Not really, literally like 2-3 hits bounce 2-3 hits again or more with a meter. they just give massive damage to the new blow...that’s
Not really I just watched a 46% 16hit combo by a Scarlet player that was started from no meter and used no fatal blow.
I also seen a Baraka combo that did 49% damage and involved 3x Krushing blows and no fatal blow.
What I'm getting at is these combos where long but require knowledge of the character and game to pull off. Instead of having someone get 50% from a Braindead ermac/Tekeda combo started from HTBs (That was MKX) MK 11 focuses on meeting higher requirements to get that kind of damage and the characters are not 50/50monsters and no more Hard To Blockables.
You will have to have some people to see the combos you are wanting since players don't have practice mode in the OST build right now. It will take players longer to figure out every Krushing Blow and how to utilize things like Flawless Block which will facilitate more combo punishers.
They are playing on the fly without time to lab it up.
But I promise if you keep an eye on the Scarlet, Baraka and Scorpion threads in the next 3 days you will see some beautiful combos and much more on Open BETA on 28th.
Speed of game:
This game according to every pro in the OST closedbeta says it's fast but just seems slow. Some moves are semi-reactable but not fully reactable meaning it requires a soft read to block most of them.this encourages players to think about what they throw out more and play better and use fundamentals like neutral.
They all say it's more akin to MK9 than MKX. You should not be comparing the game to MKX in any way because it's not that game.
It has taken good things from MK9 and X.
- Has better neutral than MKX
- Combos take more knowledge to pull off.
- Customization at it's finest.
- Characters are more balanced than they ever have been so far.
- Allows all types of players to have a fighting chance if they understand fundies.
MK9 was a balance nightmare and had only 5-7 characters at majors through it's later days. Broken stuff like Kabals IAGBs, NDC pressure, Cyrax Resets.
The good things about MK9 was Anti-Airs and a more neutral based style St least compared to MKX.
MKX was a 50/50 nightmare with Hard2Blockables on top of Cancel pressure on top of tick throws on top of you guessed it 50/50s that turn into 50/50s. This game was not without Resets and Vortex's. Another problem about that was certain characters got to keep it while others got nerfed.
Don't get me wrong, I loved both those games but they where far from perfect. MKX focused on rewarding rushdown and punished other playstyles.
My suggestion is to not compare MK11 to either of them because they are going into a new direction and it looks like a good one. Most of your concerns will be laid to rest after game drops and we get full access to the final version of the game.