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The MK11 New Meta and Gameplay Info Thread

CrimsonShadow

Administrator and Community Engineer
Administrator
I think this thread comprises most of what we learned today, but if anybody has any major additions I’ll add them in tomorrow.

I just saw something Ed said in that Gameinformer interview about being able to amplify the wake up roll into some kind of attack by spending the other bar; but I haven’t seen any other info on it, so I’ll just wait till there’s more.

If anyone figures it out, let me know.
 

dribirut

BLAK FELOW
Some of you guys are getting really nit picky. We honestly got most of what we wanted:
Heavy 50/50 emphasis: gone
Ridiculous jump ins: seem gone
Better anti airs: in
Brighter more vivid color palette
Scrub run mechanic gone
Faster walk speed: in
Actual use for X-rays: in
Better graphics: in
 
If you’re at ALL a competitive player, this reveal was the hypest and best thing we’ve seen from NRS ever. I really didn’t think they were gonna go this route, and unbelievably happy that they did!
hell yeah man, it seems that we will have a great main game for the next years!

regarding your meta hopes thing
tbh almost every nrs player has the same "hopes" as you, i would say. more footsies? sure!
thing is though that i perfectly remember you saying back then 2011-2012 that you did not like mk9 at all.
could search for quotes if you forgot it.
therefore in that "meta hopes" thread you suddenly praising mk9,s metagame was a little strange.
maybe you changed your mind later regarding mk9 idk, whatever. no big deal though.
 
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Cashual

PSN: Cansuela
2 questions:

What and where is the stamina bar that 16 bit an Ultradavid are talking about?

And I forgot the second, shit lol

I remember!!!

2. Do you have to tech with a different button based on front or back throw again? I hated that in mkx.
 

Darth Mao

Your Tech is Mine! #buffRaiden
2 questions:

What and where is the stamina bar that 16 bit an Ultradavid are talking about?

And I forgot the second, shit lol

I remember!!!

2. Do you have to tech with a different button based on front or back throw again? I hated that in mkx.
1)
Stamina = 4 bars
2 for Offence options [amplify (EX move), etc]
2 for Defense options [wake ups, air escape, just frame block, etc]

2) I still don't find anything about it
 

HellblazerHawkman

Confused Thanagarian
If it wasn’t mentioned, I thought 16 bit said Perfect Guards reduced chip, not negate it. He might have mispoke, and I didn’t notice


Sent from my iPhone using Test Your Might
 

Marinjuana

Up rock incoming, ETA 5 minutes
2 questions:

What and where is the stamina bar that 16 bit an Ultradavid are talking about?

And I forgot the second, shit lol

I remember!!!

2. Do you have to tech with a different button based on front or back throw again? I hated that in mkx.
1. I think they were just having trouble figuring out terminology for the new bar system, but the may have meant the defensive bar, which uses up interactables and when you wakeup. There's still a lot to learn about those.

2. 16 Bit said that the throw system is very similar to MKX with opposite button teching opposite side throw but he said the risk/reward is much different with the inclusion of krushing blows and stuff like short hops. Specifically, he mentioned how one of Skarlet's Krushing Blows only activates when the opponent techs the throw wrong, so the reward for teching vs avoiding throws is potentially different against her.
 

Marinjuana

Up rock incoming, ETA 5 minutes
If it wasn’t mentioned, I thought 16 bit said Perfect Guards reduced chip, not negate it. He might have mispoke, and I didn’t notice
Yeah he definitely mentioned how it only reduced chip, but it also gives you better frame advantage, which is a huge mechanics change that I'm looking forward too.

One of the most interesting things in MKX was Crystalline Tremor's walking armor where you could situationally punish the opponent for doing certain strings and whatnot by letting yourself get hit and going for a tricky punish or to get better frames. So situationally, you could elect to do a high execution technique to get a reward.

