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MKX Enhanced Online BETA General Discussion

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Pan1cMode

AUS FGC represent!
i think jacqui's fine the way she is. her biggest weaknesses are fundamental things that are very unlikely to be changed. so with what she has (other than fixes) i don't think she needs changes.

that being said though, i'm curious to know if there's anything else
She has glaring fundemental weaknesses (armour, range, pokes) but she's fine? If what you're saying is you wouldn't change anything other than things effecting those 3 things, then yeah, I agree mostly with you (other than a 4u4 change and a reflect change [which would somewhat help with her lack of range in some MUs]).
 

Gengar

Hypnosis > Dreameater (its a reset)
She has glaring fundemental weaknesses (armour, range, pokes) but she's fine? If what you're saying is you wouldn't change anything other than things effecting those 3 things, then yeah, I agree mostly with you (other than a 4u4 change and a reflect change [which would somewhat help with her lack of range in some MUs]).
4u4 needs a change for sure, its the only move like that and man is it wonky. it would be find to have it simply u4.

with 23 being low now, curious what the frames on 2 by itself are, can you do 2 into b2 while they watch for the low or is it too slow?

I also think that her f121 string should have the overhead come out on block, not even sure why they bother to call it an overhead if it only comes out on hit. b33 could use some range too, it doesnt even hit off jump ins.
 

Pan1cMode

AUS FGC represent!
4u4 needs a change for sure, its the only move like that and man is it wonky. it would be find to have it simply u4.

with 23 being low now, curious what the frames on 2 by itself are, can you do 2 into b2 while they watch for the low or is it too slow?

I also think that her f121 string should have the overhead come out on block, not even sure why they bother to call it an overhead if it only comes out on hit. b33 could use some range too, it doesnt even hit off jump ins.
She's always had this 'mixup' in shotgun anyways. With b2 being 17 frames, it's on the cusp of almost reactable. Add in the fact that if you're using it as a stagger string, there are an extra 7 or so frames, no this really isn't a mixup. It's not like she can go s2, stagger b3 either because lol b3 range is stupid bad.

Maybe this will provide something I'm just not seeing but again, this reeks of the 'added' damage to ex bf2' "buff" she get previously.
 
i think jacqui's fine the way she is. her biggest weaknesses are fundamental things that are very unlikely to be changed. so with what she has (other than fixes) i don't think she needs changes.

that being said though, i'm curious to know if there's anything else
man stop it...i want to use shougun i need f1 to be faster that way i ll make her a great mid range rundown mix character
 

Landonio

n00b
Anybody know why I haven't gotten a beta code yet? I've logged like 18 years online since launch, and signed up on the first day. And I'm on Xbone. What gives. WutFace

Also, any subtle GM changes? Any truth to the rumors that he received buffs AND nerfs?
 

wselak

Noob
People act as if 5 seconds of no stamina for both characters is a lifetime.
5 seconds in the past part of a close game is huge. breaker with no stamina is a bad idea and will unbalance the game.

some characters need stamina for combos some dont = unbalanced
some characters have zoning and tools at full screen some dont = unbalanced
it will be worth losing 2 meters to take one hit and break to zone for some characters = unbalanced
being punished for getting a hit is going to cause someone to take one hit and break and go right back into zoning.
pushing your opponent to the corner isn't an easy thing to do. its the zoners fault for letting that happen. thats why there are walls in fighting games in the first place.

what i would like is for both players to keep their stamina and keep stamina and push the guy that got the hit farther back can work. i can can make up ground by running or jumping a fireball or visa versa. i can also use an interactable. the guy that broke can back dash for invincibility. sorry, if i push someone to the corner its their fault i don't feel bad about that.
 

Derwood1979

Professional Procrastinator
Guys, due to my status as a confirmed time traveler I do not need to wait for a beta code to have the low-down on it. I am planning on taking a trip to February in the next few days so feel free to ask any questions and I can answer them accurately.
MOAR SCORPION SKINZ?
 

