Eddy Wang
Skarlet scientist
From MK9 to MK11 we had the chance of have a meter gauge, and in a span of 10 years, one of the mechanics that followed it over was Breakers from MK9 to MKX, and Breakaway in MK11 where the Meter build on its own.
MK9/ MKX (reward tier based on how meter building worked )
S+: Land a first hit Bonus
S- : Using a special move, which would subsequently be blocked
S: Forcing characters to block an attack
A+: Using a Special move on
A: Taking a hit
Escape system:
Breaker - Allowed characters to interrupt taking damage such as combos or single hits, if standing, or airborne, as long as the player had 2 levels of meter.
Effects in game (consequences of sort)
In MKX was similar to MK9, with the main difference being that there was a stamina system aiding the breaker system, and you could only break if you had your stamina full on top of having 2 levels of gauge meter.
I personally liked how it was on season 1, as once the opponent broke a combo, only his stamina would get depleted, this obviously would let them open to more offense, because the attacker could run back in (used to be godlike imo) But the community hated this change and wanted a system that held their hands more, and so then in season 2:
Breaker would cause both stamina to deplete slowing down the game for both, now, a zoner once again could get a first hit bonus, gain a lead, break your combo and continue to zone to build back meter to have it again by the time both stamina are back (hated this change personally)
MK11 (Passive meter)
In This game, NRS abandoned the active meter system, and transformed into a passive state, Meaning you no longer had to worry about it as, as long as it was empty, it would build on a steady rate no matter the character or what they did in the game, the only bad take was not using your meter.
MK11 (Reward tier system)
S+: Automatic refills
S+: refills, between round transitions (what?)
S+: refills when characters are on idle/grounded, or even taking a nap
S+: A new bar was added to the gauge, then it was split in half, two of them are for defensive use, the other 2 are for offense usage.
Escape system
Breakaway - Can only be used when characters are Airborne, costs 2 defensive meter
While it was different, it didn't came without its fair share of issues
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While this is indeed a long analysis, i expect at this point everyone got the point that having an escape system it's the common denominator here, and that system has to go, as it creates lots of problems, not that it could not definitely be designed better, but as long as it exists, there are some of these factors that will always be dominant and ruin one aspect of fighting games Ed Boon doesn't like, you made a mistake, pay with your health.
I'm not sure, which route MK1 will take, I guess we will have to wait for June 8th to find out, i just hope it's neither, really hope they deleted both, breakers and breakaways, and just let ppl get hurt for making mistakes, having an escape system while it aids the weaker players, it also make stronger characters even more stronger, as anyone can make use of such advantage given in the game.
Which one do you expect, tell me why.
MK9/ MKX (reward tier based on how meter building worked )
S+: Land a first hit Bonus
S- : Using a special move, which would subsequently be blocked
S: Forcing characters to block an attack
A+: Using a Special move on
A: Taking a hit
Escape system:
Breaker - Allowed characters to interrupt taking damage such as combos or single hits, if standing, or airborne, as long as the player had 2 levels of meter.
Effects in game (consequences of sort)
- It made meter management good for characters who could control the screen much better, with zoning always having meter to break while escaping and building more of it as it deals damage
- Made characters on the losing battle a struggle to play as they could only build meter by taking hits.
- Someone always had 2 bars of meter on the first hit, making combos less likely as there was always a chance to break after trying a risky take for a mistake with a get-out-of-jail-free card.
In MKX was similar to MK9, with the main difference being that there was a stamina system aiding the breaker system, and you could only break if you had your stamina full on top of having 2 levels of gauge meter.
I personally liked how it was on season 1, as once the opponent broke a combo, only his stamina would get depleted, this obviously would let them open to more offense, because the attacker could run back in (used to be godlike imo) But the community hated this change and wanted a system that held their hands more, and so then in season 2:
Breaker would cause both stamina to deplete slowing down the game for both, now, a zoner once again could get a first hit bonus, gain a lead, break your combo and continue to zone to build back meter to have it again by the time both stamina are back (hated this change personally)
MK11 (Passive meter)
In This game, NRS abandoned the active meter system, and transformed into a passive state, Meaning you no longer had to worry about it as, as long as it was empty, it would build on a steady rate no matter the character or what they did in the game, the only bad take was not using your meter.
MK11 (Reward tier system)
S+: Automatic refills
S+: refills, between round transitions (what?)
S+: refills when characters are on idle/grounded, or even taking a nap
S+: A new bar was added to the gauge, then it was split in half, two of them are for defensive use, the other 2 are for offense usage.
Escape system
Breakaway - Can only be used when characters are Airborne, costs 2 defensive meter
While it was different, it didn't came without its fair share of issues
- Inputs getting eaten once a player used breakaway, making inputs messy for those trying to juggle or snuggle an extra hit after
- No meter management needed, as losing your meter meant little, it was always building back up the moment you used breakaway, no matter where
- Made combos less of a thing as someone always had a breakaway on the go
- oppressive characters who once would struggle for meter, now can just push through as the meter build its made for them, on top of it, some of them were less reliant of meter, so it became a breakaway purpose only
- Characters that were hard to find an opening on certain Matchups always had meter to breakaway for those 1 shot opportunities the weaker characters would get, negating taking significant damage that could put the other player back in the game.
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While this is indeed a long analysis, i expect at this point everyone got the point that having an escape system it's the common denominator here, and that system has to go, as it creates lots of problems, not that it could not definitely be designed better, but as long as it exists, there are some of these factors that will always be dominant and ruin one aspect of fighting games Ed Boon doesn't like, you made a mistake, pay with your health.
I'm not sure, which route MK1 will take, I guess we will have to wait for June 8th to find out, i just hope it's neither, really hope they deleted both, breakers and breakaways, and just let ppl get hurt for making mistakes, having an escape system while it aids the weaker players, it also make stronger characters even more stronger, as anyone can make use of such advantage given in the game.
Which one do you expect, tell me why.