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Question What makes MK9 stand out?

NSR

Also known as Futuretime23
Quote me here w the list

Looked at loooong ago

Short answer: any change not recommended by a pro player
Current version: 1.50 (Released on 06/27/2016)

Charater specific changes:
(WARNING: characters who don't have OLD and NEW sections are unchanged from the previous patch.
ONLY CHARACTERS WHO HAVE OLD AND NEW SECTIONS have been updated for this patch)

Kenshi
OLD
Armor removed for EX Telecharge and EX Teleflurry. REVERTED
Armor duration reduced for EX Rising Karma. REVERTED
Recovery frames increased for EX Telecharge and EX Rising Karma on block. (particularly for Rising Karma) CHANGED, READ BELOW
Startup speed slightly decreased for Telecharge (both versions). REVERTED
He now uses the normal version of his 2nd fatality on Kratos.
NEW
Non EX Telecharge is now a High, and can be ducked without the need to block while crouching.
EX Telecharge's recovery frames have been slightly reduced, it should now be neutral on block.

Noob Saibot
OLD
B1 is faster. CHANGED, READ BELOW
F3 is faster. REVERTED
B121's recovery frames on hit were reduced, thus allowing new combos to be made. REVERTED
B1214's recovery frames on hit were reduced. REVERTED
Recovery frames on EX Shadow Charge have been reduced.
Recovery frames on non EX and EX Shadow Slide have been reduced. CHANGED, READ BELOW
He now uses the normal version of his 2nd fatality on Kratos.
NEW
Ghostball (both versions) is slightly faster and recovers faster.
XRay has more armored frames.
D1 is slightly faster.
B1 is slightly slower now.
Recovery frames for both versions of Shadow Slide were slightly increased.

Kabal
EX Nomad Dash armor removed.
Non EX Gas Blast, on both ground and air, now does 3% damage on hit, and 1% on block.
2 has been slightly slowed down, to decrease the cancel advantage obtained by Nomad Dash Cancelling from this attack.
2's recovery frames on hit have been reduced to prevent the above change from hurting him too much.

Sub-Zero
F4 is faster, and recovery frames (on hit, whiff and block) on 1+2 have been reduced, thus allowing new combos to be made in the corner.
Standing 4 is slightly faster.
Slide's hitbox was adjusted: Occasionally, SZ would whiff from full screen (has happened to me a few times while testing Costume 1), now this should no longer occur.
Slide (both versions) speed has been slightly increased. Endframe data was adjusted to prevent a bug where Sub-Zero's slide didn't register.
As a result, Slide's recovery frames on whiff have also been slightly reduced.
Ice Puddle (both versions) is faster, it should now be a viable tool to use in a match.
New intro for Costume 2. It uses (previously) unused audio. This is to correct an inconsistency in the intro (Bi-Han originally SPOKE WITH HIS BROTHER'S VOICE. Apparently, NRS had recorded a separate intro for Bi-Han...but chose not to use it in the final game. The voice file still remains in the game, for some odd reason)
However, said intro cuts a few seconds short, if you are playing from P1's side. P2 Sub will play it fully.
S/F2's hitbox was increased, and it is now a true Mid attack, and no longer an Overhead.
Slide's bug where the hitbox remained active has been fixed.
Ice Ball (both versions) hits Mid now.

Cyrax
OLD
Regular bombs now do 4% damage, instead of 8%. CHANGED, READ BELOW
B2 now does 5% total if both hits connect (1st hit was reduced to 1%, while the bomb explosion/2nd hit was reduced to 4%) REVERTED
D4's recovery frames on whiff, hit and block have been increased. PARTIALLY REVERTED, READ BELOW
B1's recovery frames on hit have been increased. REVERTED
NEW
Non EX bombs now do 1% of damage.
D4's recovery frames on whiff and block have been reverted, while the recovery frames on hit have been decreased, but it still has more recovery
frames on hit than normal.

