Mortal Kombat XL

I told you! I knew you like her!

I like that she is fast! i thought she might be slow like Predator. thats what I dont like about Predatorā€¦he is just too bulky and slow for me. I like fast characters!

I played some Smoke after we got done and I really like him too!!! I might start using him a little bit!

Robot Smoke is mine! Itā€™s just jokeā€¦ But heā€™s really good mixup and reset combos. But he donā€™t have armor movesā€¦ : (

I never liked Cyrax and Sektor was ok, but so far I dont like him in MKXā€¦he is kind of slow.

I need more time to play around 1 day isnt enough

I havenā€™t tried Cyber Sub either.

Iā€™ve been play a lot of MK X mobileā€¦Iā€™ve almost got the 2 new skins unlocked. I already unlocked the 2 cards from console to mobileā€¦now i just have to win 2 more towers with hose cards to unlock the skin from mobile to console (Cassie and Jacqui)
Then I will be caught back up on having all skins except Gold Steel Scorpion which they need to sale for 2$ now that its been a year damn!!!

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Iā€™m having a lot a fun with leatherface.

Butā€¦thatā€™s it.

2 Likes

FYI
NRS has released the Official Patch Notes for MKXL. Check them out below, or here at this link: http://community.wbgames.com/t5/Latest-Updates/MKXL-Patch-notes-3-1-2016/ba-p/1059689

General Gameplay fixes
New rollback based enhanced online multiplayer is now active
Reduced chipdamage from most normals
Reduced metergain from having most normals blocked
Round timer now operates in real time seconds
Neutral jumping attacks are more negative on block on the way up
After a breaker or block breaker stamina is removed from both players
Stamina now starts to refill 2 secs after a breaker (down from 2.5 secs) at a 50% faster rate
Lowered the trade priority of most jumping attacks and increased hurt regions after their startup frames
Reduced the meter gain on most multi-hitting strings and some multi-hitting special moves
Grab background interactions now function as true command grabs which can combo from a hit
Most projectile background interactions can now have their trajectory lowered by holding Down which can make them harder to low profile
Adjusted the background collision at the ends of some arenas which would cancel out some profiles sooner than desired
Added 2 more recovery frames after a blocked or missed attack while jumping backwards
Adjusted the throw immunity of most special moves
Increased combo damage scaling after a throw tech
Combos do not end after a meter burned throw at the end of a match
Some hit sparks are now red when the move connects during an opponentā€™s recovery frames
Fixed some incorrect framedata in the movelist
Adjusted many combos which were inconsistent if the player and opponent were not both chest to screen or chest away from screen
Added 3 more frames to the throw tech window
A teched throw at the beginning of a match will no longer grant first hit bonus
Character Specific Fixes
Cassie - Flip Kick now has 7 startup frames (up from 6)
Cassie - Flip KickEx no longer has armor
Cassie - Down+FP is now -6 on block (up from -8)
Cassie - Away+BK has increased pushback and is now -4 on block (up from -9)
Cassie - Change the last input of the Cage Raged combo from Away+BP, FP, BP, Down+FP+BP to Down+BP+BK
Cassie - Reduced the cancel advantage of the 4th hit of the Away+BP, FP, BP, Down+BP+BK combo
Cassie - Away+BP, FP, BP is now -14 on block with less pushback (down from -4)
Cassie (Hollywood) - The hit advantage of Nut Buster and Nut Kracker are now more consistent regardless of the height it connects at
Cassie (Brawler) - Added Haymaker (enhanced version of Take Down) which is armored and does more damage
Cassie (Brawler) - Added Bone Breaker (enhanced version of Bow Breaker) which is armored, does more damage, and can combo from a hit
Dā€™Vorah - Increased the damage of Ovipositor Charge & Ovipositor Rush by 2
Dā€™Vorah - Ovipositor Rush now has 14 startup frames (down from 20)
Dā€™Vorah - Ovipositor Rush is now -17 on block (down from -12)
Dā€™Vorah - Away+FK is now a high block and +11 on block (up from +2 and a mid)
Dā€™Vorah - Away+BK has increased pushback and is now -11 on block (down from -15)
Dā€™Vorah (Swarm Queen) - increased combo damage scaling after dash cancelling out of Wasp Grenade
Dā€™Vorah (Brood Mother) - reduced the cooldown on Krawler to 3 seconds (down from 4)
Dā€™Vorah (Venomous) - Bug Spray &Bug Burst is now max -23 on block and +12 on hit (down from -20 on block and +15 on hit)
Ermac - Away+FP is now a high block and has 9 startup frames and 3 active frames (down from 11 start and up from 2 active)
Ermac - Down+FP is now -6 on block (down from -10)
Ermac - Increased the block advantage of Away+BP by 1 and it is now more plus on block the longer it is charged
Ermac - Towards+FK now has 11 startup frames and is -4 on block (down from 13 startup and -3 on block)
Ermac - Towards+FK, BK is now -1 on block (up from -6)
Ermac - Towards+BK, FK is now -6 on block (up from -11)
Ermac - Away+BK has increased pushback and is now -10 on block (up from -16)
Ermac - Changed the command input of Hover to Down, Up+Block (from Down, Down, Up)
Ermac (Mystic) - Levitate (Tele-Choke) is now -6 on block and has 9 startup frames (up from -14 on block and down from 11 startup frames)
Ermac (Spectral) - Changed the command input of Soul Ascension to Down, Up+Block (from Down, Down, Up)

