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Khaos Reigns Patch Notes 9/24/2024 (via MK's Discord)

Patch notes being posted in MK's official Discord:

• Various fixes to improve game stability
• Added a new [High] value for the existing Motion Blur setting, with the previous [ON] setting now being noted as [Medium]
• Added AMD FSR 3 Image Reconstruction as an additional Upscaling option available
• Added a new graphical setting to disable the Film Grain effect
• Updated Nvidia DLSS Image Reconstruction plugin to version 3.7.1 and changed the Upscaling Preset used to C
• Implemented first pass of Razer RGB peripheral support for certain in-game sequences
• Reworked file structure to optimize future Patch download & install sizes (Note that additional optimization to reduce Patch install & download size is unlikely to be possible)
• Various UI fixes and improvements
• Various Mouse & Keyboard input device related fixes
• Resolved issues that occurred when using Low graphics settings
• Further optimized the PSO Shader Cache boot flow for certain hardware set-ups
• Updated PC Hardware System Spec information to reference more recent hardware and provide additional context for target Resolution & Settings
• Additional Story Content has been added – Part 2: Khaos Reigns
• Additionally, all Mortal Kombat 1 owners will have access to new Arenas, new Arena Variants, & Animalities, the fan-favorite finishing moves that haven’t been seen since the ‘90s, allowing fighters to channel their inner animals. These features will be available on September 24 as a FREE content update in conjunction with the Mortal Kombat 1: Khaos Reigns release.
Title updated to Khaos Reigns
• Implemented file compression to reduce game size for future patch releases (Note that this will require a larger download than usual for this Patch)
• Move list corrections & Localization fixes
• AI adjustments & improvements
• Improvements to Screen Reader functionality
• Added Cyrax Fighter to Roster
• Added Sektor Fighter to Roster
• Added Noob Saibot Fighter to Roster
• Added Wedding skin for Scorpion, Empress skin for Mileena & UMK3 skin for Sub-Zero
• Added several new Brutalities for players to discover
• Fixed several visual issues during brutalities
• Added Kameo ease of use information shown during Kameo Selection
• Fixed rare situations where a successful Up Block against a vulnerable attack would result in the defender still receiving block pushback
• Adjusted distance that Fighters move when performing a buffered backdash after an attack
• Fixed issue with offline consoles sometimes not retaining hotfix data that has been previously downloaded
• Fixed issue that could cause players in Invasions to not use the latest hotfix data
• Added Towers of Time which now resides where the Gateway Mesa was
• You can now also enter Towers of Time from the Main Menu > Towers
• Added Towers of Time Challenges & Leaderboard with placement rewards
• Added Map to Mesa Pause Menu which shows pathways & key locations
• Main Fighters
Ashrah
• Fixed Enhanced Light Ascension causing camera to become misaligned in certain situations
• Fixed Dark debuff lingering after Ashrah is defeated during an Endurance fight

Baraka
• (Air) Death Spin final hit now only auto-corrects if one of the previous hits connected

General Shao
• Fixed Reverse Treechopper damage scaling when interrupted using default interrupted damage scaling instead of command grab damage scaling
• Fixed sound effects missing in certain situations when hitting with Haymaker (Away + Front Kick, Back Punch)

Geras
• Factual Force (Towards + Front Kick) now causes a bounce hit reaction instead of a splat knockdown & recovers 8 frames faster on hit
• History Lesson now recovers 17 frames faster on miss

Havik
• Added new Move Nether Snatcher & Enhanced Nether Snatcher
• Added new Move (Air) Nether Stomp & (Air) Enhanced Nether Stomp
• Added new Move Enhanced Corpse Taunt
• Helping Hand & Enhanced Helping Hand now startup in 45 frames (down from 59)
• Helping Hand armor now starts on frame 6 (was frame 10)
• Enhanced Helping Hand now has a different hit reaction if used more than once in a combo
• Crucial Strike (Jump Back Punch, Back Kick) now has a different hit reaction
• Fixed issue with Enhanced Blood Bath visual effects displaying improperly in certain situations where gameplay is paused
• Fixed missing sound effects on Neoplasm when the projectile is parried

