Make sure to check out "Why I Love Mortal Kombat"! th-cam.com/video/qHRIgXWTwE0/w-d-xo.html Meter Burn has been removed for MK1 and they made balance changes to Fatal Blow and Flawless Block. See details here: th-cam.com/video/-I82iA1yYA4/w-d-xo.html (edit:) I'm gonna clarify what I said about the differences in super meter in different fighting games. I am not claiming that MK games have MORE options for meter use than other games. It's that because of high resource requirement for life saving meter mechanics like combo breakers, you are 1) much better off keeping your meter for a combo breaker, 2) damage scaling usually means a regular 1 bar combo will do better damage than using all 3 in a super, and 3) using breakers and ex moves and wagers commonly leaves you without a full bar so near the end of a match when a super might be a good way to close the round, you rarely have a full bar to do so. All of this creates gameplay where it's pretty rare to see supers in competitive play. Now, is that "good design"? I'll leave that to you to decide, but I don't think it's about good or bad. It's a preference. I personally really like the fact that supers are rarely seen, because I think it makes them far more enjoyable to see when they do happen. Join the Mayo Discord and meet more remarkable souls like yourself! discord.gg/29jbfwycDJ Mayo merch here! teespring.com/stores/underthemayo Support me on Patreon. patreon.com/underthemayo TH-cam Memberships to my channel now available, click the "Join" button. Follow me on Twitch at twitch.tv/underthemayo.be/HCQ_N571VAA Thank you to MikeMetroid for helping record many of these clips. Follow him on twitter @mikemetroid
Start playing Tekken, Rage Art is the supers done right, because you don't have other supers except the characters that aren't originally from Tekken, and if you block them, they don't get it back till the next round when they are down in health again, and if you get good you can beat your opponent before they can use their rage art. BTW Davorah is a bad character and shouldn't have been created.
Yeah man, the fatal blow is really messed up. I main jax and my brother kano. He is much more casual then me, He doesnt want to sit in the Training room and learn combos for hours.....so we decided that He is allowed To use fatal blow, but im not. And These moments when we have both about 30% and He trys to random ft (He cant Hit Confirm 😅). Kanos ft has great push back and jax Poor range, bc He is an in your face rush down character. But then....a few seconds later i got Hit by another random fatal blow. And this is frustration. I agree, the sequences are way to long. And i think NR should get rid of These unendless fatal blow try's. I would be ok for me if everone has 1 try To fatal blow. When i gets blocked it should never come back for the whole Match. This would it make a little better bc u have to Hit confirm or you loose your fb. But mayo....didnt you notice something....i think this crapy mechanics (ft, random upercut mashing for the crushing blow, strong Keep away) are build in so that the game isnt only skill based. A random nobody can learn in 1 hour combos for 1 char in training mode. After that this guy gos into kombat League, mashes the crap out of his character (especially Poke mashing bc they dont care about frame data. This Kind of player belives its allways his turn, bc UNFORTUNATELY not every char has a fast mid and they get away with that. Then when they feel preshured they mash d2 and gets 35-40% for that. I think this Was the Intention of NR. They wanted These nobodys come into their game and Win frequently against better players, so they dont get frustrated to fast. But the Real frustration comes for the decent players like me. Im not a noob, relativly decent. And i often loose in kombat League bc of These crappy (for casual disegned) mechanics. Of course, you cant beat a god like Nina killer with random shit. But the average decent player who looked into the frame data of their chars, learned his Bnb combos and that stuff. And than i play against a absolutely random sub zero. And they will slide randomly....and if you are not ducking and blocking it will Hit you bc its far too fast to react.....and the outcome is a 32% cb for his 3rd ex slide. After that - Standard: overhead diretly into fb. Congrats....this random ass player took allmost 70% of your lifebar without any effort. Without any skill....this random player won bc of the mechanics and not bc He played you out in any way. These are the Things that make mk11 so much worse than mk9. Kind regards
@@TheMonkePrince Thahah tekken 7 got rage art done right? XD Dude they have Armor while doing them, you just have to know when opponent is doing any attack and then you pull out rage art. You take small amount of damage to health, because with armor the damage is reduced and your action is not interrupted. So you pull out your rage art really easy. It's also broken.
@Filip Medak I get both. The fake ego of Seagal, while actually knowing his shit like Van Damme. He's definitely Seagal stupid. Either way, he was never much of a character.
@@filthyshoggoth fax bro. I always liked cage but in the old games he was a side character story wise and comic relief. don’t understand the decision to have the new games be about cage and special forces
I think it’s NRS’ fault for looking at injustice success and then ripping the mechanics into the current mks. Injustice 1 is definitely plays and feels different than the mks and should’ve kept it that way.
@@shreyashshrestha6085 injustice 2 affected Mk11 I'm 99% sure Mayo is gonna bring up the interchangeable moveslist as well as the extremey vapid cosmetics locked behind arduous events that only come once a year as well as the more detailed frame data leading to a slow ass fighting chess game that's still easier to exploit than Mkx. Injustice 2 had a bad balancing issue with the cosmetics as well since low level players couldn't go online at all due to being literally weaker due to stats directly linking to your level.
I think another big problem was all the characters kind of just got stripped back - all their coolest moves were spread out across multiple variations, or, after custom variations were allowed, you couldn’t combine certain moves, and we’re left with these half characters, that each had their own or two strings into one specific combo you’d always do. There just didn’t seem to be that much variation to any of it, at least compared with other fighting games, or even past MK games.
I'm extremly casual so I correct me if I'm wrong here but wasn't the purpose of all these different variations to avoid making a character to overwhelming to fight against while giving them more moves to choose from? Like for the sake of an example, lets say a character has 10 moves total. But each variation only allows 3 or 4 moves max and a character has like, 3 official variations + 1 custom variation. So if you're fighting a character, you only need to watch out for 3-4 possible special moves at a time instead of 10 (or even 5-6 if it were only variation). If you know what those moves are, you can better plan how you're going to fight. You don't need to worry about being sucker punched by special moves you haven't seen yet. Especially if those moves are extremely powerful or compensate for a character's weaknesses Like, if you're fighting a Raiden variation that has projectiles but not his flying tackle, you know he doesn't have the flying tackle and can plan accordingly and fight without worrying about being flying tackled. You know that Raiden is risky to fight at a distance with his projectiles but now know he can't close the distance as easily. Then again, maybe MK players prefer dealing with all those possibilities so I could be wrong here.
@@FraserSouris this takes out competetive gameplay and expands the mind games and timing tricks while still being too overwhelming for professional gameplay since theres too many variations its easier if you see a WHOLE character beating you up so you can addapt to the character as WHOLE also who likes to play with half their characters?
@@tanikaze7697 Thanks for your response. *>” its easier if you see a WHOLE character beating you up so you can addapt to the character as WHOLE”” also who likes to play with half their characters?”
@@FraserSouris I understand, this makes sense, thank you you down for adding up on steam? would love to have conversations about such things in this kind of extend
@@tanikaze7697 This man has blatantly just lied to you in his last point lmfao. As someone who is consistently high diamond/champion R6S I can tell you rn you absolutely do bring everything each operator has to offer. Wall break is never done by primaries - only secondary shotguns and gadgets (impacts nades/op specific etc) and theirs is always objectively a better primary of those available per op. The game is also 100% team based and for both attack/defence there is designated roles for each operator, which your team is formed around - Defence: Roam/Anchors. Attack: Those made to open up main walls to site and those for roam clear etc. In high ranks every set-up up is almost exactly the same, the difference between who wins is simply who has the better aim. There is absolutely NO exploiting character weaknesses in R6S. And for Tekken he has also completely lied. As a TGO Jin, I can tell you that there is no different versions of any of the roster. There is Devil Jin to Jin but that is an entirely different character slot and has his own set movelist which, as with the entire roster, cannot be altered. Again, you always play against each characters full move-list. For FighterZ character movelist variations are not available for on-field characters and simply just for “assists” (A/B/C). Don’t listen to this guy, he has no clue what he’s talking about.
MK9 X-Rays were honestly short and sweet. A while back I thought they were kinda lame cause of their lack of creativity, but I've grown to appreciate their simplicity. Plus the actual raw X-Ray detail is just more aesthetically pleasing than the goofy blood fountain Fatal Blows
And the requierements to do one were alright, so it wasn't the norm to see the same animation over and over again. I came close to hate the Fatal Blows, not because they took a good chunk of health, but because it was always the same long ass video.
@@Choppa773the first time, maybe second. that's the point. Is not that they are badly animated, is that in a fighter super animations have to be thought out around the frequency in which will happens during gameplay. I wouldn't mind scorpion's long ass fatal blow if it was something difficult to use in a real match because other mechanics take priority, and than out o a sudden i did the fatal blow cuz i had the resource and it was useful at the time. The long ass animatiton would complement the hype because is a such a rare occasion. But if the super is being done every round, now you have a long ass animatiton that you already seen 30x just times today and you just want it to end it already. I'd even argue long ass animatitons is even a problem with fatalities nowadays, but that case is less bothersome. Thing is that fatal blow mechanically are stupid (super for being low health, armor when used and no resource being spend since if you don't hit it, you'll get it back), the fact that is a long as cutscene that will happen every round is even worse. There's a reason level 1 are so quick and simple in sf and rage art is so quick in tekken, because is a mechanic designed to be used a lot and it has to not interrupt the pacing of the match.
Man I love how you actually explained your problems with the game in a calm and thoughtful manner. I still really enjoy MK11, but I definitely understand and respect why you don't.
I think MKX struck the perfect middle-ground between MK and Injustice game feel, one thing you didn't mention is how the inclusion of the run button also made it feel more like MK for those of us that also played a lot of UMK3, which is the most competitive old Mortal Kombat game. You have a gret grasp on the development of the mechanics. I don't think amplify is going anywhere, but I do think breakaway and auto regenerating, full-start meter are going to burn in hell.
Same. MKX is my fave as it seems to be a balance of both worlds. Maybe if MK9 had a patch to resolve the bugs and issues it had, arguments would be way different. I don't mind the amplify thing tbh. It was good in MKX owing to the meta. But with MK11's meta already having flawless blocks, breakaway and other mind games, it seems a bit much
One of Fatal Blow's biggest issues is the lack of a super flash. 30% armored damage flying at you faster than most can react. A superflash would really mitigate its use as a yolo neutral tool
Man playing deadly alliance and deception makes me miss the time when mortal kombat had that truly sinister tone be apparent throughout each game from it's groovy bleak tunes to the very artstyle it was great! But now nrs is making mk look too much like a bad comic book with shittier gameplay to match
Oh man .... Deception was unbelievable awesome . The combat system was very weird but still interesting to play and the content .... my god the content was almost overkill and it rocks. Such content will ve never seen nowadays. The mini games , the konquest mode , arcade modes , story mode and the krypt.
That's one of the huge things that I feel is lost in the NRS era games. Where is the good music? The music is not only turned down into the background, but also incredibly generic. I still remember how cool the Deception character select screen music was. Just gave the game way more flavor.
@@Rizzo91 like yeah I still remember shang tsung's stage theme because of how sinister and groovy it's theme was that it helped enhance the intensity of the battle coupled with being catchy as fuck same with the onaga's theme in deception being very fast paced that added to the oh shit I can die in any moment from ongagas uppercuts to the piller spikes. Plus da and deception had some very kick ass character select themes while the modern mk since mkx and especially 11 had nothing worth noting it is that bad! Ppus I HATE how 11 looks super clean and polished it makes the gore look so out of place amd conflicts with the artstyle I mean MKX had a more fitting atmosphere so why did they made mortal kombat look like injustice? Plus some of these guest characters shouldn't even be in a mk game like t800, rambo, robocop like wtf do they to do with mortal kombat?!
I think mkx was in the fine line of consistency and complexity, it was simple enough that you could understand and predict your opponents while not being overly simple to the point that you get bored of it in a few months
@@sheena1521 it has ACTUAL skill and disgustingly hard combos and cancels that only 0,01% could pull the off. Ninjakilla style. You could counter zoners and you had more freedom when comboing....
