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Which MK game has the most depth?

I personally think MK9 and MKX are very close in terms of gameplay depth but MK9 is a little more deeper due to all characters feeling different because they have all their tools at once, way less reliance on 50/50 combo starters, and secret mechanics like the Toasty Boost. MK11 isn't really that deep compared to MK9/MKX imo. UMK3 also has a surprising amount of depth.
 
D

Deleted member 5032

Guest
As flat as the kombo system is in MK11, I think overall it's a much deeper game than people give it credit for. Sure, your average KL match is going to be some sweaty nonsense, but if you watch high-level sets, like in Mr Aquaman's Kolluseum or R1p's Arena, you can really see how much depth is present.
 

Metin

Ermac & Smoke Main
MK11's depth lies under universal mechanics, for example micro crouching, ppl just thinking that it is a good way to escape from throws but that is not the only reason to use it, you can punish fast high buttons too but you need to work on them, you can use frame traps to use them effectively, i was working on -4 -5 type of strings, those are not clearly punishable and the opponents always trying to punish them by fast high buttons or throw so this is where micro crouch works great, but there are also many players who is trying to poke you after those - strings and this is where you need flawless blocks. You need to work on those in depth be sure. These two are just examples and there is more.
 

Marinjuana

Up rock incoming, ETA 5 minutes
MK11. It doesn't have as much issue with balance and I think it has way more going on in neutral. For instance, flawless block is a much more interesting mechanic then characters just having armored attacks. There's also a ton of content with the kustom variations, even if many of them are weak.. there's a lot of variables
 

Law Hero

There is a head on a pole behind you
@RoboCop I absolutely agree the game has far more depth than it's been given credit for. It's just a very different manner of depth than what we're used to. @Marlow 's general breakdown of it a while back is still the best I've seen it put.

Besides, we all know Chess Kombat has the most depth.
I would LOVE to watch a Chess Kombat tournament. All 200 hours of it.
 

Komatose

The Prettiest
Idk what people are smoking in this thread but the 3D MKs had the most depth with all the options that stances brought. Throwing in supers and invincible rolls and taking away combo breakers for breakaways don’t mean it has eXtRA dEpTh. You guys are trying to make something so philosophical out of “I mean the game is bland BUT”. No. There is no but. It’s bland. 3D MKs had the most depth, UMK3, then MKX, then MK9. The list is my opinion. But the 3D MKs had the most depth. Factual. I can write out why they did from a non-subjective standpoint if someone wants me to because I know some airhead will bust up in here and challenge me because they’re in love with the hole in their MK11 disc. However it’s hard to challenge a fact. So talk to me nice or don’t talk to me at all.
 

JGillette

My thirst for knowledge cannot be quenched
I personally interpret the term “depth” as quantity of contents a game has in contrast to fighting mechanics and all related to them. Which is why I also think 3D MK games (Especially Mortal Kombat Deception) have depth the most. Surely MK11 has much depth as well in that manner but when it comes to fighting mechanics I think MKX is more successful than MK11.
 

Gooberking

FGC Cannon Fodder
This probably falls into personal hot take territory.

Depth is super subjective, but at this point I’m inclined to think 95% of people tossing around “depth” in “I want” conversations really mean they want a bunch of random things they can toss out that looks cool, and will probably just steam roll a lot of people so they don’t have to actually get to out thinking people part. Then they RQ the second someone sees through the razzle dazzle of it.

When you really have to dig to find where the decisions are being made a lot of people are just going to check out because they can’t see or aren’t interested in the nuance of a more subtle interchange. More mechanics and more routes gets boxed as deeper when really it’s about avoiding “I know that you know that I know” situations.

I think I’m terrible at playing that mentally outfoxing part of the game, but I generally want to be able to try and get there and give it a go anyway. I think that is when fighters are the most fun, interesting, and rewarding, and I don’t think you need an enormous range of options in a game to get you there, and it may even better to not have too many options.

I can see how more routes, and mechanics to juggle might be nice for some people that get bored of the grind, but I don’t think that necessarily translates into actual depth. At least not in any sense I'm inclined to think is actually all that meaningful.

