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Mortal Kombat X


GTA DUDE05
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ClaudeSpeed1911

 

What do you guys want to see in the next MK gameplay wise? 3D or 2D and what characters?

The problem with MK is they create like 9 new characters in a couple of games and only 2/3 end up being any good or memorable (Kenshi, Quanchi, in the last gens) and in the new game only Kothal Khan, Cassie Cage and the bug girl look cool, maybe also the Master Blaster type guy btu that's about it, some new guys look awful.

 

I think that could be because most of the new guys are carbon copy of their family. Still hope they make some more unique characters next time.

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flitcroft101

Erron Black is the best thing they've done in a long long time. He's a quality character, his setups are amazing and extremely powerful and he just oozes with style.

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The Dedito Gae

I think that could be because most of the new guys are carbon copy of their family. Still hope they make some more unique characters next time.

most of the sh*tty characters are not related to anyone (Kabal, Kobra, Meat, Mokap, Jarek, Mavado ETC)

 

maybe is just my taste, but the new characters look really out of place.

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ClaudeSpeed1911

You mean pre MK X or before?

 

I agree about every one you listed but Kabal, What I meant was the ones introduced in MK X like the Daughter of Jax or Kenshi's son felt like they are the same as they parents.

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flitcroft101

i really can't stand the fact that they introduced "the kids" but i must admit I do like Cassie Cage and feel like she slots into the game perfectly.

 

the kids are the worst added characters for me, I can appreciate Erron/D'vorah & Cassie but f*ck the rest of those garbage characters.

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ClaudeSpeed1911

Hope the next MK has new characters but much more unique and epic looking like Kotal Khan and Erron, the new kids are very generic.

 

The next guest characters should be Ash Williams, Spawn and Sweet Tooth IMO.

Edited by ClaudeSpeed1911
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dingodile_r89

I want a balanced game.

 

MK X is a mess. You're fighting the game more than your opponent because of the sheer amount you have to guess.

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MK X is a mess. You're fighting the game more than your opponent because of the sheer amount you have to guess.

Can you name some examples?
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dingodile_r89

 

MK X is a mess. You're fighting the game more than your opponent because of the sheer amount you have to guess.

Can you name some examples?

Outlaw Erron Black, Thunder God Raiden, Covert Ops Sonya, Bojutsu Kung Jin, Summoner Quan Chi.

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The Dedito Gae

The next guest characters should be Ash Williams, Spawn and Sweet Tooth IMO.

no, i don't want to mutilate Bruce Campbell, that's sacrilege.

 

we need the Kreate A Fighter to make a return, and we also need create a fatality, could you imagine that?

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ClaudeSpeed1911

 

The next guest characters should be Ash Williams, Spawn and Sweet Tooth IMO.

no, i don't want to mutilate Bruce Campbell, that's sacrilege.

 

we need the Kreate A Fighter to make a return, and we also need create a fatality, could you imagine that?

 

Haha, would be a shame now that you mention it.

 

I agree about the Kreator but I think the devs wouldn't want that because of the dlc characters, Its a shame though because the game would get more replayability.

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The Dedito Gae

I agree about the Kreator but I think the devs wouldn't want that because of the dlc characters, Its a shame though because the game would get more replayability.

meh, Kontent Kreated characters will never look as good as hand crafted fighters, so that's not the reason.

even though the fighter kreator in Armageddon was excellent (IMO) you could hardly create something that looks like the predator, maybe the are focusing on the characters variations crap or it was just a one time thing, is dificult to create a character chreator that's able to produce decent looking characters and gives you a variety of customization.

 

We just need more Cassie Cage. ;)

yeah, she's awesome, the offspring of two of my favorite MK characters. Edited by Midnight Hitman
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flitcroft101

 

 

MK X is a mess. You're fighting the game more than your opponent because of the sheer amount you have to guess.

Can you name some examples?

Outlaw Erron Black, Thunder God Raiden, Covert Ops Sonya, Bojutsu Kung Jin, Summoner Quan Chi.

 

it's a 50/50 game, you should know that going into it with it being a NRS title but that being said you have more than enough tools to deal with them, you just need to learn the match ups better i guess.

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JobAnonymous

I want Noob Saibot as a DLC character in this game badly..

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dingodile_r89

 

 

 

MK X is a mess. You're fighting the game more than your opponent because of the sheer amount you have to guess.

