MK 2011 Demo!

yes, you can do X-Rays by pressing BK + FK + BLK.

Ok, first, the throw button is a macro that actually is FP and BP together… so imagine it being the same as LP and LK to throw in SF3 or 3s.

The change stance button is also a macro that is FK+BK

So technically, X+O… aka FK+BK(change stance) + Block = X-ray

I’ll be posting more stuff in the coming hours to help the non-mk initiated along in the demo so you can get a better feel for the game. I’m sure some other MK heads will be doing the same.

The toasty dude popped up on the forest stage.

I know i wont be able to get the demo until next tuesday, but each time when your opponent is hit in the air is the juggling time shortened?

I got him on the Pit.

Also, who all appears in the Pit’s background? So far I’ve seen Sareena, Kenshi, and I think Daegon.

Please tempt me with a direct link, because I can’t find it. :confused:

with a standard TE stick layout ( 8 button JP SF ) I’ve been having success on the demo with
LP HP Block Tag
LK HK X X

Not the end of the world some people in the comments section on frontpage were describing, we’ll see how it pans out though.

Demo is amazing fun though. Scorpion feels really strong here.

Just a couple notes, though most people probably already know all this… Breakers don’t seem baitable or avoidable at all. You gain tons and tons of meter for having your attacks blocked ( one stock of meter for getting the first attack )

and Frost I think.

Check your inbox, CIA.

This is a very trivial question, but I was wondering in case any of you knew: is that fatality theme in the demo the final one? I’ve grown used to it, but for some reason it seems a tad “unfinished” in comparison to previous MKs. I don’t know music, so I can’t verbalize what I’m feeling. But is it the final theme? I’m OK if it is, but I think it would be cool if online we could switch. You can have either the MK1/2/3 theme after you unlock them somewhere.

I’m loving this Demo to death! MK9 seriously can’t wait anymore, April 19th GET OVER HERE!

send me the link too plz.

Played a ton of MK9 this evening at WNF.
Gotta say this game is super fucking fun. But as soon as you pick up that arcade stick/controller, you need to completely forget everything that the modern day 2D fighter has taught you. The game feels VERY foreign at first, even for someone that plays UMK3.

A few things of note:
-Characters feel very HEAVY. You feel like your character weighs 300 lbs, all the moves, normals, etc seem very slow to come out. You get used to it, but it takes a while to acclimate to. That isn’t to say that the game itself is slow, because it’s not. Once you familiarize yourself with the different methods of mobility, rushdown and juggles the game is actually really fucking fast paced.

-The game move list gives you a list of standard combos. From the looks of it, there really aren’t any “links” in this game, rather just a few 3-4 hit target combos that can cancel into specials. The real meat and potatoes is in the juggles and setting up said juggles.

-As some of you may know, this demo is made from a very old build of the game from before they had top players test it. Alot of things HAVE changed since this build was current. Throws have been completely re-worked, damage has been tweaked, the way the game manages corner juggles has been completely changed, etc. Basically, this demo is just for fun and to get a feel for it. Don’t expect to spend time in the lab with the game now and have it be the same when the game is complete.

-Sub Zero and Scorpion are the two best in the demo, IMO. Scorpion has really high damage potential and a very sneaky XRay, but Sub-Zero is a beast with his freeze beam and anti air slide.

-Mileena is fun, but feels very unsafe. Both of her approach attacks (teleport kick/rolling ball) are easily punishable for massive damage. However her teleport kick is wonderful for punishing whiffs. Sai spam is decent, but nothing to write home about.

-Johnny Cage seems really solid as well, but the arc on his projectile is just really odd and hard to place. His flash kick is pretty solid as well. Beyond that I’m too sleepy to go any further. I wanna play this shit some more! Can’t fucking WAIT for this game.

edit: Contrary to popular belief, this IS a six button game, you do not need 7-8 buttons. The button config menu lists, for some odd reason, that “throw” is Right Trigger or something, when right trigger is basically the EQUIVALENT to pressing light punch and light kick.

This video does an excellent job of explaining the button layout:
[media=youtube]bUIiwq529xg&feature=player_embedded[/media]

Seems like a really odd setup, being that Xrays are lk+hk+block. I had mine setup as:
LP HP X
LK HK Block

Nice info, thanks. ^
Do the attacks have an impact to them? I hate on fighting games when moves feel like love taps, Tekken and the VS series are pretty bad for this. If Scorpion reverse hook kicks a bitch in the temple, you should be feeling that shit haha. I’m hoping so, because this is Mortal Kombat after all but it’s hard to tell from videos alone.

Great writeup, Reppa. Man, I cannot wait to give MK a spin. I’ve been slightly burnt out on Capcom fighting games since I got back into the genre 3 years ago. Don’t get me wrong, I love any and all 2D fighting games, but the way MK is paced, how it handles playstyles, is so different. I want as diverse a genre as possible, and if MK can offer that with quality as well, we will truly have a winner in our hands.

I was playing the MK9 demo and from what I can tell you need 7 buttons for normal play and 8 for tag play. 4 attacks 1 trow 1 block 1 switch stance 1 tag (for tag mode).No run button too.

Mileena seems like she’s pretty awful in comparison to Scorpion and Sub-Zero. I liked her playstyle, but she has to take a big risk to do even the tiniest amount of damage.

Throw and switch stance are shortcut buttons on pad. They can both be accomplished by double button inputs (throw is LP/LK).

It’s a six button game in tag mode.

Yeah, X-ray are a bit weird at first with that setup, but it’s something to adjust to, I like block up top since my hand is there anyways so it’s more readily accessible. I agree about the pacing, the game felt kinda sluggish when I first picked it up, though it feels pretty quick when you adjust to it.

Does stance change do anything practical?

edit: So awesome if that smooth, non-input delay netcode turns out to be something real.

Can I get the link as well axeman? Thanks.

Ah yeah, that was my mistake for not clearing that up in my initial post.
Contrary to popular belief, this IS a six button game, you do not need 7-8 buttons. The button config menu lists, for some odd reason, that “throw” is Right Trigger or something, when right trigger is basically the EQUIVALENT to pressing light punch and light kick.

This video does an excellent job of explaining the button layout:
[media=youtube]bUIiwq529xg&feature=player_embedded[/media]

EDIT:
Any SoCal people that are looking to get into this game should join the SoCal Facebook group.
http://www.facebook.com/home.php?sk=group_186056348103338&ap=1