What's new

My Brief experience with MKX @ London Comic-Con by DreadKnight1

DreadKnight1

Beaten, by this mere man
I was luckily able to get a few games in at Comic Con in London, here are my findings/observations with the current build:
  • Raiden has a quick low which strings to a launcher as I accidentally found by mashing.
  • Raiden's displacer variation is the only one to have a teleport and the input for the teleport was down,up. I believe that he doesn't have a first hit overhead move though,he does have a string where it hits overhead 2nd. I believe that Thunder God has that string where he's put on the other side through a teleport but not as an independent teleport move.
  • D'Vorah is a footsy monster with incredible range.
  • Kotal Kahn's risk-reward style move where he cuts himself gives him a huge damage boost(up there with that of level 3 Bane). I was uppercuted straight after he did this for a good 17-22%.
  • Raiden has lots of multi-hitting strings, his movelist was full of inputs like 1122,213 and other 3/4 hit strings(this was checked in Thunder God variation).
  • Sub zero has a strong knockdown game after a slide hits,the WB representative was stuffing all my wakeups-even teleport.
  • As deduced from the point above: wakeups are much less effective than Injustice or even MK9.
  • Scorpion has BnB meterless combos of at least 35-40%.
  • Quan Chi's outro is badass and features skeletal minions surrounding him(a hint for those of you who haven't seen it).
  • Kotal Kahn can reliably anti-air with his anti air grab(dunno if this was confirmed or people assumed it was only good for combos).
  • Raiden's superman has much more recovery on whiff(a lot more)
  • Scorpion's ninjutsu variation is probably the easiest of the 3 to use. His combos performed by the WB representative who was probably a tester too were plain looking and involved a lot of the up sword.
  • Based on the speed of Raiden's teleport and his strings but without actually knowing frame data. I assume Raiden will have around about the same/maybe slightly better pressure and advantage with teleport cancels,he also has a better mixup game in MKX so his up close game was buffed significantly
  • Raiden has a great d1(especially in thunder god) and anti cross up d1s are back and raiden's is really good, I assume he can get d1xxdf2EX or d1xxdb3EX(ascending thunder god) into a full 1 bar combo.
  • The way it works when someone wins a round is like mk9 where the characters just go straight into their animation and walk back or something(no special looking hit that knocks the opponent back like in IGAU). The new thing though is that you can finish your combo if you've won the game that round(definitely if you win at round 2, not too sure if you can finish the combo upon winning round 3).
scorp10banner.png
IMPORTANT EDIT: throws have been altered massively, they now hit airborn opponents and have MB options, I even saw a Quan Chi player while I was queuing connect a standing 1 or 2 after a MB throw which I believe comboed.on top of this I physically saw in the pause menu's move list that the option to burn a bar with a throw was there

PLEASE UNDERSTAND THAT MY EXPERIENCE WAS BRIEF, I was only able to get a few games in before the queues got huge and also I wanted to explore the rest of the convention.

I'll edit more in if I remember more, questions?

Disclaimer:The build of MKX I played is still subject to change in the time before the game releases.

Sorry but it was too loud/short of a period for me to uncover new intro quotes and gibberishes. Also I have nothing to report about cassie,F/T or Kano.

Just looking back at all the info I've looked at, my experience and watching others play, the game looks pretty well balanced so far:)





edited/promoted by STORMS*
 
Last edited:

Johnny Based Cage

The Shangest of Tsungs
Any info on MKX is always appreciated, so thank you for sharing.

Did you mean "down, up" for his teleport instead of "up, down?" I can just imagine all the rage-inducing accidental neutral jumps...

And did you get to test his mb/ex teleport at all to determine how that works exactly?

Oh and totems. Anything?
 

khrome

Master of The Universe
Good chunk of info. Do u know if u can do Grab trades? I saw on an Injustice video where both characters trade with grabs, which was weird.
 

DreadKnight1

Beaten, by this mere man
Any info on MKX is always appreciated, so thank you for sharing.

Did you mean "down, up" for his teleport instead of "up, down?" I can just imagine all the rage-inducing accidental neutral jumps...

And did you get to test his mb/ex teleport at all to determine how that works exactly?

Oh and totems. Anything?
yes
I saved my meter for the x-Ray:/
No,I only played as/against Kk once and that was as sun god. I can say that sun god seems like a difficult variation to play as because his sun Ray special is kinda slow and could be used to discourage them to move like raiden's new ex projectile.
 

coolwhip

Noob
Many people along with me thought the simple tele is universal, and Displacer has all these new stuff (delayed tele, appear in front of opponent tele etc.)
Oh, I can see why many would think that but IMO, that would make Displacer less "different." I think that's the whole idea of the variations: To make each one really different. Hence Sub Zero only having his ice clone in one variation, Raiden only having his tele in one variation, etc...
 

