Install Raid for Free ✅ IOS/ANDROID/PC: clcr.me/TrueUnderDawgGaming and get a special starter pack with an Epic champion Jotun💥 Available only for new players for the next 30 days Visit Champions Elect Event page championselect.plarium.com ⚡ to get a chance to win amazing in-game and real life prizes 🎁 Promo codes: ✅ Use the Promo Code RAIDRONDA to get a bunch of helpful stuff like a 3-day 100% XP boost, 500K Silver and 5 full Energy refills, 50 Auto battle x3. Available for ALL users: New and Old by February 28 ✅ Use the Promo Code READY4RAID to get 4 x Skill Tomes Rare, 4 x Rank Up Chickens 3*, 40 Random EXP brews, 200 Autobattle tickets, 1 million silver. Available for New users only by February 28
Also for button imputs, why does Shang *And some others* have to put like: F, D, Up for stage fatal, but it just ends up hitting the opponent and failing the imput (and Terminator had a special that has to be •Top corner R or L directional imput like its street fighter Ryu fireball•
MK 12 wishlist. Animalities Babybalities Fatality Brutalities Friendship Mercy Hara Kiri Stage fatalities Stage brutalities Quitality Match extended Ties 3 defensive bars 3 offensive bars Start off the first round with full meters and it regens when you get hit, hit your opponent, your hit on block, or when you hit the opponent on block like MK X and 9 Stage location transitions Stage interactables X ray or Fatal blow or both Krushing blows Short hop attacks Neutral jump punch junglier Delayed wake up Defensive roll Combo breaker/ armor break Wake up/get up attacks Running mechanic Back and forward dash Flawless blocks Flawless block counter attacks 2 inputs to tech grabs Escape failed Last break Kounters Punishes Armor breaker moves (New mechanics) Outros *Combo breaker and breakaway? Combo breaker cost 1.5 def meter and breakaway cost 1 def meter **Amplifyable throws (throws do 9-14% and 16-18% amplified ) ( amp throws cost 1 or 2 offensive meter) ***Dash attacks(forward & back dash ATK) ( >ABXY) or (> A+X or Y+B) ****Special moves Amplified variations. (amp RB, RB A,RB B, RB Y, RB X) or (Amp ⬆️⬇️⬅️➡️) 1. Knockdown 2. Knock away 3. Side switch 4. Extra damage ends in neutral 5. Stun 6. Juggle Customizable mid round taunts Customizable victory poses Customizable intros Customizable outros Tag matchs Ranked tag matches King of hill Ranked sets Towers Tournaments Create a character mode Main Story mode Custom character story mode Krypt 2D Game mode (looks like mk 3 but plays like mk 9,x,11 together / has the mechanics of the newer 3D games 3D Game mode like Armageddon or Deception Or 3D mode like seen in the mods on tiktok or TH-cam 5 slots for variations 3 point move 2 point move 1 point move All fatalities from previous games All brutalities from previous games All characters from previous games All moves from previous games All costumes from previous games Bring back all dlc from past games GUESS CHARACTERS Kratos Spawn Rambo Robocop Terminator Freddy Jason Leather face Alien Predator Joker NEW Ash Williams Wesley Gibson from Wanted UltraViolet Selene from Underworld Catness from Hunger games Harley Quinn Beyanetta Dante DMC Ashura The Witcher Conan Xena the princess warrior Judge Dredd Bruce lee John wick Neo or Trinity Guts Scream Darth Varder or Darth maul or General Grievous Doom guy Master chief Slenderman Jeff the killer Michael Myers Pinhead Pennywise Demogorgon Shredder Hellboy Omni-man Hancock Homelander The under taker Deathstroke Slade Saber wolf or fulgore from killer instinct Ryu hayabusa The Darkness Reddick Any MC from assassins creed Marvel - Blade - Venom - Carnage - Deadpool - Wolverine - Ghost rider - Moon knight
Shinnok was probably the best compromise for a playable boss. There's a playable version, and a super mode version that you can fight but can't play as.
A thing I hate was that some finisher inputs have an 'up' input. So if i'm trying to do Sindel's Friendship, it's either i get the friendship, or i look stupid jumping in the air
What really holds back MK is the fact that NRS always has to overhaul even the most basic mechanics. For once they should try refining instead of overhauling,
@@TheloniousDrake7 XD I wish Stage4 breaks were still in the game. THat was some of the coolest stuff in fighting games. Shame it isn't more used. Gotta sit in the corner and eat combos and 50 50's instead XD. Would be cool to be pushed through a wall or something to spice things up.
The most frustrating thing besides the stance switch(should be a taunt, fight me) is that the actual attack buttons/imputs, they always change and it bothers me because if I want to actually go and play in any competitive way I have to commit to it but that commitment won't be rewarded in any way in the next game unlike almost every other fighting game...
@Darth Niktus street fighter three had taunts that all did something. For a couple characters it was huge for their game plan. Some characters it was a teeny buff. I think one added meter or something.
I think the reason behind breakaway is that they wanted something weaker than breaker (since meter builds by itself) but the didn’t take notice how it can be abused Yes,it’s weaker than breaker if only you didn’t get to punish the opponent by breaking away at the right time
The inconsistency of the breakaway input/execution is an even worse offender than breakaway itself.
ปีที่แล้ว +1
Yes, i do like the option to play as the boss character, but even if it is not playable, I would like them to behave as closely to the normal characters as possible. Maybe the fightable boss itself can be a little different from the playable one and have some special traits THAT STILL TESTS USABLE SKILLS, for example, have some extra armored attacks or even have buffed moves that would be broken on playable characters. The closest example I can think is MK9's Shao Kahn, but still a bit far from what I want.
There was one time at school, one person was doing a tower with Sub-Zero. When he reached Kronika, he couldn't even freeze her with the Ice Ball and the Slide doesn't work. I was so confused.
I like how they did shinnok in MKX, where as a boss he was a playable character, but in tower he had a form with “OP” special moves you couldn’t do. Could’ve been executed better but still cool. I just wanted the boss fights to feel difficult and different depending on the character you play.
