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So many problems with mk 11

AfroBreezy

TYM's wanted hero
Where do I I even begin. Gameplay wise, this game is amazing, but when I comes to the mechanics.... Flop. What 2d fighting game you know allows you to njk on wakeup? I'll wait. The point of a knock down is the offensive player having plus advantage, so why am I being conditioned by the opposing player on wakeup? Because of the game's whack wake up system, the opponent is give more than 3 ways to wake up. Wake up jump forward, wakeup combo string, Wake up njp or njk, etc. The break away is not consistent. even to the point where I have to mash the inputs. The dedication in the game as far as learning is non-existent. You can pick up any character in 5 minutes or less. Down 2s in mk are inhumane. If a down 2 is minus on block, then why is their push block. This game is already getting boring. Highly disappointed right now
 

Eddy Wang

Skarlet scientist
Where do I I even begin. Gameplay wise, this game is amazing, but when I comes to the mechanics.... Flop. What 2d fighting game you know allows you to njk on wakeup? I'll wait. The point of a knock down is the offensive player having plus advantage, so why am I being conditioned by the opposing player on wakeup? Because of the game's whack wake up system, the opponent is give more than 3 ways to wake up. Wake up jump forward, wakeup combo string, Wake up njp or njk, etc. The break away is not consistent. even to the point where I have to mash the inputs. The dedication in the game as far as learning is non-existent. You can pick up any character in 5 minutes or less. Down 2s in mk are inhumane. If a down 2 is minus on block, then why is their push block. This game is already getting boring. Highly disappointed right now
that's bullshit, there is no wakeup jump in this game, certainly there is no wakeup strings, if you are getting hit by a jab when the opponent wakes up or doing letting escape with a jump after they stand that's because you are just too slow to hit players on their wakeup window.

Stop blaming the game for you being slow, or better yet, play ppl with better connections, maybe plug a cable once in a while if you Wi-Fi ping is that high.

third, the breakaway is consistent, you need to make sure you have 2 defensive bars before using it, how many times you have looked at it before trying to mash it away?

Also why is this on a scorpion thread?
 
It is an amazing peace of art and one of the best fighting games of all time, but.....but....embedded with bullshit.

The grinding, towers of time, skins and gear that are unlockable, some characters having tools that are inexcusable in a game that is focused on neutral and fairness ( a.k.a errons blacks shit and jax command grab cb), crushing blows that are insanely random and reward no effort, reading and patience....just do it.

I think the problem with this game should be summed up in one word: Bullshit

Other that that, is delicious.
 
No disrespect, but you sound a lil salty my man. That said, as much as I'm trying to love this game, I gotta admit it feels a bit dry sometimes. Personally I blame the variation system (especially ranked), but that's a topic for another day. I get where you're coming from tho. But if you read your opponents gonna njp on wake up it's not like you don't have options. Anti air those fuckers and combo. Or keep it simple and neutral duck and uppercut or njp yourself and bop them outta the air for a combo
 

LawAbidingCitizen

Bomb Setups & Ball Rolls(Mileena/Cyrax)
Gameplay wise, this game is amazing,
I agree


but when I comes to the mechanics.... Flop
Starting to lose me! How can it be amazing gameplay wise but mechanics are shit?

What 2d fighting game you know allows you to njk on wakeup? I'll wait. The point of a knock down is the offensive player having plus advantage, so why am I being conditioned by the opposing player on wakeup?
Ummm MK11 doesn't allow anyone to wakeup jump. You are either:
  1. Not using Oki are too late on meaty
  2. Using WiFi with bad connection
  3. Mistiming mids
I like that there are defensive options on knockdown. It requires the attacker to actually think instead of ram the same mix on thier wakeup to constantly loop knockdown pressure (MKX flashes)

The break away is not consistent. even to the point where I have to mash the inputs
Everyone I know doesn't have your problem. Just press Down+Blk and hold. As soon as you are launched or on hit in air. They can time a Fatal Blow after you breakaway to stuff it for unbreakable damage and steal your bars.