Johnny Cage
• Fixed issue with Wowing Out special move limit not being reset if a Kameo Summon is used as a cancel
Kitana
• Fixed visual issue with Fancy Flick causing ground impact effects after it has been parried

Kung Lao
• Added new Move (Air) Buzzsaw & Enhanced (Air) Buzzsaw
• Shaolin Spin can now move forward or backward while holding Front Kick button
• Enhanced Shaolin Spin has increased movement speed forward or backward when holding Front Kick button
• Enhanced Shaolin Shimmy no longer automatically performs follow-up attack on block
• Enhanced Shaolin Shimmy when blocked can perform follow-up attack for 1 bar of meter with Back Kick + Block

Li Mei
• Fixed rare issue with opponent facing incorrect direction briefly if Lion's Pounce (Cancel) (Towards + Front Kick, Hold Front Kick) is performed while they are knocked down
• Fixed issue with Sky Lantern moving to an incorrect location if used immediately before Fatal Blow

Liu Kang
• Added new Kombo Attack Volcanic Palm (Away + Back Punch, Front Punch)

Raiden
• Enhanced Lightning Port has less damage scaling and on hit disables the opponent's ability to Breaker or use a Kameo until they land
• Fixed Enhanced Lightning Port having a stricter input window compared to other special move cancels
• Fixed specific input sequence to execute Uppercut Jump Cancel causing Lightning Port to be performed instead

Scorpion
• Blazing Charge hit animation adjusted, now has 19 more frames of advantage on hit

Sindel
• Fixed incorrect attack coming out when performing a buffered attack after Bodied (Jump Back Punch, Back Kick)
• Fixed Kartwheel having incorrect frame data shown in Practice Mode

Smoke
• Increased hit region on Smoked Out (Up + Front Punch, Front Punch, Back Punch)
• Spin Kicks (Jump Front Kick, Back Kick) and Airing Out (Jump Front Kick, Back Kick, Back Kick) now will auto face
• Invisibility now goes away when hit by a parry attack
• Fixed Vicious Vapors having incorrect frame data generated in Practice Mode
• Fixed issue that could cause the camera to become misaligned if Smoke is interrupted during Everywhere (Back Punch, Front Punch, Back Punch) at certain timing

Shang Tsung
• Added new move Kameo Kopy & Enhanced Kameo Kopy
• Added new Kombo Attack Orthopedic Takedown (Away + Front Punch, Back Kick) (Old Form)
• Pulse Check (Front Punch, Back Punch, Back Kick) recovers 2 frames faster and can be 2in1 cancelled
• Snake Oil (Away + Back Punch in Young Form) starts up 2 frames slower and recovers 1 frame slower
• Operation (Away + Back Punch in Old Form) starts up 2 frames faster and has an adjusted hit reaction
• Bed of Spikes & Enhanced Bed of Spikes now appear faster
• Bed of Spikes recovers 1 frame faster on hit and 3 frames faster on block & miss
• Enhanced Bed of Spikes recovers 4 frames faster on hit and 5 frames faster on block & miss

Tanya
• Spinning Splits Kicks now has a different animation when it is blocked and no longer does follow-up attacks
• Divine Protection now parries projectiles and allows for follow-ups with max charge
• Deity Push now has a different hit reaction with increased damage scaling
• Seeking Guidance now takes 5 frames longer to charge each Guidance level (Enhanced Seeking Guidance is unchanged)
• During Heavenly Hand, holding Front Punch allows you to spend Guidance charge to increase projectile speed and damage
• During Spinning Split Kicks, holding Back Kick allows you to spend Guidance charge to become projectile invulnerable and perform all attacks on block
• During Drill Kick hit reaction, holding Away + Back Kick allows you to spend Guidance charge to perform Deity Push
• During Drill Kick hit reaction, holding Towards + Back Kick allows you to spend Guidance charge to perform Umgadi Evade
• Fixed issues with Guidance lingering in certain situations

Omni-Man
• Around The World (Towards + Back Punch) now causes a bounce hit reaction instead of a splat knockdown

Quan Chi
• Best Foot Backward (Down + Towards + Back Kick) tracking timing adjusted by 8 frames
• Fixed incorrect projectile being used by Psycho Skull after exiting Zone of Power
• Fixed visual issue with Psycho Skull causing ground impact effects after it has been parried
• Fixed visual issue with Zone of Waste lingering during brutalities