Can you name some examples?
Outlaw Erron Black, Thunder God Raiden, Covert Ops Sonya, Bojutsu Kung Jin, Summoner Quan Chi.

 

it's a 50/50 game, you should know that going into it with it being a NRS title but that being said you have more than enough tools to deal with them, you just need to learn the match ups better i guess.

I was expecting it going in. The running mechanic just makes it that much easier for you to get opened up.

 

Once they're in your face, you guess and sometimes, even if you guess right, you get put into another 50-50 situation or it can be cancelled into a safe special.

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MK X is a mess. You're fighting the game more than your opponent because of the sheer amount you have to guess.

Can you name some examples?

Outlaw Erron Black, Thunder God Raiden, Covert Ops Sonya, Bojutsu Kung Jin, Summoner Quan Chi.

 

it's a 50/50 game, you should know that going into it with it being a NRS title but that being said you have more than enough tools to deal with them, you just need to learn the match ups better i guess.

 

 

Injustice wasn't a 50/50 game. Actually it was with the f*cked up Batman and Black Adam ambiguous crossups, but besides that the mixups in general sucked, until they introduced the DLC characters ofc.

What do you all think of the zoning in this game? I find it absurd that rushdown characters like Kitana and Liu Kang have easier zoning than characters that were specifically designed for it like Kenshi, Shinnok and Quan. I tried zoning Kitana with Necromancer Shinnok yesterday and I got outzoned by her fans, lol. She stayed at full screen distance where my ground blast couldn't reach her, and the flick and unblockable are just terrible.

Edited by TeleportUppercutSpam
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flitcroft101

Quan Chi has the best zoning/vortex in the game which makes him INCREDIBLY strong in capable hands. Shinnok Necromancer is kinda a unviable variation but none the less it isn't bad vs characters that are lacking port but yes you will lose to Jacqui/Kitana zoning if they're spamming, Kitanas fans are incredible and one hit from them should open you into a full combo if the Kitana is decent.

 

I think Liu Kang zoning is pretty wank, his fireball is good for fireball cancelling into higher combos and that's about it.

 

As for Injustice, it was dominated tournament wise by the mixup heavy characters Batgirl etc who is pretty much equal to Erron Black in MKX (that's why Sonicfox picked her)

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You're right about Quan Chi, but his zoning is setup heavy and as soon as you get passed it there's nothing at all he can do since his wakeups are all unsafe as hell. Kenshi's just terribad on every level.

Liu Kang's zoning isn't very bad, he has a fireball that can hit mid or low and an advancing kick that has a massive hitbox and is safe on block, forgot its name/input. Don't even get me started on Inferno Scorpion, overhead/low zoning on a rushdown character? Bruh.. not to mention the fact that the low is comboable from full screen.

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flitcroft101

Yeah Scorpion is retarded but even more so cause of online. Scorpion, Mileena, Liu Kang all benefit greatly from online latency and it really can f*ck people over when it comes to punishing/defending their bullsh*t. Offline they're way easier to deal with :panic:

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esmittystud101

Mortal Kombat is on Netflix now for stream. My son is three and we were watching it, the first time he see's Goro he asked me, "Is that Bigfoot?". I tell him "No buddy, He would mess Bigfoot up something feirce". LOL

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dingodile_r89

General Gameplay Fixes

You can now turn off auto saving of Match Replays in game play options (this is defaulted OFF you will need to turn these ON after getting this patch if desired)

Improvement to PlayStation®3 system generic driver support (The user can now turn off the DUALSHOCK®4 wireless controller after pairing a compatible fightstick to the console. The DUALSHOCK®4 wireless controller can only be turned off AFTER pairing the fightstick.)

User now can leave a KOTH session as king without taking a loss

There are new secret brutalities to discover!

