@@darian102030 Exactly. You can probably make a video like this about any game really, a few points and just in depth explanation can be at least 30 mins
of those 42 minutes 20 are probably, ummmm, uhhh... uhh, like... umm... actually, umm, like, aaaa-, like, the uhmmmm... i think, like, kinda like uhm... like this but it probably should be more than 60 minutes without that
Honestly Dragon, this video was pure facts about how this game suffers from these issues, but NRS can fix them, but idk why they aren't focusing on these problems. The breakaway situation, i like breakaway, but the fact that you can get combo punished off a rightly timed wakeup is just so annoying and triggering, im glad you put this on TH-cam. Hopefully NRS can fix major problems, especially wakeup fatal blow!
I’m so glad Dragon mentioned jump-ins. I say the exact same thing but everyone disagrees with me. You CAN NOT react to jump ins. Nobody seems to understands this. When your opponent is at the apex of their jump, (about 20 frames) that’s when you start to react to input your AA. But your opponent has already input their jump-in attack. You can anticipate a jump in the same way you can anticipate Sub’s F2, but in terms of not expecting it, seeing it, and reacting to it upon seeing it, you can not react. Jumping SHOULD be a risk in a game that is based on footsies, but currently, it’s 100% your best option.
why do people assume that the game is footsies based in the first place though. i have seen something closer to footsies much more often in xrd and that game is an airdasher with lots of knockdown games
@@sunthi9619 I think NRS had the intention to make this more footsies based. Ed Boon has said that. And there’s just a lot of neutral breaking moves that are punishable, incentivizing footsies. No running, slower movement etc. but then you have something like jumping which is completely free, barely any risk, neutral breaking and always gives you advantage.
@@sunthi9619 Honestly, the game is what ever the players make it... I even find that different regions have different playstyles even at high level even though the fundamentals and mechanics are the same. That's one of the things that makes game development so hard imo
The breakaway doesn't even work half of the time, especially online. I am frequently unable to breakaway when I want to. This never happend in MKX, you could do a combo breaker whenever you want. This game doesn't even have a proper button mappings figured out, how often people get hit by a projectile and breakaway by accident when they are full screen...
@@divinewallace in this game breakaway doesn't cost offensive meeter, so i feel like resetting the neutral is too much, the pressure should just go on again. Plus, they cant make that hard of a patch, it would hit the game very hard and you never know if thats a good thing or not. And also idk why i wrote this comment, NRS wont patch it anyway.
A huge problem they shoule fix ASAP i dont here people talk about: They should change the breakaway input (Down R2) !!! Why? Because sometimes you're just trying to block low, but because blocking low and breakaway is the same input (Down R2), a lot of times you get hit by something that puts you in the air and because you tried to block low, you will unvoluntarily do a break away and loose all your defensive meter while you just wanted to block low... This happens often and its very boring. It happens by exemple when you try to block subzero's slide and it hits you... You just breakaway and loose all your meter when you just wanted to block his slide. A very simple way to fix this issue is to switch the breakaway direction on the pad from Down R2 to Foward R2 (like MKX) Also, if we press multiple times the breakaway input, the game prevents us to breakaway just because we pressee the input multiple times, its just unecessary and sometimes, you cant breakaway just because you slighty pressed the breakaway input twice. It may cause you to eat full damage or your character breaks away too late and eats the fatal blow during the delayed break away or an armor breaking move etc... Its fine if they want us to stay stunned before a certain moment before we can actually breakaway out of combos but we should still be able to press the breakaway button as much as we want and still get the breakaway. Why did they make it the way it is right now? I just started the video so you may have adressed this problem already but im still posting this comment in case if you didnt talk about it
Honestly this Is everything I’ve have been explaining to my friends I love MK but netherealm still to this day have not produced a real competitive fighting game don’t get me wrong they are fun to watch at tournaments but I don’t like the idea of someone winning money over there opponent with stupid basic guessing games that shouldn’t happen in the first place
this is exactly what NRS and the community need to hear. video is pure facts lol ive been saying the same things in my vids for a while so its dope to see one of the best players in the world be very honest about the many issues of this game. fire content.
An other problem, since the L2 button is useless, they should use it for the map interactable actions. Because a lot of times, since amplifying special moves and interactables are the same input (R1), youre in the neutral or in a combo or whatever, you just wanna do an amplified special move but you character does a map interactable and you loose your meter plus the advantage in some cases... They should just make L2 as the inpute for interactables since L2 is useless... I just started the video i dont know if you adressed this problem or not, im still posting this comment in case if you did not talk about this
I agree, on top of that if you try to roll and you fail which happens all the time, you stand and then you stance switch which prevents you from doing anything and you get punished
I will add one thing to this - WIFI on a Ranked mode with in game rewards needs to have some standards, Kombat League could be so much more let's hope future titles get a real online Ranked mode.
The biggest problem with KL is that it’s not a measure of skill at all, it’s a way to get gear and that’s it, you can reach God rank with a negative record, you don’t even have to win, you just have to play.. It shouldn’t reset everyone to 0 points every season, if people stayed in their ranks each month, but at the bottom limit of that rank the ranks would even out over time and the best players would stay in the best ranks and the worse players would stay in the low ranks, you’d always be playing against people at your skill level, the rewards shouldn’t be gear, they should be currency to spend on gear or something like that, KL is just a grind for gear when it should be a measure of skill, anyone playing for actual ranks is a fool, they’re not a measure of skill, they prove nothing, you don’t have to win
The lag is such an issue. I usually have of WiFi but my opponents lag out to frequently I win games I don’t deserve and I’m climbing when I’m not even sure if I’m ready.
"Your reward for whiff punish is to get punished" that says it all...Dragon started very nice, like I really like the game, very polite and then minute by minute by the end of the video he just couldn't hold the frustration.. Yeah, I totally get you Dragon, I'm regular player that could get Demi-God/God level maining Shao Kahn only and I always come back to this game just to get salty again...
He hit the issue with breakaway right on the nose and I dont understand why they can't just add more recovery to break away or prevent an opponent from flawless blocking right after a d1 on hit. Should be a window where they have to wait to be able to perform it
I've always felt that the reason the variation system doesn't work as well as it could is because most characters base kit are not great. If you look at the top tier characters, their base kits are decent and the custom moves can enhance their kits. But most characters are using custom moves not to give creativity, but to fill in what their kit lacks. If all characters had decent base kits before customizing, then this variation system would actually let you change up what your character does and be creative. Instead, most people choose moves to fill in holes in their tool sets.
I agree with this video and I like your reactions to the fatal pushback lol, I also wish we could directly help nrs with these things we don’t like but who knows what they’re doing
Great video Dragon. I wanna offer though a note about your upper body air invincible D2 change, which btw is what I've been saying. You don't want an invincible frame, you want an invincible frame range. For example, I believe SFV's DP air invincibility is frames 3-6? So like for D2's, frame 5-8 invincibility is probably good.
@@ksander1779 literally. I've had this discussion with people before. NRS is a company and the goal is to make as much money as possible. High level competitive players are the minority. And casual just-for-fun players are the majority by a LARGE margin. So to make as much money as possible they need to pander to their majority. Great business practice. Shitty game results lol
@@topdogg1231 You’re talking as if you’re a high level player 😑 not sticking up for the game but every business’s main goal is to make as much profit as possible, it wouldn’t be a business otherwise, it’d be a charity
@@Primitive01 even if he isn’t a high level player, what if he wanted to? He couldn’t because of the game design. I agree with the business thing but it was like you was trying to put someone down, doing that don’t justify against facts.
Just bring back X-rays from MK9...having it tied to health bar is stupid...meter/resource management was done right in MK9. MKX was like no one used X-ray because of its rush down/combo system.