Homelander
• Fixed Diabolical Dash > The Seven Slam damage scaling when interrupted using default interrupted damage scaling instead of command grab damage scaling
• Fixed Diabolical Dash > The Seven Slam not doing additional damage against an opponent performing Up Block
• Fixed being able to move outside of the arena constraints briefly after hitting with (Air) Diabolical Dash > Vought Drop
• Fixed (Air) Delay God Complex not being possible when (Air) God Complex is performed at the lowest possible height
• Fixed issue with Flight speed being reduced after performing (Air) God Complex
• Fixed issue with endurance fights being delayed if (Air) Diabolical Dash > Vought Drop is used as the final hit on an opponent
• Fixed camera becoming misaligned during Blast Off when playing online and experiencing connection issues

Takeda
• Twisting Blades (Front Punch, Back Punch) first & second hit do 10 more damage
• Ogre Slayer (Front Punch, Back Punch, Back Punch + Back Kick) does 20 more damage
• Rising Suns (Towards + Front Punch, Back Punch) first hit does 10 more damage
• Ryujin (Towards + Front Punch, Back Punch, Back Punch + Back Kick) does 20 more damage
• Falling Moon (Towards + Front Punch, Back Kick) second hit does 20 more damage
• Gate Splitter (Away + Back Punch) has 1 more active frame and had its hitbox adjusted
• Temple Razer (Away + Back Punch, Front Punch) has 1 more active frame and had its hitbox adjusted
• Serpent's Tail (Towards + Back Punch) has a different hit reaction and can now be special cancelled
• Sparrow Strike (Jump + Back Punch, Back Kick) does 40 less damage
• Shooting Star does 10 more damage
• Smart Shuriken explosion does 10 more damage
• (Air) Rushing Nimbus Attack first attack does no damage scaling
• (Air) Enhanced Rushing Nimbus Attack does 30 more damage
• If an allied Kameo interrupts Takeda after Smart Shuriken has touched the ground, the Shuriken will no longer disappear
• Fixed clipping issues when Enhanced Rushing Nimbus Attack is performed near Frost (Kameo) Ice Wall
• Fixed missing visual effects when more than six Smart Shurikens are used in rapid succession
Cyrax (Kameo)
• Self-Destruct no longer lingers when the round ends
• Fixed Horizontal Kopter Chopper chosen hit direction not working in certain circumstances during juggles

Darrius (Kameo)
• Ground Invitational and Army of Two can now be performed after Volleyballistic
• Fixed Army of Two attack going in the wrong direction under certain circumstances
• Fixed Heelturn being possible for an extended period of time if the opponent remains idle after being knocked down
• Fixed several situations where Darrius would not take damage or cause recharge delay when he is interrupted
• Fixed situation that could cause Volleyballistic to be possible from very far distance from his partner

Frost (Kameo)
• Fixed Ice Krash & Frosty's Revenge not being possible as a reversal
• Fixed visual issues that could occur with Ice Krash when performed on The Pyramid Arena Top Variant

Goro (Kameo)
• Fixed Punch Walk cancelled into Shokan Stomp causing slight damage to Goro's Partner
• Punch Walk can no longer be cancelled into other Kameo moves while Kameos are disabled

Jax (Kameo)
• Added new move Gotcha Grab

Kano (Kameo)
• Eye Laser now has multiple hits when blocked & has a longer recharge delay

Kung Lao (Kameo)
• Added new moves Orbiting Hat & Wobbly Hat
• Spin can no longer sometimes auto face during the first few frames
• Buzz Saw can no longer sometimes auto face during the first few frames

Motaro (Kameo)
• Fixed issue when Reflect parries a non-reflectable projectile that allowed the opponent to block punishes during their recovery
• Fixed rare instances of missing visual & sound effects when Motaro is hit by certain attacks

Sektor (Kameo)
• Added alternate Fatal Blow attack by pressing R1 during startup
• Activate Homing is now performed by holding R1
• Tele-Punch starts up 2 frames faster
• Fixed visual issue with Up Rocket causing ground impact effects after it has been parried

Shujinko (Kameo)
• Added new move Kingdoms Krumble
• Added new move Waterfall Chop
• Fixed interrupting Shujinko during Death's Embrace (Ermac) causing an excessively long recovery for his partner