Character Specific Fixes

 

D'Vorah - reduced the cancel advantage after Pterothorax combo (Towards + FP, FP, BP) by 2

DVorah (Swarm Queen) - must be in the Bug Bomb held loop for 3 frames before you can dash cancel out of it

Cassie - Single Shot is +2 on hit (up from -9)

Ermac - adjusted hitbox on Soul Burst & Soul Burst to make it harder to low profile

Ermac - increased Soul Burst damage by 4

Ermac - increased Soul Blast damage by 10

Erron Black - increased the cancel advantage of Down + FK by 3 (no longer connects into Tackle on hit)

Ferra/Torr - increased damage on Grab 'n' Stab by 3

Ferra/Torr - increased damage on Deep Stab by 4

Goro - increased hit advantage on Shokan Grab & Shokan Slam to 28 (up from 8)

Goro (Kuatan Warrior) - increased hit advantage on Chest Lunge to 20 (up from 5)

Goro (Kuatan Warrior) - increased hit advantage on Chest Charge to 23 (up from 5)

Goro (Dragon Fangs) - increased hit advantage on Shokan Stabs to 22 (up from 7)

Goro (Dragon Fangs) - increased hit advantage on Shokan Massacre to 23 (up from 5)

Goro (Tigrar Fury) - decreased combo damage scaling after Ground Scorch

Jacqui - Stanky Leg (BK ~up BK) is now listed in the movelist

Jason - increased the hitbox on Back Breaker, Spine Shatter, Choke, Choke Slam, Tight Squeeze, & Crippler to make it harder to low profile

Jason (Relentless) - reduced the recovery frames on Dark Pursuit (enhanced) to 54 (down from 106)

Jax opponent can no longer techroll after x-ray

Johnny Cage (Fisticuffs) Away + FP now has 10 startup frames (up from 9)

Johnny Cage (Fisticuffs) - all Speed Bag hits are now always -3 on block instead of every 4th one being 0

Kano - Black Dragon Ball (enhanced) damage increased by 4

Kano - Uprise Ball (enhanced) damage increased by 3 and is now -5 on block (down from -27)

Kano (Commando) Choke & Strangle are now -4 on block (down from -14)

Kenshi - Down + BK can no longer be high parried

Kenshi it is now easier to juggle combo after Sword Dance

Kenshi several moves were not combo damage scaling correctly on hit

Kenshi (possessed) - Sickle Lift reaction is now consistent (no longer more or less hit advantage depending on height)

Kenshi (Kenjutsu) - removed armor from Tele-Strike

Kitana now pokes out with a fan in Punishing Poke (Down + FP)

Kitana - Rising Blades can now be special move 2in1d out of on hit

Kitana - 2nd fan in enhanced Fan Toss is now a mid block

Kitana - Back Slash (Towards + FP) is now -9 on block (down from -34) +5 on hit (up from -20) and has 25 less recovery frames

Kitana - Learn Respect combo (Towards + FP, FP) is now -2 on block (down from -1FP) +6 on hit (up from -3) and has 9 less recovery frames

Kitana - Fake Out combo (BP, FP) is now +2 on block (down from -12)

Kitana - increased damage on Fan-Tastic combo (BP, FP, BP) by 4 and is now -3 on block (down from -10)

Kitana - Fan Swipe (Towards + BP) is now -6 on block (down from -18) +8 on hit (up from -14) and has 12 less recovery frames

Kitana - Gut Gash combo (Towards + BP, BP) -6 on block (down from -17) and has 9 less recovery frames

Kitana - increased combo damage scaling after Rightful Heir combo (Towards + BK, FK)

Kitana (Royal Storm) - Square Boost & Square Wave are now a hard knockdown

Kitana (Assassin) - reduced meter gain from parry

Kitana (Assassin) - Princess Parry startup is now 7 (down from 18)

Kitana (Mournful) - easier to juggle combo after Air Glaive Throw and Air Glaive Return

Kitana (Mournful) - Shadow Kick & Eclipse Kick startup is 12 (down from 14)

Kotal Kahn Towards + FK can no longer be high parried

Kotal Kahn (Sun God) - improved hitbox on Sun God Choke

Kung Jin (Ancestral) - now goes into a ducking state during Low Shot

Kung Lao - no longer gains a bar of meter when doing a wakeup Hat Toss or Teleport

Kung Lao (Tempest) - Hat Spin & Orbiting Hat now correctly combo damage scale on hit

Kung Lao (Hat Trick) - Hat Call Back is now a mid block

Kung Lao (Hat Trick) - Hat Call Back of a Low Hat Trap is now a low block

Kung Lao (Hat Trick) - slightly easier to juggle combo after Hat Call Back

Kung Lao (Hat Trick) - reduced High Hat Trap recovery by 25 frames

Kung Lao (Hat Trick) - reduced Hat Trap & Low Hat Trap recovery by 15 frames

Liu Kang - adjusted several hitboxes to hit more consistently

Liu Kang - 3 more active frames on down BP

Liu Kang - now goes into a ducking state during low fireballs

Liu Kang (Flame Fist) - Windmill Punch & Windmill Flurry can now be 2in1 special cancelled on block/hit

