I wonder if when a Fatal Blow is broken, the attacker loses it for the remainder of the fight. That should have to count, would be ridiculous if it came back but the defender loses all 3 bars.
Then need to adjust cost of the breaker, it makes sense to spend 3 bars if you break a combo + fatal blow sequence, but should probably cost less if you break only a "regular" combo.
Wake up with armor into fatal blow with armor opponent spends 3 bars only for you to wake up with armor again and use fatal blow after a 20 cool down 😂
Just like every tag games ever you Choice best assist and just like veration you only Choice the best veration so I don't see how is it now problem 🤷♂️
Long time MK fan but this game looks terrible to me. Looks like MK 11.5. It has that slow, robotic feeling combat. MK 9 and X had such fluid and fast combat. Stupid fatal blows are even back. Also the art-style is awful. Scorpion and Sub-Zero look feminine almost.
@@bigche9122 2 months late, I'm here to say that mkx art style was really not good. Dark gritty brown devoid-of-character Christopher Nolan art style doesn't work for MK
Yeah it’s basically the weird call in system they had in the last game but in every mode. I’m honestly not a big fan of mechanics like that, I also think it looks ridiculous. Might be fun to play though
I loved MKX and played it to death, but after MK11 and from the looks of this game, I'm just not interested anymore. It's like they're setting out to make the blandest fighting game on the market. At least we get some legit fighting games with SF6 and Tekken 8. MK has just become the McDonald's of fighting games - yeah they sell tons of cheeseburgers, but they're never gonna be the best one you'll eat.
Exactly, guest characters are like the toys in happy meals. It's lost it's soul and tries to hard to appeal to the masses, while sacrificing what makes it unique
I hate how cartoonish it looks they should’ve kept mkx graphics style and it also reminds me of an injustice 2 clone just polished I can also see the guest characters getting annoying
Wait. So, basically, kameo fighter system is rather similar to the way Leonardo's trait worked in Injustice 2? By activating his trait Leonardo is able to summon one of the other three turtles, all with different attacks
@@haydenfisher1387 you need to expand your horizons little bro lol mk1 isnt the first game to do assists. look at all the great competitive anime fighting games, they all have assists and arent broken, you know zero what you're talking about
@@chromeheartsonme NRS has a hard time balancing their base roster. Shao khan didn't get decent until the pro tour came to an end. Just imagine how they'll do with the kameos alone.
This is the first I've seen of MK1 and I can't help but wonder if they could have implemented kameos differently, at least visually. They look goofy af as the run back off screen at the end.
@@arturdabrowski3976I believe they mean when a kameo does throw there's a longv awkward pause when your character is waiting for the kameo to get off screen not the actual speed of the throw animation
6:12 I keep hearing about fatal blow being breakable but do we mean that the initial hit can be broken? Or the cinematic? Cuz I don’t see it being the cinematic
I wonder why they removed flawless block attack. That was really cool mechanic and needed really good timing to perform it. It was saying like i know your frame, you can't do that move to me. This was a good punishment but there is not anymore. I always respected who doesn't miss flawless blocks and turn it to block attacks..
i agree but i think NRS did the right thing , FB kounter if dominated 100% creates a GAP too HUGE btw players and that leads to rage and "f*#$ this game" in majority of players (casual and semi pros) , kinda unfair in some scenarios.
Flawless Block should give the blocker extra meter. Does Up Block prevent jumping punch to grounded block strings? If you Up Block the jump punch, are you able to ALWAYS punish or is does it depend on the height or type of attack?
Don't know man I really don't like this game, I still prefer mk11 to this, the animations are too stiff and the gameplay it's too similar to the last game, for an only next gen game you would expect more
What I want to know is will it be as heckin grindy as mk11 and injustice 2. Cuz I don't think a 70 dollar game should have 100 hour grind per character to unlock cosmetices brutalities and fatalities....if your lucky
You two OG fellas are the only ones I actually listen too, in regards to Mortal Kombat. I've been a fan of both you guy's since your competitive day's, keep up the great work! The Kommunity doesn't realize how lucky we are to have people as knowledgeable as you two . Rock on! 🤘😎🤘
I'm so on the fence for MK1 due to... well, Kameos. However, another stellar video guys. Whilst everyone else has good questions regarding mechanics - the new and returning - how are you guys finding the new mechanics and Kameos? Do you guys like the tags? The new movement/surfing? Etc.
@@RoyArkon As objective as I can be, I will 100% agree with you that Kameos are gonna be great. Personally, tag fighters have never been my favourite thing. I'm interested on how people are going to find the reversion to breaker, air combat and new movement, though.
