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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

The fact that you have some people saying the game is way too offensive, and the other half saying it's "low power levels" and not offensive enough shows exactly the issue.

In MK11 people said defensive mechanics were too strong, and that when someone gets the advtantage people should have to hold it. In MK1 people are either like "why do I have to hold that?" or "I wanna make people hold more!"

So it's impossible to make a FG that pleases everyone. I'm hoping we just learn to admit when something is not for us. Let everyone else play it in peace :cool: That doesn't mean the people playing it can't give constructive feedback, but we all have tastes and they're different.
 

Someone sent me this earlier, but here Ninjakilla pretty much said he doesn't even like the game, isn't looking forward to Year 2 at all, says most of the pros think it's bad (he even name dropped multiple elite level players who he said agree with him), said no money is sponsored to events, said only Sonic Fox has any clout for NRS to listen while others are ignored, said it's "a joke of a game", and calls out too many things to type. Wild unfiltered interview.

@CrimsonShadow reminds me of the discussion we had on high level players before, this is probably the most open I have seen an elite player talk against a game in a long time. Tbh I'm actually surprised he's talking so openly like this. Typically stuff is like a couple of tweets or a 45 second video clip, things like that, from the best at least. But this is a 30min full-on blasting of everything MK1 from a Top 3 talent-level player that someone like @M2Dave sounds like Mother Teresa in comparison to this lol.

Personally I don't agree with the MK1 part and think current MK1 is much better than MK11, but this could explain some of what we see with player participation that should be higher if some players quietly dislike the game but don't state it publicly. If for whatever reason someone(s) become more discontent with the game itself, they're likely to be less inclined to get in their car and drive to a local let alone a major, and will max out with online play which is what we see now to a large extent (numbers confined to specific online environments, minimal/bare offline).
The reason the number went down is simple IMO, a large part of the community [soap bar in my mouth] suck. From top players to online people it's the same dance every game. Complaining left and right about the games. I haven't seen a single NRS game where the community just had fun and didn't complain. At the end of the day those are video-game and we play them for fun but having someone always Complaining isn't fun. It used to annoy me during MKX then it annoyed me during injustice 2 by Mk11 I stopped caring and now I don't even play MK anymore.

Your Complaining didn't make MKX better or Injustice 2 or MK11 and it won't make MK1 better. Insanity is repeating the same action over and over
 
MKX was also polarizing with the 50/50 and run button (personally I loved it) and was even less balanced than MK11. MK9 was an absolute JOKE if you look at the balance.

I'm at a loss here.
Around the end of the mkx's life it was extremely balanced. It took them a while to get there but every character was fun and viable in some form or another.

Mk9/mk11 did not reach that at all at the end of their lives, just wanted to put that out there
 
Around the end of the mkx's life it was extremely balanced. It took them a while to get there but every character was fun and viable in some form or another.

Mk9/mk11 did not reach that at all at the end of their lives, just wanted to put that out there
So much revisionism here. When injustice 2 was in its beta people were complaining about the balance in MKXL just like they did for injustice 2 and mk11
 
So much revisionism here. When injustice 2 was in its beta people were complaining about the balance in MKXL just like they did for injustice 2 and mk11
What do you mean revisionist? The last patch of mkx was the most balanced any nrs game has ever been aside from maybe injustice 2
 
The thing I agree with most in the NinjaKilla interview is how lame Liu is in this game. They took away his fluid Bruce Lee "like water," movement and made him more stiff, I suppose to give a "Godly," vibe, but he's just straight up not fun to play now.

There are a few characters that feel this way in the game, and it gives an Injustice vibe.
 
The numbers have been low since day 1 and that's because of KAMEOS. Kameos turned a lot of people off from this game. People just don't want to play an assist-based fighter for MK.
 

Someone sent me this earlier, but here Ninjakilla pretty much said he doesn't even like the game, isn't looking forward to Year 2 at all, says most of the pros think it's bad (he even name dropped multiple elite level players who he said agree with him), said no money is sponsored to events, said only Sonic Fox has any clout for NRS to listen while others are ignored, said it's "a joke of a game", and calls out too many things to type. Wild unfiltered interview.

