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Official Mortal Kombat 1 Online Stress Test (Friday-Monday) Discussion

they said fatal blow armor activates at frame 8 now but the fastest buttons are still like 7. i can't really blow up fatal blow in neutral so i guess it can just be meatied better?
 

Vslayer

Juiced Moose On The Loose
Lead Moderator
they said fatal blow armor activates at frame 8 now but the fastest buttons are still like 7. i can't really blow up fatal blow in neutral so i guess it can just be meatied better?
Yep, if you meaty on knockdown you'll defo get it.
 

Vslayer

Juiced Moose On The Loose
Lead Moderator
i figured. i think i would have liked to be able to just blow it up when people throw it out in neutral too
yeah unfortunately if they do it far away (some of them have a bigger hitbox and range) then it's impossible to punish, meaty, etc.,
 

REYTHEGREAT

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The game looks good, visually. I had a handful of disconnections but mostly with WIFI users.

I wish the gane was at least 25% faster. Yes, I know it’s not final. Lui Kang deny fast though.

you can use your kameo fighters for pressure, make certain unsafe moves safe and more.

The combo potential is definitely there. So much you can do.
 

Eddy Wang

Skarlet scientist
Kitana being able to do fan lift while in the air seems quite bonkers. NRS really said "Oh, yall mad about no fan combos in MK11? We'll show you fan combos."

Also, damage in this game appears to be VERY high as a baseline. Even basic strings into a single special are doing 16-20%, let alone juggle combos which appear to be doing 25-30%, and extra let alone juggle combos with kameos doing 30%+ easily.

EDIT: if NRS doesn't touch combo scaling / damage (and I hope they don't), I think we're going to be consistently seeing 35-40% damage combos running amok. Get ready to DIE if you fuck up, everyone.
that was standard damage in mk9, let them cook
 

Rathalos

Play Monster Hunter!
I can't wait for the heated discussion that this game should be 3/5 because of of high damage combos.

But it absolutely needs to be 2/3 lol.
Combo damage is high, but everything else is so slow and time consuming.
 
heated discussion that this game should be 3/5 because of of high damage combos.

But it absolutely needs to be 2/3 lol
Please never again, MK11 ran overtime last time at EVO because they used FT3 for the entire top 8 and fucked up the Saturday scheduling, so much so that DBFZ ended past midnight
 

REYTHEGREAT

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I do feel the intro at the fighting menu takes too long. The one where they go head to head talking prior to fighting
 

KiD INsAnitY

Z of The Leaf -Team R.A.N
As much as a PRAY they leave damage the way it is .. I doubt it knowing the casuals compared wit kamoes tht i kno they wont even go in depth with besides YouTubing “bEST KAmOEs “ ..smh I can see NRS scaling the damage back a bit… as long as they don’t fuck wit the actual combo potential it’s self then .. I’ll be ok with tht iguess.
 

xWildx

What a day. What a lovely day.
Been watching a lot of streams and maybe someone who’s been playing can confirm, but the game doesn’t appear to be very stagger heavy at all? I know it’s early, but even in MK11’s earliest days I feel like the strike/throw game was more prevalent.

(Granted, I’m not complaining. I’d love if this game was less strike/throw based.)
 

Eddy Wang

Skarlet scientist
They were never safe on block. And yes they’re super unsafe here
yeah they weren't, I kinda forgot because with that pushback it had, it made them mostly unpunishable.


So far so good, except. the speed, game feels slow, I wish they could find a way to speed up the pace a little bit, maybe give MK9 dash block mechanic and change the jump animations a bit.