Perhaps a better example is in SF: Third Strike, where the parry system allowed you to avoid chip and get better frame situations, even opening moves up to be punished. I don't think this perfect block system will be as in depth or important to the game as parrying was to Third Strike, but if implemented well it can create a super cool system of risk reward when it comes to defending and will hopefully make us feel(or just be) less helpless in certain chip death situations and the like.
 

Juggs

Lose without excuses
Lead Moderator
Premium Supporter
hell yeah man, it seems that we have a great main game for the next years!

regarding your meta hopes thing
tbh almost every nrs player has the same "hopes" as you, i would say. more footsies? sure!
thing is though that i perfectly remember you saying back then 2011-2012 that you did not like mk9 at all.
could search for quotes if you forgot it.
therefore in that "meta hopes" thread you suddenly praising mk9,s metagame was a little strange.
maybe you changed your mind later regarding mk9 idk, whatever. no big deal though.
Yeah at first I didn’t like it because it was my 2nd competitive MK game, so I was comparing everything about it to UMK3. I also couldn’t afford it in the beginning so had limited time with it. I was gifted a copy towards the middle to end of the games lifespan, dropped my preconceived notions, and really enjoyed the game. I have an open mind, I can be stubborn, but I’m always open to having my mind changed. By the end of MK9, I loved it and was sad to see it go. That said, I still didn’t ignore the problems it had that everyone also acknowledged. But still, I was wrong about the game and my mind was changed.

MK11 seems to be on the right track. Really liked what I saw, just wish I knew more and could get my hands on the game
 

coolwhip

Noob
This is nothing but a preliminary observation of course, but I'm not too crazy about the wake-up system. But it's impossible to say for sure at this stage obviously. That said, they should always get the benefit of the doubt when they try new things so I'm intrigued.

At first I was very disappointed by the lack of Ice Clone too, I mean, it is such an iconic move, however, with the way the game mechanics work, it may have been to broken, especially since mobility and armor seem significantly toned down.
 

Marinjuana

Up rock incoming, ETA 5 minutes
So one thing I think I'm noticing is that the gear does not appear to be RNG generated, it seems like you'll either unlock the gear or get the gear and then augment the stats separately. So with stats not being attached to gear, there may be none of this reroll nonsense and it may actually make unlocking new gear feel worthwhile because it's a permanent unlock for a certain look. Or maybe that's all hogwash and the goal is to get certain pieces of gear with the relevant "augments" which are presumably slots for buffs/debuffs that will affect damage and give moves properties much in the way INJ2 had.

Anyhow this got ranty but here's hoping for non RNG unlocks, or at least that we don't get multiple duplicates of the same gear and it feels worthwhile to unlock more stuff.
 

Marinjuana

Up rock incoming, ETA 5 minutes
I really disliked air escaped in Inj2, I'd much rather have breakers. I also would like dash blocking to be viable, but besides that I'm golden!
I'm actually very curious about this one because it's tied to the new meter system where I think it's both defensive bars. That sounds very very strong on it's own, but I saw someone say that's it's armored as opposed to invincible. And I haven't seen anything as to whether or not you can do an up escape or just a back escape. Or just how it looks in general.

Air Escapes were a little weird in Injustice 2 but the coolest thing about it was when people would call out the escape and punish the opponent for it, if this new mechanic is implemented well it could be pretty cool to see the interactions it creates.

I think if the breaker/escape is going to be tied to a recharging meter, it needs to be something like an Air Escape where there's a risk reward to it. I'm also curious as to how this will affect Fatal Blow usage as that's presumably unescapable.
 

Marinjuana

Up rock incoming, ETA 5 minutes
Yeah if you blinked you missed it but that's a clear confirmation. I love the Kombat Kasts, can't wait

I also think the characters teased with fan art in the countdown before the reveal are likely. Those would be Smoke, Reptile, Tanya and some others. Some(not the ones I just listed) have already been confirmed outside of the gameplay reveal.
 

Jynks

some heroes are born, some made, some wondrous
Normally I do not post Max Vids... but there is a special photobomb through out this video of one of MKs favourite Sons from the YOMI graveyard... .. .. . . .