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I skipped MK X Entirely And Now I Have A Question

EntropicByDesign

It's all so very confusing.
RCs take some time but if you sit down and just practice them, grind them out, they become pretty easy after a bit. It took me a week or 30m practice a day to get them, but, at least for me, once they click and you've got'em, you keep em and they become second nature.
 

Bender

Product Manager. xBone tag: I3end3r.
I still can’t input his multi-punch string so I never touched him.
Yeah I know what you mean. Tip! You don't need to lift your thumb up for most of the input - just roll it quickly back and forth between 1 and 2
 

SaucyD0ge

Worst european batman
Yeah I know what you mean. Tip! You don't need to lift your thumb up for most of the input - just roll it quickly back and forth between 1 and 2
It’s supposed to be fun, but this is just crazy amount of inputs squeezed into little time.
 
When I first started playing, Quan Chi was actually the easiest for me. His strings require you to figure out the basics like run buffering, overhead-low mixup, and juggling. Those were things I struggled with for so long but after picking him up and getting used to everything, I slowly got the hang of it (around a week or so).

From there, I went on to Kitana due to her forward advancing strings and their duration. One thing about MKX (and probably a lot of combo-heavy fighters) is you can cancel a move into a special depending on your timing and reactions. So, for example, if you do a string that's three hits, but the 3 hits take a little while to complete, it buys you time to figure out what you should do on hit confirm vs block to keep it safe.

Last character I picked up (and by far my favorite) was Leatherface. I specifically only play the butcher variation because it encompasses the fundamentals I learned with Quan Chi and has some of the forward advancing strings I loved when playing Kitana. Only downside to Leatherface is he's the high risk, high reward type. This means a lot of his good combos have gaps or can be punished for full combo on block. But if he hits you -- well let's just say I have a 36% mid screen combo (no meter) and a 38% corner bnb (also no meter). He has the damage, but it's getting it before you're dead from all the punishes that make this guy tough.

Last thing I'll say, and I honestly wish I had gotten this advice when I first started, is this: This game, as well as injustice 2, is about 20% character mastery. Yes, only 20 little small % of the game is actually mastering spacing, execution, timing, punishing, frame data, etc. for your character. Literally 80% of the game is knowing your opponent. You have to know the opponent in a couple of ways. 1, you have to know the opponent you're facing in the game. What are they're options? What should you do in certain scenarios? What's the best way to deal with XYZ and when is it time to punish or continue to block pressure. And my biggest demon -- what is a consistent block pattern for this character. Lastly, if you face a mixup heavy guy, what's the most damage each of his starters do (overhead or low starter). Those types of things determine how you block and such. Then there's the other half of knowing the opponent, and this half is way more complicated. This is knowing the human behind the controller. The good news is most humans all play games the same. They don't really live in the now of the game. They play it in their head and commit to things simply because they know how to, but not knowing if they should or not. However, playing the opponent requires a bit of testing and feeling him out for like the first 10 sec or so of the match. And if you've done your hw with your character, that should be enough time to formulate your first strat (yes, you will have composed multiple little strats throughout the first match, even throughout the first round you may change things up)

MK was always my favorite in the genre due to it's familiarity, and i definitely dig the fact you're coming 6 months after NRS' latest release to take a peek at what they did with the other series. That definitely shows some guts right there, so kudos!

Oh one last thing -- you're gonna lose. Like a lot ----- a lot a lot lol. I'm not the type to endure losing over and over again, so I was never capable of taking my game to the big stage. But those that can endure that chapter where they lose more than they win, but gain knowledge from each match they play --- those are the guys that we'll be watching on youtube in top 8s consistently for sure.

Anywho, longwinded Majik at it again (love this topic though lol). Hope that all helps in some way or another. I've been toying around with my past love affair recently (MKX still has it's grip on me), so ping me if you're on PS4 and we can run a few
 
Yes, PS4, wired connection, near Toronto, Canada.

PSN = WhoCares1984

Feel free to send me a friend request and whenever you see me online, feel free to see if I'm okay for matches. If I'm playing GG or SFV, I may be in sets with other friends, but otherwise, I'll be good to go.
Ok, cool.
 
When I first started playing, Quan Chi was actually the easiest for me. His strings require you to figure out the basics like run buffering, overhead-low mixup, and juggling. Those were things I struggled with for so long but after picking him up and getting used to everything, I slowly got the hang of it (around a week or so).

