it also has ai fighters that play the game for you. I like the ai because it makes it easier to collect items exclusive to the characters you might suck at playing
I really don’t understand why they don’t keep, improve, and add upon stuff that ppl love. Im sick of good mechanics being taken away. Not every game has to be completely from scratch. MK9, X, and 11 don’t have a shared feel like in tekken or SF. MK has no true legacy. That is what will be their downfall if they keep rebuilding the foundation for every game
@@alexknight81 Oh idk I'm not familiar with that game. I mean, considering there's WB(duh) and the biggest budget in fighting games behind NRS, I'm not going to give them props for making cool cinematics and high end graphics. MK11 pretty much sucks in most of the other parts.
Stamina in MKX is the only bar of meter that makes sense to regenerate over time, other than that ordinary meter building just works so no need to reinvent the wheel.
Well, not really. Traditional meter build was eliminated to get rid of rewarding zoners. In INJ2, you could run away while spamming projectiles & build max meter. There has to be a healthy middle ground somewhere.
@@lsuchiha1652 ive always said make projectile s not build meter, like Supergirls trait. I shouldnt be rewarded for throwing fans. Square wave, maybe, but fan toss is already rewarding me by zoning you out and giving me space
@@lsuchiha1652 Injustice 2 had 4 bars of meter so that was more of an issue plus it didnt have Stamina so you could just infinitely backdash and play keep away easily, hence why that game is so zone heavy, and the simple fix would be to make projectiles not build meter or to make recovery longer on projectiles when you have no stamina( if a stamina bar were to be introduced that is)
At this point it’s actually surprising Tom or Reo don’t just stream Mkx. Everyone clearly hates mk11 and want to play the old games and going off Destroyers streams, he takes in more views when he reuploads MKx matches and plays MkX on stream.
Mk11 ha fights are fast and frustrating and mkx has fun fights and it's a bit more slow but the blood now mk11 it looks like red paint but mkx looks way more realistic the cuts the bruises all have it in mkx but mk11 just red paint on the fighters also there is some characters I like in each game, the story tho mk11 has a better story
@Mister Jungle Bunny yeah for sure one of the blaze blue games for the 360 had the whole tutorial mode and narrated was disappointed to find a drop that feature on the current Gen bb games
How do you even play Mortal Kombat blind? I can play win sometimes with my eyes closed as a challenge but I don't know the side I'm on. Maybe they should say what side you're on... and projectiles are a problem....
@@Complexity-lq9fp as a blind player, I can answer that question. You have to really pay attention to sound. And turn the music off. Such as their jumping, some of us struggle with anti-airing but that’s not really a problem. The problem is getting in on projectiles. We can hear them coming, if the highs and the other player has a low profile and move such as Rambo‘s whip cord we can just make them come to us. But we prefer to be up close. I really don’t know frame data all that much, I will say that much. This is just my preference of play. As for navigating the menus and everything, the voice announcer for the characters, I just memorize the entirety of the screen. It’s a lot to explain for sure. But it works. And it’s really fun. Sorry if that was a bit too much to take in at once LOL
Are usually throw a special move out very soon in the round like if I do back forward 1 as Sonya it is only going to come out if I’m on the correct side
Would say a player that says constant guessing is "Ok" for a competitive enviorment... or someone that would always play for fun... only the 2nd would be ok and respected, cause if U think of the 1st, U have No idea what competitive means
@@JaimeAGB-pt4xl well if you don’t play mvc, skull girls, guilty gear, kof and other games where you need a brain cell am not press down up to finally being given the title of a pro casual player.
@@ricardo_islam314 @Savageworld_gaming314 KOF has a solid core system with good movility and hops, but also Blowback CD and AB on block, while also having evades and quick recoveries. Marvel and Skullgirld are tagteam games with superior movement options for all the cast which makes them totally different, and GG is not tag team but is an Air Dasher with great offensive and def mechanics.... I can agree with MK11 having issues that need to be addressed while also having great potential to unlock... But all the MKX defenders keep defending... Blindly... that running+armor+50/50s guessing for games and not playing are competitive ... can be fun at a casual level and all... but competitive???... Ur all delusional
The roster was just perfect. Literally, perfect, a lot of ninjas, returning og characters from MK1 - MK3, good bosses/villains... overall just fun and really good.
Doesn't matter, the NRS community will complain about what ever is shiny at the moment. If MKX somehow makes a comeback, the endless negative tweets and RU-vid vids will follow
Yes exactly but in the end just like Brady said it's despite the complaints what's more fun to the audience? Even though mk11 is more accessible to the broader gaming consumers (not just fighting gamers) mkx was just a lot more enjoyable.
@@greenecarlos93 yes they do. People complain all the time that mvc is too hard so the just put super dash and auto combos in dbfz. And people complained about GG being too hard so they nerfed all the difficult aspects of GG and made Strive.
One thing I've always hated about Sub-zero's super is, if you held it as a counter and your opponent hit you soon enough, that hit would touch the armor instead of activating his super 🤦🏾♂️
@@isaacblake4201 I delivered to him in the summer of 2019. Looked really anxious when I was handing him the order, but seemed to be relieved when I mentioned the kombat kast and that I'm a fan of the franchise. Thought I'd share that story for some reason. Lol
@@nickluckovitch3288 better then a fucking cetrion fighting me like she Johnny cage and a jacqui thts jumping around like gorilla grodd. Or getting grabbed like a nigga name Tyrone by Kung Lao, mk11 bullshit is far worse then mkx
Real ones know MK9 is better than MKX and MK11. No run button, not every character having overhead/low mix, no Fatal blow, and a wakeup system that doesn’t give the advantage to the knocked down player.
MK9 remaster or any of the earlier iterations of the previous games would be a smart move by NRS. Easy to do, story is already done and all that needs to be done is to re-balance some of the damage on combos. (Cyrax)
@@DaPerfecto57 nah it would need a lot more than that lol Good luck playing a low tier against ANY top tier in that game. They would have to remove random block advantage and fix a plethora of hit box issues for starters just to make more characters playable. the NRS community is mostly casuals that complain on Twitter/YT, regular MK9 without a balance patch of any kind would not last.
@@Ciberstreak19 remember outside of dlc most skins are the same just removed armor or something some characters have at most maybe 3 actually different skins
@@ReneRodriguez-qd8pj I honestly prefer the 50/50, just block low and react to over heads instead of needing to react to grabs, command grabs and grabs baked into strings.
@@stevechrisleighcubilla7001 because of run the pace is too fast making every character a 50/50 rushdown character- every other playstyle becomes a useless gimmick. MK9 is the best as I said. If you learn how to wavedash like you should in every fighter it is just as fast as run almost, but doesn't effect the games pace and I didn't even mention how it fucks with the meter system.
I liked the creativity with MKX’s combos. I can think of multiple ways to start and end a combo with multiple characters that will give me good damage, but with MK11, it’s always contingent on whether or not I hit a KB and to me, that takes a lot of fun out of the game.
Don’t even get me started on kbs. Guess wrong in teaching the throw, u have to eat 30% which is literally combo damage for some bs reasons. if u want to get a 50% combo, u have to have a d2 kB stored and have two bars ready but breakaway can fuck that up for u and u can’t get the opportunity to do it again, basically shuttling on combo creativity and combos in general
Lack of combo depth, to me, is due to meter regen. Always having meter given, along with your most powerful guaranteed damage "fatal blow" given at no resource cost, leads to always going for, and being able to perform the most optimal combos. MKX let's you build meter on your own, but in the event you didn't have meter, you had to find different ways to lands hits to build it. Alot of players got good enough to just stockpile meter and saved the xray as a cash in. Plus in mkx, gravity works differently.
we're so preoccupied with technical issues that we've forgotten what makes a game fun above all is the feel of the game and how cool it is to watch. The impact of each blow, the speed of the game ... That is why MKX is more interesting than MK11 to see, and a high level MK trilogy game is much more exciting than both.
Okay I would not say MK trilogy is more exciting than both, that is some nostalgia nonsense right there. What makes fighting games interesting is decision making, like all games, making a player think in interesting ways to solve a problem. This comes from a combination of giving you options, challenges to overcome, and limitations to make you have to think on which option works. Saying impact is the most important is the most style over substance nonsense you could ever imagine, and saying MK trilogy delivers both better choice AND visuals than MKX, MK9, or even 11 is hilariously dumb.
