On the anti-air mechanics- He explicitly talking about Johnny Cage, and I for one 100 percent agree with him. There is No anti airing Johnny, and this for one forces you to up block. However, if you are wrong it's a 18 percent punish. All this just for jumping, it's a mind game. Basically, it's no safe way to deal with jumping Cage. There needs to be a universal mechanic's, why give those capabilities to some characters but not others.
And something rewind didn’t say that you can actually Punish a projectile with fatal blow and it has a pushback so it’s hard to punish it if they are far
It blows my mind when someone says SF6 is a dead game… as a die hard MK fan, you should see this bullshit if you want to see a dead game. I put 300+ hours into MK1 making every excuse to myself for why it was ok. This game is terrible. It could’ve been ok had it been release in 2013.
@@XxTheBeastLilLxX "Was" in denial. Thats why hes saying it now. Sometimes it takes a while. I played the hell out of MK11 til I eventually realized it was awful. I bet most of these hours are from the grind they expect you to go through.
Agreed game is fun but u can have fun throwing rocks at tree with your friends as well even pros like ninja and unbearable have said the game is average at best
Necessarily the fatal blow now at least comes with some risk and isn't totally free. If there's going to be fatal blows at least give them plenty of brutality enders attached to them and even add multiple/different fatal blow options
That’s what I’m saying like if you even hit a fatal blow yeah it evens the playing field but they still have to win. It isn’t a free win button. Plus if that person is supposed to be a bum then u should win regardless if they use it or not.
The idea of making down-2 invincible anti-air reminds me about DBFZ's down-H (2H), which, in my opinion, is the best working anti-ari in all fighting games. Sure, it leads to full combo, but it also works in 99,9% cases. No traides, no interrupting. Only poor range or timing can make 2H fail. Also, like Chris said, it's very satisfying to see this move hit the opponent. I always didn't get it, why uppercut in MK series is not a true anti-air, why NRS trying to reinvent the wheel.
When is the entire interview? (I mean part 2) Also any chance you can get the show on spotify in the future? (It’s really great. Would love to be able to listen at work etc,)
Entire interview comes out tomorrow at 12pm PST, yes it will be on Spotify eventually just been on UA-cam but I promise it will be on Spotify in the future
@@christatarian2504 Sweet dude, Looking forward to it. This thing you got going on has the potential to become one of the biggest talkshows of the fgc. A logo, some co-hosts, a catchy name and I could legit see this be something like the breakfast club (hiphop) or 9 club (skateboarding) along those lines for fgc. It’s getting better each episode. Keep doing what you do. As someone who jumped ship from playing injustice 2 to street fighter, I’m very excited to see this particular episode man. It’s great you’re giving these mk/injustice legends a platform to talk to an audience that might primarily be SF players. Maybe help them understand being an MK pro takes just as much detication, even tho I gotta admit SF is a better game. But that last episode was fire. Hearing Rewind talk about how he would play other fighting games if it weren’t for his existing audience. Man’s gotta eat. Very interesting stuff. Keep up the good work !
Literally described what a comeback mechanic is lol. It's not a reward since you aren't guranteed anything just by having it, you still need to land the fatal blow, and if you're getting beat that badly then you might not even land it at all. It was made as a way to allow for X-rays without wasting meter because nearly nobody ever used them mk9-mkx, using your bar for enhanced moves was just more optimal. I'm not being rude, but with your logic then invincible wakeups are cheap and rewards for getting beat and put into a hard knockdown state.
I hate 1-button comeback mechanics like Fatal Blow/X-Ray, and Rage Art. Especially Fatal Blow, since you keep getting rewarded missing it. You get rewarded for being a bum. Fuck this shit.
Fatal blow is so cheap , tekken has a cheaper one since 7, the rage art. Which is buffed in tekken 8. its terrible gamedesign. Street fighter at least thought about it really hard and implements the different levels of ultras which creates skill expression and management. But i guess you need the flashy scenes you can put in a trailer. I would welcome a hardcore mode to tekken , which simply has no rage.
i also hate the rage arts in tekken 8 but they are A LOT more punishable than the fatal blows, and people only really spam them at lower level play. fatal blow is so much more braindead and scrubby. but they are both comeback mechanics and i dislike both.
They need to bring back the REAL mk stuff, the “toasty,” uppercutting through the ceiling, the broken 60% combos that require gallons of sweat, the xray that takes all ur meter, cancels and stances, and more fast paced fighting/running. They’re making way too many changes to try and fix the skill gap when that’s the only thing that keeps people playing!
Also might I add, the moving loading and character select screens make the game take up WAY more space than necessary and run slow, just simplify the menus so we can have a better playing experience
@@deadacc637 it’s a trend in every game now not just fgc even fps are making guns with barely any recoil that a 6 year old can control first time playing gaming is shifting to more to the casuals side even tho they won’t stick around long term but they’ll still open their wallet if they feel like they can win in something they couldn’t before
I dont play nrs but i do play street, and even in street i feel like anti airs should lead to something bigger. Jump in is low risk, low skill, gigantic reward. Trying to dp requires some skill, good reactions and the only reward is like 7% damage and you got to not die right there. Im games that combos are doing 50%+ damage and are easier to do than ever before, they should make jumping in risky.
