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Has NRS done a good job patching Mortal Kombat X so far?

Has NRS done a good job patching Mortal Kombat X so far?


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SaJa

FH_FenriR
SaltFace placed 4th at ECT with Ravenous Mileena, not even her "best" variation. She's not heavily represented, but she's there.
Wow, this is huge ! So you see only once a char being top 8 in your life and you're done with the balance and stuffs ? History proves us that more you see a char being top 8 (with different players I would say), and more there is chance that this same char is stronger than the other.
Injustice at the beginning was generally full of superman/batman/DD/BA. At the end we could finally see all char. You see what I mean ?
 

Method

Full Combo Punishable
Wow, this is huge ! So you see only once a char being top 8 in your life and you're done with the balance and stuffs ? History proves us that more you see a char being top 8 (with different players I would say), and more there is chance that this same char is stronger than the other.
Injustice at the beginning was generally full of superman/batman/DD/BA. At the end we could finally see all char. You see what I mean ?
Yup.

Guess I'll go kill myself now.

#BuffJason
 

Metzos

You will BOW to me!
You're playing the game wrong.

Try jumping or even cross jumping YOMI DJT. I dare you. I DOUBLE dare you.
When he plays which character man? If you think AA's are fine in this game, WITH ALL CHARACTERS, then i m afraid its you who are playing the game wrong.

If he plays KL then yeah, i wont jump against him. If he plays F/T or Goro, or any other character who does not have a solid AA, then i will jump the shit out of him.

You dont have to own a degree of nuclear psychics to see that this game is a jump fest for the majority of the cast.

IGAU was just like that b4 the final patch which buffed uppercuts dropped. Guess what happened afterwards? Game got better in terms of AA's.

Then you have MKX, when you play against a Scorpion or KL, they jump whenever they want, you dont.

14%<40's with KL and HF and Inferno Scorpion (and those two are not the only ones). The reward for a happy jumper is ridiculous, especially if they can do huge amount of dmg if the jump in is successful.

So my opinion still stands. There are alot of characters who can jump all day free and there are even more character who cant do shit about that anyday of the week.

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SaSSolino

Soul Stealing Loyalist
*every post ever*
damn! I really started a war! anyway it is true that he wants to nerf rushdown, and he's right: mkx's rushdown is WAY too strong. I mean cmon! sonya has a 50/50 that leands into a 50/50 (33/66 if you count the grab) and if you guess right you get less than 20 frames to punish? (making it impossible to punish online and even offline for some chars) are you joking? her divekick is the same on block and has no whiff frames (or close to it) and she isn't even considered top tier.

I am no zoner (don't let quan chi fool you), but I've always been a defensive player: a ton of footsies and blocking, trying to play it smart. the momentum here is WAY too strong and you'll find chars like shinnok (that isn't that bad at all, I play him) considered bottom 5 because he can't keep momentum without meter?

in MK9 you had like a million frames to punish a slide, here you have 20 frames to punish a guessed right meterless double 50/50 with also grab option? I understand that this is a new game, but you can't blame people like Dave for trying to defend every playstyle that isn't full rushdown.
 
damn! I really started a war! anyway it is true that he wants to nerf rushdown, and he's right: mkx's rushdown is WAY too strong. I mean cmon! sonya has a 50/50 that leands into a 50/50 (33/66 if you count the grab) and if you guess right you get less than 20 frames to punish? (making it impossible to punish online and even offline for some chars) are you joking? her divekick is the same on block and has no whiff frames (or close to it) and she isn't even considered top tier.

I am no zoner (don't let quan chi fool you), but I've always been a defensive player: a ton of footsies and blocking, trying to play it smart. the momentum here is WAY too strong and you'll find chars like shinnok (that isn't that bad at all, I play him) considered bottom 5 because he can't keep momentum without meter?

in MK9 you had like a million frames to punish a slide, here you have 20 frames to punish a guessed right meterless double 50/50 with also grab option? I understand that this is a new game, but you can't blame people like Dave for trying to defend every playstyle that isn't full rushdown.
20 frames is more than enough to punish something. You cant bring online into this. The problem i have is dave doesnt care what gets ruined in the game as long as he gets the zoning character he wants
 
