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TonyTheTiger - Forum Director
Mortal Kombat Online - The Ultimate Mortal Kombat Experience
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Nintendo is comprised of three Japanese words. Nin, Ten, Dou, and when combined it means we kicked the holy shit outta Atari.
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Everything Vers and Saty said is very accurate. I'd just like to add something small to the fray. MKDA lacks options when it comes to what each situation calles for. What I mean is, there's a lot of people who clammer for more moves, more moves, etc. But most of the time, the games that have more moves have them by default simply because the designers take into account the situation the player is in.
I'll use the attack 1 button for example. If the player is standing up facing his opponent and hits the A1 button he does a move whatever it may be. Add in a direction with that button you get other moves. Left A1, Right A1, etc. This is a good start but it's where DA stopped. This not only limited options (a.k.a. depth) of the game but also, as a side effect, shrunk the move set of each style. What would those attack buttons do during other movement situations is something that the designers need to ask themselves. And often times, they'll get different answers than the basic standing move. If I press A1 while in the process of ducking, I'll do a different move. If I'm on the ground I'll do something else. If I'm sidestepping, another one.
Some people argued that DA felt choppy. Game Informer Magazine acknowledged this in their review. One of the main reasons it did was because the attack options were severely limited. Who wants to play a style that only has a linear moveset in a 3D game? Not many people would. Attacks done during sidesteps would all be horizontal attacks.
People complain about no custom combos? This will fix that. Theoretically speaking, the player should be able to do an attack using any of the attack buttons and directions during any form of movement and come out with a different attack.
In a perfect situation, every attack is useful and will be effective in the most hardcore situations. Unfortunately this rarely ever happens. It's the job of the designers to do their best to make all the moves useful but if the situation occurs that all aren't then the tricky part is judging what attacks are useful or not. Funny thing is, it's the players not the designers who should be left to figure that out. That's why you see many different playing styles with games like Soul Calibur and Virtua Fighter. Not every move is good when it comes down to hardcore tourny gameplay. Part of the learning curve (and much of the fun) of a game is figuring that out. Now this is strictly tourny gameplay I'm talking about. They may not be bad moves but in the scheme of the tourny nobody wants to take chances. Casual play is where all these moves actually matter. It's fun to screw around and use flashy moves that may be easily punishable just for the hell of it. It's through casual play that players start to weed out they're style for tournaments. Plus it's just fun to get with a group of guys and play without limits. Don't work toward making moves easily punishable or try to figure out what moves will be the "tourny" moves and "casual" moves. It shouldn't be done that way. Work toward making all the moves good and then let the players do their part.
I wish you the best of luck, Ray. I can see the next MK being all the better with you on the team.
I'll use the attack 1 button for example. If the player is standing up facing his opponent and hits the A1 button he does a move whatever it may be. Add in a direction with that button you get other moves. Left A1, Right A1, etc. This is a good start but it's where DA stopped. This not only limited options (a.k.a. depth) of the game but also, as a side effect, shrunk the move set of each style. What would those attack buttons do during other movement situations is something that the designers need to ask themselves. And often times, they'll get different answers than the basic standing move. If I press A1 while in the process of ducking, I'll do a different move. If I'm on the ground I'll do something else. If I'm sidestepping, another one.
Some people argued that DA felt choppy. Game Informer Magazine acknowledged this in their review. One of the main reasons it did was because the attack options were severely limited. Who wants to play a style that only has a linear moveset in a 3D game? Not many people would. Attacks done during sidesteps would all be horizontal attacks.
People complain about no custom combos? This will fix that. Theoretically speaking, the player should be able to do an attack using any of the attack buttons and directions during any form of movement and come out with a different attack.
In a perfect situation, every attack is useful and will be effective in the most hardcore situations. Unfortunately this rarely ever happens. It's the job of the designers to do their best to make all the moves useful but if the situation occurs that all aren't then the tricky part is judging what attacks are useful or not. Funny thing is, it's the players not the designers who should be left to figure that out. That's why you see many different playing styles with games like Soul Calibur and Virtua Fighter. Not every move is good when it comes down to hardcore tourny gameplay. Part of the learning curve (and much of the fun) of a game is figuring that out. Now this is strictly tourny gameplay I'm talking about. They may not be bad moves but in the scheme of the tourny nobody wants to take chances. Casual play is where all these moves actually matter. It's fun to screw around and use flashy moves that may be easily punishable just for the hell of it. It's through casual play that players start to weed out they're style for tournaments. Plus it's just fun to get with a group of guys and play without limits. Don't work toward making moves easily punishable or try to figure out what moves will be the "tourny" moves and "casual" moves. It shouldn't be done that way. Work toward making all the moves good and then let the players do their part.
I wish you the best of luck, Ray. I can see the next MK being all the better with you on the team.
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I just wished that MK: DA had more time so it could be a better fighter.
I liked the evolution but yeah, it did need more moves in the fighting styles and such.
I'll give you some examples....
Hapkido needed the Jujitsu locks and throws.
Dragon should have had twisting moves.
Ninjitsu should have had a lot of moves because it combines so many different techniques.
The blocking system should be a lot more enhanced and just generally speaking, the fighting styles and their moves in the game need to be enhanced a lot.
I liked the evolution but yeah, it did need more moves in the fighting styles and such.
I'll give you some examples....
Hapkido needed the Jujitsu locks and throws.
Dragon should have had twisting moves.
Ninjitsu should have had a lot of moves because it combines so many different techniques.
The blocking system should be a lot more enhanced and just generally speaking, the fighting styles and their moves in the game need to be enhanced a lot.

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I personally love MK:DA, but when I found out what COULD'VE been, I wished that more time was given for it all. I didn't read all the posts, but here's what I believe was wrong with MK:DA;
Speed; characters need to be able to run, and maybe even charge, into/away from their opponent;
At least 3 special moves for each character, and all of them unique to one character, and I don't mean just by name;
Why should Reversals be able to stop Moloch's attacks? Why should he be so slow and easy to dodge? The mid-boss was too weak compared to the ones in the previous MKs;
The boss characters shouldn't be usable right away, even if they are equal to the other characters. I thought that buying them in coffins would be better, but that's my personal opinion;
The final bosses were equal to the other charcters. Why? The bosses should make the mid-boss seem like nothing (again, personal opinion);
The training mode was disappointing. Perhaps we should have some kind of control as to what the computer player does rather than just let it stand their;
Coffins were a great idea, but maybe there shouldn't be so much focus on things like "Can of Squid", and more on things like "Kano's Reminder". Basically, their content should have more information directly linked to the story of Mortal Kombat, even if it's the comedic stuff like "Jax's Chrome Bling" (that was funny man!);
Being smashed into an arena barrier is cool, but getting killed by it because you have 1% life left before you hit it sucks;
That's all I can think of. Rayrokka, I wish you luck in your meeting with Ed Boon, and I hope that you heed what most of us have to say.
Speed; characters need to be able to run, and maybe even charge, into/away from their opponent;
At least 3 special moves for each character, and all of them unique to one character, and I don't mean just by name;
Why should Reversals be able to stop Moloch's attacks? Why should he be so slow and easy to dodge? The mid-boss was too weak compared to the ones in the previous MKs;
The boss characters shouldn't be usable right away, even if they are equal to the other characters. I thought that buying them in coffins would be better, but that's my personal opinion;
The final bosses were equal to the other charcters. Why? The bosses should make the mid-boss seem like nothing (again, personal opinion);
The training mode was disappointing. Perhaps we should have some kind of control as to what the computer player does rather than just let it stand their;
Coffins were a great idea, but maybe there shouldn't be so much focus on things like "Can of Squid", and more on things like "Kano's Reminder". Basically, their content should have more information directly linked to the story of Mortal Kombat, even if it's the comedic stuff like "Jax's Chrome Bling" (that was funny man!);
Being smashed into an arena barrier is cool, but getting killed by it because you have 1% life left before you hit it sucks;
That's all I can think of. Rayrokka, I wish you luck in your meeting with Ed Boon, and I hope that you heed what most of us have to say.


About Me
Save a life; Kill a necromorph
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Well make Konquest mode a Konquest.
There should be a training mode but it will be the Mkda Konquest adapt for MK6. The Konquest mode is about the Konquest of the game.
There should be a training mode but it will be the Mkda Konquest adapt for MK6. The Konquest mode is about the Konquest of the game.


About Me
TonyTheTiger - Forum Director
Mortal Kombat Online - The Ultimate Mortal Kombat Experience
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Nintendo is comprised of three Japanese words. Nin, Ten, Dou, and when combined it means we kicked the holy shit outta Atari.
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Also, the practice mode kinda blew. A good practice mode teaches a player how to use moves. In DA, the konquest mode was far more useful for practice than the actual practice mode. Much of what was in Konquest, combo training for example, belongs in Practice. The Konquest mode should be about actual combat within various situations during the progression of a storyline. DA's Konquest was basically a glorified practice mode over the progression of a storyline. It shouldn't be something like Soul Calibur II. I like Weapon Master mode and all but it promoted too much cheese and not enough progression of skill. Play the Edge Master mode in the original Soul Blade to see a good example of what Konquest could be.
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1. Re Do The Reversal System
1. The reversal animation in MKDA was very unpolished. When the person successfully connected with a reversal the character would lock onto the opponent, but the hand didnt really have contact with the body part, making it looked rushed and silly. When the reversal connects the character should automatically go into the animation of that particular character reversal.
2. There should no longer be custom reversal follow ups Reversals should never allow the player to follow up with whatever they please. If Hsu Hao Reverses you say bye bye to 40% of your health. When the character reverses you they should automatically do an arm crunch or an over the shoulder slam or something like that. This is how it is in every fighter. Of course some characters should have better reversal than others.
