MORTAL KOMBAT 11 | NetherRealm Fighter Lounge

Another battle down. Training before the tourney tomorrow. Its rough out here in Out World. Smh. https://youtu.be/40O5zmW-pC0

Look, itā€™s Outworld:

I hope Arnold plays sth like deathstroke with some dope keep away game
and a wakeup sword flip haha

You making me wish we got Deathstroke over Joker.

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Should have got Darkseid. Can imagine fatalities with the omega beam or anti life equation

Mortal Kombat 11 should bring back non-playable secret characters like they did in 1 & 2. Now Street Fighter is doing these non-playable secret characters:

you got cyrax and sectorā€¦and people complain that they cant play them so even more would maybe not a really good idea.

Does this game have character variations like MKX did or no?

Yeah. Three variations for each character. Only difference is itā€™s not like MKX where each character got a variation to answer a specific gameplay style.

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Ah thank you. I was googling and couldnā€™t seem to find an answer that really explained it.

Whatā€™s the difference between the variations in X and 11? Is each variation in 11 geared towards giving the characters say, a zoning variation, a rush down variation, etc?

Somewhat, but it seems botched to me.

They designed this game to have custom variations, but didnā€™t want the headache of balancing that for tournament play (IMO) so they made 3 (was only 2 at launch) stuck variations for tournament play.

In my experience, they took the 3-4 cool custom special moves and spread them around the 3 variations. It doesnā€™t (usually) make the 3 variations equal as one is more tailored to the meta or the characterā€™s inherent flaws, etc.

Also, in some cases, if an ability is really good, NRS would also replace a move with a weaker version. IE, in one tournament variation, Sub-Zero can amplify his ice ball making for some dirty mixups for full combos off fast overheads, etcā€¦ To compensate, in this variation his slide is replaced with a cold shoulder attack which doesnā€™t hit low and I think is slower. Thereā€™s a few more things like this (such as Fujin losing his wind kicks for a slower, less damaging option in 2/3 of his variations).

MKX did the variations better to me because it felt like they designed the character from the ground up with these variations in mind. In 11, they tried to make them for different playstyles (for example, Sindelā€™s v1 is for damage/combo potential, v3 is for zoning, etc), but sometimes, it feels like they just picked things out of a hat. Itā€™s hard to explain though, and maybe Iā€™m wrong, but thatā€™s how I see it

X and 11 are very different games too, which could be part of my reasoning. X was about rushdown, mixups, and combos. 11 is more about footsies, smart neutral, and is a slower game overall and while rushdown/pressure is obviously still a thing in 11, itā€™s not as strong, and the combo routes arenā€™t nearly as openā€¦ Depends what youā€™re looking for I guess.

Also, you can make your own custom variations, but you canā€™t use them for Kombat League (MK11ā€™s ranked mode which cycles every few weeks), or other matches set for tournament/competive modes in-game. There are some online tournaments for custom variations, but they arenā€™t common and seem to be more invitationals for big-name playersā€¦ I suspect theyā€™ll make custom variations tournament legal one day (as a way to extend the gameā€™s longevity), but thatā€™s just a theory. I do have more fun playing custom variations, but right now you can only use those for casual matches with no match-making and maybe lobbies you setup.

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I ended up picking up the game last week when it was on sale and Iā€™m enjoying it so far. I like the emphasis more on neutral and converting that to combos rather than rush down being the only style thatā€™s really viable (although I still love MKX and there are things I like about it more than 11.)

The custom variation thing is pretty cool so far. Iā€™ve only really played around with Kano just yet, but I like the element of customization and I like the idea of being able to tune the characters more to your liking and have variants that are able to handle certain matchups. I loved how X handled variations but there were some that were just junk and I think the ability to have more than just the standard ones means you can get rid of the ones that are no good. Itā€™s just a shame you cant use them as much.

Overall though Iā€™m really enjoying the game a lot and glad I picked it up.

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So, I wonder if top Japanese Street Fighter players would like MK11 as well once they get passed the perceived reputation of MK sucks and such.

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Probably not, but are there a whole lot of Japanese MK players anyway?

TBH I find the MK games more fun than SF now. I grew up playing SF and put a lot of time into SF2, 3s, and IV, and after 4 I was like, ā€œnah, I need something else.ā€ NRS does such a great job in terms of having their own thing and making the game easy to learn and figure out based on the resources available within the game that SF seems almost archaic to me.

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Well, Mk11 is banned in Japan so it limits the player-base (there are ways to play it of course, but itā€™s not as easily available like as is in NA, and the matchmaking suffers because of it).

When i was a kid, I preferred MK. It was the ā€œcoolerā€ fighting game to me. I preferred its characters, lore, and aesthetics, as well as fatalities were dope for a young kid.

I took a break from games for a while and when i came back, i re-evaulated them, and MK has always had a certain level of jank (in regards to animations and polish) that i ignored. SF plays a lot smoother, but that doesnā€™t translate to more fun, though it may be better competitively. MK11 still has a lot of hit/hurtbox issues that I hope they correct eventually.

I guess it depends what youā€™re looking for. Iā€™m having more fun with MK11 these days, so Iā€™m playing that, but I also donā€™t have the time to take any game too seriously. I havenā€™t played SFV since the netcode ā€œupdateā€, but still play 3S and ST from time to time.

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Yeah same here, Iā€™m having the most fun with MK right now, playing the single player and customizing, and Iā€™m mainly a SamSho5Sp player so MK11 being more neutral friendly suits my playing style better. I love X but itā€™s harder to play neutral in that game, at least for me it is. Iā€™ve been on TYM and the community seems split between 9, X, and 11 even if everyoneā€™s playing 11. But they seem to have a lot more in common than SF or SamSho games do with their past iterations. Itā€™s a shame because 9 and X are really good and it seems like 9 is slowly being phased out.

Watching MK tournies is pretty hype too, even if I donā€™t know whatā€™s going on all the time, the game is fun to watch.

So MK is banned in Japan? Thatā€™s weird considering how much violence there is in SamSho. Itā€™s not quite AS violent but people are still getting split in half and the blood is far more up front than it is in MK11.

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Yeah, itā€™s banned in Japan. I think Australia and Indonesia too, if Iā€™m not mistaken.

Iā€™m not sure why exactly, but likely the gore is the reason.

To be honest, I think 11 is a little much. The fatalities when I was a kid were cool, but the better graphics today make it a bit too gruesome. If my wife saw what I was playing, sheā€™d think I have issues lol.

It was brought down from X though. Xā€™s graphics werenā€™t as good, but the fatalities seemed darker to me - some actually made me squeamish. 11ā€™s seem to bring back some of the humour the original ones had, but I also play on my TV in my living room and always worry that a kid could be walking out on the sidewalk and can see it as they walk by, lolā€¦ I probably wouldnā€™t do them so much, but Iā€™m getting back into this game on a new account and need them hearts and severed heads lol

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