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State of the Game: From a Combo Breaker Competitor

UPR_Nova

Noob
I mainly want to make this post so I can look back a few months from now and laugh at myself. However, discussion is nice so thoughts and opinions are welcome. I'm posting on this sub-forum because I believe this is where the discussion belongs. Apologies in advance if this is incorrectly posted.

I'd like to begin by saying I'm no professional but I do know what is going on. I went 4-2 in pools, losing 0-2 to Daddy (aka Buffalo) in winners and losing 1-2 to Coach Steve in losers. I used Geras against those that, quite frankly, don't know what they are doing, and I used Jax exclusively against Jacqui and those that DO know what they are doing (Daddy and Coach Steve). To be clear, I'm not throwing shade at those in my pool. I didn't play the majority of you and those I did play weren't garbage. It is easy to see the skill difference though. This also applies to myself.

I see a TON of posts on here from a TON of different perspectives (spectators, casual players, competitive players, etc.), so I thought I would throw in my two cents as well. Below is a list of character adjustments/perspectives on relation to how the game is currently being played.

Geras Adjustments
- Make f212 more negative to make everyone happy. I'd like to stress that this won't really change anything in the post block meta of the string. Post block includes more than "who can press faster" and "oH my GUrd 6 frAmE d1." It also encompasses double pokes, reversal throws, flawless block punishes on auto return pressure, etc.

- 7f d1 because why not?

Geras Overall Thoughts
He will always be a solid character because he plays the game well. There aren't really any changes that you can make (without completely destroying the character) that will bring him down drastically. Seriously, people need to play GOOD Geras players and level up. Get in the lab and learn to block his mix. Is it difficult in the tourney moment? Sure! Is it impossible? Absolutely not, and it's hella punishable. His throw game will always be strong, his neutral will always be strong, his buttons will always be strong. This character will survive until the end, unless he's completely deleted from the game. Only reason I'm suggesting these changes is to make people happy. Geras players won't care in the least about these changes. I think he's fine.

Jacqui Adjustments
- Don't even know and she makes me HELLA salty but 99.9% of me says no changes.

Jacqui Overall Thoughts
As much as I hate this character, I can't advocate for any changes. She's a Jax with ONLY pressure. What I mean by this is that Jax has a little of everything and can touch you from anywhere. Jacqui is a better up close Jax with 0 full-screen presence. She's heavily momentum based and I can see at the highest level how good she is. Having played Coach Steve and really seeing what the character can offer, it's scary. That doesn't take away from the fact that if she can't get going, it's tough for her to win. Keeping her from doing her thing is easier said than done, especially against a solid player. The character at times feels like she has a 2 frame mid into 12466336 damage with the grab KB that you WILL have late match. Can't believe I'm saying this, but leave her alone.

Sonya Adjustments
- MAYBE change the projectile recovery. I don't think that's necessary though.

Sonya Overall Thoughts
Scar really is the only Sonya player right now. Why? He understands that b1 isn't her only button. Using her mids and quick hitting high,mid buttons to earn the respect for the b1 is essential. From what I saw, 99.9% of Sonya players use one button. As an opponent of Sonya, you MUST start punishing B12 (I think that's what it is, high into overhead option) when it's thrown out on block raw. By itself, the overhead option is -9. There MAY be an OS for it but I'm not sure. I do know that you need to check that every once in awhile so that the Sonya doesn't continuously disrespect you with that. If the Sonya is getting away with that every time, you probably won't win. Of course, not every character can do this, so I understand concerns. But you can at least poke or throw punish that junk. Don't let her do that. Anyway, she's fine.

Sub Zero Adjustments
- None

Sub Zero Overall Thoughts
Annoying as hell and a prime example of why the tourney should be ft3 throughout. That's for another time though. The overhead can be reacted to. Just like I spoke about with Geras, is it difficult in the heat of tourney? Yes. Is it impossible? Absolutely not. I think this character is strong but VERY unsafe. My gut says we'll all laugh at this character one day. Don't touch him.

