
Disclaimer: This content is not sponsored or an advertisement; it is solely my personal opinion.
The game itself delivers a satisfying and responsive experience, despite being locked at 60hz.
I strongly recommend the addition of a performance mode with a 120hz option for consoles.
Under optimal conditions, I refuse to fall victim to Subzero’s full to mid-range slides or his slow 24-frame overhead attacks. And flawless blocking but getting hit when I know I blocked is also effected by this.
My sensitivity to lag has heightened to the point where I can discern and compare it with other instances of experienced delay.
Although adjusting to playing with my buttons switched, release check, and negative edge was a hurdle, it didn’t hinder my overall enjoyment of the game. I’m confident that the final version will provide customizable settings to cater to individual preferences. It’s important to remember that this stress test is not indicative of the final product.
Now, let’s delve into the game itself.
I would like to preface my comments by stating that the developers have taken note of all the previous concerns for past titles raised and have made significant improvements in response.
Presentation
I love the menus, aesthetic and vibe of the game.
Visuals
The colors are bright, vibrant and just very comforting to be around.
Animations, Feel, and Clunkiness: The issues people had with animations, feel, and clunkiness have all been addressed.
MUSIC
The music is TOP TIER. Everything we have been wanting out of MK with a 80-90s electronic/kung fu movie vibe is here!
GAMEPLAY
All the classic legacy normals have that “umph” to them. Sweeps, Uppercuts etc. Everything that is universal in terms of pokes is effective all feels and sounds good.
Sweeps all have good range and recovery. Making it more useful than standard crouch pokes.
Uppercuts are still good but no longer provide a krushing blow. More of a get off me move instead of a get off me move into KO but with a kameo it can be a powerful combo starter. When flawless blocked they are still unsafe and reduce the push back significantly.
Grabs
Regarding the concerns about 50/50 throw breaks, let me explain why they may have been designed this way.
One of the reasons is to facilitate side switches. If someone’s anti-airs are too effective, how do you switch sides without crossing them up?
In a hold button-to-block game, it becomes quite challenging to open someone up with the traditional Street Fighter method of grabbing and holding back to block, unless the grabs are unbreakable.
There should be a reward for successfully executing a grab. Previously, there was a 50% chance of missing the grab for only 11% damage but with a krushing blow it could get up to 40% with the 30% damage boost activated by a failed escape. Eliminating krushing blows on grabs prevents instances of robbery. It was frustrating to experience an “escape failed” prompt only to be grabbed again for 30% damage, especially when combined with the comeback potential of additional krushing & fatal blowss.
Some people complained about the duration of grabs, but I feel it’s perfect. The extended grab duration allows for your kameo to return and creates a momentum shift.
When you don’t have your kameo available for forward grabs you don’t get any damage from a throw and instead will push your opponent to the corner.
If you wish to avoid being grabbed, you can either duck or break it.
Breakers
I had previously advocated for no breakers/breakaways, but the current compromise is ideal.
Breakers require a full 3 bars of meter and kameo to execute.
This ensures that breakers occur less frequently, forcing players to withstand more damage.
Combos
Performing combos feels incredibly satisfying, and they happen swiftly. With the changes to the frequency of breakers (only once or twice per match), you will witness a multitude of finished combos. The possibilities for continuing your combo seem endless. While there will undoubtedly be efficient bread-and-butter combos, the game allows for a variety of options, which prevents repetitive gameplay.
METER
Meter no longer regenerates; it follows the MK9 style. Landing the first hit grants you a bar of meter, which is crucial since you need 3 bars for a breaker. Meter management plays a vital role in defense, offering armor moves, utility, and increased damage in neutral situations.
Players will need to think strategically about their meter usage.
Armor moves have returned. An important detail I recently learned (thanks to Sikander) is that you can armor through every string in the game. This explains the existence of gaps and being able to flawless block during strings that have already started. If people are suggesting that strings should be “faster,” then it would mess up the current dynamics.
I welcome this change as it provides more defensive options: armor and flawless block.
Armor requires meter, while flawless block is meterless. Players must avoid reckless meter usage or risk being overwhelmed by kameo assist pressure if they can’t flawless block.
High Chip Damage
The high chip damage is intentionally designed to provide an escape from relentless block pressure. However, it’s a double-edged sword because without armor or strong flawless blocking skills, you will suffer. Never find yourself without meter unless you possess flawless block skills akin to an Elder God.
Fatal Blows: Fatal blows still exist but have been significantly nerfed.
The inclusion of a screen freeze, slower start-up, and delayed armor activation during the animation makes it easier to counter them, preventing unfair outcomes in neutral situations.
This adjustment doesn’t eliminate the utility of hit-confirming into fatal blows during combos, which strikes a perfect balance.
Up Block Mechanic:
- Functions similarly to flawless block U2 without requiring a prior flawless block.
- Utilizing it involves the same mind game strategy as in MK11. Deploy it when your opponent performs an obvious jump-in attack.
- Punishing it employs the same tactics as in MK11. Empty jump to make them whiff and seize the opportunity to punish. Instead of a short hop, they are left vulnerable in general, resulting in additional damage akin to a counter hit.
MOVEMENT
Movement in the game is satisfactory for my taste. However, some players seem to desire the ability to swiftly dash or run across the screen without engaging in neutral gameplay, solely relying on forced block strings or unblockable attacks.
You may label me as a fanboy, but I dare say that those individuals may not have experienced the original MK or MK2. In those games, walking was a prevalent aspect of gameplay.
Also MK1 allows you to do advancing attacks that travel full screen in a split second. With Kameos these become safe or + to do on block.
I demonstrate these strategies in my youtube videos below.
Personally, I feel that the current movement allows me to reach my desired positions effectively, though I wouldn’t mind slight adjustments or none at all.
The walk speed in this game is the most responsive I have encountered among all their titles. It matches or even surpasses the pace of Street Fighter in my opinion. I can’t comprehend why some people express concerns about Mortal Kombat 1’s speed while simultaneously complaining about Street Fighter 6’s Drive Rush.
I hope in this era of fighting games the developers of every game ignore the player base on battle direction.
Overall, the game feels remarkably responsive to me, and I wholeheartedly embrace the direction in which it is heading.
I am eagerly anticipating the unveiling of the remaining game content, including characters and cameos.
Every character I had the pleasure of playing felt incredibly enjoyable. I will provide detailed breakdowns of each character in due time. In the meantime, please enjoy the uploads I have already shared and will continue to upload on YouTube.
ICYMI: SF6 High Level Set Playlist


good news