Kano
Slightly increased the duration of EX Ball's(Horizontal) armor.
F3 is faster.
F3,3 has been given a slight damage buff: originally,first hit did 2% dmg, second hit did 7%, for a total of 9% dmg. Now, first hit does 3%, 2nd hit 8%, for a total of 11% dmg.
Choke's hitbox has been further increased, and it is now a true Mid attack.
B112's speed has been increased, thus removing the gap between hits.
B112's recovery frames on whiff,hit and block were slightly increased to prevent the speed upgrade making it too powerful.
B12's recovery frames on hit have been reduced, thus allowing a safe jump on hit.
EX Knife Throw's recovery frames have been reduced.
XRay's hitbox has been increased to prevent low profiling from other characters.
F4 is faster.
B2 is a bit faster now.

Sonya
Dive Kick's recovery frames on block have been increased, and Sonya comes out of the move a little slower (seems to be slower for the EX version of the move).
EX Kartwheel's armor has been removed.
Military Stance's F1 is now - on block (-1 to -2 approx.), it's recovery frames on block were slightly increased.

Nightwolf
OLD
F3 now hits Low.
B1 is faster. REVERTED
F312's recovery frames on hit reduced, thus allowing new combos to be made. REVERTED
EX Shoulder Tackle armor duration increased, it should now last through the entire animation. REVERTED
Walkspeed (both forwards and backwards) has been slightly increased. REVERTED
EX Shoulder Tackle's recovery frames on block have been slightly increased. REVERTED
EX and non EX Arrow Shot startup is faster. (same speed increase for both) REVERTED
NEW
F2 is now an Overhead attack.
F2's hitbox was also increased so that it doesn't whiff on crouching opponents.
234's recovery frames on block have been slightly reduced (should be +5 approx)
D1's recovery frames on hit were reduced, it should be + on hit now.
EX Axe Swing's 2nd hit is an Overhead attack now, and it's recovery frames have been slightly reduced.

Freddy Krueger
OLD
Recovery frames on block increased on Hell Spike (EX and non EX versions) REVERTED
Damage of Freddy Fingers (EX and non EX) was reduced: non EX does 6%, while EX does 10%. Block damage has been left untouched. REVERTED
He now uses the normal version of his fatalities on Kratos. (normal costume only)
NEW
EX Ground Spikes' damage scaling increased (originally, it's damage multiplier was set at 0.80, it is now set at 0.60)
Ground Spikes (all versions, including EX) does 1% of damage on block.

Kung Lao
Armor duration cut by half on EX Teleport, as a result, this also removes the bug where Lao could get extra armor by delaying EX Teleport's 1 attack/throw.
He now uses the normal version of his 2nd fatality on Kratos.
Teleport 2's hitbox has been increased to prevent low profiling from other characters.

Jax
OLD
EX Ground Pound recovery frames on hit increased, this effectively removes Jax's resets in the corner and greatly nerfs his corner damage.
EX Ground Pound now does 14% damage. REVERTED
F41's hitbox has been increased to prevent whiffing on specific crouching opponents.
F413's last hit is slower. REVERTED
2F2B1's recovery frames on hit have been reduced, thus allowing new combos to be made.
2F2B1's last hit had it's speed very slightly increased to further help this.
NEW
F413's recovery frames on block have been increased (it should be -5 approx.)
F414's recovery frames on block were reduced, it should now be neutral on block.

Jade
EX Shadow Flash no longer takes additional damage.
122's last hit does 8% damage, thus increasing the overall combo damage to 13%.
B1F1's last hit does 10% damage now, thus increasing the overall combo damage to 18%.
23F2's last hit does 10% damage now, thus increasing the overall combo damage to 16%.
F212's last hit does 10% damage now, thus increasing the overall combo damage to 16%.
B32's last hit does 10% damage now, thus increasing the overall combo damage to 14%.
4F3's last does 12% damage now, thus increasing the overall combo damage to 16%.
U3's hitbox has been increased, and it is now a true Mid attack, and no longer an Overhead.
All boomerangs have significantly better recovery now.
The second hit of EX Up Boomerang now hits Overhead on the way down.

