What's new

What nuances with MKX have you come to like/dislike?

shaowebb

Get your guns on. Sheriff is back.
I love things like the fireball cancels, Johnny Cage cancels, and bug cancels in this game. It lets you customize your pressure and your combos. I'm not certain how I feel about run canceling in combos though. It feels kind of weird still.

Basically I love cancels but I get thrown off when they aren't for attacks and are for runs. Only time I was used to canceling mobility was wave dashing and I'm not used to doing that with a run mid combo yet is all.
 

ryublaze

Noob
My cross-up jump punches whiffing cuz i did them too early
The text being too small online especially when i have a small tv
The "refresh" button STILL being triangle online causing me to accidently decline matches
Some of the balance issues (this is to be expected tho)
The fact that I pre-ordered the game and didn't get Goro v____v
 

LockM

Noob
Like
  • I like how the interactables are blockable but also usefull but not too prominent, they are more of a conscious decision instead of "just do it".
  • I like the run mechanic a lot, it is applicable to a lot of situations, for punishes, general movement, real threat to start offense with, combos
  • I like how enhanced specials dont have invincibility but armour, and not ALL attacks have armour. So i'm happy that without meter you can be pressured hard.
  • I like how breaker system works. It costs 2 bar and all your stamina for 7-8 seconds. It's big decision to make if you want to break as stamina and meter is so important now. If you got hit it is your fault, want to reset the situation, better be prepared for the consequences. Seems to me that unless the combo kills it isn't worth it to break, except for a few select situations.
  • I like the combo system and how it often flows nicely.
  • I like that trades are in this game.
  • I like the stages a lot, they look great.
  • I like Sub-Zero and Cassie a lot.
  • I like the majority of the characters
  • I like the variations more than i thought i would, it does add a lot of depth as far as matchups go.
  • I like the character specific intro's and quotes during the matches.
  • I like the Krypt
Dislike
  • I dislike the netcode, it's horrendous, the delay is huge which makes run combos inconsistent, punishes though, reactionary blocks that much more difficult, anti-airing undoable etc
  • I dislike not being able to cancel a ranked match without getting penalized
  • I dislike not being able to leave a KOTH while you are the winner
  • I dislike that MKX doesn;t have a proper "replay" channel
  • I dislike MKX not having a skill based ranking system
  • I dislike that entire strings will come out on whiff.
  • I dislike how anti-airing seems extremely inconsistent, maybe it's the characters that i'm playing, just promotes too much jumping which i loathe. Even doing a reactionary njp isn't viable at all, has to e doe from a read more often than not.
  • I dislike the throw system, you have to release block in anticipation of a throw AND have to guess if they are going for a forward throw, have to guess right twice. Even if you can duck a throw it is still obnoxious.
  • I dislike the meterbuilding in this game, You build more meter by getting your attacks blocked than when they are actually hitting. Only build meter on hit by doing special attacks. I suppose this is NRS's way of adding a "comeback mechanic"
  • I dislike these OS's that have been found recently, i had enough of that shit in USFIV, eventhough i use them too, i want people to make a goddamn read.
  • I dislike that normal projectiles don't cancel eachother out, i understand a low projectile going under a high projectile, but them just going through eachother seems wierd and makes projectile wars uninteresting or just plain unviable.
  • I dislike how that crossup punches do not turn in the air when done from slightly further out of range and me completely missing the jump attack...
  • I dislike how most strings cannot be properly hitconfirmed.
  • I dislike the extreme focus on overhead and low attacks into fat damage, it's a pure guessing game. If i blocked them, then i simply was lucky.
  • Music is good...but very very unmemorable, seems more fitting as a movie soundtrack. I want memorable character and stage themes.
  • I dislike High Voltage Software
  • I dislike not having Skarlet or Smoke in MKX ;_;
If my post seemed a bit too negative, it wasn't intentional as i actually do like the game a lot.
I have also simply accepted that is how the mechanics of the game work.
 
