What's new

Are you enjoyin the current meta?

Are you enjoyin the current meta?


  • Total voters
    330
Someone correct me if I’m wrong but didn’t they get rid of variation specific strings? (Really not trying to sound stupid have mercy on me y’all lol)
 

TheIrishFGCguy

Pew pew pew
I'm liking the game more and more as I continue to play, though the meta now is going to change a lot. I'm curious to see how flawless block changes things up. I wonder if it will be extremely prominent in the coming months or if it will be a powerful but situational mechanic.
 

Zoidberg747

My blades will find your heart
I still think 14% is a lot. 3 grabs in 1 round and thats 42%... I think 10-12% is enough. No other MK9, X, Inj 1 or 2 didn’t have throws do that much. Nobody complained about them being weak.
The difference is in those games almost everyone had some way to open you up. Characters either had great zoning, good stagger pressure, 50/50s, tons of plus frames etc. In this game those options are gimped for all but the top 5 or so. Most moves are pretty unsafe on block and very few characters have unreactable 50/50s. Chip damage has also been reduced pretty significantly.

For a lot of characters, the only way to open people up is with throws and the threat of them. Throws are also not unbeatable at all. If you read a throw, neutral duck and then punish accordingly. Sometimes you just have to guess and let go of block in anticipation of a throw. You can also jump and low profile them with a couple characters. The only real change I see needed is reducing some of the KBs damage on them because those are a little much (as are a lot of KBs in the game tbh). But the entire 50/50 thing can be avoided with good reads and spacing.
 

SaltShaker

In Zoning We Trust
I love playing it against most of the characters, but honestly I really don't enjoy facing high level Erron, Sub, Scorpion, or Geras at all. Like I would turn the game off if I could levels of enjoyment. If about 5-6 characters were toned down the game would be near perfection. They are MKX steroid characters in a game that plays completely different.


^ If not for things like that, I'd give it a 10/10, but I guess NRS couldn't help themselves. 8/10 so far on gameplay for me.
 
Serious question: is there any legit way I'm missing of discerning which direction the throw is going? Like can anyone consistently see it and break? If not, I don't get how the whole aim of MK11 is to be a scrub killer but then also have a central mechanic that doesn't pertain to player knowledge whatsoever. I'd be super down with making the tech window smaller, but remove the guessing, or keep the window size but introduce subtle visual cues for each direction. That would be a way to ensure that effort put in is paid off. Right now it is literally a coin flip unless the thrower is hellbent on maintaining corner pressure at all cost or fishing for an obvious KB. I would guess that flawless block is sufficient to keep high level matches from dragging on forever without the random throw damage, but I wouldn't know since I'm a hoe-ass scrub.
 

EMPRESS_SunFire

Regina George of discord
I love playing it against most of the characters, but honestly I really don't enjoy facing high level Erron, Sub, Scorpion, or Geras at all. Like I would turn the game off if I could levels of enjoyment. If about 5-6 characters were toned down the game would be near perfection. They are MKX steroid characters in a game that plays completely different.


^ If not for things like that, I'd give it a 10/10, but I guess NRS couldn't help themselves. 8/10 so far on gameplay for me.
What the hell did I just watch...
 

EMPRESS_SunFire

Regina George of discord
I forgot to mention in my last post that even tho the balance is pretty ok compared to other NRS titles at launch, I honestly DO NOT enjoy the current versions of Sub-Zero, Sonya, Erron Black, Geras and Scorpion at All!! These characters are clearly above everyone else, and as some people have already said... it feels like they are playing other games! These 5 characters make me salty like no other character did in Injustice 2, not even kidding!

It makes me question NRS’ balance decisions. Why would they give Sonya high damage 50/50’s and the best fireball in the game? Why would they let Scorpion cancel his teleport, have over the top staggers, high damage, anxiety giving neutral game, safety, range, godlike wake-ups....

And that’s just 2 out of those 5 bitches... even writing this made me salty LOL
 

Pan1cMode

AUS FGC represent!
O and last thing. Jacqui has a move that requires a very fast and specific timing, but she's expected to do this move as part of her BnB. Which would be fine if other characters had to do similar things, but they don't. Some of them can do BnB's without much execution at all. It's just execution barrier for the sake of having one, and I don't get it.
In the grand scheme of things, it’s not that challenging. It’s also really not essentially for her combos unless you’re playing “Next Gen” variation.

O and one more gripe, sorry. Playing Jacqui against characters that can amplify projectiles in such away that they cannot be jumped over, like Liu Kang does, or worse like Frost does kinda sucks, because if you're both on last hit, Jacqui just lost in a braindead feels bad way. It would be a small gripe if it didn't happen so damn often.
Jacqui’s up close pressure in 1st round KO is amazingly strong. Her staggers and block pressure are the best in the game. This is balanced by her having to work her way in. She has b2, f4 and bf2 to aid her as well.
 

M.D.

Spammer. Crouch walk hater.
Yes as opposed to Cage who gets destroyed by that kind of zoning and doesn't have the kind of 50-50 in the video above and when he finally gets in he has a 14 frame mid.
 
I forgot to mention in my last post that even tho the balance is pretty ok compared to other NRS titles at launch, I honestly DO NOT enjoy the current versions of Sub-Zero, Sonya, Erron Black, Geras and Scorpion at All!! These characters are clearly above everyone else, and as some people have already said... it feels like they are playing other games! These 5 characters make me salty like no other character did in Injustice 2, not even kidding!

It makes me question NRS’ balance decisions. Why would they give Sonya high damage 50/50’s and the best fireball in the game? Why would they let Scorpion cancel his teleport, have over the top staggers, high damage, anxiety giving neutral game, safety, range, godlike wake-ups....

And that’s just 2 out of those 5 bitches... even writing this made me salty LOL
on top of that, their d4s easily outfootsie everyone else! The only way to contest Scorpion's d4 is using his own d4 or yolo jump lol (obvious exaggeration, but you get what i'm saying)
 

XxTheGoblinX

Le_Supreme_
Coming from Fighter Z and Mkx I love that this is a footsie and more neutral orientated game, and to be honest I dont mind the characters like Sub or Sonya who have real 50/50s because at the end of the day. If they dont play neutral and just try to mix me up all day there going to lose. My only complaint is that alot of the cast deserves better tournament variations and they should tone down Sonyas damage off her overhead
 

Darth-Nero

Come Thunder! Come Lightning!
I just feel the meta would be A LOT more fun if am allowed to play custom variations in tournament settings, Right now it feels like am being taught how to dance while wearing a full body metal armor.
 

DanCock

Cock Master!!
im a noob to mk now a days been playing tekken 7 for the last 2 years so i could just be clueless and just not understanding things yet.

enjoying the meta. however its becoming clear that each character was balanced not by their tournament variations, but by their what if kustomizable variations.
its clear that a lot of these tournament variations were just thrown together. Kung lao, kitana and cage are a few examples of characters that if we were allowed to kustomize, their frame data makes a TON of sense.

Dont buff or nerf just allow Kustomization, then after 6 months to a year do a proper well thought out patch, unless infinites are found or actual game breaking issues.

one last thing, why the fuck does it cost a defensive and a offense bar of meter to wake up?? the rolls should take one defensive and the wake up attack should take one bar of offense, this pisses me off so much!! i guess that my foe is going to dash at me and attack they stop the moment i wake up attack and get whiff punished and lose 2 bars of meter WTF?? O_O