What's new

"Last Breath" New Mechanic to stop chip kills?

I don't understand why you guys are so afraid of chip kills. I've played mad amounts of mk and while I have been chip killed it's never so severe that I just go I wish mk would get rid of chip kill. This interest had to have stemmed from sf5 doing it while sf being a series that always had chip kills
 

Obly

Noob
Sounds pretty good! Not sure how anyone could argue that it dumbs down the game.

For the defender, you have to think even more carefully about how to manage your meter. Go for that roll, interactable, or breakaway... or save your meter to keep your magic pixel alive? Which gives you a better shot at a comeback?

For the attacker, you have to think more carefully about your round-ending attack. Does your opponent have defensive meter? How should you position yourself to land enough hits to exhaust it? How do you protect against a comeback?

It's another layer of strategy in an already strategically rich game. Good stuff.
 

OnlineSkunk

Premium
Premium Supporter
Now NRS just need to make flawless block to stop chip kills, it should still do the reduced chip damage it does now but you wouldn't die as long as you flawless block the last hit that would have chipped you out. This and a breakaway extra delayed get up are the only game mechanic changes it needs.
 

THTB

When's Syzoth?
I don't understand why you guys are so afraid of chip kills. I've played mad amounts of mk and while I have been chip killed it's never so severe that I just go I wish mk would get rid of chip kill. This interest had to have stemmed from sf5 doing it while sf being a series that always had chip kills
I've been around long enough to literally see chip kills that start from 10-15% life left. It can tilt you quite a bit, and I don't blame anyone for hating chip kills as a result, especially in matchups where it's hard to avoid getting chiped away.

I'm glad chip kills aren't gone, but a complex chip kill negation mechanic like the one in MK11 is actually extremely genius, and probably the best implementation of not only a chip kill negation mechanic I've ever seen, but also one of the better comeback mechanics to come out in a game that I've seen. The way it is implemented is a huge sign, too, that they very much thought about how it affects one of the defining aspects of competitive MK, and didn't want to eliminate the danger of chip kill.
 

trufenix

www.youtube.com/thetrufenix
I can't think of an NRS game without infinites at launch, so I don't think that's a good argument, even if it were true for its current state.
Dude, its a huge reach to compare even MKX's brokeness to ANY version of MK9. MK9 had block infinites, full life resets, 8-2 matchups, and tons of unavoidable glitches in every single build that was played.
 

THTB

When's Syzoth?
Dude, its a huge reach to compare even MKX's brokeness to ANY version of MK9. MK9 had block infinites, full life resets, 8-2 matchups, and tons of unavoidable glitches in every single build that was played.
I wasn't really comparing them, just pointing out that up until, maybe, Inj2, each NRS title has had at least one infinite make it to the day 1 build and even into the day 1 patch build.
 
Why does NRS have to gimmick everything. Just get rid of chip kills and have certain moves kill like fatal blow. Stop with the nonsense
 
Sorry if this already got mentioned, but it looks like the meters themselves disappear rather that simply being depleted. So my guess is that for the remainder of that round you have lost those defensive meters if you manage to stay alive long enough where they would normally start regenerating back.
Then once the round concludes you get them back. It's sort of like Guilty Gear.

Edit: This is indeed how it works and it can be observed in the UK finals between Callum and Liban. You don't even need any actual defensive meter; simply blocking at lethal chip consumes the defensive UI itself. (2:52:09)

 
Last edited:

Rip Torn

ALL I HAVE IS THE GREEN.
Sorry if this already got mentioned, but it looks like the meters themselves disappear rather that simply being depleted. So my guess is that for the remainder of that round you have lost those defensive meters if you manage to stay alive long enough where they would normally start regenerating back.
Then once the round concludes you get them back. It's sort of like Guilty Gear.

Edit: This is indeed how it works and it can be observed in the UK finals between Callum and Liban. You don't even need any actual defensive meter; simply blocking at lethal chip consumes the defensive UI itself. (2:52:09)

You do need the defensive meter. You can see it takes the top UI but it also takes the meter from the bottom UI. Then he didn't have enough meter to activate the Last Breath on the second blood ball and died.
 

THTB

When's Syzoth?
Why does NRS have to gimmick everything. Just get rid of chip kills and have certain moves kill like fatal blow. Stop with the nonsense
There's nothing gimmicky about the implementation of chip kill negation in MK11. It's actually an extremely thought-out implementation of the mechanic. Yeah, you're gonna live if you have the bar, but good luck on the comeback. It will definitely generate some hype moments, as well as ensure the comeback doesn't feel manufactured.
 
Last edited: