@@TSfish94 Datamining and there’s even footage people have on RU-vid testing it like Ermaccer and Shaar, admittedly it’s clearly unfinished as it’s lacking tag assists
wait is there actually still servers somewhere for this game? my understanding is ps3 and xbox 360 servers are down, but are there still PC servers active? If i torrent this game will i be able to play them?
I can’t say, haven’t kept up with mk9 for years now. Perhaps check for Facebook/Reddit/steam threads? I’m sure there’s a community somewhere but I’m not sure where.
😳 Wow, I didn't know that. I also love Mortal Kombat 9, but unfortunately I no longer have it. It was removed from the PlayStation and Xbox and Steam stores, a shame. 😢
I can’t believe a 3 year old comment has sparked a whole ass meme on my channel. I hope you see this notification and come back to see the fruits of your legacy my friend.
It’s not too hard to keep up, however, I didn’t have my regular ps3 pad available when I recorded this. I remember I was using something called a ps3 pro A I think (it’s the one modeled after Xbox controllers, I picked it up because I routinely played CoD with my cousin back then) and unfortunately the dpad on that one is one mass of buttons instead of the usual 4 separate buttons: meaning that back>forward inputs like kabal’s nomad dash (bf4 iirc) are much more difficult than normal, hence why I randomly jump kicked. As far as the timing goes, really you just gotta make sure they’re on the ground before you pull the trigger on Jax’s assist. Otherwise it’ll count as part of the combo and knock them out of hitstun instead of relaunching off the unblockable. I believe this was the only true infinite in the game (excluding breakers) as pretty much every other loop combo required meter. Sorry for the info dump, I love talking mechanics in depth.
I’m sure there’s still an online community provided the servers are still active. There’s a whole subdivision of NRS fans that think this is the greatest MK ever made. I love this game too but its successors definitely improved upon it, save for 11.
@@TSfish94I find myself having more fun playing MK9 and 11. MK9 had better uppercut damage, while on X and 11 having 14% is just too much. Being able to perform uppercuts after combos is annoying. It kills a variety of combos. MKX has ridiculous little time gap between inputs. The only thing i like about MKX is being able to grab mid juggles. Also when i'm playing with my brother, we never use X-rays, kills the pace of the game.
@@athletico3548 I like the creative options you have for combos in 9; mkx still has launching strings or most characters have at least one variation that can combo into specials save for a small handful that are extremely meter dependent. My problem with 11 is that most characters are just boring to play. Most have exactly one option for strings, almost every character has to burn meter to get going, and I personally don’t care for the KB or breakaway system (especially since some characters literally lived or died by their KBs). To each their own but it’s just not for me. As a side note, you and your brother playing without X-rays reminds me of the old meme that X-rays were banned in tournaments. They never were, people just started saying that because good players knew that breakers and armor were far more important. Plus with damage scaling, most characters could get way more off of one or two bars than one X-ray.
@@TSfish94yeah. something i don't like about 11 is that you can spend a meter after a special landing already, getting more damage. I find this really dumb and kills the thrill of risking to waste the meter on a special that didn't land.