What's new

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


22025
 
Last edited:

Comments

Let us take a look at the brief history of Mortal Kombat 1's meta.

During the first month of the game, every character in the game, including rush down, zoners, and anything in between, spammed strings into helicopter with Cyrax ad infinitum.

"CREATIVITY"

After helicopter was nerfed, the majority of the roster spammed Kung Lao's low hat in block strings (because the move used to be +2 on block), in the neutral, and in okizeme (because the move used to have less cool down leading to nonstop hard-to-blockable setups).

"INVENTION"

After low hat was nerfed, players moved on to grenades, usually spamming them in block strings, in the neutral, and in okizeme.

"PLAYER EXPRESSION"

Sometimes after grenades were nerfed, Khameleon was released as DLC and dominated the meta for several months. Fan lift made unsafe attacks safe, ball roll, an overhead, was difficult to punish for certain characters on block, boomerang was spammed in block strings, in the neutral, and in... you get the damn point by now.

"HIGH SKILL CEILING"

Khameleon was eventually nerfed (multiple times, too). Ferra was subsequently released as DLC., a kameo that makes at least a handful of characters play Mortal Kombat X, most notably Homelander, Nitara, and Scorpion.

"I AM RUNNING OUT OF QUOTES MADE BY THE FOOLS ABOVE"

As far as the so-called high power levels are concerned, remember that Mortal Kombat 1 released Quan Chi in December of last year. He is unquestionably, undoubtedly the most underpowered DLC character ever released in a fighting game. He was so bad on release that many buffs and a handful of new moves later, he is still considered one of the worst characters in the game. Just like most zoning and defensive characters in Mortal Kombat 1, he remains horrendous.

Speaking of horrendous, Sub Zero.

So, this post provides the history yet begs the question, what is the new meta in this expansion pack?

You already know. More of the same. Something, something 50/50 mix up... something, something hard-to-blockable. Nothing that you have not seen before.

Do contemplate and keep in mind that Mortal Kombat 1's meta advances slowly. Nobody plays this game offline for money. Perhaps 100 players do globally.

The last time that you watched a competitive offline match was at EVO two and a half months ago.
 
Last edited:
You already know. More of the same. Something, something 50/50 mix up... something, something hard-to-blockable. Nothing that you have not seen before.
Wait, I thought the game was all strike/throw.. Which one is it? :DOGE

It can't be both "more of the same" and be different from patch to patch. And an MKX fan complaining about 50/50s is amazing irony.

The last time that you watched a competitive offline match was at EVO two and a half months ago.
There have been zero competitive offline majors since EVO, just like every year until ECT.
 
This feels like drawing dots where theirs no real pattern
I get what you mean, I could be wrong about any of these but when I look at multiple things that make me wonder on top of reporting about the not so unlikely possibility that they moved off Inj3 then I do see my lines become a pattern. If Injustice really went on hiatus then you would expect this.

And if Inj3 was being developed over the past few years, I would expect them to include recent movie series' Mera and rich Archeologist Hawkman like Injustice likes to do.

The ones that really do it for me are Tanya(her baffling weapon design), Rain and Katara Vala.
 
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
Personally I think that the game did indeed get revamped to be MK after starting out as an INJ project, but I need some significant evidence to back that up before I go calling the belief a fact. I'd love some official confirmation on it.
 
Last edited:
Let us take a look at the brief history of Mortal Kombat 1's meta.

During the first month of the game, every character in the game, including rush down, zoners, and anything in between, spammed strings into helicopter with Cyrax ad infinitum.

"CREATIVITY"

After helicopter was nerfed, the majority of the roster spammed Kung Lao's low hat in block strings (because the move used to be +2 on block), in the neutral, and in okizeme (because the move used to have less cool down leading to nonstop hard-to-blockable setups).

"INVENTION"

After low hat was nerfed, players moved on to grenades, usually spamming them in block strings, in the neutral, and in okizeme.