@CrimsonShadow reminds me of the discussion we had on high level players before, this is probably the most open I have seen an elite player talk against a game in a long time. Tbh I'm actually surprised he's talking so openly like this. Typically stuff is like a couple of tweets or a 45 second video clip, things like that, from the best at least. But this is a 30min full-on blasting of everything MK1 from a Top 3 talent-level player that someone like @M2Dave sounds like Mother Teresa in comparison to this lol.

Personally I don't agree with the MK1 part and think current MK1 is much better than MK11, but this could explain some of what we see with player participation that should be higher if some players quietly dislike the game but don't state it publicly. If for whatever reason someone(s) become more discontent with the game itself, they're likely to be less inclined to get in their car and drive to a local let alone a major, and will max out with online play which is what we see now to a large extent (numbers confined to specific online environments, minimal/bare offline).
While I don't hate MK1, I find the kameo system to be very lazy and uninspired as the game's core mechanic. I agree with Ninja that MK11 had better gameplay and was more fun. I know, I'm probably in the minority and should be crucified but I'm still a big fan of the Krushing Blow system which came as close as MK has ever come to a counter-hit like system. It was not perfect but I feel like it was a missed opportunity for NRS not to build on the KB system in MK1.

MK1 is a good game for casuals wanting to do long combos and have fun without having to do anything complicated while MK11 is a better-suited game for players wanting a higher-level type of gameplay.
 
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It sounds like NK doesn't like the extremely low risk high reward aspect of the game, the lack of defensive options to go along with the insane offense and how far you can be carried by a meta character/kameo. If someone really prefers a more honest fighting game I could see them preferring MK11. I'd assume they feel the same way about MKX as well tho
Mortal Kombat X is the dictionary definition of low risk, high reward offensive gameplay. LOL.

While I agree with Ninja Killa's premise that the kameo system is flawed, the constructive, coherent, and consistent feedback is severely lacking.
  • He implies that Mortal Kombat 1 has limited defensive options yet praises Mortal Kombat X's gameplay.
  • He claims that most high level players liked Mortal Kombat 11 at the end of its lifespan, which is false.
  • He says, and I am paraphrasing, that the meta characters/kameos are the best in Mortal Kombat 1 because of what they do, which is the case in every fighting game ever created.
Making rational, sensible, and unbiased arguments is important because the apologists, as already seen on the page of this thread, cannot wait to engage in strawman fallacies and false equivalencies. That is how they persuade people into believing that Mortal Kombat 1 is a great fighting game and that the community is at fault for the lack of support.
 

Someone sent me this earlier, but here Ninjakilla pretty much said he doesn't even like the game, isn't looking forward to Year 2 at all, says most of the pros think it's bad (he even name dropped multiple elite level players who he said agree with him), said no money is sponsored to events, said only Sonic Fox has any clout for NRS to listen while others are ignored, said it's "a joke of a game", and calls out too many things to type. Wild unfiltered interview.

@CrimsonShadow reminds me of the discussion we had on high level players before, this is probably the most open I have seen an elite player talk against a game in a long time. Tbh I'm actually surprised he's talking so openly like this. Typically stuff is like a couple of tweets or a 45 second video clip, things like that, from the best at least. But this is a 30min full-on blasting of everything MK1 from a Top 3 talent-level player that someone like @M2Dave sounds like Mother Teresa in comparison to this lol.

Personally I don't agree with the MK1 part and think current MK1 is much better than MK11, but this could explain some of what we see with player participation that should be higher if some players quietly dislike the game but don't state it publicly. If for whatever reason someone(s) become more discontent with the game itself, they're likely to be less inclined to get in their car and drive to a local let alone a major, and will max out with online play which is what we see now to a large extent (numbers confined to specific online environments, minimal/bare offline).
I was just about to post this. Kinda feel vindicated since NinjaKilla is saying a lot of the exact same things I’ve been saying. Especially in regards to MK11 and the risk/reward in MK1. Most importantly my issues with the Kameo system. But since I’m not a top player, I realize people take what I say with a grain of salt.

