Ridiculous 50/50 game...

chackalacka

New member
So many of the characters seem to have a major advantage in having a 50/50 game with both options leading into a 30+ damage combo. This just leads into a lame guessing game, and if guessed wrong, you repeat.. A 50/50 game should ideally be a reasonably damaged knock down or poke to bait any wiffs... Or if it is going to be a combo launcher, at least make the character balanced compared to those who do not have 50/50s.

It seems those with 50/50s are way ahead of those characters without them... This is pretty blatant with the type of characters that are used the most in tournaments, such as Kung Jin, Sonya, Quan Chi, Scorpion, Erron Black etc....
 
I'm really missing the MK9 "50/50"s where the Mix-up was at the end of the strings instead of in the beginning (Well most characters at least) and it took frame traps to open up opponents versus Low/Overhead starters into damage. For example Mileena's 4,2 string, you could delay the 2 and or just back dash cancel to catch a whiffed poke and combo from there on. I also agree with the "If you don't have a 50/50 you're not shit" perspective as well, because most HKD grants Oki after every combo. Plus, with the new Option Selects characters who are High Risk/High Rewards are now No risk/High reward because you don't have to commit to unsafe options. I was hoping they would've removed the OS's in the latest patch but they didn't lol. I really don't want to spend time learning Mileena's OS with B1,2 xx Roll because I have a feeling it's going to be gone soon.

In this game it's like you're main goal is to not get knocked down because on the ground you only can spend bar to get out of the Mix-up and that isn't free either because if they guess right on your wake-up you lose Bar and back in the same 50/50 situation again.
 
Exactly. Its really damaging for Mileena too, since her game always used to be high risk/high reward, now since other characters are benefited with low risk/high reward, she becomes almost useless.

To pick non 50/50 characters is essentially handicapping yourself.
 
I thought the wake ups in mk9 were a lot better. The wake ups in this suck, half the time they dont come out and theres no invincibility unless you spend meter. I'll go up against a crap cassie and get blown up cause of her bullcrap low high low and high low high strings and my wakeups wont even register when im otg
 
Exactly. Its really damaging for Mileena too, since her game always used to be high risk/high reward, now since other characters are benefited with low risk/high reward, she becomes almost useless.

To pick non 50/50 characters is essentially handicapping yourself.

She has an OS too though, so it's even IMO. Honestly, it comes down to having a strong neutral game against characters with 50/50. I'm more the sure she has the normals to compete with most characters in the game. Yea, we have a slow as fun F3, but it hops over pokes, it's +2 on block and she has EX Roll that has Armor and can be used as an Instead overhead in block strings if you notice they're blocking low. I wouldn't say useless, but has a harder time that Scorpion who can just vortex you to death,
 
I thought the wake ups in mk9 were a lot better. The wake ups in this suck, half the time they dont come out and theres no invincibility unless you spend meter. I'll go up against a crap cassie and get blown up cause of her bullcrap low high low and high low high strings and my wakeups wont even register when im otg

Completely agree, and you're helpless in the corner if you dont have meter. It does require the player to be more smart in their technique, but it does not help the matter when so many characters have those god-like 50/50s

She has an OS too though, so it's even IMO. Honestly, it comes down to having a strong neutral game against characters with 50/50. I'm more the sure she has the normals to compete with most characters in the game. Yea, we have a slow as fun F3, but it hops over pokes, it's +2 on block and she has EX Roll that has Armor and can be used as an Instead overhead in block strings if you notice they're blocking low. I wouldn't say useless, but has a harder time that Scorpion who can just vortex you to death,

True, useless was a bit of a stretch. She has some decent tools, but she is ridiculously unsafe, and requires so much more work to even do half the things someone like Kung Jin or Scorpion can do.
 
She has an OS too though, so it's even IMO. Honestly, it comes down to having a strong neutral game against characters with 50/50. I'm more the sure she has the normals to compete with most characters in the game. Yea, we have a slow as fun F3, but it hops over pokes, it's +2 on block and she has EX Roll that has Armor and can be used as an Instead overhead in block strings if you notice they're blocking low. I wouldn't say useless, but has a harder time that Scorpion who can just vortex you to death,
I feel stupid for asking, but whats the OS?
 
I agree. I cannot stand how NRS' idea of viability is to just give every character a 50/50.