"PLAYER EXPRESSION"

Sometimes after grenades were nerfed, Khameleon was released as DLC and dominated the meta for several months. Fan lift made unsafe attacks safe, ball roll, an overhead, was difficult to punish for certain characters on block, boomerang was spammed in block strings, in the neutral, and in... you get the damn point by now.

"HIGH SKILL CEILING"

Khameleon was eventually nerfed (multiple times, too). Ferra was subsequently released as DLC., a kameo that makes at least a handful of characters play Mortal Kombat X, most notably Homelander, Nitara, and Scorpion.

"I AM RUNNING OUT OF QUOTES MADE BY THE FOOLS ABOVE"

As far as the so-called high power levels are concerned, remember that Mortal Kombat 1 released Quan Chi in December of last year. He is unquestionably, undoubtedly the most underpowered DLC character ever released in a fighting game. He was so bad on release that many buffs and a handful of new moves later, he is still considered one of the worst characters in the game. Just like most zoning and defensive characters in Mortal Kombat 1, he remains horrendous.

Speaking of horrendous, Sub Zero.

So, this post provides the history yet begs the question, what is the new meta in this expansion pack?

You already know. More of the same. Something, something 50/50 mix up... something, something hard-to-blockable. Nothing that you have not seen before.

Do contemplate and keep in mind that Mortal Kombat 1's meta advances slowly. Nobody plays this game offline for money. Perhaps 100 players do globally.

The last time that you watched a competitive offline match was at EVO two and a half months ago.
Is it strike/throw or 50/50 mix ups and hard to blockables?

Every fighter has a meta. Year 1 Injustice 2 tournaments were plagued with Aquaman, Batman, Black Adam, and Deadshot. Mostly Deadshot. LOL.

Or the multiple Tanya and Shinnok players at CEO during MKX. Remember when people counted the teleports?

"Perhaps 100 players do globally" -Completely ignores the 600+ players at EVO.

Additionally, bringing up low tiers does not mean that there aren't strong characters. It just means that there are low tier characters, a thing that exists in every fighting game. It's not like Top 8s for MKX were stuffed with Warlock Quan Chi or Unbreakable Sub Zeros. In fact, Shinnok was the worst character in the game on release and only became Top Tier after multiple waves of patches and buffs.

Honestly, this entire post is a pivot to avoid actually addressing the points made. I'd say that if you don't like the game you should probably not waste your precious moments on this Earth talking about it, but since you've proudly been banned just about everywhere else, TYM is the only place that will have you.
 
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.
And where did I say there is nothing complicated in the game? Learn how to fucking read.

Its really simple: while there are some higher ceiling stuff in MK1 as there are in ANY fighting games, the overall meta in MK1 is WAY simpler and more braindead than MK11's was, regardless of which game is more fun to play. The skill gap between casuals and pro players was also higher in MK11 than it is in MK1 due to high execution stuff like 3f flawless block punishes that not everyone could do and that not every hit of every string could be flawless blocked, unlike MK1 with its wider flawless block window and negated chip damage.

Yes, characters like Geras are less braindead and require some knowledge to play compared to the rest of the cast but to call them complex? Give me a fucking break. They are being used in the same way in high level play and have a straight forward gameplan. Kenshi: pick kameo like Sub to freeze after a hit-confirmed string, activate Sento and then do the same braindead 50/50's till lifebar is depleted. One of the more "complex" characters in the game.

And you think Noob and Takeda fall into that category as well? Lmfao. The examples you give is describing character variety, not character complexity.

And I never said the power level is too low in MK1. On the contrary, it is too high when looking at characters like Havik and Cyrax after the last patch. Picking up Cyrax or Havik and winning requires little skill precisely because of the stupid "power level" these characters have gotten. No one will applaud your skill when winning with said characters. Any moron can do the ToD Sonic does with Havik.
 
Last edited:
And where did I say there is nothing complicated in the game? Learn how to fucking read.

Its really simple: while there are some higher ceiling stuff in MK1 as there are in ANY fighting games, the overall meta in MK1 is WAY simpler and more braindead than MK11's was, regardless of which game is more fun to play. The skill gap between casuals and pro players was also higher in MK11 than it is in MK1 due to high execution stuff like 3f flawless block punishes that not everyone could do and that not every hit of every string could be flawless blocked, unlike MK1 with its wider flawless block window and negated chip damage.