Erron Black Adjustments
- None

Erron Black Overall Thoughts
I really thought about saying the gun cancels but now I'm not so sure. It's oppressive because of its safety and it does kinda take away from the concept of having balanced variations (as in one variation in unnecessary because the other is so much better), but he seems fine. I'll admit on this one I'm kinda unsure. I haven't played a good one, good ones are few and far between so seeing one is rare, and I haven't fully labbed this character. Combo Breaker really didn't change my impressions of the character, but I thought I would give my opinion for sake of completeness.

Jade Adjustments
- None

Jade Overall Thoughts
This one will probably be picked at the most because everyone (at least on TYM) seems to think she's hot garbage. She's my third/fourth character and she is excellent at what she's meant for. Seeing players utilize her tool set at the highest level is fun to watch.

Scorpion Adjustments
- None

Scorpion Overall Thoughts
Another one that will probably be picked at because everyone seems to think this character is broken. No matter how you slice it, THE RISK/REWARD OF TELEPORT IS NOT IN THE SCORPION PLAYER'S FAVOR. Doesn't matter if you're considering cancels or not. Another unpopular opinion is that his buttons are not as great as everyone claims. I see F3 and d4 as killer buttons. B1 is crazy whiff punishable and f4 is stubby af. Don't get me wrong, they are solid buttons, but let's relax a little. Leave him alone.

Jax Adjustments
- None

Jax Overall Thoughts
Stop playing Grinnin' Barrett and you will be better. Hunker Down has a safe gap closer in amp bf2, no meter requirements for damage which also gives him access to more resources throughout the course of a match, easy to earn KBs, hella safety, great stagger, plus frames, zoning...list goes on and on. The importance of the safe gap closer is huge. It shifts the flawless block defense risk/reward to our (Jax mains) favor and opens up more potential for staggering with f3 and f33. It also creates a situation that provides us the advantage in the poke battle. D12 is solid, yes, but d3 and d4 cancelled into amp bf2 is also an option. Jax needs nothing.

Other characters
- Don't even know. Most characters are like Cetrion and Kitana: they are just fine. Underused characters...who the heck actually knows? Imo everyone is too scared to try them. Complain before learn, all that good stuff. Do some characters need help? Sure, but I'm not gonna default to that mentality. I'll leave that to the character specialists because that's honestly not my wheelhouse.


All in all, we aren't playing the game at the highest level. It shows in the play of the pros because even they aren't playing at the highest level. That really says something because they are actually KILLERS and we saw some magnificent play over the weekend, both through pool play and the top 8. I believe the skill gap will continue to increase over the course of the game's life. More importantly, I believe the title is great. Everything is very balanced, the game is smooth, the meta is interesting, and most importantly, the game is fun, especially in a competitive setting. Personally, I have a LONG way to go. I can't wait to hit my next major this year!
 
I agree with your Jacqui and Sonya analysis. Those characters are a nightmare to play against, but I feel they are balanced as well. As a fellow Jax main, I agree Jacqui has better up close pressure, but less tools all around. I agree that Jax is fine, and Geras main string needs to be more negative on block, along with a 7f d1.

I do not agree with Erron Black. His meterless gun cancel, and meteless juggle is too oppressive imo. Just two cents from someone who didn't go to combo breaker though. I mainly just wanted to chime in and say I was surprised to see someone who agrees with me that Jacqui and Sonya are fine as is.
 

STB Sgt Reed

Online Warrior
Sonya Adjustments
- MAYBE change the projectile recovery. I don't think that's necessary though.

Sonya Overall Thoughts
Scar really is the only Sonya player right now. Why? He understands that b1 isn't her only button. Using her mids and quick hitting high,mid buttons to earn the respect for the b1 is essential. From what I saw, 99.9% of Sonya players use one button. As an opponent of Sonya, you MUST start punishing B12 (I think that's what it is, high into overhead option) when it's thrown out on block raw. By itself, the overhead option is -9. There MAY be an OS for it but I'm not sure. I do know that you need to check that every once in awhile so that the Sonya doesn't continuously disrespect you with that. If the Sonya is getting away with that every time, you probably won't win. Of course, not every character can do this, so I understand concerns. But you can at least poke or throw punish that junk. Don't let her do that. Anyway, she's fine.