@@uryenatienza4093 i never say that, i know that MKtrilogy doesn't have the amazing grafics that the new games have, but speed and impact is very important too.
@@uryenatienza4093 and mk11 doesn't have "interest " way to resolve a problem, but in fact only boring ones, or just bad mechanics like meter burn or armor.
@@willnelson9906 Yh but it needs to be satisfying which is what mk11 does not provide. With mkx, I feel like I’m giving 105 hyper violent bitch slaps per min which is fun
Im just angry that now the characters dont get injured and fucking bloodied from the battle, for me It is really cool to barely win a game or something and se your character with lots of scars and shit proudly pose for the win, like it gave a more real sensation when you could see shit lot of scars and damage on your characters skin
@@MastaGambit To a MUCH lesser degree though. I threw in MKX last night after playing 11 since release and I was like "holy shit, Cassie alllll fucked up" lol
I honestly don’t see why a person would ask a question like this, given many bs reasons why mk11 is horrendous atrocious. Ofc, mkx is a better game apart from the graphics
I googled "why is mk11 boring"...I'm with u brother, I don't see y ANYBODY would prefer that slow boring ass game...the points he said are about 11 is just a tip of the iceberg
@@MillzSzn funny thing is the slow boring ass gameplay is just one of the major issues, this game got a lot of shit for other factors as well (the business practices, story modes and characters treatment, grinding etc) Although some of these factors some people don’t care for, it’s also worth bringing up as there are fans that do care a bit about some of these aspects
I'm not into fighting games like that but I will say when mkx was out I found it more enjoyable to play and then when 11 came out I found myself struggling to keep playing for certain amount of time it was good but I was like something is missing here and I would go right back to mkx.
I think the competitive side of mk11 is SUPER linear. You bait whiff punishes, you use your mids when they block, and you abuse your projectile if you have it. The gameplay loop changes very very slightly between characters. Mkx has a lot more gameplay expression. Theres keepaway, pressure, mixup, movement, armor, grapplers. Soooooo many different playstyles and different variations of those archetypes. Makes for much more interesting brackets as a player or spectator
By far MKX. Why in MK11 does everyone have a purple skin ? the game is too colorful MKX had a much darker sinister vibe to it the skins were way better, the stages were better, even the character select screen was better something about the characters across the bottom just looks better than what they did in MK11. MKX was exciting but intimidating the characters felt kinda scary MK11 feels like it was made for children.
MKXL is the best package. Feels complete, polished, and with enough stuff to enjoy, but not to feel daunting. Only things I'd fix: take away the damn "stance change" button and turn it into a dedicated "run" one. Improve characters' faces. Also, include some lost classic characters like Skarlet and Jade. :-/ Other than that, it's a 10 for me. Everything is done so much better than 9 and 11 it seems it was a completely different team sometimes.
I think the only problem mk11 has it has to many robberies, or games where you don’t feel outplayed but you lost. Mkx you just had the mindset that you didn’t block the mix so you lost.
Honestly I like MKX alot more (ew graphics) but MKX was all about robberies imo lol. In mk11 most of the time I lose its because I got out played MKX tho... Lol Bullshit EVERYWHERE but atleast it's cool bullshit
MKX is a complete game so as it stands its miles ahead of MK11, MK11 needs further refinement and has huge potential but as it is its just half cooked if you ask me.
Mk11 just doesn’t allow for the creativity and individuality in combos and neutral that mkx offers. Mk11 just has everyone doing constant jump-ins because most characters can’t meaningfully punish it
Mkx is a complete game with complete characters. Mk11 is watered down crap with fragmented characters. People that like mi11 are people that want a slower paced game. Mk11 is not good, it just plays at their speed.
Nah mkx sucks always guessing 50/50 no thinking at all characters could spam more and some could do more damage than others and the character roster sucked no baraka? No noob? Garbage game
The only one problem I honestly had with MKX was that some characters had safe armoured wake up attacks (liu kang, Raiden, Kenshi,etc) and some characters didn't (boraicho, Leatherface, jax etc). Otherwise MKX will always be king in my eyes. ⚡
I always thought that maybe in an update for 11 they could only let one bar from both defense and offense regen while letting the second bar be like 9 and X. Maybe that could make the game be a bit more fun cause it could potentially cause less breakaway and less wakeup spamming. There is a lot of other things that could go wrong with it but I think it would be interesting to try out and see what the results would be.