I agree with everything you said. I mostly stopped playing mk11 due to the over-reliance on 50-50 mind games. Too many layers of it. I always got frustrated at combo breakers essentially punishing me for successfully starting combos. Projectile heavy characters are also miserable to play against, win or lose. Once I got to a higher level, a lot of my matches were incredibly slow-paced as a result of everybody's reluctance to press a button. I don't want to play a fighting game that discourages people from trying to hit each other.
@@darkshat3077 I loved mkx back then still do but now that I'm older and more experienced mkx does have a lot of issues I overlooked when I was younger
MK9 is definitely my favorite among the 3 recent mortal kombat games, not just because of it being apart of my childhood, but also because of the amazing story mode (excluding sindel killing everyone in the blink of an eye), gameplay, variety of characters, and tag team all made it a very fun and memorable game for me.
OMG I agree with every single word you said! I still really liked MKX, but MK9 had the better story (minus that Sindel part) and had tag team mode for up to 4 players.
@@Sonicman4155 MK9, being their first MK game, was where they landed on the formula they use. And it's the purest form of the formula, without any extra stuff added just to make a sequel different or new. Each new sequel shakes it up but the problem is they're shaking up borderline perfection which will never make it better, only worse. It's sort of the same thing that happened with Midway MK, when they started messing with the formula a lot to keep it fresh instead of just adding new characters and a few mechanics, with mk4 it was a problem, then with the first PS2/3D era one they found a new formula, which had been worn down with gimmicks until it was hated by Armageddon/MKvDCU, then reset to a new formula with MK9, and we got to the point where it's hated by MK11 again. MK 1 seems to be undoing a lot of the changes, going back to the basics from MK9 and bringing in only the parts that NRS thinks worked well in MKX/MK11 and not the changes they think didn't. We'll see how it turns out
I agree with you 100% on the Fata Blow part. Whenever i played with friends and someone used it, we would make a joke of soyjack face point to the TV and say "HE PRESSED THE CUTSCENE BUTTON!!! NO WAY!"
Mk11 just feels like a slow fighting game. It takes a while to win unless you have Krushing Blows but those sometimes feel cheap. Not to mention the zoning in the game which is almost insane. And the Fatal Blows are a interesting mechanic some people will just Wakeup Fatal Blow and if you don't expect it then gg ez 32% with armour. That being said Mk11 is still a great game for it teaches you that sometimes you need to take it slow and make good decisions. I agree with all of the points Mayo mentioned because I Love and Hate MK11. Edit: I appreciate all the likes my fellow TH-cam watchers. Edit 2: Something I forgot to address is Breakaway. I appreciate Netherrealm for trying something new but it just isn't as good as the combo breaker from X and Mk9, You will either get away from a combo making certain characters unable to combo if they need air combos, Showstopper Johnny Cage gets his dmg without needing to put you in the air, and some characters will completely punish you for using it.
i love that it is slower than previous games because hits feel more impactful and missing also feels more punishing when against a good player, i agree with the other points tho
I'm not the biggest fighting game dude, but even I felt something was missing in 11 when going back to 9 or even X to a smaller extent. Not just mechanically, but even tonally like you mentioned near the end, which stinks because I was actually really excited for this one. I was hoping with the time travel plot they'd go all in on the 90s nostalgia and over-the-top-ness of it all, but it never did which really disappointed me. I really liked how 9 just felt like a modern version of the original game's plot and setting, and the fact it's been never really recreated again with 2 or even 3's plot bums me out. Even with the music it felt off here. OG MK has some bangers in it's music and it really rubbed me the wrong way how we got that generic orchestral action movie soundtrack for this one. It makes me respect Mick Gordon's work on KI all the more and I wish they got him for it. Even from the reveal trailer with that dumb 21 Savage song it felt off, and I feel even they knew too with the launch trailer using the ACTUAL MK theme. Idk why NRS is so scared to just go all in on having fun with this series and would rather make it a gritty melodrama like you said. On the topic of special overuse like you mentioned early on, it does make me wonder a bit what you think of Skullgirls in that regard. Especially considering while that game was kind of made for tag-team play, almost like mahvel, I rarely see a lot of people actually play it like that. Most times it's just normal 1v1s. I know you're known for all kinds of games overall but I'd honestly love to see you talk about FGs more. This was really interesting to see and helped me put 11 in a new perspective and my feelings while playing it.
I'm glad I'm not the only one that feels this way about MK's current music. It's funny that you mention Mick Gordon since he actually wanted to make music for MK11 but Netherrealm Studios (NRS) rejected him. I know that NRS still has Dan Forden, who has been making MK music since the beginning, but I think he's losing his touch. Mick is so much more than "the metal guy" that many in the industry claim he is.
I love skullgirls and I can still see a lot of love and care in the game and I'm among the people who usually play skullgirls 1v1 I don't know I guess I'm not really into tag fighting games I don't usually play them all that much
My personal favorite MK is MKX, I get your points about it, but I very much enjoyed the gameplay of every character being insane and having absolutely insane combos if you were good enough to get them off. It was just so much fun to play everyday, I get that in a competitive setting the game could probably be a bit much. But as for MK11 I just can't play for more than like 3 matches, it somehow feels just as random and button mashy as MKX but with none of the satisfaction.
It feels like the big problem with meter burn is that it just means the opponent gets punished for making the right decision in a lot of situations. Like you block the attack, and scorpion has meter, you can’t do anything because he might just meterburn and you get punished, so the only safe decision is to return to neutral. I don’t play MK11, so I don’t totally know, but thats the gist I’m getting.
no you are correct, but if you watch closely, the game revolves around barking faster than your opponent, look at how Sonicfox with Joker resets the 50/50, while maintaining just the right distance and timing to keep going after
I think mainly the super issue you mentioned is kinda a thing that has started to plague every game as almost every fighting game has some form of super because casuals love the flash move that they don’t have to do a complicated input for so it’s now in every game including stuff like Tekken
id say rage is handled way better in tekken tho, blocking and baiting a rage art is pretty easy and gives you big reward. rage drives are just straight up cool and add a non-disruptive element to a comeback.
Not only is the gameplay being turned into Injustice but the new character design too. The new MK characters Geras and Cetrion look like super heroes straight out of Marvel or DC from an aesthetic point of view. Guest characters are fine but why is the MK universe being changed into something it's not?
IF netherrealm would still be selling real mortal kombat games - remasters or not making special guest dlcs for injustice would make sense just like making MK characters look like heroes in order to get broad audience but who am i to tell a multi-million dollar disappointment of a company how to make bajillions in this day and age on grown up kids from the 90's that now more than ever would gladly waste their paychecks on outdated yet much faster and better 3d games.
@@DummyTenshi Lol because there was a big lava guy in one MK game that means the MK universe is identical to Marvel and DC in terms of aesthetics? Is that the point you're trying to make? The Kollector makes sense as a new MK character. You could have told me Cetrion and Geras were guest character super heroes from DC and I would have believed you.
@@thevomit5851 You missed the point of my entire comment LOL. Geras and Cetrion especially are basically just elementals except Geras has time gimmicks added on. My point was characters like Cetrion and Geras are nothing new to MK. If they feel like DC characters, so does pretty much any character that wields an element in the series. Which is funny enough a lot of the cast.
The Kollector is also just more of the same. Every new character with the exception of Ferra/Torr was rooted in pre-established character archetypes. And even those two you can reach and say they're rooted in Noob/Smoke from. The 3D era.
I find it puzzling why they decided to take mk11 on a much slower direction. If there is something that defined the franchise since its inception it was its balls to the wall brutality and speed, something that both mk9 and mkX provide in quantity and 11 clearly lacks.
@@stolensentience MK Armageddon was the last great Mortal Kombat game. To me, NRS Mortal Kombat games is like the Godfather 3 of the series and it went stale big time. MK9 was alright even though it had annoying plotholes but my god MKX and 11 could of been done better.
@@coltgun876 the godfather 3? definitely mk1-3… And Armageddon might’ve been interesting but it was far from great. The gaming landscape had already discarded the mk franchise. Mk9 is the closest they ever came to reviving the franchise, and they arguably did just that. But the first couple mks… well there was a brief period of time when no other game was bigger, not even sf2.
@@stolensentience Mk3 and 4 definitely were. It's kind of hard to explain, but once they started to use that game engine from injustice(when NRS tookover), the feel of the game was just completely lost for me. It's always felt so clunky and stiff. Even mk 1 and 2 felt more fluid oddly enough.
As a casual player, I respect this video. I heavily noticed how easily it was for me to get wins in mk11 as opposed to the previous titles I used to hardly win that much at all because there were characters with very high skill caps. But in mk11 I have insanely more wins than losses because it’s very easy to do mind game mix ups and fatal blow comebacks
MKX is my favorite in the series because I felt that it made a great balance between the returning and new characters. The story was pretty great and set up a ton of interesting ideas like Raiden guarding Earth in way more ruthless ways, revenant Liu Kang and Kitana ruling the Netherrealm, Scorpion and Sub Zero becoming friends, and the Kombat Kids proving themselves capable of taking up the mantle of Earth's protectors. It also looked like Kotal Kahn's betrayal of Earthrealm to save Outworld may spark another war between the realms. Then very literally every single thing I was excited for was unceremoniously sacrificed for the worst MK story I've ever seen outside of the last live action film. Every single plot point in 10 was thrown out the window just to make room for a time travel story because apparently the creators don't have enough of an imagination to continue a story for more than 2 games before they go braindead and reset the timeline again. This game killed the last hope I had for the series and I can't help but wonder, as someone who only got into the series in the NRS era, is this how the original MK fans felt during the end of the Midway era of games?
Hey, at least MKX had a decent story. The Highlight of Midway MK's were Deadly Alliance and Deception, while the rest were litally jokes. People nowadays have SOOOOOOO much rose-tinted glasses about the Midway Era its crazy - when the games' plots were literally gags and jokes about bad Martial Arts movies. Nowadays people literally can't decide wether MKX, MK11 or MK9 had the worst story. Just goes to show how nobody can really decide
I love MK11 to death. But you're absolutely right about everything here. Great video. Itd be great if NRS could take a step back for the next MK. Remove the variation system, add the same gameplay as MK9 with maybe the costume customization of mk11.
Reduce the length of their xray/fatal blows..2 hits in mk9 was enough, 3 in mkx, even longer in mk11..I could go make a cup of tea and come back before it finishes
@@xSabinx1 When I use to watch tournament matches of this snooze fest game I would literally just skip 10 seconds ahead every time a fatal blow happens and it would take me straight to the next action after fatal blows. That should NOT be the way it is.
@@VikingPoodle You know the funny thing is when you see/play a game like DNF Duel they have sorta that super system when the character hp reaches at least 30% in that game. its no fatal blow but It does feel the same way.
I don't think Mayo played much of DBFZ meter is not just used for supers only. It's used for vanishes as well and it creates a safe way to switch between characters. You also can't spam stuff without getting punished for it
Nothing new here, totally biased opinion as always. I specially like when he praises MK 9 meter system as a good example of resource management on fighting games right after he claims that other games (who have been doing it before) lack it. I don't think he actually played Street Fighter, or at least tried watching it, Street Fighter 3rd Strike has always been such a great example of good meter use, with the exception of Akuma who can't do meter enhanced attacks, every other character is just like what he praised about MK9, and not just something like "hahah flashy special animations"
@@Tassio106 He is talking about his own point of view here, not necessarily a claim he made while saying he is someone who fully understands the game, that and he is talking from what he knows, and he may not know as much about those games.
I'm glad you mentioned how most of the supers became more and more dragged out! I liked MK9s X-rays because they were simple and to the point whilst still visually cool. And when a character hit you a THIRD time in an x-ray you really felt it. When MKX made everyone's X-ray three hits, it became a little tedious, and also disrupted the flow of the move (some character's supers felt already finished by the second hit, and a third move felt tacked on).