I do think Metin breaking it down into categories or something similar makes for a way more interesting and meaningful way to look at conversation. But really, I straight up think most people wanting depth really just want to just do combos or slick tricks on people, then blame the game when someone doesn’t let them.
 

Revy

★ 19 Years of Jade ★
I think y’all are confusing the amount of mechanics, gimmicks & bullshit with depth as mechanics + gimmicks do not equal depth as certain mechanics & gimmicks dampen depth not create it.
 
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Revy

★ 19 Years of Jade ★
Now...what I’m going to say would have gotten me castrated (at age 9) by the UMK3 crowd on MKO forums 17 years ago but regardless:

In general 3D games tend to have more depth than 2D games regardless of the genre due the extra dimension. In all 3D fighting games even ones that are considered bad like War Gods (I actually think it’s fun) all have universal mechanics in common such as ring-outs, side rolls & side stepping. The Virtua Fighter series has a reputation for it’s difficulty because of it’s depth when it’s mechanically simpler in comparison to similar 3D fighting games such as Dead or Alive & Tekken. When I think of a depth 2D fighting game, I think of Killer Instinct (2013) because nobody plays the same & the potential combos with each character are almost limitless as long you have a starter, linker(s) & an ender.

When it came to MKD/MKA each character had three stances, two unarmed martial art stances (ex: My main Jade had Fan Zi & Kuo Shou) & a weapon stance (ex: Jade had Bojitsu) it was necessary to mix all three to do high damage & to extend combos which created endless combo potential which was impossible for Midway to balance just look at MKA even after MKDA & MKD & how simple MKvsDCU was in comparison on the Xbox 360. MKD/MKA had interactables but didn’t have ring-outs but they did have stage transitions, death traps (a type of ring-out) & hazards instead.

A character like Noob-Smoke in MKD (They were combined to be one character in MKD) was literally the most depth there ever was in a MK game even though they were one of the only characters with two stances (Monkey & Mi Tzu) than the regular three but had two sets of special moves. They were top tier & it was like playing a tag match against your opponent but boy was it fun! I believe @Check has some good examples of this on his YouTube channel.
 

Marlow

Champion
Also I'm kind of interested to see what NRS would do with MK12 if they went back to 3D. Not that they would or should, just that I'd be interested in seeing their take on it.
 
MKDA -
Good - reactionary blockstun (100% skill based based on a persons actual reaction time/real life fight mechanic). Moves are safe. Can cancel block pushback. backdash canceling, weapons to punish backdash canceling/close gaps. Every character can win. Infinite’s easily banned (takes a lot of time to do each rep). One unblockable reset nets 50% damage, which is not enough to break the game (good rule). Weapons counter reversals. Safe normals can’t be punished by reversals. Middle stances are used for footsies and ICS (double change stances when transitioning from first to weapon stance in case you mistime your ICS). Interactables make throws unblockable (free throws after combos). Sidesteps are fast but universal tracking counters it. Multiple stance combos can be blocked mid string if you aren’t aware of the games deepest mechanics. Wall splat rollouts keep you out of corners. Ground Rolls in general are very fast. Fluid animation. Sidestep block is one of best tools in the game to catch an opponent off guard.

Bad: Highs hit overhead during during stun frames. Frost 10-0’s the cast (whether infinites are legal or not). Camera shifts for player 2 during juggles causing them to drop. BRC can zone characters who don’t have projectiles (but most puke trades are blockable so it’s still winnable). Mojos and blaze struggle vs reversal characters a bit. It have safe moves to compensate.

MKD: Good - Hit Recovery (the deepest mechanic ever seen in a mk game) which works both offensive and defensively and can even sometimes trigger faster backdash cancels (but rare and random). Hit recovery gets out of most infinites in the game. Backdash cancel still present but heavily neefed compared to MKDA. I everyone besides the top 4 can win (dairou, brc, Kobra, shujinko. GameCube version is even more balanced and is the definitive tournament version of the game for sure, however it changes combo properties for some characters such as sub zero. Community rules balance the entire game (one throw one otg in a combo).