Personally I'd prefer the stance switch to serve some function other than overwrite the mercy imput so you don't look like you're tea bagging. Something like "if you press stance switch during a combo string that makes the character turn around, you can cancel that combo and start a new one" like Lui Kang's 212 dial in into a f2 launcher. As for the short hops, I want them to return so that everyone has a universal overhead but I want different effects, Shao Kahn's short hop punch launches the opponent, his short hop kick knocks the opponent away for space, and some characters can have unique qualities like dealing extra damage if the opponent rolls away or if you counter a low poke for a massive combo starter.
When I look back, I honestly don’t have as much faith in NRS as I used to. I liked 9 (then found out it was jankier then I realized later), I liked X, but I didn’t like either Injustice. And I could tell they were trying to make MK11 more fair and balanced, but it also still seems pretty weirdly unrefined.
Don’t forget underdawg getting hit with a low attack that knocks you down sub zeros slide for example and you blocking it late and losing all defensive meter
Bosses don't really need to be in a playable state for me, but the still need to follow the rules. They can be combo'd, punished, and stunned but the will take some more work to do it, like Shao in MK9.
I'm pretty sure Neitherrealm deliberately wanted to create a boss that you can't combo. I think that was the whole idea when making kronica's boss fight. I think the idea was to have to throw out everything you learned to fight her. I kind of think they alluded to that in Rambo's ending when he says that his tactics were useless against her, and when you think about it, all of his projectiles and command grabs are completely useless against kronica.
@@tHe__Viegas Well, I didn't say it was a good idea, I just think that was their idea. Though, in all honesty I have fun with the fight mainly because I'm casual as hell
I wanna see Fatal blows be gone, if they have a meter system, have a free 33% combo be tied to your meter, not your health. It's stupid to almost win and your opponent makes a comeback because they're getting their butt kicked.
I think Flip Stance should be replaced with a Dodge mechanic. If timed properly you can punish the opponent or if you're blocking if you time it right you can parry instead of dodge
Or, and hear me out on this one, they used their common fucking sense and bound a Run button to it just like how the Arcade titles and Trilogy had its own dedicated button. *And just like how MKX should have had one* because you can't tell me that forward+forward+block makes more sense than Forward+L2/LT. Not to mention how if you press it standing still it does nothing in the older titles...don't see why they couldn't program stance switch to L2/LT on stand-still and Run on Forward+L2/LT in MKX...instead of, you know, getting the "git gud" response. That is, assuming we'll get a run mechanic at all (really hope we do)
Or a taunt button like many people have requested, it would also make the people who use flip stance as a taunt an actual taunt that can also express personality in gameplay(which most of the characters lack...)
@@drakeredgrave6747 Prrrrrretty sure L3 or R3 buttons could be a better fit for that. If someone is enough of a dick to taunt people they might as well get their finger off the face buttons in the case of R3. Or D-Pad in the case of L3, unless they use the Left Stick to play in which case it's no worse than spamming Stance Switch so we're back to the same spot.
Am I in the minority for thinking kronika was one of if not the best boss in the current NRS line up, I'll put her above a few of the 3d titles I've played and the classics. She felt like fighting shang tsun in mk 1 all over again, accept instead of being limited to your fighter and the transformation being in the same health bar. She called(presumably) puppeteers versions of fighters throughout the games to fight you in her stead. Her attacks looked amazing and as for her not falling down and being comboed by normal means? I think it's fitting, she's and elder God who's presumably ABOVE the pantheon, a titan that controls time and space to her whims like a play thing, why SHOULD she be able to be knocked down, the only time I think it should happen is the story mode fights cause thunder God lu Kang, but other than that she's the only boss that was fun to fight against really. Kahn and Shinnok just felt like input reading brick walls where that whole testing your skills thing didn't matter cause they would armor through or break out of most attacks. The only viable way to fight them and be sure you'll get anything is the good ol jump in punch and uppercut strat that would get you punished to hell and back against a normal player who has any bit of play skill. Does the same thing work with kronika yes, but she has her own unique set of just EVERYTHING that makes her stand out above most other bosses, the only one that thematically fight the same bill to me was Blaze from Armageddon or Onaga from deception I think
In the original MK, you couldn't leg sweep Shang Tsung, and certain things weren't as effective against him or Goro. So the combo nerf against Kronika may be a nod to that.
I 100% agree on hating the directional inputs for combos, I like Shang tsung but I can't stand that he has so many of them. I'm tryna do a basic combo, not a special move with extra steps.
The thing I want changed is something to so with intro dialogues. If you go into a tower, your opponent will start the intro dialogue, but never the character you're playing as. I never get to hear half of the intro dialogues in towers because the opponent always gets the first line.
I've always hopes that they would change the switch stance button to a dash button. So we could press that instead of double tapping an arrow. Would be so much more convenient
I hope they do something with the switch stance button. It pretty much does nothing, and too many mechanics share buttons. In MkX they had blocking, running, enhancing, and break ALL on the same button. It was slightly better in MK11 but break away is also on block button. I hope we can have better control customization in MK12.
if you ask me the worst is movement. after playing other fighters (especially arcsys ones) picking up MK is like walking on stilts while having a stroke :/ not to mention movement is why NRS zoning is a thing.
Honestly if X-rays/fatal blows return, We need more characters that are able to dash cancel them. Idc if it is close to an FADC,Sub zero in mk9,cyber sub in mkx,and joker in MK11 could do it and it was so fun to do mid combo
The direction input in strings confuse me a lot, I can literally be looking at the string and still mess it up. But a playable boss character would be nice or at least making combos work on the bosses but give them extra life I guess.
Boss characters should be playable, but I feel like they should be earned in some way, not as a reward for beating the boss, but like have them be unlocked by completing a challenge that both casual and competitive players can do. It feels rewarding to be able to play as a boss character once you’ve fought them and unlocked them. That’s just me tho idk who else thinks like this
i also do not like flawless block because sometimes i try to pressure and do a string and they just flawless block the first hit and punish me like... am i supposed to not attack? thats weird honestly
You don't like flawless blocks because people use it on you and it works the way they intended 😂 how many matches realistically do you even come across that?
