Mortal Kombat thread.

Russian-chiropractic19

Well-Known Member
Standard Donor
Someone posted quite a bit of info on Jax in TYM

Jax (Wrestler variation)
Gains Air Back Breaker
Multi Slam
Automatic Gotcha Grab
Various Wrestler Strings

Ex Multi Slam (has armor) : Inputs have changed from MKX it is now: square, triangle, x, circle, then all 5 buttons, has to be well timed.

Multi Slam DBF 1 (2hits): triangle

Note: You can choose which side u want the grab to end on, on both versions of multi slam, also multi slam command grab has very short reach so u will have to be right up on ur opponent to get it.

Dash Punch (High): Still punishable on whiff like MK9

Dash Punch (Overhead) Hella Quick!, travels nice distance, and can be comboed in the corner, mid screen does not allow follow up, but hella unsafe on block

EX Dash P Overhead: Recovers more quickly on hit for follow up, dont know how safe it is on block

Jaxs MK9 F4: In MKX it is now his B4 (sweep) and can't be comboed into, but is still a hella good normal.

EX Gotcha Grab: Has armor and can be used as a AA, can be combo in the corner, and used as a wakeup.

Rising Knee BF 4 (DP) great AA move to catch jump ins

EX Rising Knee: Good wake up option

Air Back Breaker: Can still be linked from a JIK.

D3: Toned down from MK9, u can't spam this move anymore to try to dictate pressure, has a slight pause when connected.

D4: Decent reach, and nice option on footsies

Energy wave DB2: Can now be held down, but not dash cancelable

Ex Energy wave: Can be held down, but not dash cancelable, releases 2 shots, high and a mid

Note: Jaxes projectile is hella good this time around, much better then MK9

Ground Pound: Can no longer be canceled ( at least not in this variation) can still choose where u want it to hit

Wrestler variation strings: Jax has 2 special strings in this variation that allows for him to use his spine buster move from MK9 starts off mid and goes into a command throw which can be blocked.

Jax (Pumped Up)
Gains Unblockable (full screen) GP
Gains Air Drill Slam (unblockable)
Tremor DD4 (unblockable)
Super Gotcha Grab (command input)
Extreme Gotcha Grab ( command input)

Jax pretty much retains all his normal moves and strings except air grab, and 2 unique strings & specials he had from wrestler variation.

Super Gotcha grab: Allows the user to input a series of command inputs to up the damage on the gotcha grab, got to like 17% damage may be higher

Extreme Gotcha Grab (MB): Jax delivers a more brutal beatdown in this version, I connected like 10 hits off this thing, it hurts, landing this gives a nice chunk of damage

Ground Pound: Jax uses both hands to hulk smash the ground sending a full screen unblockable shockwave towards the opponent, this version of GP is slightly faster then other variations

Ex GP: Unblockable, does more damage

Air Drill Slam: don't know what this does, always forgot to use it lol.

TidBits:
-Winning animations after fights can be skipped
- Matches can be immediately restarted mid match
- Controller presets can be changed at character select screen
-Match rounds can be extended up to best of 5 i think, only tried up to 4
 

Jyakotu

Well-Known Member
Standard Donor
There was a discussion TOs were having about how variations would work. Apparently, some are in the favor of allowing winners to change variants if the loser changes their character and/or variant of said character. Others feel the winner should be locked into everything, meaning, same character and same variation.

But I already predicted that with variations, people will lock in on what is the "best" variation for each character no matter what the variation match up is. MKX is not so much about character matchups, but now it's more about which variation is a good counterpick to my opponent's variation.

What do you guys think?
 

Russian-chiropractic19

Well-Known Member
Standard Donor
im the type of guy that believes if you have the ability to blind pick character locks are stupid period so i really have nothing to say on the matter.
 

Argentus

Well-Known Member
There was a discussion TOs were having about how variations would work. Apparently, some are in the favor of allowing winners to change variants if the loser changes their character and/or variant of said character. Others feel the winner should be locked into everything, meaning, same character and same variation.