Bad - lots of unsafe moves. Constantly forced to use hit recovery (which leaves you open to overheads unless you tap up at last second). Characters with throws that juggle or have 80-100% otg free throw combos (hotaru/havik/Tanya/raiden/darrius/ashrah/kabal/jade/mileena/nightwolf) still create a huge problem of balance compared to rest of cast, but are still 6-4 or beatable. Player 1 and player 2 differences are huge in this game. Player 2 has faster whiff recovery and camera juggles lower to ground giving them faster juggle opportunities some of which lead to a legal infinite (shujinko), every player 1 character shares the same hurtbox, which makes combining much easier for player 2. Kenshi gains 2 2 2223 2223 bf3 vs any character. Jades otg combos are much less damage as player 2 because of the otg issue. Don’t have to worry about female hurtboxes etc. Player 1 recovers faster defensively, which makes otgs nearly impossible for player 2 vs player 1. Player 2 also does not have wall bounce otgs, which are useful unblockable combo extenders. Player 1 has certain legal infinites such as sindels fu jow pai infinite, much easier otgs, hit priority over player 2, faster off the ground recovery, but overall slower movement everywhere else. Kenshi loses overall damage as player 1 but still has decent damage.

MKA:
Good - Parry Cancels are the 2nd deepest mechanic ever seen in a mk game. They require the highest level of execution ever seen in a mk game before, mimic attack cancels and can be used as a guard all option if you know the deepest knowledge of the game. Parry cancels help close gaps even better and can be done to make players flinch since they mimic attack startups. There are also legal infinites with them such as sindels or just generally very high damaging execution combos like ermac, sub zero, scorpion, sektor, chameleon just to name a few. Every character shares the same tools to get damage (air cancels) and characters don’t have air cancels have free throws instead. So allowing infinites isn’t really needed. The GameCube version removes some of the free throw infinites which make that version of the game more unbalanced unfortunately where infinites may be needed to be allowed for that version for that reason alone. But otherwise, every character has the same tools to get damage in the ps2 version due to all sharing the same tools. The only plus on GameCube version is the meat infinite is removed if I remember correctly, but that’s easily bannable regardless (one throw per combo from mkd).

Bad - Player 2 has more legal infinites (333 in corner for characters who don’t have air cancels, even though shujinko is an exception). Costumes create different combo properties, making some combos impossible depending on your costume choice. Combos in general are much easier for player 2, however player is still can’t do wall bounce otgs (not a huge deal in this game). All the player 1 player 2 differences from MKD remain the same here (offensive and defensive recovery/movement).
MKA has virtually no backdash canceling, making movement very stagnant and normals very punishable. Everything is “played where you stand” which has been for norm for every mk game ever since all the way through MK11.
Certain characters Stan axes such as Fan Zi, Chou Lay Fut, Ba Shan fan, front foot sticks forward far enough causing an opponents normals to whiff or just lose priority in general (an issue in MK11 as well). Some characters air cancels require too much execution such as sektor cyrax, taven, Kai, jade, nitara, sonya, sindel, making much harder for them to compete (a crt is needed for this issue).
A crt is needed in general for air cancel combos because there is a slowdown bug which causes a combo to end after 112 in the air. This slowdown bug is very rare on CRTs but happens very often on flatscreen monitors since the game runs slower in general on these. Really destroys the game to the point where you almost have no choice but to allow almost every infinite just to compensate for this bug on flatscreens. I’ve yet to try time game on higher hz monitors which I’m told might fix the issue.

MKDC:
Good - every character shares the same tools at the highest level (rage) so the entire game is one of the most balanced mk games to date. Rage counters rage, so no need to worry about flash gl kahn etc. just save your meter. Rage also knocks down leading to very easy counter rage exploit combos. Rage very heavily counters green lanterns breaker combo and nets 90% damage at least where as green lantern only nets 20% and in most cases can be avoided since the meta of the game is d1 and up2. Both of which can’t be breaker combod. Easily one of the most balanced mk games to date thanks to meter management/rage. Community rules helped balanced the game as well, but there are a few legal infinites such as lex Luthors, darkseids, baraka/Sonya and joker