Sonya (Kameo)
• Added new moves (Air) Ricochet Dive Kick & (Air) Bicycle Kick follow-up attack
• Sonya is now vulnerable for 17 more frames after Leg Grab misses

Sub-Zero (Kameo)
• Added new moves Deep Freeze & Iceball Special
• Fixed visual effects issues when partner misses with their Fatal Blow

Stryker (Kameo)
• Low Grenade Toss & High Grenade Toss have different hit reactions and less damage scaling

Tremor (Kameo)
• Crystal Wall Punch is now mid (was high)

Khameleon (Kameo)
• Added new move Alternate Disguises
• If either of the first two hits during Roll are Up Blocked, the final hit will not come out
• Fan Toss can no longer sometimes auto face during the first few frames
• Fixed issue with Glaive return attack not using correct hit reaction facing if the opponent jumped over

Mavado (Kameo)
• Fixed animation issue with Nomad's Touch when performed near corner while roster fighter has their back to the screen

Ferra (Kameo)
• Torr Stance: Slide! has 2 more recovery frames on block
• Ferra is now considered airborne during Yo-Yo Throw, Swings!, & Potato Sack Toss


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Comments

Imo the two biggest reasons for MK not having the community it does is the massive gameplay difference between titles, compounded by how often we get new ones.

Look at Tekken 7. Came out on console in 2017, Tekken 8 came out in 2024.
In the time between Tekken 7 and Tekken 8, the NRS community had MKX, Injustice 2, MK11 and MK1. All treated as replacements for the last title, all with vastly different gameplay experiences. Its unrealistic to expect every player to carry on between each game.

MK1 had a chance to break the cycle, with it apparently being the longest supported title of NRS' history. Ed Boon even said last week that they haven't even begun work on their next game yet. The problem is tho, that MK1 was so rushed and had such a horrible launch that everyone has already written it off.

We'll just have to hope this is an SFV situation
 
Imo the two biggest reasons for MK not having the community it does is the massive gameplay difference between titles, compounded by how often we get new ones.

Look at Tekken 7. Came out on console in 2017, Tekken 8 came out in 2024.
In the time between Tekken 7 and Tekken 8, the NRS community had MKX, Injustice 2, MK11 and MK1. All treated as replacements for the last title, all with vastly different gameplay experiences. Its unrealistic to expect every player to carry on between each game.

MK1 had a chance to break the cycle, with it apparently being the longest supported title of NRS' history. Ed Boon even said last week that they haven't even begun work on their next game yet. The problem is tho, that MK1 was so rushed and had such a horrible launch that everyone has already written it off.

We'll just have to hope this is an SFV situation
I think it absolutely could. A lot of people were pretty hard on SFV at launch if I remember, but I'm pretty sure it's looked back on fondly now after the heavy support Capcom put into it.

MK1 has very fun, very creative core gameplay. Imo, it addressed everyone's concerns about MK11(lack of freedom, short combos, character power level) and it's clear they're interested in pushing this new design space that the Kameo system has opened up.

The launch was awful. The monetization is still ass. But with every patch they're addressing more and more of what people want(crossplay, online practice, Towers of Time, etc). I think it has potential to be the best MK.

Except for Sub Zero, I guess. They fucking hate that guy.
 
This is where I think people fundamentally misunderstand the FGC. None of this was built by the developers. Smash didn't become the biggest game because of loving support and care from Nintendo. In fact, they actively tried to kill Melee as it was growing. But the community didn't use that as an excuse.

Fighting game communities are built by the people in them. Anime games were second class-citizens at FGC events for years, but they brought all their own stuff to events, and had pride in their scenes even if they were side games. Now that DBFZ combined with the death of Marvel created this huge bubble, they can capitalize on it.

The MK scene did the exact same thing before MKX (we didn't even have streams at some majors unless the players/fans did it themselves). But when the MKX money hit, people started feeling like they were owed something.

The recipe for a healthy fighting game community is pretty simple: spend more time building your community (and your competitive players) up than you spend tearing it down. Once that balance gets off, and people become more concerned with clickbat views than with supporting their scene, the community will suffer for it.