Im not a fan of the down 1 spam. If they do something unsafe just down 1 yes you can armor it but if they read that, you're hit for a full combo. Thats crazy considering they made the mistake.
Omg yes even worst when it’s a rush down male vs zoning female. those projectiles are plus full screen and the small hurt boxes makes some match up aids.
@@B-Rad12lol him & the Joker had female hitboxes. Like they weren’t already the best comeback characters in the game due to them being able to CANCEL fatal blow. MK11 was a wild time 😭
You can tell Ed boon put a lot of love in this reboot. He loved introducing them all in the rollout. Amazinf trailers. Art design is actually peak. And the gameplay is the most complex mk to ever come out. I swear people just hate to hate. I love like 50 skins in this game already total when in mk11 I only liked 3 max and there will be way less. Best mk hands down in my eyes story is good too
I feel you man this MK has been great , invasions is my only complaint that mode is doodoo but everything eles down to the way the game plays and feels it’s great
Really Love those insights from REWIND... He speaks objectively and states what the vast majority of NRS player base thinks. Please get AFoxyGrampa next... As I believe that he is one of the NRS GODS as well.
I feel Rewind with the AA issue. I had the same problem in KI 2013. Each character has a different AA with different hit box, arc. It was aaanoying af switching character. Fgs should have universal AA
I wonder why each fighter doesn't have a competition mode. Where when u do a vs or king of the hill or rooms u can pick the mechanics u want to turn off. Like u could turn off drive rush or fatal blow. And pros could have they game and causals could have they game
Another good conversation piece 🫡 I definitely want better anti air options. I feel like if I don’t wanna risk upblocking I gotta run from the jump in to try and time when they land that’s too much
I wish Chris could put more time in mk1 because the game is soooo good when you fully understand the mechanics also yeah get rid of Fatal blow its mad annoying ngl (Mk1 is sooo good as well as sf6 but tekken 8 is just horrible ) thank you chris for getting NRS players on your channel because lowkey the fgc hate us lolol
The more I got into fighting games the more I hated the block button. Especially when I switched to stick it just makes the game so much less fun and accessible for me.
@@_dantheman_8535 exactly that's why it's not worth using but I was just answering because rewind said we couldn't get a full combo off down2 but then we can because with kameos we can combo off down2s
Sikkander and MK Tom Brady have been saying this for years. They code the game for players who can't out-think his/her opponent. MK is the king of no-skills players winning.
I get your gripe with fatal blows but do you prefer it be available at all times or you just dont want any thing like that in the game period? I cant imagine a fighting game without a "special"
Mkx everyone had a consistent anti air but since mk11 they have been going overboard with the scrub mechanics trying make the game more accessible to the casual fan base
@@malihoward6147 The problem is you get infinite tries to hit it, and if you do hit it it's a free 30% that you would've had to actually work for by outplaying your opponent. Basically, it costs 0 meter to use, and you get to maintain a constant threat/mind game against your opponent just for being low health. You are essentially being rewarded for playing worse than your opponent. It's a feature aimed at casual players to give them a chance to comeback with minimal effort, it goes against the whole idea of competition.
@@ed4wg380 okay lets be fr here you get at max 2 times to use it. 1st time when it becomes available and 1 more time if the first time it doesn’t work. Plus it doesn’t change the outcome because both players have one and have the ability to “rob” a round if your good at opening up your opponent. Plus most of the time fatal blow isn’t just a reward for playing bad cause if you miss use it your dying 100%. Plus most casual players just let fatal blow rip and gets punished for it. And I say this with respect but if you lose a ENTIRE match to fatal blow maybe you’re not as good as u think you are and just don’t know the matchup🤷🏾♂️ cause if you are as good as you say u are fatal blows should get someone back in the game if your health is so high
@@malihoward6147 it shouldnt be able to be used without some kind of resource being taken up is my point. And alot of the cast struggles to punish fatal blows consistently because of the pushback. Even if they miss the first time, and use it a 2nd time, why are they being given a free full combo button that costs 0 resources and has infinite uses until it lands? That is scrubby. Im being fr about it. I think its dumb even tho yah most of the time i see it coming and either block or punish but still. They shouldnt be given a free 1 touch combo button for nothing.
I understand why upblock was added to compensate for bad anti-airs, but it's so clunky and janky. and ugly. same with flawless block (near useless imo). they added air combos and a lot of aerial projectiles which help a bit i guess but i don't see it being used too often defensively, just in bnb combos...rinse and repeat. and i've never been a fan of holding a special button to block, though i know that's an nrs thing. a lot of the game is spent blocking and taking chip damage/pressure, and the defense mechanics are lacking...you could argue that the combo break defence mechanic is lazy and a shortcut to addressing the game's deeper problems. a lot of shortcuts you don't see in tekken and street fighter which make for a cheap and shallow experience.
