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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

I have never said that top tier characters lack strong offense in Mortal Kombat 1. I have partially explained my position on Mortal Kombat 1's meta in this post.

As far as Geras is concerned, octuple the number of participants as well as the quality of competition in an offline tournament in which low and mid tier characters consistently perform, welcome to Street Fighter 6 and Tekken 8.

Least we forget that the two high-stakes Mortal Kombat 1 tournaments thus far, EVO and Final Kombat respectively, resulted in mirror matches in the grand finals.



Of course, you are entitled to play whatever you like, but you are not entitled to hold Mortal Kombat 1 to the same standards as Under Night In-Birth II Sys: Celes based on Mortal Kombat's sales, popularity, and cultural impact.

As I have already stated, I hold Mortal Kombat to the same standards as Street Fighter and Tekken.

I refuse to lower my expectations in order to apologize for WB/NRS and/or promote "community growth".



I never placed in Injustice 1 or Mortal Kombat X.

I mean, I wish I had. LOL.

You evidently lack the knowledge to comment on the history of NRS's fighting games, so I suggest that you stop presenting yourself as an authority on this subject (and several others).



Tom and I (and more so Tom than I) supported the scene for multiple years when you were in your diapers.

However, I do not believe that Tom or I are owed respect based on legacy.

Neither is WB/NRS.

When they design a fighting game that is not kusoge, I will support the product and, by extension, the community.
Given that I was right about the MK9 MLG numbers whereas Tom completely lied about them earlier in this thread, I think I recollect just fine.

Your initial argument was that mid and low tiers don't perform in MK1, which has been proven to be untrue.

So, you move the goalpost by saying that it isn't as frequent as the most popular fighting game in the world and the second most - which is obvious - but NOT your initial argument.

As far as the game being, "kusoge" goes, that's subjective. You think it's bad, I don't, there's no objective way to prove it either way. You can spam tournament numbers and I can spam the consistency of content and online tournaments.

And again - no one is saying you have to like the game.

But it's far from dead and getting better with every update.
 
The netcode issue wasn’t just a competitive game quality issue. It was a big problem that effected everyone who played the game online.

Also, I don’t remember that many defending the bad netcode pre-patch. I do remember people saying that there’s things individuals can do to help their connection in the meantime like being wired though. And NRS actually patched the netcode and drastically improved it precisely because it was an issue that effected everyone who played online. Clearly the few saying that the netcode was fine made no impact on NRS’ decision.

Anyway, it seems some of you are drastically misunderstanding what is being discussed here. I actually edited my post several times adding and taking away something along the lines of “to be ultra clear to those who may not be following the discussion. I’m not talking about the communities ability to effect balance changes, we definitely can make an impact in that regard” or something to that effect. But I ultimately decided to remove it because I felt the context of the conversation was clear enough so that further qualifiers weren’t necessary

Dave claimed that MK would remain a poor quality product and a competitive failure as long as there were members of the comp community defending the game. I responded rejecting that claim because as far as the overall quality of the game is concerned, NRS isn’t going to move mountains for such a tiny % of their sales. Again, to reiterate, I’m not talking about balance changes, nor am I talking about severe issues that effect the majority of players like unplayable netcode, game breaking glitches, etc, NRS undoubtedly takes feedback into consideration. And I also made sure I stated clearly that “To be clear, I am not saying anyone has to settle for a bad product or mediocrity. And I’m not saying you shouldn’t be demanding for a quality product. But to suggest that the problem has ANYTHING AT ALL to do with members of the (comp) community “engaging in apologia”, that is pure delusion and simply just isn’t true”.

So, to qualify further, I am NOT saying that feedback isn’t important, that NRS doesn’t take feedback into consideration, that you shouldn’t demand a quality product, that you should be content with whatever you’re given, etcetera, etcetera, etcetera.

Anyway, hope this helps! ;)
I still think it is somewhat true though. You even said it yourself, the competitive community is a tiny fraction of the overall game sales (literally millions of dollars). The changes are FOR the competitive community, not for John Doe who plays for a week and beats the story to never play again, or my wife who plays it on easy to "see what happened to Sub-Zero in Khaos Reign". They are for the competitive community players and viewers. If you don't wanna use Internet example because it was a "technical" issue, then look at other community pushed updates. Remember in MKX the + ob armored launcher fiasco? MK11 opening up the game with no longer restricting variations? Etc etc.