While this is true you miss that so many ppl have been saying since MK11 which is they dont like the game or the direction its going. Not all feel this way but most do.. enough to where it seriously impacts the competitive scene. You are basically that even when most dont like they game they should shut up and still travel to support it in competitive play.


Just so everyone knows...
TNS HAD 40 ENTRANTS LAST NIGHT FOR MK AND A NEW EXPANSION WAS LITERALLY RELEASED DAYS AGO. Guilty Gear had 200 this week.... Something is very wrong here and its not "hate" or "negativity".. most ppl do not like the game period. MK needs to go back to making a game filled with bullshit characters
 
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While this is true you miss that so many ppl have been saying since MK11 which is they dont like the game or the direction its going. Not all feel this way but most do.. enough to where it seriously impacts the competitive scene. You are basically that even when most dont like they game they should shut up and still travel to support it in competitive play.


Just so everyone knows...
TNS HAD 40 ENTRANTS LAST NIGHT FOR MK AND A NEW EXPANSION WAS LITERALLY RELEASED DAYS AGO. Guilty Gear had 200 this week.... Something is very wrong here and its not "hate" or "negativity".. most ppl do not like the game period. MK needs to go back to making a game filled with bullshit characters
This take has been wrong since day 1 and is still wrong.

The pre-patch Cyrax and Stryker form of bullshit from the early days, or the still current level of Kenshi bullshit is not what most people want. If people actually wanted busted/bullshit characters the two most popular fighting games wouldn't be Tekken 8 and SF6 which have some of the most dry ass homogenous gameplay in their respective series.

Mk1 gameplay at its core is good. And has been consistently getting better. I don't see any reason to huff and puff about it.

There are a multitude of good reasons (already laid out) for why the player count is lower than other games. too many people are just unable to articulate why they have issues with the game, or they're just bad so they default to gameplay = bad.
 
This take has been wrong since day 1 and is still wrong.

The pre-patch Cyrax and Stryker form of bullshit from the early days, or the still current level of Kenshi bullshit is not what most people want. If people actually wanted busted/bullshit characters the two most popular fighting games wouldn't be Tekken 8 and SF6 which have some of the most dry ass homogenous gameplay in their respective series.

Mk1 gameplay at its core is good. And has been consistently getting better. I don't see any reason to huff and puff about it.

There are a multitude of good reasons (already laid out) for why the player count is lower than other games. too many people are just unable to articulate why they have issues with the game, or they're just bad so they default to gameplay = bad.
3rd Strike is far from a fair and balanced game yet it more than doubled Mortal Kombat numbers. MVC2 is beyond bullshit as far as what’s in that game and yet that game would triple the numbers of Mortal Kombat if they held tournaments for it today. As of right now, Mortal Kombat is by a mile the most balanced fighting game with the weakest power level, and yet it’s in the gutter.
 
We have people posting ToD combos with Havik and Noob and resets w/ Cyrax, but the power level is totally low you guys, we swear.

Anyway, if we ignore washed up propagandists for a moment, outside of story mode, the new update has been largely positive on Twitter. My feed is full of people posting tech, set ups, and largely praising the game.
 
The pre-patch Cyrax and Stryker form of bullshit from the early days, or the still current level of Kenshi bullshit is not what most people want. If people actually wanted busted/bullshit characters the two most popular fighting games wouldn't be Tekken 8 and SF6 which have some of the most dry ass homogenous gameplay in their respective series.
As someone who is in both realms, this is my issue with MK since almost forever.
See I love to reach meta, even tho I know, I won't but even if you don't reach it, you can see it.
(sf2 on snes was my entrance into the fighting game drug :laughing:)

What is fun in a fighting game?
Sure your character doing lots of cool stuff
BUT for me the fun is also, if not most, to defend against the roster.
In Tekken, there are many satisfying moments because you reacted fast.
(Throw break, low parry (btw. I really like the new up-block mechanic in MK1), etc.)
MK is so much more pure guessing and forcing dirty setups.
(Opposite of fun as a defender)
I mean, I know IceClone Brady could write a book about broken ass 3D meta era.