@@Break531 I do agree that Tag based games are not that great, but that's only true for 3V3 like DBFZ. However 2V2 are actually perfectly fine because you can still be inclusive with both members of your team on top of being way better to learn and control. MK1 doesn't even really make you learn 2 characters, because the other character is just gonna be an Assist. So if you approach Kameos as an open-ended universal mechanic rather than a separated char with it's own frame data, I think it will be much easier for you to grasp.
Agreed, I absolutely hate trying to play a fighter and my opponent being able to just cancel anything I’m doing by calling their buddy to come punch me in the head for free
Creativity was always there. MK9, MKX and even that crippled MK11 (which really was something). The biggest game changer here is: the fact that decision making and meter management is back in the game. The FB change means NRS were able to comprehend the random bs that was going on in MK11. Also, no more jumping like a maniac all over the stage. No more random D2 KB 40%+ scrub bs is around either. The frame data will change but I doubt D2 will ever have that stupid pushback on block it had in MK11. People may like it, or not. But from what we can see here, the days of free pass and that madness MK11 was build around is gone. Its like Sonic said "It fees like they fixed all the gripes I had with MK11 and made it a true mk9 sequel".
A breaker's fatal blow is still gone right? Returns only on whiff or block? I'm amazed at how well they've responded to the criticisms of 11. To take a game I enjoyed, enhance everything it wasn't great at, stylize the graphics a bit, and find a way to fit even more characters than usual for a series with so many great ones... It's perfect, they did perfect lol. Or wait, not perfect. Flawless. To much sf6.
No but willing to bet we won’t see anything this week as the big thing this week is tomorrow’s stress test which will go through the whole weekend! Next week will probably be the beginning of possibly a new reveal or Kombat Kast or both and it should be smooth sailing from there with less than three months left until release and so much to show. This is pure speculation but I predict the first character trailer we will see will be Li Mei 😅 I don’t know anything you don’t know but just making a bold prediction lol
Sorry if I missed it but do wakeup specials do less damage or change other than it won't launch? Doesn't look like Sub Zero does his stab after the slide and it switches sides?
Sub's EX slide side switches and doesn't have the final hit in general. Pretty interesting change for me, because you can still summon a kameo fighter during the slide, so long as it's an ambush.
All of these mechanics together look amazing. MK: Armageddon is my favorite 3D MK game, so having Air Kombat back is fantastic, also having both Fatal Blow and Flawless Block from MK11 bring the read-based and situational awareness type of a gameplay that I truly loved in that game. And of course with the Kameo system being based on the MK11 Towers of Time Konsumable system, which I'm super familiar with since I've spent so much time in the Towers of Time mode and know how fun and versatile it is (it truly is that), I KNOW that MK1 is gonna be incredible!
I’m worried about this cameo character assist thing. Everything else seems great. I grew up with Mortal Kombat but didn’t become a huge fan until MK11. Then I went and got MKX. I love both. After NetherRealm studios it became amazing! I love Mortal Kombat now but I’m very worried about assists. It just seems wrong to me. I hope it grows on me. Thanks for your videos I enjoy your MK content!
We just need the ability to macro dash to a button (*cough* stance switch *cough*) and then the "wave dash" (dash then crouch in quick succession) will be much smoother and more viable. I can see button box controllers being strong if a macro is not added.
@@BaldTorment it could be like marvel where there is a dash macro but knowing the timing between the characters dash speed in order to cancel for optimal movement is where the skill comes in. You still have things like assists to worry about so since it may be a lot more hectic, it could be for the better to not make dash have as many inputs.
What I've seen from TrueUnderDawg's video titled "PLAYING MORTAL KOMBAT 1 EARLY" @ 5:24 (?t=324) is that you DON'T spend kameo resources for the breaker at all. I think this requires clarification
I'm very happy with where this is going. The dash from 9 was the best, so im happy there, bringing it back hated 11s style. I'm also glad there not leaning into fatal blows agin. Being able to stop them is for the best it hurt the games competitive scene with the amount of spam that came with it. Lastly, I'm happy to see they took a note from skull girls with assisted attacks when you have more than one person on the team. This should make for some interesting play styles without taking too much from the game.
great video as usual, guys. greetings from Egypt 👋 i have a couple of questions: 1) breakers: everyone keeps saying that u need ur kameo "available", but what does that mean exactly ? do i have to have a bar of kameo ? or just the kameo character should be "off screen" to be ready to come and do the breaker animation ( even if both kameo bars are depleted ) ??? 2) Fatal Blows breaker: u keep saying that we can break fatal blows "combos" !! what does that mean ? i can only break it if it's used in the middle of a combo, not raw ? i can break a raw fatal blow ? is that what u guys mean ? and also, can i break it MID-animation ? or just in the starting hit of it and once the animation get started i lost my chance to break it ????