Stryker
B1 is faster.
Forward walkspeed has been slightly increased.
B32 is now special cancellable.
232 is now special cancellable.
He now uses the normal version of his 2nd fatality on Kratos.
B3 is slightly faster than before.
11 and 12's recovery frames on hit have been increased, but they are still lesser recovery frames compared to KE Stryker.
Low Grenade Toss and High Grenade Toss have significantly better recovery now, this applies to the EX Double Grenade Toss as well.

Quan Chi
D1 is faster.
21U3 now allows to perform a special move after connecting the last hit. You can now connect it with Trance, for example.
Non EX Ground Burst now hits Low.
EX Burst does 3% damage now.
You can now use Skeletal Boost during Trance.

Smoke
F4 is no longer special cancellable: this removes the EX Smoke Bomb reset.

Sheeva
OLD
The hitbox of 212F1's last hit was made bigger so that it hits all crouching characters.
Anti-Air Grab's damage has been increased by 4%, while it's EX version has been increased by 3%. REVERTED
XRay damage has been increased to 41%. REVERTED
EX Teleport Stomp's armor duration has been doubly increased: it should now last through the entire animation.
B1 is faster.
B2 is faster.
F2 is faster.
F3 is faster.
B2's recovery frames on block have been reduced. REVERTED
4's recovery frames on block have been reduced. REVERTED
12B1's damage has been increased: 2's hit from this string does 5% damage now, while the last hit, B1, does 9% damage, for a total of 16% damage. REVERTED
NEW
F4's recovery frames on block have been slightly reduced (It should still be - on block, though)
1B2F1's recovery frames on block have been reduced (approx +1)
B121+2's recovery frames on block have been reduced.

Shang Tsung
Startup speed of Fire Skull (both versions) is slightly quicker.
Recovery frames of both versions of Fire Skull have been slightly reduced.
F3 is slightly faster.
New intro for Costume 2: Previously, the game used the young voice for Old Tsung, this is despite NRS recording a separate voice file for Old Shang, and said voice file is still in the game, just unused, oddly enough.

Sindel
Levitate's backdash is a bit quicker and more closely matches the forwarddash speed.
U4 is faster and has an improved hitbox.
Hair Whip (both versions) now hits Mid.

Cyber Sub-Zero
EX Dive Kick's final hit's speed has been increased: this makes the move have far more advantage on hit, as well as have lesser recovery frames.
Slide's speed (both versions) has been increased.
He now uses the normal version of his 2nd fatality on Kratos.
D4's recovery frames on hit have been reduced (It is now + on hit)
Dive Kick (both versions) now has lesser recovery frames on whiff.
Ice Ball (both versions) hits Mid now.

Baraka
OLD
Second hit of 221+2's hitbox has been increased so it doesn't whiff on crouching opponents.
EX and non EX Blade Slide's hitboxes have been increased so that they don't whiff on crouching opponents.
F44's recovery on hit has been slightly reduced so it's easier for Baraka to combo from this. REVERTED
F44 is now special cancellable. REVERTED
NEW
122's last hit is an Overhead.
B31F1's recovery frames on block have been reduced (it should be now +1 approx.)
U4 now does 12% damage on hit.

Kitana
OLD
EX and non EX Pretty Kicks now hit Overhead. REVERTED
EX Square Boost speed is slightly quicker. REVERTED
NEW
F21's recovery frames on block have been slightly increased.
Second hit of EX Pretty Kick's Hitbox has been increased, thus turning it into a true Mid attack.
EX Fans (On ground and on air) damage scaling has been increased.
Regular Ground fans damage scaling has been increased (however, it seems to only affect when opponent is on ground, so this needs further examining)

Mileena
Standing 2 is faster.
F2 is faster.
F3 is faster.
Her normal version of her 1st fatality is now used on Kratos.
Telekick input is now DD3. (Move list has been updated to show the new input)
D1's recovery frames on hit have been reduced.

