Ck AeroVoid
Mk Casual, KI God
yeah. hell why not just have only customize-able no tourney variationsOk, thanks for the heads up! How dumb—why not just include them as default variations?!?
yeah. hell why not just have only customize-able no tourney variationsOk, thanks for the heads up! How dumb—why not just include them as default variations?!?
Normals are always the same, you just change specials and in some cases some combo strings.Thanks. Last night I went through Kabal for a little bit. I didn't notice where I could add any different normals though.
I'm hoping some of you prophets can find the optimal mixes for these variations because I'm still lost.
I went into training mode with Scorpion and noticed how simplistic those two default variants were. Are all of these characters this shallow?
Most I did with him was like 390 with 2 bars.
I feel lost in this game!
Hold on—the two default variations are NOT the tournament variations?!? I haven’t been able to play much since launch, but I just assumed that was the case. Where do you find out what the “tournament variations” are then?
Same and agreed. This shit should've just been a mix of MK9/MKX with different characters, better Krypt, MK1-3 arcade included, Shaolin Monks sequel, and different fatalities/brutalities/amped up visuals with the return of Animalties.im a long time fighting game player and i played alot of mk9 and mkx
mk11 is hands down one of the worst fighting games ive ever played
I actually love the game and the direction they took it in just not the short combos or no combos at all.i've tried so hard to like this game but the gameplay is just incredibly bland. theres nothing to discover or learn about a character after looking at them day 1, i don't know how anyone expects to have fun with that. even sfv had more to discover, and that game was a travesty of blandness!
i don't think that's entirely true and i think your phrasing is dishonest and presents this way too favorably.I actually love the game and the direction they took it in just not the short combos or no combos at all.
There is plenty to discover as in matchups, tech, flawless block on every gap, as Punishers ect. But I do feel characters are very bare bones without longer combos. I enjoyed that do much about MK9 and MKX and to this day I'm still discovering combos and tech. Characters only having 2 or 3 Krushing Blows and impossible requirements to meet trigger is limiting to say the least. Look at Kitana who can't combo xx fan - combo xx slice and no capability to even use two fans. I feel these are unnecessary limitations. It was fine that characters got more comboability from KBs but then on day 1 they removed KBs mid combo further restricting possibilities and combo diversity.
If it's damage then scale it. It doesn't matter if it lasts 5-20 seconds if they do the same damage. Neutral stays the same if the character only gets 30% with bar at least that's 3-4 attempts at winning neutral.
Keep characters without safe 50/50s and mixups I'm all for the back and forth but when I win neutral I want my characters to shine in combos, you do have multiple tools to protect against combos like flawless block and Breakaway.
It's this bullshit where a few characters shine with combos while others are left without that needs to go. Baraka, Liu Kang, Kabal, Sonya, Cassie, Scorpion and Geras have comboability but others are lacking like Kitana, Kotal, Sub Zero, and many others. I understand Jade and Scarlet shouldn't have high damage midscreen being space control but it wouldn't hurt to balance that with damage scaling instead of the capability to pull them off!
Same here, dudeI give up on this Scorpion ToT tower. Fucking impossible, especially with trash tier randoms who - somehow - don’t know that they can help you by using modifiers.
i enjoy the game but i have to agree with you. especially the part about neutral. nrs games don't have honest neutral. how could it with random teleports and fast advancing mids, which sometimes won't give you a turn because everyone mashes d1? i don't have a problem with that. i take the game for what it is but i feel like a lot of people will be dissapointet in this game, because of false expectations.i don't think that's entirely true and i think your phrasing is dishonest and presents this way too favorably.
the only thing left to 'learn' after you spend 1 day on a character is how to play MUs, anything else is simply just drill practice. there's no "tech" to discover as it's largely about mid meaties or throw game.
the rest that's left is simply about practice. which highs you jail into is learned at first glance by looking at the data - there's nothing to "learn" here, the only thing to do is drill it until you have the timing down. the exact same thing applies to flawless blocks and breakaways, and the kicker is that since chars barely have strings or moves, even mindmapping is a highly limited endeavors and the only thing that truly remains is drilling timings. the same thing applies to pressure, to reliably apply high strings you need frame perfect inputs that you drill.
but for a game that has such arbitrarily strict inputs for some areas, it genuinely allows you to do very little with it and it's incredibly unsatisfying. having to drill frame perfect timings in order to not get scrubbed out by d1 or d2s in case you want a mixup on block is incredibly dull.
and lastly i generally don't want to hear talk about "playing neutral" in nrs games in general. none of these games have an honest neutral game and mk11 is no exception, especially with ridiculously forgiving design of fatal blows.
I just sign in to give you a likeFatal blows are the scrubbiest comeback mechanic in any mk game ever. Bring back the old system where it takes all of your offensive meter to use it, make it extremely punishable and it shouldn't recharge.
Right now If it whiffs it recharges in like 5 seconds to use again. All reward 0 risk. Literally every single match you will eventually get hit by this and u get to watch the same animation for 30 seconds, its painful.