Yes, characters like Geras are less braindead and require some knowledge to play compared to the rest of the cast but to call them complex? Give me a fucking break. They are being used in the same way in high level play and have a straight forward gameplan. Kenshi: pick kameo like Sub to freeze after a hit-confirmed string, activate Sento and then do the same braindead 50/50's till lifebar is depleted. One of the more "complex" characters in the game.

And you think Noob and Takeda fall into that category as well? Lmfao. The examples you give is describing character variety, not character complexity.

And I never said the power level is too low in MK1. On the contrary, it is too high when looking at characters like Havik and Cyrax after the last patch. Picking up Cyrax or Havik and winning requires little skill precisely because of the stupid "power level" these characters have gotten. No one will applaud your skill when winning with said characters. Any moron can do the ToD Sonic does with Havik.


Your entire argument is: "Nuh-uh."

As far as skill ceiling goes, if it wasn't as high as MK11, why are tournament results both on and offline so consistent? If the skill gap is as you say, surely anyone would make Top 8.
 
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
Gonna respond to this part. Highly inaccurate. Complaining actually made MKX SIGNIFICANTLY better, and made MK11 better, and has made MK1 better. Very obvious examples can be pointed to. Obviously this doesn't mean complain like a baby, but criticism is what leads actions. Being quiet and eating slop because your master tells you is how things don't improve.
 
And where did I say there is nothing complicated in the game? Learn how to fucking read.

Its really simple: while there are some higher ceiling stuff in MK1 as there are in ANY fighting games, the overall meta in MK1 is WAY simpler and more braindead than MK11's was, regardless of which game is more fun to play. The skill gap between casuals and pro players was also higher in MK11 than it is in MK1 due to high execution stuff like 3f flawless block punishes that not everyone could do and that not every hit of every string could be flawless blocked, unlike MK1 with its wider flawless block window and negated chip damage.

Yes, characters like Geras are less braindead and require some knowledge to play compared to the rest of the cast but to call them complex? Give me a fucking break. They are being used in the same way in high level play and have a straight forward gameplan. Kenshi: pick kameo like Sub to freeze after a hit-confirmed string, activate Sento and then do the same braindead 50/50's till lifebar is depleted. One of the more "complex" characters in the game.

And you think Noob and Takeda fall into that category as well? Lmfao. The examples you give is describing character variety, not character complexity.

And I never said the power level is too low in MK1. On the contrary, it is too high when looking at characters like Havik and Cyrax after the last patch. Picking up Cyrax or Havik and winning requires little skill precisely because of the stupid "power level" these characters have gotten. No one will applaud your skill when winning with said characters. Any moron can do the ToD Sonic does with Havik.
I don't think anyone watching any pro komp tournament, Final Kombat, Evo would actually say this. I could go on and on about the spacing, movement, reads, and conditioning that the best of the best exhibit in this game, and you'll likely just say "that's just FG fundamentals." But the fact of the matter is that even with all the neutral skip, 50/50s, htbs, strike / throw or whatever else Dave wants to complain about next, we keep seeing pretty consistent results from the best players, so the skill gap is clearly intact.

Also, your Sento example is telling, tbh - the best Kenshi players don't use a freeze kameo, and if you're getting 50/50d to death by Kenshi without forcing him to do any sort of gapless pressure or make reads on armor, grabs, etc, then you need to spend some time in the lab. The complexity and layers exist, whether you want to acknowledge them or not. It makes sense that you think the game is lacking complexity, when you're viewing it through a scrub mentality lens.
 
I don't think anyone watching any pro komp tournament, Final Kombat, Evo would actually say this. I could go on and on about the spacing, movement, reads, and conditioning that the best of the best exhibit in this game, and you'll likely just say "that's just FG fundamentals." But the fact of the matter is that even with all the neutral skip, 50/50s, htbs, strike / throw or whatever else Dave wants to complain about next, we keep seeing pretty consistent results from the best players, so the skill gap is clearly intact.