You can pick up any character in 5 minutes or less
No this is not true, not at a high level at least. I have a challenge for you. Pick up Shang Tsung and Soulsteal vs Every character against a Top Player like KP, REO, SCAR, Sonic, Foxy... See what happens

If a down 2 is minus on block, then why is their push block.
Some of them are stupid but its probably because there are universal counters that leads to 40% and up.
 

kcd117

Noob
My biggest complaint about this game is the free movement that was introduced in vanilla. It is just bad.

My second huge complaint is in the dumb as hell wakeup game. It gives the player who got knocked down way too many options, and that opens up the layer of wakeup jumps. At the same time, I think about what would this game turn into if it wasn't for the dumb wakeup options. In the current state, you get touched by Geras or Erron and you are guessing for your life in their absurd okizeme, imagine if you didn't have access to all of those options. I think the wakeup game could use some adjustments but I also think the oki should be heavily toned down to force people to actually win the neutral more than once in a match.
 

kcd117

Noob
Some statements are contradictory AF, how the hell can a game have a very strong Wakeup game nulifying mostly oki options, and having characters with Absurd Oki on a game that sistematically nulifies Oki?
Pretty simple actually. You have 5 different natural wakeups, covering different options + the yomi wakeup layers in jumps, normals & regular specials + the short and long delays, and at the same time we have characters that have one option that can cover 99% of the wakeup options you have. I.E: when timed right, Erron's B222 covers every option but a foward roll. Geras' body splash stuffs all of these options for at least half of the cast, etc. Since you pretty much have to respect these options no matter what you do most of the times, it opens up for their mixup layers creating the dumb okizemes I was talking about.

At the same time, we have characters that don't have access to stupid one-size-fits-all oki options, and they have to deal with an exaggerated number of layers in the wakeup system.
 

Eddy Wang

Skarlet scientist
Pretty simple actually. You have 5 different natural wakeups, covering different options + the yomi wakeup layers in jumps, normals & regular specials + the short and long delays, and at the same time we have characters that have one option that can cover 99% of the wakeup options you have. I.E: when timed right, Erron's B222 covers every option but a foward roll. Geras' body splash stuffs all of these options for at least half of the cast, etc. Since you pretty much have to respect these options no matter what you do most of the times, it opens up for their mixup layers creating the dumb okizemes I was talking about.

At the same time, we have characters that don't have access to stupid one-size-fits-all oki options, and they have to deal with an exaggerated number of layers in the wakeup system.
Wakeup U3 is fully invincible on wakeup, you cannot meaty this option as one is waking up, so if Erron hits you with B222 that's because you didn't use U3, or because of course you didn't roll forward.
U2 are throw invincible and also invincible against air attacks, the only way to bypass U2 its by making it whiff on a well timed jump, but that doesn't nulify all options, as the defender can still roll, wakeup with a flawless block
Whatever is that its taking you out, it seems you just dunno the wakeup proprieties.
 

kcd117

Noob
Wakeup U3 is fully invincible on wakeup, you cannot meaty this option as one is waking up, so if Erron hits you with B222 that's because you didn't use U3, or because of course you didn't roll forward.
U2 are throw invincible and also invincible against air attacks, the only way to bypass U2 its by making it whiff on a well timed jump, but that doesn't nulify all options, as the defender can still roll, wakeup with a flawless block
Whatever is that its taking you out, it seems you just dunno the wakeup proprieties.
Idk who you play but after an ex erron's slide most of the U3 will whiff and his meaty B2 will clip you anyway. Most of the U2 are terrible against jump-ins across the board, the only time they work is on a grab read. As I said, they are examples of characters that have extremely strong oki options.

But lets say you can beat B222 all the time with U3 and Roll. You literally have a (dumb) 10+ options system reduced to 2 options due to one single string. One. Single. String. Idk about you but I'd call that string a dumb oki option. There you have it, dumb wakeup system and dumb oki game can coexist in a game.
 

Son ov Timett

Bork, No Jin
Yea. If there is enough lag online you can just neutral jump after being knocked down regardless of mashing.
Then step back, let the wifi warrior whiff whatever he throws out, trip guard the cat into oblivion.

Need to think like Mr. Miyagi. Be one with the lag, or let the lag overcome you.

