Ok, I dont know if Vers or Bleed mentioned this because I haven't been able to keep up with all the posts, but here's another idea. Some stages could have long staircases, or ladders. The characters could walk up the staircases while fighting the opponent, or climb ladders and the opponent would try to follow you but you'd kick him off the ladder.
I dunno.
I dunno.

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To Satyagraha asking "What is a Ground Juggle?"
It is a term that I came up with.
Basically it is a copy of a regular air juggle, but instead of the opponent being in the air, they would be wobbling like a drunk while still standing on the ground.
The wobble would last the same amount of time that it would take for a Popped up opponent to hit the ground. Like 1-2 seconds.
It's like for example in Tekken, You do Kazuya's
F,D,DF+2 and he does a pop up uppercut. Well The "ground Juggle" Would have the opponent wobble like a drunk instead of fly in the air.
It could be the difference between a counter and a regular hit.
I have it so When you are wobbling if you hold Up, Down, Back, or Forward, you can control the way you move while wobbling making them wobble to the Right, Left, Back, or Forward.
NOT DOWN
That is the same thing you can do when you are air born in Soul Calibur 1 and 2.
I couldn't think of another name for it. I called it the ground Juggle because it's basically the same as an air juggle, it just looks different.
The juggle for Jan Lee will work every time unless the opponent does a reversal. In DOA nothing is guaranteed because you can do a reversal while being hit.
To Versatile
By taking the crouch out I'm talking about just sitting there. Instead I think it should be like in SC, when you can only crouch if you press block+down.
Even like SC, I don't want to be able to just sit down. Instead I'd like for the character to block low attacks with their feet, and duck only if they are attacked while holding Block+Down. Other wise you would just be able to move around while holding Block.
Basically, Im talking about taking away the ability to sit down without a purpose. I never crouch when Im playing, The only time I do it is to block, or I want to throw a low attack.
It is a term that I came up with.
Basically it is a copy of a regular air juggle, but instead of the opponent being in the air, they would be wobbling like a drunk while still standing on the ground.
The wobble would last the same amount of time that it would take for a Popped up opponent to hit the ground. Like 1-2 seconds.
It's like for example in Tekken, You do Kazuya's
F,D,DF+2 and he does a pop up uppercut. Well The "ground Juggle" Would have the opponent wobble like a drunk instead of fly in the air.
It could be the difference between a counter and a regular hit.
I have it so When you are wobbling if you hold Up, Down, Back, or Forward, you can control the way you move while wobbling making them wobble to the Right, Left, Back, or Forward.
NOT DOWN
That is the same thing you can do when you are air born in Soul Calibur 1 and 2.
I couldn't think of another name for it. I called it the ground Juggle because it's basically the same as an air juggle, it just looks different.
The juggle for Jan Lee will work every time unless the opponent does a reversal. In DOA nothing is guaranteed because you can do a reversal while being hit.
To Versatile
By taking the crouch out I'm talking about just sitting there. Instead I think it should be like in SC, when you can only crouch if you press block+down.
Even like SC, I don't want to be able to just sit down. Instead I'd like for the character to block low attacks with their feet, and duck only if they are attacked while holding Block+Down. Other wise you would just be able to move around while holding Block.
Basically, Im talking about taking away the ability to sit down without a purpose. I never crouch when Im playing, The only time I do it is to block, or I want to throw a low attack.
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I dont like that Idea man..sorry. I hope they stick with a regular juggles and make sure Combos arent guaranteed on hit.

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It's cool, it's just an idea:)
I'm just throwing stuff on the table.
I'm still thinking though about new ideas to make MK not only more competitive, but different.
I like your elaboration on what I posted, good job on that.
------------------------------------------
More ideas
Have the weapon combat be comparable in complexity to hand combat. Like mixing Tekken4 and SC2.
umm, I don't want the characters to grow when they power up. It doesn't look that bad, but maybe MK can do without it. I'm thinking of having the life bar glow and have them do a cool pose instead. Instead of power up, you could call it the "Rush" or Adrenaline rush.
It could have different effects on the character besides just getting stronger.
It could enable longer combos, or enable you to take less damage, or let you take hits and not fall.
rayrokka Im wondering what you have in mind.
I'm just throwing stuff on the table.
I'm still thinking though about new ideas to make MK not only more competitive, but different.
I like your elaboration on what I posted, good job on that.
------------------------------------------
More ideas
Have the weapon combat be comparable in complexity to hand combat. Like mixing Tekken4 and SC2.
umm, I don't want the characters to grow when they power up. It doesn't look that bad, but maybe MK can do without it. I'm thinking of having the life bar glow and have them do a cool pose instead. Instead of power up, you could call it the "Rush" or Adrenaline rush.
It could have different effects on the character besides just getting stronger.
It could enable longer combos, or enable you to take less damage, or let you take hits and not fall.
rayrokka Im wondering what you have in mind.
Bleed Wrote: It's cool, it's just an idea:) I'm just throwing stuff on the table. I'm still thinking though about new ideas to make MK not only more competitive, but different. I like your elaboration on what I posted, good job on that. ------------------------------------------ More ideas Have the weapon combat be comparable in complexity to hand combat. Like mixing Tekken4 and SC2. umm, I don't want the characters to grow when they power up. It doesn't look that bad, but maybe MK can do without it. I'm thinking of having the life bar glow and have them do a cool pose instead. Instead of power up, you could call it the "Rush" or Adrenaline rush. It could have different effects on the character besides just getting stronger. It could enable longer combos, or enable you to take less damage, or let you take hits and not fall. rayrokka Im wondering what you have in mind. |
yeah man...when I went to NEC. People that play other fighting games would see the MK power up and just laugh or screm insults.
So yeah. That definitely needs to change.
I think the special move/throw button is cumbersome at best. I only do throws with maybe five characters. This needs to chnage. The power up is effective from a game play standpoint but the aesthetics of it are very "old school".
I'm keeping most of my thoughts to myself. I don't even have them written down.
I'm with you guys on a lot of stuff...just keep posting ideas and when the time comes I will begin my research. I'm in the world of third person action right now and fighters are very different. I need to focus on the task at hand. But MK is still my hobby and I think about it whenever I have the time.

