hardcore DOA player. I've played other 2D fighters and was a big fan of MK9 as well.

Especially with DOA, each characters has tons of combos and moves that can be linked, as you need to constantly switch things up to keep from falling into a pattern and getting countered.

In games like MK9, and even street fighter, you could change up your tactics of footsies, zoning, and rush down depending on what your character had available to them, but also the playstyle your opponent was using.

I think MKX has a ton of potential, and I find it insanely fun, beautiful, and a great step in the visual and aesthetics department. Unfortunately, I'm feeling that a lot of characters lack depth, and hence why a lot of the cast is either not utilized, or gets dominated.
 

Matix218

Get over here!
I doubt you will see updates that will add new normals or specials. Property/frame data changes yes but ive never seen NRS add all new moves in a patch.
 

Demoth

Noob
I doubt you will see updates that will add new normals or specials. Property/frame data changes yes but ive never seen NRS add all new moves in a patch.
I'm certain it's a pipe dream of mine, but I see so many moves in the game that have absolutely no purpose. They aren't combo starters or enders, and have no low/overhead properties, so it just seems they were arbitrarily tossed in.

An example is Mileena's 4, u3, 1+2. It is the one where she kicks you, wraps her leg around your neck to take you down, then drops her knee on you. The damage is "meh", it's not a fast move, and when you do it, that's it.

I am also pretty sure you can't end a combo with it, as I have tried. If you can, it's pretty situational, and she has much, MUCH better options available to her, such as the multi-stab or one of her command grabs where she stabs you / bites the crap out of your neck.
 

Shifty Capwn

The greatest bad player of all time.
I kind of wish Cassie would have a MB version of her brawler BF3 but if it doesn't happen oh well just play with the tools I have then. I do hope some new moves get tweaked, added or what have you but if not it won't degrade the game for me.
 

Demoth

Noob
I kind of wish Cassie would have a MB version of her brawler BF3 but if it doesn't happen oh well just play with the tools I have then. I do hope some new moves get tweaked, added or what have you but if not it won't degrade the game for me.
I still really love the game, but I feel there are some questionable design decisions that are just going to be left untouched, such as pointless moves, and certain characters having extremely limited tools to use against other characters who clearly had a lot of work put into them.

I want to have faith in NRS, but their track record if pumping out DLC and then abandoning the game to make another leaves me worried.
 
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Demoth

Noob
Possible? Yes. Likely? No
That's my feeling, though I would love for them to actually stick with MKX for a while, to really give it the polish it deserves.

If they cut and run after the last DLC character drops, and leave the game in the sorta unbalanced state it's in, with certain characters feeling really lacking and unviable, I'm going to be really sad.
 

Johnny San

Shazzy's Biggest Fan
I'm certain it's a pipe dream of mine, but I see so many moves in the game that have absolutely no purpose. They aren't combo starters or enders, and have no low/overhead properties, so it just seems they were arbitrarily tossed in.

An example is Mileena's 4, u3, 1+2. It is the one where she kicks you, wraps her leg around your neck to take you down, then drops her knee on you. The damage is "meh", it's not a fast move, and when you do it, that's it.

I am also pretty sure you can't end a combo with it, as I have tried. If you can, it's pretty situational, and she has much, MUCH better options available to her, such as the multi-stab or one of her command grabs where she stabs you / bites the crap out of your neck.
4, U3, 1+2 is a great HDK ender in the corner for her Ravenous variation. It's a HDK ender that has a nice balance of frame advantage, damage, and positioning.
 

Sultani

Warrior
In the realm of move and combo variety, do you think there is ANY chance that NRS would ever really continue to invest in this game, and actually add moves and specials to certain characters?

I've been playing around pretty extensively with this game, online and off, and it's becoming pretty clear that certain characters have WAY more options in playstyle than others, even in just on variation.

An example is, say, Erron Black. In Outlaw, he has a variety of ways he can approach an opponent, set up a crazy pressure game, and has a variety of moves that can all be linked into one another. While I feel he's absurdly annoying, watching him fight can be pretty interesting because he can start and end combos in a multitude of ways, none of which feel objectively that much better or worse than the next.

Meanwhile, you look at Bojutsu Kung Jin, and while his moves seem to always set you up for his braindead combo, it's always the exact same combo. All the time. It's very boring watching him fight because he's so binary.

