What's new

Universal Anti-Breakaway Specials

As shown in the Kombat Kast, Spawn has a special that can beat breakaway, and if it does gives you a combo extender. This needs to be a universal mechanic and not just unique to Spawn. Breakaway is one of the more contentious mechanics in MK11, and I think this would go a long way to making it more bearable if not balanced.
 
D

Deleted member 5032

Guest
The only thing I find unbearable about breakway is that I'll spend 30 seconds failing to break out of a 200-hit Lao juggle but then I get d2'd and accidentally break out. I wish they would make it more consistent for us online warriors.
 
Here's my quick fix for this that I've wanted:

Breakaway armor should not cause damage reduction.

If I read a breakaway and d2 to salvage as much damage as possible, then I shouldn't be penalized for it. As of now you can lose 5% damage* to that armor absorption and you're already risking damage loss by cutting your combo short for the d2 right after launch.

We don't need to give the entire cast an anti breakaway armor option. The option to d2 for a chunky last hit should be a sufficient option for counterplay if the damage penalty wasn't so harsh

* number came from comparing a d2 from Sonya after b143
 

Cobainevermind87

Mid-match beer sipper
I don't know how many fucking times I've pissed away my defensive meter accidentally breaking away from low moves that have virtually no follow-up. Sub's slide, Noob's shadow slide, etc. I mean, you see a low coming at you, you hold down and block lol. Just because they point blank yolo'd and you crouched a millisecond too late, you wasted your breakaway on absolutely nothing. It's a terrible design.
 

scarsunseen

Miley Cyrax®
I don't know how many fucking times I've pissed away my defensive meter accidentally breaking away from low moves that have virtually no follow-up. Sub's slide, Noob's shadow slide, etc. I mean, you see a low coming at you, you hold down and block lol. Just because they point blank yolo'd and you crouched a millisecond too late, you wasted your breakaway on absolutely nothing. It's a terrible design.
This frustrates me endlessly. I agree with you.
 

Zer0_h0ur

XBL tag: South of Zero
I don't know how many fucking times I've pissed away my defensive meter accidentally breaking away from low moves that have virtually no follow-up. Sub's slide, Noob's shadow slide, etc. I mean, you see a low coming at you, you hold down and block lol. Just because they point blank yolo'd and you crouched a millisecond too late, you wasted your breakaway on absolutely nothing. It's a terrible design.
To be fair, if you break away from Noob's amp shadow slide after F221 you get a full combo punish
 

BlissfulMedusa

Modern Woefare
Funny, I was watching the KK thinking to myself, “Wow, they’re really giving Spawn everything,” then they hit me with this. LOL.

Perks of being a hyped up DLC character, I suppose.
 
I have never had a problem with accidental breakaway and more with finding the correct timing for certain moves. For example, Night Wolf's rising tomahawk, I stopped trying to time it and now I just mash.

My problem with breakaway is that I'm a combo guy. I spend all this time practicing combos and the moment I land a clean combo they escape and by the time I open them up again (I play Kung Lao) they either have the meter back or are about to have it back. I believe you should be rewarded with big damage for playing neutral and landing your combo starter but all this game gives you is a sad empty feeling when you see them break away.
 

Lt. Boxy Angelman

I WILL EAT THIS GAME
Don't know why they didn't map it to Stance Switch like every other defensive mechanic in the game. Or how they didn't see this coming. There's a difference between making a difficulty curve and making things a deliberate pain in the ass.
 

MKF30

Fujin and Ermac for MK 11
I am not for this, I feel ba are already lackluster imo. This would make the even more useless. I want breakers back. If they did this, I would never use bas again waste of meter.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
So basically, make breakaway useless? I’m not sure what this would add to the game.
 

Kiss the Missile

Red Messiah
I have never had a problem with accidental breakaway and more with finding the correct timing for certain moves. For example, Night Wolf's rising tomahawk, I stopped trying to time it and now I just mash.