Bad: Female hurtboxes destroy the meta of the game since up2 whiffs up close vs them as well as much else. The only counter to this is to use females vs females. Shao Kahn’s up2 also has incredible range which helps shift the meta quite a bit, and his breaker combos aren’t avoided like green lanterns are (You can also rage as soon as you hit the ground from green lanterns lift). Jokers infinite would be the only broken legal infinite but it’s doubtful that 99.9% of people would be able to do it from both sides. It’s fairly easy from left side, but that’s not enough to break him entirely considering he’s pretty low. Liu Kang is the best character in the game with relative ease and his up2 is one of the best in the game. I’ll add the tier list for this game at another time. But it’s basically Liu, Flash, Kahn, Captain Marvel, Kano, the females, Joker (assuming you can do the infinite from both sides),Deathstroke, Baraka, Scorpion. Then everyone else is pretty much the same tier. Green lantern would be higher but his rage setup (which nets 90% damage instead of 20 from breaker) is extremely difficult to setup and is mostly a player 2 only setup)

MK9:
Good - universal mobility, jump arcs, jump attacks, reactionary blockstun for pokes besides d4. Noob saibot (the very middle of the tier list) and everyone below him is one of the most balanced mk games to date. Miniducks (known as microcrouching/micro ducking to most of you) are much easier now compared to the 3D mk games which required down+block to duck. Mid block mechanic which fluid blocking and added a fail safe to ensure you blocked on right direction even if it showed you blocking in opposite direction. Great trasitionsl blocking system I’m general ( the majority of your weight either 50% past or below diag)

Bad - Top half of the tier list is unbalanced. Nerfing one makes next too broke. Requires lots of counter picking. Lots of set play, low profiling after knockdowns into safe jumps, etc. Armor was too overpowered. Had to counter pick moves like kabal f4 with certain characters d3s who were much lower tier (with exception of smoke and maybe Shang). Input bug which didn’t register you blocking past the mid block line (no, not the one that ketchup and mustard found the answer to). Blockstun In general was very wack in this game and the risk/reward was awful (risk eating 30%, rewarded with 2% poke).

I’d like to do MKX and MKA but sadly I must go now. I did the best I could to remember what I could about mortal kombat. People hear need to know I’m very sick and have been struggling with a systemic bacterial infection since late June which my body can’t get rid of and just continues to get worse. I’ve been clyndamician, doxycycline, bactrim, Keflex. And can’t really risk any more antibiotics due to c diff, which I’m currently getting tested for. I’ve developed hyperacusis as a result of the nerve pain from one of the abscesses on my chest which has traveled throughout my body. I haven’t played video games since June and probably will never be able to. I doubt have much longer to live. Currently I am on antidepressants and anti anxiety medications to help fight the nerve pain. The doxycycline has also caused intense cranial pressure and I’m sure helped contribute to my hyperacusis. I’ve been to the Er 7 times and urgent care 5 times at least. Will be asking for help to help with hospital bills soon. I haven’t released this information to anyone within the community. I’ll report back in a month if I’m still alive. It started with a carbuncle on my buttocks, then a 2nd Abcess formed directly on top of liver, the infection has spread to stomach, chest, collar bones, shoulders, both sides of neck, upper gums/sinuses/back of neck/cerebellum, and of course both ears as mentioned (hyperacusis).

I wish you all the very best. It’s mostly likely my time, and it’s been a pleasure being a part of it.
To further explain the hyperacusis, sound doesn’t just cause pain in my ears, it causes pain in my neck, back of neck, forehead, chest, shoulders. I’ve even had my whole right arm go numb and be in pain at same time while numb. The pain mostly starts in the ears then moves down to the neck, shoulders right arm then chest. I become unresponsive and can’t speak, in a great deal of pain. This all happened as a result of squeezing the Abcess on my chest which forced the infection deeper in my body. I’ve had the Abcess on my chest since august. The anti anxiety/anti depressant meds aren’t helping much with the nerve pain and had a shot of toradol at urgent care a few days ago. Can only hope it goes away in a few months, but have also read it might be caused by the doxycycline, who could take 8 months to clear from inner ear. Don’t think it is though and think it’s from squeezing the Abcess. Applying mupirocin or peroxide instantly brought on the pain in my ears.
Sorry for bringing this into your thread. I appreciate all who read this and will be praying for me. I hope one day to see you all again. Thanks again for everything. Feel free to let people know. I won’t really be around to see it, but will try to make an announcement soon. Just felt like sharing it here with all of you first.
Needless to say, I’ve had to cancel my story mode project with vman for mk11 and any videos I had planned. I’ll try to release what I had done saved over the past 5 years that I never released, including the free replay glitch for killer instinct 2 that I used to use on the arcade days, which is a pretty big revelation after nearly 30 years that I have teased since the umk.com days.

farewell everyone. Feel free to do whatever you want to my post. Take care everyone.

