What would make MKDA better?
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posted12/07/2004 04:29 AM (UTC)by
What do other 3D fighters have that MKDA doesn't?
What would it take to make MK the best 3D Fighter?
I already know, but I'm curious about what all of you have to say.
I know that many think that DA has no depth...what else could it use?
why are VF4, Tekken, and SC2 considered to be deeper?
What would it take to make MK the best 3D Fighter?
I already know, but I'm curious about what all of you have to say.
I know that many think that DA has no depth...what else could it use?
why are VF4, Tekken, and SC2 considered to be deeper?
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Hmmm..Well perhaps getting rid of those force field things and having some other stuff...could have made it a 10 worthy, but IMO, MKDA was great and I gave it a 9.
But that whole "final secret" thing still keeps me thinking. Let me ask you this.
If there really IS a final secret in this game and you know what it is, is it really something special and interesting?
But that whole "final secret" thing still keeps me thinking. Let me ask you this.
If there really IS a final secret in this game and you know what it is, is it really something special and interesting?
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lets see...
-Faster gameplay
-More fatalities
-BETTER fatalities
-Stage fatalities
-Old School Mortal Kombat controls
-better looking backgrounds
-prizes in the krypts that are actually worth getting
-better secret charaters (Mokap? I mean come on!)
-The Return of Kabal and Baraka
-BETTER MUSIC!!!!
thats it for now
-Faster gameplay
-More fatalities
-BETTER fatalities
-Stage fatalities
-Old School Mortal Kombat controls
-better looking backgrounds
-prizes in the krypts that are actually worth getting
-better secret charaters (Mokap? I mean come on!)
-The Return of Kabal and Baraka
-BETTER MUSIC!!!!
thats it for now
olympic_Hero Wrote: lets see... -Faster gameplay -More fatalities -BETTER fatalities -Stage fatalities -Old School Mortal Kombat controls -better looking backgrounds -prizes in the krypts that are actually worth getting -better secret charaters (Mokap? I mean come on!) -The Return of Kabal and Baraka -BETTER MUSIC!!!! thats it for now |
Exactly

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The new system is just not MK, if u want that system get a new game out, but let mk have it's uppercuts and it's roundhouses!!! Plus, characters need more "trademark" moves, they each have about 2 or 3... but they need more! I mean Sub-Zero has only 2 ice technics, I thought they would come out with all this list of new technis but NO!
Also, if you like the new playing system, they showld personalize it a little more, they each should use their own special fighting styles that relates t their power! It's no fubn f it is only normal martial arts
I also agree that the gameplay IS slow, characters walk too slow, move too slow, even JUMP too slow! It takes an eternity to get where your enemy is
AND (Last but not least...) I hate those invisible walls arround the arena!
PD: STAgE FATALITIES! LOTS OF THEM!
Also, if you like the new playing system, they showld personalize it a little more, they each should use their own special fighting styles that relates t their power! It's no fubn f it is only normal martial arts
I also agree that the gameplay IS slow, characters walk too slow, move too slow, even JUMP too slow! It takes an eternity to get where your enemy is
AND (Last but not least...) I hate those invisible walls arround the arena!
PD: STAgE FATALITIES! LOTS OF THEM!


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Dude, the old style of control for MK sucked hardcore. It's not cool having everybody have the same attacks... It really isn't.
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I liked the old school controls because it was just more fun and simpler that way. I liked it when it was just projectiles, uppercuts, and roundhouse kicks. its more simple and more fun that way. the MKDA control is more complicated. I don't like having to do these 10 button combos switching to one style to the other. You have to memorize all these stupid combo moves and it becomes more of a chore than having fun, where as in games like MKT or MK4 its much more simpler and alot more fun. When I play a Mortal Kombat game, I wanna play a MORTAL KOMBAT game. not no stupid slow-ass Tekken/Vurtural Fighter knock-off.