I think if pro players could design the game we’d have a better game. Depends on the pro players that are asked, but I think as a consensus, pro players typically think the same way and have similar issues. Character balance is tough bc everyone gets salty about something… but system mechanic we could do some good changes
@@christatarian2504 I agree it would be a better game technically, but it wouldn't be fun . U listen to punk or takido or any pro player talk about what they don't like in fights it's always the fun stuff. Supers , rage arts, drive rush v trigger , reversal edge fatal blow. Anything flashy or fun or comeback mechanic they don't like . If all that that stuff was out of the games. No reg person would buy them lol. Then it wouldn't be a game to play. It's like they think too much on the pro side. It's just funny to hear them all dislike the same thing every time I new literation of a fighter comes out
@@spectrexr1 I agree. The pros have a motive and that motive is solely to win games. I think a pro's game would be pretty bare because most of them tend to hate nearly every mechanic in most of the games. The only mechanics they'd allow are the ones they like in the games they love.
I don't understand. Each character has an anti-air button... Scorpion back 2, reiko stand 4, and sub has clone or down 2. Press late, you get Jumped in on.
too hard to do while everything else is going on, too much mental stack and have to be precise with timing in real time its much harder than what youre stating fam
It's a read. Jump 3= up block, Jump 2/1 =duck, empty jump= anti-air button. I get that it's more complex than as soon as your opponent leaves the ground DP them but, I assure you, you can figure it out.
Lol yea idk what he’s going on about. You can consistently anti-air cross ups in mk1. I find the anti-airs being very annoying in mk1 tbh lol. It seems like every character actually has multiple ways of being able to perform an anti-air from simply using a normal, which then leads to a combo that could cost you 30% of your life or even more than 50% if they have meter for their specials and/or kameos lol. This is on top of every character having upblock which leads to punishes that could potentially deal the same sort of damage. The only way to consistently punish upblock is by throwing too and yea you could use a kameo to extend the damage after the read but regardless, anti-airs are pretty powerful in mk1, lol. Especially if you use down+2. Most people didn’t use down+2 in NRS games because it’s a very consistent anti-air but it hardly ever led to more damage unless you hit the opponent at the peak of their jump and even then it was risky attempt. In mk1, you can cancel your down+2 into up+block which burns meter and allows you to extend your down+2 with an air combo that could also lead to an insane amount of damage 😂 So once again, idk what the hell this dude is talking about. Anti-airs are super powerful in mk1 and NRS has basically made jumping a death sentence, especially if you do it with impunity.
Yet u play online against similar skill rewind plays some of the best players in the world in an offline setting were u can really test these things everyone knows u can’t take online serious at all so he’s speaking from completely different pov
I still really don't see the problem with fatal blows. I mean yeah it's a come back mechanic but I literally just see it as a cinematic super like in street fighter or Tekken and those do a lot of damage aswell and they're better used in a combo to maximize their potential. If you get robbed by a fatal blow then you weren't much better at the game than your opponent in the first place cause that means they were able to put you in a position to do it.
Most other fighting games with supers like sf and tekken make you use recourses to get the super, and usually a more complex input required as well. Fatal blow is just given to you for losing, isint tied to meter and you get it back if you miss. It's a skilless mechanic for casuals and spectators who want upsets
In mkx u could literally get more damage off implementing 3 bars in a combo rather than do fatal blow u barley saw it in mkx only people who did fb regularly was people who couldn’t optimize combos
@scrapcuz8370 pretty sure it's the same for mk9 except that game has toasty advantage so x rays have some sort of use. Still rather have them irrelevant/out of the game then what they are now
On the fatal blows I don’t really agree… fatal blows in mk1 are super slow and react-able when done outside of a combo. If get hit by one you deserve it
A little off topic but can we talk about how low key cancer it is to fight Peacemaker/Khameleon lmao bro has so many different mid, full screen zoning options. Idk I’m probably just bad 💀
tbh i feel like the mechanic should be like in mkx. like instead of getting your ass be so you get a free 300-380 damage on me you should have to use your 3 bars for fatal blow. and even if it fails it still take your bars. bc its not fair that i lose a game bc my opponent had 0.22 health left and did a 35% dmg combo not even playing good. i done lost games cause of that
Crushing blows, ruined mk1 for me , glad they did away with that. And the heavy zoner characters.. mk is meant to have rush down and combos, not projectiles spammers
Id argue stance switch and upblock are complete and utter design failures. There is nothing up block provides to the game that pushblock and jump block wouldnt and do it 10 times better than Upblock. A stance switch button, wtf dont even get me started on this waste of a button and mechanic.
