What's new

What are your serious opinions about Mortal Kombat X?

A F0xy Grampa

Problem X Promotions
Last I checked whiffing moves with low recovery(like Sonya's divekick) is an essential part of footsies in most games, as you are baiting out a reaction.
I'd say the opposite in NRS games. It's more essential to make sure that everything you throw out is either blocked or hit, and preferably from max range.
 
I think people are playing footsies at the wrong range. This ofcourse can differ per matchup. But in general you need to br at the range where you can properly punish or defend yourself against the things the opponent throws at you. People need to understand that your opponent doesnt need to play footsies with you if you cant properly punish or stop their offense. People want to play footsies at the max range of their normals and imo that is wrong. you need to play footsies at the range where you can deal with a run in into the opponents main strings/safer specials etc.
 

AK L0rdoftheFLY

I hatelove this game
So I have been trying to think of specific examples that turn me off about MKX...maybe i'll adapt...maybe i won't. Time will tell. Just let me share my thoughts.

My style of play is more of a stay back, let you do your offense and let you hang yourself. I like to punish movement with safe advancing specials like Nightwolf shoulder and Nightwing flying grayson due to reckless movement. The more I stay back and let you hang yourself in MKX the more I tend to be guessing high or low which is not really in the defensive players favor.

I'm used to moves like shoulder and grayson being a superior tool in the neutral but weak up close. I can't do those things in MKX and in fact moves like that don't exist in MKX. String staggers are across the board weaker as well as most are negative...neutral frames are very scarce as well.

Also, much of MK9 meta was based on guessing when to poke with the occasional 50/50 monster in the cast. This feels very different to MKX where much of the current meta is guessing high or low...I prefer guessing when to poke.

I also feel like too many characters have launching armor moves and too many characters have these long ranged normals.
 

Onilordasmodeus

My GT: UncappedWheel82
This 'footsie' talk is funny. I think what people don't realize is that this non-footsie talk that was in Injustice is also in MKX but for the opposite reasons.

In Injustice, people couldn't figure out how to get in to play footsies because the walk speed was so bad. In MKX, people can't figure out how to keep opponent's out to play footsies because the run is so good.

I think whats happening in MKX is that the pace of the game is so fast that people aren't even realizing what's going on. The mobility is so good that people are just jumping around, throwing out strings and specials and just trying to land a hit into a combo to get control. So for a lot of people it's feeling random.

Footsies is played 3/4's of the screen away, and the people who can figure out how to stop the random run-ins, the random run jumps and the random run string will end up being the best players. Characters with good neutral jump attacks are doing this well. We'll see what happens in the future.

We're still figuring this game out people. Give it time. The mind games are there. Just keep playing.
This. So much this.

People don't know how to effectively use the back-dash yet because of how easy it is to blow them up with "auto-pilot" strings in this early part of the game. People just need to find the proper time to use them.

People are seeming uncomfortable putting normal attacks out there in anticipation of the run because...well, the aren't anticipating the run. (I say this despite watching the GBS finals last night, and Touryuken last week, where PPJ and others were doing just this.)

AA's in the game aren't being seen so much because people haven't gotten used to the run mechanic in this game. The fact that a simple run up throw/attack is so fast, it makes run up attack or jump in a seemingly proper mix-up.

The game is still shaking out. Patches are still in coming as well. I think MKX will shape up quite nicely in the months to come.
 

Reauxbot

You think you bad? You aint bad.
Maybe i have the streetfighter mindset.
This game is so based on 50\50s i almost feel like playing UMvC3 again.
Why i said streetfighter mindset is because, yea there were overheads and lows. ThIng was, you couldn't fully combo off them at all for select characters and also you could fucking see it coming. Not sit there and choose way ahead of time to block low or high..
Then there's the 50 50 grab i cant stand lol. Ive never teched a throw purposely. Maybe one or two, dont wanna exaggerate.
Sonya Blade online withe Erron Black is just nuts. I would say Cassie? But at least shes unsafe. Scorpions overhead is reactable. And his jumping oh is at least knockdown.
 

Matix218

Get over here!
I can't believe so many people are saying MK9 was this incredible chess-like footsies battle of the ages. I loved MK9 but you people are smoking something. Sonya, Kabal, Kenshi, Cyrax, Freddy, Lao, these are all top characters who made playing footsies a death sentence and had numerous mix-ups like many MKX characters do now. The wake-up game in MK9 was dumb too which was basically LOL INVINCIBLE EVERYTHING ON WAKE UP NO METER. No trades? Input bug? Meter drain glitch? The Grand Canyon-sized difference between the viable tier and hopeless tier?

