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What defines MKX's gameplay most to you?

What defines MKX's gameplay the most to you?

  • 50/50s

    Votes: 65 47.8%
  • Advancing Strings

    Votes: 26 19.1%
  • Block Stun

    Votes: 45 33.1%

  • Total voters
    136

Slips

Feared by dragons. Desired by virgins.
I saw this thread more of a "what is the defining characteristic of the meta in MKx."

I would have to say advancing strings. It's what I think makes the dominant S-tiers. They all have easy effective safe ways to start their BS from a dash away. So then they command the Match.
I could just be in a negative mood, I just thought more gameplay features needed to be included in the poll. Everyone is entitled to their opinion of course.
 

GamerBlake90

Blue Blurs for Life!
I could just be in a negative mood, I just thought more gameplay features needed to be included in the poll. Everyone is entitled to their opinion of course.
It is possible for more choices to be added to the current poll, but since users can't retract their votes once they've been cast it's probably pointless.

As for my opinion on MKX's defining trait, I gotta go with the movement meta...in other words, sharing Slips's vote.
 

buyacushun

Normalize grab immunity.
I could just be in a negative mood, I just thought more gameplay features needed to be included in the poll. Everyone is entitled to their opinion of course.
I mean a lot of posts in here seem like people airing the problems. But I don't think the post tries to go that way. Was just sharing I had a different perspective. But yeah I can see where you'd get that perception.
 

PapaRegadetho

All hail emperor Liucifer Kang!
You can tell whose first fighter was MK9. 50\50s and setplay are present, and have always been, in a LOT of fighting games.

It's been awhile, can we let it go?

Yeah, 50/50s are present in every fighting game, but not as batshit crazy like in MKX, lol. I'm not complaining btw, I actually find it quite a challenge to fight against someone who puts you in the blender all the time, its like playing with a handicap, since MKX doesn't have the option in the first place. xD
 

Slips

Feared by dragons. Desired by virgins.
Hence the word, 'newest'.
*sigh* Yes the run mechanic has been around, and so has delayed wakeups in other fighting games. I'm talking about MK9 onward, which is when NRS started to cater towards tournament-level play.
 

RM_NINfan101

Nine Inch Nails fan from Metro Detroit, Michigan
Advancing strings for me. Backdashing in this game is really used in scarce scenarios and reads and I feel the Advancing strings make it easier for you to be cornered more so than 50/50s. Not including the fact that these strings are sometimes 50/50s in themselves with two or more options depending on meter.
 

buyacushun

Normalize grab immunity.
Advancing strings for me. Backdashing in this game is really used in scarce scenarios and reads and I feel the Advancing strings make it easier for you to be cornered more so than 50/50s. Not including the fact that these strings are sometimes 50/50s in themselves with two or more options depending on meter.
I gotta say advancing strings takes it man. Safe combo starter that you can confirm. Sometimes they come with mixups (Erron Black). Most of the time it's one string. They're just sooooo good. Some of them even start mixups. Soooo goood
 

stosn

Noob
Half screen mid(high) advansing strings or jip. You can sligtly run and do this shit and dont give a fuck about neutral game. Character like Jacqui must respect this so much.
So, b1 or jip all day
 

M2Dave

Zoning Master
The run mechanic is what separates MKX from nearly all 2D fighting games.
This.

Think about how many forward dashes you had to perform in order to approach characters like Freddy and Kenshi in Mortal Kombat 9 or Aquaman and Zod in Injustice. In Mortal Kombat, you run once and you almost cover the ground of an entire stage, with stamina to spare.

The game is what it is, though. People would complain about the game irrespective of what is most effective.
 

Rude

You will serve me in The Netherrealm
Just yesterday, myself and members of the New Orleans scene ran a small MK9 tournament alongside our larger MK9 X one.

After it was done, several of us preferred the movement of MK X, and the game in general.

I really like MK X. There is nothing wrong with a fast paced, momentum heavy game that rewards quick thinking and good spacing.
 

ChatterBox

Searching for an alt.
I voted block stun, not because things are hard to punish, but because the top tier in this game all have a single unifying play style: crazy long pressure. Even half the mid tier characters only truly seem to compete because they have it too. When watching this game I start to get lost in a haze of plus frames.

I like the run mechanic a lot, but to me it's not that new (I've been playing guilty gear for ten years). I don't mind 50/50s because all games have guesses. From what I've seen the first trait of a competitive MKX player is how well you can deal with pressuring and being pressured.
 

PunkMafia83

PSN: YaRnToNpUnKMAFIA
What I think of of is the run button and how I got ripped off by Warner Bros dlc!
I paid for one lot of dlc I shouldn't have to pay again.
 
d1, run, throws, blockstun, and backdashes.

(these are my early assumptions through playing from my trainer partner of 7 years)

- i get hit by a d1, then i get thrown (1/3 throws. not 2/4 for whatever reason), because i am holding block so that i don't eat 1/11.

- after getting thrown, run up and throw me again. nothing i can do since throws have priority over pokes + no time to get up and attack first

- get hit by a d1, let go of block, then duck to avoid the throw, get hit by 1/11 strings since i am still stunned by d1/etc.

- after i get thrown/knocked down, run up and 1/11 me out of fear of getting thrown again. try to poke, but haven't recovered yet from getup animation (same for delayed wakeup).

- doing strings to me that i block, that you can d1/low profile everytime, before i can counterjab. there is no counterjabs in this game. you have to punish with b3 or f2, or (any move that hits low to the ground). and with the wonky blockstun, a back + move, or a forward + move hardly ever comes out on the first frame. a counterjab will always come out on the first frame. this can be made more consistent with less blockstun.

- and of course, my personal gripe with the blockstun since MKDC. balanced risk/reward. i shouldn't risk eating 40%, for only the reward of a 2% d1.