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olympic_Hero Wrote: I liked the old school controls because it was just more fun and simpler that way. I liked it when it was just projectiles, uppercuts, and roundhouse kicks. its more simple and more fun that way. the MKDA control is more complicated. I don't like having to do these 10 button combos switching to one style to the other. You have to memorize all these stupid combo moves and it becomes more of a chore than having fun, where as in games like MKT or MK4 its much more simpler and alot more fun. When I play a Mortal Kombat game, I wanna play a MORTAL KOMBAT game. not no stupid slow-ass Tekken/Vurtural Fighter knock-off. |
Yup.Also the jump moves should have been better.Everyone abused the jump kicks, and in mkda, aerial attacks were just pure crap.
Reversals should be taken out completly, its too cheap. Instead, as midway has focused on styles, they should focus on style orientated defense.
for example karate uses various parries for defense.
snake kung fu will snake shaped hand movements for defense. eagle claw will use acrobatics.
wing chun uses simaltenous attack/block.
jujitsu will use more joint locks that would temporarily disable his/her opponents kick or punch and force them to use other techniques until the blood flows back into that limb.
wrestling/aikido would use more throws.
boxing will uses parries and ducking.
characters will react accordingly to different techniques.
for example, I
Lets us the scenario of sub-zero doing a roundhouse kick, here some possible defenses:
Cage(Jeet Kune Do) would use a sweep as as subbys kick comes around.
Kitana(Eagle Claw) would use a backflip, eagle claw being the acrobatic style that it is.
Cyrax(Ninjitsu) and Kano(Aikido) would roll away, falling backwards.
Jax(Muay Thai) would duck under the kick.
Raiden(Jujitsu) would apply a joint lock on subs leg, not making sub lose enrgy but simply making him limp and render his leg helpless for a few seconds forcing him to use hand techniques instead.
Quan Chi(Escrima) would strike his back quickly as subzero spins.
Cage(Karate) would parry and move to the side of subzero.
etc
you get the general idea, it would be sweet to do so.
And instead of holding the block button, it would be about timing instead, you have to time pressing block to effectively defend. It will gve the opponent a chance to defend against combo's making you think about attacks instead of say ' button-smashing'. It would bring much better gameplay, and it would also seem like a martial art movie too.
Let me give u guys another example,
Scorpion's sweep -
Mavado(wing chun) would simply raise his front leg to avoid contact.
Shang Tsung(Snake) would jump over scorpion's legs.
Sonya/mokap(Tae Kwon Do) would jump over scorpion's legs and strike him in the face whilst in the air.
Kitana(eagle claw) may flip over scorpion behind him.
scorpion(hapkido) somersault in the same position avoiding contact (much like scorpion did when fighting kung lao in mkconquest)
There is so much varety and the styles itself would amaze the player and it would feel as if he really using tae kwon do, eagle claw etc.
Another example
Kung Lao using a mantis punch (attack1)-
Shang Tsung(snake) would use snake like hand movements to parry the mantis punch.
cage(Jeet Kune Do) would use footwork and move backwards or to the side.
mavado(wing chun) would use the simaltaneous attack/defense found in wing chun.
Raiden(Jujitsu) would apply an armbar as the punch comes in, not neccessarily disable it but the jujitsu style of parrying.
Kano(Aikido) woud use circular hand movements much akin to steven seagal movies to throw his opponents on the floor, hence (neutralising his opponents).
Reptile(Hung Gar),Nitara(Leopard and Fu Jow Pai) would use claw like hand movements to parry the punch
etc.
My opinion, take the reversal out and concentrate on styles....thier attacks and defense.
Use timing for block, so that no novice players can hold block to get away with it.
Then my friends, you'd have an excellent mortal kombat game, based on martial arts and gameplay alone.
Also to add to that, stages.
Instead off walls, characters can say cling on to the edge of the acid bath say, until their energy runs out in which case you'd be able to knock them in when the finish him/her prompt appears.
Have an option of selecting your own styles.
Example, say i pick Raiden.
I have the option of using his default styles or, being able to pick my own.
The style branchers would be unlimited and so will the gameplay, everyone would try out different styles, for their specific character and also an ability to 'set' styles for characters.
Example, dont like limei using baji quan? no problem, set it to crane etc.
