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Sonix Fox's Thoughts on MK11

Juggs

Lose without excuses
Lead Moderator
Premium Supporter
I was having to do the exact same thing with my combos. Even in the video I posted. I was ending my combos short because my opponent would just do the escape and punish ME for juggling him.

I definitely do not advocate for changes though. I come from the oldschool games where nothing ever changed. You just had to adapt or die. So while I agree with everything that SF said (except for the chip damage kills part), I do not advocate for anything to change. Other than what is already going to change, like the movement. But that’s not saying I would mind if it did change.
 

Eldagrin

Add me on PS4 if you want to play some games
I mostly just agree with the flawless block giving a launch being a problem, it was terrible in Soul Calibur V and it’s not a better idea in MK11. Otherwise I’d probably be good with letting everything else rock for now and seeing how things turn out as is.
 

ismael4790

Stay focused or get Caged
I also think breakaway is lame in his current state. I would prefer traditional breaker that resets neutral.

Also, I agree that flawless block into u2 versus gaps looks too good. It basically reminds of armor launching through gaps, but this time the risk is lower since you are blocking. Flawless block into u3 seems ok.
 
Sonic has a lot of good points but I have my own reserevations on some of his suggestions.

He's right about questioning the fallout mechanic but seeing Mr. Aquaman's triple Krushing Blow 45% damage, I think breakers do have a raison d'etre. I mean I want to have an option to break out of kombos when my life's on the line or else what are the defensive meters for? Wake up only? NRS had the intention you can break only in juggles. Is it fair to players who play juggle heavy kharacters? Nah. But it is the same on the defensive side. If you're up against a less juggle heavy khar, you can't do anything. So it has to have something to gain on the defensive side and something to pay attention to on the offensive. If you have limited options for a breaker on the defensive side, you should be aware on the offensive too, so yes, drop the kombo if you have to - you did the same in Injustice 2 when you expected a dropout. But if we want fair and square we can go back to MKX breakers

No dot damage kill? I'm on board. It was the same in Injustice 2. No chip kill? I'm against it. If you pay attention you can see matches in the beta where players can survive 3-4 hit kombos in chip territory where you were dead in MKX. Less chip damage from the same kombos under 10% life is acceptable but no chip at all? If you make good reads and know when is your turn, you should gain something from it even if your opponent has a good defense.

On Fatal Blows: I'm open for a change but only on both ends: it should either stay as it is or make them hard punishable/go away on whiff but make them fully armoured from frame one.
 

Marinjuana

Up rock incoming, ETA 5 minutes
A lot of good stuff in here but the Flawless Block doing 5-7% chip idea is counter intuitive to his points about not cheesing out late round. I think that would be a bad idea. If I was gonna nerf anything with Flawless Block, I might try to make it recharge slower or not at all in round. My only worry is that some characters FB's will be too good (like maybe Kabal's, can't tell without playing) and it will just be annoying.

I like the idea of breakout but it does potentially create issues like air escape did where some characters don't give you chances to breakout like other characters would. But I don't think you should be super worried about doing combos and getting countered, a nice change may be to just make the player doing the breakout has to stay on the ground longer. That way the attacker could at least defend themselves or even pressure/mix the opponent so they wouldn't lose their offense as easily, and as a bonus the attack doesn't have to worry about the opponent waking up.

Dot damage and cheesy moves are there for a reason, there's no point of ever taking that one Skarlet move where she damages both of you unless you were going to cheese people out with it at low healths. I sometimes wish having a pixel left didn't mean death in certain matchups but they build the game from the ground up with chip in mind.
 

Rathalos

Play Monster Hunter!
I think the direction NRS are trying to go with MK11, chip damage not being able to kill is a good thing.
They want the cheesy or fuck neutral moves to be less useful, and it's a lot more exciting to have to get a clean hit to actually finish someone off.
 

