"Konvocação" - My hands-on impressions, in-game tests results and more

Discussion in 'Mortal Kombat 11' started by Poto2222, Feb 1, 2019.

By Poto2222 on Feb 1, 2019 at 1:54 AM
  1. Poto2222

    Poto2222 "Online is your forte!" - A Wise Man, 2015.

    God. DAMN. What a day it was.

    So I was fortunate enough to get my hands on the game super early and boy oh boy, it's hella different from what I expected. Not in a bad way, mind you, but holy shit, I was super lost on how to play. I've been playing lots of MKX these past few weeks so when I got my hands on that early build I was immediately overwhelmed by the lack of mobility options in the game.

    It feels like everyone has MKX Johnny Cage air time when jumping and not being able to run or dash-block felt really weird (but this one was expected tbh). But the dashes. Oh boy the dashes. But it's all cool, it's a different game and we have to adapt, right? I'm sure we'll get used to it, just like we did back in 2015.

    Anyways, yesterday I asked for a few suggestions on what I should test in that build, so here's a (very short) list of my findings! Keep in mind that the version we played is the same one used for the LA and London events, so there wasn't anything new per se. Some of these might be old news for some (many?) but eh ¯\_(ツ)_/¯ just trying to help.

    - Dashing IS the fastest way around, at least for Skarlet (didn't test this with other characters, but I'm pretty sure it'd be the same). I saw some people wondering whether simply walking would be a faster option to get from full screen to touching-distance from the opponent or not so here it is.

    - Breakaways have superarmor. I wanted to know if you could break its armor by hitting the opponent twice on the way down before they hit the ground but nope, fully armored.

    - Delayed wakeup is still a thing. I'm just no sure if you can do Getup actions afterwards, so this makes this test basically irrelevant. lol sorry

    - Flawless blocks are NOT as lenient as I was expecting. Many people mentioned that it has a 3-frame window so that sounds kinda forgiving, right? Noperino, they didn't come as easy as I anticipated. Or maybe I just suck, I dunno. Think of DMC Royal Guard but against human opponents instead of AI, that's the kind of shit we'll have to get good at.

    - Standing normals as anti-airs are still viable. God it felt good to AA fools with Sonya's 1, even though I had no idea what combo to do afterwards. lol Other players were using Scorpion's 4 just like his MKX standing 3 to anti-air and that felt super satisfying to watch!

    - Hitting someone out of a backdash counts as a Kounter. I thought they were going to remove this from this iteration because now they're not invincible on startup, but it's still there. The more I think about backdashes, the more useless they seem. I hope I'm wrong.

    - There is a 'Fatal Blow Damage Boost: ON/OFF' setting in the Tournament tab (Options Menu). I never heard of this before and I obviously couldn't test it since Tournament mode wasn't available in that build. Does that mean Fatal Blows should do less damage in a competitive environment? Super weird option.

    I know this isn't a lot, but I hope these answer some questions.

    I wanted to get more time with the game but I was kinda busy with commentating! Holy shit, I was the very first person to commentate MK11 matches here in Brazil and I'm super proud of it!! It was super fun! Shoutouts to my boys at Kombat Klub and WB Games Brasil for this amazing opportunity, and an even more special shoutout to @Buiu for letting me commentate alongside him! Fucking honor, dude.
    It was kinda weird having to commentate directly from the main stage and all (like WTF even), but hey, I still had a blast. lol


    Speaking of commentated matches, the ones of you who watched some of those sets might be wondering why the matches were so freaking bad or even if those players have ever played a Mortal Kombat game once in their lives before.

    So here's your answer.

    The main stage setup was SUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUPER laggy. I'm talking about ONE AND A HALF SECOND of delay. I'm not even exaggerating, it was freaking terrible. Ask @Killer Xinok. Shit was bad. lol

    I swear our players are better than that! lmao And to prove that, check Kombat Klub's youtube channel for some sets in an actual playable setup. (I'm pretty sure Xinok is going to post some matches in his youtube channel too, so you can keep an eye out for that)

    And since we're already here, here's a small set featuring yours truly against GuiEXEptional, one of SouthAmerica's finest Scorpions in MKX.



    Yes, I know, I kept insisting on doing the same combo over and over even though Sonya's b123 is clearly punishable on block, but c'mon I only had a few hours with the game, pls don't hate me lol


    All in all, amazing event through and through. The staff was amazing, the venue was amazing, the game was amazing and Sonya was amazing (as hard as it is to admit it haha). I miss it already, goddammit.
     
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Comments

Discussion in 'Mortal Kombat 11' started by Poto2222, Feb 1, 2019.

    1. SaltShaker
      SaltShaker
      That looks like DB1. He was talking about DB2, Big Fist.
      Circus likes this.
    2. kcd117
      kcd117
      From what I remember f1 was huge (his best footsie normal) at 17 ish frames startup and -7, his B2 was 15ish startup but had some issues in combos, his f32 flying knee string was excellent for stagger and looked like ir had some low crushing properties as it was going over sonya’s d3 pretty clean (sonya’s d3 looked awful so it may be just that lol)and started at 12 ish too, second hit was not an OH tho. His sand trap is unsafe, really negative, now his sand fist is safe at -7 so you could always cancel into it (it was a high tho).

      I forgot to mention he has a special jump in like bane, jid2. Jid2 and j2 were very good to start pressure bc both seemed to have a lot of active frames (j2 looked a lot like a toned down version of kotal’s j1). His jump in kicks didn’t seem really good at first. His j1 was good air to air. His d2 was not that good, it has good vertical hitbox but almost no horizontal hitbox. D4 was pretty good for people whiffing jump ins as it allowed me to confirm into f21 bf2. S1 was decent anti air but not against the better jump ins. His wakeups are decent too, u3 seems like a very toned down version of sketor’s dd2, and is pretty fast but the hitbox is very short, u2 is the balrog dp, a fast launcher that covers a good distance and recovers very fast. I didn’t get punished for any of these so I assumed they were safe but they may not be.
      Last edited: Feb 1, 2019
      Poto2222, Circus and karaokelove like this.
    3. Mr.Bruno
      Mr.Bruno
      F3 is 11 frames (flying knee)
      f1 i think is 14 frames
      b2 i think is 17 frames
      Circus likes this.
    4. Mr.Bruno
      Mr.Bruno
      i play with Geras and more for front vs poto2222
      sorry for the english errors

      Circus likes this.
    5. eddiegreyy

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