This feature alone would bring almost unlimited gameplay cos it works out to about 861 unarmed combinations and with the weapon styles included you get about 1071 different combinations.
If you decide to have the third style as an unarmed style like mokap and blaze have, it'll be much more combinations, so you get what i mean when it comes to choosing your own styles.
That would make MKDA better imo.
for example karate uses various parries for defense.
snake kung fu will snake shaped hand movements for defense. eagle claw will use acrobatics.
wing chun uses simaltenous attack/block.
jujitsu will use more joint locks that would temporarily disable his/her opponents kick or punch and force them to use other techniques until the blood flows back into that limb.
wrestling/aikido would use more throws.
boxing will uses parries and ducking.
characters will react accordingly to different techniques.
for example, I
Lets us the scenario of sub-zero doing a roundhouse kick, here some possible defenses:
Cage(Jeet Kune Do) would use a sweep as as subbys kick comes around.
Kitana(Eagle Claw) would use a backflip, eagle claw being the acrobatic style that it is.
Cyrax(Ninjitsu) and Kano(Aikido) would roll away, falling backwards.
Jax(Muay Thai) would duck under the kick.
Raiden(Jujitsu) would apply a joint lock on subs leg, not making sub lose enrgy but simply making him limp and render his leg helpless for a few seconds forcing him to use hand techniques instead.
Quan Chi(Escrima) would strike his back quickly as subzero spins.
Cage(Karate) would parry and move to the side of subzero.
etc
you get the general idea, it would be sweet to do so.
And instead of holding the block button, it would be about timing instead, you have to time pressing block to effectively defend. It will gve the opponent a chance to defend against combo's making you think about attacks instead of say ' button-smashing'. It would bring much better gameplay, and it would also seem like a martial art movie too.
Let me give u guys another example,
Scorpion's sweep -
Mavado(wing chun) would simply raise his front leg to avoid contact.
Shang Tsung(Snake) would jump over scorpion's legs.
Sonya/mokap(Tae Kwon Do) would jump over scorpion's legs and strike him in the face whilst in the air.
Kitana(eagle claw) may flip over scorpion behind him.
scorpion(hapkido) somersault in the same position avoiding contact (much like scorpion did when fighting kung lao in mkconquest)
There is so much varety and the styles itself would amaze the player and it would feel as if he really using tae kwon do, eagle claw etc.
Another example
Kung Lao using a mantis punch (attack1)-
Shang Tsung(snake) would use snake like hand movements to parry the mantis punch.
cage(Jeet Kune Do) would use footwork and move backwards or to the side.
mavado(wing chun) would use the simaltaneous attack/defense found in wing chun.
Raiden(Jujitsu) would apply an armbar as the punch comes in, not neccessarily disable it but the jujitsu style of parrying.
Kano(Aikido) woud use circular hand movements much akin to steven seagal movies to throw his opponents on the floor, hence (neutralising his opponents).
Reptile(Hung Gar),Nitara(Leopard and Fu Jow Pai) would use claw like hand movements to parry the punch
etc.
My opinion, take the reversal out and concentrate on styles....thier attacks and defense.
Use timing for block, so that no novice players can hold block to get away with it.
Then my friends, you'd have an excellent mortal kombat game, based on martial arts and gameplay alone.
Also to add to that, stages.
Instead off walls, characters can say cling on to the edge of the acid bath say, until their energy runs out in which case you'd be able to knock them in when the finish him/her prompt appears.
Have an option of selecting your own styles.
Example, say i pick Raiden.
I have the option of using his default styles or, being able to pick my own.
The style branchers would be unlimited and so will the gameplay, everyone would try out different styles, for their specific character and also an ability to 'set' styles for characters.
Example, dont like limei using baji quan? no problem, set it to crane etc.
This feature alone would bring almost unlimited gameplay cos it works out to about 861 unarmed combinations and with the weapon styles included you get about 1071 different combinations.
If you decide to have the third style as an unarmed style like mokap and blaze have, it'll be much more combinations, so you get what i mean when it comes to choosing your own styles.
That would make MKDA better imo.