Thing is, in this video, Tom is saying that MK11 is less not more. And the building meter solution is a solution that takes away from the game. So now we have less options to burn meter for specials and wake-ups. I thought the point was NRS needs to give us more options not less. So idk how touching the meter at this point, given the current state of the game, helps anything. I think they should just open up the variation system, make all moves cost 1 point and give every character 4 slots. Yes we'd have more balance problems but then everyone could play the character they like the way that they want to with the moves they want. Maybe look at giving each character 1 or 2 new strings to extend combos or pick up combos with? Cause the two things ppl seem to hate about the game right now is lack of combo depth and not being able to equip the moves they want to their character.
I think mk 9 was so good they’re trying to reinvent the wheel. 9 Had great characters, controls and gameplay mechanics, why not just leave it that way and change the graphics and story? Why reinvent the wheel over and over.
If you compare the colour pallet of mk9 and 10 to 11. You’ll see that the former two games had a more darker and bloodier tone than mk11. The music in 11 is so underwhelming is well. Also the characters in mk11 talk too much. Personally characters like kotal khan, geras, that looting creep with extra arms, cetrion, and kronika, are more suited in a comic book game than mk.
Very Good in-depth overview Tom! Now I will add something to your overview, as I feel it is lacking. Aside from what you mention, I believe and a lot of people I play offline in our local scene agree upon. 1. The breaker system, in MK11 is trash - the fact, that plater one made a good read, is being punished by player two, who got baited, is an ass - that's A huge disadvantage for MK11, and what makes it scrab friendly ( aside from what you brought to the table in terms of bars-auto regen). 2. The FB pushback that is within MK11, is another aspect, which makes this game mentally incapacitated friendly. 3. Yet in MK11, you don't have to deal with strong 50/50 but you gotta deal with strong KB! why, because all mechanics mention above (from you & me encourage scrubby play). Sub Zero here is NOT an exception! 4. Due to the meter system functionality, zoners can build wait to regain meter, and to be precise Cetrion can tele to the other side unlike Kabal in MK9. Plus, you still had to have the execution to do the IAGB! 5. For optimal/strong bnb, you really had to have good execution to execute, while in MK11 all bnb are at the level of 13 years old. 6. Every game can be played at a high level, but the margin to step in, in MK11 has been brought significantly lower (its like riding a bike with support wheels on the back tire) 7. In general amount of commitment a character required to be a specialist was sick. Its not like two weeks run was enough to be successful with anyone. Do people like MKX more than MK11, perhaps. Its a case of preference, but in terms of mechanics and requirement, MKX, and even I2 is miles away from MK11. For fuck sake, my girlfriend could step in, and in 2 months she could beat win games in KL. Just because the game is so simple and mechanics are so "holding hands" she wont have to think about a lot of things. This is not the case in MKX. We may keep saying that the game is BS, because of the 50/50 but with the last patch it was smartly reduced. All other mechanics and meta is really outstanding. There are some characters, that are stupid like the MK11 LK, but its a minority. I've been playing recently online, and there are players with 10-15k played games, and I still eat them, and spit them for breakfast, because regardless of how much they play, I will outplay them, which is hardly the case in MK11, and I haven't done more hen 5k in the entire life cycle of the prime days. My point is, outside of the fact, that the game is stale, and shallow its designed in a way, to support careless play. There is a hell of a lot of aspects we could talk about, and upon which you will agree, but whats the point. let us see we're almost at the end of the line, what is NRS going to do!
MK 11 is literally for mashers..mashing pokes, wakeup's..hell you can straight mash out of someones cancel pressure..at least in MKX..the pressure tools were good and you could maintain pressure..buff plus frames and nerf pushback..make pokes more minus on block and more hit adv..they did this already but they barely touched it :T
Not really, a d1 on hit in mk11 is plus enough for a standing normal to jail. Don't know how you think it's a game for mashers, it's the same thing for MKX. Even I noticed a ton of mashing in the twitch rivals tournament.