This guy is tripping you can punish jumping😂 look at rains portal. Reptiles bubble. Nitaras up dive anti air. Fatal blows. Hella kameos got anti airs too like Sonya. Nitara doesn’t apply to any of what he said either
3:22 Rewind is doing a terrible job in this video. In MK games if you jump with a Kick the opponent gets knocked off the ground unlike in SF games where you can continue your combo. In MK games if you want to continue with the combo you need to jump with a punch and jump punched are very easy to anti air. Yes a jump kick can lead to a combo but the layers of what you can do to jumping opponents in MK is pretty good
Loads of characters can continue a combo from a jump kick, especially with Kameos. Liu and Johnny come to mind. Most characters can get good damage from a jump kick in the corner also
@@jorbu1423 you can with some, some like Johnnys I believe are weird to upblock. And like rewind said, they can mix you up with a grab instead when you upblock giving them mix for just randomly jumping at you
This is part 2, coming out tomorrow. There was hot discussion under the comments so I decided to make a part 2. Didn’t know releasing a few videos over a hot debate is considered milking lol
@@christatarian2504don’t listen to him . Some people won’t watch the full podcast . They may see a title, like this, that they’ll want to click without watching the whole podcast . These videos benefit the microwave attention span era
I played mk11 I like mk1 but to me compared to mk9 n mkx they r dog shit n my opinion. Slow paste. Less miss ups , and yea those bullshit mechanics it just makes the games not a good as they use to be not to mention the micro transactions. Mk is not what it use to be. And idk if it’s just me but watchin the tournament scene just seems like everybody is playing the same characters. But what I really miss is the fast paste fighting style from 9 n x just feels slow from time to time
the fact that over half the cast can’t consistently punish fatal blows on block because of the push back is crazy to me.
Havik physically can't full combo some characters he can only get roll on some fatal blows :')
Wildin for sure
On the anti-air mechanics- He explicitly talking about Johnny Cage, and I for one 100 percent agree with him. There is No anti airing Johnny, and this for one forces you to up block. However, if you are wrong it's a 18 percent punish. All this just for jumping, it's a mind game. Basically, it's no safe way to deal with jumping Cage. There needs to be a universal mechanic's, why give those capabilities to some characters but not others.
Great analysis !
You can always D2 him.
Not really, Ashrah, baraka and raiden can anti air johnny reliably. But yes, for most of the cast, they are fked.
@@ralphwarom2514 So can Scorp.
Tanya anti air catches that dude in a full combo
He is right about the down 2. You use to be able to knock people through stages as well. Uppercuts were a staple punishing tool in older mk games.
Thanks for watching !
And something rewind didn’t say that you can actually Punish a projectile with fatal blow and it has a pushback so it’s hard to punish it if they are far
Facts !
mk11 was the biggest hand holding fighting game thats why so many people love the game and started going back to it
Lmao yeah that game was ass
It blows my mind when someone says SF6 is a dead game… as a die hard MK fan, you should see this bullshit if you want to see a dead game. I put 300+ hours into MK1 making every excuse to myself for why it was ok. This game is terrible. It could’ve been ok had it been release in 2013.
It's better than mk11
Who’s saying all that??
Nobody puts 300+ hours into a game they truly think is terrible, you might just be in denial brother.
@@XxTheBeastLilLxX "Was" in denial. Thats why hes saying it now. Sometimes it takes a while. I played the hell out of MK11 til I eventually realized it was awful. I bet most of these hours are from the grind they expect you to go through.
Agreed game is fun but u can have fun throwing rocks at tree with your friends as well even pros like ninja and unbearable have said the game is average at best
6:20 bro I love this idea. make the d2 a more focused on mechanic with the OG sound effects!
Right!!??
Necessarily the fatal blow now at least comes with some risk and isn't totally free. If there's going to be fatal blows at least give them plenty of brutality enders attached to them and even add multiple/different fatal blow options
You’re right
Regarding Fatal Blows I think NRS made a great decision of only letting you land 1 fatal blow per match. Rewind missed to mention that
True but getting it back after it’s blocked is wild imo
@christatarian2504 100 percent the damage it does you should get 1 shot.
That’s what I’m saying like if you even hit a fatal blow yeah it evens the playing field but they still have to win. It isn’t a free win button. Plus if that person is supposed to be a bum then u should win regardless if they use it or not.
@@christatarian2504 if it gets blocked he is dead
The idea of making down-2 invincible anti-air reminds me about DBFZ's down-H (2H), which, in my opinion, is the best working anti-ari in all fighting games. Sure, it leads to full combo, but it also works in 99,9% cases. No traides, no interrupting. Only poor range or timing can make 2H fail. Also, like Chris said, it's very satisfying to see this move hit the opponent. I always didn't get it, why uppercut in MK series is not a true anti-air, why NRS trying to reinvent the wheel.
I agree man
Damn fr, because who would want to use a D2 rn?? And half of them suck ass
I feel so validated, I’ve felt since 11 that scrubby blow was just the worst.
Thanks for watching !!