I think they've got cool stuff going with this new game, I don't know how much I like breaker being 3 bars, but I suppose it puts far more weight into using it than in MKX.
All those fancy tricks I'll never be able to use as a 40-something year old MK fan. Mortal Kombat Armageddon was the last game on this series where I could at least have control of the character. Ever since then everything is just made more hard on purpose and that, my friends, is NOT good game design. It is just an illusion to make you think you can master a game when you know how to push different buttons. Also one of my biggest gripes against Mortal Komba I is that it is basically a special move fest. Special moves are no longer special. They are now normal.
Im happy to see that canceling dashes with attacks and crouching is a available. I really hope that every character has fast wavedashes like they were in mk9
I like the game but the graphics are.. it lags, it glitches, the graphics when it switches are very off and you can see where some details are erased. Even Sindel's hair is cut short. Sadly the black hair looks grey and some characters go baled. Heads and clothing glitches and ends up floating to the side of them. There was also audio trouble where I can't hear them and right before the big battle hit, battle cries are playing while people are talking peacefully. It's a little sad and I really thought it couldn't be worse than mk11 but now I perfer mk11 graphics over this.
I came from tekken. So i’m confused about 2ds attacks, why do you need mid if you have low to beat standing, overhead to beat crouching? And is high a safer option because it’s literally duckable
I have a question: can you be killed by combo breaker IF it hits your cameo? I know that hitting a cameo deals 20 damage and that works for breakers too. Does that mean that potentially you can lose a round because you used a cameo in your own combo and got a breaker?
When in playing with my kids and i can see them getting frustrated, i like to break out into a random mk dance party, which is a random and rapid series of blocks, crouchesband stance switches. The up-block really sets it off.
If the movement is like mk9 im buying this game. Mk9 i was super good, i won almost every match only lost once or twice a day . But mk10 and 11 i lost more in matches.
I'm trying to find the name of that first tune in this video. I have been looking all over the Internet no platform can recognise it. I have checked Mortal Kombat OST lists and it is not there. Can anyone help me?
I'm on hard difficulty now on mortal kombat 1 when the first came out i started out medium bc when i played mortal kombat 11 i went from easy to medium now that mortal kombat 1 is out I went from medium to hard so maybe or whenever they decided to make another mortal kombat game in feature i might be going from hard to very hard
I’m so excited. Honestly the movement looks crisp and the dashes look pretty fast. I can’t wait to see the expression with the kameos and combos. My only gripe is breakers costing all of your resources, wish it was back to two bars but we’ll see how it plays out
@@WithRainyEyes93 My guy it's clear as day he was moving faster thank MK11 dashes when he was demonstrating the dash and canceling with down. I was playing MK11 this morning and it's a noticeable difference. Even he said it in the video, it's more like Mk9 movement.
How do you do the invincible counter? Like, when I throw a punch, kick, or enhanced wake-up against someone, they can do this thing where they do a little move with their arms and it will counter my attack and throw me to the ground. It seemingly doesn't cost and meter. Anyone seen this and how to do it?
Sounds like a parry. Not everyone has one, I’ve only seen Reiko do it. Parries usually only beat one type of hit, that is low or high. Using the other type will beat it.
What do you mean, variations made it possible for characters to have more moves. Now that there’s one set every button input is accounted for so they can only add so many moves.
Not exactly. It's definitely a mind game but there's ways to not have to guess on a 50/50 every time. For instance you can basically get a guaranteed jump in if you call a kameo first
The thing I love about this game is that on release, there's no meta, no broken characters like mk11. Everyone can pick a fighter, and they're pretty viable with lows and overheads.
Up block is a cool mechanic but looks so silly like they're playing an air saxophone 😂
Sounds like another reason for it to stick around 😂
@@etherealatlas64 definitely 😂
Agree but I do like the mechanic, too many people get away with jump ins
Its the next gen teabagging watch 😂
Doot doot
I wonder if when a Fatal Blow is broken, the attacker loses it for the remainder of the fight. That should have to count, would be ridiculous if it came back but the defender loses all 3 bars.
yes i agree that would be a stupid decision
Agreed 💯
Then need to adjust cost of the breaker, it makes sense to spend 3 bars if you break a combo + fatal blow sequence, but should probably cost less if you break only a "regular" combo.