3.High/Mid and Low Reversal really need to have different commands. If Im facing a reversal abuse happy opponent I have no options attack wise since everything gets reversed the same manner. I dont have a problem with low attacks being reversible, but they should be a different command than the mid/high reversal. It should also be a different result. I think low reversals as a whole should do a lot less damage.
4. Chickening is something I find to be very cool. Chickening is when you input a reversal difficult command once a reversal takes place that makes your character quickly escape the reversal. The command should be difficult and should only work during a certain amount of frames.
5. The reversal command should be a lot harder than one button. Come on midway. This isnt street fighter 1. For example..if I remember correctly in Tekken 4 the reversal is b+2+4 for highs and mids and I dont think T4 has low reversals.
6. This is common sense, but make sure every characters reversal is different. Dont wanna make the game look scrubby and rushed.
7. Reversals should be a risk. In MKDA the character was at like 7 from a reversal being screwed up. It should be ATLEAST 20 or so.
2. Re Do The Throw System
1. Firstly throws should be unblockable. The whole point of throws is to stop defense. Making throws blockable makes throws pointless..simple as that.
2. Throws should hit high. Its like this in all fighting games. Making throws unduckable makes throws unfair.
3. Each character should have atleast 3 throws with different escapes. 1 should be a 2 escape, 1 should be a 1+2 escape and 1 should be a 1 escape. When the character does the throw, the opponent should have a couple frames to escape the throw. The guess wrong and they eat the throw. Thats how it works in pretty much all fighters.
4. Throws should take a lot more skill to do. Simple f+sm commands wont attract any new fans. Only hardcore gamers like us accustomed to the simple way of MK. In MK6 should have one simple throw thats the same command for every character. In tekken 4 this is f+2+4 and they all had 2 escapes. The other kind of throw MK6 should have is a command throw that does more damage than the normal ones, has a harder command and has a 1 or 1+2 escape. Some characters should have more command throws than others. For example, a grappler like Kano or Jax would have five or six command throws while characters who depends less on throws like scorpion or sub-zero would have just one or two command throws.
5. Weapon Throws should be included in this game. Each character should have one, and they all do over at least 30 damage. They should have difficult commands and look very flashy. Everyones weapon throw should have a different escape, forcing players who want to become good to find out the escape for all of them. Naturally characters who depend more on their weapons than others like Quan Chi and Drahmin should have the best weapon throws.
6. Right Side, Left Side and Back Side throws need to be put into MK6. They should do good damage and have cool animations. Both side throws should have a 2 escape while the back throw should be unescapeable, for hell, if someone manages to get behind you frankly you deserve to take a good 50 damage anyway.
7. Crouch throws should be exclusive to big time grapplers like Jax and Kano. Crouch throws are for when the opponent ducks. These throws are normally some sort of power bomb or piledriver or something like that. They should do solid damage but be very escapeable.
8. Ground throws should punish those who stay on the ground for too long. Again, only big time grapplers should have them and they should be easily tech rollable and do average damage.
9. I think every character in MKDA should have the ability to utilize the different arena structures and perform a throw. Whether be against the cactus on Edenia Dessert or on the icicles of The Lin Kuei Temple. Each throw for each character should look the same so there are no arenas advantages.
10. Moves that turn into throws under certain circumstances would be very cool. For example..suppose Kitana had throw called Seismology where she does a back flip and lands on your shoulders and just starts clawing at your face and then kisses you and hops off. This would do great damage and would have a hard command, but it wont only turn into a throw undercertain cirumcstances. Perhaps it would only turn into throw on counter hit or something like that. If you try to do this throw under the wrong circumstance Kitana would hop on but instead of clawing she should just do the kiss for a measely 10%. Things like this would spark questions on the net such as What are some good Seismology set ups? instead of useless things like whats the final secret?!?! Someone tell me! , and would make the community better as a whole.
11. Make throws look less cartoony and silly. The command throws for Jax,Kano and Hsu Hao were just fine animation wise, but the f+sm throws looked super stupid. Sub-Zeros was decent, and so was Quan Chis and Drahmins, but some of them were ridiculous such as Kanos let me run up your body and kick you in the back throw and all the other gay ones. Work on making throws have a WHAT NOW?!!? appeal. Make them make you feel good when you connect them. Make the animation entertaining and last longer than half a second.
12. Air throws need to come back. They owned so much. Make them all matrixy and shit!
3. Frame Advantage/Guard Crush
Ray, if there is one thing needed..it is this. Though other things do need to be implimented, MK6 must, and I repeat..MUST have frame advantage. Now, we all know what frame disadvantage is. For example, Scorpion's spear is blocked, scorpion is at a frame disadvantage. I cant count frames, but an educated guess would be that scorpion is at -50 frames when the spear is block. Things like Sub-Zero's Shotokan: 1 is about -2 or so on block. It's punishable, but there is a very small window. However, frame advantage is the opposite. Let me explain it this way.
When Jax does Muay Thai 2 Jax has no advantage because MKDA has no frame advantage. So if jax does another single 2 after doing 1 single 2, the opponent can quickly interupt. However, if Jax's jab was..say..+8 Jax can pressure the shit out of the opponent because they cannot interupt since the move causes frame advantage. Of course this isnt unbalanced since jax's jabs go vertical and can be ducked and reversed..etc. This would also balance characters like kitana and cyrax out since they would have frame advantage. Also remember that when moves hit they cause more frame advantage then they do if blocked. So if jax's jab is +8 on block, on hit it may be +14. Make sure that every character has a wealth of frame advantage moves. This is one of the keys to making a balanced fighting game.
Guard stun..forgot that. Guard Stun causes so much frame advantage that it causes the opponent to stumble back a bit. You have soul calibur 2 right ray? Do nightmare AAB, but hold the B. That would cause a guard stun/crush. Suppose a guard stun was +15 on block, then moves that are 1-14 frames would be guaranteed off of it. For example, im not good with frames but Hwoarangs f,f+4~3 in Root Foot Forward stance is a +14 guard stun. Off of it the 11 frame(12 maybe?) b+3 is guaranteed.
4. Character Specific Movement
One thing missing from MKDA was character specific. Characters should have certain ways of maneuvering around the arena that no other character has. Of course everyone would have the standard walk,dash,duck and side step, but every character should have other alternatives for advanced play. A couple of examples
Raiden Teleportation..simple as that. It should now be packed to the brim with options unlike the simple d,u in the past games. Besides the d,u, raiden should also have a teleport that takes him straight to the opponents face as well as an air teleport that goes over specials such as the spear and freeze. While the teleporting the opponent should also be able to buffer in attacks. So for example..suppose the teleportation to face command is qcf+2 and his shock till you drop throw is b,f,f+2+4, while teleporting the player can input the STYD throw so as soon as raiden is in their face he will grab them and perform the throw. Since this can easily become unbalanced raiden should have some of the biggest throw escape windows in the game. The teleport should also be able to take raiden to either side and he should have a teleport that takes him near the closest useable item on an arena.
Nitara why flight of course. It should be a little like sindels flight in MK Trilogy. Only she should have an air throw and a lot more attack opitions. Flight mode should be more like a stance than just a movement. I cant really give you advice as to how to go about doing this, but I have faith in midway.
These are just two examples. This is what would make MK unique compared to other fighters. Since no other fighter has this kind of stuff, Hardcore players will be attracted to the in depth throw game, the interesting plot and gameplay AND the brand spanking new character specific movement stuff in mk6.
5. Pokes
Well, you know what pokes are. Fast attacks that do solid damage and are safe on block. Jaxs 2 would be considered a poke, as would Kung Laos 1. However, everyone should have pokes. With Kitana Pokes are pretty much no existent. As is the case with Mavado,Sub-Zero and many other characters. Everyone should have jabs. They should have range,priority and SHOULD HIT HIGH. When I say hit high I mean they can do ducked and the opponent will not have to take the chance of eating it on the way down. So lets just look at what we have right now. For example, suppose Kitana was again the worst in MK6. Atleast in this game shed have throws that have uses,character specific movement, and Jabs to interrupt with and frame advantage. So even the worst of characters could compete in high levels of play. Also, more characters should have moves like Sub-Zeros d+3 in dragon stance. These are what youd call low pokes. Give them more range and make it do more than just 4%. Lastly make sure all JABS go vertical so they can be side stepped. This would limit jab pressure. While some pokes can track, be sure that jabs do not. This is one of Tekken 4,Soul Calibur 2, and other hardcore figthers most itching problem.
6. Moves With More Meaning
1.Move that go under some high attacks. You guys have this covered in MKDA..just make more of them.
2. Ok lets just say for a minute that universal tracking didnt exist. MKDA would be a terrible game. Why? Because itd all be side step and punish. The gay side step engine would of really gayed it up. Would the game be balanced? Well, yeah, but not in the way youd want it to be. So give characters more moves that track.
3. Moves that go over lows. There shouldnt be as many of these as the number 1 and 2, but there should be some. For example. Kitanas seismology throw(discussed in chapter 2) would obviously go over low attacks.
4. Moves that lead into character specific movement would add more depth to the game as well. For example 1,2,qcf+1 with raiden would be two punches into a sky teleport. Stuff like that.
5. Power hits. MK has been and forever will be a combo based game, but since guaranteed combos off the first hit hopefully wont be making a return we need moves that that do more damage and are single blows. Of course these moves would do around 30-40 damage and most of the time would something something like launch them into the air,send them flying back or send them flipping back. These type of moves would do even more damage against walls. Ray you have all the fighting games so I wont even need to give an example, but these should be put in.
