DuBBer Kiir
Apprentice
Here's a template for an MK:X matchup chart, get crackin' MU police

old lady interactable beats throwing ice clones ,, not by much but lawd OLD.LADY.INTERACTABLE.I'm going to beat everyone in this thread by throwing my ice clone in your face. Ice clone is all i need baby.
ActuallyMatchup numbers a year before release?
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We have no way of knowing how good or bad it is because the game doesn't exist yet.
I feel like we do realize. It's just we don't care. As long as the game plays well and it's fun to play and watch competitively and even casually that's what matters more. In my opinion.Tier list will not be that interesting b/c there will not be Raiden, but Raiden1, Raiden2 and Raiden3. Most ppl do not realize this.
Are people actually surprised anymore that alot of folks here have never played other fighting games?It's like no one ever heard of grooves or isms
Shit's happened before. Look at the tier lists for SFA3, CvS2, 3rd Strike, Last Blade, Melty Blood and any SamSho with a Slash/Bust system. At the end, each character's best style was simply listed regardless of variation with either the best variation listed, or the variations for specific matchups noted.Tier list will not be that interesting b/c there will not be Raiden, but Raiden1, Raiden2 and Raiden3. Most ppl do not realize this.
Paulo confirmed hidden cursor will be available on the variation select screen.C) If it isn't hidden cursor on the variation select screen this will be much worse than expected. WITH a hidden cursor it will encourage people to learn all variations and add massive hype at matches. This will kill the entire idea if not hidden so hopefully it is.
I think 3-styles principle is bad for the game. I know I'm not the only one, but NRS makes so much focus on 3-styles, apparently they believe it to be a prime "feature" of MKX.
I hope we can prove them otherwise. And I hope I can persuade you that "3-styles" concept is harmful and will make MKX a worse game than it could be
For those (somehow) unfamiliar with the concept of 3-styles, here's a quick brief:
In MKX each character has 3 "versions" or "styles"
Each style is the same except different "special moves".
These styles are chosen at character-select screen (you cannot change them in-game, like stances in deception)
For example recent Raiden reveal features 3 styles:
Style1: Raiden has variety of offencive specials
Style2: Raiden has teleportation from MK9
Style3: Raiden can place lightning traps
So you have to "chose" which version of character you want to play.
Sounds pretty fun does it?
Well if you think a bit about it - not really
You can already say, from the way Ed Boon speaks and the way its recieved, that this "styles" are taking on "Matchup difficulties" that haunted INGAU. Style 1 to adress rushdown, style 2 to counter zoning. etc
It is a patch to the problem rather than a fix.
Sub Zero picks Grandmaster style and decimated Cassie in Brawler style
Cassie then switch to Spec Ops style and Airstrike SZ into oblivion
SZ then grabs Cryomancer style and turns the game around yet again.
Is playing 7-3 MU's is fun for you? Truly?
Well if SZ Clone is not a "magic wall" but a way to control distance. When Raiden of course can teleport behind clone, but SZ has "armor on" or parry, so Raiden decides he will rather put a lightining trap behind SZ.
When projectiles are a way to bait mistake not an inpenetrable "fireball forest" you have to patiently sit-trhough.
When character cannot force one aspect on his game on another character. When everyone has something for close and far and when everyone has something to counter close and far.
That makes an interesting, complicated and original game.
Simply put - the more options character has the less matchup factor.
So if NRS just let that concept go we'd have characters with a bigger movelists. More specials. More deepness. More matchup diversity. Better balance.
Just let characters use all styles and you will get a game that possibilities will be unlocked for years. A game, which MU's will evolve as player skill grows, not as patches or DLC's are released.
That's one of my major gripes with NRS games; sooo maaaanyyy uselesss striiiiiings.Actually counter-picking stems from bad balance it is not common in many FG's. If you look at Tekken or Soul Calibur V and even Street Fighter there are tier-lists that represent character strentgh but not so many counterpicks if at all
MK9 and Injustice is plagued by counterpicks. Its only possible when game balance favors 7-3 MU's.
While I am not really discussing IF MKX balance would be good or bad - there is no telling. I am however vouching for more options and versatility of each character, instead of splitting them into "roles".
Of coure balancing the former is harder, but it offers better longevity, better mechanics and overall more satisfying gameplay.
Another huge problem of NRS games I've already brought up before - movelists are 90% useless which create Kabal 23 or Superman f23 spam. The rest of movelists are trash. This also has to be adressed somehow b/c this is the reason characters lack versatility too and thus 7-3 and worse MU's are born.
This doesnt make gameplay any better.. Blind pick is not a fix to bad balance it only makes game more random as you now have to play rock/paper/scissors game at character select screen. And if you guess wrong you have to play 7-3 or worse MU which is pretty much unwinnable.Counter picking wouldn't matter if blind selects happened more and the winner was allowed to switch.