spidey300
Warrior
combos were clearly more fun and execution based in mkx but I think they've reached a decent medium in mk11. too bad you got characters like sonya hitting you for 40% + for one bar
i don't think it's the bnbs that are meant for hype. it's the super optimal combos that are meant for hype. cyrax combos were super fun before and maybe even after the nerf. guess some people don't know the joy of hitting some amazing comboI don't care how long and elaborate they are, bnbs aren't hype. Shit like cyrax and kitana combos in x were just obnoxiously long. Plus you can't have long combos because of the way meter comes back
yet neither of those have been true for either of the titles latelyI think they're fine. There could be a bigger variety, but I prefer Mortal Kombat be a more footsie-based game. I love the Crushing Blow mechanic and think it fits Mortal Kombat perfectly.
Injustice should be the combo-heavy title. I'd like to see the two franchises separate themselves in direction. Mortal Kombat, the heavier, more methodical fighter and Injustice, the higher mobility and faster-paced game.
but we're not playing samsho. samsho is like one of the more niche fighters and it's earned it's style of play.“Long combos” is an overrated concept.
I much prefer the SamSho style of play.
kenshi definitely had some slightly execution heavy combos in kenjutsu. most of the characters with rrun cancels had numerous combo paths.I'm not sure what character you guys remember in MKX that had "a bunch of different combo options". I'd like some examples and not just rose tinted glassery. Kenshi did not, Kotal did not, Kano did not, Ferra/Torr did not.
All MKX had was the two 50/50 options led to your launcher, then the same BNB into outrageous ozi / armor crush / reset setup. watch for the break, watch for the mash, lather, rinse repeat.
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