You guys need to stop holding MK9 under this godray of metagame perfection because it's just.. wrong. MKX is way better than MK9.
I think the main reason why myself and some others really felt like mk9 at a high level felt like such a "chess" match is literally due to the strong anti airs mk9 had. It forced both players to fear jumping in which meant that you had to fight it out on the ground with proper spacing as your main tool to start your offense. I am not defending the broken things like cyrax and smoke or the overpowering force that was kabal and even sonya but I do think that the reason for this argument even existing is due to high level players having to respect anti airs and anti crossovers so much in mk9. In mk9 my gameplan was often try to force my opponent into a situation where he felt like he needed to jump at me by controlling the ground space in front of me. Once I finally got them to jump it was game over. I think the higher priority of jumping attacks in mkx vs the relatively less powerful/reliable anti airs mean that even when you do force your opponent to approach from the air instead of the ground it ends up not being in your favor. I think many mk9 players are not used to this and find it hard to deal with. That being said I do love mkx and have high hopes for it as a competitive game
 

Zoidberg747

My blades will find your heart
I'd say the opposite in NRS games. It's more essential to make sure that everything you throw out is either blocked or hit, and preferably from max range.
For some characters sure, but the point still remains that Sonyas whiffed dive kick is one of her best footsie tools.
 

EnergyKD

AKA KHAOTIC Zeus
So my honest assesment so far:

Style - Great
Graphics - Also great
Speed/fluidity - Very good -- although it seems chunky sometimes due to the tons of blockstun

Footsies - Mostly nowhere to be found in a lot of matchups

The game prioritizes shoving lots of mixups down people's throats -- even moreso than in Injustice. The run button allows you to turn what would normally not be oki-able hard knockdowns into guessing games from as much as 75% screen away in some cases. This is aided by the prevalence of fast, longer-ranged overhead starters (Kung's f2, D'Vorah's f2, Sub's B2, Quan's b2) that are very strong.

In addition, much of the cast has canned footsie strings that allow you to travel about half screen in 2-3 hits. Even if the first hit whiffed, the others might reach. The game is absolutely dominated by them, and combined with the run button they're the reason we're seeing less footsie/spacing based gameplay than Injustice or MK9.

Another side result of these strings, along with the combo system, is that there's a LOT of corner carry in this game. There are several top characters who will automatically corner you nearly every time they open you up. Any Raiden combo ending in superman, most of Lao's BnB's, Jax's combos, and a good deal of Kung Jin's stuff, Sub Zero etc. This means that you end up spending a lot more time in the corner, blocking your way out of mixups.

There's a lot less spacing and a lot more staying in people's faces due to the combination of those three factors (run button, long-distance strings, and corner carry). But this makes it a personal taste. Anyone who's a fan of nonstop rushdown, continuous mixups, and being in people's faces all the time will love this game.

I like the fact that unlike MK9, a lot of moves are negative, which means it's a lot harder to just throw move after move out on block. Having far fewer 0 on block or plus frame moves forces people to really consider which buttons they hit and removes a lot of braindead pressure. However for this to matter most, you want all characters to play by those rules. As balance patches are released, the fixes will no doubt help this part of the gameplay shine.
I speak for all Kung Lao players when i ask:

Da Fuq r Footsies? :DOGE
 

Linkuei82

Live by the sword, Die by the sword
I honestly love this game. I just can't stop wanting to learn it and explore as much about this game and characters as I can. I just think some people were expecting this to be MK9 2.0 which we should have known it not. I love the run, the my turn, and I don't mind the 50/50's. I think some of the 50/50 needs to be tone down a bit to react to at least and not be safe. Also, maybe a few buffs in certain variations so it can be viable. I'm not talking about the Christmas buff wish list in the other thread that's going to make characters OP, just something to keep it fair and not make the variation useless.

I understand some might be upset with this game because it's not like MK9, I think it's a mix between being evolved from MK9 with a bit of injustice in the mix. But it is it's own game. I hope to see more not just give up on the game. Or at least, wait until the next big patch, I'm sure there are going to be changes made that you will like.
 