The same can also he said with Shinnok who feels so unbelievably rushed. He doesn't seem to have the tools to fight most of the cast, and a lot of his attacks and combos are pointless filler moves you would never want to incorporate.

I guess a lot of my gripes come because I'm mainly a hardcore DOA player. I've played other 2D fighters and was a big fan of MK9 as well.

Especially with DOA, each characters has tons of combos and moves that can be linked, as you need to constantly switch things up to keep from falling into a pattern and getting countered.

In games like MK9, and even street fighter, you could change up your tactics of footsies, zoning, and rush down depending on what your character had available to them, but also the playstyle your opponent was using.

I think MKX has a ton of potential, and I find it insanely fun, beautiful, and a great step in the visual and aesthetics department. Unfortunately, I'm feeling that a lot of characters lack depth, and hence why a lot of the cast is either not utilized, or gets dominated.
I was going to come in here and say Shinnok feels rushed and unfinished. Nevermind. :)
 

Deyrax

Skarlet who ?
Yeah, useless strings is a problem in MK games, but DOA has them too. Like from 100+ moves each character has, do you really use all of them in a match ? Besides, most of DOA strings are not even true combos.
 

Matix218

Get over here!
NRS is probably too lazy for that. At best they will change properties
It has nothing to do with NRS being "lazy" it has to do with money. WB owns NRS and they don't give a crap about our scene or about fine tuning the game's polish and mechanics. WB wants sales and add on sales (DLC, micro transactions etc) that will net them a big dollar profit on their Mortal Kombat franchise. NRS may have wanted to add more and not rush certain characters or variations but WB gave them a deadline on the game and that is that. Do you really think WB will be giving money to NRS to cover costs to fix things in a product they already sold and got their money on? (Unless it is toward dlc which makes them an additional sale). We will get minor patching and hotfixing of broken stuff but they are not going to allocate funds for NRS to go back and add moves/normals to characters that are already in the game. None of that stuff happens for free everyone needs to get paid for their work.
 

Demoth

Noob
Yeah, useless strings is a problem in MK games, but DOA has them too. Like from 100+ moves each character has, do you really use all of them in a match ? Besides, most of DOA strings are not even true combos.
As a Brad Wong player, I can safely say that I have memorized and utilize each of his moves, though it has taken the better part of 8 years to do.

I've never found any of his moves, as an example, to have no purpose. They either set up for great mix ups, or bait people into guessing wrong for what to counter, leading to some nasty jugggles.
 

Demoth

Noob
4, U3, 1+2 is a great HDK ender in the corner for her Ravenous variation. It's a HDK ender that has a nice balance of frame advantage, damage, and positioning.
My question is why would you use that move over her b1, 2, throw, up up 2?

What does the HDK property give you that's really a benefit to Mileena? I can see it being really good for characters like Kung Jin and Erron Black, who can make you get up guessing in a 50/50, but Mileena has no such advantage.
 

Deyrax

Skarlet who ?
As a Brad Wong player, I can safely say that I have memorized and utilize each of his moves, though it has taken the better part of 8 years to do.

I've never found any of his moves, as an example, to have no purpose. They either set up for great mix ups, or bait people into guessing wrong for what to counter, leading to some nasty jugggles.
That's the problem with DoA, though, like there are many chars that I like but because all of them have more than hundred moves I can't memorize all the shit. I mean, I like Brad Wong too because he is cool but 203 moves ? Comon.
 

Johnny San

Shazzy's Biggest Fan
My question is why would you use that move over her b1, 2, throw, up up 2?

What does the HDK property give you that's really a benefit to Mileena? I can see it being really good for characters like Kung Jin and Erron Black, who can make you get up guessing in a 50/50, but Mileena has no such advantage.
HDK grants pressure. That's great for any character. I'd use that string instead of the bite ender because of the frame advantage. If I wanted more damage, I'd do a pounce ender since it leaves at roughly about the same situation as the bite ender while having a HDK.
 

mfkaoz

Banned
Give Quan an EX Staff Swing like KJ but he does it with his sword. Give it 35 hits of armor and +20 on block. He needs it.
 

John Grizzly

The axe that clears the forest
If we're adding moves go ahead and give Kotal his shoulder from his B+3,2 string as a stand alone special. Also, make that shit hit overhead and have the ability to cancel into a special. Thanks.