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ECT 2019 Top 8 Results and Breakdown

ECT 2019, the second to last event in the MK Pro Kompetition just finished up, and here's what went down for those who couldn't catch it.

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As usual, hit the spoiler down below for the results. The top 8 going into it was:

Winner's:

EchoFox Sonic Fox vs. illusion Splash
bc Dragon vs. 1L2P Burrito Voorhees

Loser's:
CGL NinjaKilla vs. Coach Steve
Noble Kombat vs. ISG HeeyGe0rge

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Things kicked off with Sonic's D'vorah against Splash's Kung Lao. Sonic took game 1 with a clutch anti-air grab read that got him a KB and a win. Game 2 ended with a near round 2 perfect for Sonic. Game 3 was another win for Sonic, who took the set 3-0 and moved forward.

Up next, Dragon's Cetrion was against Burrito's Geras. Making read upon read, Dragon took game 1 with a time-out. Burrito was on the verge of making an insane comeback, but Dragon was able to close out game 2 with a well-timed fatal blow combo. Dragon kept on going, winning game 3 and taking the set 3-0.

Over in Loser's, Coach Steve's Jacqui and Ninjakilla's Liu Kang. Ninja won game 1 and 2, despite a great fight put up by Coach Steve. Coach Steve almost mounted an insane comeback, but a whiffed dash punch cost him game 3. Ninjakilla won the set 3-0.

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Next up was Kombat's variation 3 Shang Tsung playing HeeyGe0rge's variation 3 Frost. Kombat Reptile slid his way to a game 1 victory. Ge0rge returned the favor with a fatal blow game 2 win. Kombat swapped over to Johnny Cage after the loss, but Ge0rge was able to win the next game. Facing the end of his ECT run, Kombat bet game 4 on Geras. Ge0rge closed things out, the character swap not phasing him in the slightest and won the set 3-2.

Next match was Ninjakilla's Liu Kang against Burrito's Geras. Burrito had an insanely good round 1, but Ninja made a magic pixel comeback and dropped all of his KBs in round 2 for the win. Ninja took game 2 rather quickly. Burrito got a round in game 3, but Ninja was not going down, winning the set 3-0 and moving on.

Following that up was HeeyGe0rge's Frost vs. Splash's Kung Lao. A whiffed grab in the final round of game 1 resulted in a victory for Ge0rge. Ge0rge took game 2, narrowly surviving a whiffed grab himself. Game 3 came down to a fatal blow trade in HeeyGe0rge's favor, who won the set 3-0.

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Back to Winner's, we had a match-up no one has seen before: Dragon vs. Sonic - Cetrion vs. Jade. Dragon took 2 confident rounds in game 1, and won game 2 with a 450+ fatal blow combo. Down 2 games, Sonic switched to Johnny Cage and finally got a game on the board. Sonic almost mounted a full on comeback, but Dragon kept his cool and won the set 3-1.

Playing to see who would fight Sonic in Loser's finals was Ninjakilla's Liu Kang and HeeyGe0rge's Frost. Ge0rge brought it down to the wire, but Ninja came out the victor game 1. Ge0rge got a round in game 2, but Ninja, once again, came out the victor for game 2. Ninja kept that pace going and won game 3, taking the set 3-0.

Getting back into his seat, Ninjakilla's Liu Kang was against Sonic's Johnny Cage (which sent Ninja to Loser's in the first place). A close game 1 that went a round a piece came out to a victory for Ninja. Game 2 also went to Ninja, on the verge of sending Sonic home and redeeming his loss from earlier in the event. Ninja decimated Sonic's health bar in game 3, hitting them for 700 damage in 2 combos, but Sonic mounted an insane comeback to stay alive. In the last sequence of game 4, both players were at a round a piece. Sonic dropped the game winning combo, but Ninja's punish with a fatal blow was blocked and counter-punished for the loss. The final game, Sonic was looking like a full on machine, going blow for blow against Ninjakilla and coming out victorious, winning the set 3-2 and moving on to Grand Finals.

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In Grand Finals, Sonic pulled out a surprise Jax pick against Dragon's Cetrion. Dragon kept it moving from their match earlier in the bracket and took a solid win game 1. Sonic went back to Johnny Cage after the loss, and the decision earned him a game 2 victory. Dragon opted not to character switch the next game and Sonic continued his streak with another win. The final game went to Sonic as well, closing things out with a well-timed punish into fatal blow and resetting the bracket 3-1.

Game 1 of the new set continued with no character swaps. Dragon regained some control for game 1, returning rounds against Sonic but ultimately losing the next game. After losing the next game as well, Dragon turned to Highborn Kitana to turn things around. Dragon finally looked dominant again, taking game 3 without much trouble and Sonic immediately made the switch to Jade. The switch decided the set, Sonic Fox won game 4, taking the set 4-1 and earning the title of ECT 2019 MK Champion.
 

Comments

Called it.

Congrats, champ.

Johnny Cage: completely friggin' nuts. I would play him if I could ever get the damn 244 pianoing to be consistent. Womp.

Great show all around.
 
Look another rando from outta nowhere with strong opinions about stuff he doesn’t understand!

dude...you don’t even know that highs don’t whiff if you crouch block. Crouch block would be way overpowered if highs whiffed on a crouch blocking opponent. Neutral crouch exists for a reason.

You’re sitting here saying that Dragon wouldn’t be top 3 or at the top if not for cetrion and that’s bullshit and hate. Dragon has successfully played different character archetypes, he just prefers Cetrion’s style. Dragon made his name playing Kobu Tonya and a pressure oriented Kitana. Dragon’s footsies and defense are unreal, he’s a top player, period.
He is definately an amazing player with amazing reactions/defense. I will never forget that aquaman tho. Watching aquaman was like watching grass grow.
 