Love, Jason

again, no one knows about my health. This is my first time making it public
 

Marlow

Champion
@Check Wow, I don't even know what to adequately say. Keep your head up, I'm sure there's a lot of people who would love to offer help and support. Best of luck.
 

Art Lean

Kombatant
Oh my god I'm so sorry Check, don't know what to say, however your modesty and humbleness is an incredible sign of your strength and character. Your braveness is incredible, your words so genuine, I wish only the best for you, I'm at a loss for words. Obviously I truly and only hope there's a positive outcome for you, sending you strength and support and truly hoping things aren't what you believe them to be :(
 

Juggs

Lose without excuses
Lead Moderator
MKDA -
Good - reactionary blockstun (100% skill based based on a persons actual reaction time/real life fight mechanic). Moves are safe. Can cancel block pushback. backdash canceling, weapons to punish backdash canceling/close gaps. Every character can win. Infinite’s easily banned (takes a lot of time to do each rep). One unblockable reset nets 50% damage, which is not enough to break the game (good rule). Weapons counter reversals. Safe normals can’t be punished by reversals. Middle stances are used for footsies and ICS (double change stances when transitioning from first to weapon stance in case you mistime your ICS). Interactables make throws unblockable (free throws after combos). Sidesteps are fast but universal tracking counters it. Multiple stance combos can be blocked mid string if you aren’t aware of the games deepest mechanics. Wall splat rollouts keep you out of corners. Ground Rolls in general are very fast. Fluid animation. Sidestep block is one of best tools in the game to catch an opponent off guard.

Bad: Highs hit overhead during during stun frames. Frost 10-0’s the cast (whether infinites are legal or not). Camera shifts for player 2 during juggles causing them to drop. BRC can zone characters who don’t have projectiles (but most puke trades are blockable so it’s still winnable). Mojos and blaze struggle vs reversal characters a bit. It have safe moves to compensate.

MKD: Good - Hit Recovery (the deepest mechanic ever seen in a mk game) which works both offensive and defensively and can even sometimes trigger faster backdash cancels (but rare and random). Hit recovery gets out of most infinites in the game. Backdash cancel still present but heavily neefed compared to MKDA. I everyone besides the top 4 can win (dairou, brc, Kobra, shujinko. GameCube version is even more balanced and is the definitive tournament version of the game for sure, however it changes combo properties for some characters such as sub zero. Community rules balance the entire game (one throw one otg in a combo).

Bad - lots of unsafe moves. Constantly forced to use hit recovery (which leaves you open to overheads unless you tap up at last second). Characters with throws that juggle or have 80-100% otg free throw combos (hotaru/havik/Tanya/raiden/darrius/ashrah/kabal/jade/mileena/nightwolf) still create a huge problem of balance compared to rest of cast, but are still 6-4 or beatable. Player 1 and player 2 differences are huge in this game. Player 2 has faster whiff recovery and camera juggles lower to ground giving them faster juggle opportunities some of which lead to a legal infinite (shujinko), every player 1 character shares the same hurtbox, which makes combining much easier for player 2. Kenshi gains 2 2 2223 2223 bf3 vs any character. Jades otg combos are much less damage as player 2 because of the otg issue. Don’t have to worry about female hurtboxes etc. Player 1 recovers faster defensively, which makes otgs nearly impossible for player 2 vs player 1. Player 2 also does not have wall bounce otgs, which are useful unblockable combo extenders. Player 1 has certain legal infinites such as sindels fu jow pai infinite, much easier otgs, hit priority over player 2, faster off the ground recovery, but overall slower movement everywhere else. Kenshi loses overall damage as player 1 but still has decent damage.

