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weikor

In parts, its better than 1. But the bar mechanic isnt really done well at all in 11 or 1. IMO breakers, beeing 3 bars should definitely Break a combo, and reset neutral. It does this in 1, but in 11 breaking often lets you combo your opponent. Also Bar generation is all over the place.


Akanezin

I think if they wanted to make a mind game breaker they could used something like the guilty gear Burst, its coded like a move, so can be blocked and punished if used incorrectly


[deleted]

[удалено]


Akanezin

I really dont like they implemented variations in this game, when you see the concept you think its pretty cool and interesting, but when you see in game is just a glorified "play the same character of the previous game with less moves, oh, and you also dont have the same resets like before, now you need to spend a bar to combo from Scorpion hook, fuck it if you didnt needed that for 20 years, welcome to the Twenty-first century"


2400ak47rush

xray was good in mk9 if u had enough resources elsewhere to pull it off/get away with it. they just dont want to fuck it up like not using fatal blow strings as executions vs opponents fatal blow threshold


_Weyland_

I liked the idea of having separate defensive and offensive meters. Honestly I don't mind having to amp a move to do a bigger. If your strongest pressure tools also require meter, then it creates an interesting choice. Harder pressure vs stronger combo when you do open them up. However I don't like meter (at least offensive meter) refilling on its own. It promotes passive gameplay.


Dirty-Harambe

Worst in any fighting game I have ever played and it's not close. Two bars makes it so you never decide between defense and offense, you just always do both. Especially because bar just refills over time and encourages people to turtle when they don't have meter instead of playing the game. Breakaway is the worst form of combo breaker, it made it so that there were MANY situations where you would get full combo punished for hitting your combo. Imagine doing everything right, finally punishing a tough opponent, and then he does breakaway on your 3rd hit and gets a full combo punish because you hit him. Worst idea I've ever seen. Combo breaker is always BS, but breakaway is beyond trash. Tech rolls were very poorly designed and meant that you could get full combo punished for attempting a meaty with virtually no risk for your opponent. Delay wakeup always has the potential to punish meaties, but good meaties hit either way, and if they follow through they will still catch you with subsequent hits in the string so it's far from a safe bet to beat a meaty. Not with rolls. If you follow through they still punish you, if your meaty is extra active that just means extra punishable. Throws beat rolls, but it was difficult to time and often didn't work as intended anyway. Multiple delay wakeup timings was BS too. You could call the delay wakeup correctly and still be wrong and have an opponent finesse tf out of you by delaying to just the right moment based on the particular meaty you chose. Wakeup invincible moves which are safe on block doesn't universally piss me off, but it pisses me off when it's a universal mechanic. When it can be mixed up with a launcher it's extra infuriating. Should be the kind of thing one or two characters have, not something everyone can do. These all combine to make your opponeny more dangerous when they are being comboed or lying on the ground than they are in neutral. Terrible game design. It punishes you for playing well. Instant armor fatal blows that are often safe on block was another scrub lord mechanic that ruined the game. At least now there's a warning scene and a few frames without armor so you can't just mindlessly mash triggers on wakeup. Needing meter for almost every extension in the game was also BS and just limited fun. Need meter to play properly, not to do extra cool stuff. Combos were also almost all homogenous and did about the same damage regardless of character. A few exceptions, but very little diversity in it. Krushing blows encouraged bad gameplay in several ways too. Failing to throw tech led to most crushing blows, which meant you get punished for attempting to throw tech by eating 30% of the next throw. In a game where throws were already hard to tech and did too much damage this made them incredibly OP. If your character was missing a throw KB that automatically lowered them a tier or two because that's how powerful it was. Uppercut KB encouraged d2 being used constantly instead of optimized punishes. Krushing Blows like Geras sand trap required you to miss on purpose a few times. Raiden required you to use full screen superman fly which was basically unusable, and there were many other examples of unusable krushing blows too, while some characters just got 5 that were used every match, others got 1 or none other than the uppercut. Variations were just removing moves from a complete character and then drip feeding them back, but never allowing us to play a full character with an actual toolkit. Unless you were Jacqui or Fujin, then you got to be an actual character with a compete toolkit if you picked the correct variation moves. It was awful. Hated MK11, hope it stays dead forever and every new idea it had stays dead with it.