Wake up with armor into fatal blow with armor opponent spends 3 bars only for you to wake up with armor again and use fatal blow after a 20 cool down 😂
It comes back it counts as if it was whiffed or blocked
Flawless block should reward the user with a small amount of meter.
Good idea😮
i mean tekken has that heat system so yea
everything looks amazing except for this Kameo BS i hope they make modes where they be deactivated on online play
90% of people won't be creative and pick the op cameo😢
Just like every tag games ever you Choice best assist and just like veration you only Choice the best veration so I don't see how is it now problem 🤷♂️
Possible, but that'll just give the rest of us a huge advantage lol 😆
I'm sure there will be several meta Kameos, as there always is in tag games, and which Kameo is meta might change depending on your character.
Long time MK fan but this game looks terrible to me. Looks like MK 11.5. It has that slow, robotic feeling combat. MK 9 and X had such fluid and fast combat. Stupid fatal blows are even back. Also the art-style is awful. Scorpion and Sub-Zero look feminine almost.
Everyone keeps raving about the graphics graphics graphics that , this game looks bad I’m not gonna lie
You must be Black.😂
They should’ve kept running, mkx art style, etc💀 I’m tired of polished injustice 2 clones
@@bigche9122 2 months late, I'm here to say that mkx art style was really not good. Dark gritty brown devoid-of-character Christopher Nolan art style doesn't work for MK
Am I the only one who dislikes cameo system?
Yeah it’s basically the weird call in system they had in the last game but in every mode. I’m honestly not a big fan of mechanics like that, I also think it looks ridiculous.
Might be fun to play though
Stick to MKX bruh
You can’t dislike it if you haven’t played ot
@@DjFrankGee2 its already 1v1 its not tagged.
Dude there's so Many ppl complaining online. I feel you they shouldn't made it the only way to play.
The title should be "the meKaniKs"
No
That sounds more like a movie 🤣
Hol up let him cook
Typically, it's if the word starts with a "C". So you would keep one of the "C's" in "kharacter".
@@warmace117 Khameleon?
The up block looks like the perfect move to invent a new type of taunt.
Like up tea bagging.
Lol 😆
It has 10 frame recovery
Also dash can be cancelled by down. So I think teabagging is still there😂
gonna need to because actual tbagging does a taunt in MK1
I ain't gonna lie this game looks like trash the mechanics look like a kid with a vendetta created them.
I loved MKX and played it to death, but after MK11 and from the looks of this game, I'm just not interested anymore.
It's like they're setting out to make the blandest fighting game on the market. At least we get some legit fighting games with SF6 and Tekken 8. MK has just become the McDonald's of fighting games - yeah they sell tons of cheeseburgers, but they're never gonna be the best one you'll eat.
Exactly, guest characters are like the toys in happy meals.
It's lost it's soul and tries to hard to appeal to the masses, while sacrificing what makes it unique
I hate how cartoonish it looks they should’ve kept mkx graphics style and it also reminds me of an injustice 2 clone just polished I can also see the guest characters getting annoying
Wait. So, basically, kameo fighter system is rather similar to the way Leonardo's trait worked in Injustice 2? By activating his trait Leonardo is able to summon one of the other three turtles, all with different attacks
Yes it's kinda like that, although it is more based on MK11's Assist Konsumables in the Towers of Time.
At least you still have a normal throw in place, I don’t mind Kameos but I’m sure they’ll be one that’s so broken
@@haydenfisher1387 you need to expand your horizons little bro lol mk1 isnt the first game to do assists. look at all the great competitive anime fighting games, they all have assists and arent broken, you know zero what you're talking about
@@chromeheartsonme NRS has a hard time balancing their base roster. Shao khan didn't get decent until the pro tour came to an end. Just imagine how they'll do with the kameos alone.
@@youngdresbaby mkx was perfectly balanced lol your first mk game must’ve been mk11
I just can't get used to Kameos.
They're a distraction.
Skill issues
Yeah I agree with ya
skill issue
I CANT GET USED TO THIS THING I'VE NEVER EVEN PLAYED BEFORE.
Lol, you're a meme.
It’s very cheap to think winning a match with assist Kameo..smh
Don't think I'll ever get over how beautiful this game looks in motion.
I heard it looks way better when playing in person, which is some pretty great news
It looks better the more you watch too.