7. Return of the aggressor.
1.Blocked attacks, non blocked attacks, throws, reversals and guard stuns build up your aggressor meter. Like MK Trilogy when Aggressor is fully spelled out the character will power up. Each characters aggressor would look different(Blaze Fire,Sub-Zero Ice,Raiden Thunder,Fujin Wind,wtc).
2. The Aggressor would increase movement speed(back walking,forward walking,character specific movements,side stepping,etc).
3. Moves would do more damage. A lot more damage. Move would also have different properties. Some throws mav have an extra animation and reversals may look different.
4. Moves that werent safe in aggressor may be frame advantage on block, and moves that were already frame advantage may have even more frame advantage or cause guard stun.
5. Agressor mode should automatically deactivate when you enter weapon mode. This would stop over powering moves and weapon throws. I mean imagine quan chi in broadswords with aggressor..yikes.
6. Unlike in MKT, the aggressor should activate as soon as you spell it out. You should have the option of activating it when you want. Whether its mid juggle or while side stepping the option should be the players.
7. Like I said earlier on in this topic along with speed,frame advantage and power increases, the aggressor should give each character their own special ability. Ill leave this to you guys, I gave enough suggestions earlier.
8. Re Do The Sidestep System
The side step system in MKDA sucked. I expressed this enough already, just stop that silly swoosh and the huge side step. Make it a regular step always whether they are attacking or not. Different stances should have larger or smaller side steps of course. The worst part about the side step system wasnt really the side step itself, but it was what was GUARANTEED off of it. A full branch dude..a full freaking branch. Jax would have been the best in the game. After all, it would just be side step 2,2,cs,4,b+2,b+2,4,4,cs,4,f,f,d+3 twice = game over! And Bo Rai Cho..ouch. Side step infinite and game over! This is why there should not be any more combos guaranteed off the first hit. So anyway, make the side step smaller and less broken guys.
9. Back Dash Cancel Needs To Go
I dont think I need to really say this..so I wont. You know why this is broken, so take it out. The back dash is useless as well, so just stay away from putting it in.
10. Re Do The Weapon System
1. Weapon vs Hand to Hand = more frame advantage than weapon vs weapon. This should be one of the weapons specialties.
2. Weapon Repel is an idea of mine. You ever see a sword fight in a movie? Well, you know when the bad guy is about to kill the good guy, but the good guy holds his sword horizontally to block the weapon? Then he slowly pushes the sword forward to get the guy off him. Thats what I think should be in MK6. This would balance out broken weapons like broadswords and iron club. The command should be relatively easy, but it should be a risk. When the opponent attacks and you do the repel. It should be like in the movies where the opponent is forcing his weapon near their throat or something and the opponent is blocking with his sword. At this point two controller trick icons would appear above the character head, both players would rotate as fast they could, the first to rotate it 4 times quickly would either break the the weapon repel and do damage or successfully connect with the repel and do damage. The weapon repel should be able to be done out of weapon stance, but to balance this out if you are not in weapon stance but your opponent is your opponent should have to do the usual 4 roations when you have to do 6.
3. Come on guys..these are weapons. If someone poked me with a sword made out of solid ice I think I would be hurt. My point is that low attacks should be more damage. The speed should be toned down of course to balance this out, but the moves should do atleast 15% or so depending on the weapon. This goes for other stances, make low attacks do more damage.
4. Other than this the weapon system was good in MKDA.
11. Harder Commands
1. Quarter Circle Forward like ryus hadoken movie in street fighter
2. Quarter Circle Back the opposite of QCF.
3. While Running
4. Fully Crouched
5. During Character Specific Movment
6. Half Circle Forward
7. Half Circle Back
8. Back Turned
9. During Sidestep
10. While Grounde
With so many different possible commands there is no excuse for the overly simple commands in Mortal Kombat Deadly Alliance. The commands I listed above are in pretty much all fighters. T4,SC2,VF4,MVC2,CVS2,DOA and even shallow ass Bloody Roar. So lets make commands a little harder this time. Not the biggest of the deal, but I dont exactly want to feel like a pre schooler when playing my fighting games.
12. Pre Round Movement
This is in Bloody Roar and Tekken 4. Being able to position yourself and get into stance before the match starts would be great. Not much to say here, Id imagine this would be very easy to put in..so why not?
13. Delayable Attacks
Simple enough. Delayable attacks would throw off timing, add frame advantage and power to moves and would simply add depth to an already deep game. For example. Each punch of Jaxs Piston punch could be delayable. So instead of being just d,f+1 like in MKDA it could be qcf+1,1,1,1,1. Each punch can be delayed or sped up however you like. If you delay each punch would do more damage,etc. Some throws should also be delayable.
14. Ground Control
I really dont think I need to explain this at all. Play anything game other than MKDA to find out how ground control should be done. Theres no reason why players cant be able to decide whe they want to get up.
15. Get Rid of Universal Track
Im not going to bother explaining, but you know this has to go. Its really gay : (
16. Wall Teching Less of A Breeze
Wall teching should be a lot harder in MK6. in MKDA if you are hit against a wall you could simply tap up or down to wall tech and there was no timing to it at all. In MK6 when someone is near a wall they should piss their pizants. It should be the core of damage the OWNAGE spot. Because frankly, with all the character specific movement and deeper gameplay there really should be no reason for you to be against a wall.. The wall techning should need to be timed perfectly.
17. Cancelable Attacks
Taking a page out of Soul Calibur 2 you guys should make certain moves cancelable. For example the ice shaker is b,d+2 in MKDA, but by doing b,d+2~block sub will start the animation but go straight back to blocking. This would throw off opponents timing big time. Throw should be cancelable as well.
18. No More Chip Damage
Keep in mind that MK is now a 3D game. Tell me what 3D game has block damage these days. It just doesnt work midway. In the old school MKs and in other 2D games like MVC2 and CVS2 its a necessity, but in MKDA it just makes it harder for defensive characters to .well .defense.
19. Blocking Concern
Im not sure how to explain this, but putting frame advantage into MK6 would be kind of difficult with the blocking system in MKDA. Heres why. Sonyas Tae Kwon Do: 3 is safe on block because it knocks the opponent back a considerable amount of distance. However, if Sonya does TKD:3 and I let go of block as soon as 3 is over I will not move back and I will be comfortable In front of Sonya, ready to punish with my 50% combo. So im not trying to go all tekken on you, but maybe you should use their blocking system. Where to block you hold back. This way there would be no way to cheat blocking. But honestly I dont know how else this would work. I am not trying to make MK tekken , but im not sure how to make frame advantage work with the current blocking system. Ask MKL, he plays DOA and if I remember correctly you block the same way in DOA as you do in MKDA. Dunno
20. Combo System Needs Adjustment.
1. First and foremost no more everything is guaranteed combos. This simply cannot happen. There is absolutely nothing wrong with branch combos, but they should not be guaranteed on hit under any circum stance.
2 . Counter Hit system needs to be put in MK6. Im sure you know what counter hitting is, but just in case. Ill use Tekken 4 as an example, though many games has this system. Ok Im using Kazuya Mashima, possibly the most CH dependant character in Tekken 4, and you are using Paul. Now Kazuya has a move called the Demon God Fist(while rising+2) its a hook punch that does ok damage. However, if paul did his Phoenix Smasher when Kazuya does his while rising+2 and Kazuyas move wr+2 hits first, it will cause a counter hit. Unlike the regular wr+2, on counter hit paul would hold onto his gut and crumble down a bit. Now you are in Kazuyas world. From here on you can do 1,2,TGF while he is crumpling for a total of like 70% damage. This is how the combo system should be done in MK6. So for example, Sub Zeros 1,2,b+2 should not be guaranteed on hit. 1,2 should, but the b+2 should only be guaranteed if the 1,2 hit on CH. Another example would be Scorpions Pi Gua 4. On regular hit it does a little damage and DOES NOT cause stun on hit(it does in MKDA, but fix this for MK6), however, if 4 hits on CH it does much more damage and guarantees a Ninja Sword: 4,1,1,3. I have no problem with massive combos, but players should have to work for it. If you dont like my counter hitting idea because its too Tekken/Soul Calibur/Bloody Roar for your liking then find out another way to stop guaranteed combos off the first hit
figured id post this hear. seems more fit.
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1. Arcade Mode
Arcade mode was excecuted nicely, but there are a few changes that I think would drastically improve the replay value and presentation. Arcade should also work as a story mode(why have both) for the game. When your character is selected either a hand drawn or video animation would appear(Id guess videos are expensive,so go for the hand drawing) explaining the characters events after the MK5 tournament, but before the MK6 tournament. The announcer would be the one talking as picture by picture weant by. Heres an example.
After the fifth Mortal Kombat Tournament, Johnny Cage returned to the fast life of a movie superstar. Caring little about anyone but himself, Johnny Cages co-workers, family and friends became fed up with his attitude and soon started to despise the superstar. Johnny Cage was no longer a getting movie deals and popular clothing companies quickly rid themselves of the disreputable snob. Johnny was at an all time low. He drowned his sorrows in heavy alcohol and partied till he passed out. He bacame more and more shallow by the minute, until one faithful day, Johnny Cage saw a young girl about to be hit by a truck. Leaping out of character and into the streets, Johnny pushed the girl out of the way. The girl came out unscratched, but Johnny was not as fortunate. Johny woke up in the hospital, stripped of his past memories of fame, love and lust. Going against the doctors orders, Johnny Cage snuck out of the hospital and wondered aimlessly along the streets of Los Angeles. Coincidently, LT Sonya Blade and Major Jax Briggs along with Kenshi and Cyrax were on their way to an artificial portal to take down an outworld thread along with the other earthrealm warriors. Johnny followed them to the portal and overheard them talking about the evil dragon kind and his many minions. The special forces hopped through the temporary portal. Feeling deep within his memory ridden soul that the only way to get back parts of his past is to assist the earth warriors in defeating this evil force, Johnny Cage stepped through the portal and in to the most difficult battle of his life.