The main reason I dont like to play mk11 isn't mostly beacuse of the game, it's the players. Everyone only uses their mains, only uses the most op characters in the game, only uses the cheesy ways like abusing certain moves or abilities with certain characters.
Love your points. Particularly using down 2 as a viable anti air for all characters. In terms of fatal blows, I'm not a fan of how they work currently for various reasons. 1. If you throw it out and it doesn't hit, you shouldn't get it back. 2. I had an idea where there should be two types of fatal blow. One version where the cinematics are shorter and it does less damage. And then for max damage (what we have currently), with longer cinematics, you should have to earn that in kombat. Or you have to have full defensive and offensive meters to do it. Then there's actual reward. It's too cheap as it stands. 3. All fatal blows used in a winning round should automatically lead to a fatality. My other suggestion is 'first hit props' should actually mean something in-game. Maybe the opponent briefly losses some meter.
Really enjoyed watching this! You have really good points and you're really passionate about the game. And it's just absurd, we have a lot of players offering their feedback and ideas on how to improve the game, even willing to do the hard work (testing, design, etc) to make sure things actually become better. Devs can just ask and they'll get a huge feedback to work with. But they're completely silent. Like why? I believe people like you (if not all of us) who put so much effort and passion into the game are entitled to know why devs are not responding to this kind of content/feedback in any way.
I understand your point on breakaways and while I only have about 70hours in MK11. I like that the option exists not just for the mind games which Ik can be horrible at high level but gives you a decent reward and satisfaction when you read correctly, but more importantly, I like the fact that it gives the person getting hit options. Without it getting hit for a full combo would be incredibly scary and would lead to people playing much more carefully due to how deadly a single touch could potentially be (especially on certain characters). This would slow down the game and lead to people only trying to bait out moves that they can punish for a full combo. I've seen this happen in other games before where the risk of making a mistake is so high that you are scared to even press a button. It's the same as how when an fps game has a low ttk and it slows down the game (think pubg compared to say, Apex). Perhaps a better solution is limiting the number of breakaways per match or having their meter take longer to build after doing it or like you said, to prevent them from full combo punishing upon doing a breakaway. The meter system sucks in general though, you shouldn't gain metre for doing nothing *TLDR: I think of breakaways as a potential reward for trying to overdo it on their punish when I have full meter*
With break aways, you also have break away. So if you get a punish then get broke from, you can break from their punish too, and punish them. Giving you two punishes for their one. The second punish being unbreakable by the way.
For the flawlessblocks on the jails, i disagree that this is a problem because one of the best solution to that is only to use a move with a little bit of a slow startup after the poke. Doing so, your opponent wont get the flawlessblock he wants and he will be screwed and punished as he tries to do the flawlessblock inputs. I think this is a solution worth it and a very safe solution which does not takes away your pressure as the exemple you gave (poking and just moving backwards)
The getting punished for punishing someone else is especially annoying as Shang. If someone jumps and gets hit with the first hit of F242 they drop even without breakaway and can get up and full combo. Despite you catching them out.
This happens to me all the time when I'm playing Kitana (her strings are dial in too) I punish then while they're in the air with b231 and they fall to the ground after the back 1 and get up while before the rest is complete and I get punished.
@@javianbrown8627 when I do f221 as noob saibot and someone jumps the rest will whiff no matter what and I get punished because my opponent mashed jump in neutral
@@Doma8307 Sometimes this weird thing happens too where you hit them and they just go flying when they shouldn't and you're stuck doing the rest of your sting when they've recovered
Awesome video, Dragon. Nice to see that you finally took your frustration with the game out and turned it into video which is very respectful and not bias. I agree with everything you mentioned. Unfortunately I don't feel like any of this will be addressed. Ultimate patch was a huge chance to make game better but NRS didn't do it regarding issues you complained about. Game is 2 years old and IJ3 is probably gonna be announced this year and I just don't see NRS changing MK11 at this point. Hope I am wrong.
Thanks Dragon for speaking out, here is some of the bullet points that we non-top players always made but it was never taken in consideration: Breakaway ruins this game and they are not fine in any way, if i already won the neutral and got a combo on the opponent's mistake, his reward shouldn't be get out of it, more so when they don't have to build meter let alone wakeup and full combo punish. It's really a bad mechanic, that needs to go, but being kinda late in the game, no character in this game should be allowed to break away if they don't after a lauch and before the combo filler starts. Flawless block, i do agree that FLB is way too easy to option select with offense or defense in some cases, FLB should be locked out if opponent is jailed, also the FLB interval timing should be slightly increased and the command should be tapping block and not holding it, that would make it interesting. Jump ins are broken, startup should be increased, they should be a bit more negative on block, and FLB window to jump attacks should be the same as Fatal Blows. Pushbacks on fatal blows shouldn't exist. One use only, miss, hit or block, get fucked, the fact that comes back if misses it's really a terrible idea and encourage miss uses. Not to mention that the cinematic is tiresome and annoying, i miss when X-rays took less than 10 seconds.
Another problem about this game is the command grab inputs, why does liu kang/jax have a 4 inputs command grab while geras/kotal only have a 3 inputs one? Like, its so not practical and you get a lot of input errors. If i wanna grab someone on wake up, i better do a regular grab, and thats so dumb.
I’ve always thought of it as a 2 button brain dead move that leads to more than 30% damage, has crazy pushback and comes back in 10 seconds if missed or blocked. Plus it’s a free resource which requires you to fall to 30% or less health so you can intentionally let your opponent put you to that threshold to make a combo that does 40% or more which can lead to the opponent losing the round whilst unable to use their fatal blow as a comeback. 3 bars x-ray was more reasonable. At least there was a cost to using it. It wasn’t a reoccurring resource, which if unsuccessfully used would come back in a brief period of time.
For real, Jax, Kabal, Frost, Noob, Cetrion, and Erron really need their fatal blows nerfed. Either make them punishable even from full screen, double their startup, or not let it return if it's blocked or whiffed, because FUCK FULLSCREEN FATAL BLOWS.
pls take jax off this list it’s already been nerfed and he’s very very punishable considering you can DUCK it. for that matter you can duck frost and erron’s as well.
@@tylermatthews427 the only one on this list that needs nerf is kabal. frost, jax, and erron black all have duckable fatals and noob and cetrion’s are slow as dogshit and very reactable. kabal has the blend of full screen, not quite reactable, and not quite punishable that you’re actually complaining about.
I feel like, they should bring back a similar mechanic to push block. Something like, all flawless blocks from jump-ins , can be U2'd or U3'd, likewise if you flawless block a gap in a string, you can do the same. My change would be after a knockdown, the player should enter a period of time , 5-10 seconds after getting up, when any flawless block can be cancelled into a push block animation where you reset the neutral by spending a bar of defensive meter (That period of time could be represented by changing the color of the bars or something like that ). That way, the player on the defensive can still "recover" or have an option to defend themselves, while the attacker doesn't get full combo punished for keeping their momentum.
the Breakaway Input Online is also total BS sometimes you get it out sometimes not because the Game doesent recognize ur Input while lagging its total Trash, and why you have to press Down AND R2 if you have a Complete Free Button on the Gamepad wich is doing nothing like L1 and L2 ?
38:17 Dbfz did very good job with with , for example auto combos . Casuals will mash 111 and their character will do a combo, and they have ilussion that they are doing something.Any good player will not use it cuz its nowhere near optimal dmg and meter build but its there and is not hurting anyone .
Mortal Kombat 11 is the best "Could Have Been" MK ever. In an ideal parallel timeline, NRS would deeply care about the game while listening to constructive criticism provided by players, in order to help this installment reach its immense potential. Sadly, we got gameplay crippling variation system, breakaways and infinite wake-up options, instead.
