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MKX Enhanced Online BETA General Discussion

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SaltShaker

In Zoning We Trust
Breakers have to cost the user stamina to help balance the run feature and anything else that costs stamina. If you know you need stamina to break, then you'll be less likely to be running from full screen or using interactables so you'll have that stamina to break. It's a nice addition to the meta that helps zoning out and keeps the game marginally slower than it would be if breakers didn't cost stamina. The fact that both players lose stamina now makes it even better. Slows the game down even more and zoning gets a much needed improvement. Now we need block breakers to cost 1 bar and cost both players all their stamina.
I understand this entire statement, but it seems to be limiting to some characters while enhancing to others.
 
I don't have frame data accessible to me at the moment but don't alot of characters have this option already?
Reptile does. F4,2 slide.
Subzero. B2 slide
Ferra/torr overhead starter low toss
Erron does. " "
Takeda does with shuriken.
Mileena (piercing) OH low sai
I'm sure there's more.

What makes scorpions broken?
It's not broke. (unless they're giving takedown serious hit advantage, that move is trash?

Think of it tho, we have a 15F (I think?? @STRYKIE) 1/3rd the screen overhead launcher that's relatively safe from distance that bodies armor leading to vortex or whatever you want. No one in the cast has that. And with that we can cancel F2 on the first hit to takedown which is pretty fast, like how DD earthshake was 2F apart from overhead to low.

Now we just need to know if F2 is going to be Overhead/Mid or Overhead/Overhead.
 

EMPRESS_SunFire

Regina George of discord
People are justifying the post breaker stamina change for all the wrong reasons.
After a combo breaker, frame wise, you and the opponent are left at NEUTRAL.
People saying generally weak reasoning like "After I break, they can just run in and pressure me again!!1!
Yeah. Only If you fail to defend yourself with your normals or play footsies without running. Come on now. IMO, just get good.
I may have bais for this, playing characters like Kung Jin and Jax, with great long range normals, but I genuinely take pride in stopping people from running at me after a breaker, by reacting to their run or jump with one of my attacks. This is too big of a change, imo.
Pick up Jacqui and break :(
 

The Celebrity

Professional Googler
People are justifying the post breaker stamina change for all the wrong reasons.
After a combo breaker, frame wise, you and the opponent are left at NEUTRAL.
People saying generally weak reasoning like "After I break, they can just run in and pressure me again!!1!
Yeah. Only If you fail to defend yourself with your normals or play footsies without running. Come on now. IMO, just get good.
I may have bais for this, playing characters like Kung Jin and Jax, with great long range normals, but I genuinely take pride in stopping people from running at me after a breaker, by reacting to their run or jump with one of my attacks. This is too big of a change, imo.
So if the goal is to make it after a breaker that you're both at neutral, shouldn't it just not cost any stamina?

This is a large buff to zoners and a strong nerf to characters like Cassie. Which I guess the game could use to be honest lol.

I'm not against it, I'm curious how it will play out, but I'm worried that this is a change that doesn't address any of the problems of breakers/block breakers.
 

Goat-City

Banned
I understand this entire statement, but it seems to be limiting to some characters while enhancing to others.
Then they should either be buffed to compensate or that's just one of that character's weaknesses to be accounted for. Besides, stamina replenishes pretty quickly at an equal rate for both players. I'm sure it's very insignificant for characters who need stamina for combos or pressure. Neither player is likely to get a combo going from a full screen distance away with no stamina before it fully replenishes.
 
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Mortal Komhat

Worst Well-Established Goro Player Ever
I understand this entire statement, but it seems to be limiting to some characters while enhancing to others.
Same way breaking with keeping both will be completely useless to some characters and a godsend for others.

Also last I checked FA Jacqui don't care much for stam.
 

Marinjuana

Up rock incoming, ETA 5 minutes
Taking both players stamina away makes an incredible amount of sense to me. Both players have to chill out for a sec, no running or interactables.

I liked block breaker, I suppose you could just regular breaker anyway but it was good to get out of chip to death pressure.
 

Goat-City

Banned
I'm just wondering why not reduce the freeze time on the person who breaks instead of this stamina change
Because that would help out rushdown characters in a rushdown oriented game more than it would help zoners. Zoners would just have time to whiff a projectile maybe, while rushdown characters could cover significant ground to start their offense. It would do nothing to slow down the game or improve zoning, which is what I think this change is partially meant to do.
 

Gesture Required Ahead

Get on that hook
Also why are we having to dig for changes in the year 2016 instead of having a list from the developer themselves? Even in beta iding this shit is fucking frustrating & pointless.
Chill doe. Remember that this Beta is supposed to test the new netcode not a cocktease for the upcoming balance changes.

It's not as if the actual updates themselves don't come with patch notes.
 

skater11

The saltiest
It's not broke. (unless they're giving takedown serious hit advantage, that move is trash?

Think of it tho, we have a 15F (I think?? @STRYKIE) 1/3rd the screen overhead launcher that's relatively safe from distance that bodies armor leading to vortex or whatever you want. No one in the cast has that. And with that we can cancel F2 on the first hit to takedown which is pretty fast, like how DD earthshake was 2F apart from overhead to low.

Now we just need to know if F2 is going to be Overhead/Mid or Overhead/Overhead.
Just imagine two cancel windows on scorp's F2: OverheadxxTakedown, & overhead overheadxxTakedown. Lmao
 

STRYKIE

Are ya' ready for MK11 kids?!
It's not broke. (unless they're giving takedown serious hit advantage, that move is trash?

Think of it tho, we have a 15F (I think?? @STRYKIE) 1/3rd the screen overhead launcher that's relatively safe from distance that bodies armor leading to vortex or whatever you want. No one in the cast has that. And with that we can cancel F2 on the first hit to takedown which is pretty fast, like how DD earthshake was 2F apart from overhead to low.

Now we just need to know if F2 is going to be Overhead/Mid or Overhead/Overhead.
Yeah it's 15f.

If all of what is in this beta is legit though, Ninjutsu is in a good place but I'm not happy about Hellfire. Allegedly 214 has it's old cancel advantage back but now 214 has a legit gap. If that's true then the reversion was pointless IMO and may actually be worse than the post-June 214 metagame. We'll wait and see.
 

SaltShaker

In Zoning We Trust
Then they should either be buffed to compensate or that's just one of that character's weaknesses to be accounted for. Besides, stamina replenishes pretty quickly at an equal rate for both players. I'm sure it's very insignificant for characters who need stamina for combos or pressure. Neither player is likely to get a combo going from a full screen distance away with no stamina by the time it fully replenishes.
They're saying stamina is regenerating in 5 seconds, which is cool and sounds like a good change. But the reward for landing a hit with Jacqui and getting broken I don't see. What I'm getting at is say I'm using my SG Jacqui vs Quan Chi right? Already a tough fight as is, but I land a hit and he breaks. Now I have no stamina and he doesn't need any to uber zone me or attempt vortex on hit, but if I hit him I'm doing nada damage. On the flip side, if I combo break him I'm in the same scenario. So no matter who breaks at any point of this MU I'm always in a disadvantageous position post-break.

On paper this is what I'm seeing. It's way too early to jump to conclusions and I'm willing to see how I'm wrong about that above, but this is my initial impression on the change.
 

Unforgivxble

Don status KHAOTIC Jink
I believe it is a bug because sub zero ex slide into clone did significantly less damage, and scorpion 214 is as it was in the hell fire era early on in the game, I think this is how the game was pre release or partially how it was
 
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