Mortal Kombat 1: Finish Him!

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I’d prefer not even having fatal blows but it’s nice to know they can be stopped now.
 

Dreiko

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So this is the one fighter franchise that I don't play. If anyone has played the beta test, do they still have this mechanic where you don't time your attacks but you just have to lock in the 2/3 button string ahead of time and then it automatically executes with each move going into eachother with an identical pre-set timing as opposed to matching your button presses, allowing for delaying of moves? I remember it being like this when I tried the demo for mk9 back forever ago and that was all it took for me to avoid this like the plague.
 
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So this is the one fighter franchise that I don't play. If anyone has played the beta test, do they still have this mechanic where you don't time your attacks but you just have to lock in the 2/3 button string ahead of time and then it automatically executes with each move going into eachother with an identical pre-set timing as opposed to matching your button presses, allowing for delaying of moves? I remember it being like this when I tried the demo for mk9 back forever ago and that was all it took for me to avoid this like the plague.
Strings have traditionally been dialed in ever since MK3, but linking juggles in between them as extenders and following up with finishing strings/enders typically requires specific timings. I’d surmise MK1 would operate similarly. The difference now though appears to be a much greater emphasis on free form combo potential, so there’s that.

The biggest complaint I’ve heard during the stress test is the game feels slower than previous entries. Criticisms are vocal enough though that this should be addressed before release.
 

Dreiko

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Strings have traditionally been dialed in ever since MK3, but linking juggles in between them as extenders and following up with finishing strings/enders typically requires specific timings. I’d surmise MK1 would operate similarly. The difference now though appears to be a much greater emphasis on free form combo potential, so there’s that.

The biggest complaint I’ve heard during the stress test is the game feels slower than previous entries. Criticisms are vocal enough though that this should be addressed before release.

Yeah for me it's not combos that's the issue but rather pressure structure, where you have to commit to all 3 hits instead of choosing to just do one or two and then after seeing whether or not they hit or got blocked going into the third hit.

As for slowness, everything not guilty gear or blazblue looks insanely slow to me already. Maybe this is slower than other MKs I guess.
 
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Yeah for me it's not combos that's the issue but rather pressure structure, where you have to commit to all 3 hits instead of choosing to just do one or two and then after seeing whether or not they hit or got blocked going into the third hit.

As for slowness, everything not guilty gear or blazblue looks insanely slow to me already. Maybe this is slower than other MKs I guess.
The thing is people are of course comparing it to SF6, which is apparently quicker now than before? Haven’t played it, but I think people are concerned MK is trending towards a slower paced game after 11 was much slower paced than MKX as it is.

As for hit confirms, MK has ‘em along with options to commit or cancel depending on opponent’s reaction. Every character has cancellable strings for things like this, but some have better mixup potential than others.
 
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The thing is people are of course comparing it to SF6, which is apparently quicker now than before? Haven’t played it, but I think people are concerned MK is trending towards a slower paced game after 11 was much slower paced than MKX as it is.
Street Fighter 6 is pretty much faster, with or without the Drive Gauge. Though the DG makes moving options and combat run even faster. What doesn't help matters is that even Street Fighter 5 is faster than MKX and 11. No that's always been a distinct difference between both franchises. Even in the beginning, Mortal Kombat was always slower compared to Street Fighter. No matter how many times each games was modded or upgraded.
 
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Street Fighter 6 is pretty much faster, with or without the Drive Gauge. Though the DG makes moving options and combat run even faster. What doesn't help matters is that even Street Fighter 5 is faster than MKX and 11. No that's always been a distinct difference between both franchises. Even in the beginning, Mortal Kombat was always slower compared to Street Fighter. No matter how many times each games was modded or upgraded.
11 possibly depending on the character (Skarlet has slower strings and specials for example), but not sure about X.




If SFV ever got a turbo mode then that would be a different story.
 

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11 possibly depending on the character (Skarlet has slower strings and specials for example), but not sure about X.




If SFV ever got a turbo mode then that would be a different story.
I'll have to check them out later. I know Street Fighter V started off slow when it first released, but after Arcade Edition and Champion Edition, pretty much buffed every character and move a lot faster, if they weren't fast already.
 

Cicada 5

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Street Fighter 6 is pretty much faster, with or without the Drive Gauge. Though the DG makes moving options and combat run even faster. What doesn't help matters is that even Street Fighter 5 is faster than MKX and 11. No that's always been a distinct difference between both franchises. Even in the beginning, Mortal Kombat was always slower compared to Street Fighter. No matter how many times each games was modded or upgraded.
Which makes it strange when I hear people complain about missing the faster gameplay of X or even the first four games.
 

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The thing is people are of course comparing it to SF6, which is apparently quicker now than before? Haven’t played it, but I think people are concerned MK is trending towards a slower paced game after 11 was much slower paced than MKX as it is.

As for hit confirms, MK has ‘em along with options to commit or cancel depending on opponent’s reaction. Every character has cancellable strings for things like this, but some have better mixup potential than others.
While I do play 6, I hadn't played SF since 4 back like 15 years ago, but from what I heard 4 was faster, then 5 slowed things down, and 6 is like a middle ground of sorts. It's really slow too for me though, cause chars can't even run without spending resources, and some even when they do still don't go very far lol. I learned fighters with a char who could could not only double jump but double airdash, and he would have an install that gave him an 8 way omnidirectional cancel dash and 3 airdashes, so the difference between games like SF or MK to me feels like "the little forward hop-step goes a bit less/more far now than it did", it's still basically you being mostly stationary facing mostly the same way and hitting attacks that either cover a lot of space or propel you forward or jumping and being punished cause jumping is bad and you can't airdash. Oh and you can't even cancel the hop step into attacks and jumps, you're locked into it for the full duration. I'm used to being able to hit buttons literally 1f after dash startup lol.

I guess MK has just cancels as a hitconfirm, not normals and cancels both. It's something, it just feels "bad" to hit a full string and not even know if you landed a hit, ahead of time, and just pray it worked out so you'll get to do a combo. But this is more just different fundamentals at play.