@@thebeatmajors_yt well i dont THINK they should not be intended that way, it is fine in gaps in strings but if people flawless block anything it just ruins the experience at least for me
I don't like it because you can do it at any time even if you're jailed. It's literally never you turn even if you were like plus 50 they could just flawless block and punish you
I COULDN'T AGREE MORE about unnecessarily complicated button pushes in combos. What the hell is Kano's f2,u,d4 all about?? f2,4 would have worked fine, no? Also i love having to UNLOCK boss characters thru GAMEPLAY (not a healthy bank balance). It would be better to learn how to fight against Kronika by learning how to fight AS her.
I like the idea of playable boss characters, but I get why it's not really a thing. If you make a boss character playable, then you have to balance them out with the rest of the playable roster, which makes them no longer a boss. For instance, Shape Kahn does boss level damage in mk11, but everything else of his got nerfed in order to make him playable, which is understandable, but disappointing. Shape Kahn has historically been one of the baddest baddies in the verse lore wise and gameplay wise and I just don't get that from his mk11 incarnation. He does big damage and has a lot of armor breaking moves as a boss character should, but his moves are slow, have reduced range, and he has no I frames. Basically a boss character in a fighting game has to be cheap and/or have some kind of gimmick to differentiate them from all the other characters you fought leading up to them. Otherwise, it's effectively not a boss, but just another fight on the ladder
As someone who is, safe to say, not great at fight games, unnecessary directional inputs are the stuff that keep me on Kano and Sub-Zero. I do agree on the stuff about starters having a directional input but unless you have two moves that follow the same path and end with an up2 and down2 for a mix or something than it's really unnecessary and even then, you could make it end with 2 for an overhead and 3 for a low.
As a casual fan who picked up MK11 because I wanted to play Shang Tsung I HARD agree with the directional inputs, specifically the up input. It wouldn't be so bad if they excluded up as a possibility like making the ground claws 3,d2,d2 but with the up on the second input if I fuck up a meaty 3 and it doesn't come out then the next input is u2 which has me jumping in place like a fucking idiot and dying to the world's easiest punish. Some directions mid-string are sensible like his b3 mix between low sweep vs overhear combo starter, but that could be changed to b3,d4 vs b3,4 or something. Or just make it b3,4 vs b3,3. His f2 string is great, it's just f2,4,2 for slow plus frames or f2,4,3 for quick counterhit to punish mash / FB
I don't know why mk 11 gameplay didn't feel right the movement felt weird to me I guess because of mkx and injustice 2 movement and gameplay also the characters felt boring to me and breakaway is the worst
They should just turn the stance button into a taunt button, they dont have to accomplish anything, but i think itd more flavor than the button literally doing nothing
I could tolerate Kronika as a character if she didn't slip out of damn combos. I really want to know the thought process behind abandoning the game mechanics for the sake of "difficulty"
The problem with this game is that you can't do anything safely. Even comboing someone isn't safe because of breakaway. The only real safe move is d1 lol.
I hate having to use the Up button for attacks cause I'd end up jumping, I remember the same problem with performing certain Fatalities in MKX that had the Up input like one of Ermac's and I just found it annoying
Oh and the ridiculous disparity of attack reach... Think Skarlet's Whip (esp. cause she teleports and has projectiles), Sindel's Whip Flip, Kotal Kahn's sword, Jade's pole as opposed to those that don't have anything similar and no teleport.
The biggest problem with breakaway imo is the fact that with a well-timed breakaway the defending player can punish the attacking player for landing a combo. This is bs and should never be the case. I should never be punished for making the right decision and opening my opponent up. That's why combo breaker or burst knocks the attacking player away and resets neutral. And I can't believe you didn't mention Flawless Block on hit. This is the most unfair crap in this game imo because it basically disables jailing and allows the defending player to literally STEAL their turn back. Granted, not that many people are actually good enough to do it consistently, but the fact that it's a thing is mind-boggling. Flawless Block by itself is a good mechanic, it rewards good players, so I'd rather NRS kept it in MK12, but it must not be possible to FB on hit.
My first experience with kronika was with noob's 3rd variation, and imagine my frustration when all of a sudden a majority of my damage potential disappeared
They should just bring back the old mechanics especially the bar system since some Fatal Blows are just BS and infinites are unbreakable. In my opinion they should take a page from Killer Instinct and make it so if your opponent uses a light you press the light punch and kick and Combo Breaker!
Another thing about breakaway is how you can punish your opponent if they are not expecting it. If you breakaway and the opponent continues their combo not expecting it, you can recover in time to punish them.
What I want in the next mortal kombat is the ability to hold back to block, I get that mortal kombat has had a block button since mk1 but at least give me the option to enable hold back to block because whenever I play mortal kombat I always without fail forget about the block button and it’s really jarring considering every other fighting game has hold back to block, you could even do what dead or alive does and have both a button for blocking and hold back to block
I agree with all of it except for weird inputs. I like that some chars are more difficult to learn and play but at least the weird inputs could be justified with better/stronger moves.
Final Bosses should be playable, albeit at a more balanced form. They should have a boss version which is tougher to beat, and a playable, toned down version, fair for tournaments. Take a look at KOF XV's Omega Rugal
Correction at 6:25 you can see the movelist while playing online if you mark it with triangle (don’t know the Xbox button) only netherealm game that allows you to
Fatal blows. Get rid of it. I hate supers in general, but fatal blows are the worst, most backwards, scrubby, armored, hand holding, yolo, panic button, cinematic auto combo comeback mechanic ever. That you get for free.
Motaro was a boss character you had to fight differently from every other character and he is one of the most loved characters. I dont think Kronika being unable to be knocked around is why shes so annoying.