After that the VS Screen for whoever Johnny Cage is facing would come up. You would fight your way through everyone till you reach the sub-boss and eventually the dragon king. When you beat the game you will be treated to the ending of the character you picked. Whether these endings or videos or sketches depends on how much time you guys have for minor things like this.
Depending on how relevant the character is to the storyline, pre sub boss sketches may be included. For example with Sub-Zero. After the 7 or so matches it taks before you reach the sub-boss the VS screen will come up, but instead of the match starting you would be treated to another sketch.
More powerful than ever before, Sub-Zero rushed toward Moloch, but before Sub layed a finger on Moloch, a robed warrior with a hood over his head caught Sub-Zeros eye. The mysterious warrior was carrying frost up hill. Forgetting about the oni-destroyer, Sub-Zero rushed up the hill all the way to its flat surface top to confront the foe
(FMV)
Robed Fighter: Its been years
Sub-Zero: Let her go now or prepare for battle!
Robed Fighter: Muahahahaha. These low life mortals have made you soft and weak. Youve disobeyed the link uei code and clan. You are no family of mine.
Sub-Zero: What do you mean by family
(Robed fighters drops frost to the ground and removes his robe to reveal a linkuei ninja dawning a blue costume similair to Sub-Zero with pupiless ice blue eyes)
Sub-Zero(classic): Recognize me now, brother?
Sub-Zero: its its you!
Sub-Zero(classic): It IS me brother! We shall kill off the weak lin kuei clan of today and form the clan to be deadlier than ever. The Dragon King has granted me freedom from the depths of the netherealm. I do not want to see you this weak. Father would not have wanted this.
Sub-Zero: No! The netherealm changed you brother. You are no longer the same man, I must defeat you and put your tortured soul to rest!
(SKETCH)
So begins the most difficult fight of sub-zeros life
after the fight the evil sub-zero tells the younger sub that though he may have won this battle he cannot kill a spectre, and that he will haunt him and their sister frost too. He then evaporates. Sub-Zero could not let the shocking news of his brother returning and frost being his long lost sister get to him. The real VS for sub-zero vs moloch appears and the fight begins. After defeating moloch and the dragon king youll be treated to Sub-Zeros ending. Stuff like this will shoot the replay value through the roof.
2. Vs Mode
I love Vs mode in DA. Its straight forward, keeps track of wins, losses and ratios, allows you to gamble coins AND have handicap matches. It also lets you pick your arena. Im gonna sound a bit picky(and stupid), but the only problem I have with the VS mode is the lack of the cool ass vs screen from the past MKs. The one where the two characters appeared staring at each other and there was the code pad on the bottom. Heh, other than that I have no problem with vs mode. Just add an online option and midway is set for this mode.
3. Practice Mode
If any mode needs improving it is definitely practice mode. Heres a list of the stuff needed to bring it up to standard.
1. 2 player option is a must have in any practice mode. 2 people should be able to spar without having to have actually matches. Make sure that its an option so that if you no longer want to spar with the player you can change it to the computer.
2. Customizable artificial intelligence should make players want to master their character(s). The player should be able to make the computer do anything from regular attacks, combos, throws, side step attacks, special movements and weapon attacks. This way players can develop counter attacks and strategies for any move whether a friend is available or not. Of course a good old dummy should be available as well, and an option so that everything counts as a counter so people could practice their counter hitting combos. Not to mention being able to face arcade level A.I. on any difficulty.
3. An emulation option that allows you to record yourself for a few minutes fighting AI than being able to fight yourself would be very cool, and a good way to find out your weaknesses.
4. Online Practice Option.
5. Tag Battle Option for 2 on 2 practice. Thats if you guys put tag battle in heh
6. A speculation option that allows players online to watch players practice while chatting in a lobby using voice chat. Of course if 1 or multiple people are practicing an option to turn off any speculation should be inluded in case your planning that killer top secret unstoppable strategy for a big time tournament.
4. Konquest
Konquest got mixed reactions. Some considered it to be a bore while others like me fount It to be a blast. The perfect blend of gameplay,comedy and story really got me. Perhaps more variation and harder A.I. would make a more wholesome experience. Some missions should be online exclusive. Like each character has 10 missions online plus 5 more missions online that involves other players if you are connected and players are available. If no one is available you must still be on the server to access these online exclusive missions. Since the engine will be more advanced and each character will/should have an individual style of playing, konquest will automatically be more fun. For example, one conquest mission could have Kung Lao crouch dash under 10 limbo poles with 15 seconds stuff like that.
5. Tag Battle Mode
Fans have been itching for this one for some time now. First off, gameplay aside, just being able to form a dream team with your favoriting characters with a friend of by yourself is enough of a reason to put this mode in. Scorpion+Sub-Zero, Sonya+Jax,Classic Sub+New Sub, Smoke+Cyrax, Bo Rai Cho + Kung Lao and many others
Gameplay wise it would open new kings of doors not just for MK, but for fighting games period. Interesting new juggles, team throws and all sorts of things that you guys would think up. Team fatalities would own too. I can see this mode being an offline mode exclusively because of bandwidth problems, but who cares. With an updated core system and a more robust throw and reversal system youve got my candidate for one of the coolest modes. Put it in if you have time.
6. Performance Mode
Simple Idea I came up with from VF4: Evos seesaw battle. Both players start off with 50% of their health. Doing logn complicated combos and throws will give you health back. While taking damage drains it. First person to drain all of their opponents bar wins. Simple as that.
7. Elite Mode
Elite is essentially a style contest. No bars. No aggressor. Just combos and juggles. Players are rewarded with points for style, not being repetitive and damage. Get too repetitive and you will start to lose points. The amount of points needed to win should be decided by the players in some sort of options menue.
8. Online tournament Mode
Online tournament mode would consist of 2 options: official and custom. Official will be for players entering official tournaments sponsored by midway. Sign ups for these tournaments would be on mk5.org, and other leading sites and also on the server online with your system. These tournaments could be monthly. Personally I think it would be best if the first official tournament is held three or so months after the release so players can practice
Custom mode is the same thing only unofficial and the players would get to decide the amount of entries, rounds and whether or not its double elmination. Other options like whether you want it to be regular rules,elite,performance or tag should be there.
9. Journey Mode
Journey Mode is a mode that I think would shoot the replay value through the roof. First your register your name. This name would not only be the name you use for Journey, but the game you use for other online modes as well. Whehter its CrashOverride,PhantonPhreak,ZeroCool or SimplyBob should be up to the player. You start off with the ranking rookie in the rookie lobby. When you get 10 wins your rank changes from rookiet to contender and you now have access to the contender lobby. After you get 20 wins you can go to the fighter lobby and so forth. Gaining ranks earns you online reputation and respect. You can earn different things depending on what character you are using. If you are using Sub-Zero you may unlock Kori Wristbands,Ear Ring,etc. Or For Johnny Cage you get many different kinds of shades and different hair gels that makes his hair look different ways. Other things you can earn are new weapons with special abilities. Each character should earn about 5 different weapons by the time they complete Journey mode. Each with a cool ability. Such as the more you are blocked the more health you get back. Another cool weapon would be that everything hits on CH but you cannot block. This is similar to Soul Calibur 2s weapon master mode. These weapons would only be selectable if both players agree and only in VS mode. Of course the grand daddy of all prizes that you earn would be characters. There should be atleast 2 or 3 characters that you can only get if you complete quest mode. This would make more people want to be online. The lobbies should have in game chatting and a buddy list option so you can get good competetion on the fly. There should be atleast 15 so ranking to keep you entertained for months.
10. Survival Mode
Not much to say here. Survival mode has been a staple in fighting games for some time now. Its addicting, fun and gives you bragging rights online. You start off with a full health bar. When you lose health you dont gain it all back. Whatever time is left on the clock is the amount of health you gain back. You keep fighting more and more opponents till you eventually die.
11. Time Attack
Simply see how fast you can beat the game. Compare your scores to other players.
12. Team Battle Mode
A mode that was in MK4 but shocking not in MKDA. Team Battle is pretty self explanatory. Both players pick any where from 1-5 characters to be on their team and duke it out. When one character dies the next character takes over. Damage done by the dead characters stays on the opponents character. The person who takes out the other persons team first wins. An online option for this would own on so many different level. Friggen 10 player combat. Though its apparent tag battle cant be online, perhaps this can.
13. Kombat Reformatory Mode
These are for players who just want to play games like test your might and sigh without actually having to fight. This mode should be online compatible like all the others(cept tag battle). The only extra mini game I can think of is a MK trivia with an ENORMOUS amount of questions that has up to 4 players online or off line.
14. Retro Mode
Retro Mode is the mode where you play the old school MK games that you have unlocked through the krypt and quest mode. Of course it should be playable online vs friends and offline. Make sure not to change a thing. Keep the orignal voice and digitized characters to get the nostalgia feeling.
15. Bloodshed Mode
All out karnage baby! Set the amount of blood needed to be lost to as much or litte as you can want. Deactivate the block button so that theres no escaping the blood. First person to drain the set amount of blood from their opponent wins!
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I think you see where Im coming from. Basically in MKDA there was a lackluster amount of modes. There is nothing wrong with the basic VS mode, but other options should be available. Practice mode was a joke, and there should be cutscenes that helps to flesh out the storyline. MK may have an excellent story, but you only get about 50% from the games it self. It takes comic book reading and site surfing to get the real deal. This shouldn't be. MK should promote it's story.