From a very casual perspective, I am not fond of the long super animations and fatal blows because they also dilute the value of the gore and violence. I'm reminded of the saying "say fuck once and it's a powerful sound. Say it 100s of times and it becomes a meaningless sound". In many older MKs, the most violent and gory moments were either the fatalities which added a nice exclamation mark to a fight, or infrequent and quick super moves that briefly made a section of a fight more brutal. The rest of the time, it was "more standard fare". Which made the relatively infrequent gore stand out more. But when you have overly detailed fatalities and frequent fatal blows that could be fatalities themselves, it becomes more numbing.
And here I am, still playing Mortal Kombat Shaolin Monks over and over again, hoping that they'll remake the game with all the unused content. I can dream I guess.
Godesk Cotrayon isn't a murderer. She was driven to it by her best friend Konka. This woman shaved her head and now people think she is bald. A crown confirms her femininity.
The main issue is that MK9 was its own game but had its issues. So when they made InJ1, they wanted to correct the problems with Mk9. That's the pattern they've been following since Inj1, when they started to make the games as sequels instead of 2 separate series. They kept doing it until MK11, which is essentially an Injustice game. They used the sequel Injustice games to correct the issues of the prior MK games because of linear 2 year release dates. Both series should have been split into two teams or released at different times. Injustice 2 is amazing because they took Injustice's legacy and made 2, and NRS used Injustice solutions for MK's problems, thus it lost its identity when it came to MK11, which is why it lacks so much legacy.
@@itzbarakuda8850 You good bro? They're not even talking about the story, are you illiterate or did you just not bother reading before making assumptions?
You explained the meter burn problem pretty well. I’ve heard people say that Mk11 was a bad teacher when it came it amplified moves (compared to mk1 now) but never knew what they meant. Great examples
Great Video, The only thing I wish you touched on more was the defensive mechanics in MK11. My biggest thing about playing fighting games is I like to do cool stuff. I'm extremely simple man I want to do really sick stuff that makes people be like woah and MK11 defensive mechanics make that almost impossible because meter comes back far to quickly. I think if meter didn't autofill that would get rid of some of the issues. In general, I think my issue exceeds just NRS games, the era of fighting games we are in is where everyone wants to create a grounded footies fighting game and that just feels odd for MK as a franchise IMO.
I feel this video so much. The neutral in MK11 is completely fucked. Even if we just factor in how awful the grab system is. Who thought grabs being a 50/50 on top of being a mix-up was a good idea. I love both MK9 and MKX although X had some real issues as well
That 50/50 on throw direction has been a bad decision implemented in MK9 and somehow has made it into MKX and MK11. It just feels way more egregious in MK11 because of how much stronger throws are in that game.
@@gabrielcamacho8739 the worst part, was it leas to most gameplay being, go in, low poke fish for grab mix up. Shit was boring. You can tell it was their first time making a neutral heavy game cause it was ass
I would place the Fatal Blow as training wheels on lower difficulties or as a handicap you could choose to grant to your opponent. But would turn the feature off in tournaments or ranked fights.
Completely agree with almost everything you said. Especially the story being mainly about the cage family. Like where tf did that come from. 3d era mk had the best lore and world building along with mk9
@@bboyraviel2911 It's funny, I love Injustice 2, and I totally get why people don't like it. It's just one of those games that really clicked for me and I enjoyed a long time. Enjoyable neutral, no fraudulent comeback mechanics, variety of character archetypes, etc. But I despise MK11. It shouldn't be anything like Injustice. It needs to go back to the gloves off craziness from MK9 and MKX. Everything feels so neutered and incomplete in MK11.
Honestly I dont really care about the female appeal or neiter of that bullshit, but what truly bugs me is the horrible grindy as hell progression system, why the hell we cant get gear with a more forgivable currency instead of bullshit challenges that takes hours and some are pretty hard for a casual player and the horrible god awful Krypt? Its really sad the way the game incentivizes to keep playing by locking everything up by time consuming activities
Exactly and the Grindy as hell progression system was carried over from Injustice 2 which was worse(like the Legendary multiverse towers) but just slighty more improved in MK11 and the Krypt is basically a Casino with no fast travel to get to certain places faster and they slap you in the face while in the krypt by having characters appear like (Ermac Appears with a New Design but Dies by falling into the Pit and not a playable character in the game when he should have been at that) and Certain Gear like Jax's Klassic Arms are only available through a Krypt Event which is just stupid. they should have just made the Gear/Customization System similar to Tekken's and call it a day
I missed when the krypt in the old ones were so simplistic now it's some shit mini open world bullshit that's online only and it's progression is the worst in the franchise by far
I will say that their reasoning for the female costumes getting toned down was absolutely awful. They say that you wouldn't wear that little to a fight. Turns out that more clothing means more to grab onto, which is a direct disasvantage. There's a reason female MMA fighters wear what's basically a bra and skintight shorts, and that's to reduce the amount of clothing that can be grabbed while maintaining modesty. And some characters could actually use their sexual outfits to lure their targets into a state of arousal before taking them out (as in killing, not on a date). Also, you NEVER wear heels to a fight, and most of the female characters wear heels in MK11.
@@LloydTheZephyrian exactly and how are they gonna argue "realism" when most of the game is the complete opposite and also they sure don't have a problem making some of the male characters like Kotal and Baraka wear some compression shorts lol, the whole female costume debacle was BS pandering and hypocritical and they contradicted themselves when they added more costumes to some of the females characters
Agree with you 1000%. I hold very fond memories of MK9 even going to a local tournament a few weeks after its initial launch. It was endless for me. Felt like O enjoyed pretty much every character and especially getting their ending. They dont make games like that anymore. Simple, bombastic, no filler bullshit. Honestly, its the 3rd strike of mk games.
Pre video release, I have not thouroghly enjoyed any netherrealm game ive played other than mkx, and even then its with the understanding that it has really weird in gane animations which have only marginally improved in more recent titles. Ive found every non netherrealm fighting game ive played to be far more fun than injustice and mk11, and part of that definitely has to do with zoning, which doesnt feel very cool to do in netehrrealm games and is by and far the best way to win, but worse than that, unlike in other fighting games, at least for me, fighting against a zoner in netehrrealm games is just no fun. Theres other things but its been a while since played injustice or mk11, but yeah, anyways, im excited to see mayo's thoughts
Agree with everything you said besides MK11s art style - I absolutely adore the realistic grittyness and the character designs, by FAR the best in the series.
⭐⭐⭐⭐⭐ - Good arguments, well delivered and with genuine though behind it. We all are too critical about the things we love, because we want to see them get better and better. Awesome video, Mayo! Keep up, brother!
I think breakaway system is one of the thing that makes MK11 flawed as hell. Cause if they really want to implement breakaways then why they need to make a move that restances you instead of bounced you off the ground?
Fatal blows and supers are something that is fun to look at every single one in a compilation that's 20 minutes, its not fun seeing it 20 times in 5 minutes during a competive match
MK9 felt like a breath of fresh air, and a great reboot. MKX was fast, but balancing was the main issue. It's aged well. And a lot of people still play it. MK11 felt like an Injustice ripoff through and through, and along with the balancing, the specials were all over the place, except for a few characters such as Noob, Shao Kahn, Scorpion, Fujin, Liu Kang, Kabal, Frost, and Raiden. The combat was slow and clunky, and I hated the breakaways (breakers were much better). Completely agreed with you on the Fatal Blow and the disadvantage on the flawless block punishes. Really bad design choices. I would honestly say that I really digged the meter management this time around, BUT the only good things it had going for it were the story and the graphics. Fair to say that I dropped it after about a year into it.
I played MK11 once in my life, at the annual party our friends normally have. While nobody complained at the time, there was a silent discontent with the game. Our group has a wide range of skills. Some people are really good at fighting games, others only play them annually, casually, for the spectacle, with our group. Both were discontent, and the discontent started the moment everyone saw what the words "fatal blow" meant. Nobody complained when someone did it, nobody got upset, nobody laughed or had a fit. Everyone was quiet. We quietly accepted that it was there, and we tried to keep it out of our minds. At some point there was a BO3 (3x3rounds) that was decided by the fact one person used their fatal blow first and the other used it in the final round every time. "Sorry about that." "Nah. A win's a win. The rules are in the gameplay." And the discontent only grew. We tried Tekken, and the discontent grew. We all decided to just play a shooter instead. No more fighting games for the night. I had to wonder. If it wasn't fun to watch and it wasn't fun to play neither casual nor competitive enjoyed it, why was it even considered. Who is this for? What audience are they trying to bring in?
Kinda feel the same with the last two MKs. I play with my cousin casually every year, but I feel weird playing it now. Didn't ask him, and he didn't say anything about it either, maybe it's because it's our tradition, but something is definitely lost. Judging by the history and cheap mechanics, they are looking for a new bunch of players in younger audiences like a lot of franchises are doing. It's kinda sad.
It feels like 11 is more focused on moment-to-moment interaction between a few basic but effective options rather than being focused on strategic decisions that take effect over the course of the match/set through conditioning (11’s more about random changes in playstyle to throw off opponents instead of enforcing YOUR style and finding/setting traps within it that pay off later). This is why certain “advanced” tech feels so strong in the game, like jumping as an offensive movement option (if I jump I can break + jump kick OS into specials), grabs beating out pokes and that being more prominent (and everyone duck OS’ing every 5 seconds to avoid it), flawless block OSing on wakeup to never have to deal with meaties (because the options to beat it are so limited). You have fewer genuine, unique options but they cover more situations. The kustom variation system masks this a bit with added mind games on specials but it just feels less rewarding as a result of the meter needed to do them recharging automatically. That’s why interactions in general feel cheapened or repetitive, even monotonous in 11. Because you didn’t need to do any sort of read, didn’t need to rely on conditioning, you didn’t even need to save or build the bar for it; you just do what you would normally do and the game is DESIGNED to make that a mind game for you instead of you having to enforce it with your own individual playstyle. It’s like, “I’m just gonna jump a lot for a sec cuz I can and he won’t expect it, then if he hits me I’ll break and punish, and if I don’t have meter to break I’ll delay wakeup and punish his meaty attempt, and if I have just one bar I’ll just wakeup roll and punish it that way, and if all else fails I’ll wakeup d1 to catch him trying to beat delay!” Even basic interactions are mindgames where you don’t have a real advantage despite being the one who just scored a hit, anti-air, or full combo into knockdown. The opponent can just pick a random option and pretty reliably escape most situations, regardless of matchup knowledge or character choice. Just feels too sloppy for me
Spawn is one of the best characters in the game and they still managed to find a way to make him boring It's also like they decided to write an "Eff You" letter to all their fans They completely jumped ship
@@Kn1ghtborne play type lumina and then try and tell me auto combos are casual catering I guarantee your ass youd get your shit stomped in Type Lumina or bbcf despite both having GOOD auto combos, type lumina even weaving them into the full gameplay
I totally 100% agree with you on this. This was my number one complain when the game came out. Have to watch all of these cheesy free fatal blows thousands of times. I hated them so much
I kinda feel similarly in that I wish they didn’t make this game so complex on the surface. Mortal Kombat is super badass and I like playing it casually but I feel intimidated by how complex the later games keep getting. I could see myself getting into mk9 but with the later games it’s just too much. Like how can you master sooooo many different fighters. Contrast that with smash bros where it’s super basic on the surface but still manages to be very complex. Some games are easy to learn difficult to master. For example, StarCraft, Halo, Doom, Earlier Mortal Kombat games, etc… It makes it very easy to pick up and understand. Mk11 is at the point where it’s difficult to learn difficult to master so it’s like a huge cliff to just even get into it. Also part of the charm of earlier mk games is just how ridiculous and overly badass everything was. The female characters were super sexy wearing unrealistic revealing outfits. The male characters were gigantic super human men with attitude and anger. Now they’re kinda grounded in reality and have slightly more realistic body types and outfits which I don’t think people really want out of an mk game of all things. I want super angry scorpion and overacted ridiculous Quan Chi with ridiculous plots and super sexy disturbing mileena in my mortal Kombat game. But if I’m playing a halo game id rather have characters kinda grounded in reality.
