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New fighting game player looking for help with in depth mechanics of mk x

igotAhalo

Apprentice
I play MK X on Playstation 4 and my gamer tag is one1sh0t_0nek1ll I need help learning the in depth techniques, combos and meta game of mk x. Im not trying to go pro or anything, i just want to get better at the game. I am a very analytical person, but when ever i learn something about mk x i always have questions and honestly it is annoying having to look up questions every two seconds. Half the time it doesnt even have the exact answer to the question i am looking for. If you like teaching other people and "coaching" other people per say, and ARE GOOD AT MK X, let me know so we can play sometime. Here are some of the things i want to learn/get better at, so obviously if you have no idea what these techniques are or are not good at them then i dont think youd be the best coach lol:
-how to use safe/unsafe combos to my advantage and the meta game behind them
-how to evaluate frame data (i already know the basics) and apply it to game play
-about vortex's and mix ups
-combos, resets, and how to start them
-applying pressure and when to play defensive
-how to use meter and meter awareness (super and stamina meter)
-different play styles/ approaches/ tactics/ techniques
-any other in depth mk x help you can give Thanks
 

QXD

Noob
It would really help if you tell us what characters you play. I can go on about definitions of words you could just simply look up. OR, we can guide you in the right direction with a character your're familiar with.
 

C88 Zombieekiler

Up and coming sub zero
frame data, the basics are what advantage the move has on block if it is a little - like - 1 or - 2 this means you are at slight disadvantage but are still able to poke but you should only throw out a poke once in a while because your opponent will most likely just do their poke which because you are at disadvantage ( - ) will beat yours and now you will be at lots of disadvantage because most pokes on hit can range from +10 and up which means you are at -10 or more. This in turn means you should not try to counter poke as it will not work and you will get full comboed, you should block if you get hit by a poke in most situations unless the character you are vsing has slow normals you can check this by going to the startup frames of each move the basic attack section has the startup of all the combo starters so if a move is say -13 on block like sub zeros b2 you look to see if you have a move that is 13 frames or less on startup, this will mean if you block this attack you have 13 frames to punish it with whatever move into a combo this is because when sub zero does this move it takes him 13 frames to be able to block.
Now on this site you will hear a lot of people throwing out the term 'whiff punishing' what this means is a player has misjudged the range of their attack and now they are in what is called 'recovery' every move has an animation that needs to finish before they can move again in these recovery frames you can hit them and they cannot block because they are still mid animation this will land you whatever combo you can hit in the reaction to the whiff. Also do not take all in game frame data to be correct as some of it is not, i hope this helped you and welcome to the fg and tym communities also notations frequently used on this site are 1 2 3 4 these are universal notations for buttons 1 = square 2 = triangle 3 = x 4 = circle
 
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igotAhalo

Apprentice
It would really help if you tell us what characters you play. I can go on about definitions of words you could just simply look up. OR, we can guide you in the right direction with a character your're familiar with.
I play as scorpion. I really want to learn his character specific traits, but i also need help with the universal techniques between all the characters
 

igotAhalo

Apprentice
This is also why i would rather play with someone who knows what they are doing because in game help is a lot more efficient
 

igotAhalo

Apprentice
frame data, the basics are what advantage the move has on block if it is a little - like - 1 or - 2 this means you are at slight disadvantage but are still able to poke but you should only throw out a poke once in a while because your opponent will most likely just do their poke which because you are at disadvantage ( - ) will beat yours and now you will be at lots of disadvantage because most pokes on hit can range from +10 and up which means you are at -10 or more. This in turn means you should not try to counter poke as it will not work and you will get full comboed, you should block if you get hit by a poke in most situations unless the character you are vsing has slow normals you can check this by going to the startup frames of each move the basic attack section has the startup of all the combo starters so if a move is say -13 on block like sub zeros b2 you look to see if you have a move that is 13 frames or less on startup, this will mean if you block this attack you have 13 frames to punish it with whatever move into a combo this is because when sub zero does this move it takes him 13 frames to be able to block.
Now on this site you will hear a lot of people throwing out the term 'whiff punishing' what this means is a player has misjudged the range of their attack and now they are in what is called 'recovery' every move has an animation that needs to finish before they can move again in these recovery frames you can hit them and they cannot block because they are still mid animation this will land you whatever combo you can hit in the reaction to the whiff. Also do not take all in game frame data to be correct as some of it is not, i hope this helped you and welcome to the fg and tym communities also notations frequently used on this site are 1 2 3 4 these are universal notations for buttons 1 = square 2 = triangle 3 = x 4 = circle
Yes it did help, i still have like a million questions though lol but thanks
 