Erron Black Adjustments
- None

Erron Black Overall Thoughts
I really thought about saying the gun cancels but now I'm not so sure. It's oppressive because of its safety and it does kinda take away from the concept of having balanced variations (as in one variation in unnecessary because the other is so much better), but he seems fine. I'll admit on this one I'm kinda unsure. I haven't played a good one, good ones are few and far between so seeing one is rare, and I haven't fully labbed this character. Combo Breaker really didn't change my impressions of the character, but I thought I would give my opinion for sake of completeness.

Jade Adjustments
- None

Jade Overall Thoughts
This one will probably be picked at the most because everyone (at least on TYM) seems to think she's hot garbage. She's my third/fourth character and she is excellent at what she's meant for. Seeing players utilize her tool set at the highest level is fun to watch.
Agree with most everything you said. And as a Hunker Down main, I love that you agree that it's the better variation.

HOWEVER!

1. If Sonya can have 50/50s with HUUUUUGE damage and have amazing zoning then... BUFF JADE'S DAMAGE. Because you are essentially saying that you can be great at both in this game and not need some changes. One or the other, not both. IMO

2. Erron Black's skud cancel is too strong imo.
 

XxTheGoblinX

Le_Supreme_
I mainly want to make this post so I can look back a few months from now and laugh at myself. However, discussion is nice so thoughts and opinions are welcome. I'm posting on this sub-forum because I believe this is where the discussion belongs. Apologies in advance if this is incorrectly posted.

I'd like to begin by saying I'm no professional but I do know what is going on. I went 4-2 in pools, losing 0-2 to Daddy (aka Buffalo) in winners and losing 1-2 to Coach Steve in losers. I used Geras against those that, quite frankly, don't know what they are doing, and I used Jax exclusively against Jacqui and those that DO know what they are doing (Daddy and Coach Steve). To be clear, I'm not throwing shade at those in my pool. I didn't play the majority of you and those I did play weren't garbage. It is easy to see the skill difference though. This also applies to myself.

I see a TON of posts on here from a TON of different perspectives (spectators, casual players, competitive players, etc.), so I thought I would throw in my two cents as well. Below is a list of character adjustments/perspectives on relation to how the game is currently being played.

Geras Adjustments
- Make f212 more negative to make everyone happy. I'd like to stress that this won't really change anything in the post block meta of the string. Post block includes more than "who can press faster" and "oH my GUrd 6 frAmE d1." It also encompasses double pokes, reversal throws, flawless block punishes on auto return pressure, etc.

- 7f d1 because why not?

Geras Overall Thoughts
He will always be a solid character because he plays the game well. There aren't really any changes that you can make (without completely destroying the character) that will bring him down drastically. Seriously, people need to play GOOD Geras players and level up. Get in the lab and learn to block his mix. Is it difficult in the tourney moment? Sure! Is it impossible? Absolutely not, and it's hella punishable. His throw game will always be strong, his neutral will always be strong, his buttons will always be strong. This character will survive until the end, unless he's completely deleted from the game. Only reason I'm suggesting these changes is to make people happy. Geras players won't care in the least about these changes. I think he's fine.

Jacqui Adjustments
- Don't even know and she makes me HELLA salty but 99.9% of me says no changes.

Jacqui Overall Thoughts
As much as I hate this character, I can't advocate for any changes. She's a Jax with ONLY pressure. What I mean by this is that Jax has a little of everything and can touch you from anywhere. Jacqui is a better up close Jax with 0 full-screen presence. She's heavily momentum based and I can see at the highest level how good she is. Having played Coach Steve and really seeing what the character can offer, it's scary. That doesn't take away from the fact that if she can't get going, it's tough for her to win. Keeping her from doing her thing is easier said than done, especially against a solid player. The character at times feels like she has a 2 frame mid into 12466336 damage with the grab KB that you WILL have late match. Can't believe I'm saying this, but leave her alone.

Sonya Adjustments
- MAYBE change the projectile recovery. I don't think that's necessary though.

Sonya Overall Thoughts
Scar really is the only Sonya player right now. Why? He understands that b1 isn't her only button. Using her mids and quick hitting high,mid buttons to earn the respect for the b1 is essential. From what I saw, 99.9% of Sonya players use one button. As an opponent of Sonya, you MUST start punishing B12 (I think that's what it is, high into overhead option) when it's thrown out on block raw. By itself, the overhead option is -9. There MAY be an OS for it but I'm not sure. I do know that you need to check that every once in awhile so that the Sonya doesn't continuously disrespect you with that. If the Sonya is getting away with that every time, you probably won't win. Of course, not every character can do this, so I understand concerns. But you can at least poke or throw punish that junk. Don't let her do that. Anyway, she's fine.

