Eddy Wang
Skarlet scientist
Disclaimer: This was all based on data taken from the MK Reveal build, anything on that build is subject to change and what you see here might not be what you find in the release version of the game, to remind you that the frame data is still incomplete as some of its intel wasn't shown on the build intentionally.
Was looking at the frame data from MK11 and it seems NRS has shifted the way they handle some things, every attack in the game at least for the normals are all 2 to 4 active frames at best, with jump kick being made with either button but same out come they have 7 active frames.
Not only jump attacks where heavily toned down, like none of those jump attacks are actually plus if blocked, in fact they are all negative on block and none of them are overheads on the way down.
So all those MKX Jump attacks with 10 to 15 active frames overheads and still plus on block are officially gone, the best you get its a jump kick with 7 active frames (much less than many fighting games today) and its negative enough to give your turn.
Throws recovery on 34th frame while putting you on a counter state and you can tech after you being grabbed, different from MKX where the recovery is 26 and have to tech as you're being grabbed.
Short Hops NJPs and NJKs are still overheads and fast but are punishable on block.
There is no data on flawless block, or flawless block chip damage.
Was looking at the frame data from MK11 and it seems NRS has shifted the way they handle some things, every attack in the game at least for the normals are all 2 to 4 active frames at best, with jump kick being made with either button but same out come they have 7 active frames.
Not only jump attacks where heavily toned down, like none of those jump attacks are actually plus if blocked, in fact they are all negative on block and none of them are overheads on the way down.
So all those MKX Jump attacks with 10 to 15 active frames overheads and still plus on block are officially gone, the best you get its a jump kick with 7 active frames (much less than many fighting games today) and its negative enough to give your turn.
Throws recovery on 34th frame while putting you on a counter state and you can tech after you being grabbed, different from MKX where the recovery is 26 and have to tech as you're being grabbed.
Short Hops NJPs and NJKs are still overheads and fast but are punishable on block.
There is no data on flawless block, or flawless block chip damage.