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MKX Enhanced Online BETA General Discussion

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Nope. First I'm hearing about it. That is huge!!! Is that for real?
yeah, here are some videos showing the differences:



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Here is paperwork on Kung Lao:


Orig chip damage normal: .50 1.25 .75

Beta chip damage normal: .40 1.00 .60


Orig chip damage string: .50 1.75 1.25

Beta chip damage string: .40 1.40 1.00
-----------------------------------------------


= 20% reduction in Block Damage (Strings and Normals)
 
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THTB

Arez | Booya | Riu48 - Rest Easy, Friends
F2 is Mid/OH in Ninj. You're guessing between it and B3. While also watching for TD. F2 is fast enough where most humans in an actual paced match aren't gonna be prepared to fuzzy Low/OH/Low in a row all the time. That's just not how matches will play out and I think you know that already.

And if you're saying there's no 50/50 aspect on oki after being +15 then there's no 50/50 oki in the entire game.
I'm not going to watch for f2 xx takedown unless I know for a fact it's coming. 10, whatever % it is and being knocked down, over a 30% restand. And the 10% is an unsafe option. I'll take my chances not getting blown up for trying to block something that shouldn't be used often, and stick to low-high fuzzies.

It would be one thing if takedown did a shit ton of damage, but in reality, it doesn't. Also, people played Injustice ready to fuzzy shit on a regular basis. Don't see why that's not applicable here.
 

AK L0rdoftheFLY

I hatelove this game
yeah, here are some videos showing the differences:



----------------------------------------------------------------





Here is paperwork on Kung Lao:


Orig chip damage normal: .50 1.25 .75

Beta chip damage normal: .40 1.00 .60


Orgi chip damage string: .50 1.75 1.25

Beta chip damage string: .40 1.40 1.00
-----------------------------------------------


= 20% reduction in Block Damage (Strings and Normals)
Lol you said orgi
 
Things are different. I'll update as the list grows.

Lets start off with the connection quality:

-Ping is now an option to list instead of the traditional "bar" system we all know. I have experienced Pings of 700 mid match that felt like playing in molasses as well as flawless, on the couch like play. My best experience is when the Ping is between 50-90. Anything more than that and the roll back is fairly noticeable. This new net code DOES NOT fix shitty connections and they are just as bad as before but in a different way. It DOES however make good connections significantly better. Dare I say, just as good as KI or Skull Girls.

Noticeable differences:
The teleportation characters have to catch up to frames. Rolling forward seems to make more sense in my head because its almost as if the image hasn't caught up with the actual inputs so the game skips those frames to put it back in sync. This results in "Phantom Jumps" and "Lost frames". The best example is in scorpions b1. I never see the full animation...I see it start but then I see the end of it without ever seeing the middle animations. This happens in almost every match I play to some extent. It can certainly make the match difficult if the opponent is super mobile even on a good connection.

I notice that combos are 1000x easier to do in this netcode than before.

-breakers take two bars of stamina from both characters

- block breakers do exist and cost both bars of stamina and meter from the player who breaks. The aggressor loses his stamina only.

- in game timer is sped up (1 game second = 1 real second)

- If you start the match with a throw and the opponent techs it, you don't get the first hit anymore.

- Cage throw in red health does 17%...it was 13%

- Jacqui 23 is now a low in her 2334 string. was previously mid.

- Liu Kang dualist buff stays when he is hit. It went away before.

- healing in light stance is faster but not sure how much faster

- Jax: d1d2 is -5 from -7. f3 commandgrab connects on hit and block. combo damage reduce 3-5%.