I've noticed it hurts me as a player too. My top 2 mains are Quan Chi and Reptile. I've noticed that my Reptile has a much stronger neutral game than my Quan Chi. With Reptile, I'm focused on getting any damage I can. Baiting out wakeups, prepping for anti airs etc. With Quan Chi I'm scrambling to either hit with an overhead or a low. I know that this is isn't solely the games fault, but I feel like giving the characters these options promotes this mentality.

Broken record, but in MK9, Sektor was widely considered to be the most balanced character in the game. God damage, fast normals, decent zoning, a good low but virtually no overhead options.
 
Exactly. Its really damaging for Mileena too, since her game always used to be high risk/high reward, now since other characters are benefited with low risk/high reward, she becomes almost useless.

To pick non 50/50 characters is essentially handicapping yourself.

Mileena has no mixups and is almost useless?

lol.
 
yep
50/50s are a cheap cowards game its rediculous and its bullsh!t

The whole knock down thing in MK needs some serious work done to it to avoid this bullsh!t lame ass 'tactic'

what bothers me is how retarded the characters seem when they get knocked down, its like all their ninja skills and training go right out the window when they fall and they lie on the ground like an idiot, when really they would have cat like reactions and spring back to their feet.

i think MK should introduce a feature called something like "landing moves" for example when your character gets knocked backwards to the floor the second you hit the floor you can hit a certain button combination to do certain reaction moves that put your character instantly back on their feet (no lying down!)
like this for example - imagine getting knocked back but instead of lying on the floor you could instantly do a backwards roll and flip back to your feet landing at a safe distance to continue fighting
xCCYclm.gif


thats just one example but there are many moves players could do the instant they hit the floor to get back into the game without needing to lie down, each variation would have different landing moves
also some landing moves could put you at a safe distance and some could bounce back with an attack so your opponent would have to be more cautious because the reason players keep doing 50/50s in the first place is because they know fine well theyre pretty much safe while your down and your options are limited and very predictable

thing i hate about 50/50s is that its takes away all the unpredictability, once your character is down you know fine well theyre gonna try a 50/50 and if your character has 2 ex meters its very obvious to your opponent to expect a wake up enhance so in that moment everything becomes predictable.

but if your character could bounce back into the game in various ways without lying down in the first place then i think it would keep things unpredictable and fair so the person doing the knock down isnt automatically getting an upper hand while you lie their on the ground like an idiot.
 
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Mileena has no mixups and is almost useless?

lol.

You really don't know anything about this game, do you? First, you claim that Kitana is a "great, viable character" and tell everyone that says otherwise that they are downplaying her, and now you also claim that Mileena is strong.

I find it funny because you don't use either of these characters.
 
You really don't know anything about this game, do you? First, you claim that Kitana is a "great, viable character" and tell everyone that says otherwise that they are downplaying her, and now you also claim that Mileena is strong.

I find it funny because you don't use either of these characters.

WTF Kitana is very low tier, the only thing you will see online especially in ranked is Kitana players keep jumping at you trying for overheads and its absolutely no fun to play against, its like a jumping game basicly, very sad.
This is the first MK I try to make Kitana one of my selected mains, but due to lack of good mixups its really sucks.

her only overhead is B2.
 
WTF Kitana is very low tier, the only thing you will see online especially in ranked is Kitana players keep jumping at you trying for overheads and its absolutely no fun to play against, its like a jumping game basicly, very sad.
This is the first MK I try to make Kitana one of my selected mains, but due to lack of good mixups its really sucks.

her only overhead is B2.

Yep, and that her lack of mix-ups isn't even the worst of her problems.

Pros:
• She has decent air control.
• Her walk speed is great.
• She has great damage.

Cons:
• All of her special moves & combo strings are negative on block.
• Her 'zoning' is mediocre. Her fans can be ducked & a Kitana player can be punished if the opponent blocks her fans or if they whiff.
• Her pokes are absolutely awful because they are slow & extremely unsafe.
• All the opponent has to do to win is block low the entire match. Your only 'overhead' is a 24 frame hard knockdown that does 9% damage.
• Her 'Princess Parry' is terrible and useless. It has a 17 frame start-up, while Sonya's has a 5 frame start-up (3 frames if enhanced).
• Her normal attacks & combo strings are slow & have poor reach.
 
Cons:
• All of her special moves & combo strings are negative on block.
• Her 'zoning' is mediocre. Her fans can be ducked & a Kitana player can be punished if the opponent blocks her fans or if they whiff.
• Her pokes are absolutely awful because they are slow & extremely unsafe.
• All the opponent has to do to win is block low the entire match. Your only 'overhead' is a 24 frame hard knockdown that does 9% damage.
• Her 'Princess Parry' is terrible and useless. It has a 17 frame start-up, while Sonya's has a 5 frame start-up (3 frames if enhanced).
• Her normal attacks & combo strings are slow & have poor reach.