Liu Kang (Flame Fist) - Shaolin Flame can now be 2in1 special cancelled out of

Liu Kang (Dualist) - Low Soul Sphere is now a low block

Mileena - adjusted several hitboxes to hit more consistently

Mileena - Low Slash (down FP) no longer pushes opponents away before the active frames

Mileena - increased hit advantage on Rider combo (Away + BP, BP, throw) to 25 (up from -7)

Mileena (Piercing) - now goes into a ducking state during Low Sai

Mileena (Ravenous) - increased hit advantage on grab specials

Mileena (Ravenous) - doing the Quick Taste combo (Away + FP, BP, throw) will now heal her a small amount as she bites

Mileena (Ethereal) - Reduced the recovery on Vanish Away & Vanish Towards. Also allows for combos to continue afterwards.

Quan Chi - opponent can no longer techroll after x-ray

Quan Chi (Warlock) - victim is no longer throw immune after being hit by Portal Stab

Raiden - Supernatural combo (Away + FK, BK) can now be 2in1 cancelled out of

Raiden - reduced the hitbox of Electric Fly & Thunder Fly

Raiden (Thunder God) - slightly less chip damage on charged normals

Raiden (Master of Storms/Displacer) - now has a God's Rage combo (Towards + FP, BP, Away + BP)

Reptile - adjusted several hitboxes to hit more consistently

Reptile - can no longer repeatedly stack the damage nullification from Stealth & Invisibility

Reptile - Slithering Slaps (Away + BP) increased damage by 2

Reptile - increased damage of Slink combo (FP, BP, FP) by 4

Reptile - increased damage on Deadly Venom combo (FP, BK) by 4

Reptile - decreased damage of Dragon Kick (FK) by 2

Reptile - increased damage of Shedding Skin combo (FK, BK, Down + BK) by 2

Reptile - increased hit/cancel advantage on Sneaky Snake combo (Away + FP, Down + BK) by 20

Reptile - increased damage Toxic combo (Towards + FK, Away + BK) by 2

Reptile - Low Heel (Down + FK) now has 7 startup frames (down from 9) and is -3 on block (up from -2)

Scorpion - Eternal Vengeance combo (BP, FP, BK) has 4 less cancel advantage and no longer resets the block stun when it's 2in1 cancelled out of

Scorpion (Ninjutsu) - increased damage on Affliction combo (Away + FP, BP, FP) by 2

Scorpion (Ninjutsu) - increased damage on Doom Slice (Away + BP) by 4

Scorpion (Ninjutsu) - increased damage on Doom Blade (Towards + BP) by 4

Scorpion (Ninjutsu) - increased damage on Dead End combo (BP, FP, BP) by 2

Scorpion (Ninjutsu) Downfall (Away + BK) now hits twice

Scorpion (Ninjutsu) - increased damage on Cataclysm combo (Towards + BK, BP) by 4

Shinnok - adjusted several hitboxes to hit more consistently

Shinnok (Necromancer) - adjusted tracking of Devil's Flick, Devil's Backhand, Summoned Fiend, & Summoned Slam

Shinnok (Necromancer) - increased damage on Judgment Fist & Judgment Smash by 3

Shinnok (Necromancer) - Devil's Flick is no -8 on block (up from -4)

Shinnok (Bone Shaper) - Dark Beam is now a high block and +8 on hit (up from -14)

Shinnok (Bone Shaper) - opponent can no longer techroll after Scepter Slam

Shinnok (Bone Shaper) - Deity combo (Towards + BP, BP, throw) can now be 2in1 cancelled on hit

Sonya - adjusted several hitboxes to hit more consistently

Sonya added 5 more recovery frames on Air Drop when missed

Sonya - Energy Blast is a mid block and -5 on block (up from -15)

Sonya - increased damage of Flying Kick (enhanced) by 4

Sonya - increased damage of Leg Slam by 5

Sonya (Covert Ops) - Garrote Parry is no longer throw immune

Sonya (Demolition) - increased cancel advantage on Boomer combo (FP, FP, BP)