20 frames is more than enough to punish something. You cant bring online into this. The problem i have is dave doesnt care what gets ruined in the game as long as he gets the zoning character he wants
its not just what dave wants its what all us who prefered zoning type of game want as well. most of the stuff dave said on here about zoning is legit.
if i wanted to play pure melee fighting game i'd frakking play tekken.
 
its not just what dave wants its what all us who prefered zoning type of game want as well. most of the stuff dave said on here about zoning is legit.
if i wanted to play pure melee fighting game i'd frakking play tekken.
Dont get me wrong I would love to see more zoning as well. The problem is that it is clear that dave doesnt really care what happens to all other characters as long as zoning gets better and I dont think that is a wild assumption. Anyway I am done with this thread and dont want to participate in this stuff anymore.
 

SaSSolino

Soul Stealing Loyalist
20 frames is more than enough to punish something. You cant bring online into this. The problem i have is dave doesnt care what gets ruined in the game as long as he gets the zoning character he wants
I also said that some chars can't punish her offline either, read it all. and if a move is made to be punished, why not add a few bazillion frames on block? you wanted it punished anyway. oh wait, MKX has to be fast and good looking. (for real, I can't find no other reason)

and perhaps you are right, Dave is trying to get zoners buffed because he's a zoner; but if he keeps bringing good points on the table, let him go for it. and notice that he mostly speaks about nerfing rushdown, not buffing zoning. rushdown and zoning aren't the only 2 playstyles.
 
I also said that some chars can't punish her offline either, read it all. and if a move is made to be punished, why not add a few bazillion frames on block? you wanted it punished anyway. oh wait, MKX has to be fast and good looking. (for real, I can't find no other reason)

and perhaps you are right, Dave is trying to get zoners buffed because he's a zoner; but if he keeps bringing good points on the table, let him go for it. and notice that he mostly speaks about nerfing rushdown, not buffing zoning. rushdown and zoning aren't the only 2 playstyles.
Okay one last post because uou were already typing away :p. If some characters really can't punish something then it is a problem yeh. But what characters cant punish something that is -20? Also rushdown in this game is fine almost all strings are negative on block. It is the mixup characters that dave thinks are the strongest and I agree, but I talked to him about this anf about the pushblock thing and said it will mainly affect rushdown and not mixups and all he said was oh well lol more defensive options is always better.
 

SaSSolino

Soul Stealing Loyalist
Okay one last post because uou were already typing away :p.
too kind.

If some characters really can't punish something then it is a problem yeh. But what characters cant punish something that is -20? Also rushdown in this game is fine almost all strings are negative on block. It is the mixup characters that dave thinks are the strongest and I agree, but I talked to him about this anf about the pushblock thing and said it will mainly affect rushdown and not mixups and all he said was oh well lol more defensive options is always better.
it is true, mixups chars are insanely good. I agree that more defensive options is something that could help, perhaps some invulnerability frames on wakeups like mk9? and also more blockframes to most special (also whiff frames to some) might not be that bad of an idea. and if you really want to make me exited, more blockframes (no need for unsafety, but something more of -3 might be appreciated) and no more special cancels to those annoying strings that his low to overhead or overhead to low like sonya's b14 or erron's f13. oh god, I get all horny just thinking about it.

anyway, I got bored of this thread too, have a nice day.
 

Scoot Magee

But I didn't want to dash
Lol this 1 bar block breaker idea... I argue with friends of mine about this all the time. It's a terrible idea especially if it only costs 1 bar of stamina as well.
it will mainly affect rushdown and not mixups.
I don't understand what this means. How will it not affect mixups if it affects rushdown? I'm going to assume your definition of mixups is 50/50s because that's the only way I think that statement makes sense. If that's the case and 1 bar breaker doesn't affect 50/50s then what's the point? If the whole argument for 1 bar breakers is to tone down 50/50 characters (which it won't like I've been saying since this argument came up) this won't hurt anyone but characters that don't have a strong 50/50 game.

It would be a terrible idea. Offense will literally devolve into only run up 50/50 and characters that have to condition you in any way on block will be pushed away at any chance. I can't find a reason why I wouldn't push block somebody off me at the cost of 1 bar. If that's the game you guys want then fine. If a good runaway zoning character comes out it will be that vs the best 50/50 most likely.