Erron Black - Increased pushback on block for Sand Shot and it is now +6 on block (down from +7)
Erron Black - Increased range on Sand Trap Tackle and it now has13 startup frames (down from16)
Erron Black - Quick Sand Tackle will now combo from a hit
Erron Black - Increased the hit advantage of Quick Sand Tackle &Sand Trap Tackle by 10
Erron Black - Down+FP now has 7 startup frames (down from 8)
Erron Black - Towards+BK is now -12 on block and +17 on hit (down from -21 on block and up +7 on hit)
Erron Black - Away+BK has increased pushback and is now -7 on block (up from -12)
Erron Black - Increased hit advantage and hit cancel advantage by 1-3 on most normals and strings

Ferra/Torr - Added Little One Slide (enhanced Bowl Girl) special move which can allow for a combo afterwards
Ferra/Torr - Added Ferra Throw (enhanced Ferra Toss) special move which can allow for a combo afterwards
Ferra/Torr - BP, Towards+BK is now -5 on block (up from -8), does 1 less damage, and can now be special canceled
Ferra/Torr - Down+BP is now +4 on block (up from -11)
Ferra/Torr - Away+BK has increased pushback and is now -9 on block (down from -18)
Ferra/Torr - Down+FP (sans Ferra) is now -6 on block (down from -3)
Ferra/Torr - Away+BK (sans Ferra) is now -6 on block (up from -17)
Ferra/Torr - Towards+BP can no longer be used twice to extend the same combo
Ferra/Torr - Grab ā€˜nā€™ Stab can now combo from a hit
Ferra/Torr - Away+2 can now be special canceled into X-Ray or background interactions
Ferra/Torr - Increased hit advantage and hit cancel advantage by 2-4 on most normals and strings
Ferra/Torr (Vicious) - Added Boss Launch (enhanced Boss Toss) which goes farther
Ferra/Torr (Vicious) - Slightly reduced the range of Boss Toss
Ferra/Torr (Vicious) - Gut Ripper can now combo from a hit
Ferra/Torr (Lackey) - Boulder Roll&Double Boulder Roll are now -10 and -6 on block (down from -12 and -9)
Ferra/Torr (Lackey) - Increased combo damage scaling on Boulder Roll&Double Boulder Roll
Ferra/Torr (Lackey) - Colossal Crush can now combo from a hit

