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What do you think MK12 should play like?

DeftMonk

Noob
Yup. In MKX he was fun to play. Your main midscreen punish was f12b2 into b14 fbrc into 214 electric fly for 28% meterless. His b2 was the same as it is in MK11 except it recovered way faster so you could combo from it. Midscreen you could something like b2~run b14 electric fly. In the corner, you could loop it. b2, b2, 214 ex shocker, b14 fireball for like 42% and leaving you around +15 lol
+15? Run cancels? Must be nice.
 

John Grizzly

The axe that clears the forest
Premium Supporter
MK11 wasn't boring because it was neutral based, it was boring because characters lacked complexity, lack of combo creativity, the wakeup system which made meaties basically non-existent, and the FB minigame.
Exactly. NRS' idea of a "neutral based/grounded" game ended up being everything you mentioned, which is absolutely what made the game boring. Agreed 100%.
 

Zer0_h0ur

XBL tag: South of Zero
Exactly. NRS' idea of a "neutral based/grounded" game ended up being everything you mentioned, which is absolutely what made the game boring. Agreed 100%.

That is sadly true. I just don't get it. The neutral in this game CAN be really good IMO. But give every character more moves, more dirt, and keep it fighting game honest on knockdown, and (if it's not broke why fix it) just have a normal fighting game combo breaker, like how hard is that...
 

MuMuGuy

Noob
Preferably it’d be a 3d fighting game. It just needs to be better balanced than Deception and not broken like that game is.
 

Marlow

Premium
Premium Supporter
I don’t see why it would be more fun or novel for example to have a string like let’s just say f211+3…. You’re saying that it would launch itself. Ok, so to finish the string on block would be punishable, and if you see it’s blocked you would stop at f21. How’s that really more fresh than if the rather than the string launching itself and hitconfirming into the 1+3, you would cancel into db1 or whatever?
I was thinking more along the lines that different string starters would lead to different follow ups. For example, a F211+3 might launch high in the air for a big combo, but be death on block. Alternatively a string like B23 might only pop up a little bit for a smaller combo, but be relatively safer.

I was mostly just trying to come up with a way to avoid how almost every combo for every character is Starter into the exact same special move each time.
 

Cobainevermind87

Mid-match beer sipper
+15? Run cancels? Must be nice.
Yeah the b14 acted like Noob's b11+3 in MK11. Restands and is special-cancelable. The hit advantage on his fireball was enough to where the opponent had to hold his b2 overhead starter, or his b33 low starter. Being in the corner against Raiden was a death sentence. Guess wrong and you're eating 40% into another restand where you have to guess again.

Also, the corner carry on that 28% BnB I posted earlier was absolutely insane. Unless Raiden had his back against the wall when he started the combo, the opponent was cornered no sweat. One touch into potential GGs.
 

Cashual

PSN: Cansuela
I was thinking more along the lines that different string starters would lead to different follow ups. For example, a F211+3 might launch high in the air for a big combo, but be death on block. Alternatively a string like B23 might only pop up a little bit for a smaller combo, but be relatively safer.

I was mostly just trying to come up with a way to avoid how almost every combo for every character is Starter into the exact same special move each time.
Ok I see what you’re saying, a bit more risk reward aspect. Although, probably one would turn into the punisher and one the “just throw it out there” one.

I wouldn’t mind more specials that launch personally that have different combo routes and advantages/disadvantages. Like, one is optimal damage but worse oki, one the opposite. Or whatever.

I think we agree in general though.
 

Juggs

Lose without excuses
Lead Moderator
It’d be dope if it played like if Mortal Kombat Trilogy, Street Fighter 4, 3rd Strike, and MK9 had a baby called “MK12”.

  • You’d have a run button
  • You’d have run jabs
  • You’d have kara jabs
  • The movement would be ultra responsive
  • Walk speeds in general would be fast (vs slow), but would vary depending on the character
  • The teleports would be proximity teleport attacks like in UMK3/MKT
  • You’d be able to parry like in 3rd Strike
  • You’d be able to Focus Attack like in SF4
  • You’d be able to FADC like in SF4
  • The overheads would work more like SF4 where none of them really combo into anything. Which will dramatically decrease the number of OH/Low 50/50’s
  • Throws and throw techs would work like in SF4
  • The overall speed/framerate of the game would be similar to MKT
  • There would be chip damage on every move except for throws
  • Whiffed throws would have a decent amount of recovery frames
  • No armored wakeup attacks
  • Can’t do a wakeup attack after a hard knock down. But hard knockdowns will be difficult to come by and almost impossible to do in long combos
  • There would be a forward dash and backdash. And you will be able to dash block like in MK9
  • You get 4 bars of meter
  • Combo Breakers are in, but they just reset the neutral. And they cost 3 bars of meter
  • Long combos will be prevalent and also rewarded over shorter combos
  • There will be a very heavy emphasis on footsies and spacing
  • Projectiles will interact with one another, like in 3S and SF4
  • You’ll be able to cancel normals with run and/or block, like in MKT. You’ll also be able to cancel them with specials.
  • The combo system will be a mixture of MKT, SF4 and also DBFZ
  • This means no advancing normals into combos. Advancing normals will exist for footsies, closing distance, and also for kara stuff
  • There will be some dial combos but they only activate after hitting your opponent, like in MKT
  • Block strings will of course be a thing
This is all I could think of on the top of my head, lol.
 