Of course, I don’t agree with everything he said. And there was a few inconsistencies. But still… ¯\(ツ)
 
I said it before but the mk1 combo system though offering length and kameo combo extensions is a bit flawed,even though in mk 1 you can do much cooler stuff with your characters then in mk11 overall,and you are not so meter bound.

ninjas liu kang comparison higlights the flaw in mk1 combo system perfectly.Which is chaining launchers and almost no room for the filler part of the combo.b23 b23 333xxexbf3, bf3, look at this combo,there is no filler here,its launcher,into launcher into launcher into end
Want to extend this? Use a kameo extension/launcher or a recapture before hand.

The gravity specifics and damage scaling simply dont allow room for filler.So in liu kangs case more so then in other charactets this makes him feel very boring.You cant launch and then do filler like 43 into 12 and then a specific extension into lets say a air string bounce into kameo exctension into ender.Nope you have to use the same moves over and over that launch,deviate from this and you outright just cant contiune and you get fucked up scaling and gravity expenditure.Even in the corner it doesnt open up for liu kang,you are still doing the same shit b23 exbf3, refulr bf3 extended by ambush kameo,or db4 loops(though the loops actually feel satisfying hah)

Its a game wide issue but some character and kameo parings navigate this issue better,liu kang is one of the worst offenders.

Now to be clear in no way shape or form am i advocating for mk11 gameplay or combo system.Mk1 is miles better but they need to do a revsion of the combo system for the game to truely shine,less restrictive gravity on non launching strings and acorrdingly tune the damage scaling system to accomodate the new gravity changes.

This will in turn make characters instantly feel more complete and less dependent on kameos,the combo creativity goes up and linear nature goes down.More routes more expression and player individuality.

Couple this with the general special move property buffs so characters have more tools and strategies/utility in enforcing their gameplan and you have a sick game right there.
 
Does anyone know what Ninja is talking about when he says "they" confirmed that MK1 started out as IJ3? A quick search pulls up articles saying that the team wanted to start out with a MK game for the current console generation, and other bits that seem to be counters to that theory. Just wondering what source he has for this alleged confirmation.
 
Does anyone know what Ninja is talking about when he says "they" confirmed that MK1 started out as IJ3? A quick search pulls up articles saying that the team wanted to start out with a MK game for the current console generation, and other bits that seem to be counters to that theory. Just wondering what source he has for this alleged confirmation.
I’m not sure. I know it has been rumored, but like Lou, I haven’t seen/heard anything official. It of course would make sense due to certain animations, assists, the “superhero” guests, and the fact that it HAS gone MK game, Injustice, MK game, Injustice, MK game, and then instead of Injustice this time it was another MK game.
 
Does anyone know what Ninja is talking about when he says "they" confirmed that MK1 started out as IJ3? A quick search pulls up articles saying that the team wanted to start out with a MK game for the current console generation, and other bits that seem to be counters to that theory. Just wondering what source he has for this alleged confirmation.
Believing Inj3 wasn't obviously originally the plan until the phone call arrived is like believing that Epstein actually did ki... well let me not go too far with my analogy, but you get the idea. :DOGE
 
While I don't hate MK1, I find the kameo system to be very lazy and uninspired as the game's core mechanic. I agree with Ninja that MK11 had better gameplay and was more fun. I know, I'm probably in the minority and should be crucified but I'm still a big fan of the Krushing Blow system which came as close as MK has ever come to a counter-hit like system. It was not perfect but I feel like it was a missed opportunity for NRS not to build on the KB system in MK1.

MK1 is a good game for casuals wanting to do long combos and have fun without having to do anything complicated while MK11 is a better-suited game for players wanting a higher-level type of gameplay.
This is a dogshit take.

Saying that there's nothing complicated in the game when you have resource based characters like Geras, a character like Noob that has a whole ass extra move list when he does or doesn't activate his hand buff or have shadows, everything about Ermac, etc.