These aren't just changes the developers were like "I think it's cool to do this now after all this time", it was a direct response to the criticism and feedback they were receiving from the small percentage of the sales, the competitive community. So I do think there's a bit of truth in the "if you just defend things nothing will change" argument because even when they aren't communicating they're still listening. If not they'd pretty easily just do nothing and not have to worry about doing anything.
I admit that Mortal Kombat 1's online scene has remained consistent.

The offline scene has most certainly been dying for the last six months.

I see no reason to reiterate the numbers for the tenth time in this thread because people like you and Crimson obviously could not care less about facts and statistics.

You want players to blindly support the game for the sake of "community growth", but I refuse to pledge my allegiance to a game that I consider kusoge.

I would be ecstatic to support this franchise if NRS implemented higher power levels, reinstated character archetypes, particularly zoning and defensive ones, included a new gameplay mechanic to ever so slightly alter the meta, etc.



There is no evidence to make the claim that Tekken 8 is volatile.

The same top players who were winning in Tekken 7 are winning in Tekken 8. The exceptions are virtually nonexistent.

Mortal Kombat X is one of the most volatile fighting games released in the past ten years, but even its tournament results were highly consistent.

If you are referring to ranked mode, the majority of players are losing to incessant knowledge checks and lack of match up experience, which is a separate discussion.

Case in point, Kuma/Panda have the highest overall win percentage because they are an obscure match up. However, at very high ranks, they have the worst win percentage. Obviously, players at Tekken God and above are familiar with the match up.

I enjoy Tekken 8 in part because of its high power levels. Tekken 7 ended up nerfing too many characters at the end of its lifespan somewhat leading to a boring and predictable meta.
Real quick, did you see the other day Arslan's face when he lost 98% of his health and lost the game due to the "comeback" Lily had against him? The expression of despair and depression he made before he could even get up or shake hands? That's the feeling I get too when losing to nonsense like that.
 
Throughout Mortal Kombat 9, Injustice 1, and Mortal Kombat X, Cleveland used to have one of the best NRS scenes in the country.

Tom came out to play Mortal Kombat 9.

Weekly gatherings were common during Injustice 1 (i.e., King, King Jr., Playing to Win, THTB, Master D., me, etc.)

King visited and brought the YOMI boys for some Mortal Kombat X casual sessions.

Fun and memorable times.
This is what I think of when I think of the offline scene of the past. Going to Cossner's house with a ton of the players (actually now that I remember Tom was there with REO, they were playing MK9 in a setup in the corner refusing to play MKX LOL) and getting stuck in a super snowstorm because I was too dumb to just spend the night lol. Fun times. When I try to find the offline scene now I legit can't. I'm going to a local for Tekken soon in Tampa, 20 people are signed up and 30-40ish should be the final turnout I heard, etc. I looked at MK1, and only one person has registered. Literally one person. Like what is this man? Lol no one can tell me this is what we should be expecting I'm sorry I'm just not buying that. The sooner we stop pretending there's no conversation to have the quicker we can work on fixing it.
 
Real quick, did you see the other day Arslan's face when he lost 98% of his health and lost the game due to the "comeback" Lily had against him? The expression of despair and depression he made before he could even get up or shake hands? That's the feeling I get too when losing to nonsense like that.
Please watch The Jon's (King) set against Patloars (Lili), the player who beat Arslan Ash yesterday.

This Lili is the best I have seen since Chikurin's.

1:34:55


I looked at MK1, and only one person has registered. Literally one person. Like what is this man? Lol no one can tell me this is what we should be expecting I'm sorry I'm just not buying that. The sooner we stop pretending there's no conversation to have the quicker we can work on fixing it.
People like Crimson do want to have a conversation... about Tom, Mike, and me sabotaging the NRS fighting game scene.

Imagine content creators with less than 25K subscribers having that level of influence. LOL.

Besides, none of us has ever encouraged people not to play the game or participate in offline or online events.

Anecdotally speaking, my cousin, who has been my training partner for almost 25 years, refuses to play Mortal Kombat 1.

Unlike me, he is not a loudmouth. He is reserved and soft-spoken, but he considers Mortal Kombat 1 a party game unworthy of competition.