- Takeda: Blade call hits once, no more armor breaking properties

- Liu kang: flying kick MB is +1 from +2

- Mileena: 6 frame D1, 8 frame D+3. Low Sai more advantage on hit. Better recovery on instant air sais

- Jaqui: BF2 is -10, EX is safe and has alot of pushback. Currently has a infinite with straight shotgun into 1212

- Scorpion (Universal)
21 is now +2 on block up from -7
1,1 is now +1 on block up from -4
standing 3 startup reduced to 7 frames, (can't remember the current one "borrowed my MKX disc" but it was probably 13 frames or 14)
214 string last hit is now +2 on block, however there is a (gap) before the last hit of the string, just like this: 21()4
Cancel advantage of 214 reduced from 28 to 24 (if i recall correct)

Ninjutsu
B4 is now -4 on block up from -14 and the first hit is special cancelable
F2 second hit is now overhead

Hellfire
Can use two flame auras in the same combo.

- Kano
Commando (so exciting)
Tic throws exist off of both b1 and f4 now

Cutthroat
B1 hit box increased
Db1 -5 down from -9
Db1 ex -15 up from -9

Keep em coming!!
I have a question about the hellfire, how can you even do two flame aura in a combos?
 

Renzokuken

Gay Hawkeye
yeah, here are some videos showing the differences:



----------------------------------------------------------------





Here is paperwork on Kung Lao:


Orig chip damage normal: .50 1.25 .75

Beta chip damage normal: .40 1.00 .60


Orig chip damage string: .50 1.75 1.25

Beta chip damage string: .40 1.40 1.00
-----------------------------------------------


= 20% reduction in Block Damage (Strings and Normals)
I didn't know this was universal. :eek: I noticed they reduced the block damage on some of Jin's normals, but I thought it was specific to him.
 

SaltShaker

In Zoning We Trust
I'm not going to watch for f2 xx takedown unless I know for a fact it's coming. 10, whatever % it is and being knocked down, over a 30% restand. And the 10% is an unsafe option. I'll take my chances not getting blown up for trying to block something that shouldn't be used often, and stick to low-high fuzzies.

It would be one thing if takedown did a shit ton of damage, but in reality, it doesn't. Also, people played Injustice ready to fuzzy shit on a regular basis. Don't see why that's not applicable here.
And people still got hit by 30 frame F3's at the highest level of play in Injustice, so I don't see why you assume everyone will easily block F2, B3, and occasional TDs in a real match setting.

People get hit by things they can supposedly fuzzy consistently all the time at all levels, from locals to tournament majors. Not just Injustice F3's. Same can be said for Johnny's 11(3)/F2. Or Kung Jin's B1/F2. Or Predator's B3/32. Or Tanya's B3/B1 Or Takeda's movelist, or etc. None of this stuff gets blocked as easily people claim, and the best players on earth get hit. Not because it's so unblockable, but because the pace of actual matches combined with a full arsenal of character tools combined with mind games of great players makes different reactions than 10/10 in the practice room. People from Joe Casual to YOMI will get hit by F2 and 50/50's. Maybe not "every single time", no one does, but often enough for it to make a difference in MUs which is the whole point.


This is on top of the fact that the move has amazing priority, great range, AA's, armor breaks, oki mixups, full combos, restands, mostly safe, and is special cancelable lol. Either I'm overstating the moves current position or your downplaying it. And I don't think its me lol.
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
Commando/Cutthroat Kano "Gon' Give It To Ya"
2016 is Kano's year!





Smells like a Fox.



Is it still decent? How big is the difference?


Christ that is one sinister-looking Ed Boon there.
I mean it's still decent I guess but it's noticeably slower.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
And people still got hit by 30 frame F3's at the highest level of play in Injustice, so I don't see why you assume everyone will easily block F2, B3, and occasional TDs in a real match setting.

People get hit by things they can supposedly fuzzy consistently all the time at all levels, from locals to tournament majors. Not just Injustice F3's. Same can be said for Johnny's 11(3)/F2. Or Kung Jin's B1/F2. Or Predator's B3/32. Or Tanya's B3/B1 Or Takeda's movelist, or etc. None of this stuff gets blocked as easily people claim, and the best players on earth get hit. Not because it's so unblockable, but because the pace of actual matches combined with a full arsenal of character tools combined with mind games of great players makes different reactions than 10/10 in the practice room. People from Joe Casual to YOMI will get hit by F2 and 50/50's. Maybe not "every single time", no one does, but often enough for it to make a difference in MUs which is the whole point.