I'm a fan of good fireball characters. I love the space control and etc. That s why I play ryu in the older sf games. I just think 1 bar breakers would be very extreme. More extreme than people think the rush down is at the moment.
 
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BloodyNights

"My kunai will find it's mark."
Lol this 1 bar block breaker idea... I argue with friends of mine about this all the time. It's a terrible idea especially if it only costs 1 bar of stamina as well.

I don't understand what this means. How will it not affect mixups if it affects rushdown? I'm going to assume your definition of mixups is 50/50s because that's the only way I think that statement makes sense. If that's the case and 1 bar breaker doesn't affect 50/50s then what's the point? If the whole argument for 1 bar breakers is to tone down 50/50 characters (which it won't like I've been saying since this argument came up) this won't hurt anyone but characters that don't have a strong 50/50 game.

It would be a terrible idea. Offense will literally devolve into only run up 50/50 and characters that have to condition you in any way on block will be pushed away at any chance. I can't find a reason why I wouldn't push block somebody off me at the cost of 1 bar. If that's the game you guys want then fine. If a good runaway zoning character comes out it will be that vs the best 50/50 most likely.

I'm a fan of good fireball characters. I love the space control and etc. That s why I play ryu in the older sf games. I just think 1 bar breakers would be very extreme. More extreme than people think the rush down is at the moment.
Thing is most people have stated that they'd adjust the way the block breaker works as well. It shouldn't knock down it should push back, think like mvc3, or skullgirls push block style. However if this is really the case, that it would be too powerful, which I don't think it will. What type of change should be implemented to stop the massive amounts of chip from being unleashed upon certain characters, that easily lead into throws.

The current system completely punishes smart blocking which is why people are asking for this change in the first place.
 

Metzos

You will BOW to me!
The idea of 1 bar breaker (regular or block) is stupid. Why? Because if you do that, characters who build a lot of meter with their rushdown will never get combo'ed. Like, ever. Two prime examples are KL and HF Scorpion. There are others as well, like TG Raiden for example, etc etc.

Breaker mechanic is good as it is. Perhaps the full loss if stamina is a bit too much (like, lets say, lose half your stamina not all), but other than that, breakers are fine.
 

Scoot Magee

But I didn't want to dash
Thing is most people have stated that they'd adjust the way the block breaker works as well. It shouldn't knock down it should push back, think like mvc3, or skullgirls push block style. However if this is really the case, that it would be too powerful, which I don't think it will. What type of change should be implemented to stop the massive amounts of chip from being unleashed upon certain characters, that easily lead into throws.

The current system completely punishes smart blocking which is why people are asking for this change in the first place.
How is smart blocking punished though? In my experience smart blocking usually leads to good things.
 

Scoot Magee

But I didn't want to dash
The idea of 1 bar breaker (regular or block) is stupid. Why? Because if you do that, characters who build a lot of meter with their rushdown will never get combo'ed. Like, ever. Two prime examples are KL and HF Scorpion. There are others as well, like TG Raiden for example, etc etc.

Breaker mechanic is good as it is. Perhaps the full loss if stamina is a bit too much (like, lets say, lose half your stamina not all), but other than that, breakers are fine.
The full bar of stamina is important for breakers. I mentioned my reasoning already in a recent post. Offense will actually gain a significant boost if breakers cost any less.
 

BloodyNights

"My kunai will find it's mark."
How is smart blocking punished though? In my experience smart blocking usually leads to good things.
Well you are punished by losing 10-30% in chip with a possibility of a throw being stacked on, if on the lower end of the chip being the 10% which is the equivalent to eating a DF1 gunshot from Marksmen Erron Black. While the opponent gains a good chunk of meter.

And then there are cases like Erron Black, who does chip to you, builds excessive meter, and then get's a 50/50 afterwards.
 

Metzos

You will BOW to me!
The full bar of stamina is important for breakers. I mentioned my reasoning already in a recent post. Offense will actually gain a significant boost if breakers cost any less.
I agree with you. Depends on the character though. Prime examples are Cassie and TG Raiden. If breakers cost one bar of stamina then those two characters, among others ofc, say something like "Ok so? I ll just use my remaining stamina to get on your face and continue my pressure". Tbh with you zoners benefit better with the current breaker engine.
 