My biggest complain was the strings with all the directionals...but I thought it was just me. And if u tryna find a combo on your on and the beginning involves weird strings. U have to remember it. it's small but still taxing.
Let characters have extended and complex combos with tons of damage that only skilled and experienced players can achieve, bring back the old combo breaker, STOP MAKING UP NEW CHARACTERS BECAUSE THAT MAKES THE CHANCES OF OLDER (and better) CHARACTERS RETURNING NEARLY IMPOSSIBLE, bring back tag team even if it’s just for offline, bring Onaga back and make him the pre-order bone us character like Shao Kahn was for MK11, let Ninja characters do front flips and back flips again, get rid of variations (like MK9 was, but just balance the game more than MK9…), and most importantly imo, stop trying to appease new players before old players and stop letting Twitter determine what you do, say, and implement into the game. Just say “NO” to the mob and do not comply with their narcissistic demands.
I personally would love to see flawless block attacks doing more damage. The damage scales too much for 2 bars of meter. Considering this mechanic is tough to master as a beginner, I suggest that the damage be scaled less, for a high risk high reward situation.
I want Fatal Blows gone and X-ray moves brought back. I want the super meter to be earned and not a cooldown mechanic. Also, if they use stage fatalities, there needs to be more than three. Give me all the more reason to use the character's stage fatality prompt. And finally, I want more moves that encourage juggle combos.
I want them to be like the 3D era in terms of "button pressing processing?" I didn't have to be ambidextrous to be awesome like you have to in the Netherrealm games.
Breakaway shouldn't exist, same goes for flawless block. Flip stance is interesting because I wonder how MK would function if they gave characters multiple styles like they did in the 3D era. Also I hope they do Kotal justice in the future because he stays taking L's in story mode
I really hate the story mode of 11 aftermath ruin it. For some reason I think the reason why they have make is to bring more money in it and it is make zero sense like we don’t know which ending is Canon is fire. God Liu Kang. Or big Shang sung I really hope the storyline will not be messed up like it already is
10/10 on what was all said great vid , I agree . I feel like the over complication for inputs is annoying . Not saying there not possible or doable just not as fun when you can be battling your own character at times
I think combo breakers are bad in general. I can count on one hand the number of popular, widely played fighting games with universal combo breakers. You are being punished for getting caught in the combo, you shouldn't just be able to do an input and get out of it.
Boss Characters... the nightmares. Personally, I think Kronika is both terrible and lame in that Netherrealm just gave her, like 5 moves, made her transition stages and had her pull out random characters to fight you every 1/3rd of her health bar. I'd love to know who thought this was interesting and well developed. I'm sure someone does, but I've fought some bullshit bosses who were either fun to fight (Like Eyedol from KI), or had some really cool mechanics to go with them (like Onaga) Frankly, I like bosses like Shinnok from MKX, just not Shinnok himself. A playable weak normal version, who becomes an unplayable nightmare boss version. That's a good balance and compromise for me. I'm also a fan of unplayable or very difficult to unlock Sub Boss characters.
Install Raid for Free ✅ IOS/ANDROID/PC: clcr.me/TrueUnderDawgGaming and get a special starter pack with an Epic champion Jotun💥 Available only for new players for the next 30 days
Visit Champions Elect Event page championselect.plarium.com ⚡ to get a chance to win amazing in-game and real life prizes 🎁
Promo codes:
✅ Use the Promo Code RAIDRONDA to get a bunch of helpful stuff like a 3-day 100% XP boost, 500K Silver and 5 full Energy refills, 50 Auto battle x3. Available for ALL users: New and Old by February 28
✅ Use the Promo Code READY4RAID to get 4 x Skill Tomes Rare, 4 x Rank Up Chickens 3*, 40 Random EXP brews, 200 Autobattle tickets, 1 million silver. Available for New users only by February 28
I take your bet, and I bet that it will be delayed for next year
Also for button imputs, why does Shang *And some others* have to put like: F, D, Up for stage fatal, but it just ends up hitting the opponent and failing the imput (and Terminator had a special that has to be •Top corner R or L directional imput like its street fighter Ryu fireball•
Praise sponsorblock
MK 12 wishlist.
Animalities
Babybalities
Fatality
Brutalities
Friendship
Mercy
Hara Kiri
Stage fatalities
Stage brutalities
Quitality
Match extended
Ties
3 defensive bars
3 offensive bars
Start off the first round with full meters and it regens when you get hit, hit your opponent, your hit on block, or when you hit the opponent on block like MK X and 9
Stage location transitions
Stage interactables
X ray or Fatal blow or both
Krushing blows
Short hop attacks
Neutral jump punch junglier
Delayed wake up
Defensive roll
Combo breaker/ armor break
Wake up/get up attacks
Running mechanic
Back and forward dash
Flawless blocks
Flawless block counter attacks
2 inputs to tech grabs
Escape failed
Last break
Kounters
Punishes
Armor breaker moves
(New mechanics)
Outros
*Combo breaker and breakaway?