When is the entire interview? (I mean part 2) Also any chance you can get the show on spotify in the future? (It’s really great. Would love to be able to listen at work etc,)
Comes out tomorrow
Entire interview comes out tomorrow at 12pm PST, yes it will be on Spotify eventually just been on UA-cam but I promise it will be on Spotify in the future
@@christatarian2504 Sweet dude, Looking forward to it. This thing you got going on has the potential to become one of the biggest talkshows of the fgc. A logo, some co-hosts, a catchy name and I could legit see this be something like the breakfast club (hiphop) or 9 club (skateboarding) along those lines for fgc. It’s getting better each episode. Keep doing what you do. As someone who jumped ship from playing injustice 2 to street fighter, I’m very excited to see this particular episode man. It’s great you’re giving these mk/injustice legends a platform to talk to an audience that might primarily be SF players. Maybe help them understand being an MK pro takes just as much detication, even tho I gotta admit SF is a better game. But that last episode was fire. Hearing Rewind talk about how he would play other fighting games if it weren’t for his existing audience. Man’s gotta eat. Very interesting stuff. Keep up the good work !
He only says toasty, whoopsie is a common misconception.
Mandela affect!! 🤣😭
@@christatarian2504 absolutely and a 30 year old one at that 😂
nahh you lying. i heard toasty and whoopsie
@@YTOmni-Kid it’s my main series I promise you, I believe you’ve heard it but it was never in the game as he said it’s a Mandela affect.
I’ve always hated Fatal Blows. It’s like you get a reward/comeback mechanic for getting beat.
I hate watching them too , MK9 had it right
Literally described what a comeback mechanic is lol. It's not a reward since you aren't guranteed anything just by having it, you still need to land the fatal blow, and if you're getting beat that badly then you might not even land it at all. It was made as a way to allow for X-rays without wasting meter because nearly nobody ever used them mk9-mkx, using your bar for enhanced moves was just more optimal.
I'm not being rude, but with your logic then invincible wakeups are cheap and rewards for getting beat and put into a hard knockdown state.
fatal blow aint that bad but the fact you get it back if you miss is an absolute joke lol
Thank you for watching !
I hate 1-button comeback mechanics like Fatal Blow/X-Ray, and Rage Art. Especially Fatal Blow, since you keep getting rewarded missing it. You get rewarded for being a bum. Fuck this shit.
Me too man
Don't mind x ray as it used all your resources but fatal blow I agree. You should get 1 use if its blocked tough.
It takes legitimate skill to get off a fatal blow tho. If you can’t finish a person off that’s supposed to be a “bum” then what does that make u?
Fatal blow is so cheap , tekken has a cheaper one since 7, the rage art. Which is buffed in tekken 8. its terrible gamedesign. Street fighter at least thought about it really hard and implements the different levels of ultras which creates skill expression and management. But i guess you need the flashy scenes you can put in a trailer. I would welcome a hardcore mode to tekken , which simply has no rage.
Thank you for watching! 🙌🏼
Fatal Blow Can only be done once per match dont forget that. Unlike DNF duel which we could see the super art on evert single match
i also hate the rage arts in tekken 8 but they are A LOT more punishable than the fatal blows, and people only really spam them at lower level play. fatal blow is so much more braindead and scrubby. but they are both comeback mechanics and i dislike both.
i love the mind game of fatal blow!!!! its all about defense at that point
Nahh it’s all about FEAR AND ANXIETY LOL
@@christatarian2504 yeee dat too
They need to bring back the REAL mk stuff, the “toasty,” uppercutting through the ceiling, the broken 60% combos that require gallons of sweat, the xray that takes all ur meter, cancels and stances, and more fast paced fighting/running. They’re making way too many changes to try and fix the skill gap when that’s the only thing that keeps people playing!
Also might I add, the moving loading and character select screens make the game take up WAY more space than necessary and run slow, just simplify the menus so we can have a better playing experience
Thank you for watching!
They won’t go back to that old mk9 mkx play style it doesn’t benefit the casual fan base
@@scrapcuz8370 who cares bro it was never for them to begin with
@@deadacc637 it’s a trend in every game now not just fgc even fps are making guns with barely any recoil that a 6 year old can control first time playing gaming is shifting to more to the casuals side even tho they won’t stick around long term but they’ll still open their wallet if they feel like they can win in something they couldn’t before
I dont play nrs but i do play street, and even in street i feel like anti airs should lead to something bigger. Jump in is low risk, low skill, gigantic reward. Trying to dp requires some skill, good reactions and the only reward is like 7% damage and you got to not die right there. Im games that combos are doing 50%+ damage and are easier to do than ever before, they should make jumping in risky.
Thanks for watching!
Im not a fan of the down 1 spam. If they do something unsafe just down 1 yes you can armor it but if they read that, you're hit for a full combo. Thats crazy considering they made the mistake.
Thank you for watching!
D2 Being invincible Would definitely Give you a combo IN MK1 Because there's Assist. It would buff to some of the weaker assist Like Sonya tho
I agree!
I wish he would have mentioned, the small female hitboxes. Since mk9
Damn didn’t even know about that!
Omg yes even worst when it’s a rush down male vs zoning female. those projectiles are plus full screen and the small hurt boxes makes some match up aids.
