Kombo into fatal blow
0
posted05/06/2019 11:01 AM (UTC)by
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tuuu
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Member Since
04/28/2019 12:58 PM (UTC)

Always been competitive player myself in different genres.

I love Mk11 but what becomes more obv. On higher level of play is a certain frustration:

if u combo into fatal blow u can take away more than 60 or even 65 % of health. To me it feels like a no brainer losing matches or even losing 1 round to that. A comeback should not be possible like this - instead it should be achieved with clever play. I AM Saying the game should not be about who can do most inputs, esp. When it's so easy with certain characters. Or when certain characters can use certain mechanics like nobrainers: hello cheap combo scorpion. I've seen a lot of players trying to play a character, then lose first match and switch to scorpion all the way until the end (competitive play). I don't think its a scorpion problem, he can just mess around, which is OK. But going from surprise attacks into combo, into fatal blow is just a joke looking at it. That applies to all characters, scorpion is just a funny prime example along with geras

My suggestion is

1. that you should be able to make a fatal blow only until after 2 hits of a combo - no further

2. Or to lower fatal blow damage

3. Or lower fatal blow damage when combined in a combo

4. What can u think of?

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Zv1k0
05/06/2019 11:38 AM (UTC)
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"But going from surprise attacks into combo, into fatal blow is just a joke looking at it."

I think it's fine and you pretty much answered it here by yourself. 50%+ damage can only come from either a very unsafe move or a krushing blow or if you are cornered. Basically, it depends on you. The solution is, don't get hit by it. And be even more careful when opponent is under 30%.

Damage form fatal blows scales a lot though. It's usually over 300 but when you are already in a combo of 200+ damage, fatal blow might be halved or more reduced.

Since you are using Scorpion as an example, his F34 is a krushing blow if it's a punish or a kounter. If you follow with amplified teleport, F32, amplified spear, F32 again, you do 363 damage. Usually you'd end that with DF4 but if you end it with fatal blow, you end up with 476 damage. So your fatal blow did only 114 damage instead of 310.

Now F34 which started this is not unsafe but it has 13 frame start up. So you either did a very unsafe move or your attacked whipped which resulted in a kounter and krushing blow which means you lost footsie game.

But you are also forgetting that so damaging kombos are usually juggles which can be escaped by breakaway. So yeah, I think it's fair.

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tuuu
05/06/2019 03:35 PM (UTC)Edited 05/06/2019 04:06 PM (UTC)
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I agree it's fair in the way both ways can do it.

That doesn't mean that the amounts of damage are Already in the perfect spot.

Don't be fooled that I took scorpion into this . He's not supposed to be the proof for anything. His design is just ridiculous when you watch high level players using him as a getaway from a loss

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