You might enjoy Them's Fightin' Herds. It's a fighting game that does a lot to get rid of many things that serious players dislike in other fighting games.
there's actually a huge crowd that despises mk11 yet media made this smoke screen that it's the best game ever made because of woke bullshit. kombat is trash krypt is trash story mode is trash characters are trash gear system is trash fatal blows are trash arcade endings are trash fatalities are over the top stupidity that only 9 year olds would find cool the game literally fails to be mortal kombat at it's core ideas yet is hailed as a success because they prepared special arenas for e-sport tournaments.
I enjoy some parts of MK11 but what I hate is the unnecessary retcons to some of the characters. However I do respect your thoughts on this game and I agree.
I always disliked MK11 because it felt off compared to the others. The easier thing would be to blame the countless anime fighting games i played that put me on a different mindset. But MK9 and 10 feel responsive in a way 11 doesn't (if that makes sense), i feel like there is a sizable delay when i press the kick button in 11 compared to the former, which feel very responsive.
MK11 and Injustice 2 made me think all fighting (and to a degree hack n' slash too) games were like this: a "guess" challenge that did not end up with the person who played better, but the person who guessed right more. Thankfully I came across DMC who completely changed my preconception about hack n' slash and more recently Multiversus that made me realise not all online fighting games were like MK11. In that note, I believe you have heard about Multiversus by now. What is your opinion on it, Mayo?
Multiversus is a platform fighter. Its a completely different genre of game. Like smash bros before it is was designed as a way to let casual players play fighting games without the need to specialize in complicated button combos and other jargon. Its another option for those who like fighting games without wanting to get super technical. I don't think it should be compared to traditional fighting games as its a counter to them. And this is coming from a fan of injustice 2 and supersmash bros and multiversus.
I completely agree with all of this. I wish you talked about customization and the progression system more but I understand that you were just focusing on game mechanics.
For the grab situation, this is something that developed over time and it's present in all NRS titles regardless. It's weird, the grab is treated as a "true mid" that will hit you inside anything that isn't neutral ducking or in a jump state. The situation of amplified vs ex moves is way to free, no commitment; just do it. At the same time fighting games has been documented to death so everyone you find on pvp or tournaments are on a base level extremely tryhard.
Man you hit all my gripes right on the head even the fact of supers just being way too common i hate it. Back in the day if you was getting folded up you had to make your comeback it wasnt given
Found this after seeing a lot of MK1 gameplay, seems like NRS agreed with you on a lot of this Tho, one thing I do want to see return is character customization. Not the "move loadouts" I agree with you there, but the cosmetic aspect was a nice harmless bonus for sticking with a character (hopefully staying as gameplay reward and not microtransaction)
THANK YOU!! Been waiting for this video from you for awhile and these issues are why I can hardly stand to play the game. I really hope they find a nice middle ground for things like armor and a breaker mechanic. Also the slow pace is an issue and makes zoning such a great tool in this game.. makes it so lame
As someone who loves Mk9, Mk10, and Mk11 I think you make a lot of great points! Even though I don't agree with everything you said, I appreciate all of your in depth looks into the mechanics of games! It is why I continue to watch all of your videos! You are one of the best in the business
Interesting to stumble across this video before Street Fighter 6's launch. I'll remember to note the super lengths against their frequency and whether Drive Rush optimization feels necessary to use across every character.
MK9 will forever be my favorite. There's just something off about the controls of MKX/11 that i can't quite figure out. It feels like the controls are delayed in the newer titles and I'm more prone to not doing the exact move/special i want to do. And just a personal issue i have with mkx, i think it's quite an ugly game. From the models to the stages, except a few, the game is just not pretty looking. I love how mk11 looks and i hope they continue forward with that style.
I recently bought and played MK11 and pretty much instantly something about how the game controlled and felt just felt weird. It felt very slow in a bad way and also floaty. I haven't had that feeling with a fighting game in a very long time. And that's just one of the issues I have with the game. Apparently MK1 might be even slower than MK11 according to people who played the demo which is annoying because the one thing MK1 could benefit from is it being a little bit snappier and faster
@@ADreamingTraveler I heard the opposite, I heard it was a bit faster than mk11 but not mk9/x fast. Guess we have to wait and see when the full game releases.
The amount of hours I’ve spent with my friends on mortal kombat games up until 9 is unfathomable :d even MK vs DC universe. I dropped X pretty fast and 11 even faster. They just both felt off
@@spoogiedaboogieman yup. There’s only one of my friend who loves X and XI. But even he doesn’t complain when the rest of us just want to boot up my ps3 to play MK9.
Remember playing mk9 and then mkx learning and getting better at fighting games. Injustice 2 made me hate it so much i was so excited for mk11 hoping to escape injustice, i got so disapointed. I totally fell off NRS. While i agree with a lot of your points, i do like the games getting more complex with different pokes, jump ins and mechanics. Still have no idea why is it so hard to implement anti airs. Just make some normal have anti air property, its literally in every fighting game. Unless mk12 or wutever NRS is makinh shows some change in direction i dont care to wut they are doing. Nice video.
Anti-airs were so much fun in MK9. They were consistent, and scary. You would get big damage off anti airs, jumping was way riskier in that game. Now in MK11 the risk reward is skewed in the jumpers favor which is just bad game design.
Thank you for making this video. I agree with around 80% of what you say and I deeply appreciate you organizing, writing , editing and uploading this video. PS: I'm a "lore before gore" MK fan and I need my story mode to match the gameplay of each game.
I truthfully LOVE Injustice 2, but I loathe MK11. Everything feels so so slow, and combat feels “heavy.” Injustice is just super fun to me, and I like the meter burns. IN2 to me, is just phenomenal.
When Kitana beat Shao Khun... that's when I immediately stopped playing and dropped the franchise. I remember vividly how easily Lu Kang beat her. He toyed with her. That's the guy it took to be Shao. It wasn't easy for the fricken chosen one. They took the pandering to far throughout the series.
I agree. These fatal blows are freaking mid match fatalities. Characters literally taking swords through the skull and keep fighting. Totally kills the imersion.
To be frank, your explanation of the meter burn system and the mind games mixed with the fatal blow, actually intrigued me. And it made the game sound kinda dope😊
I always see people lambast this game hard despite it being everywhere whether it'd be constant tournaments or it just being so readily avaliable. I am not really into fighting games and I only ever play them casually but it's interesting to see you go into detail as to why you are not really a fan of it. I just never got specially why people have a hate boner for this game.
MK11 is the first ever fighting game I ever played, so I might be biased, but here is my feedback on your vid. 1) fatal blows animations are long and annoying at times, true. I wish you could atleast brutality out of them. They might be cheap yeah but I found that predicting and blocking a fatal blow and then punishing to a win/brutality is extremely satisfying 2) Grabs piss me off too, either they need to be shorter in animation or harder to hit. I feel like 50% of all damage recieved in my games are through grabs 3) I like the meter burn system and the mindgames, again, its satisfying to predict your enemy's move and then punish them. 4) the gear system is extremely dumb, which is why i used an unlocker to unlock everything and just equipped the best looking ones. I will be getting into MKX and MK9 so if my opinions change heavily i will edit this
I myself enjoy MK11 as a guilty pleasure, the same way I would Mega Man X6 or Shadow the Hedgehog, as whilst there are glaring problems, I can't bring myself to hate the game.
@@homeoessential2741 KI is... different. It is one of it's kind and it is mainly because of its combo system. It is hard to explain without showing it but there are many videos that explain how combos work. Also the characters are amazingly different but also similiar to some extent (e.g. every character has a projectile immune move that costs meter). It is hard to explain in a comments thread but there are good amount of videos that explains it. novriltataki's video is pretty good at explaining the game.
Make sure to check out "Why I Love Mortal Kombat"! th-cam.com/video/qHRIgXWTwE0/w-d-xo.html
Meter Burn has been removed for MK1 and they made balance changes to Fatal Blow and Flawless Block. See details here: th-cam.com/video/-I82iA1yYA4/w-d-xo.html
(edit:) I'm gonna clarify what I said about the differences in super meter in different fighting games. I am not claiming that MK games have MORE options for meter use than other games. It's that because of high resource requirement for life saving meter mechanics like combo breakers, you are 1) much better off keeping your meter for a combo breaker, 2) damage scaling usually means a regular 1 bar combo will do better damage than using all 3 in a super, and 3) using breakers and ex moves and wagers commonly leaves you without a full bar so near the end of a match when a super might be a good way to close the round, you rarely have a full bar to do so.
All of this creates gameplay where it's pretty rare to see supers in competitive play. Now, is that "good design"? I'll leave that to you to decide, but I don't think it's about good or bad. It's a preference. I personally really like the fact that supers are rarely seen, because I think it makes them far more enjoyable to see when they do happen.
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mk x variation system was great but in mk 11 is horrible
Start playing Tekken, Rage Art is the supers done right, because you don't have other supers except the characters that aren't originally from Tekken, and if you block them, they don't get it back till the next round when they are down in health again, and if you get good you can beat your opponent before they can use their rage art.
BTW Davorah is a bad character and shouldn't have been created.
Yeah man, the fatal blow is really messed up. I main jax and my brother kano. He is much more casual then me, He doesnt want to sit in the Training room and learn combos for hours.....so we decided that He is allowed To use fatal blow, but im not. And These moments when we have both about 30% and He trys to random ft (He cant Hit Confirm 😅). Kanos ft has great push back and jax Poor range, bc He is an in your face rush down character. But then....a few seconds later i got Hit by another random fatal blow. And this is frustration. I agree, the sequences are way to long. And i think NR should get rid of These unendless fatal blow try's. I would be ok for me if everone has 1 try To fatal blow. When i gets blocked it should never come back for the whole Match. This would it make a little better bc u have to Hit confirm or you loose your fb. But mayo....didnt you notice something....i think this crapy mechanics (ft, random upercut mashing for the crushing blow, strong Keep away) are build in so that the game isnt only skill based. A random nobody can learn in 1 hour combos for 1 char in training mode. After that this guy gos into kombat League, mashes the crap out of his character (especially Poke mashing bc they dont care about frame data. This Kind of player belives its allways his turn, bc UNFORTUNATELY not every char has a fast mid and they get away with that. Then when they feel preshured they mash d2 and gets 35-40% for that. I think this Was the Intention of NR. They wanted These nobodys come into their game and Win frequently against better players, so they dont get frustrated to fast. But the Real frustration comes for the decent players like me. Im not a noob, relativly decent. And i often loose in kombat League bc of These crappy (for casual disegned) mechanics. Of course, you cant beat a god like Nina killer with random shit. But the average decent player who looked into the frame data of their chars, learned his Bnb combos and that stuff. And than i play against a absolutely random sub zero. And they will slide randomly....and if you are not ducking and blocking it will Hit you bc its far too fast to react.....and the outcome is a 32% cb for his 3rd ex slide. After that - Standard: overhead diretly into fb. Congrats....this random ass player took allmost 70% of your lifebar without any effort. Without any skill....this random player won bc of the mechanics and not bc He played you out in any way. These are the Things that make mk11 so much worse than mk9.
Kind regards
Yeah if you play MKX after playing 11. You really feel how much faster and better the gameplay looks and feels
@@TheMonkePrince Thahah tekken 7 got rage art done right? XD Dude they have Armor while doing them, you just have to know when opponent is doing any attack and then you pull out rage art. You take small amount of damage to health, because with armor the damage is reduced and your action is not interrupted. So you pull out your rage art really easy. It's also broken.
MK now being more about the special forces rather then the mystical martial arts from the OG games is definetely one of my biggest issues
Yeah I don't know how anyone considers Cage anything more than a meme.
He was basically a Steven Segal parody to begin with.
@Filip Medak I get both. The fake ego of Seagal, while actually knowing his shit like Van Damme. He's definitely Seagal stupid. Either way, he was never much of a character.
@@filthyshoggoth fax bro. I always liked cage but in the old games he was a side character story wise and comic relief. don’t understand the decision to have the new games be about cage and special forces
Agreed. I don't understand where this obsession with the special forces came from
@@olebogengmoagi5648 Probably cause it's easier to sell to audience some avengers type bullshit then kung fu fighting lol
I think it’s NRS’ fault for looking at injustice success and then ripping the mechanics into the current mks. Injustice 1 is definitely plays and feels different than the mks and should’ve kept it that way.