This is on top of the fact that the move has amazing priority, great range, AA's, armor breaks, oki mixups, full combos, restands, mostly safe, and is special cancelable lol. Either I'm overstating the moves current position or your downplaying it. And I don't think its me lol.
I never said the move isn't good. It's really good at what it does. I just don't think a realistically gimmicky mixup added to it makes it as BS as you say. Especially when the gimmick doesn't really get him anything that other characters get for mixups like it on both ends. It's like me saying Reptile's f41/f4 slide gimmick is worth worrying about. You block, I die. I'm not trying to die. Unless I get the read that you won't block it, I'm not going to try it often. It's a good once-in-a-while thing. I just don't think it's something to worry about so much.
 

SaltShaker

In Zoning We Trust
I never said the move isn't good. It's really good at what it does. I just don't think a realistically gimmicky mixup added to it makes it as BS as you say. Especially when the gimmick doesn't really get him anything that other characters get for mixups like it on both ends. It's like me saying Reptile's f41/f4 slide gimmick is worth worrying about. You block, I die. I'm not trying to die. Unless I get the read that you won't block it, I'm not going to try it often. It's a good once-in-a-while thing. I just don't think it's something to worry about so much.
You play Reptile. Perfect example.

In theory everyone should be able to fuzzy Reptile B3/F41, but in practice people get hit. I've seen Cossner hit REO and Dragon with this mixup. Also in theory B1D4 should never hit anyone low, but it does time to time. In theory =|= in practice, which is why i think in theory everyone should fuzzy B3/F2 10/10 times, but in practice not so much.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
You play Reptile. Perfect example.

In theory everyone should be able to fuzzy Reptile B3/F41, but in practice people get hit. I've seen Cossner hit REO and Dragon with this mixup. Also in theory B1D4 should never hit anyone low, but it does time to time. In theory =|= in practice, which is why i think in theory everyone should fuzzy B3/F2 10/10 times, but in practice not so much.
In all honesty, Reptile has a fucking boatload of ways to make you block low or high. Reptile honestly isn't a character you can fuzzy lol.

d3 - 7f
Slide - 8f
d4 - 11f
b2 - 11f
b3 - 14f
f3 - 16f

And that's not counting b1d4/b1, b2 and f41/f4 xx slide as options. Fuzzying Reptile is honestly hell because there's way too many ways to go low or high, and each option has a completely different timing, and multiple options having the capabilities of leading to combos. And it gets even worse when he's invisible.

I'll honestly say, for the high-low thing, it's far more stupid than Scorpion's. Main thing Scorpion does better is removing the oki part, but that eliminates one option if he doesn't want to allow you to play the oki game.
 

SaltShaker

In Zoning We Trust
In all honesty, Reptile has a fucking boatload of ways to make you block low or high. Reptile honestly isn't a character you can fuzzy lol.

d3 - 7f
Slide - 8f
d4 - 11f
b2 - 11f
b3 - 14f
f3 - 16f

And that's not counting b1d4/b1, b2 and f41/f4 xx slide as options. Fuzzying Reptile is honestly hell because there's way too many ways to go low or high, and each option has a completely different timing, and multiple options having the capabilities of leading to combos. And it gets even worse when he's invisible.

I'll honestly say, for the high-low thing, it's far more stupid than Scorpion's. Main thing Scorpion does better is removing the oki part, but that eliminates one option if he doesn't want to allow you to play the oki game.
I'll agree that Reptile is savagely in this game. Cossner had me about to bite my controller a couple of times over there. The mixups were too real lol.

Ight we'll have to agree to disagree. I'll bump you when MIT picks up the Ninjitsu variation after Tanya's bombed and is catching people with 50/50's and high/low double armor breaks into full combos. -.-
 

Bomborge

Aspiring scrub
all the good chars punish it, AA with it has to be preemptive, the fact that you can cancel it means nothing. All of his base specials are pretty sucky used in that aspect.

It's a great tool for spacing. There are better moves than F2.