Sub-zero's ice effect look beautiful
hey im late but yes the graphics are the best ive seen in my 22 year old life, hats off to them for finally using the hardware propery
@@venombrand3157😅😅😂😂
this honestly feels like a mix between mkx and 11 with the creativity of mkx and the easy to learn mechanics of mk11
Easy to learn mechanics of mk11?
Mk11 mechanics was trash compared to x... X was way better
@@B_HarTzfr bro. Mk11 was literally made for scrubs
Everything is looking absolutely beautiful except for the cameos
Kameo looks so cheap like 5cent gumball in the machine.
@@turbobooster9263 an absolute violation 🤣
This is the first I've seen of MK1 and I can't help but wonder if they could have implemented kameos differently, at least visually.
They look goofy af as the run back off screen at the end.
Thank you bro..everybody else just so happy for a new MK but I see potential flaws.
I feel like you could just have them portal out. It is a world established around multiverses and dimensions after all.
I like that it looks goofy. Reminds me of the older games
@turbobooster9263 MK is kinda supposed to be a little goofy, also I'm pretty sure the full game will have a mode without kameos
I really hope they speed up throw animations because they look like they drastically interrupt the flow of the game.
Not matter bruh
Just the opposite - it should be slower!
@@arturdabrowski3976I believe they mean when a kameo does throw there's a longv awkward pause when your character is waiting for the kameo to get off screen not the actual speed of the throw animation
That dash still looks miserable.
Does your Kameo being the forward throw mean it also is on a cooldown? Or are certain Kameo things not subject to that?
No it doesn't cost anything. Basically just a cool additional way they chose to get your kameo involved
if you dont have your kameo, your character literally just shoves the opponent, its weird
Im still mad about the fatal blow existing
6:12 I keep hearing about fatal blow being breakable but do we mean that the initial hit can be broken? Or the cinematic? Cuz I don’t see it being the cinematic
I think they mean you can counter the fatal blow.
I wonder why they removed flawless block attack. That was really cool mechanic and needed really good timing to perform it. It was saying like i know your frame, you can't do that move to me. This was a good punishment but there is not anymore. I always respected who doesn't miss flawless blocks and turn it to block attacks..
Up block is better
i agree but i think NRS did the right thing , FB kounter if dominated 100% creates a GAP too HUGE btw players and that leads to rage and "f*#$ this game" in majority of players (casual and semi pros) , kinda unfair in some scenarios.
Flawless Block should give the blocker extra meter. Does Up Block prevent jumping punch to grounded block strings? If you Up Block the jump punch, are you able to ALWAYS punish or is does it depend on the height or type of attack?
So hyped, can’t wait for the beta
Same 👊
Don't know man I really don't like this game, I still prefer mk11 to this, the animations are too stiff and the gameplay it's too similar to the last game, for an only next gen game you would expect more
What I want to know is will it be as heckin grindy as mk11 and injustice 2. Cuz I don't think a 70 dollar game should have 100 hour grind per character to unlock cosmetices brutalities and fatalities....if your lucky
I like both online and single player so am probably part of the vast majority who quite enjoy the grind and exploration of single player.
We enjoy the grind. You should not get everything in a week.
No one has that answer yet, we'll just have to wait and see
It is WB games so yeah, expect that to happen.
@@ТодорСтаматов-ъ4яno one said that however I don’t want to grind to the point of not having fun anymore
This game is gonna look beast when it comes out. Graphics and all.
I'm so glad they're back to normal meter. That other way was a convoluted nightmare.
I miss the somersaults on forward jump😢
Yes what happened to that..we gotta reach out to NRS man. Smh!!!!!!!
Yea and the "fwip fwip fwip" sound it used to make.
Now if they could fix that issue of the game being 100 gigabytes then this would be great
Bruh could we not just get tag team??
Unfortunately, Master Boon already said traditional 2 vs 2 tag team will not be in this game
Tag team would’ve been so much on new gen.
You two OG fellas are the only ones I actually listen too, in regards to Mortal Kombat. I've been a fan of both you guy's since your competitive day's, keep up the great work! The Kommunity doesn't realize how lucky we are to have people as knowledgeable as you two . Rock on!
🤘😎🤘
They are the only ones you listen to? Well, that's ridiculous, and they would tell you that themselves.
Do we have to play with kameo?? Wtf
I'm so on the fence for MK1 due to... well, Kameos. However, another stellar video guys. Whilst everyone else has good questions regarding mechanics - the new and returning - how are you guys finding the new mechanics and Kameos? Do you guys like the tags? The new movement/surfing? Etc.
