Combos in MKX

Kzaoo

Active member
Combos are nothing new to the MK series as we all know. The 'dial a combo feature' has existed since MK3 and it clearly hasn't changed in MKX. What I'm taking about does not refer to that, or even the newly implemented run mechanic, which will undoubtedly change the whole combo system.

What I want to talk about is the damage output and the whole metagame surrounding that.

What brought this to my attention was the inclusion of double freezes with Sub Zero. What made this stand out to me was, obviously, the combo potential. In the corner, Sub Zero would be able to put out so much damage with double freezes if the damage scaling system was the same as MK9's.

NRS are not so stupid.

The most obvious conclusion that I can come to is that NRS have implemented a completely new scaling system which reduces the damage for certain combos, but have increased the combo potential for each character (or maybe this just applies to Sub Zero and Scorpion), meaning that they can get more hits in, making the average damage output similar to that of MK9's. The reason I think that the combo potential has increased is the inclusion of double freezes and double spears in combos with Scorpion.


@1 minute 4 seconds in

As you can see here, a six hit combo with Sub-Zero did 21% damage. This does marginally less damage to a combo with a similar amount of hits in it in MK9. In MK9, a five hit combo with Sub Zero (Ji2, 212xxIceSlide) does 26% damage.

I know that they are two separate games, and two separate combos so the damage is bound to be different so it may not apply, but let's look at another character.


@51 seconds in

As you can see, a 5 hit combo here does 26% damage, so surely my point is proven wrong? Not quite. If you notice, see uses one bar of meter to get this damage. Combos that use meter are bound to do more damage. Let's take the same combo I did with Sub Zero and put an EX slide on the end. It does 28% damage.

So, I'll elaborate. What I think is that the developers have increased the amount of hits you can do in a combo due to double freeze, but as you know, when you have more hits in a combo, the scaling increases and each hit does less and less damage as you go on. What I think is that MKX has more severe scaling than in MK9, but the average amounts of hits in a combo will increase, leading the damage output to be similar to that of MK9's.

What difference does that make?

A bigger difference than you may think.

The difference lies in one thing: The super meter.

As you know, when you get hit, your meter builds. This does not scale. So, if in MKX, there are more hits in the combos, then there will be more meter. More meter = more breakers. More breakers = less completed combos. Less completed combos = less overall damage.

This could mean many things.

1. The game is faster because:
- People are more willing to take risks because if they mess up, a breaker is more readily available
- Combos last a shorter amount of time, so there is less 'breather' moments
- Ex moves are more readily available. Increase in the use of armor attacks means that zoning is less effective

2. The game is slower because:
- Matches will last longer because of a constant use of breakers
- Zoning may become more prevalent because people don't want to give their opponents meter

3. The uprise of grappler characters?
This one is way too early to speculate, but grappler characters typically do high damage with fewer moves. One may argue that they get zoned hard, but with the inclusion of interactables, they may not be as handicapped as we thought.

There's other stuff, but it slips my mind at this point. Sorry if this doesn't make sense, my thoughts are still a bit muddled.

Maybe this just applies to Sub Zero and Scorpion, but I just want to share what was on my mind.

Thoughts?
 
hmmm.. You make some very interesting points. For sure NRS has a new combo scaling system in place as double freezes and moves similar would be game breaking. I feel like they may have copied something similar to the way Killer Instinct's combo scaling works. Which is pretty much what you were saying as the combo continues on the damage decreases. I honestly believe they did this for two reasons.

1.) With the run button, we are going to see more and more people create huge very long combo strings.. this is fun and allows more diversity in you combo's however without the "descaling" of damage output I'm sure someone would wind up creating some ridiculous game breaking super long combo that does 80% damage or something. So allowing longer combo's needs to have descaling damage to prevent that.
2.) Having double freezes, etc., is not only to lengthen combo's but to get people to use there breakers. In the last MK game combo's were not terribly long strings of attacks so there wasn't much of a "need" for combo breakers. X-Ray and EX moves were much more important. Having longer combo strings, will force people to be more selective of what they want to do with there meter.. people would just be using it as an offensive measure with X-Ray's and EX they'll now NEED to break up people's combos.. The balance in this is that using "Run" uses up meter so if someone were to string together a super long combo and link it with a "Run" move to continue it.. they themselves would have to use up one of there bars of there meter.. which means they will not have a breaker available to them should they get interrupted. So for example the person on the receiving end of his combo could break it then go into an attack of there own rather safely.

Also I think Zoning will be effective no matter what.. With the environment being able to be so manipulative I can see someone not only using there long range attacks to stay on the outside but you can continually annoy someone using the environment around you and that cost's nothing on meter and is instantly available.. so I think Zoning could even be partially available even for grapplers characters if creatively done.. (obviously to a much lesser degree)

It'll be interesting to see the dynamic of what people create with there combos and what others do to counter it. But I'm certain there's damage scaling or this game would be broken fast.
 
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Two things: Damage scaling isn't from KI... it's in almost every fighting game that has combos (except SF2, I think).
Breakers were used a lot in MK9... it was probably the biggest use of meter. It had to be against characters like Kabal and Cyrax.

I think it's a pretty good change if that's the case. It makes the already large emphasis on meter that MK had larger and that's a good thing in my mind. I love the meter management aspect of MK.
 
Great thread Kzaoo. I hadn't even thought of the meter gain.


I wonder if they will keep the breakers the same as they were in MK9. Where projectiles couldn't be broken. It could be advantageous to keep an eye on the opponent's meter and end your combo with an Ex projectile when they are about to get a Breaker. Similar to Injustice when people do double b3's to prevent clashes.
 