There's a higher ceiling for people that want it. That's before you get to all the set ups, sequence breaking, etc that Kameos provide.

I find it funny that people say that the game is, "uncreative" when characters like Noob, Geras, Shang, Takeda, etc exist. People wanted longer combos and MK1 delivered. People wanted "player expression" and the Kameo system delivered. Yeah, you have "optimal" picks, but that's fighting games. There's always a meta. That doesn't mean you can't do other things.

For example, one of the best Ermac players out there, Kelso2times, pairs Ermac with Darrius and has a ton of hard to block set ups because of it.

It's funny people cry about "power levels" when the game currently has:

Sento stance lock downs.
General Shao 50/50 mix that he can make safe
Safe jumps into strike/grab/or raw 50/50 with Ermac(float 2 or float into 2 bar stomp)
A character that can go invisible in a way that is practical and once in this state, goes for actually unseeable 50/50s
Sindel Hard-to-Block set ups with Kung Lao
Cyrax resets where you're forced to guess between a strike or grab where the wrong guess loops you back into the same situation
Havik ToD combos.
Homelander is basically Batgirl without a teleport and slightly less damage. He hits you and you've got to guess.
Nitara can kill you off two wrong guesses and she's a highly mobile character to boot.

Oh, and a TON if characters have Armored launchers(including Sub Zero) when paired with the right kameo.

I could go on. All of this has been in several other NRS games. So no, I don't buy that the power level is, "low." The people that say that are being disingenuous.
 
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We know that they have been looking to sell WB games which could obviously cause issues when you bring the DC IP into it. This thread was before MK1 was announced:


That’s according to journalist Jeff Grubb, who cites sources in a new Giant Bomb video who suggested that the developer is currently working on Mortal Kombat 12.

“It lines up with the reality and it lines up with what I’ve heard, where Mortal Kombat 12 would make the most sense because that’s a game they know will make money, it will sell well… Mortal Kombat 11 was great, it’s doing well, but if you come out with Mortal Kombat 12 it will also sell and do well,” Grubb said.

“At the same time, you don’t have to use any of these Batman or Superman characters that might be tied up in licensing if you try to get rid of NetherRealm or sell it to whoever.”

Personally I think it's hard to not suspect that certain assets were repurposed for MK1 from Injustice 3. You also have the general rushed feeling of the game.

Rain is water mage with a staff all of the sudden after being the most mobile character in MK11, probably because the design was originally Aquaman's Mera.

Tanya with this bizarre weapon that is sometimes a mace, sometimes a whip like chain and her spin kicks, could that just be because she's designed off Wonder Woman?

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The Temple of Katara Vala stage seems like a random choice to have in this game, only used for one chapter, explained if it's just an Injustice 3 stage.

Others I feel less confident about, but could Shao's axe gameplay be from Ares? Don't tell me that Liu Kang's throw doesn't look like something Batman would do.
 
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We know that they have been looking to sell WB games which could obviously cause issues when you bring the DC IP into it. This thread was before MK1 was announced:


That’s according to journalist Jeff Grubb, who cites sources in a new Giant Bomb video who suggested that the developer is currently working on Mortal Kombat 12.

“It lines up with the reality and it lines up with what I’ve heard, where Mortal Kombat 12 would make the most sense because that’s a game they know will make money, it will sell well… Mortal Kombat 11 was great, it’s doing well, but if you come out with Mortal Kombat 12 it will also sell and do well,” Grubb said.

“At the same time, you don’t have to use any of these Batman or Superman characters that might be tied up in licensing if you try to get rid of NetherRealm or sell it to whoever.”

Personally I think it's hard to not suspect that certain assets were repurposed for MK1 from Injustice 3. You also have the general rushed feeling of the game.

Rain is water mage with a staff all of the sudden after being the most mobile character in MK11, probably because the design was originally Aquaman's Mera.

Tanya with this bizarre weapon that is sometimes a mace, sometimes a whip like chain and her spin kicks, could that just be because she's designed off Wonder Woman?