But mk and injustice are nothing alike??
@@shreyashshrestha6085 injustice 2 affected Mk11
I'm 99% sure Mayo is gonna bring up the interchangeable moveslist as well as the extremey vapid cosmetics locked behind arduous events that only come once a year as well as the more detailed frame data leading to a slow ass fighting chess game that's still easier to exploit than Mkx.
Injustice 2 had a bad balancing issue with the cosmetics as well since low level players couldn't go online at all due to being literally weaker due to stats directly linking to your level.
@@Kn1ghtborne that is true, i was thinking the gameplay of fighting mechanics
@@shreyashshrestha6085 that too. Mkx had more depth with less to utilize if that makes sense.
@@Kn1ghtborne you could turn the gear off in injustice 2 when going online.
I think another big problem was all the characters kind of just got stripped back - all their coolest moves were spread out across multiple variations, or, after custom variations were allowed, you couldn’t combine certain moves, and we’re left with these half characters, that each had their own or two strings into one specific combo you’d always do. There just didn’t seem to be that much variation to any of it, at least compared with other fighting games, or even past MK games.
I'm extremly casual so I correct me if I'm wrong here but wasn't the purpose of all these different variations to avoid making a character to overwhelming to fight against while giving them more moves to choose from?
Like for the sake of an example, lets say a character has 10 moves total. But each variation only allows 3 or 4 moves max and a character has like, 3 official variations + 1 custom variation.
So if you're fighting a character, you only need to watch out for 3-4 possible special moves at a time instead of 10 (or even 5-6 if it were only variation). If you know what those moves are, you can better plan how you're going to fight. You don't need to worry about being sucker punched by special moves you haven't seen yet. Especially if those moves are extremely powerful or compensate for a character's weaknesses
Like, if you're fighting a Raiden variation that has projectiles but not his flying tackle, you know he doesn't have the flying tackle and can plan accordingly and fight without worrying about being flying tackled. You know that Raiden is risky to fight at a distance with his projectiles but now know he can't close the distance as easily.
Then again, maybe MK players prefer dealing with all those possibilities so I could be wrong here.
@@FraserSouris this takes out competetive gameplay and expands the mind games and timing tricks while still being too overwhelming for professional gameplay since theres too many variations
its easier if you see a WHOLE character beating you up so you can addapt to the character as WHOLE
also who likes to play with half their characters?
@@tanikaze7697
Thanks for your response.
*>” its easier if you see a WHOLE character beating you up so you can addapt to the character as WHOLE”” also who likes to play with half their characters?”
@@FraserSouris I understand, this makes sense, thank you
you down for adding up on steam? would love to have conversations about such things in this kind of extend
@@tanikaze7697 This man has blatantly just lied to you in his last point lmfao. As someone who is consistently high diamond/champion R6S I can tell you rn you absolutely do bring everything each operator has to offer. Wall break is never done by primaries - only secondary shotguns and gadgets (impacts nades/op specific etc) and theirs is always objectively a better primary of those available per op. The game is also 100% team based and for both attack/defence there is designated roles for each operator, which your team is formed around - Defence: Roam/Anchors. Attack: Those made to open up main walls to site and those for roam clear etc. In high ranks every set-up up is almost exactly the same, the difference between who wins is simply who has the better aim. There is absolutely NO exploiting character weaknesses in R6S. And for Tekken he has also completely lied. As a TGO Jin, I can tell you that there is no different versions of any of the roster. There is Devil Jin to Jin but that is an entirely different character slot and has his own set movelist which, as with the entire roster, cannot be altered. Again, you always play against each characters full move-list. For FighterZ character movelist variations are not available for on-field characters and simply just for “assists” (A/B/C). Don’t listen to this guy, he has no clue what he’s talking about.
MK9 X-Rays were honestly short and sweet. A while back I thought they were kinda lame cause of their lack of creativity, but I've grown to appreciate their simplicity. Plus the actual raw X-Ray detail is just more aesthetically pleasing than the goofy blood fountain Fatal Blows
And the requierements to do one were alright, so it wasn't the norm to see the same animation over and over again. I came close to hate the Fatal Blows, not because they took a good chunk of health, but because it was always the same long ass video.
@@mattvolonte9026fatal blows are satisfying to watch
@@Choppa773the first time, maybe second. that's the point. Is not that they are badly animated, is that in a fighter super animations have to be thought out around the frequency in which will happens during gameplay. I wouldn't mind scorpion's long ass fatal blow if it was something difficult to use in a real match because other mechanics take priority, and than out o a sudden i did the fatal blow cuz i had the resource and it was useful at the time. The long ass animatiton would complement the hype because is a such a rare occasion. But if the super is being done every round, now you have a long ass animatiton that you already seen 30x just times today and you just want it to end it already. I'd even argue long ass animatitons is even a problem with fatalities nowadays, but that case is less bothersome. Thing is that fatal blow mechanically are stupid (super for being low health, armor when used and no resource being spend since if you don't hit it, you'll get it back), the fact that is a long as cutscene that will happen every round is even worse. There's a reason level 1 are so quick and simple in sf and rage art is so quick in tekken, because is a mechanic designed to be used a lot and it has to not interrupt the pacing of the match.
i miss mk bloody, dark and mysterious aesthetics… now it feels bland.
@@evtera9688 well it's gonna get boring when shit is jus the same gah dam touch grass
Man I love how you actually explained your problems with the game in a calm and thoughtful manner. I still really enjoy MK11, but I definitely understand and respect why you don't.
I think MKX struck the perfect middle-ground between MK and Injustice game feel, one thing you didn't mention is how the inclusion of the run button also made it feel more like MK for those of us that also played a lot of UMK3, which is the most competitive old Mortal Kombat game.
You have a gret grasp on the development of the mechanics. I don't think amplify is going anywhere, but I do think breakaway and auto regenerating, full-start meter are going to burn in hell.
Same. MKX is my fave as it seems to be a balance of both worlds. Maybe if MK9 had a patch to resolve the bugs and issues it had, arguments would be way different. I don't mind the amplify thing tbh. It was good in MKX owing to the meta. But with MK11's meta already having flawless blocks, breakaway and other mind games, it seems a bit much
Yeah tbh i liked alot the meter change in mkx it created a lot a combo possibilites, the only thing that keep mkx from being 10/10 is the broken 50/50
Im still made they took the run out for mk11
The run kind of kills the footsies its what I did not like about mkx made me want to go to street fighter. I def thought mk9 was the best.
Mkx was nothing like injustice and it shouldn't be. It was a modern MK. Fuck injustice.
One of Fatal Blow's biggest issues is the lack of a super flash. 30% armored damage flying at you faster than most can react. A superflash would really mitigate its use as a yolo neutral tool
Thank god they implemented this in MK1 so fatal blows aren’t nearly as cheap
Frr. How many times have I died to jax and kabal’s insane startup
@@jo0rd73plus you can now break fatal blows
@@gbx4858 you could break fatal blows in mk11 it was just a lot harder
Man playing deadly alliance and deception makes me miss the time when mortal kombat had that truly sinister tone be apparent throughout each game from it's groovy bleak tunes to the very artstyle it was great! But now nrs is making mk look too much like a bad comic book with shittier gameplay to match
Oh man .... Deception was unbelievable awesome . The combat system was very weird but still interesting to play and the content .... my god the content was almost overkill and it rocks.
Such content will ve never seen nowadays. The mini games , the konquest mode , arcade modes , story mode and the krypt.
That's one of the huge things that I feel is lost in the NRS era games. Where is the good music? The music is not only turned down into the background, but also incredibly generic. I still remember how cool the Deception character select screen music was. Just gave the game way more flavor.
Of course yes!
I still discovering new combos on that games!!!
@@Rizzo91 like yeah I still remember shang tsung's stage theme because of how sinister and groovy it's theme was that it helped enhance the intensity of the battle coupled with being catchy as fuck same with the onaga's theme in deception being very fast paced that added to the oh shit I can die in any moment from ongagas uppercuts to the piller spikes.
Plus da and deception had some very kick ass character select themes while the modern mk since mkx and especially 11 had nothing worth noting it is that bad! Ppus I HATE how 11 looks super clean and polished it makes the gore look so out of place amd conflicts with the artstyle I mean MKX had a more fitting atmosphere so why did they made mortal kombat look like injustice? Plus some of these guest characters shouldn't even be in a mk game like t800, rambo, robocop like wtf do they to do with mortal kombat?!
maybe...NRS is sick of making bleak shit for mortal kombat
I think mkx was in the fine line of consistency and complexity, it was simple enough that you could understand and predict your opponents while not being overly simple to the point that you get bored of it in a few months
Mkx was good but it was kind of a nightmare with the 50/50s.
mkx is the way better than mk11 and mk1
@@sheena1521 it has ACTUAL skill and disgustingly hard combos and cancels that only 0,01% could pull the off. Ninjakilla style. You could counter zoners and you had more freedom when comboing....
I agree with everything you said. I mostly stopped playing mk11 due to the over-reliance on 50-50 mind games. Too many layers of it. I always got frustrated at combo breakers essentially punishing me for successfully starting combos. Projectile heavy characters are also miserable to play against, win or lose. Once I got to a higher level, a lot of my matches were incredibly slow-paced as a result of everybody's reluctance to press a button. I don't want to play a fighting game that discourages people from trying to hit each other.
As an SFV player who doesn't play MK or injustice, I'm interested to hear about this
As an SF4 player, me too
Well with sf, Capcom always makes some dramatic changes with each entry so who knows really what sf6 may end up like.
@@bruhder5854 we already getting team, not sure if its gonna be tag
he just wants mk9 back
It's like how people love sf4 but hate sfv .
as an MK9 fan forever i wanna hear this.... bring back mk9 please
MK 9 was the last MK I genuinely enjoyed. Every one after I just found frustrating and annoying. Feel like it’s a different game tbh
True.
Because they ARE different games my guy, how cant you tell, you had a decade to notice that.
There are only 2 games after that tho.
Mkx was a fucking great game though?
@@darkshat3077 I loved mkx back then still do but now that I'm older and more experienced mkx does have a lot of issues I overlooked when I was younger
MK9 is definitely my favorite among the 3 recent mortal kombat games, not just because of it being apart of my childhood, but also because of the amazing story mode (excluding sindel killing everyone in the blink of an eye), gameplay, variety of characters, and tag team all made it a very fun and memorable game for me.
OMG I agree with every single word you said! I still really liked MKX, but MK9 had the better story (minus that Sindel part) and had tag team mode for up to 4 players.
The last good mk game was mk 9 and that was a Decade ago what happened to netherrealm
The mk3 portion is garbage. But the rest of the story mode was great.
Childhood 😂 little ass kids
@@Sonicman4155 MK9, being their first MK game, was where they landed on the formula they use. And it's the purest form of the formula, without any extra stuff added just to make a sequel different or new. Each new sequel shakes it up but the problem is they're shaking up borderline perfection which will never make it better, only worse. It's sort of the same thing that happened with Midway MK, when they started messing with the formula a lot to keep it fresh instead of just adding new characters and a few mechanics, with mk4 it was a problem, then with the first PS2/3D era one they found a new formula, which had been worn down with gimmicks until it was hated by Armageddon/MKvDCU, then reset to a new formula with MK9, and we got to the point where it's hated by MK11 again.
MK 1 seems to be undoing a lot of the changes, going back to the basics from MK9 and bringing in only the parts that NRS thinks worked well in MKX/MK11 and not the changes they think didn't. We'll see how it turns out
I agree with you 100% on the Fata Blow part.
Whenever i played with friends and someone used it, we would make a joke of soyjack face point to the TV and say "HE PRESSED THE CUTSCENE BUTTON!!! NO WAY!"
Mk11 just feels like a slow fighting game. It takes a while to win unless you have Krushing Blows but those sometimes feel cheap. Not to mention the zoning in the game which is almost insane. And the Fatal Blows are a interesting mechanic some people will just Wakeup Fatal Blow and if you don't expect it then gg ez 32% with armour. That being said Mk11 is still a great game for it teaches you that sometimes you need to take it slow and make good decisions. I agree with all of the points Mayo mentioned because I Love and Hate MK11.