Doombawkz

Trust me, I'm a doctor
I was luckily able to get a few games in at Comic Con in London, here are my findings/observations with the current build:
  • Raiden has a quick low which strings to a launcher as i accidentally found by mashing.
  • Raiden's displacer variation is the only one to have a teleport and the input for the teleport was down,up. I believe that he doesn't have a first hit overhead move though,he does have a string where it hits overhead 2nd.
  • D'Vorah is a footsy monster with incredible range.
  • Kotal khans risk-reward style move where he cuts himself gives him a huge damage boost(up there with that of level 3 bane).i was uppercuted straight after he did this for a good 17-22%.
  • Raiden has lots of multi hitting strings, his novelist was full of inputs like 1122,213 and other 3/4 hit strings(this was checked in Thunder God variation).
  • Sub zero has a strong knockdown game after a slide hits,the WB representative was stuffing all my wakeups-even teleport.
  • As deduced from the point above:wakeups are much less effective than injustice or even mk9.
  • Scorpion has BnB meterless combos of at least 35-40%.
  • Quan Chi's outro is badass and features skeletal minions surrounding him(a hint for those of you who haven't seen it).
  • Kotal kahn can reliably anti-air with his anti air grab(dunno if this was confirmed or people assumed it was only good for combos).
  • Raiden's superman has much more recovery on whiff(a lot more)
  • Scorpion's ninjutsu variation is probably the easiest of the 3 to use. His combos performed by the WB representative who was probably a tester too were plain looking and involved a lot of the up sword.
IMPORTANT EDIT: throws have been altered massively, they now hit arrival opponents and have MB options, I even saw a quan chi player while I was queuing connect a standing 1 or 2 after a MB throw which I believe comboed.

PLEASE UNDERSTAND THAT MY EXPERIENCE WAS BRIEF, I was only able to get a few games in before the queues got huge and also I wanted to explore the rest of the convention.

I'll edit more in if I remember more, questions?
Jesus they changed a lot from when I played.
No F/T news though :( No news on Obsidian totem.
 
Oh, I can see why many would think that but IMO, that would make Displacer less "different." I think that's the whole idea of the variations: To make each one really different. Hence Sub Zero only having his ice clone in one variation, Raiden only having his tele in one variation, etc...
Yeah, you're right.
For me though, simple Tele should be universal, since it's a core special move of Raiden since forever. But they know better…
I have a bitter feeling for it, and I assume many others here feel the same way
 

Doombawkz

Trust me, I'm a doctor
I personally liked it better when they had teleport/clone as universal moves in the build I tried. Lots of nifty stuff to play around with, while the actual specialist ones added a focus on the items.
Hearing them remove it makes me worried for the future lol...
Also Kotal's cut sounds like it increased 33% from when I played (as a Bane player, I have an eye for damage amp). When I played around, uppercut maxed out at about 16-17%, so it getting an extra 5% puts it at FT levels.
I hope F/T also got a 33% increase because meterless 55% combos would be nice without dropping 2 cuts on it.
 

xenogorgeous

.... they mostly come at night. Mostly.
Displacer being the only variation with teleport is good thing ..... make people try to learn Raiden without relying mainly in this special move, and so, forcing exploring another potential gameplay weapons that the other variations bring to the game
 

xWildx

What a day. What a lovely day.
A bit conceived about this MB throw stuff. Did you see if you can still combo into a throw? Last thing we need is a full combo, chained into a MB throw, linked into more damage after the throw.

It'd be especially damaging given Kotal Kahn's apparent damage boost...
 

trufenix

bye felicia
A bit conceived about this MB throw stuff. Did you see if you can still combo into a throw? Last thing we need is a full combo, chained into a MB throw, linked into more damage after the throw.

It'd be especially damaging given Kotal Kahn's apparent damage boost...
Why would that be bad? As long as the combo scales properly it sounds like a great way give shitty characters more combo / reset options
 

Doombawkz

Trust me, I'm a doctor
A bit conceived about this MB throw stuff. Did you see if you can still combo into a throw? Last thing we need is a full combo, chained into a MB throw, linked into more damage after the throw.

It'd be especially damaging given Kotal Kahn's apparent damage boost...
It scales like hella.
I'm talking Fortress of Solitude Lazer levels of scaling, when I played. Its mainly good to let Kotal and F/T get the boost and have like +3 to get their guessing game started.
F/T actually legit needs for MB grab to be a thing, honestly.
 

xWildx

What a day. What a lovely day.
It scales like hella.
I'm talking Fortress of Solitude Lazer levels of scaling, when I played. Its mainly good to let Kotal and F/T get the boost and have like +3 to get their guessing game started.
F/T actually legit needs for MB grab to be a thing, honestly.
Ok, cool. Glad to know. I just didn't want combos, into throws, into more combos that take away 3/4 of your life bar lol