1. Using Fan as a ender for a block string actually makes it safe.
2. This is a farce perpetuated by the downplaying Kitana community. Her fans have next to no recovery and she's one of the few character that can convert significant damage off a landed projectile. Plus, she can get like 28% unbreakable damage.
3. First, you SHOULDN'T play Kitana as a rushdown character. She's not built for that. Kitana is all about hitting and running.
4. Yeah, crouch and never jump for the entire match. Good luck with that.
5. I agree, princess parry is crap.
6. Again, don't play her as a rushdown character. I don't remember the inputs for her starters but she has some pretty quick ones. Whiff punishing is one of her strengths. All the more reason why you should be playing a hit-n-run style with her.

I'm sure [MENTION=5186]Goddess[/MENTION] would like to chime in on this topic.
 
1. Using Fan as a ender for a block string actually makes it safe.
2. This is a farce perpetuated by the downplaying Kitana community. Her fans have next to no recovery and she's one of the few character that can convert significant damage off a landed projectile. Plus, she can get like 28% unbreakable damage.
3. First, you SHOULDN'T play Kitana as a rushdown character. She's not built for that. Kitana is all about hitting and running.
4. Yeah, crouch and never jump for the entire match. Good luck with that.
5. I agree, princess parry is crap.
6. Again, don't play her as a rushdown character. I don't remember the inputs for her starters but she has some pretty quick ones. Whiff punishing is one of her strengths. All the more reason why you should be playing a hit-n-run style with her.

I'm sure [MENTION=5186]Goddess[/MENTION] would like to chime in on this topic.

1. Doesn't this only apply to some strings?
2. Why on earth would anyone with a brain jump carelessly against a Kitana player? Her fans are easily avoided & they are punishable on block or whiff.
3. Utilizing your character's normal attacks and combo strings does not mean that you are trying to play her as a rushdown character.
4. Why wouldn't you? I'd love to see a Kitana player try and use that terrible 24 frame overhead against me while I'm ducking.
5. It looks pretty, though. :laugh:
6. Again, utilizing your character's normal attacks and combo strings doesn't mean that you are trying to play her as a rushdown character. A 'hit-and-run' playstyle only works if you can actually hit the opponent.
 
1.Yes, fan ender can only be used in two of her strings. Two of her best strings.
2. Because if you're maintaining a good distance, a skilled Kitana player is looking to snipe you EVERY time you jump. Correctly me if I'm wrong but most standing projectiles whiff on crouching opponents.
3. I agree, it's all about how you control space. Kitana is a great whiff punisher. Not a good rushdown character. She's not going to be able to open you up with pressure. She's built for counter fighting. Her punishes result in big damage, especially in Assassin.
4. Again, you shouldn't be thinking about mix ups when using Kitana. Just chuck fans. When your opponent gets sloppy, punish for big damage. Rinse and repeat.
5. :laugh:
6. Figuring out how to hit your opponent is what fighting games is all about ;)
 
1.Yes, fan ender can only be used in two of her strings. Two of her best strings.
2. Because if you're maintaining a good distance, a skilled Kitana player is looking to snipe you EVERY time you jump. Correctly me if I'm wrong but most standing projectiles whiff on crouching opponents.
3. I agree, it's all about how you control space. Kitana is a great whiff punisher. Not a good rushdown character. She's not going to be able to open you up with pressure. She's built for counter fighting. Her punishes result in big damage, especially in Assassin.
4. Again, you shouldn't be thinking about mix ups when using Kitana. Just chuck fans. When your opponent gets sloppy, punish for big damage. Rinse and repeat.
5. :laugh:
6. Figuring out how to hit your opponent is what fighting games is all about ;)

You can simply duck and her fans will whiff. Duck, advance forward, duck, advance forward; rinse & repeat.

Contrary to popular belief, I actually love Kitana & play her frequently. However, I do think that she is terrible compared to majority of the roster.
 
You really don't know anything about this game, do you? First, you claim that Kitana is a "great, viable character" and tell everyone that says otherwise that they are downplaying her, and now you also claim that Mileena is strong.

I find it funny because you don't use either of these characters.

Who are my mains in MKX?
 
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