@@thegreatcornholio5635 MK9 was the perfect middle ground...especially if you were good at the movement-dashing. MKX was annoying because it’s 50/50+run the game..every character is a rush down one in that game and that messes up the meter management system. Again..MK9 was perfect,just need couple more patches.NRS needed to improve upon that design instead they keep changing everything...
When practicing anti airing in practice mode you need to set the 4 slots to jump in kick, walk back and forth, best far reaching normal, dash back. Then set to random hidden playback and try to whiff punish their normal and also try to anti air. This simulates a real match a bit better.
Also from what i remember the developes of Killer Instinct on Xbone got the original designers involved and someone who really knew and understood the original games to help in the development of the KI reboot, NRS really would benefit from doing something similar and involving extremely talented players such as Dragon in testing and idea implementation for future games.
I dont think its impossible to react to jump ins in the game. Its very difficult but I dont think most players are going to be thinking about mixing up their timing on their jump ins like that. I mean idk because I'm not a top level player like you but I can definitely anti air people with Rains standing 1 occasionally
Idk about “impossible” either but chances are slim to none and the risk just isn’t worth it because of the many options they have in the air. You don’t even have to play at pro level to play against people who can change their jump in timings. I’m surprised you get anti airs as much as you say you do because Dragon is pretty much spot on
@@josh2x226 I don't get it that often but in games I just pick and choose the right moments to go for it. It is very hard to react to jump ins in this game, you pretty much have to bait it or be expecting it. If I'm waiting for a jump in and see it coming then I just hit standing 1 with Rain who has a pretty solid anti air and I feel like it works more often then not. And yeah I still don't feel like the average player is thinking about changing up their jump in timing, that's more of a high level kind of play. But I just use Geyser Palm now and occasionally use standing 1 because it's easier to input on a late reaction
@@CaptainProx a lot of people change their jump in timings because they know its cheese. KL and alike. Rewind did this against me in my coaching session
I respect the hell out of your honesty and level head;It is refreshing to hear. I really wish they would listen to certain tournament players; because honestly there are some very bright young minds in the NRS FGC amongst all the negativity and ridiculousness.
Jump ins should always be punishable in every fighting game if they wanted mk11 footsie base each character should have a good uppercut or something I 1000% agree @Dragon_FGC
This is super insightful. I don't lab this game religiously like a lot of folks but it's always awesome to learn from high level players. I think all these critiques are totally valid even though I would be lying if I said I cared as much since I'm super casual. I still have faith that NRS will take some of the lessons from this game and push forward and make an even better game. MK11 Is super fun from a casual standpoint but I can see how some of these mechanics can become extremely frustrating in the competitive sphere. Let's see how the next game pans out. I think Street Fighter and Tekken need another solid top tier competitor and I'm hoping Mk or Injustice get up there some day.
I’m curious why you think d2 Krushing blows shouldn’t be changed because because you’re biased against them. I’m fine with them triggering on throws, but they definitely should not trigger on highs. Why should a player have access to a literal nuke for mashing d2 against pressure? It just makes pressuring in this game so needlessly scary for the person on offence (on top of flawless blocking on jails, etc)
Drew carey voice “welcome to mk11 where plus frames dont matter and you are in more trouble than the person who got knockdown being the person standing.” I like the invisible upper body for d2 anti airs. imo FB shouldnt be able to come back if you whiff it or meters if you literally are going to get pushback and have to try and get in again. Great video!
From the beta I was always wondering why fatal blows come back if you fail to hit them and that they're hard to punish. Like there's literally no reason not to go for one.
I love your content, I’m really grateful that you take a lot of time to invest in a game that a lot of people hate on. For myself I love this game and I play it daily, I inspires me as well as you guys. I do have a question for you, at seven minutes and 41 seconds you talk about flowers blocks and being punished for Jail. Is that not balance since it’s up to them to block or hit buttons?
I completely agree with all u said even the crushing blows and meter refilling.idk why they wanted to change every thing in this game.one thing that u didn't mention and it annoys me is the down 2.they are not punishable and have a lot of push backs.its just annoying.nice vidio by the way
I thought i was crazy for wanting to compete at this game and then not being able to because mentally i couldnt get my head around a lot of what an MK Gawd like Dragon himself has issues with. I was in Germany when the game dropped so I started out behind the 8-ball when I got back to Dallas i tried to play catch up the DFW homies and get back to atleast where I was in MKX but i couldnt. I can adapt sure no problem but i caught myself saying enough was enough. For me it was primarily not being rewarded or even punished for outplaying my opponent. Getting a hit and then them dropping out and full punishing had me dashboard deleting the game on multiple occasions. The game is good but it could be great and I feel your pain young Dragon sir
Skarlet is my main 😭. Flawless blocks on meaty is an issue at higher level, I don't really deal with that issue lol. Besides, because of her gaps, Skarlet has no way to meaty and cover both wake-up options the way Fujin did in the video (if someone knows of a way, please let me know). So I couldn't experience that with her if I wanted to. Her anti-airing is horrible, I agree with that. I have always had so much trouble with people who constantly jump and people who yolo fatal blow since I bought the game. This is despite the fact the Joker was my first main and his anti-airing is better than most. And as I have gotten a lot better at the game, I still lose matches to people activating fatal blow WHILE i'm hitting them. I had to learn how to flawless block jump-ins, which comes in handy sometimes, but the timing can be so different at any given point. So it's kind of a guessing game and it's risky. If I'm late, that's 25-30%. And if I actually land the flawless block attack on the jump-in, they can breakaway while I'm following up on the flawless block attack, which sucks. Also, why the hell do overheads lose to jumps? Why do characters become transparent or invincible to overheads sometimes when they jump? That's so frustrating. Go to practice mode and have the AI do Skarlet's back2. See how many ways you can jump over it. The move is already extremely unsafe for little damage, but you can also jump over it? Come on. I agree that the game is good. Certain mechanics just take away from it. I also thought they meant they were going to nerf the push-back on fatal blows. I was disappointed when I played a match afterwards, someone did a yolo fatal blow (as usual), I blocked it, and I was pushed like a mile away 😂. If it were up to me, fatal blow would be a special special-move. It would have no armor, and you would only be able to use it when canceling a string. Also extremely unsafe, so it's a full combo punish on block. That means you'd have to hit-confirm. None of that jump across the screen bs and armor. It would have the same damage but it'd be earned, and comebacks with fatal blow would be a lot more impressive. Something definitely needs to be done about jumps. I don't know how the upper-body invincible d2 would play out, but we need something. You're safest in the air and on the ground in this game than you are on your feet. That makes no sense to me.
It's just a fucked situation tbh. They promised kustoms when the game was first announced, but they realized they couldn't do it. People were pissed, so they rushed to make it available. Unfortunately, there's a lot of balancing issues that Haven't been addressed yet. It was super rushed, and they haven't been able to fix the issues I'm assuming bc of covid
@@brendanbartlett6994 covid fucked alot of things tbh...delayed a ton of DLC and updates for many games. Tbh I don't think kustoms is fully the issue..there really isn't that many moves that need adjustments in terms of kustoms...if anything they can really help some characters by making some kustom options just part of a characters base kit and allowing moves like terminate or blood clot
Even though getting punished when someone breaks away doesn't really happen to the characters I use, I think they could just force a delay wake up afterwards.
