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What are your serious opinions about Mortal Kombat X?

CrimsonShadow

Administrator and Community Engineer
Administrator
Very passive comment there Crimson i wasn't aiming that you btw.

I'll admit i was going of what i was seen at the tourney over than actually playing, whats the mix up she has?
I was merely saying this as advice -- not as an insult. You were quite literally talking about one of the most egregious mix-up variations in the entire game.

Aside from having one of the longest-ranged overheads in the game, after d4 on hit (one of the longest-ranged low pokes in the game) or f112~bug-cancel on block, you have to guess a 50/50. If you block a puddle anywhere inside half screen, get ready to guess a 50/50. The low starter stuffs armor, so if you were thinking about armoring out on wakeup, it's a no-go. If she notices you're delaying the wakeup, you still end up having to block f112, which leaves you at -15 guessing a 50/50.

So basically you're constantly guessing between a long ranged overhead, and a long ranged low poke that gives her a 50/50.. Or a blockstring that gives her a 50/50.

D'Vorah in Swarm Queen is actually the poster child of mix-up gameplay in MKX.
 
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IrishMantis

Most humble shit talker ever!!!
Off of any f112 WGC she can do b1 or f22 which both do about 30% meterless.

Dvorah is one of the best 50/50 characters in the game with the right execution, tbh.
Okay my bad. think im gone overkill now lol

cheers for the point out gonna take a breather as im talking gibberish now

I was merely saying as this advice -- not as an insult. You were quite literally talking about one of the most egregious mix-up variations in entire game.

Aside from having one of the longest-ranged overheads in the game, after d4 on hit or f112~bug-cancel on block, you have to guess a 50/50. If you block a puddle anywhere inside half screen, get ready to guess a 50/50. The low starter stuffs armor, so if you were thinking about armoring out on wakeup, it's a no-go. If she notices you're delaying the wakeup, you still end up having to block f112, which leaves you at -15 guessing a 50/50.

So basically you're constantly guessing between a long ranged overhead, and a long ranged low poke that gives her a 50/50.. Or a blockstring that gives her a 50/50.

D'Vorah in Swarm Queen is actually the poster child of mix-up gameplay in MKX.
Thanks man ill check it out now

appreciate the detailed write up too
 

EdFig81

Original OBS mbr/VSM/G4S
MKX is WAY better than MK9 and Injustice. The balance feels better, the game feels faster, it's more footsie based than both of those games, too. The music and soundtrack also craps on MK9 and Injustice.

I like pretty much everything about MKX and it's almost the perfect game to me. Also the competition is 10x harder and bigger than it was for any NRS game.

These next few years will be LEGENDARY.
Maybe REO i am old school but music wise this game imo is bleh. I am old school i like mk1 - umk stages and music. This doesn't have that same feeling that playing in the church had for umk/mkx imo and other stages.
 

WakeUp DP

GT MK OshTekk.
As I have said before, replace the name of the game with "Injustice: Gods Among Us 2" and switch the Mortal Kombat characters with DC characters and half of the community would insist the game is garbage for the same reasons many consider Injustice garbage. The reality is that Mortal Kombat X plays closer to Injustice, which, again, many in the community consider garbage, than to Mortal Kombat 9, which many in the community consider a highly unbalanced but honest fighting game that rewards the superior player. In other words, the vast majority of posts and opinions in this thread are purely biased diarrhea feces.

If you disliked the 50/50 mix ups in Injustice, why do you like them in Mortal Kombat all of a sudden? I know the answer to this question so there is no need to answer.
Bc most are full combo punishable on block unlike Inj? Plus its fucking MK!
 

Bidu

the CHILL of DESPAIR
MKX is WAY better than MK9 and Injustice. The balance feels better, the game feels faster, it's more footsie based than both of those games, too. The music and soundtrack also craps on MK9 and Injustice.

I like pretty much everything about MKX and it's almost the perfect game to me. Also the competition is 10x harder and bigger than it was for any NRS game.

These next few years will be LEGENDARY.
You gotta be fucking kidding me. lol
 

dittO

Noob
I really don't get how some members translate statements like:
"MKX looks like MK9" or "MKX looks more like IGAU"
- Can anyone actually measure it (the "likeness")?
- Does it matter which one resembles the most?

As an IGAU player (I had also my fair share in MK9, but not too much in order to be able to judge correctly), MKX feels completely different, to me, compared to IGAU. I mean, I CAN tell that it's a game that is made from the same developers, but on the other hand it STILL is a different game.