PapaRegadetho

All hail emperor Liucifer Kang!
Looks like ge just wants to nerf the defense, as if the game wasnt carefully thought out. The whole point is, to not pressure with stagger strings like in the previous games as much , you should get punished if you overcommit your string that has a gap. Lets not forget that the only way to punish a string with a gap is by flawless blocking launcher. There is no inv. frames in backdashing,there is no more armor to mash out. Secondly, the breakaway costs two bars, which means you get oki and your opponent cannot wake up, cant use any defense and gotta hold all of that pressure until your meters refills back.The only thing I agree is that Fatal Blows gotta be more negative, Its pretty crazy for a super to not be negative if the reward is big.
 

SHAOLIN

内部冲突
Nah fuck that, keep defensive option as is. While the games speed is in between MK9 and MKX we don't need defense to be neutered right out of the gate. That's dumb.

Remember the penalty for breakouts are two bars on defensive meter and it regenerates much slower than normal.
 

Pterodactyl

Plus on block.
Looks like ge just wants to nerf the defense, as if the game wasnt carefully thought out. The whole point is, to not pressure with stagger strings like in the previous games as much , you should get punished if you overcommit your string that has a gap. Lets not forget that the only way to punish a string with a gap is by flawless blocking launcher. There is no inv. frames in backdashing,there is no more armor to mash out. Secondly, the breakaway costs two bars, which means you get oki and your opponent cannot wake up, cant use any defense and gotta hold all of that pressure until your meters refills back.The only thing I agree is that Fatal Blows gotta be more negative, Its pretty crazy for a super to not be negative if the reward is big.
Flawless block launcher(u2) isn’t the only way to punish a gap.

There is also u3 which deals a chunk of damageand resets things to neuatral.
 

methademic

UPR Methademic
I was having to do the exact same thing with my combos. Even in the video I posted. I was ending my combos short because my opponent would just do the escape and punish ME for juggling him.

I definitely do not advocate for changes though. I come from the oldschool games where nothing ever changed. You just had to adapt or die. So while I agree with everything that SF said (except for the chip damage kills part), I do not advocate for anything to change. Other than what is already going to change, like the movement. But that’s not saying I would mind if it did change.
It's not 1992. No one should simply put up with bad game design because of some "back in my day" bullshit machismo.
 

LockM

Noob
You work your way close to the opponent in neutral, when close you apply pressure trying to open them up, when finally having opened up the opponent you do the right thing, which is capitalizing on that opening. You do your combo.

The reward for getting out of a combo should NEVER be a counter combo or any type of damage in general. The person being comboed should have limited or no options. The best they should get is a CHANCE to get out of a combo, and this should be able to be baited. Obviously there will be moments you can guarentee it to succeed but you should not be rewarded with anything more than the game being returned to neutral. There should be a RISK in trying to get out of a combo, you should not just mindlessly be able to do it.

Defensive mechanics are great but they should mostly be there to deal with pressure.
 

Kiss the Missile

Red Messiah
Looks like ge just wants to nerf the defense, as if the game wasnt carefully thought out. The whole point is, to not pressure with stagger strings like in the previous games as much , you should get punished if you overcommit your string that has a gap. Lets not forget that the only way to punish a string with a gap is by flawless blocking launcher. There is no inv. frames in backdashing,there is no more armor to mash out. Secondly, the breakaway costs two bars, which means you get oki and your opponent cannot wake up, cant use any defense and gotta hold all of that pressure until your meters refills back.The only thing I agree is that Fatal Blows gotta be more negative, Its pretty crazy for a super to not be negative if the reward is big.
The problem isn't that you're breaking away from a combo, the problem is you're getting a full combo punish on your opponent because you fucked up and got launched.

It's gonna end up like Killer Instinct where players purposely neuter their combos because they don't want to deal with the mindgames of guessing.
 

Rathalos

Play Monster Hunter!
Some of you guys are missing the point because it's sonic fox saying it.
He isn't trying to nerf defense, he is talking about you getting ridiculous offense from your defense.
Being afraid to use certain strings or specials in combos or on block because you can get punished and lose half your health is terrible.

There is a reason no one plays Dead or Alive, and it's not because of the big titty anime girls.