I think flawless block should only be available when you're in blockstun, that way you can only use it when there's a gap and the player on offense has to be more careful As for flawless blocking projectiles, that should go, but the chip damage for projectiles should be reduced to balance that out
I fully agree with everything Dragon said in this video, because as players we have these gripes it doesnt mean we hate the game its that these issues are holding it back from further greatness, who knows NRS love to go Radio Silent so maybe they are workin vigorously to fix the game and we do have to wait. With the ultimate patch NRS did well to make flawless blocking Fatal Blows easier with the 6 frame window, it is definitely easier and happens alot more now, but i think that a possible further fix would be to make fatal blows cool down time change to 15secs should it be blocked and 20seconds should it be Flawless blocked, Pro players will see this as a way to deal with the move and Fatal Blow reliant kasuals a bit easier but it doesnt change the overall expereince for the kasual vs kasual sceario as they wont normally even be able to flawless block and thats fine but it would give a more skilled mechanic a chance to shine as it would reward the flawless blocker with the opponents fatal blow now essentially being off the table and if the opponent is succesfull in holding out and surviving long enough to get it back then fair enough. I say this becaue for all the work NRS put into Fatal Blows they are not going to remove them or drastically change them nerf damage etc they just wont do that so just change the cool down to something that makes more sense.
I enjoy and agree with most of this rant talk. Especially with the anti air options in MK11 because I believe that is one of the reasons why people are upset with the sheeva stomp. Yes it is a ridiculous move in general but the fact that she has more options around that stomp compared to the character who is defending against it is mad dumb. So I also wish that D2's were upper body invincible. Also just for me, I dislike no effort KB throws. I hate being put in that situation where either guessing right and tech the throw or guess wrong for 30 percent of my health next throw. I like spawn's, joker's and jaqucci's where they have to set up or be in a certain situation for that throw KB to work but other characters throw KB's such as scorpion and kung lao.....ugh.
The breakaway is an oki opportunity because your opponent has no defensive options outside of delayed wake-up. If you're getting full combo'd from a breakaway, it's because you're not paying attention to your opponent's resources. If you just start a round and you launch and attempt to do a full combo and you get combo'd instead, that's your fault cuz you know they have 2 bars of defensive meter before you attempted the combo. Stop yourself mid combo and oki them when they break away. Y'all make it so hard when it's really simple.
@@smoothsavage2870 This could be debated but im not looking to do that in youtube comments. I fully understand what you're saying, really. I just don't think that the person who lost neutral should even get a chance at a free combo, it shouldn't exist in a healthy fighting game.
There are 8 wake up options lmao there are to damn many wakeup options there should be no reason a person on the ground or in the air should be more scary than a person standing
I can anti-air. Not with stand 2, but by backing up and punishing before they land. Or with a projectile, or with a long reaching move, especially Jade D2. Also, no invincibility frames is not a good idea. That's a cop out for simplistic games.
you the nailed the fatal blow and break away issues 100%. i think the up close poke/grab game needs to be looked at too. 50/50 grab techs are the bane of my existence
No he didn't, he didn't mention the fact that Fatal Blows go away on hit and can never come back. This could've been the sole reason why Fatal Blows work the way they are. Also he says that Breakaways should stay but he only complaints about them and not saying why they should stay.
SHORT HOPS SHOULD BE INVULNERABLE TO POKES OTHERWISE WE’LL JUST KEEP MASHING POKES UNTIL SOMEONE GETS HIT (scorpion, Geras, kung Lao... and 2/3 of the roster!)
I always felt like fatal blows need to be higher block stun and recovery. So you can react and punish, the should be like -20 or something, but instead of 40 recovery, be 50 or somethig
i am a noob at fighting games and i tried tekken7, sv5 and mk11 over the last couple of months. i enjoy mk11 the best, more than Tekken because its easier to pick up and lets u learn to do combos really really fast, it looks nice, less moves, and it s easy to play with a ps4 controller, better online than the other games mk11 feels clunky compared to tekken,which i think is objectively the better game, for some reason, like the physics how characters fall and shit feels robotic if that makes sense, juggling especially
Soooooo force a really long delay on wake up after breakaway, long enough so that every character in the game can finish their whiffed strings and be safe.. Fully remove pushback on FB.. And remove U2 from flawless block, but keep U3, make it reset neutral and do 0 damage, a “get off me” tool, that way you don’t have to worry about taking your turn either, worst that could happen is the opponent spends a bar to reset neutral which is pretty fair, could even do that with wake ups, a “get off me” U3 and do away with U2, no more fear of going for a meaty.. I don’t go around shouting about my issues with the game, I accept it how it is, but I’d also fully accept positive changes across the board
The fact that this video is 42 minutes says enough
Lmao that’s exactly what i thought
Cause he’s explaining the only few points he’s making
@@darian102030 Exactly. You can probably make a video like this about any game really, a few points and just in depth explanation can be at least 30 mins
The stuff about armor break mind game is nonsense. For some characters, if you break away quick enough you armor break ain't gonna land.
of those 42 minutes 20 are probably, ummmm, uhhh... uhh, like... umm... actually, umm, like, aaaa-, like, the uhmmmm... i think, like, kinda like uhm... like this
but it probably should be more than 60 minutes without that
Time stamps are in the description and the video is segmented to help you find what your looking for. Thanks for watching guys :)
I like your tecks bro thankyou ;) congratulations fron brasil
5 days ago but posted a few hours ago how
@@crypticxo6622 kkkkk i see this
Honestly Dragon, this video was pure facts about how this game suffers from these issues, but NRS can fix them, but idk why they aren't focusing on these problems. The breakaway situation, i like breakaway, but the fact that you can get combo punished off a rightly timed wakeup is just so annoying and triggering, im glad you put this on TH-cam. Hopefully NRS can fix major problems, especially wakeup fatal blow!
Let's not forget the complete disrespect for Shao khan 😤
mk11 : where the opponent on knock down is a lot more scarier than the opponent still standing 🤡🤡
NRS created a concept called reverse oki
and the opponent jumping is more scary than the opponent on knock down?
I find myself back dashing for life when I knock certain characters down.
Completely ruins keeping pressure.
Son that’s wildly true lmao
I’m so glad Dragon mentioned jump-ins. I say the exact same thing but everyone disagrees with me. You CAN NOT react to jump ins. Nobody seems to understands this. When your opponent is at the apex of their jump, (about 20 frames) that’s when you start to react to input your AA. But your opponent has already input their jump-in attack. You can anticipate a jump in the same way you can anticipate Sub’s F2, but in terms of not expecting it, seeing it, and reacting to it upon seeing it, you can not react. Jumping SHOULD be a risk in a game that is based on footsies, but currently, it’s 100% your best option.
why do people assume that the game is footsies based in the first place though. i have seen something closer to footsies much more often in xrd and that game is an airdasher with lots of knockdown games
@@sunthi9619 I think NRS had the intention to make this more footsies based. Ed Boon has said that. And there’s just a lot of neutral breaking moves that are punishable, incentivizing footsies. No running, slower movement etc. but then you have something like jumping which is completely free, barely any risk, neutral breaking and always gives you advantage.
@@sunthi9619 Honestly, the game is what ever the players make it... I even find that different regions have different playstyles even at high level even though the fundamentals and mechanics are the same. That's one of the things that makes game development so hard imo
Lmao the fact that geras fatal blow (a vacuum) pushes you away is hilarious af
we need it doe
“I GET PUSHBACKED TO AFRICA” LMAOOO
#DragonForNRS
Now he actually is :)
The breakaway doesn't even work half of the time, especially online. I am frequently unable to breakaway when I want to. This never happend in MKX, you could do a combo breaker whenever you want. This game doesn't even have a proper button mappings figured out, how often people get hit by a projectile and breakaway by accident when they are full screen...
LITERALLY, the game wouldn't let me flawless block and I had TWO bars
“Bro I get pushed back to Africa!” 😂😂😂
Breakaways are so easy to fix, all they have to do is force you to delay wake up when you break.
Or they could go the MKX route and make them reset the neutral
@@divinewallace in this game breakaway doesn't cost offensive meeter, so i feel like resetting the neutral is too much, the pressure should just go on again. Plus, they cant make that hard of a patch, it would hit the game very hard and you never know if thats a good thing or not. And also idk why i wrote this comment, NRS wont patch it anyway.