Tekken doesn't have that, even tho I have to admit, T8 is going more "casino" but because it's year one without arcade, I still see lots of room. Same with MK1.

ps: this is just my view, I know lots of people like "ungabunga, don't move, never get your turn back" meta :laughing:
 
3rd Strike is far from a fair and balanced game yet it more than doubled Mortal Kombat numbers. MVC2 is beyond bullshit as far as what’s in that game and yet that game would triple the numbers of Mortal Kombat if they held tournaments for it today. As of right now, Mortal Kombat is by a mile the most balanced fighting game with the weakest power level, and yet it’s in the gutter.
Again a bad example. Its a momentary nostalgia trip. They would drop off quickly back into obscurity just like they have been for the past two decades.

Edit:
Personally, Balance is not something i'm looking for and much prefer 3rd strike to modern SF or MK9 to modern MK. But that's not what we are talking about.
 
As someone who is in both realms, this is my issue with MK since almost forever.
See I love to reach meta, even tho I know, I won't but even if you don't reach it, you can see it.
(sf2 on snes was my entrance into the fighting game drug :laughing:)

What is fun in a fighting game?
Sure your character doing lots of cool stuff
BUT for me the fun is also, if not most, to defend against the roster.
In Tekken, there are many satisfying moments because you reacted fast.
(Throw break, low parry (btw. I really like the new up-block mechanic in MK1), etc.)
MK is so much more pure guessing and forcing dirty setups.
(Opposite of fun as a defender)
I mean, I know IceClone Brady could write a book about broken ass 3D meta era.

Tekken doesn't have that, even tho I have to admit, T8 is going more "casino" but because it's year one without arcade, I still see lots of room. Same with MK1.

ps: this is just my view, I know lots of people like "ungabunga, don't move, never get your turn back" meta :laughing:
Thats a fair assessment of what is fun about defense. I'd argue MK1 has this though. There aren't many pure 50/50s and the ones that do exist are unsafe (in a game with high damage punishes). Reactions need to be tight and you need to have a keen eye to see the gaps in Kameo coverage. As well as good timing to Flawless block, poke out of pressure or micro duck throws / micro duck highs and punish and reacting to throws to tech (and properly reading which direction the throw is based on the situation).

In MK1 you generally need to land a hit before anything really dirty gets started. I'd argue that in SF6 and Tekken that isn't really the case. And the situations are more "canned" and similar across the cast for those games.
 
We have people posting ToD combos with Havik and Noob and resets w/ Cyrax, but the power level is totally low you guys, we swear.

Anyway, if we ignore washed up propagandists for a moment, outside of story mode, the new update has been largely positive on Twitter. My feed is full of people posting tech, set ups, and largely praising the game.
I find it funny you called me washed up, because it’s not like I’m competing and losing hence I’m washed up. I don’t compete because overall for the most part the power level is very low So it’s not something that gives me the passion or fire to compete as the game is. You act like I have a problem with the low power level because I’m salty that I’m not winning, I’m not winning because I’m not competing because I’m not playing because I don’t like how watered down Mortal Kombat has become. And even with me retired right now, you’ve got to stop coming at me as if I’m coming from a place of salt that I’m somehow bitter that I’m no longer one of the best players in the world. Again, I’m not competing and losing hence my criticism is coming from a place of salt.

Also, Cyrax is fine as she is and should not be patched because there’s nothing wrong with what she is doing. The game needs more bullshit like this spread amongst the majority of the cast
 
This take has been wrong since day 1 and is still wrong.

The pre-patch Cyrax and Stryker form of bullshit from the early days, or the still current level of Kenshi bullshit is not what most people want. If people actually wanted busted/bullshit characters the two most popular fighting games wouldn't be Tekken 8 and SF6 which have some of the most dry ass homogenous gameplay in their respective series.

Mk1 gameplay at its core is good. And has been consistently getting better. I don't see any reason to huff and puff about it.

There are a multitude of good reasons (already laid out) for why the player count is lower than other games. too many people are just unable to articulate why they have issues with the game, or they're just bad so they default to gameplay = bad.
I think people just don’t want only 1 or 2 BS characters. That makes it boring because a lot will only use those characters competitively. If most of the roster has very good stuff and are crazy but in a controlled manner, I think most would like this. However, it’s a bit different with Kameos. Obviously people want the Kameos to give them a lot of options, but it’s just difficult to balance both the kameos and the characters for an MK game. People keep thinking that since MK1 is an “assist fighter”, that the mechanics of an assist game could and should carry over just fine. The problem is MK gameplay is far different than ANY assist fighter. This isn’t an excuse for NRS or anything, what I’m saying is you can’t expect the typical assist mechanics to actually make the game better, or to work in the same way as they do in assist fighters. Because aside from MK gameplay, the other difference is that MK1 is a regular MK game with assists. While assist fighters are built from the ground up to be assist fighters.