MKA:
Good - Parry Cancels are the 2nd deepest mechanic ever seen in a mk game. They require the highest level of execution ever seen in a mk game before, mimic attack cancels and can be used as a guard all option if you know the deepest knowledge of the game. Parry cancels help close gaps even better and can be done to make players flinch since they mimic attack startups. There are also legal infinites with them such as sindels or just generally very high damaging execution combos like ermac, sub zero, scorpion, sektor, chameleon just to name a few. Every character shares the same tools to get damage (air cancels) and characters don’t have air cancels have free throws instead. So allowing infinites isn’t really needed. The GameCube version removes some of the free throw infinites which make that version of the game more unbalanced unfortunately where infinites may be needed to be allowed for that version for that reason alone. But otherwise, every character has the same tools to get damage in the ps2 version due to all sharing the same tools. The only plus on GameCube version is the meat infinite is removed if I remember correctly, but that’s easily bannable regardless (one throw per combo from mkd).

Bad - Player 2 has more legal infinites (333 in corner for characters who don’t have air cancels, even though shujinko is an exception). Costumes create different combo properties, making some combos impossible depending on your costume choice. Combos in general are much easier for player 2, however player is still can’t do wall bounce otgs (not a huge deal in this game). All the player 1 player 2 differences from MKD remain the same here (offensive and defensive recovery/movement).
MKA has virtually no backdash canceling, making movement very stagnant and normals very punishable. Everything is “played where you stand” which has been for norm for every mk game ever since all the way through MK11.
Certain characters Stan axes such as Fan Zi, Chou Lay Fut, Ba Shan fan, front foot sticks forward far enough causing an opponents normals to whiff or just lose priority in general (an issue in MK11 as well). Some characters air cancels require too much execution such as sektor cyrax, taven, Kai, jade, nitara, sonya, sindel, making much harder for them to compete (a crt is needed for this issue).
A crt is needed in general for air cancel combos because there is a slowdown bug which causes a combo to end after 112 in the air. This slowdown bug is very rare on CRTs but happens very often on flatscreen monitors since the game runs slower in general on these. Really destroys the game to the point where you almost have no choice but to allow almost every infinite just to compensate for this bug on flatscreens. I’ve yet to try time game on higher hz monitors which I’m told might fix the issue.

MKDC:
Good - every character shares the same tools at the highest level (rage) so the entire game is one of the most balanced mk games to date. Rage counters rage, so no need to worry about flash gl kahn etc. just save your meter. Rage also knocks down leading to very easy counter rage exploit combos. Rage very heavily counters green lanterns breaker combo and nets 90% damage at least where as green lantern only nets 20% and in most cases can be avoided since the meta of the game is d1 and up2. Both of which can’t be breaker combod. Easily one of the most balanced mk games to date thanks to meter management/rage. Community rules helped balanced the game as well, but there are a few legal infinites such as lex Luthors, darkseids, baraka/Sonya and joker

Bad: Female hurtboxes destroy the meta of the game since up2 whiffs up close vs them as well as much else. The only counter to this is to use females vs females. Shao Kahn’s up2 also has incredible range which helps shift the meta quite a bit, and his breaker combos aren’t avoided like green lanterns are (You can also rage as soon as you hit the ground from green lanterns lift). Jokers infinite would be the only broken legal infinite but it’s doubtful that 99.9% of people would be able to do it from both sides. It’s fairly easy from left side, but that’s not enough to break him entirely considering he’s pretty low. Liu Kang is the best character in the game with relative ease and his up2 is one of the best in the game. I’ll add the tier list for this game at another time. But it’s basically Liu, Flash, Kahn, Captain Marvel, Kano, the females, Joker (assuming you can do the infinite from both sides),Deathstroke, Baraka, Scorpion. Then everyone else is pretty much the same tier. Green lantern would be higher but his rage setup (which nets 90% damage instead of 20 from breaker) is extremely difficult to setup and is mostly a player 2 only setup)

MK9:
Good - universal mobility, jump arcs, jump attacks, reactionary blockstun for pokes besides d4. Noob saibot (the very middle of the tier list) and everyone below him is one of the most balanced mk games to date. Miniducks (known as microcrouching/micro ducking to most of you) are much easier now compared to the 3D mk games which required down+block to duck. Mid block mechanic which fluid blocking and added a fail safe to ensure you blocked on right direction even if it showed you blocking in opposite direction. Great trasitionsl blocking system I’m general ( the majority of your weight either 50% past or below diag)