@@marcostolpovic4725 Fair
This is how you criticize a game without completely trashing it these are minor changes that won’t hurt any players
Facts. He's the only one I've seen give actual constructive criticism without being an asshat about it.
Actually there are many people who critisize this game fairly. It needs a lot of rebalancing to be enjoyable and make sense. From low level to high.
When the Cetrion main says the game has problems, then you know there's problems
A huge problem they shoule fix ASAP i dont here people talk about:
They should change the breakaway input (Down R2) !!! Why? Because sometimes you're just trying to block low, but because blocking low and breakaway is the same input (Down R2), a lot of times you get hit by something that puts you in the air and because you tried to block low, you will unvoluntarily do a break away and loose all your defensive meter while you just wanted to block low... This happens often and its very boring. It happens by exemple when you try to block subzero's slide and it hits you... You just breakaway and loose all your meter when you just wanted to block his slide. A very simple way to fix this issue is to switch the breakaway direction on the pad from Down R2 to Foward R2 (like MKX) Also, if we press multiple times the breakaway input, the game prevents us to breakaway just because we pressee the input multiple times, its just unecessary and sometimes, you cant breakaway just because you slighty pressed the breakaway input twice. It may cause you to eat full damage or your character breaks away too late and eats the fatal blow during the delayed break away or an armor breaking move etc... Its fine if they want us to stay stunned before a certain moment before we can actually breakaway out of combos but we should still be able to press the breakaway button as much as we want and still get the breakaway. Why did they make it the way it is right now?
I just started the video so you may have adressed this problem already but im still posting this comment in case if you didnt talk about it
Honestly this Is everything I’ve have been explaining to my friends I love MK but netherealm still to this day have not produced a real competitive fighting game don’t get me wrong they are fun to watch at tournaments but I don’t like the idea of someone winning money over there opponent with stupid basic guessing games that shouldn’t happen in the first place
I agree with all of it , my input would be change breakaway to L2 down instead , all the changes u listed .
I’ve been thinking the same thing
I can’t believe this video is only 42 minutes
42 is the answer...
this is exactly what NRS and the community need to hear. video is pure facts lol ive been saying the same things in my vids for a while so its dope to see one of the best players in the world be very honest about the many issues of this game. fire content.
Buff lao
Started out the video composed and methodical, ended the video ranting, yeah that sounds like what an hour of playing mk11 will do to you.
An other problem, since the L2 button is useless, they should use it for the map interactable actions. Because a lot of times, since amplifying special moves and interactables are the same input (R1), youre in the neutral or in a combo or whatever, you just wanna do an amplified special move but you character does a map interactable and you loose your meter plus the advantage in some cases... They should just make L2 as the inpute for interactables since L2 is useless...
I just started the video i dont know if you adressed this problem or not, im still posting this comment in case if you did not talk about this
I agree, on top of that if you try to roll and you fail which happens all the time, you stand and then you stance switch which prevents you from doing anything and you get punished
You should compare jump-ins against scumb grab. I have scumb grabbed so many people who jump at me
I will add one thing to this - WIFI on a Ranked mode with in game rewards needs to have some standards, Kombat League could be so much more let's hope future titles get a real online Ranked mode.
The biggest problem with KL is that it’s not a measure of skill at all, it’s a way to get gear and that’s it, you can reach God rank with a negative record, you don’t even have to win, you just have to play.. It shouldn’t reset everyone to 0 points every season, if people stayed in their ranks each month, but at the bottom limit of that rank the ranks would even out over time and the best players would stay in the best ranks and the worse players would stay in the low ranks, you’d always be playing against people at your skill level, the rewards shouldn’t be gear, they should be currency to spend on gear or something like that, KL is just a grind for gear when it should be a measure of skill, anyone playing for actual ranks is a fool, they’re not a measure of skill, they prove nothing, you don’t have to win
The lag is such an issue. I usually have of WiFi but my opponents lag out to frequently I win games I don’t deserve and I’m climbing when I’m not even sure if I’m ready.
I haven't met anyone who likes KL. Casuals hate it, pros hate, even commentators on official NRS tourneys talk shit about it. It's trash.
@@TheUltimateBastich Everyone hates it but most still play, especially streamers. SMH.
@@givemorexp cuz they need gear and skins
"Your reward for whiff punish is to get punished" that says it all...Dragon started very nice, like I really like the game, very polite and then minute by minute by the end of the video he just couldn't hold the frustration.. Yeah, I totally get you Dragon, I'm regular player that could get Demi-God/God level maining Shao Kahn only and I always come back to this game just to get salty again...
He hit the issue with breakaway right on the nose and I dont understand why they can't just add more recovery to break away or prevent an opponent from flawless blocking right after a d1 on hit. Should be a window where they have to wait to be able to perform it
I've always felt that the reason the variation system doesn't work as well as it could is because most characters base kit are not great. If you look at the top tier characters, their base kits are decent and the custom moves can enhance their kits. But most characters are using custom moves not to give creativity, but to fill in what their kit lacks. If all characters had decent base kits before customizing, then this variation system would actually let you change up what your character does and be creative. Instead, most people choose moves to fill in holes in their tool sets.
geras without the spike move has a few spots where he can get full combo punished for getting the hit :(
I agree with this video and I like your reactions to the fatal pushback lol, I also wish we could directly help nrs with these things we don’t like but who knows what they’re doing
Finally someone noticed that Skarlet has no anti-airs!!! Thank you, I thought I was going crazy!
I like scarlet she babe
Great video Dragon. I wanna offer though a note about your upper body air invincible D2 change, which btw is what I've been saying. You don't want an invincible frame, you want an invincible frame range. For example, I believe SFV's DP air invincibility is frames 3-6? So like for D2's, frame 5-8 invincibility is probably good.
Why did NRS do this?
Bc they don't know how to hire competent people
@@henriquequeiroz1464 because money
@@ksander1779 literally. I've had this discussion with people before. NRS is a company and the goal is to make as much money as possible. High level competitive players are the minority. And casual just-for-fun players are the majority by a LARGE margin. So to make as much money as possible they need to pander to their majority. Great business practice. Shitty game results lol
@@topdogg1231 You’re talking as if you’re a high level player 😑 not sticking up for the game but every business’s main goal is to make as much profit as possible, it wouldn’t be a business otherwise, it’d be a charity
@@Primitive01 even if he isn’t a high level player, what if he wanted to? He couldn’t because of the game design. I agree with the business thing but it was like you was trying to put someone down, doing that don’t justify against facts.
Bro the rage you have in the Fatal Blow part is shared in the entire comunity 😂 I dream of a better world with punishable fatal blows
Just bring back X-rays from MK9...having it tied to health bar is stupid...meter/resource management was done right in MK9. MKX was like no one used X-ray because of its rush down/combo system.
The main reason I dont like to play mk11 isn't mostly beacuse of the game, it's the players. Everyone only uses their mains, only uses the most op characters in the game, only uses the cheesy ways like abusing certain moves or abilities with certain characters.
Facts bro i had leave shao for sheva just be able get some wins and no a stomper either tbh
Which fighting games doesn't have chessers lol
Idk if people notice but the release from coming out of block is a lot slower than past mk games that's why it's so hard to anti air.
Love your points. Particularly using down 2 as a viable anti air for all characters.
In terms of fatal blows, I'm not a fan of how they work currently for various reasons.
1. If you throw it out and it doesn't hit, you shouldn't get it back.
2. I had an idea where there should be two types of fatal blow. One version where the cinematics are shorter and it does less damage. And then for max damage (what we have currently), with longer cinematics, you should have to earn that in kombat. Or you have to have full defensive and offensive meters to do it. Then there's actual reward. It's too cheap as it stands.