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I feel MKDA did not feel professional enough. It felt cartoony and kind of "SCREW STRATEGY LETS BLEED! YEAH! FATALITY!". I feel maybe slicker menus and getting rid of things like the "BOING" and "SWISH" sounds some moves make and making the models look more serious would really help the appeal of the game and make you not feel like an idiot for playing the game : )
I feel MKDA lacked those type of character that are totally different from everyone else. I'm not saying the characters shouldn't be diverse, for that would just be contradicting myself. What I really mean to say is basically there should two or three characters that play so totally differently from everyone else that it feels like they should be in a game of their own..a few examples.
In Gear Gear XX there is a character called Zappa. He doesn't have any moves of in own, but he can summon orbs(I think this is the generally idea, I don't play GGXX much, and when I do I don't use Zappa). When enough orbs are summoned you can offer them to bring out a ghost. These ghosts have specials of their own. However, the ghost you got was random, which is pretty stupid. I feel if it weren't random and if different ghosts had different strengths and weaknesses it would have been sweeter.
In Super Smash Bros. Melee, there is a character named Pichu. As you may already know he is a pokemon. Whenever he does an electrical attack he does damage to himself. This isn't a great thing, but he IS fast and isn't the worst in the game like many people, including myself, once thought.
You can even look at Kuma in Tekken 4. Sure he isn't exactly TOTALLY different, but he plays so much differently from everyone else I think this would count. He does BIG damage and DOES have ways of setting up, which is rare with big guy fighters these days, or even in the past. He doesn't rely much on combos and more on JF Salmon Hunter, which on hit is basically game over.
So I think you see my points. Perhaps there could be a character that has no physical attacks and can only cast spells? There would be defensive,offensive and special based spells to cast, and the spells could have different effects in different situations. Obviously a character like this would be best at long or mid range so he or she(I think a she would be cooler) can set up her complicated moves more freely. She may be able to activated a barrier that reduces her damage but weakens her in some way or another.
Maybe a character that can manipulate the arena to his advantage? Maybe cause the ground to turn into quick sand. Make the walls spiky or particular part of the arena hot so if you touch it you lose health. The catch would be each time you do this you lose a chunk of your health. So you would have to kill your opponent before he kills you. Unlike the spell girl this guy would be complimented by jabs and throws that would help set his stuff up. Like if they lay on the ground you can turn that particular part of the floor into spikes. Ouch.
That's all I got for now.
I feel MKDA lacked those type of character that are totally different from everyone else. I'm not saying the characters shouldn't be diverse, for that would just be contradicting myself. What I really mean to say is basically there should two or three characters that play so totally differently from everyone else that it feels like they should be in a game of their own..a few examples.
In Gear Gear XX there is a character called Zappa. He doesn't have any moves of in own, but he can summon orbs(I think this is the generally idea, I don't play GGXX much, and when I do I don't use Zappa). When enough orbs are summoned you can offer them to bring out a ghost. These ghosts have specials of their own. However, the ghost you got was random, which is pretty stupid. I feel if it weren't random and if different ghosts had different strengths and weaknesses it would have been sweeter.
In Super Smash Bros. Melee, there is a character named Pichu. As you may already know he is a pokemon. Whenever he does an electrical attack he does damage to himself. This isn't a great thing, but he IS fast and isn't the worst in the game like many people, including myself, once thought.
You can even look at Kuma in Tekken 4. Sure he isn't exactly TOTALLY different, but he plays so much differently from everyone else I think this would count. He does BIG damage and DOES have ways of setting up, which is rare with big guy fighters these days, or even in the past. He doesn't rely much on combos and more on JF Salmon Hunter, which on hit is basically game over.
So I think you see my points. Perhaps there could be a character that has no physical attacks and can only cast spells? There would be defensive,offensive and special based spells to cast, and the spells could have different effects in different situations. Obviously a character like this would be best at long or mid range so he or she(I think a she would be cooler) can set up her complicated moves more freely. She may be able to activated a barrier that reduces her damage but weakens her in some way or another.
Maybe a character that can manipulate the arena to his advantage? Maybe cause the ground to turn into quick sand. Make the walls spiky or particular part of the arena hot so if you touch it you lose health. The catch would be each time you do this you lose a chunk of your health. So you would have to kill your opponent before he kills you. Unlike the spell girl this guy would be complimented by jabs and throws that would help set his stuff up. Like if they lay on the ground you can turn that particular part of the floor into spikes. Ouch.
That's all I got for now.


About Me
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I agree 100% with the Story/Arcade Mode proposed by Versatile.
I always thought that the plot should have been more integrated in the arcade mode than in the past mk games.
I always thought that the plot should have been more integrated in the arcade mode than in the past mk games.
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That's awsome Vers. That's the kinda of Konquest mode I would like to see in MK6.

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Alot of people say MKDA got away from it's roots by getting rid of the old fighting system.It would be cool if MK6 kept the combos and moves MKDA has now but add the uppercuts,sweeps,jump kicks,and high and low punches.So some old school players will be used to it.
Ok dude...whats wrong with mkda....
Firstly big ups to boon and co for having almost every style of martial art in MKDA..
that being said, unfortuneatly half of them werent even true to their nature.
as stated before, mkda characters all played similiarily.
Lets take styles like Aikido, Judo and Wrestling...
each of these styles had about 2 or 3 throws, which pretty much sucks considering they are grappling arts.
What would make each character unique is to have the styles themselves played uniquely.
Wrestling would be a whole lot different if it focused solely on throws, submission locks, slams etc.
Judo based completly on throwing and falling concepts.
Jujitsu and Aikido utilising joint locking and throwing.
Blocking -
To add a new dimension instead of having 5 exactly the same parries for blocking for every character, depending on which styles are used in question, have set handicaps for blocking.
For example someone using Tae Kwon Do, will not be able to block hand techniques as well as say a boxer would.
Someone using the various kung fu styles, will not be able to defend against grapples as opposed to someone who uses an allround style like JKD or Hapkido.
Midway has always focused on moves, offensive moves, its time some defensive analysis were put into practise.
I may be the only guy saying this, but have one unarmed and one armed style per character and focus on the characters themselves.
Raiden/Jax are powerhouses, their power should be the greatest.
Shang/Li mei should be the quickest
Scorp/Sub all rounders
MKDA lacked diversity.
mk1 started off a brilliant trend.
mk2 had the fatalities everyone wanted
mk3 began utilisng the combo system
mk4 had various for each character
mkda has a martial art library installed.
But where do the characters differ? Through time the moves have changed, but all characters still play similarily.
Firstly big ups to boon and co for having almost every style of martial art in MKDA..
that being said, unfortuneatly half of them werent even true to their nature.
as stated before, mkda characters all played similiarily.
Lets take styles like Aikido, Judo and Wrestling...
each of these styles had about 2 or 3 throws, which pretty much sucks considering they are grappling arts.
What would make each character unique is to have the styles themselves played uniquely.
Wrestling would be a whole lot different if it focused solely on throws, submission locks, slams etc.
Judo based completly on throwing and falling concepts.
Jujitsu and Aikido utilising joint locking and throwing.
Blocking -
To add a new dimension instead of having 5 exactly the same parries for blocking for every character, depending on which styles are used in question, have set handicaps for blocking.
For example someone using Tae Kwon Do, will not be able to block hand techniques as well as say a boxer would.
Someone using the various kung fu styles, will not be able to defend against grapples as opposed to someone who uses an allround style like JKD or Hapkido.
Midway has always focused on moves, offensive moves, its time some defensive analysis were put into practise.
I may be the only guy saying this, but have one unarmed and one armed style per character and focus on the characters themselves.
Raiden/Jax are powerhouses, their power should be the greatest.
Shang/Li mei should be the quickest
Scorp/Sub all rounders
MKDA lacked diversity.
mk1 started off a brilliant trend.
mk2 had the fatalities everyone wanted
mk3 began utilisng the combo system
mk4 had various for each character
mkda has a martial art library installed.
But where do the characters differ? Through time the moves have changed, but all characters still play similarily.

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Goddamn where did this thread come from?? I NEED INTERNET AT MY APARTMENT! Screw you Comcast!
Ok, so anyways... Saty, you were commenting on the frame data, if any, in DA. I'm not sure if there is or isn't any, but if I recall correctly Ray mentioned to me during our haul back from Philly that Ed has always used 'spheres' around the model's extremities for hit detection.
Personally, I would be more interested to see the 'spheres' worked into the game and possibly affect it than a huge frame database. While I do agree frame counts have been a good way of mathematically balancing other games, it would be great to see a game take into consideration - who is actually hitting who!
The spheres are of various sizes (Sonya's TKD 3 is HUGE) depending on the ferocity of the attack or the current insanity level of Ed.
Maybe frame data is somewhat used with the sphere idea. I don't know everything, but maybe it can be used to effect certain properties like the strength of an attack, or reaction by opponent rather than just having an 'Impact Frame' so to say. For example: if your opponent tries to evade an attack and gets hit before the attacks full strength, it will have a different outcome. Characters reaction times could be affected, less damage inflicted, or maybe even cause you to stumble somewhat.
Enough of that for now
Ray, do you know what makes Psi-Ops unique from other 3rd person games like it? The powers your character has. You can pick up enemies/objects with TK, burn them with PK, control enemies with MC, etc Though we both know Psi-Ops kicks major ass, Im trying to get this same point across to MK. While characters do have different special moves, there needs to be more to it than just fireball this and delay/catch that. The fireballs should have different effects in a similar fashion to Sub and Scorps projectiles.