Also, your Sento example is telling, tbh - the best Kenshi players don't use a freeze kameo, and if you're getting 50/50d to death by Kenshi without forcing him to do any sort of gapless pressure or make reads on armor, grabs, etc, then you need to spend some time in the lab. The complexity and layers exist, whether you want to acknowledge them or not. It makes sense that you think the game is lacking complexity, when you're viewing it through a scrub mentality lens.
Again, I never said there is no complexity involved in MK1. There is complexity in any fg. I'm saying the MK11 meta was more complex compared to MK1 and there was a highER gap between casuals and pros. Don't take my word for it, I am an average player, but Ninja said the same thing.
 
Complaining actually made MKX SIGNIFICANTLY better, and made MK11 better, and has made MK1 better. Very obvious examples can be pointed to. Obviously this doesn't mean complain like a baby, but criticism is what leads actions. Being quiet and eating slop because your master tells you is how things don't improve.
Gotta say I agree with this. Complaints = feedback. If everyone pretended the game was perfect from the start, no improvements would have been made.

MK1 now feels like it should have at release. Even invasions is less painful now.
 
The mk1 tragedy is less whatever game it was before and more whoever thought it could be turned from that into a big budget mk reboot in like a year.

We can see now with even another 6 months the game would've launched with krossplay, probably online training, a bunch of way better kameos, and even more useless garbage to unlock.
 
The mk1 tragedy is less whatever game it was before and more whoever thought it could be turned from that into a big budget mk reboot in like a year.

We can see now with even another 6 months the game would've launched with krossplay, probably online training, a bunch of way better kameos, and even more useless garbage to unlock.
yeah thats the shitty thing. The game would be infinitely more well-off if it launched in the spring this year instead.

Personally I was fed up with the game constantly being broken after every patch (online just not working, Ermac crashing the game etc) and the lack of crossplay for so long. By the time those things came around and were stable I was bored of my character just being complete ass. I played maybe 3 times between Peacemaker release and the launch of Kaos Reigns, and one of those times was my EVO bracket.

Games in a much better place now though.
 
Is it strike/throw or 50/50 mix ups and hard to blockables?
The low and bottom tier characters rely on strike/throw because they have nothing else.

The high and top tier characters have access to 50/50 mix ups and hard-to-blockable set ups, which are substantially superior to strike/throw.

If you analyze Tweedy's current tier list, the characters with the best offense are the best characters in the game.

Additionally, bringing up low tiers does not mean that there aren't strong characters. It just means that there are low tier characters, a thing that exists in every fighting game.
While low and mid-low tier characters rarely ever win major tournaments, they have an impact on the results in good fighting games.

Kusanagi won a major tournament with Ryu, whom the Street Fighter 6 community deem low mid tier, even after the buffs.

Top players in Tekken have lost to characters like Asuka, Eddy, Jun, Kuma/Panda, and Steve, whom many players in the Tekken community consider low or low mid tier. For example, Arslan Ash, using Nina, a top three character, lost to JeonDDing's Eddy 2:0 at E-Sports World Cup. In fact, Arslan Ash, one of the most successful fighting game players of the modern era, did not even advance out of pools.

Such feats can never happen in Mortal Kombat 1 for multiple reasons, one of which is the low power levels.

Honestly, this entire post is a pivot to avoid actually addressing the points made.
Your so-called points have been addressed and refuted on several occasions using examples, results, and evidence.

STORMS ought to pay me for fact-checking you Mortal Kombat 1 apologists.

I am getting bored and annoyed easily disproving these Neanderthal talking points.
 
The low and bottom tier characters rely on strike/throw because they have nothing else.

The high and top tier characters have access to 50/50 mix ups and hard-to-blockable set ups, which are substantially superior to strike/throw.

If you analyze Tweedy's current tier list, the characters with the best offense are the best characters in the game.



While low and mid-low tier characters rarely ever win major tournaments, they have an impact on the results in good fighting games.

Kusanagi won a major tournament with Ryu, whom the Street Fighter 6 community deem low mid tier, even after the buffs.