Goro - Increased the active frames on jumping FP
Goro - Shokan Slam can now combo from a hit
Goro - armor on X-Ray now lasts until the active frames
Goro - Towards+BK is now +4 on block (up from +2)
Goro - Away+BK has increased pushback and is now -9 on block (down from -13)
Goro - Reduced run startup frames and increased it distance traveled
Goro - Slightly sped up his step forward
Goro (Kuatan Warrior) - Tremor will be combo damage scaled after combo when used in an unavoidable off the ground situation
Goro (Dragon Fangs) - Shokan Massacre can now combo from a hit
Jacqui - Bionic Dash & Bionic Blast are now -9 and 0 on block (down from -19 and -21) with increased pushback on block
Jacqui - BP, FK is now a low block
Jacqui - Increased hit advantage and hit cancel advantage by 1-3 on most normals and strings
Jacqui - added 5 more frames to buffer the Stanky Leg input from BK
Jacqui - Away+BK has increased pushback and is now -6 on block (up from -10)
Jacqui (Shotgun) - Single Barrel is now +17 on hit (up from +1)

Jason - added 5 recovery frames to Back Breaker & Spine Shatter
Jason - Choke & Choke Slam now have 12 startup frames (down from 15)
Jason - You can now throw the opponent forward by holding Towards after Spine Shatter connects
Jason - Down+FP now has 6 startup frames (down from 8)
Jason - Down+BP now has 6 startup frames (down from 9)
Jason - Away+FK now has 9 startup frames and is -11 on block (down from 12 startup and -9 on block)
Jason - Away+FK, FP+FK is now a command throw
Jason - Added Away+FK, Up+FP combo string
Jason - Added Away+FK, Down+FP combo string
Jason - Towards+FK is now +7 on block (up from -1)
Jason - Down+FK now has 10 startup frames and is -3 on block (down from 11 startup and up -8 on block)
Jason - Away+BK has increased pushback and is now -3 on block (up from -14)
Jason - Down+BK now has 13 startup frames and is -2 on block (down from 16 startup and up -3 on block)
Jason (Slasher) - removed 9 recovery frames from Machete Toss & Machete Throw
Jason (Slasher) - Away+FP now has 9 startup frames and is -11 on block (down from 11 startup and -10 on block)
Jason (Relentless) - Increased the scaling damage boost from Damned to 1.1x / 1.25x / 1.45x / 1.75x (from 1.1x / 1.2x / 1.33x / 1.5x)
Jason (Unstoppable) - removed 12 recovery frames from Corpse Walk
Jason (Unstoppable) - slightly increased the health gain from Rise & Corpse Walk
Jason (Unstoppable) - Rise & Corpse Walk now also gain meter while active
Jason (Unstoppable) - while Punishment & Rampant are active most of your attacks will break through opponents armor
Jason (Unstoppable) - Punishment & Rampant now lasts 7 seconds (up from 5 seconds)
Jason (Unstoppable) - Rampant now lasts 10 seconds (up from 5 seconds)

Jax - Reduced the hit region of Towards+FK
Jax - Down+FP, Down+BP is now -2 on block (up from -7)
Jax - Increased combo damage scaling after Gotcha Beatdown, Downward Dash Punch, &Downward Dash Fist
Jax - Away+BP is now -13 on block (down from -8)
Jax - Down+FK is now -2 on block (down from 0)
Jax - Away+BK has increased pushback and is now -13 on block (up from -17)
Jax - Ground Shake will be combo damage scaled after combo when used in an unavoidable off the ground situation
Jax (Pumped Up) - Air Drill Punch &Ground Quake will be combo damage scaled after combo when used in an unavoidable off the ground situation
Jax (Wrestler) - Added 8 recovery frames to Quad Grab&Quad Grapple
Jax (Wrestler) - increased hit advantage after Back Breaker by 10
Jax (Wrestler) -Quad Grapple can now combo from a hit