Though I have no idea what will be presented to the balance testers, I would think having this team (or whoever does this) sit down and create a hierarchy of attacks/specials/set-ups for specific characters. The developers need to develop their characters. Plus having multiple minds on different characters will only add to depth and variety in the game.
Ive been doing a little thinking about expansive specials. Scorpion up close for example could stick an opponent in the foot/leg/knee with his spear, instead of the throat, and pull to trip and take them down as a setup. He should also be able to take that spear and swing it around over his head at his opponent. Imagine if you got caught in the face with a flying spear tip!
Just go overboard on stuff you can do! Assign properties to attacks Timing and affect! Different function-calls at various stages in an attack.
If the timing of a movement or attack is incorrect, have it affect the player (movement, speed, etc) instead of just stalling you and giving the opposition certain damage.
Deepness = actions among actions you can execute.
Ok, so anyways... Saty, you were commenting on the frame data, if any, in DA. I'm not sure if there is or isn't any, but if I recall correctly Ray mentioned to me during our haul back from Philly that Ed has always used 'spheres' around the model's extremities for hit detection.
Personally, I would be more interested to see the 'spheres' worked into the game and possibly affect it than a huge frame database. While I do agree frame counts have been a good way of mathematically balancing other games, it would be great to see a game take into consideration - who is actually hitting who!
The spheres are of various sizes (Sonya's TKD 3 is HUGE) depending on the ferocity of the attack or the current insanity level of Ed.
Maybe frame data is somewhat used with the sphere idea. I don't know everything, but maybe it can be used to effect certain properties like the strength of an attack, or reaction by opponent rather than just having an 'Impact Frame' so to say. For example: if your opponent tries to evade an attack and gets hit before the attacks full strength, it will have a different outcome. Characters reaction times could be affected, less damage inflicted, or maybe even cause you to stumble somewhat.
Enough of that for now
Ray, do you know what makes Psi-Ops unique from other 3rd person games like it? The powers your character has. You can pick up enemies/objects with TK, burn them with PK, control enemies with MC, etc Though we both know Psi-Ops kicks major ass, Im trying to get this same point across to MK. While characters do have different special moves, there needs to be more to it than just fireball this and delay/catch that. The fireballs should have different effects in a similar fashion to Sub and Scorps projectiles.
Though I have no idea what will be presented to the balance testers, I would think having this team (or whoever does this) sit down and create a hierarchy of attacks/specials/set-ups for specific characters. The developers need to develop their characters. Plus having multiple minds on different characters will only add to depth and variety in the game.
Ive been doing a little thinking about expansive specials. Scorpion up close for example could stick an opponent in the foot/leg/knee with his spear, instead of the throat, and pull to trip and take them down as a setup. He should also be able to take that spear and swing it around over his head at his opponent. Imagine if you got caught in the face with a flying spear tip!
Just go overboard on stuff you can do! Assign properties to attacks Timing and affect! Different function-calls at various stages in an attack.
If the timing of a movement or attack is incorrect, have it affect the player (movement, speed, etc) instead of just stalling you and giving the opposition certain damage.
Deepness = actions among actions you can execute.


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Rayrokka,
I think it would be great if before a round you can choose what style you wanted to begin with first. For example if I were to choose Scorpion on the player select screen, there would be another popup screen with the 3 fighting styles to choose from, and let's say I don't want to start with Hapkido, but with Ninja sword, I would choose Ninja sword, and every time I win a match, Scorpion would start with Ninja sword.
I think this would be a great feature. :)
I think it would be great if before a round you can choose what style you wanted to begin with first. For example if I were to choose Scorpion on the player select screen, there would be another popup screen with the 3 fighting styles to choose from, and let's say I don't want to start with Hapkido, but with Ninja sword, I would choose Ninja sword, and every time I win a match, Scorpion would start with Ninja sword.
I think this would be a great feature. :)
I haven't read every single post in this thread, but what I've seen so far has been great and worth reading. Anyway, here are my two cents. I apologize in advance for incoherent rambling. There's probably gonna a be a fair bit of that.
The pacing of the game feels off, mostly becuase of the characters' lack of mobility. I don't think there should be a 'run' button, but you should definitely be able to dash - in every direction. Just a (small?) thing like not having a forward dash makes MKDA feel slow to me (regardless of the actual speed of the game), and there's no real way to get in close fast to punish missed attacks, or stuff similar to that. Also, in MKDA it's pretty much easier to run away or keep a distance, than it is to close in on a distant opponent... and well, that's simply not how a fight should work.
Another thing that's really bugging me, is that the characters' arsenal of moves are extremely small. There might be a fair amount if you count all three styles for a character - even though I doubt it - but my main gripe is that at any given moment, you seem to have pretty few alternatives, as to how to counter your opponent's attack, retaliate, and so on. Of course I don't want every character to gain 200 new basic moves that fill no purpose whatsoever, but if the characters retain the same simplistic sort of movelist in MK6, I'm certainly going to be dissapointed.
On somewhat of a related note, the combo "system" is pretty much laughable. With the current lack of basic moves and/or combos, in my experience, everything pretty much boils down to using that same hilariously easy 30-40% damage combo every chance you got - because every alternative seems to be inferior *in every way*. I'm no expert on this area - but seeing the kind of response this thread is getting, I'm fairly ceratin there's other ideas in here that could be helpful.
The way jumping kicks was handled also bothered me. They felt awkward, and looked even more so. The floatiness and such doesn't really fit in the somewhat realistic looking fighting MKDA otherwise seems to attempt portraying. The fact that 23 characters shared a grand total of 2(two!) jump kick animations probably didn't help either. Also, a Judo practitioner simply should not be able to use jumping kicks the same way a Tae Kwon Do practitioner does. In fact, Judo shouldn't have jumping kicks at all, whereas TKD should be largely based on jumping kicks. This neatly leads me to another point of mine - the misrepresentations of certain fighting styles, and the homogeniety of fighting in general.
I think that MKDA took a step in the right direction when applying different styles to all the characters - whether giving all the characters multiple styles was a good idea or not I'll leave for now - but there's certainly room for improvement. Judo and Aikido for instance, should have very few strikes, if any, but have a rich array of counter throws, reversals and locks for every occasion. 2-3 throws being the only thing separating these styles from say, TKD or Karate just doesn't cut it, IMO. In fact, I think every character should have more throws. One throw/character feels insufficient in this day of age. Characters should have different throws for crouching oppponents, opponents facing the other way, and so on. And throws should by all means never be blockable. Escapable, perhaps, or counterable even, but definitely not blockable. That defeats the entire purpose of throwing, to break up the opponents defense, to punish turtling opponents.
Another thing I want to mention, that while not being completely related to gameplay mechanics, is hopefully still interesting, is the whole look of MKDA. The lack of realistic looking characters is probably the thing I dislike most about MKDA. Don't get me wrong - I enjoy the game as much as the next man, but seeing all the (human) characters devolve worse than Reptile in terms of realism from the previous games makes me sort of sad, and/or annoyed. What the hell happened with "SO REAL IT HURTS!"? To be honest, if there's one thing I want to see in MK6, it's the return of realistic looking characters. Even MK4, while sloppily animated and generally not very impressive-looking, had very realistic faces (and bodies) for the characters. Looking at Sonya's, Li Mei's or Sub-Zero's faces makes me cringe. And in the same manner, costume designs went from interesting, extraordinary and/or cool in the early MK's, to laughably exaggerated and over the top in MKDA. I like many of them, but some are just flat out insane... And I don't mean that in a good way. Sure, I'm glad everyone aren't clad from head to toe in spandex, but looking at Johnny Cage's or Jax's outfits really makes one wonder... I mean, as far as Cage goes, I can hardly tell what half the crap he put on even is, let alone figure out WHY it's there to begin with.
In a sense, I guess that's a very minor complaint - but even so, I can't really think of anything that'd make me more excited about MK6 than knowing I'd see the return of the realistic characters MK was once known for. And of course, seeing more of Kerri Hoskins would be a damn fine bonus! :D
That's it for now, I guess. I might give some additional comments later on, but if I wrote anything more now, I have a feeling no-one would bother reading it all.
The pacing of the game feels off, mostly becuase of the characters' lack of mobility. I don't think there should be a 'run' button, but you should definitely be able to dash - in every direction. Just a (small?) thing like not having a forward dash makes MKDA feel slow to me (regardless of the actual speed of the game), and there's no real way to get in close fast to punish missed attacks, or stuff similar to that. Also, in MKDA it's pretty much easier to run away or keep a distance, than it is to close in on a distant opponent... and well, that's simply not how a fight should work.
Another thing that's really bugging me, is that the characters' arsenal of moves are extremely small. There might be a fair amount if you count all three styles for a character - even though I doubt it - but my main gripe is that at any given moment, you seem to have pretty few alternatives, as to how to counter your opponent's attack, retaliate, and so on. Of course I don't want every character to gain 200 new basic moves that fill no purpose whatsoever, but if the characters retain the same simplistic sort of movelist in MK6, I'm certainly going to be dissapointed.
On somewhat of a related note, the combo "system" is pretty much laughable. With the current lack of basic moves and/or combos, in my experience, everything pretty much boils down to using that same hilariously easy 30-40% damage combo every chance you got - because every alternative seems to be inferior *in every way*. I'm no expert on this area - but seeing the kind of response this thread is getting, I'm fairly ceratin there's other ideas in here that could be helpful.