Very nice observations of you guys.The run button is dreadful anyway.I was hoping that with MKX,Nrs would finally remove the block button,but instead they took a step back with this ridiculous feature.The developers really don`t care about MK having relevance in the fighting genre,just pleasing a few ''die hard fans''.
 
NRS would never remove the block button. The fans would lose their shit.
MK's fanbase is mainly a lot more casual than fans of other fighting game series. Mostly because MK games never had much depth in the first place. Introducing crossups to them would give them aneurysms :laugh:
 
Great thread Kzaoo. I hadn't even thought of the meter gain.


I wonder if they will keep the breakers the same as they were in MK9. Where projectiles couldn't be broken. It could be advantageous to keep an eye on the opponent's meter and end your combo with an Ex projectile when they are about to get a Breaker. Similar to Injustice when people do double b3's to prevent clashes.

I'm not sure what they'll do.

What could be cool is if you broke a projectile, you could be suspended in mid air, still vulnerable to attack. Kind of like True Ogre flying out of Combos in TTT2. If you got hit out of mid air, the damage scaling and hit pushback would be reset. I think it could add another layer of depth into the game.

That being said, I don't mind if it stays the way it is. The last bit of an MK round is always my favourite part. So many decisions to be made, so little time.

EDIT: The block button is a defining feature of MK. Taking out the block button is like giving street fighter a block button.
 
So sub can freeze a person twice? im so confused. I hope he cant because he is annoying as it is with that damn ice clone. And i saw Scorp use another spear right after one but the combo damage already showed so maybe he cant and sub just wasnt blocking? idk thats how i saw it.
 
Very nice observations of you guys.The run button is dreadful anyway.I was hoping that with MKX,Nrs would finally remove the block button,but instead they took a step back with this ridiculous feature.The developers really don`t care about MK having relevance in the fighting genre,just pleasing a few ''die hard fans''.

Not having a block button will make it extremely difficult to defend against quick teleporting attacks, they did that with Injustice and it was okay until Scorpion joined the roster, people were crying how his teleport punch was OP and NRS had to nerf it. Btw, NRS do not care about the hard core fans, if they did, they would've kept the ability to dash cancel.

Let's get back on topic, remember this is an early build, they might end up removing the double freeze. I hope that the Nut Punch doesn't leave you in a stunt state after the Fire Kiss, that'd be ridiculous.

tumblr_n7zodv1hF31rc75zuo1_250.gif
 
So sub can freeze a person twice? im so confused. I hope he cant because he is annoying as it is with that damn ice clone. And i saw Scorp use another spear right after one but the combo damage already showed so maybe he cant and sub just wasnt blocking? idk thats how i saw it.

Yeah, you're right about Scorpion. Derp. My bad.
Not having a block button will make it extremely difficult to defend against quick teleporting attacks, they did that with Injustice and it was okay until Scorpion joined the roster, people were crying how his teleport punch was OP and NRS had to nerf it. Btw, NRS do not care about the hard core fans, if they did, they would've kept the ability to dash cancel.

Let's get back on topic, remember this is an early build, they might end up removing the double freeze. I hope that the Nut Punch doesn't leave you in a stunt state after the Fire Kiss, that'd be ridiculous.

tumblr_n7zodv1hF31rc75zuo1_250.gif

Yeah, I didn't forget. Still, I felt the need to bring up the subject because I haven't seen any talk about this.

And, yeah, I do agree. That would be pretty stupid Maybe this is just character specific. Who knows? I'll be keeping my eye on it from now on, though.
 
NRS would never remove the block button. The fans would lose their shit.
MK's fanbase is mainly a lot more casual than fans of other fighting game series. Mostly because MK games never had much depth in the first place. Introducing crossups to them would give them aneurysms :laugh:

I understand,but it disapoints me.MK would benefit of back to block more than any other fighter,because of the teleport attacks.

Not having a block button will make it extremely difficult to defend against quick teleporting attacks, they did that with Injustice and it was okay until Scorpion joined the roster, people were crying how his teleport punch was OP and NRS had to nerf it. Btw, NRS do not care about the hard core fans, if they did, they would've kept the ability to dash cancel.

Let's get back on topic, remember this is an early build, they might end up removing the double freeze. I hope that the Nut Punch doesn't leave you in a stunt state after the Fire Kiss, that'd be ridiculous.

tumblr_n7zodv1hF31rc75zuo1_250.gif

I really don`t see this with negativity.A huge part of fighting games is reflexes.They would just have to make some teleports slower. Both Killer Instinct and Guilty Gears has characters with quick teleport attacks anyway.
 
There aren't any offensive teleports in KI though. With the exception of Fulgore and Spinal's shadow moves, which have cinematic startup.



What are you guys talking about with that gif of Cassie? That's her X-Ray right? So after the nut punch she pistol whips them and shoots them in the eyes. Unless I'm not understanding what you sluts are talking about.
 
Didn't notice the gif. Tbh, I'm pretty buzzed right now. I just thought they were special moves, haha. I was thinking of sonya with a nut punch... that would be dumba s hell
 
Very nice observations of you guys.The run button is dreadful anyway.I was hoping that with MKX,Nrs would finally remove the block button,but instead they took a step back with this ridiculous feature.The developers really don`t care about MK having relevance in the fighting genre,just pleasing a few ''die hard fans''.


NOPE

It wouldn't be MK without the block button.
 
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