Goat-City

Banned
5 seconds in the past part of a close game is huge. breaker with no stamina is a bad idea and will unbalance the game.

some characters need stamina for combos some dont = unbalanced
some characters have zoning and tools at full screen some dont = unbalanced
it will be worth losing 2 meters to take one hit and break to zone for some characters = unbalanced
being punished for getting a hit is going to cause someone to take one hit and break and go right back into zoning.
pushing your opponent to the corner isn't an easy thing to do. its the zoners fault for letting that happen. thats why there are walls in fighting games in the first place.

what i would like is for both players to keep their stamina and keep stamina and push the guy that got the hit farther back can work. i can can make up ground by running or jumping a fireball or visa versa. i can also use an interactable. the guy that broke can back dash for invincibility. sorry, if i push someone to the corner its their fault i don't feel bad about that.
Zoning is underpowered in this game and pressure is overpowered = unbalanced. This helps a little bit to balance that by creating a bit of a weakness for pressure characters with poor zoning tools. Pushing your opponent to the corner IS an easy thing to do in this game. It happens practically every match, and many matches a guy will go from trapping his opponent in one corner of the stage and the complete opposite corner by the end of it. No one is going to purposefully take a hit just because they're a zoner, especially when they don't even need to take the hit because they can block break too. They'll be sacrificing 2 bars to zone you for probably less than 10 seconds before you're back half screen or even on them again. They will not have gained even a full bar by then, so the only time they're going to be breaking is to save themselves from a 30% combo or more into massive corner carry, likely started by a guaranteed 50/50 combo starter.

It is harder to zone consistently than it is to pressure consistently in this game. That is undeniable, so for you to say this barely significant zoning buff is gonna make zoning characters the new top tier makes no sense. It's already been explained why breakers need to cost stamina, so this makes it more fair by making both players lose their stamina after a break.
 
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DelSchokoladenSaft

Can of Corn Main
5 seconds in the past part of a close game is huge. breaker with no stamina is a bad idea and will unbalance the game.

some characters need stamina for combos some dont = unbalanced
some characters have zoning and tools at full screen some dont = unbalanced
it will be worth losing 2 meters to take one hit and break to zone for some characters = unbalanced
being punished for getting a hit is going to cause someone to take one hit and break and go right back into zoning.
pushing your opponent to the corner isn't an easy thing to do. its the zoners fault for letting that happen. thats why there are walls in fighting games in the first place.

what i would like is for both players to keep their stamina and keep stamina and push the guy that got the hit farther back can work. i can can make up ground by running or jumping a fireball or visa versa. i can also use an interactable. the guy that broke can back dash for invincibility. sorry, if i push someone to the corner its their fault i don't feel bad about that.
It will balance the game.

To be able to actually do something instead of taking chip and the opponent build meter is marvelous.

1.) That's like saying someone needs to block for me to do a tick throw; you rush, I break, balanced.
2.) That's saying some characters have status effect moves while others don't. I break, I punish every attack because you were pressing buttons.
3.) Just block.
What you're essentially saying is, "My way of playing is the best and no one should take that away from me."
Understand that there are different playstyles. Anti-Zoning is one of them. Breakers exist TO GIVE THE BREAKEE A CHANCE.
 

wselak

Noob
i play socrerer quan and this will give me a free armor trap.
corner combos/corner carry combos are not easy to do so it rewards execution.
if you get hit its your fault! some games are heavy rush down like marvel and kof nothing is wrong with that.
the best characters are getting buffs from this. this doesnt help a little bit it helps alot!
if i hit you with a combo that causes a hard knockdown i can get a guaranteed "oki" but you can armor or block or backdash. nothing is unfair about that.
you say its harder to zone in this game tell that to shinnok or hqt.
 

wselak

Noob
people think if you break i get to rush you down free. thats so far from the truth. just go in training mode and have one character on auto block and you block with your character.
 

Goat-City

Banned
i play socrerer quan and this will give me a free armor trap.
corner combos/corner carry combos are not easy to do so it rewards execution.
if you get hit its your fault! some games are heavy rush down like marvel and kof nothing is wrong with that.
the best characters are getting buffs from this. this doesnt help a little bit it helps alot!
if i hit you with a combo that causes a hard knockdown i can get a guaranteed "oki" but you can armor or block or backdash. nothing is unfair about that.
you say its harder to zone in this game tell that to shinnok or hqt.
You as a Sorcerer player would get a free armor spell anyways unless your opponent wakes up with an attack that will hit before then, which can happen with stamina or without stamina. Combos with tons of corner carry are easy to do. It's as simple as getting plus frames and landing a 50/50, and that can be done in a lot of ways on top of the fact that it's not even required to get the plus frames first lol. Are you suggesting that there should be no combo breakers at all? Because if we get hit it's our fault right? No need for breakers then. The reward for landing a hit is greater than the reward is for zoning on top of the fact that it's easier to get in than it is to stay out. Oh you landed a full screen JIP or an armored launcher, now I can spend 2 bars to break for a disadvantegous neutral, or I can eat 30% and then sit here in the corner and try to guess my way out of it while I'll probably get opened up again or block some stagger strings for 20 seconds.