Combo breaker cost 1.5 def meter and breakaway cost 1 def meter
**Amplifyable throws (throws do 9-14% and 16-18% amplified ) ( amp throws cost 1 or 2 offensive meter)
***Dash attacks(forward & back dash ATK) ( >ABXY) or (> A+X or Y+B)
****Special moves Amplified variations. (amp RB, RB A,RB B, RB Y, RB X) or (Amp ⬆️⬇️⬅️➡️)
1. Knockdown
2. Knock away
3. Side switch
4. Extra damage ends in neutral
5. Stun
6. Juggle
Customizable mid round taunts
Customizable victory poses
Customizable intros
Customizable outros
Tag matchs
Ranked tag matches
King of hill
Ranked sets
Towers
Tournaments
Create a character mode
Main Story mode
Custom character story mode
Krypt
2D Game mode (looks like mk 3 but plays like mk 9,x,11 together / has the mechanics of the newer 3D games
3D Game mode like Armageddon or Deception
Or
3D mode like seen in the mods on tiktok or TH-cam
5 slots for variations
3 point move
2 point move
1 point move
All fatalities from previous games
All brutalities from previous games
All characters from previous games
All moves from previous games
All costumes from previous games
Bring back all dlc from past games
GUESS CHARACTERS
Kratos
Spawn
Rambo
Robocop
Terminator
Freddy
Jason
Leather face
Alien
Predator
Joker
NEW
Ash Williams
Wesley Gibson from Wanted
UltraViolet
Selene from Underworld
Catness from Hunger games
Harley Quinn
Beyanetta
Dante DMC
Ashura
The Witcher
Conan
Xena the princess warrior
Judge Dredd
Bruce lee
John wick
Neo or Trinity
Guts
Scream
Darth Varder or Darth maul or General Grievous
Doom guy
Master chief
Slenderman
Jeff the killer
Michael Myers
Pinhead
Pennywise
Demogorgon
Shredder
Hellboy
Omni-man
Hancock
Homelander
The under taker
Deathstroke
Slade
Saber wolf or fulgore from killer instinct
Ryu hayabusa
The Darkness
Reddick
Any MC from assassins creed
Marvel
- Blade
- Venom
- Carnage
- Deadpool
- Wolverine
- Ghost rider
- Moon knight
@Spawnguy889 ik 😂
Shinnok was probably the best compromise for a playable boss. There's a playable version, and a super mode version that you can fight but can't play as.
💯👏🏾
A thing I hate was that some finisher inputs have an 'up' input. So if i'm trying to do Sindel's Friendship, it's either i get the friendship, or i look stupid jumping in the air
Hold block
I haven't done input fatals or friendships in years, lol. I have so many easy fatalities that I just use them.
Yeah, I hate that stuff, too
Easy fatality and friends
@@brandoncox9633 yeah me and my cousin had to search it up
What really holds back MK is the fact that NRS always has to overhaul even the most basic mechanics. For once they should try refining instead of overhauling,
I agree... And I think it's just that ed boon has become bored with mortal Kombat. Dude needs a break
MK11 is not the game to refine imo. Leave that shit in the past.
MK9 to MKX is the perfect example of refining and improving on a formula. MK11 is the perfect example of pointless and annoying overhauling.
This
@@TheloniousDrake7 XD I wish Stage4 breaks were still in the game. THat was some of the coolest stuff in fighting games. Shame it isn't more used. Gotta sit in the corner and eat combos and 50 50's instead XD. Would be cool to be pushed through a wall or something to spice things up.
I think the flip stance should be the interaction button because with the meter burn button and interaction button being the same messes up my input
I've had times where I accidentally grab a spear mid combo instead of amping
The most frustrating thing besides the stance switch(should be a taunt, fight me) is that the actual attack buttons/imputs, they always change and it bothers me because if I want to actually go and play in any competitive way I have to commit to it but that commitment won't be rewarded in any way in the next game unlike almost every other fighting game...
I'd dig a taunt instead of stance switch. Maybe it could give an opponent a tiny bit of meter like in Strive.
@Darth Niktus street fighter three had taunts that all did something. For a couple characters it was huge for their game plan. Some characters it was a teeny buff. I think one added meter or something.
@@TurtleRocker12 Then there's Q who becomes nearly unkillable after 3 taunts that buff his defense.
I think the reason behind breakaway is that they wanted something weaker than breaker (since meter builds by itself) but the didn’t take notice how it can be abused
Yes,it’s weaker than breaker if only you didn’t get to punish the opponent by breaking away at the right time
The idea of a combo breaker that sends you full screen like Strive scares me a little bit considering some of the zoners NRS has created in the past.
Well it doesnt really have to do that exactly, I think he more wants to be able to block the combo breaker if you predict it and continue the combo.
I hate how literally every mk game has quite possibly the worst possible feeling inputs ever just let me hit confirm for the love of God
0:00
I bet that he sighed in relief when MK 1-2 was announced 😅
The inconsistency of the breakaway input/execution is an even worse offender than breakaway itself.
Yes, i do like the option to play as the boss character, but even if it is not playable, I would like them to behave as closely to the normal characters as possible. Maybe the fightable boss itself can be a little different from the playable one and have some special traits THAT STILL TESTS USABLE SKILLS, for example, have some extra armored attacks or even have buffed moves that would be broken on playable characters. The closest example I can think is MK9's Shao Kahn, but still a bit far from what I want.
That spawn input is a nightmare u ain’t wrong
There was one time at school, one person was doing a tower with Sub-Zero. When he reached Kronika, he couldn't even freeze her with the Ice Ball and the Slide doesn't work. I was so confused.
I like how they did shinnok in MKX, where as a boss he was a playable character, but in tower he had a form with “OP” special moves you couldn’t do. Could’ve been executed better but still cool. I just wanted the boss fights to feel difficult and different depending on the character you play.
Like Brainiac in Injustice 2, the cpu can use his spaceship elements to attack you but you can't do those things while you use him
Yeah I don't understand the stance switch, I didn't even know it was a meme. I just know it never does anything.
Commenting before the video:
Really hope they throw Variations in the trash and just design complete, entire characters properly.
agreed! Sub-zero having some of his kit doesn't sit right with me like where are his ice clones?
Personally I'd prefer the stance switch to serve some function other than overwrite the mercy imput so you don't look like you're tea bagging. Something like "if you press stance switch during a combo string that makes the character turn around, you can cancel that combo and start a new one" like Lui Kang's 212 dial in into a f2 launcher. As for the short hops, I want them to return so that everyone has a universal overhead but I want different effects, Shao Kahn's short hop punch launches the opponent, his short hop kick knocks the opponent away for space, and some characters can have unique qualities like dealing extra damage if the opponent rolls away or if you counter a low poke for a massive combo starter.
When I look back, I honestly don’t have as much faith in NRS as I used to. I liked 9 (then found out it was jankier then I realized later), I liked X, but I didn’t like either Injustice. And I could tell they were trying to make MK11 more fair and balanced, but it also still seems pretty weirdly unrefined.
