If Geras is playing MK11, I must be playing MK14.Geras is dumb but at he still plays MK11, he just does it really well.
Yeah I won’t argue that point but I don’t mind him as much as Sonya’s stupid ass.If Geras is playing MK11, I must be playing MK14.
then they're quite alike : )Krushing Blows and Rage Arts are about as alike as Mountain Dew and Toilet Paper.
sourceThe first, Rage Art, allows the player to execute critical attacks that deal roughly 30% damage depending on the character once their health bar is critical, in exchange for inactivating the normal attack power increase.
Yeah Fatal Blows and Rage Arts are the same thing but MK was doing it before Tekken so eh. They're both shit mechanics that just slow games down to a slog. When I get my opponent down that low it's literally just a marathon of me trying to bait a stupid FB out of them so I can punish it and end the round. Tekken is the same way.then they're quite alike : )
source
edit: omg im sorry, i meant fatal blows, not crushing blows. mechanical mistake.
agree 100%.Yeah Fatal Blows and Rage Arts are the same thing but MK was doing it before Tekken so eh. They're both shit mechanics that just slow games down to a slog. When I get my opponent down that low it's literally just a marathon of me trying to bait a stupid FB out of them so I can punish it and end the round. Tekken is the same way.
Fatal Blows/Rage Arts are literally just X-Rays (Originating in MK9 04/19/2011) that can only be performed once a match and at low health. Granted the cinematography is much better now, that just means they're longer and more grueling to sit through.agree 100%.
btw, which mk was doing mechanic like that? 3d era?
Pretty much, the one difference though is MK 11's FB's are limited to one per match. T7 as I recall you can do every round(if memory serves) and you're right Xrays date back to MK 9. To be honest, I kind of miss Xrays but if I could choose a mechanic back in MK 11 it would be breakers over break aways honestly. I can live with the FB's being one per match.Fatal Blows/Rage Arts are literally just X-Rays (Originating in MK9 04/19/2011) that can only be performed once a match and at low health. Granted the cinematography is much better now, that just means they're longer and more grueling to sit through.
tekken was once your health is low enoughPretty much, the one difference though is MK 11's FB's are limited to one per match. T7 as I recall you can do every round(if memory serves) and you're right Xrays date back to MK 9. To be honest, I kind of miss Xrays but if I could choose a mechanic back in MK 11 it would be breakers over break aways honestly. I can live with the FB's being one per match.
nah man they are all totaly reactable. can't react to 13f? graaaaaaany.Also Scorpions teleport is op and this is coming from someone that uses him..
Its a three way guess fest
Yeah but I mean like they let you use it on every round if you're low on health. MK 11 you only can use the FB once, once you use it that's it for the whole match.tekken was once your health is low enough
If they're mashing after a poke on hit and they're out of throw range, they're definitely in range for you to take a step back and hit them with something.As i said neutral is part of any fg, but when it’s the main focus of how they design the game is where you see everything being toned down to the point of almost not being there.
I said jumps themselves are awful, as a maneuver and trying to get over stuff like fireballs you’re almost always gonna get clipped coz they’re ass.
Jump in kicks are still super good and anti airing them is tough even if you know it’s coming.
The game is mashy if you don’t have a good mid, if I don’t have a good mid like Kotal for example and i hit a d1, the opponent is 100% gonna mash a d1 back because i can’t stop it outside of doing a d1 again coz I don’t have a mid, especially outside of throw range which is why i said d1s should be more plus.
Hops get clipped by d1s so only thing frisky there is you getting floated.
I didn’t say it should play as any other game, the ones I listed were simply examples of games that are neutral focused without gutting everything.
The current top tier contenders are there because they ignore the forced neutral the game is designed around.
Sonya just does braindead mix nonstop with zoning that rivals the “dedicated” zoners, Sub is just 50/50 city with few iceballs to remind you it’s still Sub, Scorp just goes crazy coz the opponent is holding block all match afraid of the teleport and Geras does whatever he wants because you’re gonna get KB’d if you try to breathe.
Now what will happen here? NRS is gonna murk these characters and they’ll have to do the walk around and whiff punish game then d1/throw upclose coz they dared to escape the full gutting.