STB Sgt Reed

Online Warrior
I love this game. The UI is clean and the game feels good. Combos feel natural and brutalities make me happy. This game is the reason why I started playing fighting games for real and not just for the story mode and for the arcade mode with my fav characters. I don't care about vortexes and 50/50s, but I wish there weren't as many overhead/low combos. But eventually I'll get good and I won't have to worry much about them!

All I want for my birthday is reliable 40% combo for reptile(without nimble).
It's not 40% , but I do this (in noxious or any variation for that matter)... jip F412 elbow dash F41 ex claw F12 1+3. Does 33%. More with poison gas on. :)
 

STB Sgt Reed

Online Warrior
Alright so... I'd give the game like a 7.5/10 personally.

I like it, but it just doesn't hold my attention like MK9.

My complaints:

1. The dominance of rushdown and lack of wakeups.

I don't care for the face paced in your face-ness of this game... I like to have some space and out think my opponents rather than having to constantly try to out guess them. Add safeness and no invincibility on wakeups and you guess wrong, lose half your life, and you're right back in the same situation b/c you can't wakeup.

Unless your opponent has meter, there is NO REASON to have to stop and think... will he wakeup, will he delay, will he stay down, etc after a knockdown... just run up and mash buttons and they can't do anything about it b/c your advancing string hits their backdash or they have no invincibility or armor. It's feels too easy to just keep someone down and have rounds end in like 15 seconds.

To me, there's way too much reward for rushing down. Needs more balance.

3. The lack of zoning and thus anti zoning

Kinda goes along with the first one, but there's just no laming out your opponent in this game. I miss that.

4. Lack of classic stages.

Some of the new ones like the white lotus stage are amazing... but a lot feel lackluster to me

5. The character selection.

I STILL don't have a main in this game b/c I constantly scroll through the select screen and am like... damn, I don't really feel like playing any of these characters. Closest I have to a main right now is Reptile or Cassie. But this could also be on the gameplay and not the character selection b/c I do love some of the new characters like Cassie and Kotal design wise.


Idk, like I'm already taking breaks from this game (to play random shit like neverwinter lmao) and we're a month and a few days into it. MK9 I played for like a year without playing other games.

OH and the online is ass on Xbox this time around. Fucking fail.
 

ShaolinGunFu

Warrior
This 'footsie' talk is funny. I think what people don't realize is that this non-footsie talk that was in Injustice is also in MKX but for the opposite reasons.

In Injustice, people couldn't figure out how to get in to play footsies because the walk speed was so bad. In MKX, people can't figure out how to keep opponent's out to play footsies because the run is so good.

I think whats happening in MKX is that the pace of the game is so fast that people aren't even realizing what's going on. The mobility is so good that people are just jumping around, throwing out strings and specials and just trying to land a hit into a combo to get control. So for a lot of people it's feeling random.

Footsies is played 3/4's of the screen away, and the people who can figure out how to stop the random run-ins, the random run jumps and the random run string will end up being the best players. Characters with good neutral jump attacks are doing this well. We'll see what happens in the future.

We're still figuring this game out people. Give it time. The mind games are there. Just keep playing.
someone else quoted this already but it deserves another. You need to just make entire threads that mods lock immediately because theres nothing else to say
 

RM_NINfan101

Nine Inch Nails fan from Metro Detroit, Michigan
Current thoughts:

A month in, the gameplay in MKX is what keeps me coming back to it. There are some things that I dislike about it currently but those are things that IMO will get ultimately patched out.

I do wish AAs were a bit more viable. It sucks to make an accurate read on a jik and your d2 gets hit by it. I may just have to accept the best AA may be one that's never used, or use more njks or njps. Regardless, I don't like jumping to stop a jump in, but perhaps that's the way to go. I also don't like free jump ins.

Netcode sucks but that at this point is a NRS staple.

The rushdown/little zoning thing never bothered me. This game is fast paced, you have to expect and make reads. Your reads reward you as does your execution. Fuck up? The opponent reaps the rewards. The OSes in this game were not intentional and I imagine they will be gone. Plus, there is zoning in the game, it's just done differently and mostly it's really only not used in certain matchups like Scorpion.
 

Euph0nic

Purple Glowy Stuff
Alright so... I'd give the game like a 7.5/10 personally.

I like it, but it just doesn't hold my attention like MK9.



OH and the online is ass on Xbox this time around. Fucking fail.
I miss our matchups bro. At least you aren't on PC, it feels like 3rd party shit from the appstore, and patches behind. if i dint know any better id say they're selling PS4's on the slick.