You also forget some reason they gave johnny in mk11 a female hit box. Which is why he was also to duck most hits and projectiles
@@B-Rad12lol him & the Joker had female hitboxes. Like they weren’t already the best comeback characters in the game due to them being able to CANCEL fatal blow. MK11 was a wild time 😭
Where’s the full interview (I haven’t checked description yet) let me see this man COOK the fuck out of MK1 and its abysmal release state
Full video is on my videos list fam !
@@christatarian2504appreciated
You can tell Ed boon put a lot of love in this reboot. He loved introducing them all in the rollout. Amazinf trailers. Art design is actually peak. And the gameplay is the most complex mk to ever come out. I swear people just hate to hate. I love like 50 skins in this game already total when in mk11 I only liked 3 max and there will be way less. Best mk hands down in my eyes story is good too
Thank you for watching!
I feel you man this MK has been great , invasions is my only complaint that mode is doodoo but everything eles down to the way the game plays and feels it’s great
Really Love those insights from REWIND... He speaks objectively and states what the vast majority of NRS player base thinks.
Please get AFoxyGrampa next... As I believe that he is one of the NRS GODS as well.
Let me hit my mans up!!
Dan Forden says and has always said TOASTY!!
Thank you for watching !
@@christatarian2504 no problem!!
I feel Rewind with the AA issue. I had the same problem in KI 2013. Each character has a different AA with different hit box, arc. It was aaanoying af switching character. Fgs should have universal AA
Yessir I agree
I wonder why each fighter doesn't have a competition mode. Where when u do a vs or king of the hill or rooms u can pick the mechanics u want to turn off. Like u could turn off drive rush or fatal blow. And pros could have they game and causals could have they game
Another good conversation piece 🫡 I definitely want better anti air options. I feel like if I don’t wanna risk upblocking I gotta run from the jump in to try and time when they land that’s too much
Thank you bro!
I wish Chris could put more time in mk1 because the game is soooo good when you fully understand the mechanics also yeah get rid of Fatal blow its mad annoying ngl (Mk1 is sooo good as well as sf6 but tekken 8 is just horrible ) thank you chris for getting NRS players on your channel because lowkey the fgc hate us lolol
Ofc man y’all deserve the spotlight too idk why NRS players get so much hate, you guys are sick af!!
It's not low-key at all lol. They really do hate NRS.
The block button in general is a bad mechanic in fighting games.
Maaan I agree 🤣
The more I got into fighting games the more I hated the block button. Especially when I switched to stick it just makes the game so much less fun and accessible for me.
Mk1 has the down2 and up for a full combo but it takes two bars
Yeah I never see pro players use it tho, two bars is just too expensive
@@_dantheman_8535 exactly that's why it's not worth using but I was just answering because rewind said we couldn't get a full combo off down2 but then we can because with kameos we can combo off down2s
Thanks for watching and the input!
@@ashtonramsey386it scales drastically as well the damage isn’t worth it at all
@@scrapcuz8370 exactly it should at least cost One bar with some damage
4:13
*cough cough "3rd Strike" cough cough*
Lmfaoooo nah facts!!
Sikkander and MK Tom Brady have been saying this for years. They code the game for players who can't out-think his/her opponent. MK is the king of no-skills players winning.
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I love rewnd, I follow him. And I can tell that Rewnd rob the most out of any pro using fatal blow !!! And that’s not even close. 😂
Lmfaoooo 😂😂
@@christatarian2504 a proof you can literally hear sonic and Ninja yelling 😭 ua-cam.com/video/xLtoTvBuktk/v-deo.htmlsi=fPeNwUn-HAduB96g&t=3m24s
I get your gripe with fatal blows but do you prefer it be available at all times or you just dont want any thing like that in the game period? I cant imagine a fighting game without a "special"
At all, unless your meter gets wasted when you use it
Mkx everyone had a consistent anti air but since mk11 they have been going overboard with the scrub mechanics trying make the game more accessible to the casual fan base
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Fatal blow should be removed or at the very least make it like mk9 xrays that costed all 3 bars of meter to use it.
I agree 100%
Why? It doesn’t really change anything one way or another it’s literally a 1 time use.
@@malihoward6147 The problem is you get infinite tries to hit it, and if you do hit it it's a free 30% that you would've had to actually work for by outplaying your opponent.
Basically, it costs 0 meter to use, and you get to maintain a constant threat/mind game against your opponent just for being low health. You are essentially being rewarded for playing worse than your opponent.
It's a feature aimed at casual players to give them a chance to comeback with minimal effort, it goes against the whole idea of competition.
@@ed4wg380 okay lets be fr here you get at max 2 times to use it. 1st time when it becomes available and 1 more time if the first time it doesn’t work. Plus it doesn’t change the outcome because both players have one and have the ability to “rob” a round if your good at opening up your opponent. Plus most of the time fatal blow isn’t just a reward for playing bad cause if you miss use it your dying 100%. Plus most casual players just let fatal blow rip and gets punished for it. And I say this with respect but if you lose a ENTIRE match to fatal blow maybe you’re not as good as u think you are and just don’t know the matchup🤷🏾♂️ cause if you are as good as you say u are fatal blows should get someone back in the game if your health is so high
@@malihoward6147 it shouldnt be able to be used without some kind of resource being taken up is my point. And alot of the cast struggles to punish fatal blows consistently because of the pushback.