These so called 50/50s of IGAU that I really am tired seeing them mentioned in every corner of these forums, were indeed a-one-way-or-the-other decision exactly like MKX. Nothing more, nothing less. This doesn't make them identical games though.

Instead of focusing that both games have true 50/50s, let me remind you that:
- IGAU had FREE backdashes, which turned many 50% choices into 30% or even negated some setups
- IGAU had pushblock costing one bar, and you had meter almost always
- In IGAU you could break throws while blocking/standing
- In IGAU every character had generic-"slow"-armor-combo starters (B3/F3), that could be used offensively AND defensively, since on hit you could combo, on block you had advantage.
- In IGAU the interactables had actual meaning (If they were balanced, is another matter)
- In IGAU zoning was more viable due to slow-ish movement

- MKX has more than one breaker per match though (IGAU had only one, but it COULD heal you).

Injustice had way more defensive options to help you deal with tight 50/50 situations, and characters couldn't run (they could even barely walk :p).
So I think this 50/50 mixup comparison between the two games is irrelevant.
As I have said before it's not about what's right or wrong, IT'S JUST DIFFERENT!
Personally I enjoy MKX almost as much as I have enjoyed IGAU, I hope in the future I'll like both games the same :)
 

AK L0rdoftheFLY

I hatelove this game
Well that isnt how they designed MKX, and they aren't going to suddenly make these lows and overheads not comboable.

So conditioning is a bad thing now? Conditioning is not making the opponent guess, it is making the opponent respect your options. If I condition you to keep blocking 50/50s and not do anything about it then I got in your head.

It isnt a guess everytime someone touches you, cut the crap. After the 50/50 combo you can delay wakeup, tech roll, backdash, or wakeup to prevent another 50/50. Unless it is a vortex, there are ways to get out of it. If by touched you mean someone hit you then yeah, you're getting opened up. That isnt different from other fighting games.
I feel like either I'm not explaining well or your just not understanding.

With the normals in this game ranging from 1/4 - 3/4 screen and the plethora of 50/50 normals and specials, you are forced to guess off a block string more often.

The conditioning I agree with. I enjoy that part of any game. I suppose I'm saying that MKX has less of this and more raw guesses.
 

WakeUp DP

GT MK OshTekk.
Reading all these posts that are saying MKX isn't really about footsies or footsies are not strong in MKX has me like...




Seriously, it doesn't surprise me that the MKX hate / downplay is still going strong. :rolleyes:
Reo can you give us your opinion on making block breakers only one bar? Buffing aas and making stages a bit larger for better defense? Do you feel its needed or the game is just fine how its right now?
 

Zoidberg747

My blades will find your heart
I was merely saying this as advice -- not as an insult. You were quite literally talking about one of the most egregious mix-up variations in the entire game.

Aside from having one of the longest-ranged overheads in the game, after d4 on hit (one of the longest-ranged low pokes in the game) or f112~bug-cancel on block, you have to guess a 50/50. If you block a puddle anywhere inside half screen, get ready to guess a 50/50. The low starter stuffs armor, so if you were thinking about armoring out on wakeup, it's a no-go. If she notices you're delaying the wakeup, you still end up having to block f112, which leaves you at -15 guessing a 50/50.

So basically you're constantly guessing between a long ranged overhead, and a long ranged low poke that gives her a 50/50.. Or a blockstring that gives her a 50/50.

D'Vorah in Swarm Queen is actually the poster child of mix-up gameplay in MKX.
There are ways around it though. For example if you guess right you can armor through f22 WGC or B1 WGC. They are also negative so you can counterpoke any pressure she tries to do afterwords. The puddle is also easily beaten by any armor move or even forward advancing normals/specials. The puddle doesnt give enough advantage on block for the 50/50 as b1 has ass range.

She is good, possibly one of the best characters in the game, but you are exaggerating a little bit :)
 

Durango

Enhancer
Better than MK9 in every way.

-No silly jump and land into D4 turning into standing 4 glitch.
-Sub-Zero is overall a much better character with far more options than before
-Styles add tons of variety
-Trades and more competitive-level value
-Frame data

On a technical level, I couldn't see remotely how people preferred MK9. Only problems with MKX are:

-Male/Female hitboxes screwing combos
-Back-Forward inputs don't come out sometimes
-The Krypt has spiders
 

REO

Undead
Reo can you give us your opinion on making block breakers only one bar? Buffing aas and making stages a bit larger for better defense? Do you feel its needed or the game is just fine how its right now?
Block breaker only being one bar would be kinda too good for this game. I guess I'd be fine with them making block breaker cost one bar and a half of another. So essentially half of your super meter if it's full. Otherwise I don't really see a big deal with how they are now. Stage sizes are fine, IMO. Anti airs also seem fine to me.
 

