Mortal Kombat 11

Mortal Kombat 11

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『LEXii』 Apr 30, 2019 @ 6:41pm
why kitana fan toss nurf?
I can not understand. All the combos in Kitana have disappeared. Combo damage is not a high character, do you want only a fantoss attack from a distance?

I did not get angry when I was in the wrong time tower.

♥♥♥♥ you netherelm
bye mk11, I will not play your game again.
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Showing 1-15 of 39 comments
i mean, kitanas never really been a combo character.. she's always been a zoner / pushback.. her max combos in mkx were like 30%
KripTed Apr 30, 2019 @ 6:47pm 
Originally posted by jim:
i mean, kitanas never really been a combo character.. she's always been a zoner / pushback.. her max combos in mkx were like 30%

Yea but she could actually juggle in MK9 and she could actually juggle better with the fans in MKX. Overall she was/is a better character in terms of combat in previous titles. Now she's basically a slow character and nothing ever connects, she feels dumbed down. There's something wrong with the hit boxes in this game.
Last edited by KripTed; Apr 30, 2019 @ 6:49pm
Archer Apr 30, 2019 @ 7:42pm 
I agree, the new frame data changes aren't great. It's a lot harder now to juggle opponents in corners with fan lift into high kick and fan toss because there's an annoying pause after her fan hits the opponent. I can only follow-up her fan toss with 1-2-DF-2 about 4 out of 10 times now (Prior to the patch, I was also able to follow-up with F-3-2-DF-2 or D-3-DF-2). Seems like the input and hit-box changes affected Cassie as well, where I can no longer juggle opponents in the corner as easily before the patch.
KripTed Apr 30, 2019 @ 7:43pm 
Originally posted by Archer:
I agree, the new frame data changes aren't great. It's a lot harder now to juggle opponents in corners with fan lift into high kick and fan toss because there's an annoying pause after her fan hits the opponent. I can only follow-up her fan toss with 1-2-DF-2 about 4 out of 10 times now (Prior to the patch, I was also able to follow-up with F-3-2-DF-2 or D-3-DF-2). Seems like the input and hit-box changes affected Cassie as well, where I can no longer juggle opponents in the corner as easily before the patch.

There is some weird pause or delay or something after her fans hit. It's not just the fans, it feels that way for almost all characters.
Archer Apr 30, 2019 @ 8:00pm 
Originally posted by KripTed:
Originally posted by Archer:
I agree, the new frame data changes aren't great. It's a lot harder now to juggle opponents in corners with fan lift into high kick and fan toss because there's an annoying pause after her fan hits the opponent. I can only follow-up her fan toss with 1-2-DF-2 about 4 out of 10 times now (Prior to the patch, I was also able to follow-up with F-3-2-DF-2 or D-3-DF-2). Seems like the input and hit-box changes affected Cassie as well, where I can no longer juggle opponents in the corner as easily before the patch.

There is some weird pause or delay or something after her fans hit. It's not just the fans, it feels that way for almost all characters.

Are these changes being implemented in the console versions or are they already live? PS4/Pro gameplay seems to be a lot smoother. I understand dropping a few combos here and there but it feels like NRS is trying to say, "♥♥♥♥ your fun combos and your corner juggling".
KripTed Apr 30, 2019 @ 8:09pm 
Originally posted by Archer:
Originally posted by KripTed:

There is some weird pause or delay or something after her fans hit. It's not just the fans, it feels that way for almost all characters.

Are these changes being implemented in the console versions or are they already live? PS4/Pro gameplay seems to be a lot smoother. I understand dropping a few combos here and there but it feels like NRS is trying to say, "♥♥♥♥ your fun combos and your corner juggling".

Well there is still some corner juggling. Some people just wreck it. I think they're using macro's though. You can usually tell. Maybe I'm just not use to it because of previous titles. I don't know I just feel like the combat is totally different. I'm 28 hours in and I barely have Kitana's moves down. I'm getting the hang of it better now but like, my god. If this system was designed for casuals then it failed, if it was made for competitiveness it also failed.
Last edited by KripTed; May 1, 2019 @ 11:11am
Jae Sambo Apr 30, 2019 @ 8:10pm 
Kitana was nerfed on consoles day 2. Her speed was decreased and most of her combos that uses her fans no longer work.
Crueler Apr 30, 2019 @ 8:21pm 
I’m upset too. They could have let the game sit for a while instead of making such drastic changes. She was so fun.
Archer Apr 30, 2019 @ 8:30pm 
Originally posted by KripTed:
Well there is still some corner juggling. Some people just wreck it. I think they're using macro's though. You can usually tell. Maybe I'm just not use to it because of previous titles. I don't know I just feel like the combat is totally different. I'm 28 hours and I barely have Kitana's moves down. I'm getting the hang of it better now but like, my god. If this system was designed for casuals then it failed, if it was made for competitiveness it failed too.