Don’t forget underdawg getting hit with a low attack that knocks you down sub zeros slide for example and you blocking it late and losing all defensive meter
Yep...
I get what you mean about spawn...having to commit to a string in advance feels weird
Bosses don't really need to be in a playable state for me, but the still need to follow the rules. They can be combo'd, punished, and stunned but the will take some more work to do it, like Shao in MK9.
2:29 it begins. Hell of a long ad.
I'm pretty sure Neitherrealm deliberately wanted to create a boss that you can't combo. I think that was the whole idea when making kronica's boss fight. I think the idea was to have to throw out everything you learned to fight her. I kind of think they alluded to that in Rambo's ending when he says that his tactics were useless against her, and when you think about it, all of his projectiles and command grabs are completely useless against kronica.
Still, 0 fun playing against her
@@tHe__Viegas Well, I didn't say it was a good idea, I just think that was their idea. Though, in all honesty I have fun with the fight mainly because I'm casual as hell
I wanna see Fatal blows be gone, if they have a meter system, have a free 33% combo be tied to your meter, not your health. It's stupid to almost win and your opponent makes a comeback because they're getting their butt kicked.
Yeah comeback mechanics are the most bullshit things in games like "hey you just crushed this person should probably have won but fuck you"
I think Flip Stance should be replaced with a Dodge mechanic. If timed properly you can punish the opponent or if you're blocking if you time it right you can parry instead of dodge
or maybe dodge a projectile
Smash bros kombat
Or, and hear me out on this one, they used their common fucking sense and bound a Run button to it just like how the Arcade titles and Trilogy had its own dedicated button.
*And just like how MKX should have had one* because you can't tell me that forward+forward+block makes more sense than Forward+L2/LT. Not to mention how if you press it standing still it does nothing in the older titles...don't see why they couldn't program stance switch to L2/LT on stand-still and Run on Forward+L2/LT in MKX...instead of, you know, getting the "git gud" response.
That is, assuming we'll get a run mechanic at all (really hope we do)
Or a taunt button like many people have requested, it would also make the people who use flip stance as a taunt an actual taunt that can also express personality in gameplay(which most of the characters lack...)
@@drakeredgrave6747 Prrrrrretty sure L3 or R3 buttons could be a better fit for that.
If someone is enough of a dick to taunt people they might as well get their finger off the face buttons in the case of R3. Or D-Pad in the case of L3, unless they use the Left Stick to play in which case it's no worse than spamming Stance Switch so we're back to the same spot.
Am I in the minority for thinking kronika was one of if not the best boss in the current NRS line up, I'll put her above a few of the 3d titles I've played and the classics. She felt like fighting shang tsun in mk 1 all over again, accept instead of being limited to your fighter and the transformation being in the same health bar. She called(presumably) puppeteers versions of fighters throughout the games to fight you in her stead. Her attacks looked amazing and as for her not falling down and being comboed by normal means? I think it's fitting, she's and elder God who's presumably ABOVE the pantheon, a titan that controls time and space to her whims like a play thing, why SHOULD she be able to be knocked down, the only time I think it should happen is the story mode fights cause thunder God lu Kang, but other than that she's the only boss that was fun to fight against really. Kahn and Shinnok just felt like input reading brick walls where that whole testing your skills thing didn't matter cause they would armor through or break out of most attacks. The only viable way to fight them and be sure you'll get anything is the good ol jump in punch and uppercut strat that would get you punished to hell and back against a normal player who has any bit of play skill. Does the same thing work with kronika yes, but she has her own unique set of just EVERYTHING that makes her stand out above most other bosses, the only one that thematically fight the same bill to me was Blaze from Armageddon or Onaga from deception I think
I thought I was the only person with that shao kahn input lol
DAWG!!! the left trigger thing with shao Kahn specifically was not a nitpick it was completely dead ass accurate
In the original MK, you couldn't leg sweep Shang Tsung, and certain things weren't as effective against him or Goro. So the combo nerf against Kronika may be a nod to that.
Conditional crushing blows. Make the stance change button a crushing blow enhance button.
I'm surprised you didn't mention the Finish Him screen that ruins the timing of a combo that might lead to a brutality
I 100% agree on hating the directional inputs for combos, I like Shang tsung but I can't stand that he has so many of them. I'm tryna do a basic combo, not a special move with extra steps.
The thing I want changed is something to so with intro dialogues. If you go into a tower, your opponent will start the intro dialogue, but never the character you're playing as. I never get to hear half of the intro dialogues in towers because the opponent always gets the first line.
I've always hopes that they would change the switch stance button to a dash button. So we could press that instead of double tapping an arrow. Would be so much more convenient
When it comes to mechanics in NRS games....the clash mechanic in injustice 1 and 2 I hated the most,
I hope they do something with the switch stance button. It pretty much does nothing, and too many mechanics share buttons. In MkX they had blocking, running, enhancing, and break ALL on the same button. It was slightly better in MK11 but break away is also on block button. I hope we can have better control customization in MK12.
if you ask me the worst is movement.
after playing other fighters (especially arcsys ones) picking up MK is like walking on stilts while having a stroke :/
not to mention movement is why NRS zoning is a thing.
Honestly if X-rays/fatal blows return, We need more characters that are able to dash cancel them. Idc if it is close to an FADC,Sub zero in mk9,cyber sub in mkx,and joker in MK11 could do it and it was so fun to do mid combo
Exactly
And Johnny cage
Fadc?
@@aaqibsalim1568 focus attack dash cancel, it's a mechanic from Street Fighter 4
@@TechhToo ohhhh thanks. I'm stupid at those acronyms. That's kinda like what Akuma and Geese have in Tekken 7 as well
Black manta and shang stung got done dirty in terms of directional inputs
I thought it was just me who thought spawns string had a down input in it
I want to have the boss be playable because I like to see what their tower ending would be like. What would happen if they actually won?
indeed
Who would they face
@@medjaimcgraw5632 it would be a typical arcade tower run, just with the boss characters, except it’s every nondlc character or everybody
@@SeniorAmore94a no i mean for the actual boss. Who would the boss be as the boss?