Johnny Cage - Increased the active frames on jumping BP
Johnny Cage - Nutcracker is now -14 on block (down from -12)
Johnny Cage - Down+FK now has 7 startup frames and is -9 on block (down from 10 startup and -4 on block)
Johnny Cage - Away+BK has increased pushback and is now -12 on block (up from -22)
Johnny Cage - Down+BK now has 5 more recovery frames and is-6 on block (down from -1)
Johnny Cage - Increased damage of throw when Red Shadow is active
Johnny Cage (Fisticuffs) - Fist Bump now recovers 4 frames faster and lasts for 9 seconds (up from 8 seconds)
Johnny Cage (Fisticuffs) - Away+1 now has 10 startup frames (down from 11)
Johnny Cage (Fisticuffs) - Hits of Speed Bag string do additional damage on hit and block if Fist Bump is active
Johnny Cage (Fisticuffs) - does the increased damage throw while Fist Bump is active
Johnny Cage (A-List) - Nut Breaker is now -21 on block (down from -11)
Johnny Cage (A-List) - Nut Breaker when meter burned is now -14 on block (down from -12)

Kano - Up Ball&Uprise Ball will hit more consistently after 7 startup frames
Kano - Away+FP is now -8 on block (down -2)
Kano - Away+FP, FK is now -2 on block (down from -1)
Kano - Down+FP is now -7 on block (down from -9)
Kano - Down+FK now has 7 startup frames (down from 8)
Kano - Away+BK has increased pushback and is now -6 on block (up from -10)
Kano - Down+BK is now -12 on block (up from -7)
Kano - Air Ball now hits overhead
Kano (CutThroat) - Blade Slice is now -5 on block (up from -8)
Kano (CutThroat) - Bloody Slice is now -15 on block (down from -8)
Kano (CutThroat) - Away+FP has slightly increased range
Kano (Cybernetic) - Upward Laser now has 6 startup frames and 21 recovery frames (down from 10 startup and up from 18 recovery)
Kano (Commando) - Added 8 recovery frames to Rib Strike &Rib Breaker
Kano (Commando) - Choke &Strangle are now +15 and +23 on hit (up from -5 and +5)
Kano (Commando) - Gains a new BP, BP combo string
Kano (Commando) - Gains a new Away+FP, FK, FP+FK string
Kano (Commando) - Rib Breaker&Power Bomb can now combo from a hit

Kenshi - Blade Reflect & Blade Absorb now have 7 startup frames (down from 10)
Kenshi - Blade Reflect & Blade Absorb can now parry most non low attacks
Kenshi - After a successful parry from Blade Reflect &Blade Absorb you can special cancel into another special move
Kenshi - Away+FP now has 13 startup frames and is -1 on block (down from 17 startup and up from -6 on block)
Kenshi - Down+FP now has 7 startup frames (down from 8)
Kenshi - BP now has 9 startup frames and is -14 on block (down from 11 and -9 on block)
Kenshi - BP, BP can now be meter burned to reset the combo string
Kenshi - Added Towards+BP, FP, FP / BK combo strings
Kenshi - Away+BK has increased pushback and is now -9 on block (up from -13)
Kenshi - Away+BP is now -4 on block (up from -18)
Kenshi - adjusted the reaction of BP, FP, FP, BP+BK to make comboing afterwards easier
Kenshi - Increased the damage of BK by 2 and decreased the damage of BK, FP by 2
Kenshi - Towards+BK is now a high block, has extended range, and has 16 startup frames (down from 18)
Kenshi - BP, FP, BP is now -2 on block (up from -5)
Kenshi (Possessed) - After Demon Port & Demon Beam you can hold Towards to perform directional jumping attacks instead of neutral jumping attacks
Kenshi (Possessed) - Increased damage of Soul Push & Soul Charge by 2 and 5
Kenshi (Kenjutsu) - FK, BP, BP is now -4 on block (up from -8)
Kenshi (Kenjutsu) - Away+BP is now -4 on block (up from -18)

Kitana - Down+FK now has 6 startup frames and is -3 on block (down from 9 startup and up from -5 on block)
Kitana - BK is now +11 on block (up from +2)
Kitana - Away+BK has increased pushback and is now -2 on block (up from -6)
Kitana (Assassin) - Sharpen &Razor Blade now has 54 and 30 recovery frames (down from 73 & 55)
Kitana (Assassin) - Increased armor frames on Assassin Impale
Kitana (Mournful) - reduced block stun frames on the first hit of Glaive Return