The way jumping kicks was handled also bothered me. They felt awkward, and looked even more so. The floatiness and such doesn't really fit in the somewhat realistic looking fighting MKDA otherwise seems to attempt portraying. The fact that 23 characters shared a grand total of 2(two!) jump kick animations probably didn't help either. Also, a Judo practitioner simply should not be able to use jumping kicks the same way a Tae Kwon Do practitioner does. In fact, Judo shouldn't have jumping kicks at all, whereas TKD should be largely based on jumping kicks. This neatly leads me to another point of mine - the misrepresentations of certain fighting styles, and the homogeniety of fighting in general.
I think that MKDA took a step in the right direction when applying different styles to all the characters - whether giving all the characters multiple styles was a good idea or not I'll leave for now - but there's certainly room for improvement. Judo and Aikido for instance, should have very few strikes, if any, but have a rich array of counter throws, reversals and locks for every occasion. 2-3 throws being the only thing separating these styles from say, TKD or Karate just doesn't cut it, IMO. In fact, I think every character should have more throws. One throw/character feels insufficient in this day of age. Characters should have different throws for crouching oppponents, opponents facing the other way, and so on. And throws should by all means never be blockable. Escapable, perhaps, or counterable even, but definitely not blockable. That defeats the entire purpose of throwing, to break up the opponents defense, to punish turtling opponents.
Another thing I want to mention, that while not being completely related to gameplay mechanics, is hopefully still interesting, is the whole look of MKDA. The lack of realistic looking characters is probably the thing I dislike most about MKDA. Don't get me wrong - I enjoy the game as much as the next man, but seeing all the (human) characters devolve worse than Reptile in terms of realism from the previous games makes me sort of sad, and/or annoyed. What the hell happened with "SO REAL IT HURTS!"? To be honest, if there's one thing I want to see in MK6, it's the return of realistic looking characters. Even MK4, while sloppily animated and generally not very impressive-looking, had very realistic faces (and bodies) for the characters. Looking at Sonya's, Li Mei's or Sub-Zero's faces makes me cringe. And in the same manner, costume designs went from interesting, extraordinary and/or cool in the early MK's, to laughably exaggerated and over the top in MKDA. I like many of them, but some are just flat out insane... And I don't mean that in a good way. Sure, I'm glad everyone aren't clad from head to toe in spandex, but looking at Johnny Cage's or Jax's outfits really makes one wonder... I mean, as far as Cage goes, I can hardly tell what half the crap he put on even is, let alone figure out WHY it's there to begin with.
In a sense, I guess that's a very minor complaint - but even so, I can't really think of anything that'd make me more excited about MK6 than knowing I'd see the return of the realistic characters MK was once known for. And of course, seeing more of Kerri Hoskins would be a damn fine bonus! :D
That's it for now, I guess. I might give some additional comments later on, but if I wrote anything more now, I have a feeling no-one would bother reading it all.
0
Well, I see that this thread has gotten the attention of many familiar faces. Saty's and Versatile's posts were very long but I'm not surprised. I do have a lot to say, more or less than the amount they put. Uh..I think Versatile's Arcade mode idea is pretty good, but it kind of sounds like Tao Feng in a way. I'd prefer it if Konquest was it's own story-based mode.
In Konquest, you should play through each character's storyline and perhaps some stuff from their past.
It should be kind of like an action/adventure/RPG type mode.
How about something like a SW: KOTOR type thing where you make your own character and you can choose who you want to allign yourself with? Maybe it's not the best idea, but it's just a suggestion...
I'm just mostly concerned about the actual fighting system, controls, storyline, ambience and that sort of thing.
In Konquest, you should play through each character's storyline and perhaps some stuff from their past.
It should be kind of like an action/adventure/RPG type mode.
How about something like a SW: KOTOR type thing where you make your own character and you can choose who you want to allign yourself with? Maybe it's not the best idea, but it's just a suggestion...
I'm just mostly concerned about the actual fighting system, controls, storyline, ambience and that sort of thing.


About Me
0
Well I'll admit that I've not read everyone's suggestions here, just skimmed them overall, but then that makes it all the better and my opinions un-influenced on what I felt was wrong with MKDA and what I feel could make MK6 better.
First off:
Too much reliance on button chaining moves, and not enough on custom combo ability via juggles and counter combos.
Sure, you could mix up the styles to a point for combos.
But really, how many combos could you pull off that were great juggles and "skilled" combos to do that couldn't be pulled off via memorization of links alone?
If you are going to have button chains, limit them to a few hits at most...and for Gods sake allow them to be done from a jump in!
You could do it in UMK3, why not here?
Let the rest of the combo be finished up with creative juggles or let us two in one specials into a combo.
Very few combos let you utilize specials to the extent they could have.
Next: Too damn sluggish. Major flaw in MKDA overall.
This aspect of the gameplay really pissed me off.
I mean, everything from air moves (I'll go into more detail about that later as it's an issue I have) to recovery from being grounded was slow.
This is the major downfall of using full on motion capture for 3D games.
Namco learned from this and "hand" tweaked the frames of the motion capture and added artificial developer-crafted frames to allow more fluid motion without the horrible lag when you execute moves that have far too many frames than needed.
One second of lag can mean an entire match in a fighting game.
If it's lagging you down with frames to recover from attack or to execute a move from a counter or block, or even to *do* a counter or block, that definitely is not good.
Next: Lack of useful Air moves and combos.
I'm not talking insane Marvel vs Capcom 2 combos...I don't want to see that.
How many of you ever used the jumping punch as an attack strategy or in a combo? Raise your hands.
Right. Thought that would be the response.
I found that I could only use it in a corner combo at best...not a good thing.
At one time you could use them freely in gameplay and creatively. Not anymore. All but useless.
Jump kicks? How about those?
Too slow. Not as bad as past Virtua Fighter floatyness, but still bad.
I could manage the occasional jump/hop kick combo in MKDA but not often unless, again, corners were involved or a move would launch someone high enough to manage a juggle to it. (Kitana, for example, could do this)
If you are going to include jumping physical attacks at all, please let us use them as freely as they used to be.
Chop some of those frames!!!
Let a frame last longer for a jumping attack instead..give us the ability to use these attacks to the potential they have.
Bring back the ability to do crossups.
By this, jumping over an opponent and holding in the direction you came from and hitting them deep with a punch or kick, allowing a follow up special or physical hit when unblocked.
This strategy was non-existent in MKDA.
Air Specials.
One of the reasons I'd hoped Sindel would have re-appeared in MKDA.
With air moves in a fully 3D game it would have been fresh and have added a new dimension and strategy to the game.
Air moves could lead to small but cool air combos and chains, or provide a lead in to ground combos, or heck even provide a bullying rush to force an opponent to back off or rethink their attack strategy against you.
Adds that much more depth to the game really.
Air chains? Well, we had them in two hit variations in MK4 and those were cool, but they were taken away for MKDA. Why???
I like the idea of doing a juggle with them as starters or using them as a follow up even. Again, I'm not wanting Marvel vs Capcom 2 craziness here, but a couple hits added to the mix would be cool.
Imagine this: Ground combo, launcher, air combo with special or physical hit, followed up by a possible jump in ground combo before you are cut off.
Cool huh? I realize that it would require heavy testing to avoid infinites and such, but it would add a bit more to gameplay strategy IMO.
Next: More Launchers, including Weapon Launchers. MKDA lacked this.
Allow specials as well as physical attacks to set up as launcher moves for combos and juggles like Drahmin had.
Weapon combat itself was under-used in my opinion. Giving more Weapon launchers (and to everyone) would lead to people using weapons in gameplay more often.
Making Weapon combat more in-depth and a true style of it's own for every character would be nice to see.
MK4 Scorpion had a nice assortment of weapon moves even at the time. Both for offense, launchers and defensive strategies. More of that!
MK has always been about juggle combos, I emphasize that a lot here, as really, MK was the innovator and creator of full on juggles.
Capcom leapt on this in Super Street Fighter 2 Turbo as it became so popular.
I'm not saying to remove ground combos and chains...just open the door a bit more to classic juggle strategy.
Next: More specials per character and more 3D specials. MKDA was lacking this.
Why? again, more strategy involved making the game a bit more in depth. More specials = more ways to combo or use them creatively. One special could lead in to another even.
Specials that lead to lag effects for multiple possibilities would be kinda neat depending on how many buttons you press when doing it for example.
One button press and directional move for a fireball for example, standard damage and effects.
Two buttons pressed when doing the same motion for the move might do more damage and cause a lagging stun effect.
This would have to be limited and have drawbacks too though for balance.
Give the move a poor recovery rate when "doubled up" and the attack misses and limit it's use in a match.
Maybe reward good players whom score multiple hits and juggles on the classic "Agressor" meter from MKTrilogy and use the meter itself to allow for these moves to be executed in some way.
Or perhaps they can only be used in a juggle combo for a brief time...your character could say "flash" letting you know that a doubled up move is possible. I dunno.
Maybe even let a player choose a certain "exclusive" move out of a set that can be used like this, or to this effect, before a match begins?
3D moves...Teleports. I know that in a 3D game it might seem hard to do, but it's possible. Motions to do it easily are possible.
Raiden for example: D,D,U Teleport towards the screen. D,U,U Teleport into the screen. D,L,L To the Left side of the fighter. D,R,R To the Right side of the fighter.
Quick and easy to pull off and allows that edge Raiden had in earlier games, now taken advantage of in full 3D.
This sort of thing could work equally as well with Scorpion and other characters. Adds a new element players have to be wary of.
Well, I guess that's all I have time to emphasize on right now and can think of, quite a long post from me at that, but one I hope gets some attention due to the gameplay elements that I feel need a tweak here and there.
First off:
Too much reliance on button chaining moves, and not enough on custom combo ability via juggles and counter combos.
Sure, you could mix up the styles to a point for combos.
