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What defines MKX's gameplay most to you?

What defines MKX's gameplay the most to you?

  • 50/50s

    Votes: 65 47.8%
  • Advancing Strings

    Votes: 26 19.1%
  • Block Stun

    Votes: 45 33.1%

  • Total voters
    136
None of the above...

The single most defining aspect of MK is the Fatalities... /thread

Still I know what your getting at... but again.. I think it is not in the list. I would say the focus on attack pressure. The lack of true block, when chip damage is so huge and forces players to be hyper aggressive is what makes MK what it is. This is the one gameplay feature that makes it play differently to every other fighter in existence. It forces hyper aggression.
 

Slips

Feared by dragons. Desired by virgins.
This feels like another thread that's disguised as a 'what I hate about MKX' thread.

The gameplay is fine overall and well balanced for this most part. 50/50's, advancing strings and weird block stun aren't new gameplay concepts that NRS decided to feature for their new game.

Run and delayed wakeup are the newest gameplay features. Run is easily what separates this game from MK9 and Injustice and most 2D games in general.
 

BlackViper415

TYM's Head Herpetologist
I'd say the variation system defines MKX gameplay as a whole. Even to casual players who don't know what a 50/50 or blockstun is, the variation system is incredibly important to understand. Not to mention the main thing that sets MKX apart from every other MK and arguably almost every other fighting game.
 

Saltea Moonspell

"Mind Over Matter" I dont mind, and X dont matter
Run mechanism, corner carry combos, insane corner game, way to much 50/50, lack of good AA (MK9 like).

If You Are semi smart or retarded and have shit ass execution skills with a bit of lack You can win the "flip coin game".

Love MKX <3
 
This feels like another thread that's disguised as a 'what I hate about MKX' thread.
Why are 50/50s bad? You need them to open up an opponent. Or else the game would be a defensive turtle fest. You taught me that.

Why are advancing strings bad? I thought Kitana's f2,1 string was a cool string and really helped to define her as a character in MK9.

Why is Block Stun bad? It could be argued that this rewards the player with better Matchup knowledge. Or if your character has a good reversal special move it could add a very nice benefit to your character.

Or blockstun could be a reward on some low tier characters like Jason who has excellent block stun on his b1,2,2 string which I love.
 

Slips

Feared by dragons. Desired by virgins.
Why are 50/50s bad? You need them to open up an opponent. Or else the game would be a defensive turtle fest. You taught me that.

Why are advancing strings bad? I thought Kitana's f2,1 string was a cool string and really helped to define her as a character in MK9.

Why is Block Stun bad? It could be argued that this rewards the player with better Matchup knowledge. Or if your character has a good reversal special move it could add a very nice benefit to your character.

Or blockstun could be a reward on some low tier characters like Jason who has excellent block stun on his b1,2,2 string which I love.

None of these things are bad, I just don't know why these 3 options are the only ones to choose from when there are much more prevalent features in the gameplay of MKX, like run and delayed wakeup, that make this game more distinct than other fighting games.

Because the best new and cool features of MKX were left out in the poll, it gives this thread a negative vibe in my opinion.
 
None of these things are bad, I just don't know why these 3 options are the only ones to choose from when there are much more prevalent features in the gameplay of MKX, like run and delayed wakeup, that make this game more distinct than other fighting games.

Because the best new and cool features of MKX were left out in the poll, it gives this thread a negative vibe in my opinion.
I agree completely. I should have not had a vote thing and just had people write whatever they thought. Oopsie on my part.
 

buyacushun

Normalize grab immunity.
None of these things are bad, I just don't know why these 3 options are the only ones to choose from when there are much more prevalent features in the gameplay of MKX, like run and delayed wakeup, that make this game more distinct than other fighting games.

Because the best new and cool features of MKX were left out in the poll, it gives this thread a negative vibe in my opinion.
I saw this thread more of a "what is the defining characteristic of the meta in MKx."

I would have to say advancing strings. It's what I think makes the dominant S-tiers. They all have easy effective safe ways to start their BS from a dash away. So then they command the Match.