A few gameplay tweaks .. yes or no?

Kyoko-Manjii

New member
Hey all

After playing the game for about two weeks I wanted to know other peoples thoughts on this.

As a tournament tekken player I really like solid gameplay and logics fundamental wise.
Now I know MK is a totally diffferent game so PLEASE TAKE NOTICE OF THIS before any bashing bla bla bla.
thnx :)

Okay so a few things that bother me ( maybe im just not familiair enough with my * complaints? * but i will try to back them up.

ps can anyone post this on testyourmight?

I cant cuz it says i dont have the priviliges to post yet ..

thnx in advance :)

so .. here we go

1. the throw system

Okay this one is just THE most unlogical mechanic in the game for me.
So we have 2 kinds of throws .. cool .. however .. they are both the same animation , but do have 2 different breaks?
furthermore i cant duck them unless i release block .. so you are always open for mids .. and you cannot break a throw while holding block .. this PLUS the fact that throws have to be broken REALLY fast and even on break .. they do 2% dmg .. well ..

now for backing this up .. Ive watched some tournaments and seeing a throwbreak is really rare .. meaning that even the topplayers really struggle with this

the solution for this imo ?

- breaking a throw while holding block should be possible
- 1 button break
- throw break window is fine for me
- get rid off the 2% dmg while breaking a throw


2. Guard damage

Now i know this is oldschool and really MK's thing .. but NRS said they wanted to appeal more to the tournament play.
so this is kind of logical to me .. specials can do guard dmg, thats a given.
but normals as well? This dramaticly decreases the comeback factor but the worst thing is .. having knowledge about high low overheads strings or block punishers is almost useless on low life, getting a knockdown is a guaranteed loss cuz you cannot block anything cuz you will get chipped to death.

solution imo

- only specials can do guard dmg
- this will lead to deeper gameplay since having character knowledge means so much more and will definetly define the yolo's from the solids.
- fundamentals like #1 throwbreaking and character knowledge will actually have meaning cuz one player cannot just go in and chip you to death with anything , they actually need to consider mixups.

3. Overhead strings and low strings into combo.

Now I know MK is fast paced game.
how ever , given the fact that overheads and lows are VERY fast in this game and can lead to BIG damage ( for ex. raiden ) i think this is a bit much. I would like to see * honest * overheads like kitana's b2. Just one simple overhead move that gives knockdown. it will stop your opponent from crouch guarding all the time, and it also stops the insane 50/50 mixups like a cassie / erron black / raiden etc. Ive seen tournament where players ONLY trust on this and do anything else .. here is absolutely no fundamental play in terms of skill .. its just repeating a 50/50 all over again and this ( for me ) get old really quick .. cuz u are forced to do armor cuz you cannot react on these overheads. ( maybe there are people that can but i see the topplayers like cd jr / tom brady not react as well .. same applies for throw teching ) subzero's b2 is one of the slower overheads and 95% of the players didnt block it against tom brady's corner iceclone pressure ..

solution imo

- overheads should be single moves not leading into combo. leading into knockdown or standing plus frames on hit is fine

4. Anti airs

Ok well .. this is where I think it gets dangerous .. but i think all the characters should have a good anti air without the cost of one meter. example is goro's uppercut .. try setting sub / scorp to jump kick in practice and anti air with goro ON reaction .. you will see that you have to react insanely quick .. and this applies for more characters .. I'd like to see a universal anti air move for all chars that is really unsafe on block .. but does have invincible anti air frames ala dragonpunch ( yea yea i know please dont start )
this will stop all the jumping and gives player who have better fundamentals an advantage cuz they actually are more skilled.

and for the haters NO .. i do not like streetfighter at all .. im not trying to make MK into streetfighter .. im just sharing my opinions.


solution imo

give every char a solid anti air to maintain ground control
this will lead into a footsie paced game

5. projectile trading

this .. well i dnno .. not much to say , I'd like to see it but i dont mind as much as well .. I guess this is debatable.

Well thats it guys

Imo these things together will make this the perfect game ( to me ) because having fundamentals and good reactions actually means something. Putting in time in the lab will be rewarding and well .. I think this will make the game even better.
This game is superfun to play and i really enjoy it. I hope everyone enjoyed this story , and well .. share your thoughts?

Ow and PS

if you have some super awesome tech you want to share with me and everyone else how all my troubles i pointed out are nullified .. let me know :) !!! ( maybe im just not aware of the basics .. could be but i havent found much to counter these .. )

thanks for reading and dont hate .. just share your thoughts
 
Last edited:
slow the game down a touch

put the run on the shoulder button. double tapping while holding block is re-god damn-diculous

lose the floatyness

make jumping/jump punching/jump kicking/ overall character movement less awkward/stiff

make wake ups actually work
 
I think throw breaking is really only a problem midscreen. Because when you're in the corner you have a good idea of which kind of throw they'll use. That said I would definitely like one button breaks.

Guard damage isn't going anywhere, at least not in MKX. They created variations that rely on it like Venomious D'Vorah and Fisticuffs Cage. Now that wake ups are nerfed, I can see this as being a problem though. Unless they made it so that you can't be killed while armored. That way you still have a chance after getting knocked down while in Danger. But idk. Would make Sorcerer Quan Chi or Jason too powerful.

Completely agree on the 50/50's. I can't stand watching high level NRS games because it's all guessing. I hate watching top level players get murked not by better fundamentals, but by bad guesses.

Anti airs are pretty bunk too. Unless you have a disjointed hotbox (a sword, weapon) then it's pretty hard to anti air on reaction.

I've been asking for Projectile Trading for years lol
make wake ups actually work

Wake ups don't have invincibility in this game. Thank god.

And I fail to see what is so complicated about running in this game. You dash, and hit block. How is this feature crossing so many people up?
 
The 50/50s weren't that many in MK9, almost everyone had a 50/50 in Injustice. Sad that a good number people have 50/50s in MKX, although less than Injustice, that's still pretty sad.
 
The only characters in Injustice that had true 50/50s were Batgirl, Flash, Catwoman and Killer Frost. The rest of the cast just had fast lows and telegraphed overheads.
 
Totally agree about #3, they're taking the whole guessing game to a whole new level.

In MK9, the overhead or low would normally be the 2nd or 3rd hit of a string. In MKX, they're usually the 1st one, I personally think that's stupid.

But it's too late to change that, this is how the game plays.
 
Top