From there, I went on to Kitana due to her forward advancing strings and their duration. One thing about MKX (and probably a lot of combo-heavy fighters) is you can cancel a move into a special depending on your timing and reactions. So, for example, if you do a string that's three hits, but the 3 hits take a little while to complete, it buys you time to figure out what you should do on hit confirm vs block to keep it safe.

Last character I picked up (and by far my favorite) was Leatherface. I specifically only play the butcher variation because it encompasses the fundamentals I learned with Quan Chi and has some of the forward advancing strings I loved when playing Kitana. Only downside to Leatherface is he's the high risk, high reward type. This means a lot of his good combos have gaps or can be punished for full combo on block. But if he hits you -- well let's just say I have a 36% mid screen combo (no meter) and a 38% corner bnb (also no meter). He has the damage, but it's getting it before you're dead from all the punishes that make this guy tough.

Last thing I'll say, and I honestly wish I had gotten this advice when I first started, is this: This game, as well as injustice 2, is about 20% character mastery. Yes, only 20 little small % of the game is actually mastering spacing, execution, timing, punishing, frame data, etc. for your character. Literally 80% of the game is knowing your opponent. You have to know the opponent in a couple of ways. 1, you have to know the opponent you're facing in the game. What are they're options? What should you do in certain scenarios? What's the best way to deal with XYZ and when is it time to punish or continue to block pressure. And my biggest demon -- what is a consistent block pattern for this character. Lastly, if you face a mixup heavy guy, what's the most damage each of his starters do (overhead or low starter). Those types of things determine how you block and such. Then there's the other half of knowing the opponent, and this half is way more complicated. This is knowing the human behind the controller. The good news is most humans all play games the same. They don't really live in the now of the game. They play it in their head and commit to things simply because they know how to, but not knowing if they should or not. However, playing the opponent requires a bit of testing and feeling him out for like the first 10 sec or so of the match. And if you've done your hw with your character, that should be enough time to formulate your first strat (yes, you will have composed multiple little strats throughout the first match, even throughout the first round you may change things up)

MK was always my favorite in the genre due to it's familiarity, and i definitely dig the fact you're coming 6 months after NRS' latest release to take a peek at what they did with the other series. That definitely shows some guts right there, so kudos!

Oh one last thing -- you're gonna lose. Like a lot ----- a lot a lot lol. I'm not the type to endure losing over and over again, so I was never capable of taking my game to the big stage. But those that can endure that chapter where they lose more than they win, but gain knowledge from each match they play --- those are the guys that we'll be watching on youtube in top 8s consistently for sure.

Anywho, longwinded Majik at it again (love this topic though lol). Hope that all helps in some way or another. I've been toying around with my past love affair recently (MKX still has it's grip on me), so ping me if you're on PS4 and we can run a few
I appreciate it. I will hit you up as well. I want to get prepared for MK11.

I think I'm just gonna try some combos out with a few characters for a while to get used to everything
 
For someone who has probably no more than 8 games total played in MKX

Who is a good character to start with to learn the mechanics of the game?

Thanks!
If you want to get into Triborg then you can do many things with Sektor in this game. He has an answer to almost every situation and is not hard to get down his BnB's. I've been playing him since KP2 came out and he's one of the best characters in the most recent patch. If you're into space control, zoning, and decent damage (40% with 1 bar in one of his various BnB's) then Sektor is the way to go. With him you can learn space control and baiting the opponent to come at you, which is one of the first things to get down of his gameplan.
 
If you want to get into Triborg then you can do many things with Sektor in this game. He has an answer to almost every situation and is not hard to get down his BnB's. I've been playing him since KP2 came out and he's one of the best characters in the most recent patch. If you're into space control, zoning, and decent damage (40% with 1 bar in one of his various BnB's) then Sektor is the way to go. With him you can learn space control and baiting the opponent to come at you, which is one of the first things to get down of his gameplan.
You guys have been great! Still so many options to choose from. In MK 3 I preferred Cyrax over Sektor. But I will try out or attempt to try everyone you all suggested.

Thanks again.
 

Roy Arkon

I will leave my seal on you!
When I first started playing, Quan Chi was actually the easiest for me. His strings require you to figure out the basics like run buffering, overhead-low mixup, and juggling. Those were things I struggled with for so long but after picking him up and getting used to everything, I slowly got the hang of it (around a week or so).

