mrapchem
Apprentice
As we eagerly await a mere inkling of news surrounding MK12, I wanted to record and share my thoughts on what happens with the Mortal Kombat franchise from a competitive standpoint after we learn what kind meta MK12 will have. Considering the NRS pattern of revamping the entire gameplay and meta of consecutive titles, I made this video in which I attempt to thread all the styles of current MK titles together to turn Mortal Kombat into a competitive fighter with the beginnings of a well-refined and consistent meta that the vast majority of the community can enjoy, no matter whether a person preferred the meta of MK9, MKX, MK11 or even another past title.
For those who'd rather not watch a 40-minute long video, let me share the cliff notes:
My hope is that future titles have the following:
For those who'd rather not watch a 40-minute long video, let me share the cliff notes:
My hope is that future titles have the following:
- A two-stance system (per character) like the 3D-era MK games
- Each stance has its own normals, strings and special moves
- Characters can switch between the stances at will
- Each stance is differentiated by things such as range, safety of normals, weapon usage, alternate character forms, etc
- Each stance has a well-defined archetype that excels in one area and suffers in others (definite strengths and weaknesses)
- A new meter system that combines the best elements of MK9/MKX and MK11
- 1 bar offense and 1 bar defense
- Regenerates on its own, but very slowly (50% slower than MK11 Breakaway meter gain)
- Player actions also build bar again like in MK9/MKX: special moves, blocked normals/special build offense bar, while ducking grabs/normals, flawless blocking, AA build defense bar
- 1st hit bonus returns
- Wakeup system depletes defense bar completely, while meter-burn/EX-moves deplete offense bar
- No wakeup roll forward/backward, only U2/U3 and delayed wake up
- Fatal Blow still tied to character health, but triggers at 5% health, rather than 30% and does not recharge on block/whiff
- Obviously MK9/MKX Breakers return, but deplete both bars
- Run button returns, but drains defense bar like stamina
Please discuss! Thanks!!
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