HF is gonna sneak right under the radar because idiots like you lol.
At max range, few characters can punish it. I never talked about anti-airing with it either and cancelling gives it another layer with the slide mixup that leads into great oki now. Have you actually played the beta with the changes or are you just theory fighting and telling everyone who disagrees with you that they're an idiot?

All I said is that its a good move. I disagree with @SaltShaker 's point on the anti-airing thing and believe that's an exaggeration. The conversation was about ninjutsu so obviously there's not going to be a discussion about hellfire. However, I'll be happy to talk about Hellfire and its buffs when you can leave your ego behind and quit acting like you know all there is to know regarding scorpion because you clearly don't.
 

The Highlander

There can be only one
In all honesty, Reptile has a fucking boatload of ways to make you block low or high. Reptile honestly isn't a character you can fuzzy lol.

d3 - 7f
Slide - 8f
d4 - 11f
b2 - 11f
b3 - 14f
f3 - 16f

And that's not counting b1d4/b1, b2 and f41/f4 xx slide as options. Fuzzying Reptile is honestly hell because there's way too many ways to go low or high, and each option has a completely different timing, and multiple options having the capabilities of leading to combos. And it gets even worse when he's invisible.

I'll honestly say, for the high-low thing, it's far more stupid than Scorpion's. Main thing Scorpion does better is removing the oki part, but that eliminates one option if he doesn't want to allow you to play the oki game.
Played a decent Reptile last week. Such an underrated character. Zoning him was a pain, trying to block him was even worse.
 

STORMS

Co-founder
Administrator
NRS Lanny from the official Mortal Kombat X forums announced yesterday that version 3 of the Enhanced Online Beta for Mortal Kombat X is now live. Mind you, this may have been covered within the following community threads:

Regardless, in case you missed it, here's the message:

"Tonight Ver. 3 of the beta will begin rolling out. If you have the beta, you should have it this evening.

The beta adds:

Kung Jin
Kung Lao
Shinnok
Cassie
Kitana
Kenshi
Raiden
Kano

You can also now do battle in the Outworld Marketplace.

Enjoy!"

Source: http://community.wbgames.com/t5/MKX-Enhanced-Online-Beta-General/Enhanced-Online-Beta-Version-3-is-live/m-p/1030020


mk10banner.jpg
 

JesterSMX

It's too laggy to poke...
Let me first say that I love the MK franchise and have ever since lining up at the local arcade (GamePro and EGM in hand) to play the original MK.

I'm more than ecstatic for the future of MKX but I believe it's resurgence is being done in a distasteful manner.

What started as a netcode overhaul has now turned into a discovery phase similar to when the game first came out. In my opinion, the discovery phase is the best part of playing a fighting game. You build a game plan and see how it matches up against your peers.

What's my point?...

If this was all about netcode... great. Taking steps towards a better product for the community as a whole. Unfortunately, I personally think this is a "buzz" campaign to keep us wanting more so that we don't jump ship to SFV.

Yes it does make sense to test the netcode with a sample of the MK community at first and expand that sample as it progresses to ensure a quality product (a year after the game came out.)

What doesn't make sense is the introduction of gameplay changes that only the selected sample get to explore way before the community as a whole (Tester.2.0)

I personally haven't seen the word "netcode" on tym or twitter in the last 72 hours. I also haven't seen any sponsored player say that they wish they had a code. I have seen sponsored players say that they have extra codes on the other hand.

I know that this isn't a giant conspiracy to prevent me and people like me from improving their skills but....

I do believe that this is a giant marketing campaign to keep MK fanboys from becoming SF fanboys. The character changes breathe new life into the game and it keeps us wanting more.

This isn't even about netcode anymore. These are huge character changes that most of us don't have access to and I believe it is by design.

In closing, NRS is a business and I get that. They have to do what they have to do to keep their brand relevant. I just personally believe that they went about it the wrong way and they are causing a divide within the community.

Please be gentle in your responses as I am truly being genuine. Everything I wrote is my opinion and I claim nothing as fact.

If the shoe fits @tylerlansdown
 
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