I felt like an above average MK player before MKX. I felt like a boss in MK9. Can’t articulate what changed, but I couldn’t get anything going in MKX. I was returned to noob status. I hated being a hackysack for 90% of the match. MK11 is much better for my style, but I’m still not as good as I was before MKX. Too many mechanics to think about.
Lack of combo depth turned me off Mk11 after a few months with each character. Playing Kano in MKX I had 5 different corner combos just as an example. One for meter gain. Three depending on the connection with the easiest getting me 32% and the hardest 36%. And one more that was a restand with 11f of hit advantage if I wanted to keep pressure and bust armor if they tried getting out. Mid screen you could make a call if you wanted corner carry, frames, or meter gain. Mk11 is just doing your optimal damage until death regardless of situation for most of the cast.
I'm so over this discussion. Lol I like both games for their own reasons. Mk11 is not a finished product; Tom has said it, and I'm sure majority of the community is aware of this as well. If NRS believes that it's worth addressing some of the glaring issues in 11, then I think this game has alot of potential although it will not be easy. If they let the game die, then so be it, they tried something new and it didn't go exactly as planned. There was some good ideas that hopefully they're able to polish and improve for the next MK, given there is one. There's nothing wrong about arguing which game is better, but after 2+ years its become so repetitive and seems to bring more negativity amongst the community than anything else.
The problem is, they tend to throw old ideas away to reinvent the wheel again, there's no legacy. So there's no hope for improvement of refinement of old ideas,
The hell you are talking about mkx is more or less the same during the first few months of it's release. Don't know who told you mk11 is unfinished but what you have is what you get,which is a much slower,less precision combo focused safe game.
All they have to do is combine the 2. Keep the creative combos and fun from mkx remove the run and constant 50/50. Keep the attempt at neutral from mk 11 and remove the majority of trash from mk11. And we have the best mk. Also define character play styles no variations no customs complete deep characters both games fail at that.
50/50s I don't mind, it's the only way you're going to be able to do anything against someone with good reaction times. If there weren't any 50/50s it would just the people continuously doing mid starting safe strings on block constantly and whoever chips out first wins.
Right. It’s only right fighting games have 50/50’s since, you know real life combat boils down to 50/50s. You can’t block a low kick if you’re protecting your head just as you can’t avoid strikes to your head if you defend low. Though, in mkx some of the overheads just hit too fast to humanly react to, so if they made overheads universally a bit slower you would have a really fun and more fair version of X
I perfer MK11 more than MKX. As much as i can really hate MK11 and how scrubby it can be. I do perfer MK11's large variaty of tech and neutral more than just playing a constant 50/50 rushdown looking game. But MKX is more enjoyable to watch Edit:I forgot to mention that I barely played MKX so MK11 kinda wins by default Another edit after playing MKX: its really fun but I still kinda perfer MK11. I just have more love and attention for 11 and I was enjoying MK11 mostly from KP1 life cycle.
I see you're a Skarlet main. Do you really enjoy what they did to her aside for a good VA and pretty face? I was so looking forward to seeing her in MK11 and she turned out as one of the most watered down, repetitive characters in the game, with minimal simplistic combo(s) and ahmm...,,zoning''.
@@arch5701 yeah.I really enjoy everything about Skarlet in MK11 except her having a Crush on her father Shao Kahn which is kinda weird. I might even like MK11 Skarlet as much or maybe more than MK9's. Gameplay wise i really like her to with all of the tech she can do and shes my main right next to Spawn. I know she has a lot of gaps in her string, but i can fight around them and use them for mind games. And I know people are disappointed that shes not as good as MK9's Skarlet with her being a run away zoner in 11. But I'm fine with how Skarlet is like in MK11 and I'll miss MK11 Skarlet if she goes back to her old origin and playstyle in the next game shes in.
How do you know that more people would rather play MKX than MK11 (or that more people think MKX is more fun)? Do you have some kind of statistics or surveys?
@@ihearvoices8881 that’s very possible, I won’t deny that. there’s no definitive way to back up what he’s saying. all you can go on is first hand accounts and community interaction. I, personally, don’t know anyone who likes or still plays MK11
So tell me this. If people don’t like balanced games then why in the hell do they keep bitching about then? It’s always this character being OP or this character being unfair and shit or this mechanic is broken. Like make it make sense because it sounds stupid af to me.