  • Absolutely no lengthy gameplay-interrupting cinematic mechanics like Fatal blows or Wager systems (just the worst)
  • Only one meter that is built up like normal (no auto recharge)
  • Make Krushing Blows MK's new universal mechanic (think of it as a combo extender or trait)
    • Costs meter
    • no requirements to perform
    • Keep quick satisfying xray-ish visual flare.
    • only one Krushing Blow per character, but effect varies per character (e.g. launcher, stun, bounce, bleed, etc)
  • More user friendly/less convoluted defensive tool (push block?)
    • also uses meter.
  • If variations, must feel unique. no kustoms.
  • Less homogenized gameplay even if at the cost of balance. (poke, throw, yuck)
 
not like mk11 that's for sure. more special cancellable strings. more juggle opportunities. more combos not being restricted by meter usage. get rid of mk11 meter system. get rid of breakaway. I would like to say get rid of the variation system but I feel like they found a good balance with it in mkx but mkx was also a better game for combos so who knows. if they don't plan on improving the variation past whatever their weird vision is like more variations slots, removing pre-reqs, or making all abilities 1 slot then they can just throw it out altogether
 

Art Lean

Noob
Going to be honest here... I truly don't understand why so many people dislike how MK11 plays? I've been a fan since 1992; MK1, MK2 and MK4 for me felt the essence of what "Mortal Kombat" is in terms of gameplay (ok MK4 looked like a bag of infected nipples, but vastly preferred its gameplay over the MK3 Trilogy). It's what I fell in love with and it's what feels natural to me when I pick up a new game in the franchise. It's what I missed for over a decade when it went down the 3D rabbit hole and lost the magic and simplicity of what appealed to me about the franchise.

I freely admit I don't understand fighting game terminology, that's not what MK means to me; instead I'll be the guy at the pub having a drunk argument with you about how good episode 15 of Mortal Kombat Conquest was and whether it contradicted the lore in Mortal Kombat Defenders of the Realm.

MK11 feels like a truly natural, evolved and loving tribute to the gameplay styles of MKs 1 and 2 especially. I love its pace, I love how oldschool it feels, I love how your combos can be freeze + uppercut, or something far more poetically complex depending on your gameplay style. It rewards both simplistic classic 1992 gameplay and modern fighting game complexity simultaneously. It's a gorgeous marriage of retro and contemporary. And trust me, I suck, but I've done SURPRISINGLY well in Kombat League with my Cangaceiro-skinned Kano who literally has no special moves applied just to see if I could get by on classic 90s button mashing and simplistic move-sets. And the reality was... I can!

I have no complaints about how MK11 plays, it's been the first MK game for me since 1997 that truly connected with me like it did when I was an adolescent in the early 90s (though bearing in mind I didn't own MK9 until Christmas 2019 because I never owned that generation of consoles). After MK4, it felt like every MK game that came out was just trying to tackle the competition and be something it wasn't. My love for MK stems from lore-heavy amazing characters and hard-hitting stop-start gameplay mostly built around good old fashioned uppercuts. MK11 was that for me in spades and made me feel like a kid again. I love this game immensely and truly hope the next one genuinely builds off its foundation.
 
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smoke420

Noob
needs to take more from MK9. it was simple and fast. 2 key words. breaker was perfect, why they messed with it idk...

tag? where the hell was tag?

xrays were like 2 -3 hits, not some long drawn out cinematic movie.

Neutral Jump Punch !!!! i loved that about mk9, you could anti air mother fuckers, and you can combo off it. just kept the jumpers at bay...a smidge

same jump animation for every character stuck out to me too. they all did a flip. easier to anti air also bc you could time it better.

mk11 had this float jump in or whatever, especially raiden, & skarlet. but kitana was the worst animation. your fighting till the death, not in the olympics trying to be simone biles, all gracefull n shit.

i also liked when you could do the kombat codes before the match. some of those were so cool, my fav was when shao kahn encouraged throwing.
just hearing that voice say supurb, excellent, well done!

3 fatalies each character. 2 gets old real fast.
 
but kitana was the worst animation. .., all gracefull n shit.
Pfft, hers and Kung Lao's are the best simply for the fact they they look elegant and graceful. Adds some personality to their character, shows off how their background affects their fightstyle, and something different to the always plain somersault flips or trampoline jumps.

3 fatalies each character. 2 gets old real fast.
Should drop them completely in favour of brutalities only. I can't recall the last time i did a fatality on purpose.
 

just_2swift

King of Edenia.
I'm going to say this one more time leave variations out of it. I said it when mk11 thoughts entered people's minds and they called me all kind of shit. Now look what mk11 has become. Leave variations in mkx that was that game's draw and luster. Return to complete characters with an expansion on the injustice 2 customization. Bring back the soul of each character please.
 

BarakaTile

Nerf Everything. Gut Everything. No Fun Allowed.
No breakers or breakaway. If you get caught in a combo there's nothing you should be able to do to get out of it.
there's nothing further you can do with Variations, take that away too. Let a character have full movesets from the start.