kabelfritz
Noob
i didn't feel like there was anything extremely OP or UP in the beta, except infinites and other unintentional exploits of course.
i myself played li mei who has moderate zoning and brawling tools so she can kinda move between the ranges. she struggles a bit with heavy zoners but that can be covered by cameos, in this case frost with her low ice. i can see others do even better though like kung lao who has a combo extension as well as a teleport.
kameos in general might be a blessing for game balance because they can cover a character's weaknesses. i didnt find any kameo especially strong or weak either, but i saw VERY few jaxes over the weekend. i feel like his command throw is kind hard to use and GP was bugged.
other character impressions:
sub-zero: as always, very dominant screen control and mixups up close. recieved some very reasonable taming by making ice clone have a cooldown of 4 secs and stay active for only 2 secs. ice ball is not comboing from strings anymore, hes gotta spend meter now with low freeze.
johnny cage: obviously an absolute noob killer, but he can struggle if you know your defence up close or keep him out. all except one string start high.
kitana: not as many plus frames as others, but sweep range attacks which is not a thing everyone has in mk1. i struggled in neutral against her with li meis very short melee attacks. blockstring into enhanced fans was a problem for me, but no chance to lab it.
liu kang: probably not what people wish him to be as hes very zony with only one great melee tool. f43 was imo the best mid string in the whole beta though with its range, speed and shenanigan options. i find liu kang extremely hard to open up in neutral.
kenshi: seems ridiculous at first glance but has a lot of tradeoffs, his overhead zoning tool can be jumped through, which is crucial for balance. i was also able to armor through sento offense intuitively a lot, without exact knowledge of the strings.
a general topic are also pokes, which are now very negative on block. poke game feels a little sluggish now, but i feel its generally positive. if you have plus frames, a poke is often the only option to create a frame trap. if sucessful, you have the option to continue with a high or a throw, if blocked it can be punished - but only by another poke! it is super-reasonable game design where you dont get to take half a lifebar from nothing.
overall i am very surprised how balanced the beta was. i love how there seem to almost no powerful "why not?"-moves and everything has a tradeoff. its a trend that started with the late MK11 DLC chars and NRS fortunately seems to have followed that.
i myself played li mei who has moderate zoning and brawling tools so she can kinda move between the ranges. she struggles a bit with heavy zoners but that can be covered by cameos, in this case frost with her low ice. i can see others do even better though like kung lao who has a combo extension as well as a teleport.
kameos in general might be a blessing for game balance because they can cover a character's weaknesses. i didnt find any kameo especially strong or weak either, but i saw VERY few jaxes over the weekend. i feel like his command throw is kind hard to use and GP was bugged.
other character impressions:
sub-zero: as always, very dominant screen control and mixups up close. recieved some very reasonable taming by making ice clone have a cooldown of 4 secs and stay active for only 2 secs. ice ball is not comboing from strings anymore, hes gotta spend meter now with low freeze.
johnny cage: obviously an absolute noob killer, but he can struggle if you know your defence up close or keep him out. all except one string start high.
kitana: not as many plus frames as others, but sweep range attacks which is not a thing everyone has in mk1. i struggled in neutral against her with li meis very short melee attacks. blockstring into enhanced fans was a problem for me, but no chance to lab it.
liu kang: probably not what people wish him to be as hes very zony with only one great melee tool. f43 was imo the best mid string in the whole beta though with its range, speed and shenanigan options. i find liu kang extremely hard to open up in neutral.
kenshi: seems ridiculous at first glance but has a lot of tradeoffs, his overhead zoning tool can be jumped through, which is crucial for balance. i was also able to armor through sento offense intuitively a lot, without exact knowledge of the strings.
a general topic are also pokes, which are now very negative on block. poke game feels a little sluggish now, but i feel its generally positive. if you have plus frames, a poke is often the only option to create a frame trap. if sucessful, you have the option to continue with a high or a throw, if blocked it can be punished - but only by another poke! it is super-reasonable game design where you dont get to take half a lifebar from nothing.
overall i am very surprised how balanced the beta was. i love how there seem to almost no powerful "why not?"-moves and everything has a tradeoff. its a trend that started with the late MK11 DLC chars and NRS fortunately seems to have followed that.
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