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Question If You Were to Create Universal Rules for MKX...

Colest

Mid-Tier 'Mancer Main
Hmmm interesting, might be a little harsh though?

As that's how you cancel your run into block, I guess it would interesting that anything you run you have to commit to a normal no matter what like MK9s Jax's Ground pound cancels.

Could add a new meta but I don't know
My thought process was it makes it so that committing to a run is a hard read on them not trying to zone. If they read a run and throw out a projectile or long range poke your only option is to block or armor through. It gives a risk reward to running from full screen.
 
So what if a character has a safe 50/50, but it requires a bar of meter to be safe, has short range, and only gets a big combo in the corner?

"Zero safe 50/50's" as a universal rigid rule doesn't make sense, as much as it's a common talking point here. You can completely have safe 50/50's and be balanced in other ways.

I can't think of any other mechanic in any fighting game that had to be unsafe irregardless of any other unique drawbacks added to introduce nuance to the game. Even in games like Killer Instinct there's safe + on block 50/50's that make sense when examining the character as a whole rather than just looking at a single mechanic in a vacuum.
Now if that character can build meter like a maniac, then we have an issue.
This is why i would say zero so we could avoid situations like this. If it costs meter i would agree with them being in the game. I would just prefer a system where you would have to work to open people up.
 

omooba

fear the moobs
no one has a better offense than quan chi sorcerer/summoner. Not this exact rule but the point is no stupid offense without huge weaknessess you can expoit which is what most top tiers currently have
 

Vigilante24

Beware my power, Red Lantern's Light
No more intentionally whiffing air normals into special cancels. Especially looking at all you Kung Jin players right now. Whiffing j1 into auto correcting divekick is scrubby.
 

hkriderz

Lin Kuei Scum, yellow robot enthusiast
Here are my changes,

50 50s have been redesigned to have one option lead to a full combo and is relatively safe on block (depends on the character) and the other option leads to either a knockdown or just a string that is not cancellable into max 17% damage (like triborgs b1 1+3) and that option is full combo punishable.

Give characters more mids to contest in the neutral.

Unsafe armored launchers are all full combo punishable.

Blockstun for all moves is now removed, or very little.

Low profiling, different hitboxes based on gender, and different launching heights are now fixed(GM sub says hello)

Any jumping hitboxes have significantly less air priority than grounded attacks.

Any move that armor breaks cannot be cancelled

Throw teching one button.

Run not cancellable into jumps.

Jumps are significantly slower and more floaty to avoid insta jump ins.
 

GAV

Resolution through knowledge and resolve.
Every character gets an extra special fatality against Alien where they demean the character so much that no one ever wants to pick Alien again. As a matter of fact, next turn they can't pick Alien and this becomes its player icon...
 

MK_Al

Noob
Some very nice ideas so far. I specificly agree with

-All armored launchers are unsafe on block
-Armor breaking strings (Cage 12, Liu B12, etc) can no longer be canceled into specials on block
-pokes cant be special cancelled.unless its a tick throw
-Universal blockstun for all moves

I would add
-When the rounds starts no char can hit the other (more space between the chars)
-No safe 50/50ies; either both options are punishable or one option deals significantly less dmg and is at least -3
-Max +12 frame advantage from specials; max +2 frame adv. from strings or normals
-FWD adv. strings are at least -2 on block

I disagree on
@Mikemetroid jump in punches/kicks should not jail into strings on block
I think there should be a disadvantage if you aren't able to AA consistently. I'd instead ban the "jump in 50/50ies" (you can't special cancel jumps any more)
 

Eddy Wang

Skarlet scientist
no d1 low profile highs
all jump attacks are -3 including njks and njps on the way down.
d1s are 7f but are -9 on block
all j1 and j2 when canceled into strings from a blocked jump attack are not guaranteed
every backdash covers the same range
every backdash has the same amount of recovery frames, actually a bit faster than the current versions.
every minus attack has no block stun when blocked, so the attacker can actually be minus.
run speed distance coverage slightly reduced
dash can no longer be canceled into running if not canceled precisely.
uppercuts are no longer special highs, it cannot hit players if they crouch block.
punish indicator color swapped with a message above the meter hud saying "punish"
some slower walkspeeds slightly increased.
Damage nerf universally across the cast by 6% on some most used combos.
meter build nerfed universally across the cast
when one character breaks, both characters gets with no stamina, and no one builds meter until the full stamina returns.
 

Mikemetroid

Who hired this guy, WTF?
What counts as an "armor breaking string", just moves that have two hits for one input?
I feel like that would have to be more specific... almost like a new type of normal... but yes two attacks for one input would be nice or maybe if two attacks have an X amount of frames inbetween them they shouldn't be able to be canceled out on block.
 

Doombawkz

Trust me, I'm a doctor
I feel like that would have to be more specific... almost like a new type of normal... but yes two attacks for one input would be nice or maybe if two attacks have an X amount of frames inbetween them they shouldn't be able to be canceled out on block.
What about slower strings like Torr's b.12 which ~can~ armor break as long as the enemy move is slower than 12 frames?
 

Meep8345

Noob
1.All jump in punches have invincibility frames because fuck neutral I wanna 50/50 bro
2.Every character gets one of their specials to be plus and jail into a poke meterless on block (Kitana's fan lift is now +7,lao's hat spin is now +9)
3.Every characters gets safe 50/50's that combo into a decent 25%-50% (Kitana's f2 is now overhead,lao's b3 is now a low,kotal's b1 is now an overhead and his s2 is a low and 212 pops up for 40% dmg meterless in all varaitions)
4. Kung Lao gets huge buffs:
Universal: 6f s1,JIP2 hits as far as alien's jip3

Tempest: Now gains hat cancels and is +20 from 112124 hat cancel
And he does 10% chip from 112124 hat spin. Meterless Hat spin is now +9 on block

Buzzsaw low hat is +4 on block, ex low hat is +25 on block,b2 ex low hat combos in the corner and ex low hat now pops up for 30% dmg midscreen.

Hat trick: Deleted from the game he wasn't meant to exist.

With those tiny fixes to Lao he will become a solid mid tier character :)
Oh you think he's top tier? You haven't even begun to see the other buffs lord Paulo has envisioned for the whole cast.Paulo's vision shall be complete. A game even more insane than marvel