You really shouldn't be worried, the Kameos are fantastic for the game
@@RoyArkon As objective as I can be, I will 100% agree with you that Kameos are gonna be great. Personally, tag fighters have never been my favourite thing. I'm interested on how people are going to find the reversion to breaker, air combat and new movement, though.
@@Break531 I do agree that Tag based games are not that great, but that's only true for 3V3 like DBFZ. However 2V2 are actually perfectly fine because you can still be inclusive with both members of your team on top of being way better to learn and control. MK1 doesn't even really make you learn 2 characters, because the other character is just gonna be an Assist. So if you approach Kameos as an open-ended universal mechanic rather than a separated char with it's own frame data, I think it will be much easier for you to grasp.
Agreed, I absolutely hate trying to play a fighter and my opponent being able to just cancel anything I’m doing by calling their buddy to come punch me in the head for free
@@LaBarata12 That's not for free, there's Meter for it, and it can't just cancel everything. You clearly didn't watch the video.
very cheap and lacking compared to MK11. In MK1 there are 100% combos rain can jump and juggle forever
Creativity was always there. MK9, MKX and even that crippled MK11 (which really was something). The biggest game changer here is: the fact that decision making and meter management is back in the game. The FB change means NRS were able to comprehend the random bs that was going on in MK11. Also, no more jumping like a maniac all over the stage. No more random D2 KB 40%+ scrub bs is around either. The frame data will change but I doubt D2 will ever have that stupid pushback on block it had in MK11. People may like it, or not. But from what we can see here, the days of free pass and that madness MK11 was build around is gone. Its like Sonic said "It fees like they fixed all the gripes I had with MK11 and made it a true mk9 sequel".
Looking forward to trying it for myself, but at the minute I'm really not liking the sound of these mechanics.
A breaker's fatal blow is still gone right? Returns only on whiff or block?
I'm amazed at how well they've responded to the criticisms of 11. To take a game I enjoyed, enhance everything it wasn't great at, stylize the graphics a bit, and find a way to fit even more characters than usual for a series with so many great ones... It's perfect, they did perfect lol.
Or wait, not perfect. Flawless. To much sf6.
Has anything been mentioned in regards to when the next video/trailer/reveal could possibly be?
No but willing to bet we won’t see anything this week as the big thing this week is tomorrow’s stress test which will go through the whole weekend!
Next week will probably be the beginning of possibly a new reveal or Kombat Kast or both and it should be smooth sailing from there with less than three months left until release and so much to show.
This is pure speculation but I predict the first character trailer we will see will be Li Mei 😅 I don’t know anything you don’t know but just making a bold prediction lol
I wonder if it's possible to play without kameo, even as an intentional hadicap.
Nope only way would be major backlash after releasing
That would be great actually
No
@@DjFrankGee2well, give it a chance first (though appreciate not wanting to buy it if you are not convinced because games cost so much nowadays).
@@DjFrankGee2 speak for yourself. I'm indifferent to it.
You forgot that NRS ditched amplified moves and changed them back to enhanced which is a totally different mechanic than MK11.
Sorry if I missed it but do wakeup specials do less damage or change other than it won't launch? Doesn't look like Sub Zero does his stab after the slide and it switches sides?
Sub's EX slide side switches and doesn't have the final hit in general. Pretty interesting change for me, because you can still summon a kameo fighter during the slide, so long as it's an ambush.
@@PNDKM ah gotcha so that's just cos it's ex not cos it's wakeup. Thanks!
@@PNDKM that's interesting so armoured launchers might be a thing so long as you have cameo available too
@@michaelcolbourn6719they definitely will be
THE REASON WE ALL CAME TO THE VIDEO. BREAK COMBO = HOLD BLOCK & FORWARD.
Wait you can cancel dashes with crouch? Like Tekken KBDs?
All of these mechanics together look amazing. MK: Armageddon is my favorite 3D MK game, so having Air Kombat back is fantastic, also having both Fatal Blow and Flawless Block from MK11 bring the read-based and situational awareness type of a gameplay that I truly loved in that game. And of course with the Kameo system being based on the MK11 Towers of Time Konsumable system, which I'm super familiar with since I've spent so much time in the Towers of Time mode and know how fun and versatile it is (it truly is that), I KNOW that MK1 is gonna be incredible!