Damnit Tom.....I've offered to loan you the money to get a new PS4 man......I heard you were credible for the loan for game systems man. Love your content regardless of how much you've embarrassed your old ass
MK11 tried to be a fighting game for everyone, with a generic storyline, generic main villain, and generic play, every character feels the same, the theme of the game dont remind of an Mk game, and you even have the option to play with a blue scorpion vs a yellow sub zero, that sucks to much
Commando kano has 50/50 and a command grab. Imo commando kano was mad underrated. 16% cg and if u wanted to spend meter it did 20% with 2/3 hits of armour so u could wake up with it. If the opponent tried nj the wake up cg u instead do wake up ex up ball and send em back full screen where kano could zone pretty well. If the opponent jumped u could anti air with b1 which gave like 28% combo into oki. With the oki u could go for staggers especially 32 which is 0 on block and is hit confirmable to do a 32% combo with 1 bar. Instead of staggers u could do mix with b32 low and instant air kano ball overhead or do a command grab instead. Kano also had a i think 5 frame high and low meterless parry if i remember which did about the same dmg as his command grab. Kano commando is a defensive beast with strong anti airs, parry and various wake up options who could also excel far range with his surprisingly gud projectiles and excel close range with his devastating command grab.
I also ply ferra torr lackey for fun XD and unfortunately its his worst variation the only gud thing that vari has is decent dmg and b121 stagger thats it lol. Which his other variations already has but with more tools and even more dmg.
@@MillzSzn he dont need a overhead *string* wen he still has instant air kano ball which is a overhead special. Plus he got a mid command grab to 50/50 people with to supplement his instant air kano ball mix
Ok im gonna take it u use the term 50/50 loosely...it is universally accepted a true 50/50 especially in mkx where u have to guess low or overhead...however u seen to be more general with ya a 50/50 is...ie u said he has a 50/50 to command grab ppl...if thats the case EVERYTHING is a 50/50..."will he poke than special move or would he poke than grab" I'm just happy somebody besides me plaYs commando kano
Mk11’s graphics is the only thing that beats mkx eleven just looks so good.
3 года назад
Hey, Tom: I was hoping to hear your take on Sub-Zero in MKX vs MK11. None are perfect due to the variation system and I know you prefer your Sub not being a 50/50 based character like in these two games. But at least Grandmaster had the ice clone and that insane corner pressure, damage and flashy combos instead of the purely potato ones of MK11.
TL;DL version: *NRS have increasingly dumbed-down the franchise, to where it's now as shallow and simplistic as it was in the digitised character era; but, minus all the secrets, wonder, and fun.*
@@janbethien4372 Nah MK9 is the best imo too; and it's definitely not nostalgia, I played it less than a year ago and it still holds up. Great gameplay, great roster, great stages, great music, plenty of content, and most importantly, it's the most fun. It's busted, but every character is busted so it ends up being balanced in a really stupid, fun kinda way.
I prefer X. Now that, that is out of the way. I respect 11 and have not played it but was heavily watching competitive play in the beginning. My criticism of it has nothing to do with the feel of the game simply mechanics observation. The mechanics that I recognise theoretically as good would be moving a super away from a bar tied option. Not a perfect implementation but I would argue Fatal Blow needs just a bit of minor tweaking to find a nice balance it as is. Flawless blocking amazing would like to see that interact with MKX environment. Rewarding a player for blocking within a tight window all about that type of thing. I remember asking GM Brady on a stream quite some time back what he thought about the timed meter. His answer stuck with me. To paraphrase it's neither good nor bad just different and it would be a little immature to try to base conclusions with the limited time the game has been out because the X and 11 are so vastly different. But as he said in this video it seems NRS has yet to fine tune timed meter to where the risk/ reward is satisfactorily deep for some aspects competitive play. The mechanics that I recognise as theoretically sub par. The universality I never liked as a concept even when playing injustice b3 and f3 for instance. I have no disdain for it but simply think character specific solutions in fighting games are better for depth and creativity to use Brady's words. But what makes it better in games like injustice and MK's 9 and X is the rarity and limited use. Unexpected hit or need a quick beat to adjust a combo b3, f3 (injustice) or njp (MK's). I also didn't agree with the addition of more cutscene like attack sure Killing Blows are nice but the more state changes (cutscene-esque) that occur especially in something like a fighting games struck me as counter. Even in anime fighters like MvC or Dragoball FighterZ where supers take control of your characters you are still allowed to switch to a teammate and setup for a follow-up, reposition or something but very few times you are relinquishing control. Supers are fine but state changing to much is another thing where I argue is also a little hand-holdy because you may have done the setup but feel to in other games at least (haven't felt how it is in this game so I may well be wrong) that the game is taking control from me. The break in that flow is not what I prefer. I don't liked the timed meter because it relinquishes control. Liked MKX's gravity more. Again purely thoughts as an observer. This was the one game I was willing to preorder but it would have been a disappointment. I respect the game it's not a terrible game simply a game I have very little interest and that's cool. MK and Doom are my favourite franchises of all time. MK11 did enough thing correctly where I can say it's probably a more sound fighting games than X. But MK as a franchise I simply prefer it to hold the the “combo showcase” image I grew up with. I welcome any comments on misconceptions I made in my observations. Thank you GM Brady for the great video.