3. All fatal blows used in a winning round should automatically lead to a fatality.
My other suggestion is 'first hit props' should actually mean something in-game. Maybe the opponent briefly losses some meter.
Really enjoyed watching this! You have really good points and you're really passionate about the game.
And it's just absurd, we have a lot of players offering their feedback and ideas on how to improve the game, even willing to do the hard work (testing, design, etc) to make sure things actually become better. Devs can just ask and they'll get a huge feedback to work with. But they're completely silent. Like why? I believe people like you (if not all of us) who put so much effort and passion into the game are entitled to know why devs are not responding to this kind of content/feedback in any way.
I understand your point on breakaways and while I only have about 70hours in MK11. I like that the option exists not just for the mind games which Ik can be horrible at high level but gives you a decent reward and satisfaction when you read correctly, but more importantly, I like the fact that it gives the person getting hit options. Without it getting hit for a full combo would be incredibly scary and would lead to people playing much more carefully due to how deadly a single touch could potentially be (especially on certain characters). This would slow down the game and lead to people only trying to bait out moves that they can punish for a full combo. I've seen this happen in other games before where the risk of making a mistake is so high that you are scared to even press a button. It's the same as how when an fps game has a low ttk and it slows down the game (think pubg compared to say, Apex).
Perhaps a better solution is limiting the number of breakaways per match or having their meter take longer to build after doing it or like you said, to prevent them from full combo punishing upon doing a breakaway. The meter system sucks in general though, you shouldn't gain metre for doing nothing
*TLDR: I think of breakaways as a potential reward for trying to overdo it on their punish when I have full meter*
I want to be able to AA on Reaction without needing to Flawless Block
Some strings are only punishable with flawless block, and that doesn't make any sense
34:15 when he said I get pushed back to Africa 🤣🤣 who else is in Africa??
I'm in Siberia.
I've landed in Poland. It's far away from any civilization
I'm in Cape Town, South Africa.
I get pushed back to Antarctica when I block a FB
With break aways, you also have break away. So if you get a punish then get broke from, you can break from their punish too, and punish them. Giving you two punishes for their one. The second punish being unbreakable by the way.
You're thinking too much here lol. I really didn't think it was that hard to counter. Apparently i was wrong lol.
They also need to have a dedicated button for interactables. Left trigger isn't used.
Crazy thing is I can’t even meaty as Johnny when they delay wake up. You can fit in a d2 in between his 12 or 244 meaty. I learned the hard way
Lol NRS watched this video and actually invited him to the studio
For the flawlessblocks on the jails, i disagree that this is a problem because one of the best solution to that is only to use a move with a little bit of a slow startup after the poke. Doing so, your opponent wont get the flawlessblock he wants and he will be screwed and punished as he tries to do the flawlessblock inputs. I think this is a solution worth it and a very safe solution which does not takes away your pressure as the exemple you gave (poking and just moving backwards)
The getting punished for punishing someone else is especially annoying as Shang. If someone jumps and gets hit with the first hit of F242 they drop even without breakaway and can get up and full combo. Despite you catching them out.
This happens to me all the time when I'm playing Kitana (her strings are dial in too) I punish then while they're in the air with b231 and they fall to the ground after the back 1 and get up while before the rest is complete and I get punished.
@@javianbrown8627 when I do f221 as noob saibot and someone jumps the rest will whiff no matter what and I get punished because my opponent mashed jump in neutral
@@Doma8307 Sometimes this weird thing happens too where you hit them and they just go flying when they shouldn't and you're stuck doing the rest of your sting when they've recovered
MK really needs an overhaul. Fresh unbiased devs would be a good starting point
Awesome video, Dragon. Nice to see that you finally took your frustration with the game out and turned it into video which is very respectful and not bias. I agree with everything you mentioned.
Unfortunately I don't feel like any of this will be addressed. Ultimate patch was a huge chance to make game better but NRS didn't do it regarding issues you complained about. Game is 2 years old and IJ3 is probably gonna be announced this year and I just don't see NRS changing MK11 at this point. Hope I am wrong.
Thanks Dragon for speaking out, here is some of the bullet points that we non-top players always made but it was never taken in consideration:
Breakaway ruins this game and they are not fine in any way, if i already won the neutral and got a combo on the opponent's mistake, his reward shouldn't be get out of it, more so when they don't have to build meter let alone wakeup and full combo punish. It's really a bad mechanic, that needs to go, but being kinda late in the game, no character in this game should be allowed to break away if they don't after a lauch and before the combo filler starts.
Flawless block, i do agree that FLB is way too easy to option select with offense or defense in some cases, FLB should be locked out if opponent is jailed, also the FLB interval timing should be slightly increased and the command should be tapping block and not holding it, that would make it interesting.
Jump ins are broken, startup should be increased, they should be a bit more negative on block, and FLB window to jump attacks should be the same as Fatal Blows.
Pushbacks on fatal blows shouldn't exist. One use only, miss, hit or block, get fucked, the fact that comes back if misses it's really a terrible idea and encourage miss uses.
Not to mention that the cinematic is tiresome and annoying, i miss when X-rays took less than 10 seconds.
Another problem about this game is the command grab inputs, why does liu kang/jax have a 4 inputs command grab while geras/kotal only have a 3 inputs one? Like, its so not practical and you get a lot of input errors. If i wanna grab someone on wake up, i better do a regular grab, and thats so dumb.
Good point about FBs, never thought of it that way. Damn that fancy cinematic, it blinded me.
I’ve always thought of it as a 2 button brain dead move that leads to more than 30% damage, has crazy pushback and comes back in 10 seconds if missed or blocked.
Plus it’s a free resource which requires you to fall to 30% or less health so you can intentionally let your opponent put you to that threshold to make a combo that does 40% or more which can lead to the opponent losing the round whilst unable to use their fatal blow as a comeback.
3 bars x-ray was more reasonable. At least there was a cost to using it. It wasn’t a reoccurring resource, which if unsuccessfully used would come back in a brief period of time.
For real, Jax, Kabal, Frost, Noob, Cetrion, and Erron really need their fatal blows nerfed. Either make them punishable even from full screen, double their startup, or not let it return if it's blocked or whiffed, because FUCK FULLSCREEN FATAL BLOWS.
pls take jax off this list it’s already been nerfed and he’s very very punishable considering you can DUCK it. for that matter you can duck frost and erron’s as well.
@@driphamilton3138 FUCK NO. Any character with a full screen fatal blow are broken as fuck and need hard nerfs immediately.
@@tylermatthews427 the only one on this list that needs nerf is kabal. frost, jax, and erron black all have duckable fatals and noob and cetrion’s are slow as dogshit and very reactable. kabal has the blend of full screen, not quite reactable, and not quite punishable that you’re actually complaining about.
@@driphamilton3138 I don't care how duckable, reactable, or punishable they are, the fact that they can connect from full screen is stupid as fuck.
@@tylermatthews427 I agree
Great video. Couldn’t agree more. Thank you for sharing
I completely agree with your opinions. Especially that you should be rewarded when you know your opponent is going to jump and you're prepared for it
I feel like, they should bring back a similar mechanic to push block. Something like, all flawless blocks from jump-ins , can be U2'd or U3'd, likewise if you flawless block a gap in a string, you can do the same. My change would be after a knockdown, the player should enter a period of time , 5-10 seconds after getting up, when any flawless block can be cancelled into a push block animation where you reset the neutral by spending a bar of defensive meter (That period of time could be represented by changing the color of the bars or something like that ). That way, the player on the defensive can still "recover" or have an option to defend themselves, while the attacker doesn't get full combo punished for keeping their momentum.
the Breakaway Input Online is also total BS sometimes you get it out sometimes not because the Game doesent recognize ur Input while lagging its total Trash, and why you have to press Down AND R2 if you have a Complete Free Button on the Gamepad wich is doing nothing like L1 and L2 ?