OK guys...
first off MK will not be moving backwards...only forward.
If you like the old skool feel, play the old skool games.
MK is reinventing itself.
I truly doubt that MK will ever be the way it used to be...there were too many flaws with the old system and they were not 3D. Not even MK 4.
If you like old skool, play old skool. There are four previous MK's and several versions of three.
MK is tryintg to draw the hardcore 3D fans. Mk is trying to get the hardcore VF4, SC2, and Tekken players to try MK out.
As far as projectiles looking better and canceling out...
thats all particle effects...easy.
Fireballs canceling each other out??? Sorry, go play street fighter. A 2D game.
first off MK will not be moving backwards...only forward.
If you like the old skool feel, play the old skool games.
MK is reinventing itself.
I truly doubt that MK will ever be the way it used to be...there were too many flaws with the old system and they were not 3D. Not even MK 4.
If you like old skool, play old skool. There are four previous MK's and several versions of three.
MK is tryintg to draw the hardcore 3D fans. Mk is trying to get the hardcore VF4, SC2, and Tekken players to try MK out.
As far as projectiles looking better and canceling out...
thats all particle effects...easy.
Fireballs canceling each other out??? Sorry, go play street fighter. A 2D game.
Yup.Also the jump moves should have been better.Everyone abused the jump kicks, and in mkda, aerial attacks were just pure crap.
Exactly....EVERYONE abused the jump game. Thats why it got toned down.
MK still has a better jump game than almosty every 3D fighter.
although I've been playing SC2 alot and I do like the 8 way run
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Well at one time in history, there really was an existence of the Lin Kuei right?
Well what if Sub-Zero were to have a Lin Kuei fighting style in MK6? And I think his Dragon and Kori Blade styles should stay with him.
And to add to nindz's ideas, how about in Dim Mak, you can paralyze certain parts of your opponent's body such as their arms, legs, etc. Or in Dim Mak, the person could disable a certain button such as attack 1 or 2 or something like that.
Well what if Sub-Zero were to have a Lin Kuei fighting style in MK6? And I think his Dragon and Kori Blade styles should stay with him.
And to add to nindz's ideas, how about in Dim Mak, you can paralyze certain parts of your opponent's body such as their arms, legs, etc. Or in Dim Mak, the person could disable a certain button such as attack 1 or 2 or something like that.


About Me
"You see, I face a whole new Monster!! I face a man, who represents, the Nintendo Entertainment System..."
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I'll try to not make make this and essay; short and sweet.
In no particular order...
There needs to be an overdose on speacials. Which leads us to this; the varrious speacials need a wide range of properties attached to them. As well as all the basic attacks. They should not all act the same. Let it be on a clean hit, block, ect. In turn, this opens the door to a counter hit system, which is a must.
Speaking of block, there should be guard break.
Oki, or a ground game in general. One thing Namco does really well is oki.
I cannot emphasize enough on the importance of proper frame data calculations. In the end that is a major factor in what determines a balanced game.
Movememt - every fighting game from SF, Tekken, VF all have a spacing/zoning aspect to them. Dashing, crouch dashing, side step - a real side step, heh. When you can space, it gives you a whole new world of set up, psychology, and so forth to the game; and the players skill development in general.
With spacing comes BT positions - back turned. I just about craped myself when I played DA for the first time and saw there weren't any rear or side attack possibilities. In a 3D world, there is no excuse for this.
Yes, ariel attacks need some tweaking. Everybody loved air throws and projectiles. Also, in MK4 you could do a hopkick and a hop punch in the same continuation. That was dope. It seams to me that a mark of MK could be intense ariel combat, like in MvC2. Not as hardcore, of course - but that is your decision, heh. Hell, maybe introduce air blocking or a ground dash cancelled into a jump dash or something of the sort.
Lastly - but not least - throws, reversals, grappling in general. Throws had whack priority in DA. I think a more traditional approach to throws would be nice. Also, reversals are fantastic...but they need to be earned. There needs to be an out for the one being reversed, too. Reversals can kill a game - DOA, anyone - if implemented improperly. A reversal should not be the solve all of dealing with aggresive players and bulldogs - that's what the counter hit system and movement is for
. Honestly, I didn't find that one button reversal in DA very amusing.