MrProfDrPepper

NRS, Guilty Gear, and KI, the holy trinity
the VERY FIRST thing you should learn, is fundamentals, dont give a shit about combos, or frame data for now, since you are new to fighting games, i cannot stress this enough, LEARN FUNDAMENTALS FIRST, it is the MOST important thing to learn, dont overwealm yourself by learning everything at once
 

igotAhalo

Apprentice
the VERY FIRST thing you should learn, is fundamentals, dont give a shit about combos, or frame data for now, since you are new to fighting games, i cannot stress this enough, LEARN FUNDAMENTALS FIRST, it is the MOST important thing to learn, dont overwealm yourself by learning everything at once
Well i have been playing Mk x since it came out, and I've played mortal kombat since i was a kid, but ONLY since mk x has been out (a few months) have i ever tried to get good at the games. The old mortal kombats on ps2 and n64 i was a kid and i just bs'd in.

And i was in the military when mk 9 was, out so i never played that.
 

MrProfDrPepper

NRS, Guilty Gear, and KI, the holy trinity
Well i have been playing Mk x since it came out, and I've played mortal kombat since i was a kid, but ONLY since mk x has been out (a few months) have i ever tried to get good at the games. The old mortal kombats on ps2 and n64 i was a kid and i just bs'd in.

And i was in the military when mk 9 was, out so i never played that.
alrighty, well add me on psn TheMrProfDr and i will help you wherever i can, i will be able to play on sunday since i am currrently a state away from my home, i will try and help you with everything you need to know, i may not be the best player out there, but i like to think im good enough and knowledgeable enough to teach
 

igotAhalo

Apprentice
alrighty, well add me on psn TheMrProfDr and i will help you wherever i can, i will be able to play on sunday since i am currrently a state away from my home, i will try and help you with everything you need to know, i may not be the best player out there, but i like to think im good enough and knowledgeable enough to teach
Thanks this is exactly what i want, i need help in the game. Im not an idiot when it comes to the game or anything im just not very good. I can pull off combos in practice but when it comes to local or online matches i can't seem to.
 

QXD

Noob
You're right, but I have some knowledge on scorpion, as I use him as a secondary. in regards to vortex/mixups, after a teleport he is +18. this means you want to try to end all of your combos with it, because it leads to a free mix-up. from here you can go low (b3), overhead (f4,f2), or a throw. then if you end that combo with another teleport, its the same situation. this is his vortex. as for his meter management. he really doesn't have any use for meter besides wake up teleport and takedown, so unless you have a reversal opportunity, use meter for breaker. stamina is really important as well especially in hellfire, so you typically want to use it to get into poking range then go for a mixup, or try to see how your opponent reacts. he can also cancel a teleport for full stamina, but that's more or less a gimmick.I hope all of this isn't just gibberish, but even if it is im sure in time it will start to make sense.
 

igotAhalo

Apprentice
You're right, but I have some knowledge on scorpion, as I use him as a secondary. in regards to vortex/mixups, after a teleport he is +18. this means you want to try to end all of your combos with it, because it leads to a free mix-up. from here you can go low (b3), overhead (f4,f2), or a throw. then if you end that combo with another teleport, its the same situation. this is his vortex. as for his meter management. he really doesn't have any use for meter besides wake up teleport and takedown, so unless you have a reversal opportunity, use meter for breaker. stamina is really important as well especially in hellfire, so you typically want to use it to get into poking range then go for a mixup, or try to see how your opponent reacts. he can also cancel a teleport for full stamina, but that's more or less a gimmick.I hope all of this isn't just gibberish, but even if it is im sure in time it will start to make sense.
Okay well what determines what attacks can end in a vortex? Any attacks that hit that have a good hit advantage? Because if an attack hits and it has a good hit advantage, that gives me time to do another attack, whether that be high, low, or a grab, hence the start of the vortex?
 

QXD

Noob
Attack with good hit advantage, or attack you can combo off of are standing 1,2,f3,f4,b3,ex teleport, and jump in punch 2. All of these have a string you can combo from, or cancel into spear. If you look up combo videos, or check the forums here you can find bnbs, or consistent combos you can do from all of these moves.
 

igotAhalo

Apprentice
Attack with good hit advantage, or attack you can combo off of are standing 1,2,f3,f4,b3,ex teleport, and jump in punch 2. All of these have a string you can combo from, or cancel into spear. If you look up combo videos, or check the forums here you can find bnbs, or consistent combos you can do from all of these moves.
For the jip do you jump over the opponent or in front of him? I know a lot of combos that go spear+jip, and because of how close the opponent is when i use the spear, the jip forces me to jump over him, and because of that its hard to connect the punch
 

QXD

Noob
I meant for starting combos. if you land a JIP you have enough hit advantage to do something like 214xxteleport-21xxspear-jip-4-teleport. you can land another jip for an additional hit in the combo. and if you have trouble doing that, try imputing the punch right after you cross them up. It should hit every time.