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Sonix Fox's Thoughts on MK11

StormGoddess

Your mind tricks won't harm me!!!

Mortal Kombat 11 Thoughts

So right now, I honestly think NRS has created something special. I think this game is actually going to be one of the greatest fighting games in existence and I hope it lasts long. The pacing of the game, the footsies, the neutral, it’s literally everything I have ever wanted in a fighting game. With that being said, I also had a lot of gripes after playing it for like 12 hours straight

1. Movement:

I definitely feel dashing should be better. Its a no brainer, and everyone knows it! It is a relief that Ed has assured us that the dashing is buffed in the final build so I am glad! Walking forward was faster than dashing and it shouldnt be that way IMO!


2. Defensive tools

This is a big one so get ready.

I love the idea of flawless block, but I think it is overwhelmingly overpowered right now. Currently in the game most strings with each character have a gap in it, and because of this, I was able to just OS guard the string into a full combo launcher. The fact that for example, Skarlet’s 124 which would only benefit skarlet maybe 3% damage on hit has a gap in it means that I can fuzzy block OS the gap at absolutely no risk. If I on the defense am correct, I get to take over 30-35% of your life vs your 3% for sticking the string out. It’s like this with mant of her other primary footsie tools as well. I was playing Semiij and everytime he did F43 I was blocking the low at the last second and taking his lifebar away. I believe that the defender should only get access to the fully invulnerable Up3 vs the popup because it is way too powerful right now. I feel in the long run characters will struggle greatly with this. If anything tremendously scale the popup so at max im getting like 5-10% for it.

The New Combo Breaker

So my honest opinion on the new fall out of combos tools is that Injust blatantly think it is bad design. There is absolutely no risk for the person getting hit to just do it and punish me. For example as Skarlet, I can do 212, 212, 44 Cell siphon, and if my opponent elects to just drop out of the combo on reaction, I get full combo punished in return. I am a firm believer that if I am the person that gets the hit, I should be rewarded as such, and I should be securing my damage without the risk of just losing the game for it. Literally me and semiij came to a point where we just dropped our combos because it was too dangerous to continue it without dying for it, and we extremely disagree with the design.

The second biggest thing about it is that the fall out of combos thing only hinders characters who are launch heavy. Some characters get the luxury of completely ignoring this mechanic because their primary combos keep you standing into really good damage. From the kombat kast, Jade and Kabal are just a few characters I can think of who can ignore this. If I launch you in my combo, I should be heavily rewarded for landing a ~launcher~ and not “oh he might just fallout and punish me for extending anyways.” I really feel this could be a huge dealbreaker for people from other scenes as this is the only fighting game where “breaking” a combo can lead into the defender getting a full combo back in return. There is however two things that I propose:

Bring back the classic MK combo breakers. I know that when an opponent breaks, at worst, we go back to neutral and I am alright with that. I am not ok with risking dying for doing the right thing by getting the hit. This same fallout concept left a bad taste in my mouth for Inj2 as well as some characters ignored it entirely!

Second proposal is to give me some way to counterplay it. If that means you introduce combo breaker baits like Killer Instinct, so be it! I believe that in almost any other game where you get to escape combos, there is RISK too trying to escape as well. In Blazblue you get burst baited. DOA you get high counter, KI you get countered into lockout. Give me something like that here so that I can interact with the player more. I am a firm believer that AT BEST, the person who got HIT’s best scenario is returning to neutral, and not taking away 40% of my life. Its giving me greenlantern from mkvsdc feels eeeeugh! What puts me more off on this system is that i can still special cancel too even after making contact with the armored frames which is more often why I get punished. Instead of making it armored, why not make it so that the gravity increases on the combo instead? Just food for thought, but I am totally in full disagreement of this change. Not a fan at all.

Chip Damage/ Chip kills

I think the way flawless blocking and chip works is fantastic! Walking in really is a good thing in my opinion, but generally speaking from the players in the community, I think chip kill should be removed for the nature of the game that NRS is striving for here. There are alot of end game scenarios that I believe are just “fuck neutral” specials to close out the round. For example skarlet’s tongue and scorpions teleport are hard to react to and flawless block to live, and there is almost nothing to stop them. When playing with semiij, I felt that matches were alot more intense with making a pixel comeback by just walking and being rewarded for good defense. I think that if anything, id like in the official beta to try a build without chip death so that even at magic pixel, we can really still keep focusing on neutral game versus yolo teleport into ggs.

Now that isnt to say I wanted ENTIRELY removed. I believe the only thing that should chip kill should be fatal blows. Right now people sorta just yolo the blow out and I noticed they do absolutely no chip damage. I think if you made it so a fatal blow did about 5-7% of chip damage, then you could make it so that the fatal blow has a bit more utility. And you can still flawless block it too! So it adds a layer of mindgames like should I use it now? Should I wait till next round? Am I confident in my neutral to get another hit to win? Things like that!

On the note of Fatal blows, my only request is make them all like -40 on block. That is a super that will delete me if I get hit that has armor. If you go for it and I block it, like almost any other fighting game, you deserve to get ~HARD~ punished. Let people be smart with the fatal blows.