There are obviously many players who feel this way, which explains why local scenes for Mortal Kombat 1 are essentially dead.

Mortal Kombat 11, the genuine kusoge of the modern fighting game era, contributed a lot to this death.

On the other hand, Street Fighter, Tekken, and Guilty Gear have grown their scenes in spite of external factors such as COVID and inflation.
 
Please watch The Jon's (King) set against Patloars (Lili), the player who beat Arslan Ash yesterday.

This Lili is the best I have seen since Chikurin's.

1:34:55

I'll have to check them out. I never heard of this Lily player until the Arslan set, but man dude looked like his soul left his body after that loss LOL! I know that feeling all too well. :laughing:

People like Crimson do want to have a conversation... about Tom, Mike, and me sabotaging the NRS fighting game scene.

Imagine content creators with less than 25K subscribers having that level of influence. LOL.

Besides, none of us has ever encouraged people not to play the game or participate in offline or online events.

Anecdotally speaking, my cousin, who has been my training partner for almost 25 years, refuses to play Mortal Kombat 1.

Unlike me, he is not a loudmouth. He is reserved and soft-spoken, but he considers Mortal Kombat 1 a party game unworthy of competition.

There are obviously many players who feel this way, which explains why local scenes for Mortal Kombat 1 are essentially dead.

Mortal Kombat 11, the genuine kusoge of the modern fighting game era, contributed a lot to this death.

On the other hand, Street Fighter, Tekken, and Guilty Gear have grown their scenes in spite of external factors such as COVID and inflation.
Yea it was quite jarring. It's also discouraging as a player because you can only spend so many trips going to locals or making the drives, so if I see one person registered in a game vs 20 or 30 or 40 in another game I'm just gonna play the other game if I know how to play the other game. It's gotta be rough for people who only play MK though because you're restricted to majors or some regionals which are less often as the only way if you don't have a training partner. I'm in the same boat as you and your cousin, where mine stopped playing with MK11 which is what made me start playing KOF more again and then Tekken 8 when I hadn't played seriously since T5. Overall I think it's a combination of things that has drained the offline scene, but even sitting as I type this I'm not sure how to boost it back up. You already know once a scene starts growing it spreads like wildfire, this one just doesn't even have a seed right now.
 
I still think it is somewhat true though. You even said it yourself, the competitive community is a tiny fraction of the overall game sales (literally millions of dollars). The changes are FOR the competitive community, not for John Doe who plays for a week and beats the story to never play again, or my wife who plays it on easy to "see what happened to Sub-Zero in Khaos Reign". They are for the competitive community players and viewers. If you don't wanna use Internet example because it was a "technical" issue, then look at other community pushed updates. Remember in MKX the + ob armored launcher fiasco? MK11 opening up the game with no longer restricting variations? Etc etc.

These aren't just changes the developers were like "I think it's cool to do this now after all this time", it was a direct response to the criticism and feedback they were receiving from the small percentage of the sales, the competitive community. So I do think there's a bit of truth in the "if you just defend things nothing will change" argument because even when they aren't communicating they're still listening. If not they'd pretty easily just do nothing and not have to worry about doing anything.
Yes and like I said and made sure to reiterate, I am not talking about things relating to balance changes. Also In the post you quoted, I said “So, to qualify further, I am NOT saying that feedback isn’t important, that NRS doesn’t take feedback into consideration, that you shouldn’t demand a quality product, that you should be content with whatever you’re given, etcetera, etcetera, etcetera”

The initial discussion was about the assertion that the reason MK1 was made the way it was, was because less than 1% of the consumer base didn’t demand a better product. And that as long as whatever percentage of that 1% god forbid actually liked the game and didn’t constantly shit on NRS and MK1, that it would remain a “competitive failure”. I rejected that premise and argument completely. And also, just because people like the game (or any game), that doesn’t necessarily mean they think it’s perfect, that it’s “great”, that there’s no issues, etc.

And for the record, I’ve criticized this game somewhat often. So I’m not one of the people who think MK1 is good just with some issues. I think that the issues are fundamental and can’t be fixed via balance patches. I actually have a lengthy thread/article I was going to post talking about the differences between MK1 and other FG’s, specifically other assist fighters. Because I constantly see people comparing it to other assist FG’s and you can’t really make that 1:1 comparison. It apparently has about 1,225 words at the moment, so yeah, it’s rather lengthy as I said lol. Anyway, my point is that I’m not someone who is in love with MK1. I just disagree that the blame lies on the shoulders of those who like the game.
 
