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What could "fix" MKX to you?

im not saying a lot of meter- no where close to how it builds for the person doing the pressure, but def build something .. this game has a lot of 50/50s, vortexes, pseudo unblockables, and prob even more dirt be explored. being rewarded for blocking correctly is something that i would implement "if i could change something" .. most other fg have this or a mech similar . i feel it would be fitting .

its all speculation anyway as this is a "what if" thread but i dont see how this would make pressure characters unviable. so youre saying that this would make KL , LK, tanya, JC, etc unviable. i kinda doubt that . will you have to play somewhat smarter, yes. but i mean really, if someone is making consistent blocks and your not opening them up then i think they deserve a lil something
1 bar block breakers would be sufficient. If one were to gain meter while blocking on top of this, pressure characters would drastically drop in tier. Anyways, I just tested it in training mode and every hit on block gains the attacker 6% of a bar of meter, so for your idea to work the opponent would have to only gain 2-3% of a bar on every blocked hit. But if that's the case, then they might as well just make it so the attacker only gains 3-4% meter instead of gaining 6% while the opponent gains nothing. I just don't think it's a good idea; it's unnecessary at best.
 
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Push block would be dope. I think 1 bar 1/2 stamina push blocks sound reasonable. It'll offer more defensive options. That coupled in with a couple of balance patches would make this game a lot better and i already enjoy it thoroughly
 

A F0xy Grampa

Problem X Promotions
1 bar block breakers would almost completely balance 50/50s and the three top tier pressure characters you mentioned, (A-List, DF, and Tempest) that's why they are the single most important thing this game absolutely needs, even more so than a better netcode because gameplay is always the most important thing, and block pressure guessing is the most problematic thing for the gameplay right now.
Good luck block breaking a 5050.
That change would only affect pressure characters, not 5050s.
 

navaroNe

Nobody's afraid of Bruce Wayne
at first I wasn't so sure about 1 bar block breakers but they would work pretty good for a lot of the problems some characters face against certain matchups and some of the dumb pressure like Tanya's. only problem I can think of would be Blood God Kotal Kahn would be able to build up block breakers too quickly probably, but I'm sure it could be adjusted for him. I also like what Lt. Box said about 4 frame wakeup invincibility
 
Good luck block breaking a 5050.
That change would only affect pressure characters, not 5050s.
What I mean is, take a character like Quan Chi for example, if you guess right on the first 50/50 combo starter, he can still use a bar to be plus enough to get another 50/50 with EX rune. If you know this, you can simply wait for the EX rune and break it, thus nullifying his second 50/50 attempt while making him waste an entire bar. If he knows you're going to do this, he'll decide not to spend a bar, but then he gets punished because both options are unsafe. As a result, the Quan player will not be going for 50/50s nearly as often. Another example is after a blocked JIP. After a blocked JIP your opponent is now plus enough for a free 50/50, but if you don't want to take that 50/50, just block break the JIP. One more example is a 50/50 that's in the middle of a string instead of at the start. Block break the start of the string so you don't have to eat the 50/50. This means not having to guess Erron Black's 21122 string into command grab/sand grenade/delay into 50/50/whatever else. Same goes for Sonya's military stance 50/50s or Mileena's f343/4 string or Cryomancer's b33 into EX hammer into full combo.
 
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Undergroundepict

I am like the blue rose
Recently I've been thinking a lot about MKX and fighting games etc.

I've came to terms that MKX and MK9 are different games completely and I just have to deal with it and adjust. I didn't want to, but I will. I have to. If I was okay with Cyrax literally doing 70% combos (see DJT in tourney kill Wound ine one awesome combo) then I'm okay with hard-to-blockables. I'm okay with 50/50's. If I'm okay with Kabal being in the game then I'm alright with Dragons Fire Kang or A-list Johnny or Tempest Lao. If they get nerfed fine, I'll learn to adjust. I'm okay with MKX completely now, I have just accepted the nature of NRS games the same way a MvC3 player accepts the nature of their game. This is MKX, and I will live and die by the mixups... (and educated guesses).