A game can favor rushdown over zoning, but it can also not, and many people prefer a more balanced game, gameplay wise, than one that is mostly offense with one dominating play style. Your argument for HQT and Shinnok is fallacious because those characters succeed at rushdown just as much as they do zoning. Besides, those characters need to be nerfed anyway, and this doesn't change that. Even characters with pretty good zoning are fucked without good pressure in this game, and that includes Kitana. The only reason you've given so far that hasn't been countered as to why this change is bad is that you prefer this game to be rushdown oriented. That's not an objective reason. I like this change because it slows down the game, makes it a bit more defensive, and buffs a play style I and many others like. You don't, and that's fine, but it does not unbalance the game anymore than it already is, and even if it did, that would not be a reason why it's a bad change to the meta.
 

wselak

Noob
it is your fault for getting hit. it always is. re-read what i said i would do about the breakers it makes sense.

you are not at a disadvantegous neutral because if you would go to training room and do what i said you would know.

you can do things to stay at plus frames are you mad about that too? you dont like the guessing game in mkx? you can armor. strings have gaps.. this is getting redundant so this is my last post i hate arguing in circles.

the reward for landing a hit is always greater then zoning but its harder to get in then do a fireball wait half a second do another fireball then another fireball they have to block on wakeup. the person rushing in has to gamble the zoner isn't risking as much he's just playing off the rush down guys mind.

the thing people hate the most about hqt and shinnok are the fireballs this helps that even more. it will be worth breaking taking one only hit and it will be a round stealer. quan gets help from this cause you will have to guess an armor trap or quans fireball when i'm SH jacqui.

saying something needs to be nerfed isnt what we need dude. it drives people away, people that dont want to adapt and it causes communities to just bitch all the time until they get what they want. and the end result is unbalance.

characters that need stamina and no zoning are at a disadvantage. they will have to rely on a 3 hit string pretty wack. i've said this in posts and people keep saying its for balance!! well no its not.

if you say corner carry combos are easy or did you have to practice them a lot? cause if you had to practice them its already in your muscle memory and you just say its easy now cause you have done it a million times. anyone can have high execution with practice!

the characters with good zoning get an advantage people with bad zoning get a disadvantage. yeh there are options but its not balancing the game.

the reason why this game is rushdown heavy is because the camera is close in look and the characters are bigger. watch injustice its the opposite and its a more zoning game.

no fighting game is balanced zoning and rushdown.

i wish you wouldnt do this wall of text thing. we will see during majors how this works.
 

Goat-City

Banned
it is your fault for getting hit. it always is. re-read what i said i would do about the breakers it makes sense.

you are not at a disadvantegous neutral because if you would go to training room and do what i said you would know.

you can do things to stay at plus frames are you mad about that too? you dont like the guessing game in mkx? you can armor. strings have gaps.. this is getting redundant so this is my last post i hate arguing in circles.

the reward for landing a hit is always greater then zoning but its harder to get in then do a fireball wait half a second do another fireball then another fireball they have to block on wakeup. the person rushing in has to gamble the zoner isn't risking as much he's just playing off the rush down guys mind.

the thing people hate the most about hqt and shinnok are the fireballs this helps that even more. it will be worth breaking taking one only hit and it will be a round stealer. quan gets help from this cause you will have to guess an armor trap or quans fireball when i'm SH jacqui.

saying something needs to be nerfed isnt what we need dude. it drives people away, people that dont want to adapt and it causes communities to just bitch all the time until they get what they want. and the end result is unbalance.

characters that need stamina and no zoning are at a disadvantage. they will have to rely on a 3 hit string pretty wack. i've said this in posts and people keep saying its for balance!! well no its not.

if you say corner carry combos are easy or did you have to practice them a lot? cause if you had to practice them its already in your muscle memory and you just say its easy now cause you have done it a million times. anyone can have high execution with practice!

the characters with good zoning get an advantage people with bad zoning get a disadvantage. yeh there are options but its not balancing the game.

the reason why this game is rushdown heavy is because the camera is close in look and the characters are bigger. watch injustice its the opposite and its a more zoning game.

no fighting game is balanced zoning and rushdown.

i wish you wouldnt do this wall of text thing. we will see during majors how this works.
My bad about the walls of text. I thought 2 paragraphs would be good enough but I can see how they would still strain the eyes. Anyways, no one's arguing it's not your fault for getting hit, but the consequences for everything should be reasonable. By the simple logic you're using, the first person to get hit should instantly lose the match because it was their fault for getting hit first. No, be reasonable. I've already explained why breakers need to cost stamina in tons of other posts in and outside this thread.

No one has said that you're doomed to get hit after you break. The point is that you are factually at a disadvantage after a break in the neutral because your opponent has stamina and you do not. If I'm going to spend 2 bars to break, then I should not be at a significant disadvantage afterwards.