I started playing MK1 again , with Khaos Reigns, just very casual training mode.

its definitely a better game, a better package then how it launched, and with another large expansion, it will be a solid video game.

However, as a fighting game... there is something off about it, something I can't really put my finger on.
Like its missing some core mechanic to really hold the game together, it feels half finished.
When it first launched, I was thrilled because it fixed issues I had to with MK11, but now, after a year, I think MK11 holds up better then MK1.
Like I hated MK11 because I saw a lot of potential, like I knew what NRS was going for with 11, I feel they just missed the mark, and never fixed it. It could have been a great game.

With MK1, I don't feel any passion behind it, like it feels like a half finished game that simply exists, because they needed to make a new game.
It feels like they took MK9/10 base gameplay, removed anything that made it interesting, and then added Kameos because they needed a gimmick.

I don't know, I'm rambling, and I have put in no where near the amount of time as some of you, so my opinion doesn't matter in the grand scheme of things, I just needed to put these thoughts somewhere.

MK9 and X are fantastic video games.
MK11 is terrible, and I wish it was good, but still love because its MK.

MK1 is just... idk something I might play on and off until Injustass 3 comes out.
 
Overall I think it's a combination of things that has drained the offline scene, but even sitting as I type this I'm not sure how to boost it back up.
There is nothing that any one individual, or even a group of individuals, can do.

NRS must design a fighting game that the majority of the community can rally around.

The issue is that NRS rarely communicates, so there is a lack of trust and confidence in the developer.

Achieving numbers similar to Guilty Gear Strive would be a fair expectation for a Mortal Kombat game.

Unfortunately, I highly doubt that game will be Mortal Kombat 1.
 
I remember the times of MKX, when I didnt buy the game, thus didnt play it, thus didnt write basically at all on the site. I think I even quit it enterely until 11 came out. Just a thought for you haters in here )
 
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.
Complaining about X or Y is fine but let's be honest here. People don't voice their opinion, they bitch. Even when a game is in a pretty good spot, they bitch endlessly and act like it's the worst game ever example MKXL post it's last patch was a great game same with i2 etc. Still people kept going on and on and on about the same things.
 
Can you explain this, @M2Dave
Of course, I can.

But you are not actually serious, are you?

If I disagree with Ninja Killa's rant about Mortal Kombat 1, a game that I do not perceive to be very good, why would I agree with Tokido's rant about Street Fighter 6, a game that I do perceive to be very good?

While I read and pay attention to tournament players' tweets, mostly because of the ensuing drama and entertainment, these players are financially and emotionally invested in these fighting games, so their tweets frequently lack objectivity and consistency.

The biggest difference maker is the vastly improved and now functional online gameplay for modern fighting games, which has led to a higher skill level among the average fighting game player. For this reason, a guy like Tokido may lose 5:0 to an "online guy". 10-15 years ago, this feat would have been almost impossible unless that guy belonged to a well-established offline scene.
 
Of course, I can.

But you are not actually serious, are you?

If I disagree with Ninja Killa's rant about Mortal Kombat 1, a game that I do not perceive to be very good, why would I agree with Tokido's rant about Street Fighter 6, a game that I do perceive to be very good?

While I read and pay attention to tournament players' tweets, mostly because of the ensuing drama and entertainment, these players are financially and emotionally invested in these fighting games, so their tweets frequently lack objectivity and consistency.

The biggest difference maker is the vastly improved and now functional online gameplay for modern fighting games, which has led to a higher skill level among the average fighting game player. For this reason, a guy like Tokido may lose 5:0 to an "online guy". 10-15 years ago, this feat would have been almost impossible unless that guy belonged to a well-established offline scene.
Forget who says it but someone pointed out that to no longer have players knowledge check entire continents
 
Of course, I can.

But you are not actually serious, are you?

If I disagree with Ninja Killa's rant about Mortal Kombat 1, a game that I do not perceive to be very good, why would I agree with Tokido's rant about Street Fighter 6, a game that I do perceive to be very good?

