OPS_soldier
Noob
So I'm going to start with a premise. I'm not the best player in the world. These are all my opinions after 2000 hours into the game. I began MK11 as my first attempt to be serious in a fg and streaming career and I want to say that when I started, all these lack of knowledge of these issues made me grind over hundreds of hours, but these are things that ultimately made me decide to hang it up (at least until a promising patch). After spending countless hours in the lab, I love what MK11 tried to be, but these things just CANNOT be ignored once you put so many hours into the game and want to improve. (These are not in order)
1. Fatal Blow.
The amount of games ive lost because I finally pick up momentum, and the player is playing Jacqui or I respect their wakeup too much causes me to die to Fatal Blow after once slight mistake that grants them a hit confirm. In previous MK games, when you got hit for death, you were given an out in breaker. In this game, many times youll have the health lead, get them to FB territory, and theyll kill you for getting the lifelead. It encourages you to go for the kill, and really makes you hate yourself when you get them to chip territory. Theres been times where i purposefully get people off fatal round 1, and possibly lose round 1, JUST BECAUSE I dont want to be cheesed out by a Fatal Blow by the end of the game. Im looking at you Erron and Kabal. THATs how much i hate this free mechanic.
2 Breakaway Punishes.
I tried as hard as I could to get around breakaway, Ive ultimately determined its just a horrible mechanic overall. The top tier characters dont have to worry about breakaway at all. Jacqui, Cetrion and Geras have crazy unbreakable damage. But then you have MILEENA, who gets NO damage at all from breakaway. Some people will tell you that you get oki. But who cares? they can choose their break points. Oki has been established by many characters that you can break at the right point and make the person who comboed you minus, and that's the dumbest thing ever. This is rarely talked about too, but whats up with breakaway punishes always punishing anti airs? If you AA with some characters, theres a specific break point that someone can choose to punish you. So you have to modify your anti air. The reason why this is SO FRUSTRATING for me is because its a scrub teacher. Ive played people new to fgs that know how to breakaway punish but not how to block on wakeup, or play a grounded game. What is NRS teaching players?
3. Lack of good AA/ Jump ins carrying the game and players to neutralless wins.
This. Is one of the biggest problems in the game. This game imo has taught new players that jumping is okay to start offense at all times. Some players want jump ins to come back as a mixup along with hard to anti air jump kicks. The reason why this is, is simply because they dont want to to play neutral lol. Neutral requires you to respect your opponent will anti air, and jumping all the time is something that has just been convinced as acceptable in MK11. (This does not mean I want mix ups like jump in dive kick, jump in teleport, jump in projectile or jump in float to go away. Those have been around forever and they should be here to stay as they are heavy punishable on a read. The jump ins themselves should not be a mixup as that adds almost 3-4 total options along with the jump in specials. Although I think diagonal projectiles should be looked into and possibly made less safe. jump in specials should either be unsafe or safe via a bar of burned meter as they are very strong and defy neutral)
4. D2 KB
I simply hate d2 kbed because i think that d2 kbs make throws no only not worth it but highly risky. That along with all the osing, D2 kbs become the most powerful kbs in the game, NOT to MENTION ITS UNIVERSAL. But every time i get d2 kbed i just dont feel like it was a read. People already mash when they are slightly minus in this game, and fishing for d2 kbs reward them for it. I just feel like a lot of players would be getting hit by highs and throws more once the next installment removes D2 kbs.
5. The amped punish guessing game
This is something that isnt talked about much actually. And I dont know why. It was mentioned when Scorpion had the mid teleport. But I kinda get tired of neutral defying moves like Jades nitrokick or Kitanas low fan ex hitting me because i read the regular one. Or I miss my punish because they do the regular one when i expected the amp. Its just a little thing I'm not a big fan of because it adds to that "slippery" mindset in this game that we see in the wakeup system where you have so many options as the peson just doing shit, that you dont have to commit and you can kinda slip your way out.
Honorable mentions: Oki, lack of "fair" defensive armor in a offense filled game, Jacqui Briggs existing, Cetrion existing, flawless block on hit, neutral defying moves that are safe/have a guessing game, regenerating meter carrying players that dont meter manage, easy kbs a five year old could do.