Edit: I appreciate all the likes my fellow TH-cam watchers.
Edit 2: Something I forgot to address is Breakaway. I appreciate Netherrealm for trying something new but it just isn't as good as the combo breaker from X and Mk9, You will either get away from a combo making certain characters unable to combo if they need air combos, Showstopper Johnny Cage gets his dmg without needing to put you in the air, and some characters will completely punish you for using it.
Same
i love that it is slower than previous games because hits feel more impactful and missing also feels more punishing when against a good player, i agree with the other points tho
@@gabrieldias8246 I respect your opinion.
Can you turn off fatal blow? Really tried to enjoy it with my son but fatal blows just. Just why why is it there why?!
@@airiksave5053 I don't believe you can sorry. Still hope you and your son have fun playing.
I'm not the biggest fighting game dude, but even I felt something was missing in 11 when going back to 9 or even X to a smaller extent. Not just mechanically, but even tonally like you mentioned near the end, which stinks because I was actually really excited for this one. I was hoping with the time travel plot they'd go all in on the 90s nostalgia and over-the-top-ness of it all, but it never did which really disappointed me. I really liked how 9 just felt like a modern version of the original game's plot and setting, and the fact it's been never really recreated again with 2 or even 3's plot bums me out. Even with the music it felt off here. OG MK has some bangers in it's music and it really rubbed me the wrong way how we got that generic orchestral action movie soundtrack for this one. It makes me respect Mick Gordon's work on KI all the more and I wish they got him for it. Even from the reveal trailer with that dumb 21 Savage song it felt off, and I feel even they knew too with the launch trailer using the ACTUAL MK theme. Idk why NRS is so scared to just go all in on having fun with this series and would rather make it a gritty melodrama like you said.
On the topic of special overuse like you mentioned early on, it does make me wonder a bit what you think of Skullgirls in that regard. Especially considering while that game was kind of made for tag-team play, almost like mahvel, I rarely see a lot of people actually play it like that. Most times it's just normal 1v1s.
I know you're known for all kinds of games overall but I'd honestly love to see you talk about FGs more. This was really interesting to see and helped me put 11 in a new perspective and my feelings while playing it.
I'm glad I'm not the only one that feels this way about MK's current music. It's funny that you mention Mick Gordon since he actually wanted to make music for MK11 but Netherrealm Studios (NRS) rejected him. I know that NRS still has Dan Forden, who has been making MK music since the beginning, but I think he's losing his touch. Mick is so much more than "the metal guy" that many in the industry claim he is.
I love skullgirls and I can still see a lot of love and care in the game and I'm among the people who usually play skullgirls 1v1 I don't know I guess I'm not really into tag fighting games I don't usually play them all that much
The Killer Instinct Soundtrack is very good and I haven't played alot of Fighting games but I still play some of them
you can't have everything.
@@daegnaxqelil2733 what?
My personal favorite MK is MKX, I get your points about it, but I very much enjoyed the gameplay of every character being insane and having absolutely insane combos if you were good enough to get them off. It was just so much fun to play everyday, I get that in a competitive setting the game could probably be a bit much. But as for MK11 I just can't play for more than like 3 matches, it somehow feels just as random and button mashy as MKX but with none of the satisfaction.
MKX is still my most played game
Mk11 sucks.. looks cartoonish
MKX WAS GREAT
Its my favorite
MKX is my absolute favorite MK games of all time. Watching sonicfox playing the tournaments alongside tekkenmaster truly inspired me to get better.
I also enjoyed MKX more than MX11 (and 9).
@@Wiseman108 9 was better
It feels like the big problem with meter burn is that it just means the opponent gets punished for making the right decision in a lot of situations. Like you block the attack, and scorpion has meter, you can’t do anything because he might just meterburn and you get punished, so the only safe decision is to return to neutral. I don’t play MK11, so I don’t totally know, but thats the gist I’m getting.
no you are correct, but if you watch closely, the game revolves around barking faster than your opponent, look at how Sonicfox with Joker resets the 50/50, while maintaining just the right distance and timing to keep going after
After playing Killer instinct then playing Mk11 I immediately uninstalled MK11...it sucks
Why
I think mainly the super issue you mentioned is kinda a thing that has started to plague every game as almost every fighting game has some form of super because casuals love the flash move that they don’t have to do a complicated input for so it’s now in every game including stuff like Tekken
Yes, this
id say rage is handled way better in tekken tho, blocking and baiting a rage art is pretty easy and gives you big reward. rage drives are just straight up cool and add a non-disruptive element to a comeback.
Not only is the gameplay being turned into Injustice but the new character design too. The new MK characters Geras and Cetrion look like super heroes straight out of Marvel or DC from an aesthetic point of view. Guest characters are fine but why is the MK universe being changed into something it's not?
IF netherrealm would still be selling real mortal kombat games - remasters or not
making special guest dlcs for injustice would make sense just like making MK characters look like heroes in order to get broad audience
but who am i to tell a multi-million dollar disappointment of a company how to make bajillions in this day and age on grown up kids from the 90's that now more than ever would gladly waste their paychecks on outdated yet much faster and better 3d games.
Ngl the final boss of the last 3D Era game was a big lava guy.
Cetrion and Geras fit in MK Just fine.
It was always a large cast of magical oddballs.
@@DummyTenshi Lol because there was a big lava guy in one MK game that means the MK universe is identical to Marvel and DC in terms of aesthetics? Is that the point you're trying to make?
The Kollector makes sense as a new MK character. You could have told me Cetrion and Geras were guest character super heroes from DC and I would have believed you.
@@thevomit5851 You missed the point of my entire comment LOL.
Geras and Cetrion especially are basically just elementals except Geras has time gimmicks added on.
My point was characters like Cetrion and Geras are nothing new to MK.
If they feel like DC characters, so does pretty much any character that wields an element in the series.
Which is funny enough a lot of the cast.
The Kollector is also just more of the same.
Every new character with the exception of Ferra/Torr was rooted in pre-established character archetypes.
And even those two you can reach and say they're rooted in Noob/Smoke from. The 3D era.
I find it puzzling why they decided to take mk11 on a much slower direction. If there is something that defined the franchise since its inception it was its balls to the wall brutality and speed, something that both mk9 and mkX provide in quantity and 11 clearly lacks.
Mk1 and 2 were not balls to the wall speed. Tho I agree about mk9+
mk11 is boring as fuck
@@stolensentience MK Armageddon was the last great Mortal Kombat game. To me, NRS Mortal Kombat games is like the Godfather 3 of the series and it went stale big time. MK9 was alright even though it had annoying plotholes but my god MKX and 11 could of been done better.
@@coltgun876 the godfather 3? definitely mk1-3…
And Armageddon might’ve been interesting but it was far from great. The gaming landscape had already discarded the mk franchise. Mk9 is the closest they ever came to reviving the franchise, and they arguably did just that. But the first couple mks… well there was a brief period of time when no other game was bigger, not even sf2.
@@stolensentience Mk3 and 4 definitely were. It's kind of hard to explain, but once they started to use that game engine from injustice(when NRS tookover), the feel of the game was just completely lost for me. It's always felt so clunky and stiff. Even mk 1 and 2 felt more fluid oddly enough.
"I hope I get to play Mortal Kombat again someday."
*MK1 gameplay trailer releases.*
Boy, do I have bad news for you--
As a casual player, I respect this video. I heavily noticed how easily it was for me to get wins in mk11 as opposed to the previous titles I used to hardly win that much at all because there were characters with very high skill caps. But in mk11 I have insanely more wins than losses because it’s very easy to do mind game mix ups and fatal blow comebacks
MKX is my favorite in the series because I felt that it made a great balance between the returning and new characters. The story was pretty great and set up a ton of interesting ideas like Raiden guarding Earth in way more ruthless ways, revenant Liu Kang and Kitana ruling the Netherrealm, Scorpion and Sub Zero becoming friends, and the Kombat Kids proving themselves capable of taking up the mantle of Earth's protectors. It also looked like Kotal Kahn's betrayal of Earthrealm to save Outworld may spark another war between the realms.
Then very literally every single thing I was excited for was unceremoniously sacrificed for the worst MK story I've ever seen outside of the last live action film. Every single plot point in 10 was thrown out the window just to make room for a time travel story because apparently the creators don't have enough of an imagination to continue a story for more than 2 games before they go braindead and reset the timeline again.
This game killed the last hope I had for the series and I can't help but wonder, as someone who only got into the series in the NRS era, is this how the original MK fans felt during the end of the Midway era of games?
As someone that hated the new story completely I'm glad they reset it again in MK11, hopefully they don't screw it up this time.
The thing is mkx story and cast was awful that’s why they reset the story
Hey, at least MKX had a decent story. The Highlight of Midway MK's were Deadly Alliance and Deception, while the rest were litally jokes. People nowadays have SOOOOOOO much rose-tinted glasses about the Midway Era its crazy - when the games' plots were literally gags and jokes about bad Martial Arts movies.
Nowadays people literally can't decide wether MKX, MK11 or MK9 had the worst story. Just goes to show how nobody can really decide
imagine playing fighting games for "story" and other useless offline modes... Dumb zoo animals
@@chrismarple but we had predator :(
I love MK11 to death. But you're absolutely right about everything here. Great video. Itd be great if NRS could take a step back for the next MK. Remove the variation system, add the same gameplay as MK9 with maybe the costume customization of mk11.
Reduce the length of their xray/fatal blows..2 hits in mk9 was enough, 3 in mkx, even longer in mk11..I could go make a cup of tea and come back before it finishes
@@xSabinx1 Absolutely agreed. Can't stand fatal blows for that exact reason.
@@xSabinx1 When I use to watch tournament matches of this snooze fest game I would literally just skip 10 seconds ahead every time a fatal blow happens and it would take me straight to the next action after fatal blows. That should NOT be the way it is.
@@VikingPoodle You know the funny thing is when you see/play a game like DNF Duel they have sorta that super system when the character hp reaches at least 30% in that game. its no fatal blow but It does feel the same way.
@@akilcharles3473 How about "Rage Arts" from Tekken 7? It availables when a character's hp is lower
I don't think Mayo played much of DBFZ meter is not just used for supers only. It's used for vanishes as well and it creates a safe way to switch between characters. You also can't spam stuff without getting punished for it
Nothing new here, totally biased opinion as always. I specially like when he praises MK 9 meter system as a good example of resource management on fighting games right after he claims that other games (who have been doing it before) lack it. I don't think he actually played Street Fighter, or at least tried watching it, Street Fighter 3rd Strike has always been such a great example of good meter use, with the exception of Akuma who can't do meter enhanced attacks, every other character is just like what he praised about MK9, and not just something like "hahah flashy special animations"
But there's also like 7 meter bars right? So you can burn some bars to enchance attacks but also use lots of supers in a single match.
If memory doesn't fail me, 7 bars is for SF4, I believe. SF3 had 2, and I believe that most supers takes 2 full bars.
@@Tassio106 He is talking about his own point of view here, not necessarily a claim he made while saying he is someone who fully understands the game, that and he is talking from what he knows, and he may not know as much about those games.
Nah that's true. DBFZ is basically replacement Marvel and both games are filled with seizure procedure supers for half the runtime of a match
I'm glad you mentioned how most of the supers became more and more dragged out!
I liked MK9s X-rays because they were simple and to the point whilst still visually cool. And when a character hit you a THIRD time in an x-ray you really felt it. When MKX made everyone's X-ray three hits, it became a little tedious, and also disrupted the flow of the move (some character's supers felt already finished by the second hit, and a third move felt tacked on).
From a very casual perspective, I am not fond of the long super animations and fatal blows because they also dilute the value of the gore and violence.
I'm reminded of the saying "say fuck once and it's a powerful sound. Say it 100s of times and it becomes a meaningless sound". In many older MKs, the most violent and gory moments were either the fatalities which added a nice exclamation mark to a fight, or infrequent and quick super moves that briefly made a section of a fight more brutal. The rest of the time, it was "more standard fare". Which made the relatively infrequent gore stand out more. But when you have overly detailed fatalities and frequent fatal blows that could be fatalities themselves, it becomes more numbing.