But I already predicted that with variations, people will lock in on what is the "best" variation for each character no matter what the variation match up is. MKX is not so much about character matchups, but now it's more about which variation is a good counterpick to my opponent's variation.

What do you guys think?
That's all variations are: counter picking.

Personally I'll just be settling into a single variation that suits my play style.

Either way its a big part of why I preferred being able to change styles in mid game like the 3d games. Adds more strategy and doesn't add a second layer of counter picking like we have now.

That said, treat each variation like a different character, and make it so winners are locked in.

Since variations are chosen at char select, that means each character is subdivided into three more characters with some shared specials. Looking at it that way, there's no reason to let winners repick their characters.

That'd be like letting someone who won in street fighter, freely repick between ryu, ken, and akuma, just because they are all shoto with shared specials.
 

Argentus

Well-Known Member
Someone posted quite a bit of info on Jax in TYM

Jax (Wrestler variation)
Gains Air Back Breaker
Multi Slam
Automatic Gotcha Grab
Various Wrestler Strings

Ex Multi Slam (has armor) : Inputs have changed from MKX it is now: square, triangle, x, circle, then all 5 buttons, has to be well timed.

Multi Slam DBF 1 (2hits): triangle

Note: You can choose which side u want the grab to end on, on both versions of multi slam, also multi slam command grab has very short reach so u will have to be right up on ur opponent to get it.

Dash Punch (High): Still punishable on whiff like MK9

Dash Punch (Overhead) Hella Quick!, travels nice distance, and can be comboed in the corner, mid screen does not allow follow up, but hella unsafe on block

EX Dash P Overhead: Recovers more quickly on hit for follow up, dont know how safe it is on block

Jaxs MK9 F4: In MKX it is now his B4 (sweep) and can't be comboed into, but is still a hella good normal.

EX Gotcha Grab: Has armor and can be used as a AA, can be combo in the corner, and used as a wakeup.

Rising Knee BF 4 (DP) great AA move to catch jump ins

EX Rising Knee: Good wake up option

Air Back Breaker: Can still be linked from a JIK.

D3: Toned down from MK9, u can't spam this move anymore to try to dictate pressure, has a slight pause when connected.

D4: Decent reach, and nice option on footsies

Energy wave DB2: Can now be held down, but not dash cancelable

Ex Energy wave: Can be held down, but not dash cancelable, releases 2 shots, high and a mid

Note: Jaxes projectile is hella good this time around, much better then MK9

Ground Pound: Can no longer be canceled ( at least not in this variation) can still choose where u want it to hit

Wrestler variation strings: Jax has 2 special strings in this variation that allows for him to use his spine buster move from MK9 starts off mid and goes into a command throw which can be blocked.

Jax (Pumped Up)
Gains Unblockable (full screen) GP
Gains Air Drill Slam (unblockable)
Tremor DD4 (unblockable)
Super Gotcha Grab (command input)
Extreme Gotcha Grab ( command input)

Jax pretty much retains all his normal moves and strings except air grab, and 2 unique strings & specials he had from wrestler variation.

Super Gotcha grab: Allows the user to input a series of command inputs to up the damage on the gotcha grab, got to like 17% damage may be higher

Extreme Gotcha Grab (MB): Jax delivers a more brutal beatdown in this version, I connected like 10 hits off this thing, it hurts, landing this gives a nice chunk of damage

Ground Pound: Jax uses both hands to hulk smash the ground sending a full screen unblockable shockwave towards the opponent, this version of GP is slightly faster then other variations

Ex GP: Unblockable, does more damage

Air Drill Slam: don't know what this does, always forgot to use it lol.

TidBits:
-Winning animations after fights can be skipped
- Matches can be immediately restarted mid match
- Controller presets can be changed at character select screen
-Match rounds can be extended up to best of 5 i think, only tried up to 4
Fuck can EVERYONE be a grappler now?
 