You hate arguing in circles? No, you hate losing arguments and not having anything new to say, so you just repeat what you said before. You're not even thinking anything you're saying through as I've already shown, you're just ready to jump on a change because it doesn't fit with your bias of how you'd like MKX to be. If you don't want to argue in circles then don't argue in circles, either admit you're wrong or say something new that makes sense.

The zoner doesn't have to risk as much? Block or duck a couple projectiles, then make a read that they'll throw another one, jump over it, and boom, full combo punish. Big risk. Or, you can armor through with a launcher in many cases, or you can use an interactable that either shoots you full screen or gives you plus frames on block or on hit, or if you read they're gonna do a projectile in the air then you can run in for free, AKA no more zoning for you and possibly a full combo punish. If you weren't just talking out of your ass you would've thought of all this beforehand. Stop reaching for a logical argument when you don't have one. It's ridiculous.

Both players play off each other's mind lol, that's just common sense you rushdown fool. And no, the reward for getting in and landing a hit is not always as good as successfully zoning. In this game it is with its unbalanced oki in the offensive player's favor and its 50/50 combo starters that are often safe and absurd chip damage on top of meter gain, but not all games. Successfully zoning in this game usually means 18% damage done at the very most and half a bar of meter gain. In other games you don't have as many 50/50 starters, unreactable stagger strings, a run ability, back dashes that cost stamina, etc. Wakeups are good but they're just guesses. Get blocked and you eat another combo into the same unbalanced oki, so it is not balanced between offense and defense.

Shinnok and HQT's projectiles are fine. I hope they stay the way they are because I like some decent zoners in the game. What I hate about them is the fact that they have great pressure, pokes, and normals on top of that, so you should speak for yourself there. You're just assuming people would rather have their zoning nerfed than their pressure nerfed. I already told you that character balance is mostly irrelevant in the discussion of whether or not meta balance changes are good or bad. Characters need to be buffed and nerfed regardless, so all this potentially does is change how that should be done, and I don't think it does that either as I've explained.

So you're complaining about HQT and Shinnok but you don't think they should be nerfed? Why are you complaining then? Just adapt bro. And prove the result is unbalance.

Characters that need stamina and don't have good zoning are not at a disadvantage because 1. Zoners need stamina as well, and 2. Rushdown is better than zoning in every way in this game. They're only at a disadvantage in the zoning department, but what they do have is far better than zoning, period, so it is balanced. Again, characters like Quan, HQT and Shinnok have great zoning, but their zoning is not what mainly makes them OP, it's their rushdown pressure and 50/50s. Their rushdown features should be nerfed if anything, not their zoning. There's no reason why zoning as a play style shouldn't be buffed, and I like it.

I don't even know what you're talking about with the combo execution nonsense. I wasn't even talking about actually executing the combo, that's obviously easy as fuck in this game. I'm talking about getting them started, but you just ignored everything I said about that so fuck it.

Oh, the reason this game is rushdown heavy is because of the camera exclusively. Gotchya man. And I thought it was mainly because of the fact that stages are small, a run feature exists, there are interactables that launch you full screen, there are half to full screen JIPs and forward advancing strings, projectiles don't have particularly fast recovery in general, backdashes cost stamina, full screen armor moves exist and some of them even launch, etc. I don't know about Injustice but all that stuff sounds like reasons for weak zoning in MKX, but I guess it's just because of the camera being close.

No fighting games are balanced between rushdown and zoning? Where's your evidence for this statement?

Sorry if I came off as aggressive but there's nothing more annoying than someone who stubbornly continues to argue when his points clearly have no substance. We'll see how it works later if they decide to keep this change in the game but thanks for the tip on the walls of text.
 
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@wselak

"some characters need stamina for combos some dont = unbalanced"

Every character that requires stamina for optimal damage has punishes they can do that don't require it during those 5 secs that may not net them as much but will still give them %, knockdown and/or pressure. The foe spent two bars to create space and give them neutral, so what, its unfair that the one who caused the break cant easily get right back in, right away where they're strong and do max dmg punishes during those 5 secs. Kinda seems like why they are changing it to begin with because atm that's exactly what's happening now a lot of the time.

"some characters have zoning and tools at full screen some dont = unbalanced"

Breaker is not full screen. Max jump in range and full screen =/=. Also name me one rushdown character that doesn't have a projectile and/or a counter zoning tool in less then two of their three variations (and their projectiles are normally stronger due to not being as good frame wise, though they have the option). Your making it out like zoning is so uber strong in this game or there's not several ways to deal with it.