Even if they miss the first time, and use it a 2nd time, why are they being given a free full combo button that costs 0 resources and has infinite uses until it lands? That is scrubby.
Im being fr about it. I think its dumb even tho yah most of the time i see it coming and either block or punish but still. They shouldnt be given a free 1 touch combo button for nothing.
counterpoint: fatal blow gets some of the best clips of all time
but yeah fatal blow should be like one attempt and done
Yessir !
Actually, D2 AA launches but it's 2 bars for some reason. So it's basically not there.
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Here is your ' high level pros ' mindset .
Uau just , uau
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I understand why upblock was added to compensate for bad anti-airs, but it's so clunky and janky. and ugly. same with flawless block (near useless imo). they added air combos and a lot of aerial projectiles which help a bit i guess but i don't see it being used too often defensively, just in bnb combos...rinse and repeat. and i've never been a fan of holding a special button to block, though i know that's an nrs thing. a lot of the game is spent blocking and taking chip damage/pressure, and the defense mechanics are lacking...you could argue that the combo break defence mechanic is lazy and a shortcut to addressing the game's deeper problems. a lot of shortcuts you don't see in tekken and street fighter which make for a cheap and shallow experience.
I agree it looks clunky to me too!
If pro players design fighting games they wouldn't be fun or flashy😂
I think if pro players could design the game we’d have a better game. Depends on the pro players that are asked, but I think as a consensus, pro players typically think the same way and have similar issues. Character balance is tough bc everyone gets salty about something… but system mechanic we could do some good changes
@@christatarian2504 I agree it would be a better game technically, but it wouldn't be fun . U listen to punk or takido or any pro player talk about what they don't like in fights it's always the fun stuff. Supers , rage arts, drive rush v trigger , reversal edge fatal blow. Anything flashy or fun or comeback mechanic they don't like . If all that that stuff was out of the games. No reg person would buy them lol. Then it wouldn't be a game to play. It's like they think too much on the pro side. It's just funny to hear them all dislike the same thing every time I new literation of a fighter comes out
It happened in the 90's. A game called Weaponlord. It was terrible lolll
@@spectrexr1 I agree. The pros have a motive and that motive is solely to win games. I think a pro's game would be pretty bare because most of them tend to hate nearly every mechanic in most of the games. The only mechanics they'd allow are the ones they like in the games they love.
@@smoothsavage2870 right u understand what I'm saying
I don't understand. Each character has an anti-air button... Scorpion back 2, reiko stand 4, and sub has clone or down 2. Press late, you get Jumped in on.
too hard to do while everything else is going on, too much mental stack and have to be precise with timing in real time its much harder than what youre stating fam
It's a read. Jump 3= up block, Jump 2/1 =duck, empty jump= anti-air button.
I get that it's more complex than as soon as your opponent leaves the ground DP them but, I assure you, you can figure it out.
Lol yea idk what he’s going on about. You can consistently anti-air cross ups in mk1. I find the anti-airs being very annoying in mk1 tbh lol. It seems like every character actually has multiple ways of being able to perform an anti-air from simply using a normal, which then leads to a combo that could cost you 30% of your life or even more than 50% if they have meter for their specials and/or kameos lol. This is on top of every character having upblock which leads to punishes that could potentially deal the same sort of damage.
The only way to consistently punish upblock is by throwing too and yea you could use a kameo to extend the damage after the read but regardless, anti-airs are pretty powerful in mk1, lol. Especially if you use down+2. Most people didn’t use down+2 in NRS games because it’s a very consistent anti-air but it hardly ever led to more damage unless you hit the opponent at the peak of their jump and even then it was risky attempt. In mk1, you can cancel your down+2 into up+block which burns meter and allows you to extend your down+2 with an air combo that could also lead to an insane amount of damage 😂
So once again, idk what the hell this dude is talking about. Anti-airs are super powerful in mk1 and NRS has basically made jumping a death sentence, especially if you do it with impunity.
Yet u play online against similar skill rewind plays some of the best players in the world in an offline setting were u can really test these things everyone knows u can’t take online serious at all so he’s speaking from completely different pov
@@scrapcuz8370 You don't know who I am. But thanks for your input anyway.
They should implement special effects
I agree!!
I still really don't see the problem with fatal blows. I mean yeah it's a come back mechanic but I literally just see it as a cinematic super like in street fighter or Tekken and those do a lot of damage aswell and they're better used in a combo to maximize their potential. If you get robbed by a fatal blow then you weren't much better at the game than your opponent in the first place cause that means they were able to put you in a position to do it.