Last edited:
Dislike:
  • Netcode
  • Everything being so safe and your answer to situations being taking the hit (tanking through with armor).
  • Dial A Combos instead of strings with timing that corresponds to what's happening on screen.
  • Block Breaker too weak, costs the same as Breaker instead of less to reward you for the successful block before doing it to get your opponent to stop chipping you to death by mashing strings on your block and let you play the game again.
  • Throw system being entirely guess based, with neither a reactable animation difference like Tekken or a standard 2D fighter throw break system.
  • Run being :r:r:blk instead of just :r:r, perhaps with :r:r hold :r for run and :r:r let go for dash or some other solution.
  • Projectiles passing through each other.
  • Wakeup changes removing the universal options to get back to playing neutral and instead meaning that the quality of your characters armored moves is an even bigger element in their viability.
  • Certain inputs like :d:l:r and :l:d
  • Input displays in game changing to your controller buttons and direction instead of having your strength of punch/kick and being P1 side based.
  • Players doing button checks instead of using the on character select button menu to confirm that their buttons are set and work by using it and paying attention.
  • Players not letting the match play out completely and rematching from the menu before the last combo is even finished.
  • A lot of the brutality requirements.
  • Stance Switch, and the fact that characters can have their back facing you and that the game uses 3D hit spheres (this is an assumption). I wish it was like the other 2.5D fighters out there and flipped the characters poses automatically to be front facing and operated with 2D hit boxes independent of the models for a more classic fighting game "feel".
  • Unlocks tied to a mobile game for smartphones I don't own and ones tied to online play with the shitty netcode, even after I bought the season pass and "no jumpscares" DLC.
  • The fact that some characters are guaranteed to have only their two base costumes, while others will end up with double digits.
  • The fact that they are eventually going to stop developing the game and move on to another product instead of supporting MKX over the length of the generation.
  • The :fp:bp command for interact being disabled with shortcuts off. I don't want more buttons than I need. I want to play the game with four attacks, block, and combinations of those. And also the inability to unmap the macro buttons for throw, interact, and stance.
  • The moves where you can select the screen position by holding a direction are a great idea, but sometimes it can be hard to not miss your direction and get neutral, or get a :d:r:bk move instead of :d:l:bk:r. Minor timing adjustment would help. It would be neat if you could hold the button and delay the attack (for a short while, a few frames) until you were sure you were holding the direction you wanted.
  • Simultaneous button press timing seems too tight.
Like:
  • Not being afraid to have a fair amount of newness, the story going in a new direction, new characters, old favorites being killed, I hope this was by design a "transition" game and they go even further in the next game with new content that distances it from the previous games (but not in gameplay).
  • Art direction and character designs.
  • Animation quality.
  • Meter building, first hit bonus, getting less meter when you are doing more damage, etc.
  • Being juggle based and having strings, and overall less execution requirements than the other fighters on the market.
  • Character intros and mid fight quotes.
  • Brutalities, besides some of the requirements and the amount of slow motion some of them have. Their seamless nature, speed, and unskippable nature are perfect. Most of them are the same quality and style as MK1/2 fatalities (including remakes of old ones). They should just remove requirements and make it so you only have to do a second input during the animation to do a brutality and make them the new fatalities instead of having to sit through the long animations filled with unnecessary mutilation of the body after they're already dead.
  • Trade hits being included.
  • Unique animations for aerial attacks.
 

DDustiNN

MK11 Pocket Guide: Koming Soon to the App Store
They are probably delaying their wake up.
I know what you're saying, but I'm talking about the animation itself. It feels longer and I haven't got the ting down yet (I never initiate the throw while they're still down, only once they start getting up).
 

Pan1cMode

AUS FGC represent!
I actually like the gender specific combos, it reminds me of MK2. It makes the game more in depth and makes knowing your character to the fullest a priority.
This shit is hella arbitrary and annoying. It's not just character specific, it's things like, will whiff when ducking but not when ducking and blocking, will whiff only when ducking and blocking, etc. That's just as bullshit as stance specific combos in Injustice. It doesn't add any depth, it's a matter of, "I just made a correct read and hit the opponent, let me roll the dice and see if the bar I spent will now allow my combo to connect, or to randomly drop because they were/weren't blocking/crouching/other".

That's my number 1 pet hate about MK X.
 
Last edited:
The fact I see 100 billions times more dropped combos in this game and 10 zillion times more xrays,and hate waiting on xrays to finish I can go to the fridge get drink come back and has not ended yet.Especially lui kang and ermacs
 

Barrogh

Meta saltmine
Do you have input shortcuts on?
I tested this stuff and they don't do what we thought they do. They just require you to finish your quarters and whatnot. Like, you can do db1 as 21+FP with them on, but you must do them as 214+FP with shortcuts off.

Ofc you can save on diagonal inputs, but that is another option and another story altogether...

@chemist4hire

How everyone with a command grab input of DBF cant be played to their full potential unless you're part of the 1% playing on hitbox...

#BanHitBoxes
Actually, dbf is a bit problematic for HB/KB as well, especially when you consider how you often need to cancel them off 8 frame moves while struggling with the necessity to release right directional button before hitting attack button when your character faces left side.

Some characters like Kung Jin and Raiden need IQ of an Ape to be played (I don't wanna offend KJ and Raiden players , i like both of them but i point that they are easy to use).
Ancestral and Master of Storms aren't easy to play :p
 

Gesture Required Ahead

Get on that hook
My cross-up jump punches whiffing cuz i did them too early
The text being too small online especially when i have a small tv
The "refresh" button STILL being triangle online causing me to accidently decline matches
Some of the balance issues (this is to be expected tho)
The fact that I pre-ordered the game and didn't get Goro v____v
What? lol that sucks dude
 

Afk Skinny

3D Krusader
What I like: When Ermac does a brutality on Torr, he says, "We are many, you are but two"

What I don't like: When Ermac does a brutality in a mirror match he doesn't say, "We are many, you are but many"