Cant even avoid the opp block in MK😭
I’m worried about this cameo character assist thing. Everything else seems great. I grew up with Mortal Kombat but didn’t become a huge fan until MK11. Then I went and got MKX. I love both. After NetherRealm studios it became amazing! I love Mortal Kombat now but I’m very worried about assists. It just seems wrong to me. I hope it grows on me. Thanks for your videos I enjoy your MK content!
Cameos remind me of when you have to build up chakra in Naruto game to do jutsu but instead of building up it decrease your bar lol😂😂😂❤
What's the timing of kameo attacks in combos? Is it a frame perfect input or is it similar to special moves?
Special moves.
Aaahhh ok so it’s definitely just MK11.5KK (Mortal Kombat 11.5 Kameo Konsumables
😂
We just need the ability to macro dash to a button (*cough* stance switch *cough*) and then the "wave dash" (dash then crouch in quick succession) will be much smoother and more viable. I can see button box controllers being strong if a macro is not added.
wavedashing is a skill that separates the good from the mid, giving it a button would unnecessarily narrow the skillgap
@@BaldTorment it could be like marvel where there is a dash macro but knowing the timing between the characters dash speed in order to cancel for optimal movement is where the skill comes in. You still have things like assists to worry about so since it may be a lot more hectic, it could be for the better to not make dash have as many inputs.
What I've seen from TrueUnderDawg's video titled "PLAYING MORTAL KOMBAT 1 EARLY" @ 5:24 (?t=324) is that you DON'T spend kameo resources for the breaker at all. I think this requires clarification
The way its been worded when people talk about breaker has been weird. You need the kameo available but you don't lose the kameo
I'm very happy with where this is going. The dash from 9 was the best, so im happy there, bringing it back hated 11s style. I'm also glad there not leaning into fatal blows agin. Being able to stop them is for the best it hurt the games competitive scene with the amount of spam that came with it. Lastly, I'm happy to see they took a note from skull girls with assisted attacks when you have more than one person on the team. This should make for some interesting play styles without taking too much from the game.
We need xrays back, fatal blows are cancer and just a annoying rip off from tekken 7s equally annoying rage arts
great video as usual, guys. greetings from Egypt 👋
i have a couple of questions:
1) breakers: everyone keeps saying that u need ur kameo "available", but what does that mean exactly ? do i have to have a bar of kameo ? or just the kameo character should be "off screen" to be ready to come and do the breaker animation ( even if both kameo bars are depleted ) ???
2) Fatal Blows breaker: u keep saying that we can break fatal blows "combos" !! what does that mean ? i can only break it if it's used in the middle of a combo, not raw ? i can break a raw fatal blow ? is that what u guys mean ? and also, can i break it MID-animation ? or just in the starting hit of it and once the animation get started i lost my chance to break it ????
There is a kameo bar right under your health bar.
I reckon it'll be the initial startup hit on the fatal blow you can break
Game looks awful
No one else thinks he sounds like wiljum?
Fvckin hate the combo breaker never works for me. I have 3 bars kameo ready and never shows up. I literally spam all fvcking buttons and stilllllll🙄
I think they've got cool stuff going with this new game, I don't know how much I like breaker being 3 bars, but I suppose it puts far more weight into using it than in MKX.
All those fancy tricks I'll never be able to use as a 40-something year old MK fan. Mortal Kombat Armageddon was the last game on this series where I could at least have control of the character. Ever since then everything is just made more hard on purpose and that, my friends, is NOT good game design. It is just an illusion to make you think you can master a game when you know how to push different buttons.
Also one of my biggest gripes against Mortal Komba I is that it is basically a special move fest. Special moves are no longer special. They are now normal.
Hi bro I appreciate your videos just want to ask if I could upload this video on my channel please
Im happy to see that canceling dashes with attacks and crouching is a available. I really hope that every character has fast wavedashes like they were in mk9
Up block seems pointless. Should just left as a normal block.
Pointless is part of NRS game design.
I like the game but the graphics are.. it lags, it glitches, the graphics when it switches are very off and you can see where some details are erased. Even Sindel's hair is cut short. Sadly the black hair looks grey and some characters go baled. Heads and clothing glitches and ends up floating to the side of them. There was also audio trouble where I can't hear them and right before the big battle hit, battle cries are playing while people are talking peacefully. It's a little sad and I really thought it couldn't be worse than mk11 but now I perfer mk11 graphics over this.
I came from tekken. So i’m confused about 2ds attacks, why do you need mid if you have low to beat standing, overhead to beat crouching? And is high a safer option because it’s literally duckable
I have a question: can you be killed by combo breaker IF it hits your cameo? I know that hitting a cameo deals 20 damage and that works for breakers too. Does that mean that potentially you can lose a round because you used a cameo in your own combo and got a breaker?