Johnny Cage
OLD
21F2's recovery frames on hit have been reduced, thus allowing Cage to make combos from this string at midscreen much easier. REVERTED
F33's recovery frames on block have been increased. REVERTED
Non EX and EX Low and High Forceball's startup speed have been increased. (same speed increase for all) REVERTED
He now uses the normal version of his 2nd fatality on Kratos.
NEW
F3's recovery frames on block have been increased (approx. -4)
F33B3's recovery frames on block have been increased (approx. -4)
Non EX Nut Punch's recovery frames on hit have been increased, thus preventing it from granting a safe jump.
Low EX Forceball's recovery frames have been slightly increased.

Ermac
He now uses the normal version of his 2nd fatality on Kratos. (normal costume only)
D3's recovery frames on hit were slightly decreased.
U4's recovery frames on hit were slightly reduced, in order to allow it to connect with a special like the Telelift or Telepush. (This was done due to a lack of a special cancellable variable for this attack)

Reptile
OLD
D1 is slightly faster. REVERTED
Dash speed (forward, backwards, into duck, both from forward and backwards dashes) has been increased.
Recovery frames for Non EX Elbow Dash on block have been slightly increased.
NEW
Umm, nothing. Sorry!

Sektor
12's hitbox has been expanded to make whiffing after connecting with 1 happen less often.
D1's recovery frames on hit were reduced, it should be advantage on hit (+1 or +2 approx.)

Kratos
212's last hit is a bit faster, this is in order to make the gap smaller in the string.
B12 is faster.
F14's recovery frames on hit were reduced: This was done to prevent Kratos from being punished easily.
F2 is faster.
D1's recovery frames on block and on hit have been reduced.
D3 is faster.
D3's recovery frames on block, whiff and hit have been slightly reduced.

Skarlet
OLD
B24 can now be special cancelled. REVERTED
B24 is also faster, this is in order to remove the gap present in this string. REVERTED
F212,1+2's first four hits damage on block was reduced to exactly 1%. This reduces the overall chip damage to 6%, from 8%. REVERTED
F312's last two hits now hit Overhead. REVERTED
Armor duration of EX Crimson Dash heavily reduced. As a result, it can no longer be extended by an Up/Down Slash or a Slide. REVERTED
Maximum XRay damage increased to 32% (if all hits connect), minimum XRay damage increased to 31%. REVERTED
Teleport (on ground, Non EX only) speed slightly increased. REVERTED
Teleport (on ground, Non EX only)'s recovery frames on block and whiff slightly increased. REVERTED
She uses the normal version of her 1st fatality on Kratos now.
NEW
Teleport Drop (both versions) has a slightly bigger hitbox, thus allowing it to connect against an opponent more consistently.

Raiden
The hitbox of EX Vicinity Blast has been adjusted so it does not whiff on crouching opponents, and
EX Vicinity Blast is now a true Mid attack.

Rain
He uses the normal version of his 1st fatality on Kratos now.
D3's recovery frames on hit were reduced, while on block and whiff have only been slightly reduced.

Liu Kang
OLD
EX and non EX Parry have faster startup. REVERTED
To counteract this and to prevent the Parry from being too spammable, both versions' recovery frames on whiff have been increased. REVERTED
NEW
B312's recovery frames on block have been slightly increased (approx -3)
Dragon Stance + 2's recovery frames on block have been reduced. It should now be neutral on block.