Sub Zero Adjustments
- None

Sub Zero Overall Thoughts
Annoying as hell and a prime example of why the tourney should be ft3 throughout. That's for another time though. The overhead can be reacted to. Just like I spoke about with Geras, is it difficult in the heat of tourney? Yes. Is it impossible? Absolutely not. I think this character is strong but VERY unsafe. My gut says we'll all laugh at this character one day. Don't touch him.

Erron Black Adjustments
- None

Erron Black Overall Thoughts
I really thought about saying the gun cancels but now I'm not so sure. It's oppressive because of its safety and it does kinda take away from the concept of having balanced variations (as in one variation in unnecessary because the other is so much better), but he seems fine. I'll admit on this one I'm kinda unsure. I haven't played a good one, good ones are few and far between so seeing one is rare, and I haven't fully labbed this character. Combo Breaker really didn't change my impressions of the character, but I thought I would give my opinion for sake of completeness.

Jade Adjustments
- None

Jade Overall Thoughts
This one will probably be picked at the most because everyone (at least on TYM) seems to think she's hot garbage. She's my third/fourth character and she is excellent at what she's meant for. Seeing players utilize her tool set at the highest level is fun to watch.

Scorpion Adjustments
- None

Scorpion Overall Thoughts
Another one that will probably be picked at because everyone seems to think this character is broken. No matter how you slice it, THE RISK/REWARD OF TELEPORT IS NOT IN THE SCORPION PLAYER'S FAVOR. Doesn't matter if you're considering cancels or not. Another unpopular opinion is that his buttons are not as great as everyone claims. I see F3 and d4 as killer buttons. B1 is crazy whiff punishable and f4 is stubby af. Don't get me wrong, they are solid buttons, but let's relax a little. Leave him alone.

Jax Adjustments
- None

Jax Overall Thoughts
Stop playing Grinnin' Barrett and you will be better. Hunker Down has a safe gap closer in amp bf2, no meter requirements for damage which also gives him access to more resources throughout the course of a match, easy to earn KBs, hella safety, great stagger, plus frames, zoning...list goes on and on. The importance of the safe gap closer is huge. It shifts the flawless block defense risk/reward to our (Jax mains) favor and opens up more potential for staggering with f3 and f33. It also creates a situation that provides us the advantage in the poke battle. D12 is solid, yes, but d3 and d4 cancelled into amp bf2 is also an option. Jax needs nothing.

Other characters
- Don't even know. Most characters are like Cetrion and Kitana: they are just fine. Underused characters...who the heck actually knows? Imo everyone is too scared to try them. Complain before learn, all that good stuff. Do some characters need help? Sure, but I'm not gonna default to that mentality. I'll leave that to the character specialists because that's honestly not my wheelhouse.


All in all, we aren't playing the game at the highest level. It shows in the play of the pros because even they aren't playing at the highest level. That really says something because they are actually KILLERS and we saw some magnificent play over the weekend, both through pool play and the top 8. I believe the skill gap will continue to increase over the course of the game's life. More importantly, I believe the title is great. Everything is very balanced, the game is smooth, the meta is interesting, and most importantly, the game is fun, especially in a competitive setting. Personally, I have a LONG way to go. I can't wait to hit my next major this year!
The only thing I disagree with is your Sonya analysis.
There is no reason to give her one of the best projectiles in the game and make her so dangerous up close. She needs to be fixed, her damage output makes nooooo sense.
If sonicfox had to fight any other character at Combo Breaker he wouldve won, Sonya is cancer.
 
The thing is that you are comparing top tier vs top tier. We still have 15+ characters in this game that really struggle against any of them. So I guess the answer would be "buff the rest, no nerfs".

Question here is, do we want mk11 to be played like top tiers char play it, or more like mid tier characters do?
 
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i also think not much has to be done. fix some obvious whiffing issues that make the low tier low tier and take a bit away from the top 4. sonya a bit more projectile recovery, scorpion geras and erron i dont know, but it shouldnt feel like you dont play mk11 anymore when facing these 3.
 