Kotal Kahn - Away+BK has increased pushback and is now -8 on block (up from -13)
Kotal Kahn - Sunstone & Burning Sunstone now breaks through Ice Klone
Kotal Kahn - Towards+BK now has 23 startup frames and is now +9 on block (up from 20 startup frames and -2)
Kotal Kahn (War God) - Sword Quake will be combo damage scaled after combo when used in an unavoidable off the ground situation
Kotal Kahn (Sun God) - Moon God Choke can now combo from a hit

Kung Lao - Reduced the hit region of Jumping BP
Kung Lao (Tempest) - Orbiting Hat is now +7 on block (down from +12)
Kung Lao (Tempest) - Orbiting Hat is now +40 on hit (up from +17)
Kung Lao (Tempest) - Cyclone pulls the opponent closer when blocked

Kung Jin - Towards+BK is now +4 on block (up from -1)
Kung Jin - Away+BK has increased pushback and is now -8 on block (up from -12)

Liu kang - Away+BK has increased pushback and is now -9 on block (up from -13)
Liu kang (Dragon Fire) - Flip Kick from Bicycle Kick is now 0 on block (down from +2)
Liu kang (Dualist) - Yang damage buff no longer goes away when you get hit

Mileena - Removed 5 recovery frames from Double Sai Blast
Mileena - Removed 3 recovery frames from Sai Blast
Mileena - Removed 3 recovery frames from Air Sai Blast
Mileena - Down+FP now has 6 startup frames and is -5 on block (down from 9 startup and -4 on block)
Mileena - Down+FK now has 8 startup frames and is -6 on block (down from 10 startup and -1 on block)
Mileena - Away+BK has increased pushback and is now -4 on block (up from -8)
Mileena - Towards+BK now has 15 startup frames and is -8 on block (down from 17 startup and -31 on block)
Mileena (Piercing) - Removed 5 recovery frames from Low Sai & Double Low Sai
Mileena (Piercing) - Away+FP is now -2 on block (down from -5)
Mileena (Piercing) - Away+FP, BP is now -1 on block (down from +2)
Mileena (Ravenous) - High Pounce now has 12 startup frames, is -3 on block, and has 9 less recovery frames (down from 15 startup and -7 on block) and has increased range
Mileena (Ravenous) - Low Pounce now has 8 startup frames and has 8 less recovery frames (down from 13 startup)

Predator - Down+FP now has 8 startup frames and is -6 on block (down from 9 startup and -3 on block)
Predator - Down+FK is now -6 on block (down from -3)
Predator - Away+BK has increased pushback and is now -10 on block (up from -15)
Predator (Warrior) - Dread Slam now has 13 startup frames and is -4 on block (down from 29 startup and up from -9 on block)
Predator (Warrior) - Dread Launch now has 13 startup frames and is -14 on block (down from 29 startup and down from -9 on block)
Predator (Warrior) - removed 3 recovery frames from Self-Detonate & Self-Destruct
Predator (Hish-Qu-Ten) - lowered damage of all Plasma Shots by 1
Predator (Hish-Qu-Ten) - added 3 recovery frames with Cancel from Plasma Shot when the opponent is in block stun

Quan Chi - Trance is now +46 on hit (down from 80)
Quan Chi - Removed 9 startup frames from Sky Crush
Quan Chi - removed 5 startup frames from Sky Drop
Quan Chi - Ground Burst meter burn is now -1 on block (down from +14) but it can now be delayed to increase the block advantage
Quan Chi - Increased combo damage scaling after Ground Burst
Quan Chi - Away+BK has increased pushback and is now -8 on block (up from -12)
Quan Chi (Sorcerer) - Black Magic now activates in 29 frames and has 30 recovery frames (down from activates in 53 frames and 70 recovery frames)
Quan Chi (Sorcerer) - Final Hex now activates in 31 frames and has 53 recovery frames (down from activates in 47 frames and 55 recovery frames)
Quan Chi (Sorcerer) - Dark Curse now activates in 36 frames and has 59 recovery frames (down from activates in 45 frames and 62 recovery frames)
Quan Chi (Summoner) - Increased combo damage scaling after Bat attacks