Without custom variations characters will end up all having a similar gameplan and personally I don’t find that very fun which is why I said what I said.
Hopefully I’m wrong and the next patches change up things so we’ll see soon enough.
I would argue crusing blow is similar to lethal hit in SCVI before I compared it to anything in Tekken. My bad I see the correction. Anyways, has anyone been able to successfully flawless block and punish online? I'm wondering if NRS had flawless blocking in mind when it came to some characters having excellent buttons. I've been able to flawless block here and there but nothing consistent. I wonder if increasing the window and making it easier would resolve balance issues.im little late to the party.
i dont understand, why are you people calling crushing blow such "innovation" and what not? NRS literally stole "rage arts" from tekken 7. its the same mechanic. LITERALLY.
"Waaaaaah the game's not perfectly balanced 2 weeks after launch waaahh"I seriously have no idea how some of the shit in this game ever made it to launch. Nrs and their "testers" are fucking clueless still
It is but are you really going to tell me that someone sat down and looked at noobs block ball and said "yeah that has competitive merit"."Waaaaaah the game's not perfectly balanced 2 weeks after launch waaahh"
I don't know what fighting games some of you guys play that are flawlessly balanced on release 'because testers', but I know it's definitely not SF4 or SF5, DBFZ, KI, MVC:I, etc.
Stop bashing the testers. Fighting game balance is an ongoing thing.
Im not expecting perfect balance. But I am expected common sense balance. Aka the rushdown mix up machine not having the best projectile in the game, thats pretty common sense. Or the grappler that does the most damage in the game not being able to get in for fucking free and punish you for even attempting to keep him out. Not to mention all the hitbox issues such as certain highs and jabs not hitting crouch blocking, how is that jot the first thing tested knowing NRS history? There's really no excuse for this level of cluelessness after 4 games of the exact same mistakes."Waaaaaah the game's not perfectly balanced 2 weeks after launch waaahh"
I don't know what fighting games some of you guys play that are flawlessly balanced on release 'because testers', but I know it's definitely not SF4 or SF5, DBFZ, KI, MVC:I, etc.
Stop bashing the testers. Fighting game balance is an ongoing thing.
Feels like there were teams that wanted to make characters play MK11, and other teams that wanted characters to play MKX.Im not expecting perfect balance. But I am expected common sense balance. Aka the rushdown mix up machine not having the best projectile in the game, thats pretty common sense. Or the grappler that does the most damage in the game not being able to get in for fucking free and punish you for even attempting to keep him out. Not to mention all the hitbox issues such as certain highs and jabs not hitting crouch blocking, how is that jot the first thing tested knowing NRS history? There's really no excuse for this level of cluelessness after 4 games of the exact same mistakes.
The only thing I would tend to disagree with about this is...yea most strings are unsafe. But after looking through the frame data of several characters while playing story mode. A lot of the strings are minus on block but not quite “unsafe” I mean most strings I see are -8 or 10 at most. That might as well be safe in a game like MK11 where most strings are highs and the ones that aren’t have start ups that are higher than the 8 to 10 frame punish window of the typical minus string in MKX. Granted there are exceptions like Raidens B2 which is basically half a second on block. But aside from thi gs being highs and duckable You can feel comfortable chucking out just about any string in this game as long as you are within range. And I feel that makes it fun if you have an opponent that you can go back and forth with trying to fish for an opening. However the lack of low starters In the game means that yea your forced to play the in and out game trying to get a whiff punish so the game in that aspect is functioning as advertised.This statement may seem controversial, but Mortal Kombat 11 has less defensive options than Mortal Kombat X in footsies. As I said in the first post, almost all strings are negative on block so you are stuck in a guessing game afterward. I suppose d+2 need to be strong to deal with the 50/50 mix up on throws.
No joke. I’ve been blowing up Scorpions since launch day that want to lean on teleport and his F43 string. I use Noob and get an automatic 33 percent punish on almost every one of Scorps EX tele’s.Scorpion's teleport is full combo punishable whether he delays the mb or not. It is in no way safe