Injustice2 mechanics vs MKX mechanics
  • Page:
  • 1
  • United States of America
Rank Kombatant
Posts491
Likes11 received
17 given
Injustice2 mechanics vs MKX mechanics
12/30/2018 08:59 PM EST

I think its pretty safe to say that MK11 will be a solid marriage between MKX and Injustice2. I was wondering what everyone else thinks about some of the mechanical differences in the gameplay between those 2 games?

MKX mechanix...

The Block button: I absolutely HATE holding back for block.

The Run button: Can we get a unanimous Hell Yes for the RUN button?

Neutral Jump Punch: I can Live without it.

Injustice 2 mechanix...

4 bars of meter of 3 bars: MK11 will definitely have 4 right? I'll even take 5!

Background bounce: I was never a fan of this.

Wall bounce/stage transition: If mk11 doesnt have stage transitions, I dont see a need for this. But having said that, if that leak about a new mechanic called "krushing blows" is real, I ponder that this "krushing blow" is the former wall bounce mechanic. But instead of bouncing back, the opponent smashes into the corner of the stage, stunned out of his mind (what happened to Scorpion in the mk11 trailer), allowing you to RUN in and start your "korner kombat"

The TRAIT button: I loved the trait button. I really do hope they implement this into MK11. Not just becuz it gives us an easy to trigger special move, but it also limits the combo dialing to only 3 buttons vs 4 buttons. I'm not a pro-gamer. My brain can't remember EVERY combo for 30 plus players in a game, but when Injustice came out, I was infinitely better at remembering combos for the fighters who werent my main. Dragonball FighterZ came out and did the same thing. Only 3 attack buttons and 1 button for an instant KI-blast. DBFZ even went a step furthur and gave EVERY fighter the same 3button "pretty combo" (111 and 123) which really helped the newbz and casuals enjoy the game. My 2 kids are STILL playing DBFZ to this day, and I do think its becuz of the ease of use.

The soft uppercut: While the hard uppercut is iconic to Mortal Kombat, Injustice2 introduced the soft uppercut, which allowed you to combo afterwards. I didnt like this at first, it simply felt blasphemous LOL. But then I grew to Love it. I hope this is in mk11 and I actually have a pretty cool idea that hopefully they thought of too. The next logical evolution in the MK-uppercut is the "uppercut follow-up".. after you land a successful uppercut, immediately hit the meter burn for a spectacle finish that's a hard knockdown. It could be a fast fired upward projectile, or maybe a jumping flipkick that sends you flying. Or imagine someone like Raiden, uppercut followed by a powerful lightning strike. Talk about pretty combo enders (brutalities anyone?)

Mad Props to MINION, The SIG Sovereign!
Rank Monk
Posts191
Likes4 received
23 given
RE: Injustice2 mechanics vs MKX mechanics
01/03/2019 04:31 PM EST
0RI0N

I think its pretty safe to say that MK11 will be a solid marriage between MKX and Injustice2. I was wondering what everyone else thinks about some of the mechanical differences in the gameplay between those 2 games?

MKX mechanix...

The Block button: I absolutely HATE holding back for block.

The Run button: Can we get a unanimous Hell Yes for the RUN button?

Neutral Jump Punch: I can Live without it.

Injustice 2 mechanix...

4 bars of meter of 3 bars: MK11 will definitely have 4 right? I'll even take 5!

Background bounce: I was never a fan of this.

Wall bounce/stage transition: If mk11 doesnt have stage transitions, I dont see a need for this. But having said that, if that leak about a new mechanic called "krushing blows" is real, I ponder that this "krushing blow" is the former wall bounce mechanic. But instead of bouncing back, the opponent smashes into the corner of the stage, stunned out of his mind (what happened to Scorpion in the mk11 trailer), allowing you to RUN in and start your "korner kombat"

The TRAIT button: I loved the trait button. I really do hope they implement this into MK11. Not just becuz it gives us an easy to trigger special move, but it also limits the combo dialing to only 3 buttons vs 4 buttons. I'm not a pro-gamer. My brain can't remember EVERY combo for 30 plus players in a game, but when Injustice came out, I was infinitely better at remembering combos for the fighters who werent my main. Dragonball FighterZ came out and did the same thing. Only 3 attack buttons and 1 button for an instant KI-blast. DBFZ even went a step furthur and gave EVERY fighter the same 3button "pretty combo" (111 and 123) which really helped the newbz and casuals enjoy the game. My 2 kids are STILL playing DBFZ to this day, and I do think its becuz of the ease of use.

The soft uppercut: While the hard uppercut is iconic to Mortal Kombat, Injustice2 introduced the soft uppercut, which allowed you to combo afterwards. I didnt like this at first, it simply felt blasphemous LOL. But then I grew to Love it. I hope this is in mk11 and I actually have a pretty cool idea that hopefully they thought of too. The next logical evolution in the MK-uppercut is the "uppercut follow-up".. after you land a successful uppercut, immediately hit the meter burn for a spectacle finish that's a hard knockdown. It could be a fast fired upward projectile, or maybe a jumping flipkick that sends you flying. Or imagine someone like Raiden, uppercut followed by a powerful lightning strike. Talk about pretty combo enders (brutalities anyone?)

I’m digging the uppercut meter burn! That sounds wickedly smart lol ???????? They should have grabable meter burns as well!... after a throw allow to follow up with a combo... but I disagree on the 3 button mechanics :( id rather have all four buttons left punch, right punch, front kick, and back kick... that just seems like a huge change IMO

BUT THAT METER BURN THO

Haters gone' hate.
  • United States of America
Rank Kombatant
Posts491
Likes11 received
17 given
RE: Injustice2 mechanics vs MKX mechanics
01/16/2019 08:39 PM EST

A meter-burn throw?! Hell yes! LoL. Imagine the enemy wiffs up close, then hit em with your throw, meter burn pop-up, perform your best combo, end with the uppercut to meter burn flashy finish. LoL

As for the 3 buttons for normal attacks. I would be ok with 3 or 4 really. But I simply noticed personally that in Injustice2, my small brain was able to memorize waaaay more combos for different fighters since the dial-ups were limited to only 3 buttons. LMAO. But to each his own. That was the point of this thread, to see what everyone preferred.

In my original post, I forgot to mention the Forward+3 mechanic from Injustice2. It was basically the neutral jump punch from MK, but without jumping. Definitely a "must carry over" as well.

Mad Props to MINION, The SIG Sovereign!