Dot damage
This should not kill. Simply put. There is end game scenarios where no matter how good a person’s defense is, this bypasses that. Poison damage in a fighting game should never kill IE Skarlet’s red mist is an end game scenario. Make the player think more on getting the hit.


Other than that, I think NRS has something extremely special here. They just did everything else so perfectly. I really feel there is no “fraudulence” when I am playing neutral in this game. It’s you either have better footsies than me or die. I cannot absolutely wait to compete in intense matches with future competitors. I am absolutely in love with the game and I cant wait to get my paws on it in full come April 23rd! I just dont want to see people not stick with the game for silly things as I stated above!

Let me know what you guys think!

xoxo

Source-
http://www.twitlonger.com/show/n_1sqr933
 

Pterodactyl

Plus on block.
Some fair criticisms I think.

I definitely agree about the drop down.

I know they tried to balance by giving it that huge defense meter cost and recovery, but generally you’re going to get up and punish the juggler and by the time you’re through with that your gonna have some bar back anyway. More risk is needed.

That said I definitely don’t want breakers back, not in this game with refilling meter you don’t have to work for, it would be too good and nobody would use the meter for other defense mechanics.

I haven’t seen enough people use flawless block to really know how good it is so it’s great to hear from someone that got to expirment with it thoroughly.

EDIT: yeah no the FB launcher sounds like a copy paste of MKX armored launchers between string gaps, that sounds awful.
 
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Rathalos

Play Monster Hunter!
Combo drop should be removed, but not be replaced by anything, the game absolutely does not need combo breakers.
The combos are not big enough to warrant it.

I don't know why flawless block lets you counter, weird decision. Should just be a way to avoid chip damage and reduce blockstun to a certain extent.
 

Pterodactyl

Plus on block.
Combo drop should be removed, but not be replaced by anything, the game absolutely does not need combo breakers.
The combos are not big enough to warrant it.

I don't know why flawless block lets you counter, weird decision. Should just be a way to avoid chip damage and reduce blockstun to a certain extent.
The counter is fine, the counter launcher isn’t.

IMO.

Which is why he was saying they should only have the u3 option or make the launcher scale so hard that it rewards good defense but doesn’t make certain strings so risky they aren’t even viable.

A low damage get off me poke for timing your block correctly is a bit more fair and engaging.
 

Scyther

Mortal Kombat-phile
Coming from a player who's more on the casual side, I actually agree quite a bit with this assessment, particularly like other's have mentioned, a return to the old Combo Breaker system. If they happen to implement that change, I'd be happy to see it.

I'll be honest, though: I have very little experience with the Perfect Block mechanic, so I really can't agree or disagree on it. Seems like more of a high-level tool, so I don't know if I'll be encountering it a whole lot in my matches.

DOT and chip: Spot on, I say.
 

CallMeTetris

draxx them sklounst
agree on pretty much everything, especially the breakaway. If there's anything about the game I'm not fully sold on, it's absolutely that.
 

MagicMan357

"130 ms is more legit than Labbing" - TYM
I agree with the whole flawless block launcher: its definitely unnecessary and way too good. If anything like he said add serious gravity and make it REALLY negative if blocked.

What i believe they need to do with the combo escape is make it that when you escape the animation is similar to injustice 2 except on recovery you kneel and take a few frames to recover. Depending on when you do this it will still offer the mind game to both sides. On average this would still put the "escaper" in a negative situation but if done at the right frame he can counter punish on recovery.

I agree with fatal blows being super negative, it only makes sense.

I also want them to make the offense bar empty at the start of the game and every kounter type achievement you get it should add to meter.

i also agree with DOT damage.
 

RothVI

d2 Spammer
So I haven't played the game yet. Is using the breakaway risky at all? Like, does not being able to use wakeups, interactables, or Flawless Block counters even matter, or do you just regain your defensive meter by the time you punish the opponent anyway?
 

Evil Canadian

G O K U
Elder God
I agree dashes should be better but I hope they don't take it to mean "oh we better nerf walk speed then". Walkspeeds are great right now and should be the same.

Also agree with the perfect block OS stuff in blockstrings with gaps. Especially so since if I remember right, 16 bit said at the launch event you specifically couldn't do that. Near zero risk, basically maximum reward.
 

MKF30

Fujin and Ermac for MK 11
Eh, I agree with the flawless block not being able to launch and just limited to no chip damage. And that breakers should come back over the drop out move. However, I don't agree with the whole "dot damage" argument and that whole "certain moves shouldn't win you a match if your health is near death" argument, I know that's not what he said word for word but what he meant. I don't agree with this. That's the whole point of the game's moves with certain characters, if a move that's meant to clearly to damage can't win me a match why am I using it then? Other than that among a few other things I disagree with, he brings up some solid points. I do agree that the dashing needs some more polishing but NRS already confirmed this will happen so no worries on that front. I think everyone has to remember a lot of these things will get patched, nerfed, updated etc as time goes on as well.