My problem with breakaway is that I'm a combo guy. I spend all this time practicing combos and the moment I land a clean combo they escape and by the time I open them up again (I play Kung Lao) they either have the meter back or are about to have it back. I believe you should be rewarded with big damage for playing neutral and landing your combo starter but all this game gives you is a sad empty feeling when you see them break away.
It's especially worse with KBs being once a match
 

Kiss the Missile

Red Messiah
So basically, make breakaway useless? I’m not sure what this would add to the game.
Wouldn't make Breakaway useless, it'll make it so it requires actual thought now. Spawn's Break Buster is a combo ender. So he has to read that you're about to break away. Otherwise he cashes out damage early. It's the same exact concept as the current meta with uppercutting when you read a breakaway, except now the read has an actual reward.
 

OutworldKeith

Champion
As shown in the Kombat Kast, Spawn has a special that can beat breakaway, and if it does gives you a combo extender. This needs to be a universal mechanic and not just unique to Spawn. Breakaway is one of the more contentious mechanics in MK11, and I think this would go a long way to making it more bearable if not balanced.
It’s Fatal Blow for most characters. I had a match last night where I landed D2 KB my opponent tried to breakaway and I blasted his ass with FB lmao.
 

Denny

Noob
Adding a universal anti breakaway mechanic brings up the point of why the hell is breakaway even in the damn game then

Change it to combo breaker like it used to be and be done with it instead of adding another layer to a bad mechanic.
Absolutely agree here. Breakaway is horrible, we need breaker back.
 
I am not for this, I feel ba are already lackluster imo. This would make the even more useless. I want breakers back. If they did this, I would never use bas again waste of meter.
I didn't mind breakers in MKX. I think they would need to cost all of your defensive and offensive meters that way if your opponent gets aggressive and spends offensive meter, over commits, and gets tagged, he can't breakaway. I wouldn't mind seeing breakaway cost all 4 bars, to be honest.

We are at the end of the first "season" and this is there chance to make big system changes and keep the game fresh going it the next year. whether that be changes to existing mechanics or all-new ones, give us a reason to be excited for the coming year other than a slow trickle of characters. I think this new breakaway tech for Spawn is a good sign that they might just do that, I just hope they don't take to long to let us know what's coming.
 

Blade4693

VIVIVI
Yeah giving each character one of these types of moves would be cool that way you can get a bigger reward for reading a break, as it is now you basically get a d2 as they fall down lol
 

MKF30

Fujin and Ermac for MK 11
I didn't mind breakers in MKX. I think they would need to cost all of your defensive and offensive meters that way if your opponent gets aggressive and spends offensive meter, over commits, and gets tagged, he can't breakaway. I wouldn't mind seeing breakaway cost all 4 bars, to be honest.

We are at the end of the first "season" and this is there chance to make big system changes and keep the game fresh going it the next year. whether that be changes to existing mechanics or all-new ones, give us a reason to be excited for the coming year other than a slow trickle of characters. I think this new breakaway tech for Spawn is a good sign that they might just do that, I just hope they don't take to long to let us know what's coming.

4 bars? I think they're already costly with 2 bats man lol. And they dont even work that well half the time compared to breakers which gave you a reset of the neutral, some space. Though I personally preferred them in mk 9 over mix because mk x you could still run in faster to get in.

I would just get rid of them or if they can't do that make breakaways cost 1 bar and move farther away like breakers distance so your opponent can't keep constant pressure next to you. Well see what happens with it in the future.
 
4 bars? I think they're already costly with 2 bats man lol. And they dont even work that well half the time compared to breakers which gave you a reset of the neutral, some space. Though I personally preferred them in mk 9 over mix because mk x you could still run in faster to get in.

I would just get rid of them or if they can't do that make breakaways cost 1 bar and move farther away like breakers distance so your opponent can't keep constant pressure next to you. Well see what happens with it in the future.
I only played 9 for its story so I can't speak at that games breaker system (I'm not sure I ever used it). In MKX you had to give up two of your three bars witch is used for offense and defense and was balanced around that, and that's where they have painted themselves into a corner with this game, the meter system. Everything from the breaker systems, to wakeup options, and enhanced specials need to be balanced around the recharging meter.