M2Dave

Zoning Master
Dont get me wrong I would love to see more zoning as well. The problem is that it is clear that dave doesnt really care what happens to all other characters as long as zoning gets better and I dont think that is a wild assumption.
I care about other characters because any fighting game that only revolves around one gameplay style is boring. I would like to see more variety in Mortal Kombat X. In spite of the horrendous balance and abundant bugs and glitches, Mortal Kombat 9 remained interesting to play and watch for two years because of its variety.

Cyrax - combo heavy
Freddy - full screen zoning
Johnny Cage - rush down
Kabal - versatility
Kenshi - mid range zoning
Kitana - footsies
Kung Lao - mobility
Reptile - set up
Sektor - poking
Smoke - anti-zoning

Each of the top ten Mortal Kombat 9 characters was unique and interesting to play. Even Injustice, which is considered bland by many players, had more variety than Mortal Kombat X.

Aquaman - footsies
Bane - grappler and okizeme
Batgirl - vortex
Doomsday - rush down
Flash - combo heavy
Martian Manhunter - versatility
Sinestro - mid range zoning
Superman - footsies and corner vortex
Wonder Woman - footsies and corner vortex
Zod - full screen zoning

Mortal Kombat X, on the other hand, has far less variety. The vast majority of characters do nothing but 50/50 mix ups and pressure. Your character cannot win in Mortal Kombat X unless he or she has very good rush down.

D'Vorah - footsies and 50/50 mix up
Erron Black - pressure and 50/50 mix up
Jax - pressure and 50/50 mix up
Johnny Cage - pressure
Kung Jin - footsies and 50/50 mix up
Kung Lao - pressure
Quan Chi - full screen zoning and vortex
Raiden - 50/50 mix up
Scorpion - anti-zoning and pressure
Tanya - run away and 50/50 mix up

Even if you are an anti-zoning zealot, I fail to understand why anyone would you want a one-dimensional fighting game. I quit Tekken and decided to play Mortal Kombat because the games are, or at least used to be, more interesting.
 

Scoot Magee

But I didn't want to dash
Well you are punished by losing 10-30% in chip with a possibility of a throw being stacked on, if on the lower end of the chip being the 10% which is the equivalent to eating a DF1 gunshot from Marksmen Erron Black. While the opponent gains a good chunk of meter.

And then there are cases like Erron Black, who does chip to you, builds excessive meter, and then get's a 50/50 afterwards.
But how would push block hurt these characters if they have the meter building advantage? They'll still be just as good if not better because now they can keep you off of them as well.

In a situation where you could possibly eat 30% chip it would be totally worth it to spend the 2 bars on block breaker imo. Block breaker was not meant as a defensive get off me tool to use whenever . It was meant as a way to conserve your health towards the end of the match or to get oit of somega heavy chip. I've said it many times before. If I'm at 1/3rd of my life bar and a good fisticuffs cage corners me you better believe I'm spending those 2 bars to get him off. I think block breaker works perfectly for what it is.
 

BloodyNights

"My kunai will find it's mark."
But how would push block hurt these characters if they have the meter building advantage? They'll still be just as good if not better because now they can keep you off of them as well.

In a situation where you could possibly eat 30% chip it would be totally worth it to spend the 2 bars on block breaker imo. Block breaker was not meant as a defensive get off me tool. It was meant as a way to conserve your health towards the end of the match. I've said it many times before. If I'm at 1/3rd of my life bar and a good fisticuffs cage corners me you better believe I'm spending those 2 bars to get him off. I think block breaker works perfectly for what it is.
Simple, if I can block breaker these characters they can no longer gain massive amounts of meter. And who needs to block breaker Kitana for example? You won't need to be wasting a bar of meter, and a bar of stamina to push them back it's pointless. Raiden is the only one who would be a bit infuriating to have this going for him due to his retarded meter gain because of multihitting strikes. But at the very least you could push him back enough to possibly get out of the corner while he is bullying you there after a guess.