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Things the game won't tell you that might help picking up your main when the game drops

Eddy Wang

Skarlet scientist
Your MK11 character will compose a category of his own with this draft, it doesn't mean it has necessarily everything that will feature the game, but you can look at this draft later and see what suits you best for your character in the future, its even possible to determine tier lists with time.

1. Dificulty
  • a) Execution: 1 - Number of necessary moves, cancels and combos; 2 - Difficulty of doing these necessary moves, cancels and combos.
  • b) Piloting - Dificulty of using said character to optimal performance "not necessarily to win"
  • c) Stability - How character's optimal performance compares to the rest of the cast's optimals performance
  • Fills a, b, can all be filled out with Very Easy, Easy, Medium, Hard, Very Hard.
  • fills in c, can be filled with low, low-mid, mid, mid-high, high,
2. Archtype (primary, Secondary, 3rd... and keeps growing if character has as many slots NRS allowed them to have)

a) Well Rounded - Character has an answer to everything (often layered has having all the goods the game can offer)
b) 50/50 - Character is based around 50/50 mixups, or 33 33 33 33, the good juice.
c) Priority - Piloting revolves around moves that can crush opponents moves, such as disjointed hitboxes
d) Poking - Revolves around quick startup and safe moves and set ups for launchers.
e) Pattern - Offense shines though confusing opponents with varied moves
f) Aggresive (Rushdown) - Offensive plays outweights defensive plays more than usual
h) Combo - Piloting moves leads to combo or wall combos.
i) Precision - Requires the right technique for the right situation more than most
j) Reversals - Defensive play rewards for guessing the opponent's offense correctly
k) Wall game - Strong psicology when opponent is cornered
l) Throw Game - Strong throw game psicology.
m) Meter - Plays revolves around meter management
n) Zoning - Focusing around range, or range appropriate moves
o) Frame Advantage - Revolves around moves that gives plus frames on block.
p) Stance - Requires moves from stance to stay relevant
q) Dodging - Relies heavily on opponent whiffing to perform strong punishment.



3. Offense Psicology
  • Momentum - Implies how easy is to start keep the offense going and how hard is for the opponent to stop that momentum (fills: Excellent, Very Good, Medium, Bad, Terrible)
  • Wall game - The likelihood of maintaining opponent in the corner and how strong those options are against the defender (Fills: Good, Poor, medium, very good, very poor, average)
  • Okizeme - Likelihood of hitting opponents on wakeup or OTG (Fills: Good, Bad, None, Excellent, Average)
  • Priority - Sum of mental advantage gained of likelihood of winning on a move priority exchange.(good, bad, excellent, terrible, average)
4. Defence Psicology
  • Armoring - Induces reversal psicology (None, Terrible, Bad, good, Very Good, Excellent)
  • Invincibility - (None, Terrible, Bad, good, Very Good, Excellent)
5. Neutral Psicology
  • Movement - Efficiency and significance of walkspeed, floatless jumps, or specific mobility options such as teleports (Existent(when specific) Terrible, Bad, good, Very Good, Excellent)
  • Average Reach - (Bad, Average, Good, Very Good, Excellent)
  • Close Range - (Bad, Average, Good, Very Good, Excellent)
  • Long Range - (Bad, Average, Good, Very Good, Excellent)