In a game that conflicts moves o would'nt expect less
Nice one man. Forgot the hitbox issues tho.
Sonya, Cassie and Liu Kang all have horizonal jump kicks not vertical. Vertical is up and down. Horizontal is side to side.
38:17 Dbfz did very good job with with , for example auto combos . Casuals will mash 111 and their character will do a combo, and they have ilussion that they are doing something.Any good player will not use it cuz its nowhere near optimal dmg and meter build but its there and is not hurting anyone .
Mortal Kombat 11 is the best "Could Have Been" MK ever.
In an ideal parallel timeline, NRS would deeply care about the game while listening to constructive criticism provided by players, in order to help this installment reach its immense potential.
Sadly, we got gameplay crippling variation system, breakaways and infinite wake-up options, instead.
I do think they did listen, people complained MKX was too offensive so they made this more defensive.
@@thegreatcornholio5635 MK9 was the perfect middle ground...especially if you were good at the movement-dashing.
MKX was annoying because it’s 50/50+run the game..every character is a rush down one in that game and that messes up the meter management system. Again..MK9 was perfect,just need couple more patches.NRS needed to improve upon that design instead they keep changing everything...
When practicing anti airing in practice mode you need to set the 4 slots to jump in kick, walk back and forth, best far reaching normal, dash back. Then set to random hidden playback and try to whiff punish their normal and also try to anti air. This simulates a real match a bit better.
Dragon sounded like he was about to cry at that fatal blow section 😂😂
34:08 dragon your reactions kill me man I love your videos
Also from what i remember the developes of Killer Instinct on Xbone got the original designers involved and someone who really knew and understood the original games to help in the development of the KI reboot, NRS really would benefit from doing something similar and involving extremely talented players such as Dragon in testing and idea implementation for future games.
I dont think its impossible to react to jump ins in the game. Its very difficult but I dont think most players are going to be thinking about mixing up their timing on their jump ins like that. I mean idk because I'm not a top level player like you but I can definitely anti air people with Rains standing 1 occasionally
Idk about “impossible” either but chances are slim to none and the risk just isn’t worth it because of the many options they have in the air. You don’t even have to play at pro level to play against people who can change their jump in timings. I’m surprised you get anti airs as much as you say you do because Dragon is pretty much spot on
@@josh2x226 I don't get it that often but in games I just pick and choose the right moments to go for it. It is very hard to react to jump ins in this game, you pretty much have to bait it or be expecting it. If I'm waiting for a jump in and see it coming then I just hit standing 1 with Rain who has a pretty solid anti air and I feel like it works more often then not. And yeah I still don't feel like the average player is thinking about changing up their jump in timing, that's more of a high level kind of play. But I just use Geyser Palm now and occasionally use standing 1 because it's easier to input on a late reaction
I do. To convince people to stop anti airing me and condition them to block the jump in. Lol
@@CaptainProx a lot of people change their jump in timings because they know its cheese. KL and alike. Rewind did this against me in my coaching session
Completely nailed it dragon, amazing video!!
38:50 this is the hero we need Thank You Dragon.
I respect the hell out of your honesty and level head;It is refreshing to hear. I really wish they would listen to certain tournament players; because honestly there are some very bright young minds in the NRS FGC amongst all the negativity and ridiculousness.
Jump ins should always be punishable in every fighting game if they wanted mk11 footsie base each character should have a good uppercut or something I 1000% agree @Dragon_FGC
Another issue no one talks about despite how annoying it is, is when you input an EX-Special, only for the Interactable to override my input/combo.
"I GET PUSHED BACK TO AFRICA" - Dragon, 2021
Dragon is now canceled
lol
This is super insightful. I don't lab this game religiously like a lot of folks but it's always awesome to learn from high level players. I think all these critiques are totally valid even though I would be lying if I said I cared as much since I'm super casual. I still have faith that NRS will take some of the lessons from this game and push forward and make an even better game. MK11 Is super fun from a casual standpoint but I can see how some of these mechanics can become extremely frustrating in the competitive sphere. Let's see how the next game pans out. I think Street Fighter and Tekken need another solid top tier competitor and I'm hoping Mk or Injustice get up there some day.
I’m curious why you think d2 Krushing blows shouldn’t be changed because because you’re biased against them. I’m fine with them triggering on throws, but they definitely should not trigger on highs.
Why should a player have access to a literal nuke for mashing d2 against pressure? It just makes pressuring in this game so needlessly scary for the person on offence (on top of flawless blocking on jails, etc)
Exactly I fucking hate when once I condition them to block with millions of pokes, go for a high then get d2 KB’d because Jails are also ass
Drew carey voice “welcome to mk11 where plus frames dont matter and you are in more trouble than the person who got knockdown being the person standing.” I like the invisible upper body for d2 anti airs. imo FB shouldnt be able to come back if you whiff it or meters if you literally are going to get pushback and have to try and get in again. Great video!
i like how geras fatal blow pulling you in pushes you back lmaoooooooo
Jump kicks are in the game so you can’t anti air tho, not saying it’s right but it’s part of the rule breaking mechanic similar to poke specials
From the beta I was always wondering why fatal blows come back if you fail to hit them and that they're hard to punish. Like there's literally no reason not to go for one.
What if the reward for flawless blockiing was not a full combo punish but another thing entirely, like getting a defense or attack bar?
Why did nrs do this?love your content dragon, but cetrion needs to be nerfed along with jaquie
Please forward this on to NRS. Great points!
I love your content, I’m really grateful that you take a lot of time to invest in a game that a lot of people hate on. For myself I love this game and I play it daily, I inspires me as well as you guys. I do have a question for you, at seven minutes and 41 seconds you talk about flowers blocks and being punished for Jail. Is that not balance since it’s up to them to block or hit buttons?
I completely agree with all u said even the crushing blows and meter refilling.idk why they wanted to change every thing in this game.one thing that u didn't mention and it annoys me is the down 2.they are not punishable and have a lot of push backs.its just annoying.nice vidio by the way
I thought i was crazy for wanting to compete at this game and then not being able to because mentally i couldnt get my head around a lot of what an MK Gawd like Dragon himself has issues with. I was in Germany when the game dropped so I started out behind the 8-ball when I got back to Dallas i tried to play catch up the DFW homies and get back to atleast where I was in MKX but i couldnt. I can adapt sure no problem but i caught myself saying enough was enough. For me it was primarily not being rewarded or even punished for outplaying my opponent. Getting a hit and then them dropping out and full punishing had me dashboard deleting the game on multiple occasions. The game is good but it could be great and I feel your pain young Dragon sir
It's interesting that most of the issues pointed out here were addressed in MK1
Skarlet is my main 😭. Flawless blocks on meaty is an issue at higher level, I don't really deal with that issue lol. Besides, because of her gaps, Skarlet has no way to meaty and cover both wake-up options the way Fujin did in the video (if someone knows of a way, please let me know). So I couldn't experience that with her if I wanted to. Her anti-airing is horrible, I agree with that. I have always had so much trouble with people who constantly jump and people who yolo fatal blow since I bought the game. This is despite the fact the Joker was my first main and his anti-airing is better than most. And as I have gotten a lot better at the game, I still lose matches to people activating fatal blow WHILE i'm hitting them.
I had to learn how to flawless block jump-ins, which comes in handy sometimes, but the timing can be so different at any given point. So it's kind of a guessing game and it's risky. If I'm late, that's 25-30%. And if I actually land the flawless block attack on the jump-in, they can breakaway while I'm following up on the flawless block attack, which sucks. Also, why the hell do overheads lose to jumps? Why do characters become transparent or invincible to overheads sometimes when they jump? That's so frustrating. Go to practice mode and have the AI do Skarlet's back2. See how many ways you can jump over it. The move is already extremely unsafe for little damage, but you can also jump over it? Come on. I agree that the game is good. Certain mechanics just take away from it.