And here I am, still playing Mortal Kombat Shaolin Monks over and over again, hoping that they'll remake the game with all the unused content.
I can dream I guess.
they won't
mortal kombat died with midway
@@ryszakowy Up to the fanbase then
Tbh would love to see a remaster of it same with deception
How Mortal Kombat 11 Ruined Better Call Saul
*Agree.*
Godesk Cotrayon isn't a murderer. She was driven to it by her best friend Konka. This woman shaved her head and now people think she is bald. A crown confirms her femininity.
How Mortal Kombat 11 Ruined My Marriage
The main issue is that MK9 was its own game but had its issues. So when they made InJ1, they wanted to correct the problems with Mk9. That's the pattern they've been following since Inj1, when they started to make the games as sequels instead of 2 separate series. They kept doing it until MK11, which is essentially an Injustice game. They used the sequel Injustice games to correct the issues of the prior MK games because of linear 2 year release dates. Both series should have been split into two teams or released at different times. Injustice 2 is amazing because they took Injustice's legacy and made 2, and NRS used Injustice solutions for MK's problems, thus it lost its identity when it came to MK11, which is why it lacks so much legacy.
The talk is about game mechanics, not all this needless "story" bullshit and stuff.
@@itzbarakuda8850 You good bro? They're not even talking about the story, are you illiterate or did you just not bother reading before making assumptions?
You explained the meter burn problem pretty well. I’ve heard people say that Mk11 was a bad teacher when it came it amplified moves (compared to mk1 now) but never knew what they meant. Great examples
Great Video, The only thing I wish you touched on more was the defensive mechanics in MK11. My biggest thing about playing fighting games is I like to do cool stuff. I'm extremely simple man I want to do really sick stuff that makes people be like woah and MK11 defensive mechanics make that almost impossible because meter comes back far to quickly. I think if meter didn't autofill that would get rid of some of the issues. In general, I think my issue exceeds just NRS games, the era of fighting games we are in is where everyone wants to create a grounded footies fighting game and that just feels odd for MK as a franchise IMO.
I really appreciate how you brought up Mk9's poke system. It was done so well
I feel this video so much. The neutral in MK11 is completely fucked. Even if we just factor in how awful the grab system is. Who thought grabs being a 50/50 on top of being a mix-up was a good idea. I love both MK9 and MKX although X had some real issues as well
That 50/50 on throw direction has been a bad decision implemented in MK9 and somehow has made it into MKX and MK11. It just feels way more egregious in MK11 because of how much stronger throws are in that game.
Mkx issues made the game fun tho
Grabs should definitely be a low reward move. Not a hole ass combo.
@@gabrielcamacho8739 the worst part, was it leas to most gameplay being, go in, low poke fish for grab mix up. Shit was boring. You can tell it was their first time making a neutral heavy game cause it was ass
@@Rodniikun agreed. They tried fixing that by making pokes stubbier it didn’t do shit
I would place the Fatal Blow as training wheels on lower difficulties or as a handicap you could choose to grant to your opponent. But would turn the feature off in tournaments or ranked fights.
Distinguishing meter burn and the x-ray bar was one of the dumbest things they ever did
MKX was dope too though. It was a sweet spot to it. Gimme all the extra feature MK11 has, put em in MK9. MK9 the goat
Completely agree with almost everything you said. Especially the story being mainly about the cage family. Like where tf did that come from. 3d era mk had the best lore and world building along with mk9
Well this was a new timeline right, so they did something different. Not saying it was amazing though.
Absolutely disappointed by MK11. Cant wait to hear your perspective on this let down of a game.
Games good
@@blackvalio4060 It's weird.
Too slow, too limiting.
But I'll still play it.
It's mediocre at best we need back fast paced combat not this dull injustice crap
@@bboyraviel2911 It's funny, I love Injustice 2, and I totally get why people don't like it. It's just one of those games that really clicked for me and I enjoyed a long time. Enjoyable neutral, no fraudulent comeback mechanics, variety of character archetypes, etc.
But I despise MK11. It shouldn't be anything like Injustice. It needs to go back to the gloves off craziness from MK9 and MKX. Everything feels so neutered and incomplete in MK11.
@@blackvalio4060 no it's not it's complete crap
Honestly I dont really care about the female appeal or neiter of that bullshit, but what truly bugs me is the horrible grindy as hell progression system, why the hell we cant get gear with a more forgivable currency instead of bullshit challenges that takes hours and some are pretty hard for a casual player and the horrible god awful Krypt? Its really sad the way the game incentivizes to keep playing by locking everything up by time consuming activities
Exactly and the Grindy as hell progression system was carried over from Injustice 2 which was worse(like the Legendary multiverse towers) but just slighty more improved in MK11 and the Krypt is basically a Casino with no fast travel to get to certain places faster and they slap you in the face while in the krypt by having characters appear like (Ermac Appears with a New Design but Dies by falling into the Pit and not a playable character in the game when he should have been at that) and Certain Gear like Jax's Klassic Arms are only available through a Krypt Event which is just stupid. they should have just made the Gear/Customization System similar to Tekken's and call it a day
I missed when the krypt in the old ones were so simplistic now it's some shit mini open world bullshit that's online only and it's progression is the worst in the franchise by far
the krypt in Deception was great because konquest mode was easy to get into and had lots of storyline.
I will say that their reasoning for the female costumes getting toned down was absolutely awful. They say that you wouldn't wear that little to a fight. Turns out that more clothing means more to grab onto, which is a direct disasvantage. There's a reason female MMA fighters wear what's basically a bra and skintight shorts, and that's to reduce the amount of clothing that can be grabbed while maintaining modesty. And some characters could actually use their sexual outfits to lure their targets into a state of arousal before taking them out (as in killing, not on a date).
Also, you NEVER wear heels to a fight, and most of the female characters wear heels in MK11.
@@LloydTheZephyrian exactly and how are they gonna argue "realism" when most of the game is the complete opposite and also they sure don't have a problem making some of the male characters like Kotal and Baraka wear some compression shorts lol, the whole female costume debacle was BS pandering and hypocritical and they contradicted themselves when they added more costumes to some of the females characters
You will really hate MK1, the combos scream super hero game.
Agree with you 1000%. I hold very fond memories of MK9 even going to a local tournament a few weeks after its initial launch. It was endless for me. Felt like O enjoyed pretty much every character and especially getting their ending. They dont make games like that anymore. Simple, bombastic, no filler bullshit. Honestly, its the 3rd strike of mk games.
Pre video release, I have not thouroghly enjoyed any netherrealm game ive played other than mkx, and even then its with the understanding that it has really weird in gane animations which have only marginally improved in more recent titles. Ive found every non netherrealm fighting game ive played to be far more fun than injustice and mk11, and part of that definitely has to do with zoning, which doesnt feel very cool to do in netehrrealm games and is by and far the best way to win, but worse than that, unlike in other fighting games, at least for me, fighting against a zoner in netehrrealm games is just no fun. Theres other things but its been a while since played injustice or mk11, but yeah, anyways, im excited to see mayo's thoughts
Agree with everything you said besides MK11s art style - I absolutely adore the realistic grittyness and the character designs, by FAR the best in the series.
Agreed 💯
Yep, one of the reasons I still play sometimes, it just looks so good
Most of them look good but Frost sticks out for odd reasons
⭐⭐⭐⭐⭐ - Good arguments, well delivered and with genuine though behind it. We all are too critical about the things we love, because we want to see them get better and better.
Awesome video, Mayo! Keep up, brother!
I think breakaway system is one of the thing that makes MK11 flawed as hell. Cause if they really want to implement breakaways then why they need to make a move that restances you instead of bounced you off the ground?
Fatal blows and supers are something that is fun to look at every single one in a compilation that's 20 minutes, its not fun seeing it 20 times in 5 minutes during a competive match
If people like you and mayo have a problem with that then go play old fighting games if people like you and mayo aren't use to it.
@@capplayer8399 found the loser who needs fatal blow to win
MK9 felt like a breath of fresh air, and a great reboot.
MKX was fast, but balancing was the main issue. It's aged well. And a lot of people still play it.
MK11 felt like an Injustice ripoff through and through, and along with the balancing, the specials were all over the place, except for a few characters such as Noob, Shao Kahn, Scorpion, Fujin, Liu Kang, Kabal, Frost, and Raiden. The combat was slow and clunky, and I hated the breakaways (breakers were much better). Completely agreed with you on the Fatal Blow and the disadvantage on the flawless block punishes. Really bad design choices. I would honestly say that I really digged the meter management this time around, BUT the only good things it had going for it were the story and the graphics.
Fair to say that I dropped it after about a year into it.
I played MK11 once in my life, at the annual party our friends normally have. While nobody complained at the time, there was a silent discontent with the game. Our group has a wide range of skills. Some people are really good at fighting games, others only play them annually, casually, for the spectacle, with our group.
Both were discontent, and the discontent started the moment everyone saw what the words "fatal blow" meant.
Nobody complained when someone did it, nobody got upset, nobody laughed or had a fit. Everyone was quiet. We quietly accepted that it was there, and we tried to keep it out of our minds.
At some point there was a BO3 (3x3rounds) that was decided by the fact one person used their fatal blow first and the other used it in the final round every time.
"Sorry about that."
"Nah. A win's a win. The rules are in the gameplay."
And the discontent only grew. We tried Tekken, and the discontent grew.
We all decided to just play a shooter instead. No more fighting games for the night.
I had to wonder. If it wasn't fun to watch
and it wasn't fun to play
neither casual nor competitive enjoyed it,
why was it even considered.
Who is this for? What audience are they trying to bring in?
I ain’t readin allat☠️
What's wrong with tekken
@@warlordishere654 Pretty well written story, you are missing a lot.
Kinda feel the same with the last two MKs. I play with my cousin casually every year, but I feel weird playing it now. Didn't ask him, and he didn't say anything about it either, maybe it's because it's our tradition, but something is definitely lost. Judging by the history and cheap mechanics, they are looking for a new bunch of players in younger audiences like a lot of franchises are doing. It's kinda sad.
Dude chill
The worst part of MK11 is GRINDING.
Also, WHO THE HELL THOUGHT WE WANTED AI BATTLES?
It feels like 11 is more focused on moment-to-moment interaction between a few basic but effective options rather than being focused on strategic decisions that take effect over the course of the match/set through conditioning (11’s more about random changes in playstyle to throw off opponents instead of enforcing YOUR style and finding/setting traps within it that pay off later). This is why certain “advanced” tech feels so strong in the game, like jumping as an offensive movement option (if I jump I can break + jump kick OS into specials), grabs beating out pokes and that being more prominent (and everyone duck OS’ing every 5 seconds to avoid it), flawless block OSing on wakeup to never have to deal with meaties (because the options to beat it are so limited). You have fewer genuine, unique options but they cover more situations. The kustom variation system masks this a bit with added mind games on specials but it just feels less rewarding as a result of the meter needed to do them recharging automatically. That’s why interactions in general feel cheapened or repetitive, even monotonous in 11. Because you didn’t need to do any sort of read, didn’t need to rely on conditioning, you didn’t even need to save or build the bar for it; you just do what you would normally do and the game is DESIGNED to make that a mind game for you instead of you having to enforce it with your own individual playstyle.
It’s like, “I’m just gonna jump a lot for a sec cuz I can and he won’t expect it, then if he hits me I’ll break and punish, and if I don’t have meter to break I’ll delay wakeup and punish his meaty attempt, and if I have just one bar I’ll just wakeup roll and punish it that way, and if all else fails I’ll wakeup d1 to catch him trying to beat delay!” Even basic interactions are mindgames where you don’t have a real advantage despite being the one who just scored a hit, anti-air, or full combo into knockdown. The opponent can just pick a random option and pretty reliably escape most situations, regardless of matchup knowledge or character choice. Just feels too sloppy for me
I enjoy it, but MKX & MKIX were definitely better.