The Temple of Katara Vala stage seems like a random choice to have in this game, only used for one chapter, explained if it's just an Injustice 3 stage.

Others I feel less confident about, but could Shao's axe gameplay be from Ares? Don't tell me that Liu Kang's throw doesn't look like something Batman would do.
The temple is a reference to Indiana Jones, a classic Hollywood action flick. Even the director is supposed to look like Spielberg. It's Johnny's chapter. So of course it starts with making a movie.
 
The temple is a reference to Indiana Jones, a classic Hollywood action flick. Even the director is supposed to look like Spielberg. It's Johnny's chapter. So of course it starts with making a movie.
Or it's a DC stage that they cleverly repurposed. I also think Johnny's mansion has a few jarring art pieces like the Nefertiti bust, which would make sense for Hawkman like we saw in the Black Adam movie
 
This is a dogshit take.

Saying that there's nothing complicated in the game when you have resource based characters like Geras, a character like Noob that has a whole ass extra move list when he does or doesn't activate his hand buff or have shadows, everything about Ermac, etc.

There's a higher ceiling for people that want it. That's before you get to all the set ups, sequence breaking, etc that Kameos provide.

I find it funny that people say that the game is, "uncreative" when characters like Noob, Geras, Shang, Takeda, etc exist. People wanted longer combos and MK1 delivered. People wanted "player expression" and the Kameo system delivered. Yeah, you have "optimal" picks, but that's fighting games. There's always a meta. That doesn't mean you can't do other things.

For example, one of the best Ermac players out there, Kelso2times, pairs Ermac with Darrius and has a ton of hard to block set ups because of it.

It's funny people cry about "power levels" when the game currently has:

Sento stance lock downs.
General Shao 50/50 mix that he can make safe
Safe jumps into strike/grab/or raw 50/50 with Ermac(float 2 or float into 2 bar stomp)
A character that can go invisible in a way that is practical and once in this state, goes for actually unseeable 50/50s
Sindel Hard-to-Block set ups with Kung Lao
Cyrax resets where you're forced to guess between a strike or grab where the wrong guess loops you back into the same situation
Havik ToD combos.
Homelander is basically Batgirl without a teleport and slightly less damage. He hits you and you've got to guess.
Nitara can kill you off two wrong guesses and she's a highly mobile character to boot.

Oh, and a TON if characters have Armored launchers(including Sub Zero) when paired with the right kameo.

I could go on. All of this has been in several other NRS games. So no, I don't buy that the power level is, "low." The people that say that are being disingenuous.
I agree 100%

This is the most open-ended game made by NRS so far, with so many options and space for creativity and invention.

It's the NRS game with the smallest gap between the bottom 3 and top 3. With 20 Kameos and over 30 characters, the possibilities for combos and match-ups are in the hundreds.

New mechanics like upblock, flawless block midstring, and a working breaker have really improved the game, especially compared to the five ridiculous wake-up options in MK11. Plus, MK11 has the worst breaker in NRS history, which punishes the player who won the offensive.

MK1 still needs to improve in a few areas, but it’s definitely the best attempt by NRS to balance creativity and personality with power level.

MK11 was boring to follow right from the first month. Now, a year later and with over 500 hours logged, I still want to watch online matches and keep up with some players and tournaments like R1p's Arena. It’s a shame that Ninjakilla is so vocal about hating the game because the way he critiques it makes me wonder how anyone could prefer MK11 over MK1.

Not to mention, this game is a paradise for anyone who loves spending hours in training mode discovering new routes and conversions. I can’t express how genius I think the Kameos idea is. I’ve been playing with Tanya + Darius and Tanya + Jax, and both teams play differently without my main character losing any of their tools. Playing Quan Chi + Motaro is totally different from Quan Chi + Janet, and you don’t have to relearn a new character. Just yesterday, I spent some time with Quan Chi + Frost and had a blast doing things the other two Kameos didn’t let me do.

And on top of all of that we have a banger of a roster to play with.
 
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