A lot of people - myself included - bitch about the combo system. Basicly, if the oki, various move properties and movement are implemented correctly then combos will simply fall into place. BUT...do adress that branch/auto crap non-sense.
Any questions, just ask. Peace and love ya'll.
There needs to be an overdose on speacials. Which leads us to this; the varrious speacials need a wide range of properties attached to them. As well as all the basic attacks. They should not all act the same. Let it be on a clean hit, block, ect. In turn, this opens the door to a counter hit system, which is a must.
Speaking of block, there should be guard break.
Oki, or a ground game in general. One thing Namco does really well is oki.
I cannot emphasize enough on the importance of proper frame data calculations. In the end that is a major factor in what determines a balanced game.
Movememt - every fighting game from SF, Tekken, VF all have a spacing/zoning aspect to them. Dashing, crouch dashing, side step - a real side step, heh. When you can space, it gives you a whole new world of set up, psychology, and so forth to the game; and the players skill development in general.
With spacing comes BT positions - back turned. I just about craped myself when I played DA for the first time and saw there weren't any rear or side attack possibilities. In a 3D world, there is no excuse for this.
Yes, ariel attacks need some tweaking. Everybody loved air throws and projectiles. Also, in MK4 you could do a hopkick and a hop punch in the same continuation. That was dope. It seams to me that a mark of MK could be intense ariel combat, like in MvC2. Not as hardcore, of course - but that is your decision, heh. Hell, maybe introduce air blocking or a ground dash cancelled into a jump dash or something of the sort.
Lastly - but not least - throws, reversals, grappling in general. Throws had whack priority in DA. I think a more traditional approach to throws would be nice. Also, reversals are fantastic...but they need to be earned. There needs to be an out for the one being reversed, too. Reversals can kill a game - DOA, anyone - if implemented improperly. A reversal should not be the solve all of dealing with aggresive players and bulldogs - that's what the counter hit system and movement is for
A lot of people - myself included - bitch about the combo system. Basicly, if the oki, various move properties and movement are implemented correctly then combos will simply fall into place. BUT...do adress that branch/auto crap non-sense.
Any questions, just ask. Peace and love ya'll.
Satyagraha Wrote: I'll try to not make make this and essay; short and sweet. In no particular order... There needs to be an overdose on speacials. Which leads us to this; the varrious speacials need a wide range of properties attached to them. As well as all the basic attacks. They should not all act the same. Let it be on a clean hit, block, ect. In turn, this opens the door to a counter hit system, which is a must. Speaking of block, there should be guard break. Oki, or a ground game in general. One thing Namco does really well is oki. I cannot emphasize enough on the importance of proper frame data calculations. In the end that is a major factor in what determines a balanced game. Movememt - every fighting game from SF, Tekken, VF all have a spacing/zoning aspect to them. Dashing, crouch dashing, side step - a real side step, heh. When you can space, it gives you a whole new world of set up, psychology, and so forth to the game; and the players skill development in general. With spacing comes BT positions - back turned. I just about craped myself when I played DA for the first time and saw there weren't any rear or side attack possibilities. In a 3D world, there is no excuse for this. Yes, ariel attacks need some tweaking. Everybody loved air throws and projectiles. Also, in MK4 you could do a hopkick and a hop punch in the same continuation. That was dope. It seams to me that a mark of MK could be intense ariel combat, like in MvC2. Not as hardcore, of course - but that is your decision, heh. Hell, maybe introduce air blocking or a ground dash cancelled into a jump dash or something of the sort. Lastly - but not least - throws, reversals, grappling in general. Throws had whack priority in DA. I think a more traditional approach to throws would be nice. Also, reversals are fantastic...but they need to be earned. There needs to be an out for the one being reversed, too. Reversals can kill a game - DOA, anyone - if implemented improperly. A reversal should not be the solve all of dealing with aggresive players and bulldogs - that's what the counter hit system and movement is for . Honestly, I didn't find that one button reversal in DA very amusing. A lot of people - myself included - bitch about the combo system. Basicly, if the oki, various move properties and movement are implemented correctly then combos will simply fall into place. BUT...do adress that branch/auto crap non-sense. Any questions, just ask. Peace and love ya'll. |
excellent stuff Saty...
now I'm an SC2 newbie...
what is the exact definition of OKI?