Most other fighting games with supers like sf and tekken make you use recourses to get the super, and usually a more complex input required as well. Fatal blow is just given to you for losing, isint tied to meter and you get it back if you miss. It's a skilless mechanic for casuals and spectators who want upsets
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In mkx u could literally get more damage off implementing 3 bars in a combo rather than do fatal blow u barley saw it in mkx only people who did fb regularly was people who couldn’t optimize combos
@scrapcuz8370 pretty sure it's the same for mk9 except that game has toasty advantage so x rays have some sort of use. Still rather have them irrelevant/out of the game then what they are now
On the fatal blows I don’t really agree… fatal blows in mk1 are super slow and react-able when done outside of a combo. If get hit by one you deserve it
Maaaann idk I disagree, it’s actually too strong rn 😭 getting it back on block is broken
A little off topic but can we talk about how low key cancer it is to fight Peacemaker/Khameleon lmao bro has so many different mid, full screen zoning options. Idk I’m probably just bad 💀
Lmaoo cancerous for sure!!
tbh i feel like the mechanic should be like in mkx. like instead of getting your ass be so you get a free 300-380 damage on me you should have to use your 3 bars for fatal blow. and even if it fails it still take your bars. bc its not fair that i lose a game bc my opponent had 0.22 health left and did a 35% dmg combo not even playing good. i done lost games cause of that
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Agreed add more risk
Sorry if this is dumb but I heard a lot of "DP's". Is that down punch? Lol I usually see that phrase on a very different kind of vid hahajk😅
Dragon punch. refers to invincible rising uppercuts. Originated in Street Fighter but a lot of games have them.
@@eshaanbasu9342 thank you brohan
Dragon Punch, invincible uppercut but yeah @eshaanbash9342 got it right haha
Anti airs definitely need to be better.
☝️
Crushing blows, ruined mk1 for me , glad they did away with that. And the heavy zoner characters.. mk is meant to have rush down and combos, not projectiles spammers
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Do one on that DAM DRIVE RUSH
Lmfaooo soon! I have to bro
Id argue stance switch and upblock are complete and utter design failures. There is nothing up block provides to the game that pushblock and jump block wouldnt and do it 10 times better than Upblock. A stance switch button, wtf dont even get me started on this waste of a button and mechanic.
I agree about stance switch, most useless mechanic lmfao
Fatal blow sounds like some snk infinite super bullshit.
It’s bullllllllllll
Flawless block is ass.we need flawless block attacks to deal with never ending pressure
Pushblock would be sick too
@@christatarian2504 knowing NRS we probably won't get either until the Injustice 3 reveal
1:11 all facts
Facts!!!
🔥🔥
😮💨🔥
This guy is tripping you can punish jumping😂 look at rains portal. Reptiles bubble. Nitaras up dive anti air. Fatal blows. Hella kameos got anti airs too like Sonya. Nitara doesn’t apply to any of what he said either
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3:22 Rewind is doing a terrible job in this video. In MK games if you jump with a Kick the opponent gets knocked off the ground unlike in SF games where you can continue your combo. In MK games if you want to continue with the combo you need to jump with a punch and jump punched are very easy to anti air. Yes a jump kick can lead to a combo but the layers of what you can do to jumping opponents in MK is pretty good
Agree to disagree on that but getting hit by jump ins is very annoying when you can’t consistently AA, even if the reward isn’t too high
Loads of characters can continue a combo from a jump kick, especially with Kameos. Liu and Johnny come to mind. Most characters can get good damage from a jump kick in the corner also
@@snarf2400 can't you just up block jump kicks?
@@jorbu1423 you can with some, some like Johnnys I believe are weird to upblock. And like rewind said, they can mix you up with a grab instead when you upblock giving them mix for just randomly jumping at you
Nah bro is milking this podcast like crazy
This is part 2, coming out tomorrow. There was hot discussion under the comments so I decided to make a part 2. Didn’t know releasing a few videos over a hot debate is considered milking lol
Shii he better 😂
@@christatarian2504don’t listen to him . Some people won’t watch the full podcast . They may see a title, like this, that they’ll want to click without watching the whole podcast . These videos benefit the microwave attention span era
There’s people like me who dont have time to listen to 2 str8 hrs of mk content so its not milking its whats necessary to reach people like me
Yes this is a really awesome way to let people know how good of a conversation you created. Nothing wrong about pushing your product. Great job Chris
D2 does launch in mk im just saying, i get 288 off a d2
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I played mk11 I like mk1 but to me compared to mk9 n mkx they r dog shit n my opinion. Slow paste. Less miss ups , and yea those bullshit mechanics it just makes the games not a good as they use to be not to mention the micro transactions. Mk is not what it use to be. And idk if it’s just me but watchin the tournament scene just seems like everybody is playing the same characters. But what I really miss is the fast paste fighting style from 9 n x just feels slow from time to time
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At this point it’s y’all opinion go cry about it
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Mk 11 felt like a slower mk9
I kinda rather have fatal blow over xrays , you can get xrays by just spamming special move .
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Bro his voice makes me turn off the video. Chris is waaaaaay to loud
How? You’re the first person to say my voice is too loud lmao
@@christatarian2504 it projects a good bit on my device. It could be my audio settings tho.