_____

even though i win 90% of my matches vs him, its getting really ridiculous having to deal with all this. i have no problem breaking 2/4 throws, but escaping 1/3 throws never work for me. i get hit with a d1, i have to press block so that i don't get hit with 11, which basically leads to me being thrown everytime since i can't escape a throw while "holding" block.

those are the problems im experiencing.

some suggestions to help (in my opinion):

- make both throw escapes the same button. 2/4 works the best in my honest opinion.

- quick recovery: tap db as you land. it worked well in MKD. no reason why it shouldn't return. gives you the option to "wakeup" with any normal you want, and fast. again: tap db as you land. only problem in MKD, was when you tapped db it disabled your block since a duck in that game was db. that was the one problem with qr in MKD, of course QR should not disable your block.

- down pokes having priority over throws. this is a bug from some the 3D MK games that helped crippled them. theres no reason why this should still be around in MKX. it was only if my character used a weapon when i down poked would a throw not have priority over them.

- a 3-5 frame leeway to let go of block and still escape a throw.

- less blockstun for a more balanced risk/reward system. again, i shouldn't risk eating 40%, for only the reward of a d1. this has discussed since mk9 balance testing, and i would like to see it improved finally. as i explained to Ed Boon with Hapkido; a stance can still be safe, and have little blockstun. it debilitates movement, and forces you to punish where you stand, instead of being able to move in (punish/50/50/force pressure) or move back to create space or punish from max range to stay safe.

- improved backdashes. they should be at least on par with the 3D MKs. add the ability to ghostblock during backdashes. you won't see your character block unless they are about to be hit. adding this, for 1) has to be done reaction while backdashing, very difficult/skillful. and 2) allows you to create the perfect space between you and your opponent, so that after you block, when you attack your move hits at max range to make your moves safe. this was also brought up during MKX beta testing by me. theres too much forward movement, and not enough back movement, unless its to whiff punish.

adding ghostblock to backdashes also allows you to make negative moves more safe due to the added frames it takes to reach you at max range. (really, this was only around when backdash canceling was a thing).

- one last pet peeve, the stamina meter. get rid of it or make it wider. however, its a great visual cue for cooldown replenish (ie: god of war ascension multiplayer) for scorpions teleport cancel, and any other special move that uses "stamina", but way too many times am i finding myself below 50% stamina, with no way to continue a combo after launch. i would also love to see dashblocking from MK9 return. also, quick recover could be governed by the stamina meter. but as far as run goes, it should be infinite, but your character stops running after a certain amount of time,

run cancel "pressure" wouldn't be affected by this because if the blockstun was fixed, then the risk/reward system for "run cancel pressure" would be balanced, making it extremely risky to mindlessly pressure. Replacing mindless pressure, with spacing, footsies with max range normals for safety would be more ideal for the perfectly balanced game.


- i would also like to see plinking the block button while running. i see way too many times people running in and getting punished. right now in order to get the plinking effect, you have to tap down lightly first. i would just like to see it be done without having to tap down first. i wouldn't even mind seeing ghostblocking added during runs (perhaps only if block took priority over attacks).


so anyway, thats just how i feel at the moment. i don't get to play much, but if anyone wants to, my PSN is CHECK- i would appreciate the help/love/support.

take care, everyone.
 

EMPEROR PRYCE

WAR SEASON "THE WEAK EXPOSED!"
MKX is fun. I believe it has the most in depth neutral game out of any NRS game yet.

The only think that bothers me about MKX and NRS games in general is guaranteed pressure. For example, liu Kang. I don't think the character is broke by any means, but I find it ridiculous that every time he gets a jump in or low poke he DESERVES 15% chip into even more block pressure. Some of it being inescapable. That's the story for some other characters in this game as well.

In no game I've ever played have these long winded block strings been guaranteed. Even in marvel, sure if you get caught blocking cold star assist you have to block a mix up, but if you block correctly you have options to get out before you eat too much chip. It just seems "simple" by nature and that NRS didn't put enough thought into it all.
 

Eddy Wang

Skarlet scientist
I think a few of us already told paulo that there is no point in having guaranteed chip from a jump in in MKX, since there is no standing jail.


This was MK9 meta, where some type of pressure was only possible with characters blocking standing, which in turn it was the oportunity to build some meter while applying some sort of good chip.

In MKX however, it doesn't matter if a jump in or a blockstring is being applied, you can fuzzy guard while blocking, but still, there are far more characters with overhead and low starters in this game, that blocking an jump in becomes an automatic 50-50, some of these characters have really stupid jump ins as well.


IMO, jump in punches should be -3 as jump kicks and none of them should be string or special cancelable on block just like tanya's air dash jip on block, this would balance things out with how often ppl are chased down with wierd hitboxes crossups until they get a hit.
 

ShArp

Dedicated Broly main
50/50s no doubt.

Played this Sonya yesterday after like 4 months of not playing MKX and I completely forgot her strings/mixups - that being said it was a nightmare blocking her for me :D

"Hey Im Sonya and guess which it's going to be - low or overhead?
Low? Nah sweety - BOOM eat that overhead f*cker!"

I was murder stomped at the corner.
 

IrishMantis

Most humble shit talker ever!!!
for people who complain about advancing strings I have yet to see many players whiff punish them and for most cases once you in the right range it's easy to do
 

STRYKIE

Are ya' ready for MK11 kids?!
for people who complain about advancing strings I have yet to see many players whiff punish them and for most cases once you in the right range it's easy to do
One thing that cracks me up about this is a lot of people are quick to proclaim a move "awful/death" on whiff about one of their own character's moves but then complain about an advancing string being too hard to whiff punish when it has the same, if not more recovery frames lol.

#getyourspacingstr8m8