Careerpancakes
Noob
I hope they don't keep hop attacks. I feel like hops were meant to be the universal overhead equivalent of pokes but they just don't work out that way. Having an actual overhead button was always better.
This is important, MK feels like MK when its focus is martial arts and over the top, silly gore. Even Cassie in MKX felt more like a martial arts character than pretty much any character in MK11. Really hope they go back to what makes people love this franchise. There's a lot of martial arts in the military as well, they just need to focus on that instead of giving guns to everyone.Forcing weapons on every character.
Less millitary focus, more martial arts focus.
Kombat Kids could be 1000 times better and funnier if they all took the martial arts route.This is important, MK feels like MK when its focus is martial arts and over the top, silly gore. Even Cassie in MKX felt more like a martial arts character than pretty much any character in MK11. Really hope they go back to what makes people love this franchise. There's a lot of martial arts in the military as well, they just need to focus on that instead of giving guns to everyone.
Imo, out of all of them, Sonya should have the most brutal hand to hand fighting style. One can only dream.
Yes, I also want to add here tournaments. I like watching tournaments and as you guessed it, I love brutals. So me as a spectator, I already know, I won't see brutals because in no chance this "console" has all the unlocks (many brutals in KL too) ...Locked Brutalities - just let me pay $20 or whatever to have access to them all, don't lock them behind towers, ranked play, timed events, etc.
So after playing some MK11 (Frost <3) I gotta say I absolutely hate the flawless block system and I will be very hesitant to buy 12 if it comes back.Run button. There are other things I don’t like but running is MK12 is the only automatic deal breaker.
Also my buddy won’t buy it without Reptile or Ermac.
"Waiting on SF6"I’ve always disliked these “Perfect Block” style mechanics in FGs
If you know me you know I absolutely hate parries. I think SF3 is by far the worst game in the franchise, and I hate the implementation of parries in SF6 too. If I feel it becomes an overbearing mechanic I will 100% stop playing it. I’m too busy these days to play games I don’t enjoy."Waiting on SF6"
MK11: Flawless block 3 frames
SF6: Perfect parry 2 frames
Did you know that?
Very hard core-mechanic
Which doesn’t change what I said at all, since I specifically mentioned sup-bar connections, but pat yourself on the back for being a smartass.if you watch pretty much any competitive event stream ... you see flawless block all the time in online play. Just saying... .
Agree with this 100%.Like most every other aspect of MK11, breakaways are an interesting idea, that feels rushed and unfinished.
didn't the two bar system in MK12 deal with that very issue?Using my two bars of meter that I want for offense just to break a combo with no basically no counterplay or strategy past meter management is lame. Might as well just make combos do less damage. It was fine in MK9/X but not ideal or interesting
True that, they could have implemented it in MK11 but I figured they thought it would be too strong so they made breakaway instead where the defender is still in a bad spot. But no reason that couldn't work with the right adjustments to meter or whatever.didn't the two bar system in MK12 deal with that very issue?
I absolutely do NOT understand how people liked the MK9/X meter system. I get that its simplicity is nice; but it inherently has no room for growth, nuance, or good balancing. I know I'm setting myself up to be miffed whenever MK12 inevitably goes back to that system.True that, they could have implemented it in MK11 but I figured they thought it would be too strong so they made breakaway instead where the defender is still in a bad spot. But no reason that couldn't work with the right adjustments to meter or whatever.
But people tout MK9/X breaker as a really good system and I wanted to contend that a bit.
Another system I think is worth considering is the 3D era's( or perhaps just Deception?) three breakers per match. Just a straight number of breakers you get where you could us it any time.
Also they could just not have a breaker. Just some thoughts
Seems like an easy out. Basically 1 breaker per round, or 2 in round, 1 in the other. It's effectively just another form of meter management.Another system I think is worth considering is the 3D era's( or perhaps just Deception?) three breakers per match. Just a straight number of breakers you get where you could us it any time.