I just got second place in SC2 tournament. The guy that beat me was a hardcore SC2 player. He's even written articles in a magazine. The SC2 world champ actually lives in Chicago. The following is incredible for this game. There are some guys from france and Japan coming to play at some arcade nexty week for SC2.
things I like about SC2
8 way run
hit properties
the guard game
counter hits etc.
I like the throw system
the game seems well balanced
lets keep this going...
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i think its hillarious how you make this post when my computer is down : (. ScorpoCorp007 will post up my ideas. Its about 2 pages worth.
Oki is ground play. Unlike MKDA, in almost every other fighting game the character can stay on the ground if they choose to. Then they can press 3 to do a low kick to trip the opponent and get them back up or press 4 to do a mid kick. However, when they are grounded they are open to sweeps,quakepunches, and move that hit grounded opponents. in other words, okizeme(the full word) is the art of punishing the opponent if they decide to stay on the ground. peace...
Oki is ground play. Unlike MKDA, in almost every other fighting game the character can stay on the ground if they choose to. Then they can press 3 to do a low kick to trip the opponent and get them back up or press 4 to do a mid kick. However, when they are grounded they are open to sweeps,quakepunches, and move that hit grounded opponents. in other words, okizeme(the full word) is the art of punishing the opponent if they decide to stay on the ground. peace...
versatile Wrote: i think its hillarious how you make this post when my computer is down : (. ScorpoCorp007 will post up my ideas. Its about 2 pages worth. Oki is ground play. Unlike MKDA, in almost every other fighting game the character can stay on the ground if they choose to. Then they can press 3 to do a low kick to trip the opponent and get them back up or press 4 to do a mid kick. However, when they are grounded they are open to sweeps,quakepunches, and move that hit grounded opponents. in other words, okizeme(the full word) is the art of punishing the opponent if they decide to stay on the ground. peace... |
K...already new that...wake up game.
MK is definately missimg the wakeup game
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Yeah man, just wait until later...my friend and i have hella good ideas for MK6..should be up by tomorrow or so..dunno.
i just had another thought....2 defensive buttons instead of one.
1 block button is jump/duck evasion move that uses no energy and the orignial block button that will parry attacks and special moves.
when the jump/duck block is used with the sm button, being character specific, either move more acrobatically or perform an improvised move like a joint lock.
with the original block, press the sm button with that and throwing will be enabled or joint locks(styles like:
Aikido
Judo
wrestling
Hapkido
Wing chun
Jeet Kune Do
And some kung fu styles will benfeit from this)
1 block button is jump/duck evasion move that uses no energy and the orignial block button that will parry attacks and special moves.
when the jump/duck block is used with the sm button, being character specific, either move more acrobatically or perform an improvised move like a joint lock.
with the original block, press the sm button with that and throwing will be enabled or joint locks(styles like:
Aikido
Judo
wrestling
Hapkido
Wing chun
Jeet Kune Do
And some kung fu styles will benfeit from this)
ray, the only thing MKDA needs is to make it so high hits no longer hit u in transition from high to low block and also make a grapple system that is usefull. thats about the only thing MKDA needs but what is stopping it from being the #1 fighter isnt anything gameplay related, its the MK community. people who dont want to compete. the MK community is y MKDA is not at ANY major tourneys and it has resulted in MK no longer being a mainstream fighter. even with online play, if the Mk community doesnt change MK6 will suffer the same fate as MKDA. i mean, most likley Mk6 will have some lag and some people will have no lag and others will have huge lag. it wont be fair to decide who is better like that. so if the Mk community doesnt get off their ass and actually leave their homes to travel for tourneys Mk6 will be like MKDA, a game thats only played for "fun" but not if u want to compete.
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