@@medjaimcgraw5632 oh I dunno. Whoever they decide is the boss of the next game
The direction input in strings confuse me a lot, I can literally be looking at the string and still mess it up. But a playable boss character would be nice or at least making combos work on the bosses but give them extra life I guess.
Some if my favorite Triborg combos use them. And he was really good.
Up and double up inputs in finishers
I have spoken
i think MK should do the bosses like how shinnok was made in MKX where he was playable, but his end boss phase is still different
Boss characters should be playable, but I feel like they should be earned in some way, not as a reward for beating the boss, but like have them be unlocked by completing a challenge that both casual and competitive players can do.
It feels rewarding to be able to play as a boss character once you’ve fought them and unlocked them.
That’s just me tho idk who else thinks like this
Yesterday I faced a Cetrion in Kombat league while I used Mileena it was those 2 matches that reminded me why I took a break from this game
i also do not like flawless block because sometimes i try to pressure and do a string and they just flawless block the first hit and punish me like... am i supposed to not attack? thats weird honestly
You don't like flawless blocks because people use it on you and it works the way they intended 😂 how many matches realistically do you even come across that?
@@thebeatmajors_yt well i dont THINK they should not be intended that way, it is fine in gaps in strings but if people flawless block anything it just ruins the experience at least for me
I don't like it because you can do it at any time even if you're jailed. It's literally never you turn even if you were like plus 50 they could just flawless block and punish you
I COULDN'T AGREE MORE about unnecessarily complicated button pushes in combos. What the hell is Kano's f2,u,d4 all about?? f2,4 would have worked fine, no?
Also i love having to UNLOCK boss characters thru GAMEPLAY (not a healthy bank balance). It would be better to learn how to fight against Kronika by learning how to fight AS her.
I like the idea of playable boss characters, but I get why it's not really a thing. If you make a boss character playable, then you have to balance them out with the rest of the playable roster, which makes them no longer a boss.
For instance, Shape Kahn does boss level damage in mk11, but everything else of his got nerfed in order to make him playable, which is understandable, but disappointing. Shape Kahn has historically been one of the baddest baddies in the verse lore wise and gameplay wise and I just don't get that from his mk11 incarnation. He does big damage and has a lot of armor breaking moves as a boss character should, but his moves are slow, have reduced range, and he has no I frames.
Basically a boss character in a fighting game has to be cheap and/or have some kind of gimmick to differentiate them from all the other characters you fought leading up to them. Otherwise, it's effectively not a boss, but just another fight on the ladder
Video Idea: Things you like about MK11 you want in MK12 cause over time it seems it’s nothing about MK11 you like lol
Get rid of the offence and defence bars and bring back the 3 bars with the normal combo breaker
Intractables being a different button then the enhance button
As someone who is, safe to say, not great at fight games, unnecessary directional inputs are the stuff that keep me on Kano and Sub-Zero. I do agree on the stuff about starters having a directional input but unless you have two moves that follow the same path and end with an up2 and down2 for a mix or something than it's really unnecessary and even then, you could make it end with 2 for an overhead and 3 for a low.
5:34
Me casually watching as a tekken player, “this is complicated?!”
As a casual fan who picked up MK11 because I wanted to play Shang Tsung I HARD agree with the directional inputs, specifically the up input. It wouldn't be so bad if they excluded up as a possibility like making the ground claws 3,d2,d2 but with the up on the second input if I fuck up a meaty 3 and it doesn't come out then the next input is u2 which has me jumping in place like a fucking idiot and dying to the world's easiest punish.
Some directions mid-string are sensible like his b3 mix between low sweep vs overhear combo starter, but that could be changed to b3,d4 vs b3,4 or something. Or just make it b3,4 vs b3,3. His f2 string is great, it's just f2,4,2 for slow plus frames or f2,4,3 for quick counterhit to punish mash / FB
I don't know why mk 11 gameplay didn't feel right the movement felt weird to me I guess because of mkx and injustice 2 movement and gameplay also the characters felt boring to me and breakaway is the worst
They should just turn the stance button into a taunt button, they dont have to accomplish anything, but i think itd more flavor than the button literally doing nothing
I desperately hope that mk12 gets delayed so I can get my hands on some of your AWESOME collection lol
I could tolerate Kronika as a character if she didn't slip out of damn combos. I really want to know the thought process behind abandoning the game mechanics for the sake of "difficulty"
The problem with this game is that you can't do anything safely. Even comboing someone isn't safe because of breakaway. The only real safe move is d1 lol.
“I’m willing to bet my entire studio collection.”
You better say goodbye to them and prepare a nice fan giveaway.
This video summarizes my every problem with MK11
I hate having to use the Up button for attacks cause I'd end up jumping, I remember the same problem with performing certain Fatalities in MKX that had the Up input like one of Ermac's and I just found it annoying
Oh and the ridiculous disparity of attack reach... Think Skarlet's Whip (esp. cause she teleports and has projectiles), Sindel's Whip Flip, Kotal Kahn's sword, Jade's pole as opposed to those that don't have anything similar and no teleport.
The biggest problem with breakaway imo is the fact that with a well-timed breakaway the defending player can punish the attacking player for landing a combo. This is bs and should never be the case. I should never be punished for making the right decision and opening my opponent up. That's why combo breaker or burst knocks the attacking player away and resets neutral. And I can't believe you didn't mention Flawless Block on hit. This is the most unfair crap in this game imo because it basically disables jailing and allows the defending player to literally STEAL their turn back. Granted, not that many people are actually good enough to do it consistently, but the fact that it's a thing is mind-boggling. Flawless Block by itself is a good mechanic, it rewards good players, so I'd rather NRS kept it in MK12, but it must not be possible to FB on hit.