XZero264

FSD | Nichol
Premium Donor
Command grabs in 2D games still sometimes confuse me. I was juggling you, I really shouldn't be able to do this stuff (DOA spoiled me).


I can see that getting nerfed HARD. Can't wait to try out some Gunsliger combos into command grab.
 

Argentus

Well-Known Member
Command grabs in 2D games still sometimes confuse me. I was juggling you, I really shouldn't be able to do this stuff (DOA spoiled me).


I can see that getting nerfed HARD. Can't wait to try out some Gunsliger combos into command grab.
More importantly, which grabs are armored? I care less about comboing into them and more about which I can use as a DOA style defensive hold like I did in mk9.
 

J.D.E.

Well-Known Member
Standard Donor
I still think that variations are being downplayed here. Everybody else understands what variations are for except people here. That's just my opinion though.
 
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Argentus

Well-Known Member
I still think that variations are being downplayed here. Everybody else understands what variations are for except people here. That's just my opinion though.
Maybe. I feel more like variations are being overhyped though.

Just the same stance system as before, only now you pick one at character select instead of switching between them in gameplay, so now instead of real on the fly strategy, there's a fake sense of strategy through a second layer of counterpicking at character select.
 

J.D.E.

Well-Known Member
Standard Donor
Maybe. I feel more like variations are being overhyped though.

Just the same stance system as before, only now you pick one at character select instead of switching between them in gameplay, so now instead of real on the fly strategy, there's a fake sense of strategy through a second layer of counterpicking at character select.
That's not true. However, it does state that you may not need other characters. The variation selection or counter pick all depends on what you're wanting to do. You don't necessarily have to. Variations give you a preferred style of how you want to play your character (but you know that already) or you can decide to pick another character with a certain variation of choice. It's choice variety to your disposal. It's all about preference.

Like you hating a character & would rather stick to your character for example lmao
 
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Gurimmjaw

Well-Known Member
I think that is what the great thing about variations is. If one variation doesnt fit my playstyle I can try another one that might fit. I think variations are great and hope they stay and will appear in future MK games.
 

Awesmic

Well-Known Member
Standard Donor
I still think that variations are being downplayed here. Everybody else understands what variations are for except people here. That's just my opinion though.
Oh, come on now...

I don't need to play MK competitively to know the variations are intended to compensate for the relatively smaller roster than its predecessor and give each character wider options in how to fight their opponents as opposed to a single fixed moveset which may prove problematic against some characters. It's kinda like ISMs and Grooves, except this effects a character's own movesets as opposed to gameplay system direction.
 

Argentus

Well-Known Member
That's not true. However, it does state that you may not need other characters. The variation selection or counter pick all depends on what you're wanting to do. You don't necessarily have to. Variations give you a preferred style of how you want to play your character (but you know that already) or you can decide to pick another character with a certain variation of choice. It's choice variety to your disposal. It's all about preference.

Like you hating a character & would rather stick to your character for example lmao

How is it not true though?

We HAD variations twice before.

First by actually having different characters. Doubly so when you consider pallets swaps.
Then we had the stance system of the 3d games.

So the variations of mkx serve no rural purpose.
Having to choose at character select instead of switching styles during gameplay negates the entire purpose of different styles, because that essentially just makes them separate characters to themselves.
Secondly, saying "well nke you don't have to switch characters if their style doesn't fit you" isn't a good thing, that's just players feeling entitled, as I see it. Yeah I'm happy mileena can grapple now but I never complained about it before. I just used a grappler if I wanted to grapple, and learned how to use mileena.

I get what you are trying to say, but it sounds more like trying to excuse a bad element. What you say is technically true, but its not enough to justify it, especially since we already had what you say, but in better forms before.
I think that is what the great thing about variations is. If one variation doesnt fit my playstyle I can try another one that might fit. I think variations are great and hope they stay and will appear in future MK games.
See, I mean no offense, I'm just using you as an example here, but this roughly translates to "I don't want to learn my character and I'm glad now I don't have to", and part of why I don't agree with...no I don't agree with this way of implementing variations.
 
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