So when MKX came out I complained a fair bit about how difficult combos were for Sub Zero, just to get up to 30% or so and I think that holds true for most of the characters. I did finally find a good and fairly easy combo for 32% for Ermac and some other solid basic combos that would allow me to play mix ups and stuff more than just try to get raw damage in long combos.
But I'm still having trouble with other characters, like Reptile I figured out I really like, but the highest combo I can get is like 23%. I looked up bread and butter combos and they all seem super tight timing or use meter just for 30% or so.
It seems like most of the characters require some sort of short wait or run or dash in between juggles to get higher than 20% and very few of the characters I've messed around with actually use their more iconic abilities in their strong combos.
It also doesn't help that every match I play online always has a noticeable latency, so where 30%~ combos were fairly easy to pull off in MK9 even in a laggy match, a lot of the timing strict combos in MKX I just cannot pull off online at all and can barely pull them off in training.
And I'm using a gamepad which seems to contribute to my execution problems a little too, so I don't know.
Hey! I totally remember your Sub-Zero thread! Good to hear you've begun to pick up Ermac--he has some of the most reliable damage output in the game, and for the most part his combos aren't especially timing-intensive (unless you're trying to manage his jump kick-to-teleport conversions or multiple run cancels).
The game has been out long enough that the general difficulty scale of characters has been parsed out. High damage, low input characters include Ermac (Master of Souls), Raiden (Master of Storms), Kung Jin (Bojutsu), and Scorpion (Inferno/Hellfire). These are characters you can perform devastating combos with without much or any of the more technical aspects of the game--run cancels or animation cancels, primarily.
A lot of characters in Mortal Kombat X have the most upside in set-up or 50/50 situations, situations where your opponents don't have the time to perform any action save blocking. Quan Chi is a good example of a setup character. Sub-Zero, too, is a good example, though less technical. These characters can do big damage, but succeed more as a result of continued situation control. Mortal Kombat X is a game about pressure. Pressure and momentum. Typically, you want to push your opponent into the corner as quickly as possible and keep them there. It's an evolution whose DNA comes more from Injustice than from Mortal Kombat 9.
I've abandoned the hope of playing this game online. Mortal Kombat X's netcode is just a dire mess. The game is completely different online, and I simply don't get a lot of enjoyment fighting both my opponent and the frustrating input delay match in and match out.
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I don't have a great point here. At least, other than to say that Mortal Kombat X is a unique animal, especially when compared to Mortal Kombat 9. The reliance on flashy, big damage combos falls by the wayside in Mortal Kombat X. You can know all the 50% damage combos in the world, but all that knowledge is meaningless if you aren't willing to invest yourself in the subtler mechanics of the game. Run cancels are hugely important. Timing windows are hugely important. While I initially found the idea of learning run cancels intimidating, adding them to my playstyle has changed the game for the better.
From a perspective of playability, Mortal Kombat X isn't any less fun than 9. It's simply the same transition that the series underwent between Mortal Kombat 2 and Mortal Kombat 3. Some players will like the old style, some will like the new.
So it goes.
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