Honestly Idk what tf they did in their server update, but it's been running like KerryGold for me as of late. Just decline the two bar Kmart connections (wi-fi or otherwise) and enjoy.
 

Eddy Wang

Skarlet scientist
Idk who you play but after an ex erron's slide most of the U3 will whiff and his meaty B2 will clip you anyway. Most of the U2 are terrible against jump-ins across the board, the only time they work is on a grab read. As I said, they are examples of characters that have extremely strong oki options.

But lets say you can beat B222 all the time with U3 and Roll. You literally have a (dumb) 10+ options system reduced to 2 options due to one single string. One. Single. String. Idk about you but I'd call that string a dumb oki option. There you have it, dumb wakeup system and dumb oki game can coexist in a game.
that's not how meaty works, your definition of oki is very wrong.
Oki means hitting someone as they stand
Meaty means, hitting an attack just as they stand
meaning if your attack hits meaty, on a game with weak wakeup options like it was in MKX the opponent cannot use wakeups because they don't have invincibility frames when they wakeup, and the attacker can use meaty to beat wakeups

Here is a clear example of what meaty is and its even breaking armor because before wakeup only had one frame with armor, so you could stuff them if you had ways to hit them twice before they attack even begins

what you are describing its not meaty at all, if erron B2 is hitting you as he stands, you're not using U3, and if you are using U3 and its not hitting him, then that's because he is baiting your attack and he is whiff punishing you for wakeup up.
U3 are fully invincible on wakeup, doesn't you cannot bait it and whiff punish, and that's not meaty.

and the wakeup its not dumb, neither is the oki, the wakeup system its the most fair system of this game, if you make the correct read you get rewarded for it, either is from an offense or defense stand point.
 

kcd117

Noob
that's not how meaty works, your definition of oki is very wrong.
Oki means hitting someone as they stand
Meaty means, hitting an attack just as they stand
meaning if your attack hits meaty, on a game with weak wakeup options like it was in MKX the opponent cannot use wakeups because they don't have invincibility frames when they wakeup, and the attacker can use meaty to beat wakeups

Here is a clear example of what meaty is and its even breaking armor because before wakeup only had one frame with armor, so you could stuff them if you had ways to hit them twice before they attack even begins

what you are describing its not meaty at all, if erron B2 is hitting you as he stands, you're not using U3, and if you are using U3 and its not hitting him, then that's because he is baiting your attack and he is whiff punishing you for wakeup up.
U3 are fully invincible on wakeup, doesn't you cannot bait it and whiff punish, and that's not meaty.

and the wakeup its not dumb, neither is the oki, the wakeup system its the most fair system of this game, if you make the correct read you get rewarded for it, either is from an offense or defense stand point.
Since you are trying really hard to miss the entire point, I'll go real slow about it.

I'll use Erron's B222 as an example again, even tho there are more characters with tools like that and some are even better.

I already considered that U3 beats everything as you said, even tho it is not true in the slightest.

I'm also considering that forward roll beats the B222, which is true.

B222 can be made safe, it is a launcher on hit and also puts you in a guessing game when blocked, not to mention that it has a true 50/50 after the first hit, to sum it up, it wins against:
U2.
Back roll.
Delayed Wakeup (both long and short).
Wakeup Normals.
Wakeup Specials.
Wakeup Jump.
Just block.

B222 gets punished if you U3 and in some cases if you roll forward.

B222 is ONE OPTION he has, and he gets to keep his turn pressuring or punishing you in 8 of the 10 scenarios. He has many more options, including many that beat both U3 and forward roll, but with one single string he can keep you from doing all of that stuff.

With the definition of oki that you brought, you are clearly ignoring all the guessing game involved in the oki situation. Every time you knock someone down in a situation where they have to guess to successfully reset the neutral you are having your okizeme game applied. Your meatys are also part of your oki. If you sit there and block and they wakeup with an unsafe attack you had your oki and you guessed right, it doesn't stop being part of your oki 1 frame after they leave the ground lol.