The thing is that you are comparing top tier vs top tier. We still have 15+ characters in this game that really struggle against any of them. So I guess the aswers would be "buff the rest, no nerfs".

The question here is, do we want mk11 to be played like top tiers char play it, or more like mid tier characters do?
100% the mid tier or its mkx all over again
 

UPR_Nova

Noob
The thing is that you are comparing top tier vs top tier. We still have 15+ characters in this game that really struggle against any of them. So I guess the answer would be "buff the rest, no nerfs".

Question here is, do we want mk11 to be played like top tiers char play it, or more like mid tier characters do?
I like this response, and to be honest, I don't have a clue about that one. I do agree with the idea of bringing everyone up at this point in time. Just my opinion though but I do see the other side. It kinda dictates how the game will be played in the long run.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
Geras Overall Thoughts
He will always be a solid character because he plays the game well. There aren't really any changes that you can make (without completely destroying the character) that will bring him down drastically.
I think the two changes that would definitely affect him without completely taking away his game are damage and krushing blows. Then you could let him still do what he wants, but without quite as a big a payoff.
 

Name v.5.0

Iowa's Finest.
Sonya woulda still be good if you reduced her combo damage by 15% and increased her ring recovery. She's ridiculous. Why can she get like 37% for a bar and 30% no bar. What the fuck is that? 31% for a bar and 25% for no bar is still really good.

Could also see damage reduction in Geras' krushing blows. Doesn't ruin the character.
 

mrapchem

Noob
I love your analysis of Sub-Zero: he has absolutely no need for any nerfs or buffs at this point in the game. He could live with hit advantage reductions to his S2, B14, and B32 so that the Sub-Zero can't loop his very unsafe 50/50 mix, but that is the only change that he needs right now - besides perhaps having his non-freezing projectiles not be so sluggish on start-up, but it's not necessary right now.

You are correct; the overwhelming majority of the kast should be left untouched for the most part. The only exceptions should be those characters with ridiculous KB requirements, characters with hitbox/hurtbox whiffing issues and Kotal/Shao Kahn/D'Vorah/Kollector; but even they should get small adjustments rather than MKX-style overhauls.
 

UPR_Nova

Noob
I think the two changes that would definitely affect him without completely taking away his game are damage and krushing blows. Then you could let him still do what he wants, but without quite as a big a payoff.
I agree with that. You could definitely make a case for damage and KBs because everything else COULD stay the same. Now that you bring up this perspective, I'm good with either type of adjustment.
 

UPR_Nova

Noob
I don’t care how they do it but they need to tone down Sonya’s ranged presence, Erron is deinfitely too juiced.

I agree with everything else though for the most part.
Yeah the rings. I don't mind it but I do agree that for her to have so much up close, she doesn't need all that from range. I wish I could speak more on Erron Black but I would probably make myself look silly. I haven't played one and I haven't seen enough to make reasonable statements.
 

Elias6999

Mournful Master
Agree with most everything you said. And as a Hunker Down main, I love that you agree that it's the better variation.

HOWEVER!

1. If Sonya can have 50/50s with HUUUUUGE damage and have amazing zoning then... BUFF JADE'S DAMAGE. Because you are essentially saying that you can be great at both in this game and not need some changes. One or the other, not both. IMO

2. Erron Black's skud cancel is too strong imo.
Sonya’s low options from her 50/50 barely does any damage though. And I doubt they intended her zoning to be that powerful, its probably gonna be normalized.
 

UPR_Nova

Noob
Sonya woulda still be good if you reduced her combo damage by 15% and increased her ring recovery. She's ridiculous. Why can she get like 37% for a bar and 30% no bar. What the fuck is that? 31% for a bar and 25% for no bar is still really good.

Could also see damage reduction in Geras' krushing blows. Doesn't ruin the character.
I can see this. Once Sonya players start to use her mids more, the damage will be an even bigger problem than it already is. I think (or at least hope) that the thought process behind her damage was that you have a chance to punish her full combo with a well timed breakaway. B333 I think it is into the amp air grab. Break on the last hit of the b333 and her air grab counts as whiffed, leaving a punish opportunity. Doesn't work every time and probably has something to do with juggle height, hit boxes, and hurt boxes, as usual, but it's there.