For what it is worth , i think both games are great, i hade sleepless nights on both of em to try and learn and create the best combo for me that i could to consistently without problems and i love both of em despite the HUGE difference between em. MkX is much more faster and you can do a lot more, but then again mk11 has 30% fatal blows which actually i think help the player to strategize and think more about the next move. Mk11 Is slower yes, but nobody can say it doesn't actually have combos, maybe not as much freedom as mk9 or 10 but for me still fun to pull of moves with subzero or liu kang . As a fan of the series i played every single title, although i don't remember every little detail I know i have fun on all of them,and mk11 is no exception. Great video, great channel and a true MK fan, earned yourself another sub.
Personally, i like MKX more, i loved Erron black's variant with the sword and had Tremor i grew to like. i had more fun with that game than 11 and i always prioritize fun.
Me too I like playing the horror movie characters such as Alien, Predator and Jason Voorhees. Mk11 has it’s own lack of combos and the health bar just even lower to win. It’s boring in my opinion.
MKX was great - even though it was centered around rushdown and aggression, it still worked and I personally think there was more strategy and reads involved. As an example just think of ducking throws, if you did it in MKX you were really in the opponents head as just neutral ducking randomly was death. In MK11 everyone just neutral ducks and it still works as you might throw out a high or just try to shimmy and get D2 in the face for a full combo. Then again, it could be put to the community getting better overall over the time span.
I’ve reinstalled and deinstalled MK11 so many times because I keep forgetting how unfun the game is to play compared to X Movement is slower, combos have less impact and the complete removal of throwing an opponent off a juggle is a major blow to the fun factor of Mortal Kombat
Of course, not. They are doing those tournaments to get attention of NRS. "Hey, you dont change the things we want for MK11, then we will play the older ones to say that they were more fun." NRS has finished working on MK11. The game is very good and is what it is. They are already working on other title. People need to understand that making game is a business and NRS knows how to sell it.
I like Mk11 because I always feel like I have a chance no matter what. Crazy Comebacks is what I love about Mk11. No character is really overpowered if you main the character you will likely win, it rewards you for learning the pros and cons of your character. In MkX I feel like a lot of people get robbed of their match and I personally don't like that kind of gameplay. But I personally think both games cater to different play styles so to each their own.
I’m still pretty new to the fighting game community but one thing I can say about MK11 is that while the combos are pretty much the same, i was able to finally do combos in a nrs game. MKX combos were by far more enjoyable to look at because of the skill it took but were difficult to pull off. Nonetheless, I’ll prolly take this time to go back to MKX and see if I can pull off those combos this time around.
The mechanics and gameplay are completely different, therefore it's impossible to implement the same combo system from X to 11. For example in mk11, majority of the combos are grounded (fujin is an exception) where X had more mobility through the air. Also, 11 is more dashing/ footsie based, whereas the other has a run button.