I enjoy it to and like making Scorpion quitality as Raiden in Kombat league
Yessssssssss
Mk11 is just full of bad design ideas. It feels really predatory to me as well.
Spawn is one of the best characters in the game and they still managed to find a way to make him boring
It's also like they decided to write an "Eff You" letter to all their fans
They completely jumped ship
Preach man mkx was so much better gameplay wise
The game catered to casuals too much . I hope sf6 doesn't fall in the same hole
@@blackmanta2527 I heard they might add auto combos....
@@Kn1ghtborne play type lumina and then try and tell me auto combos are casual catering
I guarantee your ass youd get your shit stomped in Type Lumina or bbcf despite both having GOOD auto combos, type lumina even weaving them into the full gameplay
For me I like the fatal blows due to it adds to the combos and it’s something different than the X rays
I totally 100% agree with you on this. This was my number one complain when the game came out. Have to watch all of these cheesy free fatal blows thousands of times. I hated them so much
My problem with mk11 is it’s graphically just a reskin of injustice 2 but this is much more in depth
I kinda feel similarly in that I wish they didn’t make this game so complex on the surface. Mortal Kombat is super badass and I like playing it casually but I feel intimidated by how complex the later games keep getting. I could see myself getting into mk9 but with the later games it’s just too much. Like how can you master sooooo many different fighters. Contrast that with smash bros where it’s super basic on the surface but still manages to be very complex.
Some games are easy to learn difficult to master. For example, StarCraft, Halo, Doom, Earlier Mortal Kombat games, etc… It makes it very easy to pick up and understand. Mk11 is at the point where it’s difficult to learn difficult to master so it’s like a huge cliff to just even get into it.
Also part of the charm of earlier mk games is just how ridiculous and overly badass everything was. The female characters were super sexy wearing unrealistic revealing outfits. The male characters were gigantic super human men with attitude and anger. Now they’re kinda grounded in reality and have slightly more realistic body types and outfits which I don’t think people really want out of an mk game of all things. I want super angry scorpion and overacted ridiculous Quan Chi with ridiculous plots and super sexy disturbing mileena in my mortal Kombat game. But if I’m playing a halo game id rather have characters kinda grounded in reality.
You might enjoy Them's Fightin' Herds. It's a fighting game that does a lot to get rid of many things that serious players dislike in other fighting games.
Wow, glad I wasn't the only one who didn't like MK11. Can't wait for the usual UTM level of enthusiasm that might explain why.
there's actually a huge crowd that despises mk11 yet media made this smoke screen that it's the best game ever made because of woke bullshit.
kombat is trash
krypt is trash
story mode is trash
characters are trash
gear system is trash
fatal blows are trash
arcade endings are trash
fatalities are over the top stupidity that only 9 year olds would find cool
the game literally fails to be mortal kombat at it's core ideas yet is hailed as a success because they prepared special arenas for e-sport tournaments.
I always liked the fatal blow system - it feels like it's still anyone's game at all times. Your other points though I absolutely agree with.
I enjoy some parts of MK11 but what I hate is the unnecessary retcons to some of the characters.
However I do respect your thoughts on this game and I agree.
Fair criticism, excellent work and we hope to see some improvements in the aspects that bother us all in the next game the studio makes
I always disliked MK11 because it felt off compared to the others.
The easier thing would be to blame the countless anime fighting games i played that put me on a different mindset.
But MK9 and 10 feel responsive in a way 11 doesn't (if that makes sense), i feel like there is a sizable delay when i press the kick button in 11 compared to the former, which feel very responsive.
I've been saying this since mkx
yeah thats because we have dial up combos in mk11
Mortal Kombat 11 should be the most hated video game of 2019.
"Noone complains about the mechanics nad how it plays" *Thefourthsnake has entered the chat*
MK11 and Injustice 2 made me think all fighting (and to a degree hack n' slash too) games were like this: a "guess" challenge that did not end up with the person who played better, but the person who guessed right more. Thankfully I came across DMC who completely changed my preconception about hack n' slash and more recently Multiversus that made me realise not all online fighting games were like MK11. In that note, I believe you have heard about Multiversus by now. What is your opinion on it, Mayo?
Multiversus is a platform fighter. Its a completely different genre of game. Like smash bros before it is was designed as a way to let casual players play fighting games without the need to specialize in complicated button combos and other jargon. Its another option for those who like fighting games without wanting to get super technical.
I don't think it should be compared to traditional fighting games as its a counter to them. And this is coming from a fan of injustice 2 and supersmash bros and multiversus.
I completely agree with all of this. I wish you talked about customization and the progression system more but I understand that you were just focusing on game mechanics.
Agreed
For the grab situation, this is something that developed over time and it's present in all NRS titles regardless. It's weird, the grab is treated as a "true mid" that will hit you inside anything that isn't neutral ducking or in a jump state.
The situation of amplified vs ex moves is way to free, no commitment; just do it. At the same time fighting games has been documented to death so everyone you find on pvp or tournaments are on a base level extremely tryhard.
Man you hit all my gripes right on the head even the fact of supers just being way too common i hate it. Back in the day if you was getting folded up you had to make your comeback it wasnt given
Found this after seeing a lot of MK1 gameplay, seems like NRS agreed with you on a lot of this
Tho, one thing I do want to see return is character customization. Not the "move loadouts" I agree with you there, but the cosmetic aspect was a nice harmless bonus for sticking with a character (hopefully staying as gameplay reward and not microtransaction)
Yeah costumes are fun.
FINALY a mortal kombat video
Ive been asking this for a while
The first video ive watched in your channel was a baraka guide for mk11
THANK YOU!! Been waiting for this video from you for awhile and these issues are why I can hardly stand to play the game. I really hope they find a nice middle ground for things like armor and a breaker mechanic. Also the slow pace is an issue and makes zoning such a great tool in this game.. makes it so lame
As someone who loves Mk9, Mk10, and Mk11 I think you make a lot of great points! Even though I don't agree with everything you said, I appreciate all of your in depth looks into the mechanics of games! It is why I continue to watch all of your videos! You are one of the best in the business
Interesting to stumble across this video before Street Fighter 6's launch. I'll remember to note the super lengths against their frequency and whether Drive Rush optimization feels necessary to use across every character.
MK9 will forever be my favorite. There's just something off about the controls of MKX/11 that i can't quite figure out. It feels like the controls are delayed in the newer titles and I'm more prone to not doing the exact move/special i want to do.
And just a personal issue i have with mkx, i think it's quite an ugly game. From the models to the stages, except a few, the game is just not pretty looking. I love how mk11 looks and i hope they continue forward with that style.
I recently bought and played MK11 and pretty much instantly something about how the game controlled and felt just felt weird. It felt very slow in a bad way and also floaty. I haven't had that feeling with a fighting game in a very long time. And that's just one of the issues I have with the game. Apparently MK1 might be even slower than MK11 according to people who played the demo which is annoying because the one thing MK1 could benefit from is it being a little bit snappier and faster
@@ADreamingTraveler I heard the opposite, I heard it was a bit faster than mk11 but not mk9/x fast. Guess we have to wait and see when the full game releases.
The amount of hours I’ve spent with my friends on mortal kombat games up until 9 is unfathomable :d even MK vs DC universe. I dropped X pretty fast and 11 even faster. They just both felt off
This sums up my MK experience 100%. MK9 was the only game I played for years.
@@spoogiedaboogieman yup. There’s only one of my friend who loves X and XI. But even he doesn’t complain when the rest of us just want to boot up my ps3 to play MK9.
Remember playing mk9 and then mkx learning and getting better at fighting games. Injustice 2 made me hate it so much i was so excited for mk11 hoping to escape injustice, i got so disapointed. I totally fell off NRS. While i agree with a lot of your points, i do like the games getting more complex with different pokes, jump ins and mechanics. Still have no idea why is it so hard to implement anti airs. Just make some normal have anti air property, its literally in every fighting game. Unless mk12 or wutever NRS is makinh shows some change in direction i dont care to wut they are doing. Nice video.
Anti-airs were so much fun in MK9. They were consistent, and scary. You would get big damage off anti airs, jumping was way riskier in that game. Now in MK11 the risk reward is skewed in the jumpers favor which is just bad game design.
Thank you for making this video.
I agree with around 80% of what you say and I deeply appreciate you organizing, writing , editing and uploading this video.
PS: I'm a "lore before gore" MK fan and I need my story mode to match the gameplay of each game.
I truthfully LOVE Injustice 2, but I loathe MK11. Everything feels so so slow, and combat feels “heavy.” Injustice is just super fun to me, and I like the meter burns. IN2 to me, is just phenomenal.
Oh shit, I didn't notice until halfway that you're the ultrakill mayo guy. Was a real scare ngl
Lol
now I'm waiting for someone to upload "Under The Mayo ruined videogame rant videos"
TRUE
Mkx was sick back when armoured launchers existed. They were super broken but it added so many mind games that it didn't matter.
That's because MK9 WAS the best one!
My favorite characters were done best in that game, Smoke and Ermac
Man, I hate supers. Figthing games kinda died for me since they became common.
MKX > MK11
MK11 is trash. Bring combo back, bring back the run button, bring back "Fun".
When Kitana beat Shao Khun... that's when I immediately stopped playing and dropped the franchise. I remember vividly how easily Lu Kang beat her. He toyed with her. That's the guy it took to be Shao. It wasn't easy for the fricken chosen one. They took the pandering to far throughout the series.
Also scorp dying to dvorah rather then Noob
Sheesh everything I've been saying about mk11 in one video. I share the same feelings man. Mk11 just feels empty.
I agree. These fatal blows are freaking mid match fatalities. Characters literally taking swords through the skull and keep fighting. Totally kills the imersion.
Yup. Mk9 was great. Mk10 somewhat developed its own identity. Mk11 is literally injustice with a makeover
To be frank, your explanation of the meter burn system and the mind games mixed with the fatal blow, actually intrigued me. And it made the game sound kinda dope😊
Well if you played it and had it constantly done to you, I don't think you would find it dope at all.
@@darkknight_8891 I've since purchased the game and have had it done to me and I gotta say, I still think this game is dope. Can't wait for MK1.
Mk11 not having sektor and cyrax And all of the robots killed it for me.
To much bias for Guests smh
@@billyboleson2830 TOO MUCH in fact!
@@billyboleson2830 And all of them suck lmfao
I hope MK 12 goes back to more of a basic fighting game. Keep it simple
I always see people lambast this game hard despite it being everywhere whether it'd be constant tournaments or it just being so readily avaliable. I am not really into fighting games and I only ever play them casually but it's interesting to see you go into detail as to why you are not really a fan of it. I just never got specially why people have a hate boner for this game.
MK11 is the first ever fighting game I ever played, so I might be biased, but here is my feedback on your vid.
1) fatal blows animations are long and annoying at times, true. I wish you could atleast brutality out of them. They might be cheap yeah but I found that predicting and blocking a fatal blow and then punishing to a win/brutality is extremely satisfying
2) Grabs piss me off too, either they need to be shorter in animation or harder to hit. I feel like 50% of all damage recieved in my games are through grabs
3) I like the meter burn system and the mindgames, again, its satisfying to predict your enemy's move and then punish them.
4) the gear system is extremely dumb, which is why i used an unlocker to unlock everything and just equipped the best looking ones.
I will be getting into MKX and MK9 so if my opinions change heavily i will edit this
I myself enjoy MK11 as a guilty pleasure, the same way I would Mega Man X6 or Shadow the Hedgehog, as whilst there are glaring problems, I can't bring myself to hate the game.
After watching this video, I started to want to hear your opinions on Killer Instinct even more.
@@homeoessential2741 it's fun. You can mash or try to learn and enjoy it either way
@@homeoessential2741 KI is... different. It is one of it's kind and it is mainly because of its combo system. It is hard to explain without showing it but there are many videos that explain how combos work. Also the characters are amazingly different but also similiar to some extent (e.g. every character has a projectile immune move that costs meter). It is hard to explain in a comments thread but there are good amount of videos that explains it. novriltataki's video is pretty good at explaining the game.