Oki/the wakeup system is another BIG one but I'm at 5 and i just back away at this point so ill talk about it some other time. Same with meter
I want to end this with: players, if you like the game, like the game. These are all my opinions and I'm not the best player in the world but these did lead to me moving on.
1. Fatal Blow.
The amount of games ive lost because I finally pick up momentum, and the player is playing Jacqui or I respect their wakeup too much causes me to die to Fatal Blow after once slight mistake that grants them a hit confirm. In previous MK games, when you got hit for death, you were given an out in breaker. In this game, many times youll have the health lead, get them to FB territory, and theyll kill you for getting the lifelead. It encourages you to go for the kill, and really makes you hate yourself when you get them to chip territory. Theres been times where i purposefully get people off fatal round 1, and possibly lose round 1, JUST BECAUSE I dont want to be cheesed out by a Fatal Blow by the end of the game. Im looking at you Erron and Kabal. THATs how much i hate this free mechanic.
2 Breakaway Punishes.
I tried as hard as I could to get around breakaway, Ive ultimately determined its just a horrible mechanic overall. The top tier characters dont have to worry about breakaway at all. Jacqui, Cetrion and Geras have crazy unbreakable damage. But then you have MILEENA, who gets NO damage at all from breakaway. Some people will tell you that you get oki. But who cares? they can choose their break points. Oki has been established by many characters that you can break at the right point and make the person who comboed you minus, and that's the dumbest thing ever. This is rarely talked about too, but whats up with breakaway punishes always punishing anti airs? If you AA with some characters, theres a specific break point that someone can choose to punish you. So you have to modify your anti air. The reason why this is SO FRUSTRATING for me is because its a scrub teacher. Ive played people new to fgs that know how to breakaway punish but not how to block on wakeup, or play a grounded game. What is NRS teaching players?
3. Lack of good AA/ Jump ins carrying the game and players to neutralless wins.
This. Is one of the biggest problems in the game. This game imo has taught new players that jumping is okay to start offense at all times. Some players want jump ins to come back as a mixup along with hard to anti air jump kicks. The reason why this is, is simply because they dont want to to play neutral lol. Neutral requires you to respect your opponent will anti air, and jumping all the time is something that has just been convinced as acceptable in MK11. (This does not mean I want mix ups like jump in dive kick, jump in teleport, jump in projectile or jump in float to go away. Those have been around forever and they should be here to stay as they are heavy punishable on a read. The jump ins themselves should not be a mixup as that adds almost 3-4 total options along with the jump in specials. Although I think diagonal projectiles should be looked into and possibly made less safe. jump in specials should either be unsafe or safe via a bar of burned meter as they are very strong and defy neutral)
4. D2 KB
I simply hate d2 kbed because i think that d2 kbs make throws no only not worth it but highly risky. That along with all the osing, D2 kbs become the most powerful kbs in the game, NOT to MENTION ITS UNIVERSAL. But every time i get d2 kbed i just dont feel like it was a read. People already mash when they are slightly minus in this game, and fishing for d2 kbs reward them for it. I just feel like a lot of players would be getting hit by highs and throws more once the next installment removes D2 kbs.
5. The amped punish guessing game
This is something that isnt talked about much actually. And I dont know why. It was mentioned when Scorpion had the mid teleport. But I kinda get tired of neutral defying moves like Jades nitrokick or Kitanas low fan ex hitting me because i read the regular one. Or I miss my punish because they do the regular one when i expected the amp. Its just a little thing I'm not a big fan of because it adds to that "slippery" mindset in this game that we see in the wakeup system where you have so many options as the peson just doing shit, that you dont have to commit and you can kinda slip your way out.
Honorable mentions: Oki, lack of "fair" defensive armor in a offense filled game, Jacqui Briggs existing, Cetrion existing, flawless block on hit, neutral defying moves that are safe/have a guessing game, regenerating meter carrying players that dont meter manage, easy kbs a five year old could do.
Oki/the wakeup system is another BIG one but I'm at 5 and i just back away at this point so ill talk about it some other time. Same with meter
I want to end this with: players, if you like the game, like the game. These are all my opinions and I'm not the best player in the world but these did lead to me moving on.
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