From there, I went on to Kitana due to her forward advancing strings and their duration. One thing about MKX (and probably a lot of combo-heavy fighters) is you can cancel a move into a special depending on your timing and reactions. So, for example, if you do a string that's three hits, but the 3 hits take a little while to complete, it buys you time to figure out what you should do on hit confirm vs block to keep it safe.

Last character I picked up (and by far my favorite) was Leatherface. I specifically only play the butcher variation because it encompasses the fundamentals I learned with Quan Chi and has some of the forward advancing strings I loved when playing Kitana. Only downside to Leatherface is he's the high risk, high reward type. This means a lot of his good combos have gaps or can be punished for full combo on block. But if he hits you -- well let's just say I have a 36% mid screen combo (no meter) and a 38% corner bnb (also no meter). He has the damage, but it's getting it before you're dead from all the punishes that make this guy tough.

Last thing I'll say, and I honestly wish I had gotten this advice when I first started, is this: This game, as well as injustice 2, is about 20% character mastery. Yes, only 20 little small % of the game is actually mastering spacing, execution, timing, punishing, frame data, etc. for your character. Literally 80% of the game is knowing your opponent. You have to know the opponent in a couple of ways. 1, you have to know the opponent you're facing in the game. What are they're options? What should you do in certain scenarios? What's the best way to deal with XYZ and when is it time to punish or continue to block pressure. And my biggest demon -- what is a consistent block pattern for this character. Lastly, if you face a mixup heavy guy, what's the most damage each of his starters do (overhead or low starter). Those types of things determine how you block and such. Then there's the other half of knowing the opponent, and this half is way more complicated. This is knowing the human behind the controller. The good news is most humans all play games the same. They don't really live in the now of the game. They play it in their head and commit to things simply because they know how to, but not knowing if they should or not. However, playing the opponent requires a bit of testing and feeling him out for like the first 10 sec or so of the match. And if you've done your hw with your character, that should be enough time to formulate your first strat (yes, you will have composed multiple little strats throughout the first match, even throughout the first round you may change things up)

MK was always my favorite in the genre due to it's familiarity, and i definitely dig the fact you're coming 6 months after NRS' latest release to take a peek at what they did with the other series. That definitely shows some guts right there, so kudos!

Oh one last thing -- you're gonna lose. Like a lot ----- a lot a lot lol. I'm not the type to endure losing over and over again, so I was never capable of taking my game to the big stage. But those that can endure that chapter where they lose more than they win, but gain knowledge from each match they play --- those are the guys that we'll be watching on youtube in top 8s consistently for sure.

Anywho, longwinded Majik at it again (love this topic though lol). Hope that all helps in some way or another. I've been toying around with my past love affair recently (MKX still has it's grip on me), so ping me if you're on PS4 and we can run a few
Wow very informative stuff dude.
 

Nexallus

From Takeda to Robin
There are input methods to make inputs easier. Like for Kung Lao's "mulit-punch move" which I'm sure is 112124 what you would do for this move on controller is input the 1 first and then tap 1 again. From there you would slide your thumb from 1 to 2 and then back to 1 again. And then just tap 4. This also works for Erron Black's 21122.

For Raiden's Lighting Run Cancels, it all depends on when you hit the right trigger input for the run cancel.

Let me know if you guys want to know any other, well "shortcuts" and perhaps I can share with you some if I know of any.
 

TamedLizard

Buff George
Which is the most fun tho? ^
Depends on your preference.

Deceptive was my favorite because it felt most like classic Reptile, but I grew to like Nimble a lot.

Nimble for insane damage and corner carry, Deceptive for easy plus frames and invisible mixups, or Noxious for unblockable DoT.
 

Roy Arkon

I will leave my seal on you!
Which is the most fun tho? ^
As Tamed Lizard said it depends on your personal preferrance. I play Noxoius due to it being an easy to use Variation as well as not requiring that much meter which gives Reptild much more room for Zoning and Anti-Zoning as he needs to use meter for such roles like stopping Forceballs in their place by spending meter (not every single time of course). It also gives you the chip dsmage due to the DOT that can ruin your opponent's comeback potentinal and he can also get some baiting setups thanks to it.

Deceptive is a bit harder to use but it does give you the plus ftames pressure and invisible mixups.

Nimble is the hardest Variation to use execution wise, but the payoff is huge due to the huge damage combos and corner carry, as well as still getting plus pressure on occasion and also uncommon yet still existed chances for unique Zoning combined with the Basilisk speed boost.
 
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