Scorpion
F214's last hit is now special cancellable.
To further complement the change above, F214's last hit is faster.
Spear (both versions) recovery frames on block have been reduced.
D3 and D4's recovery frames on hit were slightly reduced. (particularly for D3)
D1's recovery frames on hit were reduced, it should now be + on hit.
2,1+2's recovery frames on block were reduced.
 

CRKFIEND

Apprentice
Not like running in this game is hard or anything but remember, you need that stance switch button :DOGE
Actually yes, it is. Running in MKX is confusing as fuck. When MKX dies, and we move onto the next game, all the high tier players will complain about it.

They should have never F'ed with the formula. That actually killed the game competitively for me, no joke. So many wasted frames...
 

CRKFIEND

Apprentice
In some basic aspects, sure. But other than that, it doesn't play like UMK3 at all. As someone said, MKX plays more like UMK3 than MK9
To each their own, I can't see it. I saw MK9 as a mix of my favorite parts of Street Fighter (Meter, Super, etc...) mixed with my favorite parts of UMK3.
 

Xerclipse

"I saw you staring"
Going in is a lot more free. There is more pressure with most of the cast and its much faster paced. Back dashing feels much nicer too since there is no stamina. However, some resets were pretty stupid in that game.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Dumb aspects? like what? Frame trapping is his whole game plan. That's how he was designed. You may find it annoying but that doesn't mean he is broken. What top tiers need nerfing btw besides kabal and kenshi (and nothing dramatic should happen to kenshi)?. The nerfs shouldn't be too crazy. Lao shouldn't be touched. Cyrax only needs his reset taken away. Kitana shouldn't be touched. Even after the nerfs, Cage should still be around where he is now on the tier list or maybe even worse because of the buffs the low tier characters will get. So no. Cage really shouldn't be touched.
Cage could use an 8f advancing mid that was 0 on block and had fast recovery and beat out lows to bully people once he was in range, building a lot of meter in the process on top of basically chipping you to your death. He could even finish the string, build a lot of meter, and still be 0 with just enough pushback to keep him in enough to go back to bullying you. It was really good, but what was the killer is if he landed a hit, he could confirm to nutpunch, which granted a safe jump + ex forceball blockstring back onto the same pressure. Basically think Kotal b1 but better. And on top of this, he could advance and get in much more easily than people would admit since his dash block was fast. And if you didn't have armor, this was even worse to deal with...and that can't be changed with the mod. It's all balance, and no, simply buffing low tiers wouldn't surely solve it. It's heavily dependent on what you change and how you change it.

The rest of the characters you listed, they received changes based on things that people wanted. Cyrax's reset can't be fixed due to limitations, so they had to work around it, as well as mildly tweaked his d4. Kitana's damage is high, and unlike MKX, her footsies were very strong and actually worked. So that was slightly reduced. F21 also was an advancing launcher that was only -1 on block. It's still safe, just not close to neutral, which could leave some characters with little to do after it was blocked. Lao mainly just got a workaround for a needed bug fix on his ex teleport, as well as a consistency fix for his Tele 2.

Pretty much all the changes were done by people who knew the entire cast.
 

cR WoundCowboy

WoundCowbae <3
It's odd that you'd try to call me out on my tier list after the preposterous one that you presented to everyone.

Very humorous. Solid B+ trolling.

And funny coincidence? It's not my fault that MKX is dominated by top tiers or counter picking. Where have you been since day one of MKX's competitive run? This is old news.
Where have i been? Bodying you and placing at every tournament I enter.
 
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Biggs

FOOOOOOOOOOOOOOOOOOOOL
Yea in 3 years of mk9 competively play we all saw these mystery Barajas in tournament run rampant

*obvious sarcasm*
You keep arguing a point without giving any reasons to back your claims up... You are basically saying a character sucks because no one uses them. Flawed logic at its finest.
 