Bad - Top half of the tier list is unbalanced. Nerfing one makes next too broke. Requires lots of counter picking. Lots of set play, low profiling after knockdowns into safe jumps, etc. Armor was too overpowered. Had to counter pick moves like kabal f4 with certain characters d3s who were much lower tier (with exception of smoke and maybe Shang). Input bug which didn’t register you blocking past the mid block line (no, not the one that ketchup and mustard found the answer to). Blockstun In general was very wack in this game and the risk/reward was awful (risk eating 30%, rewarded with 2% poke).

I’d like to do MKX and MKA but sadly I must go now. I did the best I could to remember what I could about mortal kombat. People hear need to know I’m very sick and have been struggling with a systemic bacterial infection since late June which my body can’t get rid of and just continues to get worse. I’ve been clyndamician, doxycycline, bactrim, Keflex. And can’t really risk any more antibiotics due to c diff, which I’m currently getting tested for. I’ve developed hyperacusis as a result of the nerve pain from one of the abscesses on my chest which has traveled throughout my body. I haven’t played video games since June and probably will never be able to. I doubt have much longer to live. Currently I am on antidepressants and anti anxiety medications to help fight the nerve pain. The doxycycline has also caused intense cranial pressure and I’m sure helped contribute to my hyperacusis. I’ve been to the Er 7 times and urgent care 5 times at least. Will be asking for help to help with hospital bills soon. I haven’t released this information to anyone within the community. I’ll report back in a month if I’m still alive. It started with a carbuncle on my buttocks, then a 2nd Abcess formed directly on top of liver, the infection has spread to stomach, chest, collar bones, shoulders, both sides of neck, upper gums/sinuses/back of neck/cerebellum, and of course both ears as mentioned (hyperacusis).

I wish you all the very best. It’s mostly likely my time, and it’s been a pleasure being a part of it.
To further explain the hyperacusis, sound doesn’t just cause pain in my ears, it causes pain in my neck, back of neck, forehead, chest, shoulders. I’ve even had my whole right arm go numb and be in pain at same time while numb. The pain mostly starts in the ears then moves down to the neck, shoulders right arm then chest. I become unresponsive and can’t speak, in a great deal of pain. This all happened as a result of squeezing the Abcess on my chest which forced the infection deeper in my body. I’ve had the Abcess on my chest since august. The anti anxiety/anti depressant meds aren’t helping much with the nerve pain and had a shot of toradol at urgent care a few days ago. Can only hope it goes away in a few months, but have also read it might be caused by the doxycycline, who could take 8 months to clear from inner ear. Don’t think it is though and think it’s from squeezing the Abcess. Applying mupirocin or peroxide instantly brought on the pain in my ears.
Sorry for bringing this into your thread. I appreciate all who read this and will be praying for me. I hope one day to see you all again. Thanks again for everything. Feel free to let people know. I won’t really be around to see it, but will try to make an announcement soon. Just felt like sharing it here with all of you first.
Needless to say, I’ve had to cancel my story mode project with vman for mk11 and any videos I had planned. I’ll try to release what I had done saved over the past 5 years that I never released, including the free replay glitch for killer instinct 2 that I used to use on the arcade days, which is a pretty big revelation after nearly 30 years that I have teased since the umk.com days.

farewell everyone. Feel free to do whatever you want to my post. Take care everyone.

Love, Jason

again, no one knows about my health. This is my first time making it public
Are you on any regular pain medications other than the shot of toradol? Toradol in my experience doesn’t really even touch the pain. For the amount and type of pain you’re describing, I’d REALLY try to get either hydromorphone (dilaudid) or oxycodone (OxyContin). Yes these are highly addictive but if you’re essentially on deaths door, and in an immense amount of pain, these will at least help if taken properly.

Anyway, really sorry to hear man. Truly hope you make a grand FULL recovery or at the very least learn to manage the symptoms and pain. Hope nothing for the best for you. You absolutely are a legend and regardless you will go down as one of the legends in the MK community. Absolutely no one or nothing can ever take that away from you. Try to keep your head up man, I’m genuinely sorry to hear about this.