STRYKIE

Are ya' ready for MK11 kids?!
lets be real. The 50/50's in this game lead to HUGE damage and are largely overpowered. The only balance they have is that they are considered punishable. Punishable is debatable depending on your character due to some normals with short range, or being slow, or the 50/50 itself with large pushback making it safe. Other times it is punishable...but again its a debateable topic depending on your character.
So?

A lot of the best mixups throughout Tekken history have only been jab punishable at best, which equates to about 11% in NRS damage economics.
 

IrishMantis

Most humble shit talker ever!!!
Better than MK9 in every way.

-No silly jump and land into D4 turning into standing 4 glitch.
-Sub-Zero is overall a much better character with far more options than before
-Styles add tons of variety
-Trades and more competitive-level value
-Frame data

On a technical level, I couldn't see remotely how people preferred MK9. Only problems with MKX are:

-Male/Female hitboxes screwing combos
-Back-Forward inputs don't come out sometimes
-The Krypt has spiders
Fucking 100% how i feel
 

CrimsonShadow

Administrator and Community Engineer
Administrator
There are ways around it though. For example if you guess right you can armor through f22 WGC or B1 WGC. They are also negative so you can counterpoke any pressure she tries to do afterwords. The puddle is also easily beaten by any armor move or even forward advancing normals/specials. The puddle doesnt give enough advantage on block for the 50/50 as b1 has ass range.

She is good, possibly one of the best characters in the game, but you are exaggerating a little bit :)
I'm not exaggerating at all. People will find out this weekend.

I hate to call you out on this, but it's clear you don't know what you're talking about here. The puddle on block gives her even more advantage than the low on hit. The reason she can reach with the low is that a short run into low gives her enough extra range while still being fast enough to force you to guess. She can set this up from safely out of reach of most advancing armor in the game. And if you're armoring after the puddle, you have to guess as her low starter stuffs a lot of armored specials.

And you're dealing with f112~bug cancel just as often as f22~bc which puts her at +15 with no gap. For any ways you have to blow up her offense, she has just as many to blow up your attempts.
 
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Bidu

the CHILL of DESPAIR
I think the 50 50s makes it too easy to open up opponents, I don't really like the fact that you have to guess. This game is great but I'd enjoy an MK9 that was balanced. It would be better if overheads were just 1 hit or had extremely slow start ups . Making your opponent guess wrong is not a skill imo.
This. OP may close thread now. Thanks and bye.
 

Zoidberg747

My blades will find your heart
I feel like either I'm not explaining well or your just not understanding.

With the normals in this game ranging from 1/4 - 3/4 screen and the plethora of 50/50 normals and specials, you are forced to guess off a block string more often.

The conditioning I agree with. I enjoy that part of any game. I suppose I'm saying that MKX has less of this and more raw guesses.
Im not sure how those two go together... The only 3/4 screen normals I can think of are Takeda's, and they certainly don't lead to 50/50s. The longest normal that leaves enough advantage for a 50/50 is some d1s, and those are pretty close range.

The only other thing I can think of is some characters can end blockstrings in 50/50s, Like Goros 112 and 11 low fireball in tigrar fury. But those both just lead to knockdowns so I doubt that is what you are referring to...
 

Zoidberg747

My blades will find your heart
I'm not exaggerating at all. People will find out this weekend.

I hate to call you out on this, but it's clear you don't know what you're talking about here. The puddle on block gives her even more advantage than the low on hit. The reason she can reach with the low is that a short run into low gives her enough extra range while still being fast enough to cause her to guess.

And you're dealing with f112!bug cancel just as often as f22~bc which puts her at +15 with no gap. For any ways you have to blow up her offense, she has just as many or more to blow up your attempts.
You're right, I've played the character since day one and just tested everything you said, but I have no idea what I am talking about. :rolleyes:

If you block a puddle backdashing beats both options, as well as armoring out. D4 you can even d1 out of her pressure.

SHe's really good, but you are exaggerating.

Edit: Keep in mind that I have said before Swarm Queen could be the best in the game, and that she is kind of OP. I am not trying to downplay here.
 
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