He is definately an amazing player with amazing reactions/defense. I will never forget that aquaman tho. Watching aquaman was like watching grass grow.
I guess I like to see a green lawn grow....lol over last 4 yrs he is the 2nd most consistent NRS player . Dragon even made a couple of top 8 s in soul Cal 6 ( Major touney). He was also a very good league of legends player (master rank) top 200
 
I guess I like to see a green lawn grow....lol over last 4 yrs he is the 2nd most consistent NRS player . Dragon even made a couple of top 8 s in soul Cal 6 ( Major touney). He was also a very good league of legends player (master rank) top 200
Wait dragon played LoL? What the fuck lol. Is there any footage of that?
 
Look another rando from outta nowhere with strong opinions about stuff he doesn’t understand!

dude...you don’t even know that highs don’t whiff if you crouch block. Crouch block would be way overpowered if highs whiffed on a crouch blocking opponent. Neutral crouch exists for a reason.

You’re sitting here saying that Dragon wouldn’t be top 3 or at the top if not for cetrion and that’s bullshit and hate. Dragon has successfully played different character archetypes, he just prefers Cetrion’s style. Dragon made his name playing Kobu Tonya and a pressure oriented Kitana. Dragon’s footsies and defense are unreal, he’s a top player, period.
There are highs that whiff on crouch block. Just not all of them.
 
Being at this tournament was incredible. If any of you ever want to make money betting on sets, just take 5-1 odds on Sonicfox every time.
5 to 1 is about right. So is it 5-1 against the field or 5-1 each match? Because I’ll take 5-1 against the field.
 
Definitely both. can only bet on one match at a time though!
You can definitely bet before the tournament on SonicFox’s vs the field. At 5:1 on SF winning, I would take the field every time. I know SF wins a lot but 5:1 plus getting the field is way too good of a bet not to take.
 
There are highs that whiff on crouch block. Just not all of them.
there are a few exceptions....like a few characters that have some weird hit/hurt boxes. No character is designed intentionally to have their high attacks whiff on a crouch blocking opponent.

The overwhelming majority of highs connect on a crouch blocking opponent and it’s been that way for every NRS game.
 
there are a few exceptions....like a few characters that have some weird hit/hurt boxes. No character is designed intentionally to have their high attacks whiff on a crouch blocking opponent.

The overwhelming majority of highs connect on a crouch blocking opponent and it’s been that way for every NRS game.
Hmm I disagree. I think there is a quite a few that whiff in every NRS game I've played. The majority do, but I definitely wouldn't say the overwhelming majority.
 
@Marinjuana you need +4 frames on hit in order to jail attacks (specifically highs)
we aren’t talking about jailing into a guaranteed high follow up. We are talking about whether high attacks whiff on a crouch blocking opponent. I’m saying that’s not the deal/how the game is designed, and he’s pointing to a few characters with weird hitbox issues whose highs whiff on crouch blocking characters. I’m arguing that those examples are small minorities and he’s saying otherwise.
 
we aren’t talking about jailing into a guaranteed high follow up. We are talking about whether high attacks whiff on a crouch blocking opponent. I’m saying that’s not the deal/how the game is designed, and he’s pointing to a few characters with weird hitbox issues whose highs whiff on crouch blocking characters. I’m arguing that those examples are small minorities and he’s saying otherwise.
but the game is designed like that hence why i said it. highs are designed to whiff against crouch block in this game and its stupid.
 
@Marinjuana you need +4 frames on hit in order to jail attacks (specifically highs)
I don't know what you mean by this. When people talk about jailing they typically mean there is no frame gap. Like if a D1 is +10 on hit, then that will jail into my 8 frame jab string. If my D3 is +6, it won't jail into my 8 frame jab string.

What about 4 frames is relevant?
 
I don't know what you mean by this. When people talk about jailing they typically mean there is no frame gap. Like if a D1 is +10 on hit, then that will jail into my 8 frame jab string. If my D3 is +6, it won't jail into my 8 frame jab string.

What about 4 frames is relevant?
Dude A: Nrs thinks highs should land on crouch blocking opponents
Dude B: Nrs thinks highs can do whatever they want with no form of consistency to speak of.

Don’t think they mentioned 4 frames. Honestly this issue really really irks me lately. There are not a lot of offensive options in this game. Taking away more options like auto shimmys or staggering a certain string because ur opponent (same height as you) has the hurtbox of a midget is unnecessary. I was playing against liu as terminator and noticed 21 (high mid) whiffs second hit on crouch blocking liu Kang. Didn’t even lose the set but booted tekken after. This kinda stuff is dumb.
 
The vast majority of HitBox issues you see posted around that are in live games are netcode stuff.

We all want good online play, but people are just ignorant if they think this is an easy thing to do. It is shockingly hard. Some of the ways this gets done is prediction and rollback... this is the most common cause of "hitbox" issues that many idiots post about. When they are not hitbox issues at all.

MK11 has arguably the best netcode in the entire FGC. Just play SamSho, Tekken, SoulCal and more. There is a price to pay when you are at the front of a technology. Personally I would prefer the occasional intermittent error than crappy responsiveness in online play.
 
There are definitely a few highs that whiff on crouch blocking opponents in this and MKX. It's not just the random move here and there
Yes exactly, a few. Very small few compared to the overwhelming majority of highs that connect on a crouch blocking opponent. It’s a hitbox/netcode thing, not a design choice.