Before this patch we had more pathways in corner juggling but now with the weird pause/delay, the game is more picky in what can connect. I like the new gameplay system but hit-boxes need some work.

Originally posted by Jae Sambo:
Kitana was nerfed on consoles day 2. Her speed was decreased and most of her combos that uses her fans no longer work.

Well, ♥♥♥♥. Those combos were fun while they lasted. Time to hit the lab and come up with some new ones.
Originally posted by jim:
i mean, kitanas never really been a combo character.. she's always been a zoner / pushback.. her max combos in mkx were like 30%

What are you talking about? I could do 47% corner combos consistently with Kitana in MKX and 41% midscreen online using a single bar. Kitana have been a huge combo character in MKX.

Yes the fan nerf is painfulI after I have been practicing the wrong combos for a whole week because i have checked the patch note and there was nothing about recovery frame changes so I thought the same combos will work. But on the bright side at least most of her string are safe now while before most of these were unsafe.

Sure Its stange that we can't connect combos in midscreen with fans any more what was always the signiture move of any kitana combo. The max damage corner combos became very hard with the fan now and this change cut the variation of combos about the half what we could do before but still I can live with the changes because fighting games are all about adaptation . Maybe int he next patch they will buff the fan again . Who knows. :D
Last edited by in memoriam of Sharky; Apr 30, 2019 @ 8:36pm
Crueler Apr 30, 2019 @ 9:06pm 
You used to be able to connect back 3, 4 into fan combo in the corner. Now she does like no damage. All of her strings put you in range to be grabbed now it’s horrible.

And why does the fan even stun them if they weren’t planning on letting you combo off it? At least make the meterburn version able to combo.
Last edited by Crueler; Apr 30, 2019 @ 9:08pm
Lightning Apr 30, 2019 @ 10:15pm 
I just do j1 b231 xx db2 j1 b14 xx df2. Seems to work and do aaround 260 dmg no meter. Thats not horrible. If you run ground war you can do the bf3 amp for around 290.
Last edited by Lightning; Apr 30, 2019 @ 10:16pm
Originally posted by Crueler:
You used to be able to connect back 3, 4 into fan combo in the corner. Now she does like no damage. All of her strings put you in range to be grabbed now it’s horrible.

And why does the fan even stun them if they weren’t planning on letting you combo off it? At least make the meterburn version able to combo.

Yes I agree the meter burn version should have faster recovery and plus on hit. Than it would be perfectly fine. It strange that something is minus on hit. LOL
Last edited by in memoriam of Sharky; May 1, 2019 @ 6:27am
Originally posted by Lightning:
I just do j1 b231 xx db2 j1 b14 xx df2. Seems to work and do aaround 260 dmg no meter. Thats not horrible. If you run ground war you can do the bf3 amp for around 290.

You can do more damage with J2 as a jump in than two times J2 again after the lift but it needs a lot of practice. In corners I found that after the b231 you can do an other b231 after a jump kick and fan than d1 or d3 and square boost or how its called( the butt attack ehh) enhanced thats one the most damaging corner combo atm I think. But on gamepad is almost imposible for me to do a d1 bf3 cancel so I use a df2 as an ender or the 2nd d231 with the 343 extension if I want the opponent stay in the corner.
Last edited by in memoriam of Sharky; May 1, 2019 @ 6:41am
Just wanna add that if you want to see fancy kitana gameplay you should follow this nice guy he is maining kitana since Mk9 also a very good commentator at tournaments and tournament player at the same time. I have learnt a lot of things from him by watching his gameplay at twitch when I was new in MKX.

https://www.twitch.tv/kitana_prime
Last edited by in memoriam of Sharky; May 1, 2019 @ 6:56am
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Date Posted: Apr 30, 2019 @ 6:41pm
Posts: 39