d1, run, throws, blockstun, and backdashes.
(these are my early assumptions through playing from my trainer partner of 7 years)
- i get hit by a d1, then i get thrown (1/3 throws. not 2/4 for whatever reason), because i am holding block so that i don't eat 1/11.
- after getting thrown, run up and throw me again. nothing i can do since throws have priority over pokes + no time to get up and attack first
- get hit by a d1, let go of block, then duck to avoid the throw, get hit by 1/11 strings since i am still stunned by d1/etc.
- after i get thrown/knocked down, run up and 1/11 me out of fear of getting thrown again. try to poke, but haven't recovered yet from getup animation (same for delayed wakeup).
- doing strings to me that i block, that you can d1/low profile everytime, before i can counterjab. there is no counterjabs in this game. you have to punish with b3 or f2, or (any move that hits low to the ground). and with the wonky blockstun, a back + move, or a forward + move hardly ever comes out on the first frame. a counterjab will always come out on the first frame. this can be made more consistent with less blockstun.
- and of course, my personal gripe with the blockstun since MKDC. balanced risk/reward. i shouldn't risk eating 40%, for only the reward of a 2% d1.
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even though i win 90% of my matches vs him, its getting really ridiculous having to deal with all this. i have no problem breaking 2/4 throws, but escaping 1/3 throws never work for me. i get hit with a d1, i have to press block so that i don't get hit with 11, which basically leads to me being thrown everytime since i can't escape a throw while "holding" block.
those are the problems im experiencing.
some suggestions to help (in my opinion):
- make both throw escapes the same button. 2/4 works the best in my honest opinion.
- quick recovery: tap db as you land. it worked well in MKD. no reason why it shouldn't return. gives you the option to "wakeup" with any normal you want, and fast. again: tap db as you land. only problem in MKD, was when you tapped db it disabled your block since a duck in that game was db. that was the one problem with qr in MKD, of course QR should not disable your block.
- down pokes having priority over throws. this is a bug from some the 3D MK games that helped crippled them. theres no reason why this should still be around in MKX. it was only if my character used a weapon when i down poked would a throw not have priority over them.
- a 3-5 frame leeway to let go of block and still escape a throw.
- less blockstun for a more balanced risk/reward system. again, i shouldn't risk eating 40%, for only the reward of a d1. this has discussed since mk9 balance testing, and i would like to see it improved finally. as i explained to Ed Boon with Hapkido; a stance can still be safe, and have little blockstun. it debilitates movement, and forces you to punish where you stand, instead of being able to move in (punish/50/50/force pressure) or move back to create space or punish from max range to stay safe.
- improved backdashes. they should be at least on par with the 3D MKs. add the ability to ghostblock during backdashes. you won't see your character block unless they are about to be hit. adding this, for 1) has to be done reaction while backdashing, very difficult/skillful. and 2) allows you to create the perfect space between you and your opponent, so that after you block, when you attack your move hits at max range to make your moves safe. this was also brought up during MKX beta testing by me. theres too much forward movement, and not enough back movement, unless its to whiff punish.
adding ghostblock to backdashes also allows you to make negative moves more safe due to the added frames it takes to reach you at max range. (really, this was only around when backdash canceling was a thing).
- one last pet peeve, the stamina meter. get rid of it or make it wider. however, its a great visual cue for cooldown replenish (ie: god of war ascension multiplayer) for scorpions teleport cancel, and any other special move that uses "stamina", but way too many times am i finding myself below 50% stamina, with no way to continue a combo after launch. i would also love to see dashblocking from MK9 return. also, quick recover could be governed by the stamina meter. but as far as run goes, it should be infinite, but your character stops running after a certain amount of time,
run cancel "pressure" wouldn't be affected by this because if the blockstun was fixed, then the risk/reward system for "run cancel pressure" would be balanced, making it extremely risky to mindlessly pressure. Replacing mindless pressure, with spacing, footsies with max range normals for safety would be more ideal for the perfectly balanced game.
- i would also like to see plinking the block button while running. i see way too many times people running in and getting punished. right now in order to get the plinking effect, you have to tap down lightly first. i would just like to see it be done without having to tap down first. i wouldn't even mind seeing ghostblocking added during runs (perhaps only if block took priority over attacks).
so anyway, thats just how i feel at the moment. i don't get to play much, but if anyone wants to, my PSN is CHECK- i would appreciate the help/love/support.
take care, everyone.