PLAYING TO WIN
Noob
We are now a month out and the games meta is emerging. There are multiple pros/cons when discussion how much depth the game has. Considering the depth, the traditional approach to using one character will place you at a disadvantage in later years of the games life. Several key game play elements, such as flawless blocking, are great for creating a clear skill gap and will contribute to a more complicated meta than "your turn/my turn" as the game is played at a low to mid level. The ease of character use will almost guarantee a counter pick meta at a much higher frequency than previous NRS games except Injustice 2. I2 had a similar learning curve for characters. Considering the variation system, there seems to be potential for even more depth. Currently there are variations that are clearly top tier and others, well, that are simply unplayable.
There you have it! We have a new game, new things to lab, rivalries emerging, major relevant tournament events and things to watch on twitch again! How ever you spin this discussion we can all agree that we finally have something to play again!
Lets play glass half full and discuss the pros:
Flawless Blocking
- I love it. Seeing Deoxys and slayer losing their turn but doing a minus but safe string, then flawless blocking/launching a counter poke was amazing. Depth. Not only knowing strings but if you establish your ability to do this you may make your opponent hesitant to take their turn back. This will gate keeper for good players or great players.
- Ability System. At this point it is almost unanimous that players want full customization allowed in tournament play. Many of you know I was not a proponent of this and thought the balance would be impossible. Several things changed my mind including how easy characters are to learn in mk11 and NRS handling/PR of the ability system. Further, There are unusable variations. I list this as a pro because I see it changing in the future. Lets all just pick our mains and continue learning the mechanics and their application.
The cons of MK11 depth.
- We are only a month into the games life and nearly every tournament and mid level player are using multiple characters at a high level. This is not a good sign and further evidence that full customization needs to be allowed. In injustice 2 there was a Deadshot. An extremely easy character to use that was top 3 in the game. Everyone had one before the nerf. Why? Because he took three days to learn. Firestorm and blue beetle... you didn't see many of them because they took an investment. MK11 is being set up to be the most counter pick heavy game in NRS history. It comes down to one simple thing. The characters are super easy to use, ever more so than Injustice 2. You have an easy to use answer for everything you will see. In earlier NRS games such as Injustice 1 or MK9, yes there were faults, but how many people were doing Cyrax 95% bomb combos? How many were using kabal at the highest level? How many were doing zod combos or laser cancels? I am struggling to find something in MK11 that only a few people could do character specific wise. Execution should and has always been apart of fighting games so I do not buy into the thought, "Ya you should make decisions with your brain and not be limited by a character being hard to use" In conclusion allowing full customization will make it very difficult for players to have a cookie cutter counter pick easy to use character.
- Throw loops. Some have them (best example and why he is as strong as he is, Geras) and some do not. NRS has said they do not want this to be a 50/50 heavy game. Actually it still is just in a different way! No geras does not have MKX sonya launching high lows but he does put you in a throw/strike (mid confirmable string) meaty mix up every single time he touches you. Throws do a lot of damage, 14% to >30%, allowing some characters to get true oki and others not. A strong factor contributing to a characters viability in the game. IMO if there is a SCRUB factor in mk11 this is it. If throw loops are to be allowed then the meaty string should not launch and lead back to another strike/throw mix. In conclusion this takes depth and focus away from neutral which is what I think NRS and Paulo hoped to be the focus of the game.
In conclusion, whether you agree or do not, this information can hopefully help you direct your focus and learn multiple characters that compliment each other bc you will likely not have a lot of success maining one character in MK11. I suggest you make a list and decide who your bad matchups feel like and pick another character specifically for those. Also MORE BLIND PICKS IN TOURNAMENT!
There you have it! We have a new game, new things to lab, rivalries emerging, major relevant tournament events and things to watch on twitch again! How ever you spin this discussion we can all agree that we finally have something to play again!
Lets play glass half full and discuss the pros:
Flawless Blocking
- I love it. Seeing Deoxys and slayer losing their turn but doing a minus but safe string, then flawless blocking/launching a counter poke was amazing. Depth. Not only knowing strings but if you establish your ability to do this you may make your opponent hesitant to take their turn back. This will gate keeper for good players or great players.
- Ability System. At this point it is almost unanimous that players want full customization allowed in tournament play. Many of you know I was not a proponent of this and thought the balance would be impossible. Several things changed my mind including how easy characters are to learn in mk11 and NRS handling/PR of the ability system. Further, There are unusable variations. I list this as a pro because I see it changing in the future. Lets all just pick our mains and continue learning the mechanics and their application.
The cons of MK11 depth.
- We are only a month into the games life and nearly every tournament and mid level player are using multiple characters at a high level. This is not a good sign and further evidence that full customization needs to be allowed. In injustice 2 there was a Deadshot. An extremely easy character to use that was top 3 in the game. Everyone had one before the nerf. Why? Because he took three days to learn. Firestorm and blue beetle... you didn't see many of them because they took an investment. MK11 is being set up to be the most counter pick heavy game in NRS history. It comes down to one simple thing. The characters are super easy to use, ever more so than Injustice 2. You have an easy to use answer for everything you will see. In earlier NRS games such as Injustice 1 or MK9, yes there were faults, but how many people were doing Cyrax 95% bomb combos? How many were using kabal at the highest level? How many were doing zod combos or laser cancels? I am struggling to find something in MK11 that only a few people could do character specific wise. Execution should and has always been apart of fighting games so I do not buy into the thought, "Ya you should make decisions with your brain and not be limited by a character being hard to use" In conclusion allowing full customization will make it very difficult for players to have a cookie cutter counter pick easy to use character.
- Throw loops. Some have them (best example and why he is as strong as he is, Geras) and some do not. NRS has said they do not want this to be a 50/50 heavy game. Actually it still is just in a different way! No geras does not have MKX sonya launching high lows but he does put you in a throw/strike (mid confirmable string) meaty mix up every single time he touches you. Throws do a lot of damage, 14% to >30%, allowing some characters to get true oki and others not. A strong factor contributing to a characters viability in the game. IMO if there is a SCRUB factor in mk11 this is it. If throw loops are to be allowed then the meaty string should not launch and lead back to another strike/throw mix. In conclusion this takes depth and focus away from neutral which is what I think NRS and Paulo hoped to be the focus of the game.
In conclusion, whether you agree or do not, this information can hopefully help you direct your focus and learn multiple characters that compliment each other bc you will likely not have a lot of success maining one character in MK11. I suggest you make a list and decide who your bad matchups feel like and pick another character specifically for those. Also MORE BLIND PICKS IN TOURNAMENT!