Top players in Tekken have lost to characters like Asuka, Eddy, Jun, Kuma/Panda, and Steve, whom many players in the Tekken community consider low or low mid tier. For example, Arslan Ash, using Nina, a top three character, lost to JeonDDing's Eddy 2:0 at E-Sports World Cup. In fact, Arslan Ash, one of the most successful fighting game players of the modern era, did not even advance out of pools.

Such feats can never happen in Mortal Kombat 1 for multiple reasons, one of which is the low power levels.



Your so-called points have been addressed and refuted on several occasions using examples, results, and evidence.

STORMS ought to pay me for fact-checking you Mortal Kombat 1 apologists.

I am getting bored and annoyed easily disproving these Neanderthal talking points.
You can say a thing as many times as you want, it does not make a thing true. Yes, MK1 has had several examples of low tiers doing well.

For example, using Low Tier Geras, Grr nearly made it to Final Kombat. WiZeGemini used pre-patch Havik and Mid tier Liu Kang during Final Kombat. Faysal predominantly used Kitana in Final Kombat, which was a mid tier at best. So yes, it can happen.

Additionally, Grr made Top 8 at Frosty Faustings using Geras - a low tier character - only. During the last chance Qualifier, Grr beat Sooneo's Peacemaker(the best or second best character in the game at the time) with Geras(believed to be low and even speculated to be bottom 3).

And let's not forget the Top 8s and Top 16s Honeybee has landed with pre-patch, low tier Reptile in things like Rip's Arena and the like.


The fact of the matter is that your logic is contradictory. The power levels are low, except when they're not to suit your narrative. Formerly Low tier characters like Nitara had access to 50/50s, Sub Zero paired with Khameleon also did(still does) as well. So no, powerful offense was not just relegated to the top tiers. Once again, you make shit up and it is pathetic.

You are pathetic, boring, and out if touch. You have been for some time.

You're not "debunking my points," you're cherry-picking to build a narrative.

You never did tell me what Arslan Ash and Knee said about Tekken 8, and we both know why.
 
Last edited:
The low and bottom tier characters rely on strike/throw because they have nothing else.

The high and top tier characters have access to 50/50 mix ups and hard-to-blockable set ups, which are substantially superior to strike/throw.

If you analyze Tweedy's current tier list, the characters with the best offense are the best characters in the game.



While low and mid-low tier characters rarely ever win major tournaments, they have an impact on the results in good fighting games.

Kusanagi won a major tournament with Ryu, whom the Street Fighter 6 community deem low mid tier, even after the buffs.

Top players in Tekken have lost to characters like Asuka, Eddy, Jun, Kuma/Panda, and Steve, whom many players in the Tekken community consider low or low mid tier. For example, Arslan Ash, using Nina, a top three character, lost to JeonDDing's Eddy 2:0 at E-Sports World Cup. In fact, Arslan Ash, one of the most successful fighting game players of the modern era, did not even advance out of pools.

Such feats can never happen in Mortal Kombat 1 for multiple reasons, one of which is the low power levels.



Your so-called points have been addressed and refuted on several occasions using examples, results, and evidence.

STORMS ought to pay me for fact-checking you Mortal Kombat 1 apologists.

I am getting bored and annoyed easily disproving these Neanderthal talking points.
To be fair, one of the arguments I remember about Arslan Ash and Company losing to lesser players/characters more often than in the past was because the game was too casino with heat/stage hazard/rage/etc and lowered the skill gap, where it can be argued even with the changes in MK1 there's not really huge shakeups and upsets among the top players for the most part, not nearly as many as you see in Tekken at least. It was yelled for months even by some of the top players themselves.
 
While low and mid-low tier characters rarely ever win major tournaments, they have an impact on the results in good fighting games.

Kusanagi won a major tournament with Ryu, whom the Street Fighter 6 community deem low mid tier, even after the buffs.