While I read and pay attention to tournament players' tweets, mostly because of the ensuing drama and entertainment, these players are financially and emotionally invested in these fighting games, so their tweets frequently lack objectivity and consistency.

The biggest difference maker is the vastly improved and now functional online gameplay for modern fighting games, which has led to a higher skill level among the average fighting game player. For this reason, a guy like Tokido may lose 5:0 to an "online guy". 10-15 years ago, this feat would have been almost impossible unless that guy belonged to a well-established offline scene.

I watch SF6 casually and follow a couple top players, such as Shine, Broski, and Brian F.

I thought that Broski had an interesting take here, particularly about the throw loop meta:


Just to clarify: I like SF6. I think its a lot of fun to watch. I don't really believe in the team sports mentality where we all measure dicks over what scene is better, larger, etc, etc.

I want every scene to do well.
 
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Just to clarify: I like SF6. I think its a lot of fun to watch. I don't really believe in the team sports mentality where we all measure dicks over what scene is better, larger, etc, etc.

I want every scene to do well.
Nobody in this thread is measuring dicks or rooting for the death of scenes.

For 15 pages, the discussion has revolved around a franchise that sells millions of copies underperforming in offline events.

Various people have arrived to various conclusions. Some largely blame NRS and WRB while others largely blame the community.

This notion that Street Fighter 6 and Tekken 8 (and even Mortal Kombat 1) are volatile fighting games that cause inconsistent results is an attempt to distract, make off-topic remarks, and/or create equivalencies that are nonexistent.
 
You guys know Dave has literally never been satisfied with a game meta, right? Lol
He was satisfied when he was playing broken characters that 7-3'ed half the cast :cool:

Freddy, Zod, and Crystalline Tremor all perfectly balanced with the lowest tier characters, of course. Dave was a major champion for characters like Stryker, Ares, and MKXL Jackson Briggs
 
I remember his legendary set with Dittle where - after playing Dittle in MK9, MK11, and MKX - he said that MKX was the best MK game.

Notably, MKX was the only game he beat Dittle in. LOL
 
He was satisfied when he was playing broken characters that 7-3'ed half the cast :cool:
I thought that we were getting back to discussing the actual patch? :cool:

You guys know Dave has literally never been satisfied with a game meta, right? Lol
I never criticized Mortal Kombat 9's or Injustice 1's meta. I merely complained about my bad match ups. LOL.

I thought that Mortal Kombat X had limited defensive options, which is hardly a controversial opinion.

Injustice 2 is a solid game, but the meta ended up favoring too many defensive and zoning archetypes, which, again, is hardly a controversial opinion.

Mortal Kombat 11 is kusoge. Nobody will convince me otherwise. I had rather play Shaq Fu.

Mortal Kombat 1 was kusoge on release. I admit that the game is presently in a much better state in terms of single player content, online gameplay, power levels, etc.

However, the kameo system is inherently flawed, so the game will always have issues.

The apologists must accept the fact that the onus is on NRS to develop a fighting game that the majority of the community will support.
 
Pot, meet kettle :DOGE

So on that note, lets get back to discussing the actual patch.
He was satisfied when he was playing broken characters that 7-3'ed half the cast :cool:

Freddy, Zod, and Crystalline Tremor all perfectly balanced with the lowest tier characters, of course. Dave was a major champion for characters like Stryker, Ares, and MKXL Jackson Briggs
Dude wtf was the point of killing off the conversation if you're just going to egg it on later.
 
So how do we feel about the three new characters after getting to know them? It seems like Cyrax and Noob have some flashy stuff but lack practical neutral.

I heard Noob has some h2b with kameos but I haven't seen it in action; otherwise, it's grab kombos to open people up and ji2 xx f3 for oki.
Haven't seen enough of Cyrax to say what her game plan is. Meanwhile, Sektor seems like she has good options in most situations while keeping high combo damage for little resource usage.
 
Dude wtf was the point of killing off the conversation if you're just going to egg it on later.
Absolutely no one replied or discussed the patch, so we're just getting some momentum going again.

Haven't seen enough of Cyrax to say what her game plan is.
Cyrax's game plan is to frustrate your movement with bombs and sticky orb while fishing for literally any hit into the vortex, then force you to guess and punish you for making the wrong call.