Anyway, the reason I feel this is what most want is because they kinda went the other way in MK11. With a few exceptions, for the most part characters weren’t that crazy. Tbc, I don’t mean no characters had dirt or good stuff. And the combos were limited. A lot of players hated MK11 and felt it was extremely boring. Even though MK1 has similarities with its gameplay to MK11, they went in the opposite direction as far as the combo system and of course the Kameos. Personally though, I just don’t think assists work in a modern day MK game. Like you’d have to change the core gameplay a lot for them to work properly imo. ¯\(ツ)
 
I find it funny you called me washed up, because it’s not like I’m competing and losing hence I’m washed up. I don’t compete because overall for the most part the power level is very low So it’s not something that gives me the passion or fire to compete as the game is. You act like I have a problem with the low power level because I’m salty that I’m not winning, I’m not winning because I’m not competing because I’m not playing because I don’t like how watered down Mortal Kombat has become. And even with me retired right now, you’ve got to stop coming at me as if I’m coming from a place of salt that I’m somehow bitter that I’m no longer one of the best players in the world. Again, I’m not competing and losing hence my criticism is coming from a place of salt.

Also, Cyrax is fine as she is and should not be patched because there’s nothing wrong with what she is doing. The game needs more bullshit like this spread amongst the majority of the cast


You care way too much about what Randoms on the internet think about you, old man.

Who said anything about nerfing Cyrax?
 
I think it absolutely could. A lot of people were pretty hard on SFV at launch if I remember, but I'm pretty sure it's looked back on fondly now after the heavy support Capcom put into it.

MK1 has very fun, very creative core gameplay. Imo, it addressed everyone's concerns about MK11(lack of freedom, short combos, character power level) and it's clear they're interested in pushing this new design space that the Kameo system has opened up.

The launch was awful. The monetization is still ass. But with every patch they're addressing more and more of what people want(crossplay, online practice, Towers of Time, etc). I think it has potential to be the best MK.

Except for Sub Zero, I guess. They fucking hate that guy.
This is basically what Rewind said today:

 
I think people just don’t want only 1 or 2 BS characters. That makes it boring because a lot will only use those characters competitively. If most of the roster has very good stuff and are crazy but in a controlled manner, I think most would like this. However, it’s a bit different with Kameos. Obviously people want the Kameos to give them a lot of options, but it’s just difficult to balance both the kameos and the characters for an MK game. People keep thinking that since MK1 is an “assist fighter”, that the mechanics of an assist game could and should carry over just fine. The problem is MK gameplay is far different than ANY assist fighter. This isn’t an excuse for NRS or anything, what I’m saying is you can’t expect the typical assist mechanics to actually make the game better, or to work in the same way as they do in assist fighters. Because aside from MK gameplay, the other difference is that MK1 is a regular MK game with assists. While assist fighters are built from the ground up to be assist fighters.

Anyway, the reason I feel this is what most want is because they kinda went the other way in MK11. With a few exceptions, for the most part characters weren’t that crazy. Tbc, I don’t mean no characters had dirt or good stuff. And the combos were limited. A lot of players hated MK11 and felt it was extremely boring. Even though MK1 has similarities with its gameplay to MK11, they went in the opposite direction as far as the combo system and of course the Kameos. Personally though, I just don’t think assists work in a modern day MK game. Like you’d have to change the core gameplay a lot for them to work properly imo. ¯\(ツ)
I definitely feel like Assists alienated the casual base of MK that just want a straight forward 1v1 game

But yeah I agree there needs to be more than just a few bullshit characters. But I still think in the modern age a game full of characters as busted as the top 6 of MK9 would not be accepted by the FGC player base at large. A few of us would love it but it would be a financial failure.

Also, the type of busted needs to be more dynamic than just looping one + on block chip sequence or landing 1 hit and going ham with a vortex.
 