21:30 sheesh imagine scorpion players they would be in every corner in KL throwing spears....also ik scorpion isnt the best in the game but they made him so annoying mk11 to the point your not playing mk11 your playing scorpions game
And subzero and Johnny and lui kang and geras and centrion and jade so many people make you play their game though scorpion also feels like 100000million times easier more brainded to play
@grey cloud he's not fair cause like it or not scorpion he is ed boons baby so he gonna something annoying about him His teleport is fast a hell (teehee) and its such a mind game. First its a default move so he always gonna have whatever but his air teleport is also a default move 😑 mileena air sai isnt a default move, kitana air fans isnt a default move, Jades boomer ranges aren't a default move. So just his teleport alone can anti-air, whiff punish a mind a game to know if or when hes gonna amp or not. He could do a jump in then teleport or he could a jump in a grab (btw i pretty sure its a bug or something but scorpions grab range is F'ing long) or he could jump in start pressuring you. He has a move called death spin that does really good chip and is punishable for SOME characters. He got a safe overhead so more pressure, really good pokes, he has move that makes him plus 6 or 8 i forgot granite there is a gap but you can cancel it into death spin or a teleport and its starts high but mileena's 2,3,3,4 string has 2 highs and a gap and is only plus 1. He has FREAKIN damage boost that you dont even have to work for like kitana or kotol, for every hit he can do about 25%, he also can do unbreakable damage that is about 25% too but he could easily get 40% unbreakable not that much skill required like sindels just got end with that string that has KB. He also has a KB ON BOTH GRABS (which is totaly unfair for any character) You metion that he is unsafe in most of his strings which is true but thats where the mind games happen again hes unsafe when you finish the string but not during it. At any moment scorpion can just back dash or teleport if he see's try to punish. Also his spear can anti air you. Ya its happen so many times, its hits which cant break and it doesnt even drop it takes u to him and if he doest have bar thats 10%. Im not a scorpion main but i fought a scorpion that has the ONLY jump attack that launches the opponent in the air like mkx🙄 Again i never said he was the best but he is the most annoying character, easy to use, and you are playing his game because you have to play by what he does. Also its damn near impossible to ply against him during lagging game. Also #buffskarlet and #buffmileena
Replace mk11s meter system and breakaway with mkx's meter and breaker, fix the variation system and anti-airs and I think we'd have a pretty solid game. I wish mk11 had true Oki but the wakeup system is backwards and you can never really apply the pressure you want to apply when you knock your opponent down. Even if you make the read on your opponents wakeup you're never going to get the damage you should get after getting the advantage
@@Garrettsamuel98 it's short for Okizeme which is a Japanese term for pressuring your opponent when they get knocked down. There's so many times in mk11 where you make the read and knock your opponent down and now they have the advantage. I normally just back up but that's not even that good because now they can get up for free. most people either wake up attack or wakeup buttons into combo or forward roll or back roll or wakeup down 2 or if their health is low enough wake up fatal blow. Its ridiculous, I shouldn't have to guess 5 ways what you're going to do after I made the read and knocked you down. Most other fighting games give advantage to the person who knocked their opponent down. If you see how pro Tekken players extend their combos they literally let their opponent bounce off the ground between strings while they juggle them. The opponent isn't completely defenseless but more times than not they just have to eat the damage.
Anyone remembr those 1st round scrambles in MK9/ X? Who gone get 1st hit for extra bar of meter🤭... Tha was a mind game within itself sometimes😄 good times
There are plenty of people out there that are good at MKX but can't transition to MK11 as well. You're comparing two completely different styles. One is rushdown, 50/50, armor, plus frames, chip damage, etc. The other is much slower, strike/throw, flawless block, knowing the matchups... you get the idea. Someone who is good at MK11 and not good at MKX is most likely a player who struggles to play when the game speeds up. They might have more trouble having to guess and making really quick micro-decisions over the course of a set. Vice versa, someone good at MKX and not good at MK11 is someone who can't play at a slower pace. When their opponent has more time during a game or set to read them and understand their gameplan, they start to struggle. During that MKX tournament the other day, Rewind, Semiij, and Sonic all said MKX is more fun and they enjoy it more when playing casuals, but from a competitive and balance standpoint, they'd rather play MK11
I didnt like MK3, and MKX was pretty much for the MK3 crowd.. 11 was a nice change of pace for me but unfortunately they don't want to let go of the stupid variations and just make solid and complete characters with robust move lists