When in playing with my kids and i can see them getting frustrated, i like to break out into a random mk dance party, which is a random and rapid series of blocks, crouchesband stance switches. The up-block really sets it off.
If the movement is like mk9 im buying this game. Mk9 i was super good, i won almost every match only lost once or twice a day . But mk10 and 11 i lost more in matches.
So all the work they did to add Kameos and make them such a Big part of the Game basically just gives you 3 extra Moves while fighting 🤔
I'm trying to find the name of that first tune in this video. I have been looking all over the Internet no platform can recognise it. I have checked Mortal Kombat OST lists and it is not there. Can anyone help me?
I'm on hard difficulty now on mortal kombat 1 when the first came out i started out medium bc when i played mortal kombat 11 i went from easy to medium now that mortal kombat 1 is out I went from medium to hard so maybe or whenever they decided to make another mortal kombat game in feature i might be going from hard to very hard
new MK breakdowns by K&M just feels like home
Its time for some new reveals i think ,i wana see new characters
Characters and more stages.
do you guys know how to do the short jump on this game , I saw sonicfox doing a short jump with baraka into d,f+2
I don't like that they brought back the recovery or second chance of getting a fatal blow... that's hand holding right there.
Can’t wait for mk13
I’m so excited. Honestly the movement looks crisp and the dashes look pretty fast. I can’t wait to see the expression with the kameos and combos. My only gripe is breakers costing all of your resources, wish it was back to two bars but we’ll see how it plays out
It can break from fatal blows at least but having 3 bars consistently when your opponent has fatal blow doesn't seem that likely.
Not even. Looks so similar to mk11 and the dashes are laughable. The walk speed is fast though.
@@WithRainyEyes93 My guy it's clear as day he was moving faster thank MK11 dashes when he was demonstrating the dash and canceling with down. I was playing MK11 this morning and it's a noticeable difference. Even he said it in the video, it's more like Mk9 movement.
@@WithRainyEyes93it’s been buffed in the stress test
Historically accurate Nefratiti bust in the background. Jada Smith is pissed.
I miss the Mkx graphics the last two games have looked like an injustice clone but more polished
4 hours playing the game and just realized that up block is a thing, thank you!
So glad they lost the 2nd meter bar. The vertical one. It looked so silly and out of place.
Pumped
Do we know if changing stances benefits anything, or is it just a visual advantage of sort?
MK meets KOF 2k1. Best Idea! Hihihi.
I am sooo hyped. Damn.
I know this probably a basic question but how do you meter burn in Mk 1😅
Add a fucking Run Meter like in MKX Netherealm FFS‼️
Mk11 had the best way to amplify moves, wish it didn't change
2:20 - "What's Up Block?"
"I dunno, what's up with you?"
All the Jacqui & kabal players punching the air rn.
How do you do the invincible counter? Like, when I throw a punch, kick, or enhanced wake-up against someone, they can do this thing where they do a little move with their arms and it will counter my attack and throw me to the ground. It seemingly doesn't cost and meter. Anyone seen this and how to do it?
Sounds like a parry. Not everyone has one, I’ve only seen Reiko do it. Parries usually only beat one type of hit, that is low or high. Using the other type will beat it.
I want tag battle, dont care mutch about the cameo stuff.
I like the little nuances so far- subs low string plus kanos kameo allows for a meterless 21% kombo
Thank God thank God the variations are gone. We finally get FULL CHARACTER MOVESETS
What do you mean, variations made it possible for characters to have more moves. Now that there’s one set every button input is accounted for so they can only add so many moves.
Can’t wait for this game to drop!🙌🏾
Wait , Now amplified moves need R2 button and not R1?
Hope everyone gets their stress test codes for the weekend!
If you’re not to busy playing FF16
They aren't coming out until Friday now per MK FAQ page.
I hope you can make a revised version of this for the modern game!
So, upblock is basically a 50/50 in jump in?
Which is why you got ground Flawless Block as well. If you know the opponent is gonna do an empty jump in, you can do Flawless Block.
Not exactly. It's definitely a mind game but there's ways to not have to guess on a 50/50 every time. For instance you can basically get a guaranteed jump in if you call a kameo first
The thing I love about this game is that on release, there's no meta, no broken characters like mk11. Everyone can pick a fighter, and they're pretty viable with lows and overheads.
Why doesn't fatal blow work as a super? The 30% health limitation is meh