Soul Bound X

Kombatant
Cage could use an 8f advancing mid that was 0 on block and had fast recovery and beat out lows to bully people once he was in range, building a lot of meter in the process on top of basically chipping you to your death. He could even finish the string, build a lot of meter, and still be 0 with just enough pushback to keep him in enough to go back to bullying you. It was really good, but what was the killer is if he landed a hit, he could confirm to nutpunch, which granted a safe jump + ex forceball blockstring back onto the same pressure. Basically think Kotal b1 but better. And on top of this, he could advance and get in much more easily than people would admit since his dash block was fast. And if you didn't have armor, this was even worse to deal with...and that can't be changed with the mod. It's all balance, and no, simply buffing low tiers wouldn't surely solve it. It's heavily dependent on what you change and how you change it.

The rest of the characters you listed, they received changes based on things that people wanted. Cyrax's reset can't be fixed due to limitations, so they had to work around it, as well as mildly tweaked his d4. Kitana's damage is high, and unlike MKX, her footsies were very strong and actually worked. So that was slightly reduced. F21 also was an advancing launcher that was only -1 on block. It's still safe, just not close to neutral, which could leave some characters with little to do after it was blocked. Lao mainly just got a workaround for a needed bug fix on his ex teleport, as well as a consistency fix for his Tele 2.

Pretty much all the changes were done by people who knew the entire cast.
Yes, you are explaining everything that makes cage cage. I fail to see what is so broken though. Listen, I don't expect people to go back to this game, but if they did go back cage would not be viable with the nerfs in that patch. I guarantee you he would not be a viable competitive character. No one would win anything with him. People would most likely just drop him and not play him. Cage NEEDS his pressure. Like I said, is it annoying to deal with, especially if you're a lower level player? Yes. Is it broken? No. And if it isn't broken, it shouldn't be fixed.
 

Soul Bound X

Kombatant
@Pig Of The Hut
some of you may say MK9 TE isn't being done with the right people. Hell, anyone could argue the mod is bad.
But I haven't seen a single instance of the TE mod being played in a tournament. Wouldn't it be better for us, as a community, gather up, and actually revive MK9? even if TE is a WIP, and some people disagree on certain things. It's something. We could use that feedback and improve the mod.
BTW @Soul Bound X
that sounds like a lot like you have a bias towards the unaltered version of Cage. and that was NOT the argument in mind when Jade and Cage were being rebalanced (and there's still work to do)
Yeah, I'm biased. He is the character I play. If you don't play cage then I get if you don't give a fuck if you fuck him up or not. But cage mains would care. I would like him unaltered because I don't see any reason to alter him. At least not the way you are doing it.
 

Amplified$hotz

I like Tekken 8
MK9 was plagued by bugs , glitches , horrible netcode , and a complete absence of balance. It's only memorable because it started the NRS scene. It not having 50/50s doesn't make it more honest/better than MK X. No matter how much anyone bitches about MK X it will always be a better game than mk 9 in every way.
To be fair if MKX got the same amount of support that MK9 did it would fall under all of those adjectives in your first sentence.
 

ChaosTheory

A fat woman came into the shoe store today...
MK9 was plagued by bugs , glitches , horrible netcode , and a complete absence of balance. It's only memorable because it started the NRS scene. It not having 50/50s doesn't make it more honest/better than MK X. No matter how much anyone bitches about MK X it will always be a better game than mk 9 in every way.
Again.... glitches/bugs vs intended gameplay decisions.

If you're going to compare something, compare something like movement. Do I prefer dash cancelling or the run/stamina mechanic? Pros? Cons? Etc.
 

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
You keep arguing a point without giving any reasons to back your claims up... You are basically saying a character sucks because no one uses them. Flawed logic at its finest.
Let's see here 16 bit, pl, pig, Reo, Dave, sonic, Maxter, cd, cd Jr, j360, chris G, slayer,
Forever King , King Jr., Detroit all say Baraka is shit and bottom tier

But

Biggs says opposite

Yea I'm going w option A because we know what the fuck we are talking about and you're too little too late for us to care
 

Error404

Kombatant
Again.... glitches/bugs vs intended gameplay decisions.