Top players in Tekken have lost to characters like Asuka, Eddy, Jun, Kuma/Panda, and Steve, whom many players in the Tekken community consider low or low mid tier. For example, Arslan Ash, using Nina, a top three character, lost to JeonDDing's Eddy 2:0 at E-Sports World Cup. In fact, Arslan Ash, one of the most successful fighting game players of the modern era, did not even advance out of pools.

Such feats can never happen in Mortal Kombat 1 for multiple reasons, one of which is the low power levels.
I’m no MK1 apologist, but low tiers have had impacts in MK1 tournaments as well. Aside from what others have mentioned, we cannot forget MKJavier doing work with low tier Scorpion. Of course, Scorpion is no longer low tier, but when he was, MKJavier was consistently making top 8’s with Lowpion.
 
To be fair, one of the arguments I remember about Arslan Ash and Company losing to lesser players/characters more often than in the past was because the game was too casino with heat/stage hazard/rage/etc and lowered the skill gap, where it can be argued even with the changes in MK1 there's not really huge shakeups and upsets among the top players for the most part, not nearly as many as you see in Tekken at least. It was yelled for months even by some of the top players themselves.
First of all, top players yell a lot in every fighting game, which is why I am not interested in the rhetoric as much as I am interested in actions.

I do not appeal to authority. I criticized Ninja Killa's talking points more than anybody else in this thread.

I realize that Arslan Ash and Knee have complained about Tekken 8, particularly the early iterations of the game, but unlike Mortal Kombat 1 high level players, Tekken 8 high level players come out and play despite the complaints.

For example, Tekken 8 attracted over 1,600 participants at this year's Combo Breaker. Mortal Kombat 1 had 200+ measly players in its home state. This egregious number should have led to more criticism, but the apologists continue making excuses on behalf of WB and NRS.

Second of all, no player in Tekken 8 (or Mortal Kombat 1) is winning because of "casino" gameplay. By and large, the same top players who were winning in the previous games are winning in the current games. My argument has never been that Mortal Kombat is volatile or scrubby, so this talking point is moot.

Statistically and objectively speaking, the weaker characters in Tekken 8 win more than in Mortal Kombat 1 because the power levels are higher and the competition is superior. Tekken 8 is an infinitely better designed fighting game, which is why the tournament numbers are what they are.
 
I don't understand this argument at all. Are Sonic Fox, Nicholas, Scorpionprocs, Rewind etc. not "high-level players"?
Of course, they are.

But I have been arguing quantity.

Feel free to stop avoiding the bulk of my argument at any time.

For example, Tekken 8 attracted over 1,600 participants at this year's Combo Breaker. Mortal Kombat 1 had 200+ measly players in its home state. This egregious number should have led to more criticism, but the apologists continue making excuses on behalf of WB and NRS.
 
Of course, they are.

But I have been arguing quantity.

Feel free to stop avoiding the bulk of my argument at any time.
Quantity is pot monsters.

You're saying that there aren't enough pot monsters. Okay.

But top players are traveling for the game. Unless you think guys like Grr and Bandinoz aren't top players.
 
Quantity is pot monsters.

You're saying that there aren't enough pot monsters. Okay.

But top players are traveling for the game. Unless you think guys like Grr and Bandinoz aren't top players.
"Pot monsters" are a separate talking point.

Besides, should Mortal Kombat not have the most "pot monsters" since the franchise sells the most copies?

Go ahead.

Quote my post and show me which other apologies you can come up with.
 
"Pot monsters" are a separate talking point.

Besides, should Mortal Kombat not have the most "pot monsters" since the franchise sells the most copies?

Go ahead.

Quote my post and show me which other apologies you can come up with.
I mostly like how you're shadow-boxing a version of me that doesn't exist when you're not constantly shifting the goal posts.

The power level is low, except for the top tiers. Low tiers never perform upsets and do well, except the demonstrable instances when they do(Scorpion/Jax in EVO top 8). Low tiers allegedly only do strike/grab, except for all the examples where they don't.

I agree that tournament turn outs could be better, of course.

But saying top players don't travel just isn't true. Just like saying power levels are low isn't true.

There is no consistency to your arguments.

No one is saying you should like the game. But all this narrative weaving is sad. Very sad.