Mkt Kabal's groundsaw what gives
2D Kombat Klassics
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Mkt Kabal's groundsaw what gives
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posted06/03/2004 09:22 PM (UTC)by

I dont know if this is just the n64 version or other versions are like this Kabals groundsaw is sooo slow its immpossible to even use it i did his run web move and it wouldnt hit him the guy its so slow when i do get it to come out i get hit and its gone is the psx version like this too.It sucks.

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psyclobex Wrote: I dont know if this is just the n64 version or other versions are like this Kabals groundsaw is sooo slow its immpossible to even use it i did his run web move and it wouldnt hit him the guy its so slow when i do get it to come out i get hit and its gone is the psx version like this too.It sucks. |
Well there's a really long sentence, then a really short one. But after reading I can say that the PS version's Kabal has the same slow ground saw. I don't know the specifics, if 64's is slower/faster than the PS, but I have MKT on the PS - and it's very slow. Still a good fighter...


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When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
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No reason to ever use the groundsaw unless it's for mind games or the person has so little life it will kill them with the chip damage. In MK3 it would keep going even if Kabal was hit, but if you hit him in UMK3, the saw disappears, I guess that was just one of two unsuccessful steps taken to balance him. The real problem is his spin, they should have changed more properties on it, the only thing they did was make it so you can't do two of them in one combo, and the only way to do that would be, air spin, then air spin before they hit the ground, however a falling opponent can do an air special move before they hit the ground, like air fireball, teleport uppercut, air throw, etc.
Matt
Matt


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MK2KungBroken Wrote: however a falling opponent can do an air special move before they hit the ground, like air fireball, teleport uppercut, air throw, etc. Matt |
I never knew that about the falling opponents... that got me thinking about how cool it would be to incorporate something similar into another 2-D MK game, as a sort of combo-breaker. It could be a "juggle-breaker," I guess. Imagine the possibilities in a heated 1-on-1 match!
The system could rely on something similar to the Agressor meter... so if you get juggled while you have a fully charged meter, you could like teleport out at a key moment and really throw your opponent for a loop.
Man, I hope the rumors about another 2D MK are true. Actually, I guess there's no reason why they couldn't implement this in a 3D game... they did mention something about combo breakers in MK:D, so we shall see.


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I only wish i could use it.It helps my combos it worked in mk3 great i get huge combos numbers i first juggle some punches then i do the web then the groundsaw and then do his combo uppercut and hit him in the air then hit him with that purple thing my combos where like over 60 i think i cant remember.

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"I only wish i could use it.It helps my combos it worked in mk3 great i get huge combos numbers i first juggle some punches then i do the web then the groundsaw and then do his combo uppercut and hit him in the air then hit him with that purple thing my combos where like over 60 i think i cant remember."
Thats the reason why it dont work anymore in UMK3 and MKT.
The damage was just to great, Kabal is already to strong because of his superb Spindash, the Chainsaw after Spindash would even make it worser for the balancing.
I think Midway never wanted combos that do more than 50% Dmg.
Thats why they put the Maximum Damage counter in MK4.
Thats the reason why it dont work anymore in UMK3 and MKT.
The damage was just to great, Kabal is already to strong because of his superb Spindash, the Chainsaw after Spindash would even make it worser for the balancing.
I think Midway never wanted combos that do more than 50% Dmg.
Thats why they put the Maximum Damage counter in MK4.


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CorrezZ Wrote: MK4's combo system was so broken that they added Maximum Damage at the last moment. If it wasn't for that next to everyone would have easy infinites. |
Ha ha, tell me about it...
Lots of ridiculously easy infinites in that one, especially for the new MK Gold characters.
Kitana, for example:
HP,HP,fan toss... run in, HP,HP,fan toss... run in, HP,HP,fan toss... repeat until you get tired. You can finish with a launcher combo whenever you feel like it, then add a few moves in before they hit the ground. So basically, once you land A SINGLE HIGH PUNCH, you've got an easy infinite.
Baraka's moves do WAY too much damage... notice that if you run in after a blade spin, you can only land two punches before Max Damage kicks in. Same thing with the blade fury; almost any juggle combo you hit before they land will trigger Max Damage.
The biggest offender of all is that after knocking someone down, you can go next to them and start mashing HP; when they get up they WILL take the hit and you can punish them with the combo of your choice (you can re-launch until Max-Damage, for example). So basically, once you land a single HP, you can do an infinite with anyone.
Keep in mind, this isn't anything tricky that relies on being in the corner, or anything like that... these are just very simple sequences that you can perform at any time. In any case, this game NEEDS Max Damage to be playable. Obviously, balancing the game would have been preferable, but as the game is, the max damage is an absolute necessity.


About Me
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
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MK4 and G were dumb.
The thing with Kabal's groundsaw, if you do it in a combo, anything you do after it is blockable.
Matt
The thing with Kabal's groundsaw, if you do it in a combo, anything you do after it is blockable.
Matt
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