I also thought they meant they were going to nerf the push-back on fatal blows. I was disappointed when I played a match afterwards, someone did a yolo fatal blow (as usual), I blocked it, and I was pushed like a mile away 😂. If it were up to me, fatal blow would be a special special-move. It would have no armor, and you would only be able to use it when canceling a string. Also extremely unsafe, so it's a full combo punish on block. That means you'd have to hit-confirm. None of that jump across the screen bs and armor. It would have the same damage but it'd be earned, and comebacks with fatal blow would be a lot more impressive. Something definitely needs to be done about jumps. I don't know how the upper-body invincible d2 would play out, but we need something. You're safest in the air and on the ground in this game than you are on your feet. That makes no sense to me.
Nrs was pretty on top of their game before ultimate but now with kustoms theirs just so many issues to address
It's just a fucked situation tbh. They promised kustoms when the game was first announced, but they realized they couldn't do it. People were pissed, so they rushed to make it available. Unfortunately, there's a lot of balancing issues that Haven't been addressed yet. It was super rushed, and they haven't been able to fix the issues I'm assuming bc of covid
@@brendanbartlett6994 The balancing was no longer good before the kustom, so they go and launch kustom? To make it harder to balance the game?
It's like nobody is there to play test the characters an say this is to strong.
@@brendanbartlett6994 covid fucked alot of things tbh...delayed a ton of DLC and updates for many games. Tbh I don't think kustoms is fully the issue..there really isn't that many moves that need adjustments in terms of kustoms...if anything they can really help some characters by making some kustom options just part of a characters base kit and allowing moves like terminate or blood clot
@@sthepcorms6747 I think they were just trying to make the fans Happy. They really fucked it up unfortunately
Even though getting punished when someone breaks away doesn't really happen to the characters I use, I think they could just force a delay wake up afterwards.
I think flawless block should only be available when you're in blockstun, that way you can only use it when there's a gap and the player on offense has to be more careful
As for flawless blocking projectiles, that should go, but the chip damage for projectiles should be reduced to balance that out
I fully agree with everything Dragon said in this video, because as players we have these gripes it doesnt mean we hate the game its that these issues are holding it back from further greatness, who knows NRS love to go Radio Silent so maybe they are workin vigorously to fix the game and we do have to wait. With the ultimate patch NRS did well to make flawless blocking Fatal Blows easier with the 6 frame window, it is definitely easier and happens alot more now, but i think that a possible further fix would be to make fatal blows cool down time change to 15secs should it be blocked and 20seconds should it be Flawless blocked, Pro players will see this as a way to deal with the move and Fatal Blow reliant kasuals a bit easier but it doesnt change the overall expereince for the kasual vs kasual sceario as they wont normally even be able to flawless block and thats fine but it would give a more skilled mechanic a chance to shine as it would reward the flawless blocker with the opponents fatal blow now essentially being off the table and if the opponent is succesfull in holding out and surviving long enough to get it back then fair enough.
I say this becaue for all the work NRS put into Fatal Blows they are not going to remove them or drastically change them nerf damage etc they just wont do that so just change the cool down to something that makes more sense.
I enjoy and agree with most of this rant talk. Especially with the anti air options in MK11 because I believe that is one of the reasons why people are upset with the sheeva stomp. Yes it is a ridiculous move in general but the fact that she has more options around that stomp compared to the character who is defending against it is mad dumb. So I also wish that D2's were upper body invincible.
Also just for me, I dislike no effort KB throws. I hate being put in that situation where either guessing right and tech the throw or guess wrong for 30 percent of my health next throw. I like spawn's, joker's and jaqucci's where they have to set up or be in a certain situation for that throw KB to work but other characters throw KB's such as scorpion and kung lao.....ugh.
Somebody get Reo to watch the breakaway section, maybe he'll stop defending it now.
I had to stop watching them because all they do is defend the bad shit about the game lmao
The breakaway is an oki opportunity because your opponent has no defensive options outside of delayed wake-up. If you're getting full combo'd from a breakaway, it's because you're not paying attention to your opponent's resources. If you just start a round and you launch and attempt to do a full combo and you get combo'd instead, that's your fault cuz you know they have 2 bars of defensive meter before you attempted the combo. Stop yourself mid combo and oki them when they break away. Y'all make it so hard when it's really simple.
@@smoothsavage2870 This could be debated but im not looking to do that in youtube comments. I fully understand what you're saying, really. I just don't think that the person who lost neutral should even get a chance at a free combo, it shouldn't exist in a healthy fighting game.
There are 8 wake up options lmao there are to damn many wakeup options there should be no reason a person on the ground or in the air should be more scary than a person standing
@@for3v3xyy0ung There is only ONE wake up option after a breakaway, which is delayed wakeup.
the parts about AA and fatal blows, thank you
I just laughed at this part cause it's so true that hurts 8:05
LMAO
I also laughed at that part for the same reason
Well I’m sure there’s consequences for flawless blocking, like not timing it right and getting combo’d
Shao Kahns fatal blow is pretty much the only punishable fatal blow
The guy is speaking the truth 🤷🏾♀️
I can anti-air. Not with stand 2, but by backing up and punishing before they land. Or with a projectile, or with a long reaching move, especially Jade D2. Also, no invincibility frames is not a good idea. That's a cop out for simplistic games.
Sounds like you're carried by jump ins and don't want this neutered.
you the nailed the fatal blow and break away issues 100%. i think the up close poke/grab game needs to be looked at too. 50/50 grab techs are the bane of my existence
No he didn't, he didn't mention the fact that Fatal Blows go away on hit and can never come back. This could've been the sole reason why Fatal Blows work the way they are. Also he says that Breakaways should stay but he only complaints about them and not saying why they should stay.
@@RoyArkon Cry
SHORT HOPS SHOULD BE INVULNERABLE TO POKES OTHERWISE WE’LL JUST KEEP MASHING POKES UNTIL SOMEONE GETS HIT (scorpion, Geras, kung Lao... and 2/3 of the roster!)
this game should be called MK Poke master11 ,sub ,Johnny 90 percent of cast
Everything u just said is just sooo true I really hoped that they’d change those things like a year ago or so but by now I just gave up hope :|
ya its way to late now unless they overhaul it with a 4 character dlc drop lol
@@irvingp6859 Yee true
I always felt like fatal blows need to be higher block stun and recovery. So you can react and punish, the should be like -20 or something, but instead of 40 recovery, be 50 or somethig
i am a noob at fighting games and i tried tekken7, sv5 and mk11 over the last couple of months.
i enjoy mk11 the best, more than Tekken because its easier to pick up and lets u learn to do combos really really fast, it looks nice, less moves, and it s easy to play with a ps4 controller, better online than the other games
mk11 feels clunky compared to tekken,which i think is objectively the better game, for some reason, like the physics how characters fall and shit feels robotic if that makes sense, juggling especially
This is a very satisfying video to watch agree on basically every point
Soooooo force a really long delay on wake up after breakaway, long enough so that every character in the game can finish their whiffed strings and be safe.. Fully remove pushback on FB.. And remove U2 from flawless block, but keep U3, make it reset neutral and do 0 damage, a “get off me” tool, that way you don’t have to worry about taking your turn either, worst that could happen is the opponent spends a bar to reset neutral which is pretty fair, could even do that with wake ups, a “get off me” U3 and do away with U2, no more fear of going for a meaty.. I don’t go around shouting about my issues with the game, I accept it how it is, but I’d also fully accept positive changes across the board