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Useless Moves of MKXL

D7X

EMPEROR | D7X
Reptile EX spit - acid puke. Costs a bar. Is punishable. Only does damage to an opponent standing on the puddle. Not if they are being juggled/thrown/knocked down.

There's more gimme a moment. Hard to think of them cause we don't use them lol
That's the first thing that popped into my mind. I hope that move gets help :(
 

Solomon Gorondy

Should Goro be top 5?
Goro's Stomp (not the enhanced version) is a very bad move ever since they patched out it's guaranteed 10% damage at the end of combos. Now there is no point in using it as a combo ender.

It is so slow that anybody can react to the jump. At that point, it at best has a 1/3 chance of hitting for 10% and a 2/3 chance of getting punished by a full combo. Unfortunately most characters have an option that dodges the move entirely such as immediately running forward or using an attack with a lot of movement such as Sub-Zero's Slide. Other characters can use armored attacks to get a full combo like Kung Lao's Ex Spin or Kano's Ex Ball-Cancel. It's also too slow to use as a counter zoning tool as the best it can do is catch full-screen jumping projectiles on a preemptive read which is nuts considering the risk and reward.

Even if you land a Stomp, it has very poor follow-up potential even in the corner because Goro feels the need to take 3 steps backward after landing on his foe.

Now it is an unblockable attack so I'm sure everyone goes through that, "overpowered cheap bullshit," phase but given time they'll eventually figure out that it's cabbage and should rarely if ever be used.
 
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DDutchguy

Stand 4'ing airplanes out of the sky
- Thunder God's F22+4 and 32+4. Just confirm F24 for a combo that does like 15-20% more damage than F22+4. Same with 34 and 32+4.

- Quan's F4D4, unsafe string where last hit is a low. F4, B2 would be the most ghetto mixup ever and only a fool would fall for it.

- Raiden's D3. Slower than D1, more unsafe than D1, less advantage compared to D1. Just use D1.