My first experience with kronika was with noob's 3rd variation, and imagine my frustration when all of a sudden a majority of my damage potential disappeared
They should just bring back the old mechanics especially the bar system since some Fatal Blows are just BS and infinites are unbreakable. In my opinion they should take a page from Killer Instinct and make it so if your opponent uses a light you press the light punch and kick and Combo Breaker!
TrueUnderDog: I'm willing to bet my entire studio collection on MK12 coming.
Ed Boon: Where does the bidding start?
Another thing about breakaway is how you can punish your opponent if they are not expecting it. If you breakaway and the opponent continues their combo not expecting it, you can recover in time to punish them.
Personally I don’t even have a problem with no combo breakers like in some other fighting games but i don’t like combo breaker in this way
What I want in the next mortal kombat is the ability to hold back to block, I get that mortal kombat has had a block button since mk1 but at least give me the option to enable hold back to block because whenever I play mortal kombat I always without fail forget about the block button and it’s really jarring considering every other fighting game has hold back to block, you could even do what dead or alive does and have both a button for blocking and hold back to block
I agree with all of it except for weird inputs. I like that some chars are more difficult to learn and play but at least the weird inputs could be justified with better/stronger moves.
I personally like non playable because they can be Uber strong and you don’t have to water them down and they can be given some Crazy amount of moves
Final Bosses should be playable, albeit at a more balanced form. They should have a boss version which is tougher to beat, and a playable, toned down version, fair for tournaments.
Take a look at KOF XV's Omega Rugal
Correction at 6:25 you can see the movelist while playing online if you mark it with triangle (don’t know the Xbox button) only netherealm game that allows you to
Who doesn't want to play as the boss? I love that stuff!
Fatal blows. Get rid of it. I hate supers in general, but fatal blows are the worst, most backwards, scrubby, armored, hand holding, yolo, panic button, cinematic auto combo comeback mechanic ever. That you get for free.
Motaro was a boss character you had to fight differently from every other character and he is one of the most loved characters. I dont think Kronika being unable to be knocked around is why shes so annoying.
My biggest complain was the strings with all the directionals...but I thought it was just me. And if u tryna find a combo on your on and the beginning involves weird strings. U have to remember it. it's small but still taxing.
Let characters have extended and complex combos with tons of damage that only skilled and experienced players can achieve, bring back the old combo breaker, STOP MAKING UP NEW CHARACTERS BECAUSE THAT MAKES THE CHANCES OF OLDER (and better) CHARACTERS RETURNING NEARLY IMPOSSIBLE, bring back tag team even if it’s just for offline, bring Onaga back and make him the pre-order bone us character like Shao Kahn was for MK11, let Ninja characters do front flips and back flips again, get rid of variations (like MK9 was, but just balance the game more than MK9…), and most importantly imo, stop trying to appease new players before old players and stop letting Twitter determine what you do, say, and implement into the game. Just say “NO” to the mob and do not comply with their narcissistic demands.
I also thought spawns strings had a d2 in it
Depends, boss characters should be playable, however, maybe not online, our they have some tweaks to make it fair
yea the stance switch has always been an oddity to me in the series. I use it if i'm bored and just want to act goofy.
I personally would love to see flawless block attacks doing more damage. The damage scales too much for 2 bars of meter. Considering this mechanic is tough to master as a beginner, I suggest that the damage be scaled less, for a high risk high reward situation.
"In a fighting game I should be fighting the opponent not the inputs" thank you, I thought I was the only one that thought like that
06:12 the only gap that I find a bit complicated with Shang is: 2,1,⬆️2,⬇️2
I honestly don't mind directional strings at all it just makes characters harder than others making a skill gap between hard and easy characters
I want Fatal Blows gone and X-ray moves brought back. I want the super meter to be earned and not a cooldown mechanic. Also, if they use stage fatalities, there needs to be more than three. Give me all the more reason to use the character's stage fatality prompt. And finally, I want more moves that encourage juggle combos.
An input I hate is the 2+4 input they put at the end of some combos, like what's the point of it? It just feels unnecessarily complex.
I would add KBs to the list. I think it was a cool idea, but it feels incredibly cheap to lose a round in 2-3 strings
KBs for the most part are great imo. Fatal blows are the ones that needs to go
I want them to be like the 3D era in terms of "button pressing processing?" I didn't have to be ambidextrous to be awesome like you have to in the Netherrealm games.
Breakaway shouldn't exist, same goes for flawless block. Flip stance is interesting because I wonder how MK would function if they gave characters multiple styles like they did in the 3D era. Also I hope they do Kotal justice in the future because he stays taking L's in story mode
Kotal doesn’t take L’s he is the L
I love playing as the bosses
I really hate the story mode of 11 aftermath ruin it. For some reason I think the reason why they have make is to bring more money in it and it is make zero sense like we don’t know which ending is Canon is fire. God Liu Kang. Or big Shang sung I really hope the storyline will not be messed up like it already is
“The Mortal Kombat mechanic everyone hates!”
“Did you mean every mechanic in MK11?”
10/10 on what was all said great vid , I agree . I feel like the over complication for inputs is annoying . Not saying there not possible or doable just not as fun when you can be battling your own character at times
I think combo breakers are bad in general. I can count on one hand the number of popular, widely played fighting games with universal combo breakers. You are being punished for getting caught in the combo, you shouldn't just be able to do an input and get out of it.
Boss Characters... the nightmares. Personally, I think Kronika is both terrible and lame in that Netherrealm just gave her, like 5 moves, made her transition stages and had her pull out random characters to fight you every 1/3rd of her health bar. I'd love to know who thought this was interesting and well developed.
I'm sure someone does, but I've fought some bullshit bosses who were either fun to fight (Like Eyedol from KI), or had some really cool mechanics to go with them (like Onaga)
Frankly, I like bosses like Shinnok from MKX, just not Shinnok himself. A playable weak normal version, who becomes an unplayable nightmare boss version. That's a good balance and compromise for me. I'm also a fan of unplayable or very difficult to unlock Sub Boss characters.
Man... that combo with blue roman cancel into charged projectile... while combo, not as a setup, was sick...