Is it worth starting Mk11 now?

https://youtu.be/2MjM1X7FbZ4 did you watch this video I posted? Damn fanboy tone it down will ya? This is why they call it Moron Kombat. Did the guy say that he's trying to become a top eight player in the next two years? No. He said he's gotten an interest in fighting games and he wants to know where to start. There are tons of players, even a few in this post alone that said they regret starting out with Mortal Kombat. I started out with MK9 way back when and when I tried to go to other fighting games I was awful. Wasn't until I started playing other fighters like Guilty Gear and Street fighter the night begins to realize all the problems with MK.

Did I say other fighting games were perfect? No. One character has a zoning issue? Listen there's still time to have the most embarrassing post on reddit and yours is a serious contender. Have you watched any tournaments? Geras sand trap? Sonya's blaster? Liu's fireballs? Cetrion? Lol and there's more.

The big problem is that with Netherrealm is, instead of properly animating anything they just speed up the motion capture. Specials like Shao Kahn's leaping atk also don't go over projectiles as intended. Because his lower body remains so stiff and Netherrealm does not Grant i-frames. In another fighting game he would tuck his legs in or just get iframes through projectiles. And this is a problem for many anti-airs or anti-projectiles.

There are top 8s that consist of heavy zoning, and it's definitely not the same as keep out in a traditional 2D game. Lol c'mon now. High level players even admit that it's a flaw of the game along with the poor anti-airs, which is why down 1 is the preferred anti air of pro players. There's no hit-stop, no key frames. You also completely might ignored my criticism of how many special abilities completely break neutral or footsies, even though another room said that this was supposed to be a heavy neutral game. Between the heavy zoners and crazy teleport attacks none of that is true.

When your characters don't squash and stretch, or have the entire lower or upper body remain stiff it leads to all sorts of issues. Attacks that are supposed to go under highs don't function properly for instance. They've made a real effort to follow the principles of frame data in mk11, but because so many characters are locked down for their animations it's still not working as intended. They fixed a lot of the fence punching that was in previous games, but there is still issues.

There are dozens of pro players who have spoken about the transition from mortal Kombat to other fighting games.

Smash isn't a party game? Lol that's hilarious. I did say that the ceiling was much higher in Smash but I guess you missed that part. There are all types of nuances that are unique to Smash, maybe you haven't ever tried playing it with a group of friends for fun? It's definitely not the same thing as playing Tekken or Street Fighter with friends.

I think the only real execution required in MK 11 is flawless blocking, and if I remember right I believe they have tweaked that recently to make it a little easier.

If you want to live demonstration of the difference proper animation can make. Obviously this is 3d but the more important aspect here is how moves function as intended. https://youtu.be/Kr7y2C5wXZY

/r/Fighters Thread Parent