Sonya (Demolition) - adjusted the damage & hit stun of the grenade attacks

Takeda (Shirai Ryu) the last hit of Air Spear & Spear Ryu will now combo damage scale correctly

Takeda (Lasher) - Whip Thrash & Whip Strike now hits on both sides

Tanya last hit of throw will now combo damage scale correctly

Tanya - adjusted several hitboxes to hit more consistently

Tanya - can't attack for 10 frames after a blocked Quick Teleport

Tanya - removed armor from Quick Teleport

Tanya (Kobu Jutsu) - Back Stab combo (Away + FP, BP + BK, throw) can no longer be punished on hit

Tanya (Kobu Jutsu) - 2nd and 3rd hits of Tonfa Swipe will have less block recovery frames the longer you delay the previous attack

Tanya (Pyromancer) slightly increased pushback on blocked fireballs

 

----

 

Today's changes

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f*ck yeaa NRS, nerf Johnny Cage Fisticuffs, because he was definitely a viable character before.

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flitcroft101

f*ck yeaa NRS, nerf Johnny Cage Fisticuffs, because he was definitely a viable character before.

it's because DJT 3-0'd SonicFox Erron Black and almost took him out again in the grand finals of some tournament. It's cheese, usually i'd be like yeah sure he's a mid tier character and it's a very rare variation to ever see in use so just let it be goofy and get on with it but the chip/block stun is ridiculously op and like it or not it needed to be addressed.

 

 

 

Edited by flitcroft101
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f*ck yeaa NRS, nerf Johnny Cage Fisticuffs, because he was definitely a viable character before.

it's because DJT 3-0'd SonicFox Erron Black and almost took him out again in the grand finals of some tournament. It's cheese, usually i'd be like yeah sure he's a mid tier character and it's a very rare variation to ever see in use so just let it be goofy and get on with it but the chip/block stun is ridiculously op and like it or not it needed to be addressed.

 

 

 

 

 

Yeah, because Erron Black's godlike overhead into low isn't something to be addressed. It doesn't even deal that much chip unless you have BF1 on.

His speed bag is pretty much a crappy version of Aquaman's trident rush in Injustice, why didn't they nerf that? DJT only 3-0'd him because of not SF not knowing the matchup, Sonic ended up 3-0íng him back and winning the tournament anyways.

Edited by TeleportUppercutSpam
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flitcroft101

That's cause SonicFox is god like at fighting games. I don't think Errons mixups are op at all, only his command grab which has been nerfed multiple times now. Fisticuffs just had a cheese aspect to it that wasn't very balanced (a lot of chars dont have control like Erron Black does so it's even tougher), noone would have noticed if not for DJT using it in that one tournament and the moment he did Cage was doomed to be nerfed. :panic: simply how NRS games work.

Edited by flitcroft101
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Not OP at all? He has an overhead that goes into a low and a low launcher. Both of which aren't reactable at all by the average human. Plus the command grab, plus the caltrops and the arm blade chip, plus the armor on all of his ex specials. Yeah..

And like I said, speed bag isn't cheesy at all, even in the corner it isn't all that amazing thanks to the monstrous push back.

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flitcroft101

Not OP at all? He has an overhead that goes into a low and a low launcher. Both of which aren't reactable at all by the average human. Plus the command grab, plus the caltrops and the arm blade chip, plus the armor on all of his ex specials. Yeah..

And like I said, speed bag isn't cheesy at all, even in the corner it isn't all that amazing thanks to the monstrous push back.

they come out slower than you'd think, also mixups are more about reads/predicting what will happen hence why NRS games are so heavily 50/50 based. You guess wrong you end up in a vortex and have to guess again.

 

Errons mixups arent OP, no mixups are in MK imo. it's not hard to block high/low and you can generally work out what an Erron will go for quite early into the match up. As for his combos, he gets 30% or so damage out of them but puts his opponent into a guessing game as soon as they are cornered. I think you also need to keep in mind that Erron has been nerfed in EVERY patch so far, I think he's at the point where he's one of the most balanced characters in the game.

 

The strongest part of Erron isn't his mixup/corner carry/caltrops. It's his 21122 string, it's quick and can be cancelled at multiple points and even launches into command grab etc. you can also 21122 strng people who block and command grab them.

Edited by flitcroft101
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