If you're going to compare something, compare something like movement. Do I prefer dash cancelling or the run/stamina mechanic? Pros? Cons? Etc.
I prefer the movement in MK X since it's a bigger mind game than mk9 . I prefer anti-airs taking skill rather than just being jabbed into 40% by people with "good fundamentals" a.k.a everybody with over 30 iq. I prefer having pokes that aren't full combo punishable. Is that enough or should I keep going?
 

HGTV Soapboxfan

"Always a Pleasure"
Well this thread is a nightmare. I will join in because it is fun.

For some reason I really enjoy fighting kabal. I mean I hated it too, because kabal is fucking bullshit, but for some reason I would rather fight kabal than like most of the characters in injustice or mkx. I am clearly a delusional idiot because despite kabal being the only character I had any decent offline experience against, I still got destroyed by him at most tournaments I went to (shout outs to REO and Curbo first round matches). I openly admit that I am clearly the victim of mk9 being my first competitive game and loving it just for that despite the fact that both injustice and mkx are much better games.

That being said, mk9 is just so fucking fun.
 

Wetdoba

All too easy...
I prefer the movement in MK X since it's a bigger mind game than mk9 . I prefer anti-airs taking skill rather than just being jabbed into 40% by people with "good fundamentals" a.k.a everybody with over 30 iq. I prefer having pokes that aren't full combo punishable. Is that enough or should I keep going?
And I prefer jumping taking skill rather than holding up forward into 40% by people with "good fundamentals" aka everybody with over 30 IQ

Get real dude
 

Soul Bound X

Kombatant
Well this thread is a nightmare. I will join in because it is fun.

For some reason I really enjoy fighting kabal. I mean I hated it too, because kabal is fucking bullshit, but for some reason I would rather fight kabal than like most of the characters in injustice or mkx. I am clearly a delusional idiot because despite kabal being the only character I had any decent offline experience against, I still got destroyed by him at most tournaments I went to (shout outs to REO and Curbo first round matches). I openly admit that I am clearly the victim of mk9 being my first competitive game and loving it just for that despite the fact that both injustice and mkx are much better games.

That being said, mk9 is just so fucking fun.
Yes but are they really "better" . Tekken has historically been really balanced and deep compared to most fighters but are those games "better" than nrs games? No. They're boring as shit.
 

TomlulsBrady

Kombatant
My point in this thread is that these MK9 ogs are wrong. They thrash mkx for being terrible while mk9 was deeply flawed and imbalanced.
Just a quick question, if you don't mind, when you say "MK9 ogs" are you using that term sarcastically to refer to ppl like Mikemetroid and xKhaoTik, or are you referring to the real MK9 ogs like PL, REO, Pig, and Tom who have recently criticized MKX's meta and balance during Pig's stream/podcast(more so Tom and PL on the balance point)?
 

xKhaoTik

The Ignore Button Is Free
Just a quick question, if you don't mind, when you say "MK9 ogs" are you using that term sarcastically to refer to ppl like Mikemetroid and xKhaoTik, or are you referring to the real MK9 ogs like PL, REO, Pig, and Tom who have recently criticized MKX's meta and balance during Pig's stream/podcast(more so Tom and PL on the balance point)?
O he not talking about me lol. I haven't thrashed mkx. I just said alien was dumb, which he is. I also stated that Kabal was broken af, but I don't think he was as braindead as alien is.
 

HGTV Soapboxfan

"Always a Pleasure"
Yes but are they really "better" . Tekken has historically been really balanced and deep compared to most fighters but are those games "better" than nrs games? No. They're boring as shit.
A lot of people would say that tekken is a lot better. I don't play tekken so I can't comment on that. But mkx is still a fun game to me on top of being better competitively just based on shit like p1 adv in mk9, so in my opinion it is definitely better.