In other words, this whole time I've had to learn to just shut up, get into training mode, git gud and level up where I can. I'm REALLY beginning my MKX path now. I suggest anyone complaining does the same, or go find another game. SFV could be promising if you're into that.
Post of the year candidate.


I just love the game. It has issues (like literally every single game ever), and there are minor things I would change here or there, and they really need to fix High's whiffing on certain crouch blocking hitboxes, but overall the game is fucking solid (netcode aside, of course, because that is a shit blizzard).

To echo the sentiment of Scott the Scot, Git Gud or GTFO. I cannot bring myself to understand the mindset of these guys who come on to TYM to bitch about the game 20-30 times a day.

It's like bruh, don't you have something more productive you could be doing with your time? Like practicing?
 

SaltShaker

In Zoning We Trust
-Hitbox/Hurtbox consistency

-Toning down air normals

-1 bar half stamina block breakers

-Kano-esque backdashes cast wide

-All 50/50 combo starting strings have at least one of the two starters be always unsafe to use

-Some of the zoning characters like Pyro Tanya, Balanced Kenshi, Necro Shinnok, etc be given equal attention with buffs as the 50/50 and rushdown characters are



That's probably it. Game would be Hall of Fame level to me with those changes.
 

GLoRToR

Positive Poster!
1. Eliminate variations, rebalance the cast for their best moves, dropping useless strings and trash abilities.
2. Lose the faction war bullshit.
3. Adjust the buffer window on cancels.
4. Add 10 frames to every move's frame data.
 

Name v.5.0

Iowa's Finest.
I can tolerate everything in this game for the most part. The thing that really annoys me though is the neutral jump attacks situation. You make a read that I'm going to come in so you NJP, except I dont come in. So you follow up that NJP with another NJP. I mean...why not? It's pretty much completely safe to jump up and down like a fucking idiot. On block, NJP should be like -15.

And then there is NJKs in the corner. You knock me down and do a stupid deep NJK to be plus. That's fucking retarded. The corner is already a terrible place to be, why does this shit exist. On block, NJK should be like -4.
 

SneakyTortoise

Official Master of Salt
What I mean is, take a character like Quan Chi for example, if you guess right on the first 50/50 combo starter, he can still use a bar to be plus enough to get another 50/50 with EX rune. If you know this, you can simply wait for the EX rune and break it, thus nullifying his second 50/50 attempt while making him waste an entire bar. If he knows you're going to do this, he'll decide not to spend a bar, but then he gets punished because both options are unsafe. As a result, the Quan player will not be going for 50/50s nearly as often. Another example is after a blocked JIP. After a blocked JIP your opponent is now plus enough for a free 50/50, but if you don't want to take that 50/50, just block break the JIP. One more example is a 50/50 that's in the middle of a string instead of at the start. Block break the start of the string so you don't have to eat the 50/50. This means not having to guess Erron Black's 21122 string into command grab/sand grenade/delay into 50/50/whatever else. Same goes for Sonya's military stance 50/50s or Mileena's f343/4 string or Cryomancer's b33 into EX hammer into full combo.
You can't break projectiles. 1 bar block breakers would give quan chi mains a constant boner
 

SneakyTortoise

Official Master of Salt
Even if they did make projectiles breakable on block (or if they are now) quan chi mains would still bite your hand off for offering them 1 bar block breakers
 
I almost forgot! I want a 15% damage reduction on EVERYTHING matches go on longer, 50/50s matter less, instead of losing 50% in a combo you lose 42.5. The damage in mkx is stupid.
 
You can't break projectiles. 1 bar block breakers would give quan chi mains a constant boner
Yes you can if you do them in succession with a string or normal. I tested it in training mode myself; try it. Pick Quan Chi vs Quan Chi, record AI, do b2 close rune into EX rune, then playback and try to block break it as the bar of meter disappears from using the EX rune. It works.