Raiden - Towards+FP, BP is now 0 on block (up from -3)
Raiden - Down+FP is now -7 on block (down from -9)
Raiden - Away+BK has increased pushback and is now -3 on block (up from -17)
Raiden - Towards+BK is now +6 on block (up from -3)
Raiden - Increased the cancel advantage of Towards+FP, BP
Raiden (Master of Storms) - Static Traps now last 20 seconds (up from 10 seconds)

Reptile - Increased active frames on jumping FP
Reptile - Away+BK has increased pushback and is now -9 on block (up from -13)
Reptile (Deceptive) - added 5 recovery frames with Stealth & Invisibility when the opponent is in block stun
Reptile (Nimble) - Basilisk now recovers in 31 frames (down from 36)
Reptile (Nimble) - Basilisk Runner now recovers in 61 frames (down from 71)

Scorpion - Takedown & Takeout are now +15 on hit (up from -5)
Scorpion - FP, FP is now +1 on block (up from -4)
Scorpion - FP, BP is now -6 on block (up from -11)
Scorpion - Down+FP is now -7 on block (up from -9)
Scorpion - BP, FP is now +2 on block (up from -7)
Scorpion - BP, FP, BK is now +2 on block (up from -14)
Scorpion - FK now has 7 startup frames and is +2 on block (down from 11 startup frames and down from -3 on block)
Scorpion - Away+BK has increased pushback and is now -9 on block (up from -18)
Scorpion (Ninjutsu) - Away+BK has increased pushback and is now -4 on block (up from -16)
Scorpion (Ninjutsu) - The 2nd hit of Towards+BP is now an overhead block
Scorpion (Ninjutsu) - Away+BK can now be special canceled before the 2nd hit
Scorpion (Hellfire) - Hell-Ferno will be combo damage scaled after combo when used in an unavoidable off the ground situation

Shinnok - Amulet Curse has increased pushback on block
Shinnok - Down+FP is now -7 on block (up from -9)
Shinnok - Down+BP is now a high block
Shinnok - Away+BK has increased pushback and is now -8 on block (up from -19)
Shinnok (Impostor) - After Air Tricky Portal you can hold Towards to perform directional jumping attacks instead of neutral jumping attacks
Shinnok (Necromancer) - Judgment Fist & Judgment Smash now has 52 startup frames and is +2 on hit (down from 58 startup and -3 on hit)

Sonya - Away+BK has increased pushback and is now -10 on block (up from -14)
Sonya (Demolition) - Grenades no longer bounce when they hit the ground
Sonya (Demolition) - Drone Drop now reloads 5 frames faster and recovers 3 frames faster
Sonya (Demolition) - Increased combo damage scaling on Stun Grenade
Sonya (Demolition) - Drone Drop now adds combo damage scaling

Subzero - Down+FP is now -4 on block (up from -6)
Subzero - Away+BK has increased pushback and is now -5 on block (up from -16)
Subzero (Unbreakable) - Icy Slide will now leave the opponent frozen if it connects while Frozen Aura or Ice Aura is active
Subzero (Grand Master) - Klone Toss can now have its trajectory lowered by holding Down

Takeda - Down+FP now has 7 startup frames (up from 8)
Takeda - Away+BK has increased pushback and is now -5 on block (up from -9)
Takeda - Towards+BK is now +9 on block (up from +2)
Takeda (Ronin) - Blade Kall and Blade Summon is now -13 on block and only hits once on block or armor (down from -5)
Takeda (Ronin) - Away+BP now has 15 startup frames (up from 12)