"it will be worth losing 2 meters to take one hit and break to zone for some characters = unbalanced"

How is that any different from what those characters would do now if they were hit and it would be ill of them not to break, I mean a zoners strength is their zoning.

"being punished for getting a hit is going to cause someone to take one hit and break and go right back into zoning."

How is the rushdown being punished for taking two bars from the opponent? If someone has the meter an chooses to break, that's that, its a game mechanic. You play Sorcerer Quan Chi, so I can see how you think you can just go right back into zoning willy nilly (even tho he cant) because he's excellent at it, has his armor portal and can hold his own against pressure better then several zoners up close (ex. 6 frame d1, 5 frame njp). A 7% projectile (spitballing) vs. a half/full combo punish because they read it and jump over it or armored through your now breakerless behind is not to be taken lightly.

"pushing your opponent to the corner isn't an easy thing to do. its the zoners fault for letting that happen. thats why there are walls in fighting games in the first place."

Many characters have combos/BnB's that move their foes more then half screen. So because they took a hit mid screen and don't have the meter to break they are letting it happen? With several characters the foe can break during a certain part of your combo so your stuck on that side/corner, was that their fault too? If a rushdown is advancing its in the best interest of the zoner to keep space therefore they have to move backwards (most of the time). Forward advancing is faster/freer then backwards movement generally and you know there's running/interactables, so they will get in to create a situation more often then not if they are playing properly and not getting hit from projectiles.

"the reward for landing a hit is always greater then zoning but its harder to get in then do a fireball wait half a second do another fireball then another fireball they have to block on wakeup. the person rushing in has to gamble the zoner isn't risking as much he's just playing off the rush down guys mind."

So in some cases its harder for rushdown to teleport on reaction (same amount of inputs), use armor or interactables (1 button) or just duck/jump/block then it is for a zoner to zone normally or IAF. So they have to block on wake up huh, no delay or tech, armor, low profiling, no Sonya bake n wake, no Cassie Ex Nutpunch invincibility option.

"saying something needs to be nerfed isnt what we need dude. it drives people away, people that dont want to adapt and it causes communities to just bitch all the time until they get what they want. and the end result is unbalance."

Don't recall people saying breaker needed to be nerfed it was NRS themselves that felt this was a needed change. People in the community are just agreeing/disagreeing. People do adapt, look what Sonic Fox has done with Kitana, a zoner against the sea of top tier rushdowns. Besides him how many other zoners have won majors? Now how many rushdowns have won majors? Its because he's super skilled and understands the game, that's why he's able to take Kitana that far, not because its easy to zone rushdown out. Some things need to be addressed there is no amount of adapting that can outplay certain design flaws/advantages.

"if you say corner carry combos are easy or did you have to practice them a lot? cause if you had to practice them its already in your muscle memory and you just say its easy now cause you have done it a million times. anyone can have high execution with practice!"

Execution should never be a factor in high level play or balance, period!

"the characters with good zoning get an advantage people with bad zoning get a disadvantage. yeh there are options but its not balancing the game."

Yea at anything outside of close range, that's their strong suit, but in close they normally (not all cases) have a disadvantage. If I break a zoner in the corner how are they at an advantage regardless of how good their zoning is, so that's not always true.

"what i would like is for both players to keep their stamina and keep stamina and push the guy that got the hit farther back can work. i can can make up ground by running or jumping a fireball or visa versa. i can also use an interactable. the guy that broke can back dash for invincibility. sorry, if i push someone to the corner its their fault i don't feel bad about that."

I'm not at all against the idea of both players keeping stamina during breakers because that equates to a fair neutral. I can agree.
 

dennycascade

UPR_ghastem
thank you - lag hurts takeda more than anything .
You'd be surprised at the lag gimmicks that most SR takedas will keep on trying and getting away with. It's hilarious the savage shit they do but you'll get hit by their stuff and know 100% for sure that you only got hit by that due to their lag. It gets me salty every once in a while.
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
End of match only. Try it for stylish fun.
thats awesome, will be able to do brutalities from stuff that only works on hitting grounded opponents then :D

wait...if you have more than 1 bar can loop them or does gravity on the combo become to much?
as in end in mb throw, full combo into another mb throw and then combo into a brutal. that's some serious salt in the making haha
 

Infinite

Noob
thats awesome, will be able to do brutalities from stuff that only works on hitting grounded opponents then :D

wait...if you have more than 1 bar can loop them or does gravity on the combo become to much?
as in end in mb throw, full combo into another mb throw and then combo into a brutal. that's some serious salt in the making haha
Would you really use multiple throws just to troll someone. Super long combo into tea bag maximum time waste fatality... the new meta.
 
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