With that in mind, you have to plan your oki in order to have options to anticipate and beat 10 different scenarios, which is pretty dumb, considering most characters have to literally do 8 different things to cover all options, which leads to people getting up for free due to you guessing wrong. Erron, on the other hand, can keep you from doing 8 things with a single move, which is also extremely dumb.

What I am trying to say, and you are successfully dodging the point, is that I don't think it is ok for a character to have an oki game so strong to the point where he reduces 10 options to 2 with a single tool, while still being able to do a lot of other things to keep pressure on you. But a character having that doesn't make it ok for everyone to have so many options on wakeup that in most cases makes the aggressor guesses riskier and harder than the defender bc most characters in this game are not Erron Black and do not have tools that dumb.

U can have a game with 1000 wakeup options, with a character that can cover 999 of them with one or two moves, one thing doesn't make the other less messed up lol.

This games' wakeup system is second only to MK9 in terms of how much you have to respect people when they are down, and the fact that some characters still don't need to give two flying fucks about that is unbelievable.
 

Circus

Part-Time Kano Hostage
@AfroBreezy if you are allowing your opponent to wake up jump, then that is just you, it's not the game.

If you are + enough on a knockdown you shouldn't be letting your opponent do ANYTHING except their wakeup options.

Practice timing your normals so it juggles them out of the air right as they attempt to jump away, and if that doesn't work, literally dash up and D1 at the right time.

While this another complaint-thread, I hope that other people learn from it. Honestly I didn't even know some people thought this was a thing. It's definitely not.
 

scarsunseen

RIP TYM 6/11/2021
Where do I I even begin. Gameplay wise, this game is amazing, but when I comes to the mechanics.... Flop. What 2d fighting game you know allows you to njk on wakeup? I'll wait. The point of a knock down is the offensive player having plus advantage, so why am I being conditioned by the opposing player on wakeup? Because of the game's whack wake up system, the opponent is give more than 3 ways to wake up. Wake up jump forward, wakeup combo string, Wake up njp or njk, etc. The break away is not consistent. even to the point where I have to mash the inputs. The dedication in the game as far as learning is non-existent. You can pick up any character in 5 minutes or less. Down 2s in mk are inhumane. If a down 2 is minus on block, then why is their push block. This game is already getting boring. Highly disappointed right now
I'm not trying to sound like a jerk, I promise, but most of what you're saying is your own fault to be completely honest. Your opponent can only NJK, NJP, combo, etc.. on wake-up if you let them. I highly encourage you to practice meaties and okis. Honestly, you've been playing the game wrong.
 

LawAbidingCitizen

Bomb Setups & Ball Rolls(Mileena/Cyrax)
Wakeup U3 is fully invincible on wakeup, you cannot meaty this option as one is waking up, so if Erron hits you with B222 that's because you didn't use U3, or because of course you didn't roll forward.
U2 are throw invincible and also invincible against air attacks, the only way to bypass U2 its by making it whiff on a well timed jump, but that doesn't nulify all options, as the defender can still roll, wakeup with a flawless block
Whatever is that its taking you out, it seems you just dunno the wakeup proprieties.
I disagree with op but there is a near universal wakeup OS that stuffs every option in corner. Techs throws, blocks U3/U2, catches F/B rolls sol options bit Delayed WU but is safe vs it. @SHAOLIN posted it on TYM and after I started discovering universal options that are not OS which still blow up every option with bsckdash normal. For jax its backdash B2

Here is the thread:

 
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AfroBreezy

TYM's wanted hero
Let me be clear as possible. I can stress this enough on how many times I jump forwarded and the opponent literally wjk. I've talked to numerous mk players about this. Even some of the pro players have agreed with me.
 

AfroBreezy

TYM's wanted hero
@AfroBreezy if you are allowing your opponent to wake up jump, then that is just you, it's not the game.

If you are + enough on a knockdown you shouldn't be letting your opponent do ANYTHING except their wakeup options.

Practice timing your normals so it juggles them out of the air right as they attempt to jump away, and if that doesn't work, literally dash up and D1 at the right time.

While this another complaint-thread, I hope that other people learn from it. Honestly I didn't even know some people thought this was a thing. It's definitely not.
No I'm not allowing them to jump at me