But really, how many combos could you pull off that were great juggles and "skilled" combos to do that couldn't be pulled off via memorization of links alone?
If you are going to have button chains, limit them to a few hits at most...and for Gods sake allow them to be done from a jump in!
You could do it in UMK3, why not here?
Let the rest of the combo be finished up with creative juggles or let us two in one specials into a combo.
Very few combos let you utilize specials to the extent they could have.
Next: Too damn sluggish. Major flaw in MKDA overall.
This aspect of the gameplay really pissed me off.
I mean, everything from air moves (I'll go into more detail about that later as it's an issue I have) to recovery from being grounded was slow.
This is the major downfall of using full on motion capture for 3D games.
Namco learned from this and "hand" tweaked the frames of the motion capture and added artificial developer-crafted frames to allow more fluid motion without the horrible lag when you execute moves that have far too many frames than needed.
One second of lag can mean an entire match in a fighting game.
If it's lagging you down with frames to recover from attack or to execute a move from a counter or block, or even to *do* a counter or block, that definitely is not good.
Next: Lack of useful Air moves and combos.
I'm not talking insane Marvel vs Capcom 2 combos...I don't want to see that.
How many of you ever used the jumping punch as an attack strategy or in a combo? Raise your hands.
Right. Thought that would be the response.
I found that I could only use it in a corner combo at best...not a good thing.
At one time you could use them freely in gameplay and creatively. Not anymore. All but useless.
Jump kicks? How about those?
Too slow. Not as bad as past Virtua Fighter floatyness, but still bad.
I could manage the occasional jump/hop kick combo in MKDA but not often unless, again, corners were involved or a move would launch someone high enough to manage a juggle to it. (Kitana, for example, could do this)
If you are going to include jumping physical attacks at all, please let us use them as freely as they used to be.
Chop some of those frames!!!
Let a frame last longer for a jumping attack instead..give us the ability to use these attacks to the potential they have.
Bring back the ability to do crossups.
By this, jumping over an opponent and holding in the direction you came from and hitting them deep with a punch or kick, allowing a follow up special or physical hit when unblocked.
This strategy was non-existent in MKDA.
Air Specials.
One of the reasons I'd hoped Sindel would have re-appeared in MKDA.
With air moves in a fully 3D game it would have been fresh and have added a new dimension and strategy to the game.
Air moves could lead to small but cool air combos and chains, or provide a lead in to ground combos, or heck even provide a bullying rush to force an opponent to back off or rethink their attack strategy against you.
Adds that much more depth to the game really.
Air chains? Well, we had them in two hit variations in MK4 and those were cool, but they were taken away for MKDA. Why???
I like the idea of doing a juggle with them as starters or using them as a follow up even. Again, I'm not wanting Marvel vs Capcom 2 craziness here, but a couple hits added to the mix would be cool.
Imagine this: Ground combo, launcher, air combo with special or physical hit, followed up by a possible jump in ground combo before you are cut off.
Cool huh? I realize that it would require heavy testing to avoid infinites and such, but it would add a bit more to gameplay strategy IMO.
Next: More Launchers, including Weapon Launchers. MKDA lacked this.
Allow specials as well as physical attacks to set up as launcher moves for combos and juggles like Drahmin had.
Weapon combat itself was under-used in my opinion. Giving more Weapon launchers (and to everyone) would lead to people using weapons in gameplay more often.
Making Weapon combat more in-depth and a true style of it's own for every character would be nice to see.
MK4 Scorpion had a nice assortment of weapon moves even at the time. Both for offense, launchers and defensive strategies. More of that!
MK has always been about juggle combos, I emphasize that a lot here, as really, MK was the innovator and creator of full on juggles.
Capcom leapt on this in Super Street Fighter 2 Turbo as it became so popular.
I'm not saying to remove ground combos and chains...just open the door a bit more to classic juggle strategy.
Next: More specials per character and more 3D specials. MKDA was lacking this.
Why? again, more strategy involved making the game a bit more in depth. More specials = more ways to combo or use them creatively. One special could lead in to another even.
Specials that lead to lag effects for multiple possibilities would be kinda neat depending on how many buttons you press when doing it for example.
One button press and directional move for a fireball for example, standard damage and effects.
Two buttons pressed when doing the same motion for the move might do more damage and cause a lagging stun effect.
This would have to be limited and have drawbacks too though for balance.
Give the move a poor recovery rate when "doubled up" and the attack misses and limit it's use in a match.
Maybe reward good players whom score multiple hits and juggles on the classic "Agressor" meter from MKTrilogy and use the meter itself to allow for these moves to be executed in some way.
Or perhaps they can only be used in a juggle combo for a brief time...your character could say "flash" letting you know that a doubled up move is possible. I dunno.
Maybe even let a player choose a certain "exclusive" move out of a set that can be used like this, or to this effect, before a match begins?
3D moves...Teleports. I know that in a 3D game it might seem hard to do, but it's possible. Motions to do it easily are possible.
Raiden for example: D,D,U Teleport towards the screen. D,U,U Teleport into the screen. D,L,L To the Left side of the fighter. D,R,R To the Right side of the fighter.
Quick and easy to pull off and allows that edge Raiden had in earlier games, now taken advantage of in full 3D.
This sort of thing could work equally as well with Scorpion and other characters. Adds a new element players have to be wary of.
Well, I guess that's all I have time to emphasize on right now and can think of, quite a long post from me at that, but one I hope gets some attention due to the gameplay elements that I feel need a tweak here and there.

0
The damage that you take when Moloch hits you I didn't like in MKDA. Moloch hits you be the same like all the other fighters. For MK6 if there's going to be sub bosses or bosses don't make the damage hits so exaggerated.
illu§ion Wrote: The damage that you take when Moloch hits you I didn't like in MKDA. Moloch hits you be the same like all the other fighters. For MK6 if there's going to be sub bosses or bosses don't make the damage hits so exaggerated. |
I dont agree with that at all...Moloch is a Boss...Bosses are strong.
0
rayrokka Wrote: illu§ion Wrote: The damage that you take when Moloch hits you I didn't like in MKDA. Moloch hits you be the same like all the other fighters. For MK6 if there's going to be sub bosses or bosses don't make the damage hits so exaggerated. I dont agree with that at all...Moloch is a Boss...Bosses are strong. |
Yes seriously...wtf? Moloch was the biggest joke of a sub-boss. Every other Sub-Boss was cooler and harder.

0
I'll keep it quick.
1) Lack of running. A double-tap on the dpad to allow for dashing would have great
2) Barriers. They would have been fine if there was an option to turn them off and allow for ring-outs.
1) Lack of running. A double-tap on the dpad to allow for dashing would have great
2) Barriers. They would have been fine if there was an option to turn them off and allow for ring-outs.


About Me
0
Ray, could you tell us something about your meeting with Ed yesterday?
If you can't tell us major details, we'll understand it, but tell Ed to show us at least a render
thanks
If you can't tell us major details, we'll understand it, but tell Ed to show us at least a render
thanks
HEY EVERYONE thanks for all the feedback and all of your comments are being taken into consideration.
I postponed my meeting with Ed till later this week because Executive Reviews are this week and we are all very busy.
Even the guys over on MK are being reviewed...
So this buys us a little more time and I hope to be able to sit down and read this entire thread tomorrow.
You guys have made my MKDA retrospective alot easier....this affords me the time to research general gameplay improvements and stuff.
One of my problems with DA was the lack of true 3D movement.
The player could basically only move in four directions. I used to jump on accident all the time. I really disliked this aspect of DA controls.
you guys still have a few days to make your opinions known so go ahead and post any comments you have.
remember, try to stick to the topic of DA.
BDC broken
Jump Cancels are broken
high hits hitting on transition to low
guaranteed damage off jabs into branch
lack of any kind of frame adavantage
lack of safe attacks (DA is very much block and punish)
no wake up game
no down hits
no parry's or reversal game
rework the throw system
throw escapes if this happens
I personaly did not like the controls or movement
universal tracking stay or go?
all specials need to be redone (reversals, power ups, pushes etc.)
try to represent the fighting forms more realistically (although there were many fighting styles they all essentially felt the same)
more modes of play.
block animations are broken...you can force the player to go into block animations
needed a run dash
feel free to ad to this list...
I postponed my meeting with Ed till later this week because Executive Reviews are this week and we are all very busy.
Even the guys over on MK are being reviewed...
So this buys us a little more time and I hope to be able to sit down and read this entire thread tomorrow.
You guys have made my MKDA retrospective alot easier....this affords me the time to research general gameplay improvements and stuff.
One of my problems with DA was the lack of true 3D movement.
The player could basically only move in four directions. I used to jump on accident all the time. I really disliked this aspect of DA controls.
you guys still have a few days to make your opinions known so go ahead and post any comments you have.
remember, try to stick to the topic of DA.
BDC broken
Jump Cancels are broken
high hits hitting on transition to low
guaranteed damage off jabs into branch
lack of any kind of frame adavantage
lack of safe attacks (DA is very much block and punish)
no wake up game
no down hits
no parry's or reversal game
rework the throw system
throw escapes if this happens
I personaly did not like the controls or movement
universal tracking stay or go?
all specials need to be redone (reversals, power ups, pushes etc.)
try to represent the fighting forms more realistically (although there were many fighting styles they all essentially felt the same)
more modes of play.
block animations are broken...you can force the player to go into block animations
needed a run dash
feel free to ad to this list...

0
rayrokka Wrote: I dont agree with that at all...Moloch is a Boss...Bosses are strong. |
yea but you should at least make it more detailed on the moves, other than some cheap shots. =/. Sorry to make you mad.
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