In MK1 you generally need to land a hit before anything really dirty gets started.
If it would be 1vs1 yes but the assist system makes it crazy.
In an extreme, kenshi with sento is that all the time.
This kind of pressure a real master kenshi can pull off, (which is not easy to master, very hard meta level) does not exist like that in tekken. It frustrates advanced players, way more than you might think.

NICE someone with a name is requesting my nr1 request, year 2 lets GOOOOoooo :laughing:
 
If it would be 1vs1 yes but the assist system makes it crazy.
In an extreme, kenshi with sento is that all the time.
This kind of pressure a real master kenshi can pull off, (which is not easy to master, very hard meta level) does not exist like that in tekken. It frustrates advanced players, way more than you might think.


NICE someone with a name is requesting my nr1 request, year 2 lets GOOOOoooo :laughing:
My only defense of Kenshi's design is that I think he legitimately sucks ass outside of Sento and overall does have losing matchups because of that. I really don't like that design choice though which saddens me as a Kenshi fan. I've played him a ton in every game except this one.
 
For real! I cannot believe this game launched without match making from practice mode. Let you enter the queue from anywhere honestly, there's a lot of single player content is this game. Going online to deny 3 Wi Fi players with 100 ping in a row while waiting around is pain.
Knowing NRS, if they added that feature I am almost certain that there would be a bug where practice settings would carry over into the match. Infinite meter, instant fatal blow, set your opponent to 1% health etc
 
What is this here right now? It's a MORTAL KOMBAT discussion, why would I care for Injustice? I never liked it and tt2 is under fans problematic. I loved tt2 many other think it's too "complex" or just don't like team based fighters.

It is not about who is the best here, it's about you said, MK in the past defeated Tekken and that is just not true. Now you tell me stuff about injustice? Come on, man ...
The point is that certain previous NRS fighting games performed comparatively well at EVO.

Even if they were beaten by fighting games not named Street Fighter, the difference was usually minor.

At this year's EVO, Mortal Kombat 1 was beaten by Under Night In-Birth II Sys: Celes.

I assure you that the vast majority of players, even in the FGC, do not recognize that game.

If people actually wanted busted/bullshit characters the two most popular fighting games wouldn't be Tekken 8 and SF6 which have some of the most dry ass homogenous gameplay in their respective series.
Yet the "dry ass homogenous" fighting games are breaking registration records while Mortal Kombat 1, having been considered one of the "big three", is getting beaten by Under Night In-Birth II Sys: Celes.

As far as some of these other comments are concerned, who is arguing that releasing a fighting game shortly before EVO benefits the fighting game's tournament numbers at EVO? Who is arguing that a very small percentage of players participating at EVO has a legitimate chance of winning? Who is arguing that the vast majority of Street Fighter 6's 7,000 entrants were not casual gamers in 2023?

I completely understand that the apologists have to make blank statements in order to make themselves feel better about defending a kusoge like Mortal Kombat 1, but please at least have the courtesy to address the points that the other side is making.
 
Man Kusoge has really lost all meaning lmao

Also Goddamn, didn’t even know MK1 was getting ran at TNS this week. Always feels like online tournaments are under promoted.
The funny thing is that MK1's been getting ran at TNS pretty much every Thursday that the TNS crew isn't traveling to an event. Fairly consistent viewership, too, considering the general feelings toward MK1 through its lifespan so far. Almost made a thread for it this week but I realized it was a little late to post about it after the registration closed lol
 
Yet the "dry ass homogenous" fighting games are breaking registration records while Mortal Kombat 1, having been considered one of the "big three", is getting beaten by Under Night In-Birth II Sys: Celes.

As far as some of these other comments are concerned, who is arguing that releasing a fighting game shortly before EVO benefits the fighting game's tournament numbers at EVO? Who is arguing that a very small percentage of players participating at EVO has a legitimate chance of winning? Who is arguing that the vast majority of Street Fighter 6's 7,000 entrants were not casual gamers in 2023?

I completely understand that the apologists have to make blank statements in order to make themselves feel better about defending a kusoge like Mortal Kombat 1, but please at least have the courtesy to address the points that the other side is making.
Your reading comprehension is non-existent.