Tanya - Away+BK has increased pushback and is now -7 on block (up from -12)
Tanya - FK, BK can no longer be canceled on the first active frame
Tanya (Kobu Jutsu) - reduced the blockstun on Tonfa Throw
Tanya (Kobu Jutsu) - Away+FP now has 10 startup frames (up from 9)
Tanya (Kobu Jutsu) - Reduced the pushback on block from the last hit of Tonfa Swipe
Tanya (Kobu Jutsu) - Away+FP, BP+BK is now -10 on block (down from -4)
Tanya (Dragon Naginata) - Increased damage of Away+BP by 2
Tanya (Dragon Naginata) - Increased damage of Down+Away+BP by 2
Tanya (Pyromancer) - removed 5 recovery frames from Low Fireball & High Fireball
Tanya (Pyromancer) - removed 2 recovery frames from Air Far Fire Blast & Air Close Fire Blast

Tremor - Rock Shower now activates 6 frames later and has 6 more recovery frames
Tremor - Rock Drop now activates 6 frames later and has 10 more recovery frames
Tremor - Down+FK is now -2 on block (down from +1)
Tremor - Down+BK is now -11 on block (down from -8)
Tremor - Ground Pulse & Ground Quake will be combo damage scaled after combo when used in an unavoidable off the ground situation
Tremor (Crystalline) - Krystal Blast Down Shatter is now -5 on block (down from 0)

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I wish NRS put some armor moves for Robot Smokeā€¦

He doesnā€™t seem to need it, though.

Why?! D:

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Because you seemed to be kicking all our butts last night perfectly fine, even with my Johnny Cage & Erron Blacck. My MAIN characters since launch. :sunglasses:

2 Likes

Because deal with it, thatā€™s why! XD

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So true. But I need some armor moves for Robot Smoke because there many pro player always bodied me. I did defeat Cr Dragon in MKX GPPO beta for onceā€¦

Haha, I went for Lansdowns achievement. What an achievement it is.
First off I was spamming a triplestaff combo. I met some guy playing assassin Kitana. The only thing he did was spam her chargemove, counter & fantoss.
I havenā€™t played MKX in a long while so I didnā€™t exactly know what I could do against it. Could I jump over her chargemove? Can I block it? Can I throw her when she is in countermode? So I lost the first match. Then I was matched against him again and I whooped him. By spamming a triplecombo.
After that match I got an amusing message from the poor boy =D

Next match I was matched against another guy I suppose was going for the achievement too as he was spamming uppercuts playing as BRC.

Gotta say though, the online is SO much better now.

Too bad I missed out on Jacqui & Cassies cosplay outfits :confused:

2 Likes

How is Mortal Kombat X? Is it fairly easy to learn combos?

Its awesome dude! But the combos are much different than KI. the combos are listed in the Character command list. you just input the button commands really quick and you can link several combo chains together and mix them up.

Fast finger commands for MK X! If you love KI you will love MKX just as much, you just have to understand they are different but can fill different voids for the player.

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@FallofSeraphs76 Isnā€™t MKX slower though? I remember trying MKX when it first came out and it seems pretty slow.

I do love how crazy KI can get but Iā€™m afraid of spending my limited gaming time learning a new fighter hah.

No its much faster IMO

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@FallofSeraphs76 Thanks for the info. Iā€™ll have to check it out.

So I finally sat down with BRC and Triborg last night and I have to say, theyā€™re both REALLY fun characters! I still think the timing on combos, especially on juggles, is really strange, but overall, I had a blast with them. Oh and the Pit looks AMAZING on my TV. Love it!

I find it interesting that Edā€™s been posting tweets from people asking for more DLC today. Now I know, Boonā€™s gonna Boon. He trolls like few others.

But a substantial part of me wondersā€¦ Why would they go through all the trouble of redoing the online experience nearly a year after the initial release, if KP2ā€™s the last batch of DLC?

What do you think? Is it the final gasp of a game whose content has run itā€™s course or do you think weā€™re in line for more? MK XXL anyone? Do you think weā€™ll see it and, perhaps just as importantly, would you want it?

3 Likes

NEW COMBOS VIDEO TOMORROW!


@FallofSeraphs76 You will love my ā€œEd Gein and Jasonā€ combos video!
: D

1 Like