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who spends $70 for the actual fighting anyway? look at the pretty graphics and play the story
the new wave in modern fighting games is to have moments where you can press almost if not any button you want, and follow it up how you choose SUCCESFULLY. In MK1 it is not like this, you are largely hard locked into the 2-3 same starters because the others are too slow to not get punished. Even if you land others you dont get as much damage/have as much combo potential. if more things works, there were more links, assists could be used at any time, etc, there would be a lot more creativity to be had. As it stands if you actually want to defeat your opponent your only going to use certain setups/starters/ and combos. I wish this wasnt the case here, but it is. Other fighters have optimals sure, but most every button is good in neutral, in the case of this game most every button is bad in neutral. And dont even get me started on the "no hit confirm" combo system that forces you to commit to a full string of button presses BEFORE you confirm the hit!
After all, it takes development time to add strings and character diversity, and to demarcate how many times a given string works in a combo; while still providing the comb-ability of MK1... Something that is clearly beyond NRS's ambit, given they cannot even get Player-2 to work the same as Player-1.
Ironically so, given Edward Baboon esquire plugged the game primarily on the "player freedom" meme; even alluding to how boring MK11 was, by citing "what players didn't like" about the last game.
Street Fighter has it's own theory.
Mortal Kombat has it's own theory.
Killer Instinct developed fighting theory sort of.
SNK Fighters has it's own theory.
Have you seen what happens if you abuse it? There's a reason for a million pathways for this game and you are still seeing it as a 1 way out. You aren't imagining your opponent.
They just wing it with each iteration, and that is why each installment takes a step forward (if that), and two steps back. They introduce some interesting mechanics -- "Klose Kombat", "Por Moves", "Tag", level interactions etc. -- then dump them in the next game, instead of fleshing them out and refining anything that players too issue with.
As odious as SF6 fundamentally is, one can easily discern how Capcom tried to incorporate mechanics from both SFIV and SFV, even some nods to SFIII (in very rudimentary ways), into the latest game; and even though many fail (Drive Rushes, Drive Impacts, "parry" shields" etc.), they are clearly trying to refine these mechanics, for better and for worse.
NRS never do this. They just throw out everything wholesale, and re-invent the wheel each time... The irony of which is only outweighed by its absurdity, in that NRS games are the most copy-pasta, asset-flippy, and cookie-cutter of any major counterpart developer... Heck, even Tekken's infamous dial-a-combo-centric system has evolved since T7, and the series' customisation and ancillary game modes are starting to make MK's look sad in comparison.
https://www.youtube.com/watch?v=VmJFcHgdl6E
That means you either get cagey low-jab-athons, or 30-second Wii-bos for 50% damage -- period. Not exactly the "player freedom" that Edward Baboon esquire stated that the game was built around...