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I see exactly where you are coming from.
I just thought of something extra just for the Visual WOW effect.
How about with characters like Raiden, and Jonny Cage that have wooden weapons.
On the last hit that knocks your opponent out, if you do a powerful swing attack your weapon will shatter on the opponents face.
Lots of splinters Exaggerated, and a LOUD crunching sound. Maybe a slow mo. Replay. Then have the opponent twitch on the ground like usual and have blood poor from their face like when you don't continue in MK4 and you land on the spikes.
They could be covering their face with their hands while they lay on the ground. There is already an animation like that in MKDA.
Can you imagine seeing something like that!?
It makes me cringe just to thinking about it.
Do you want visual ideas too, or purely technical stuff?
By the way I haven't heard from Midway yet, how long do they usually take to respond? I'm starting to get nervous.
I just thought of something extra just for the Visual WOW effect.
How about with characters like Raiden, and Jonny Cage that have wooden weapons.
On the last hit that knocks your opponent out, if you do a powerful swing attack your weapon will shatter on the opponents face.
Lots of splinters Exaggerated, and a LOUD crunching sound. Maybe a slow mo. Replay. Then have the opponent twitch on the ground like usual and have blood poor from their face like when you don't continue in MK4 and you land on the spikes.
They could be covering their face with their hands while they lay on the ground. There is already an animation like that in MKDA.
Can you imagine seeing something like that!?
It makes me cringe just to thinking about it.
Do you want visual ideas too, or purely technical stuff?
By the way I haven't heard from Midway yet, how long do they usually take to respond? I'm starting to get nervous.
Bleed Wrote: Cool man I see exactly where you are coming from. I just thought of something extra just for the Visual WOW effect. How about with characters like Raiden, and Jonny Cage that have wooden weapons. On the last hit that knocks your opponent out, if you do a powerful swing attack your weapon will shatter on the opponents face. Lots of splinters Exaggerated, and a LOUD crunching sound. Maybe a slow mo. Replay. Then have the opponent twitch on the ground like usual and blood poor from their face like when you don't continue in MK4 and you land on the spikes. They could be covering their face with their hands while they lay on the ground. There is already an animation like that in MKDA. Can you imagine seeing something like that!? It makes me cringe just to thinking about it. Do you want visual ideas too, or purely technical stuff? By the way I haven't heard from Midway yet, how long do they usually take to respond? I'm starting to get nervous. |
you won't hear from anyone on a weekend plus the Holidays are here.
You need to talk to Angie Sartori...she is the recruiter.
Yeah weapons breaking is a great idea. I told ed about that when I tested DA.
Time is always the enemy with development.
Ideas are a dime a dozen.
maybe less.
It's the actual implemantation process that is the trick.

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Angie Sartori, OK I'll contact her tomorrow.
By any chance would you happen to know the best time to get in contact with her?
And if you don't mind, with your permission, could I mention your name to her, and maybe have Angie speak with you on my behalf.
Ray Rokka right? I assume that is your real name.
Sorry about all the questions, but this is very important to me. I appreciate all the help you have given me.
I cant let an opportunity like this slip though my fingers, you know?
By any chance would you happen to know the best time to get in contact with her?
And if you don't mind, with your permission, could I mention your name to her, and maybe have Angie speak with you on my behalf.
Ray Rokka right? I assume that is your real name.
Sorry about all the questions, but this is very important to me. I appreciate all the help you have given me.
I cant let an opportunity like this slip though my fingers, you know?
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maybe you two can exchange aim names..this would help out a bunch.
I think shattered weapons would be cool, but some characters might depend on their weapon more than others, so this MIGHT be a balance issue.
I think shattered weapons would be cool, but some characters might depend on their weapon more than others, so this MIGHT be a balance issue.

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I'm not sure if you understood me.
I was referring to the very last hit of the last round. Heck, it might be after you hear "Finish Him" An ender, like the uppercut.
A special effect just for that.
Breaking weapons during a fight IMO would give one character an unfair advantage over the other. I agree with you on that.
I'd be nice to chat in IM, but I don't think Ray has time for that.
I was referring to the very last hit of the last round. Heck, it might be after you hear "Finish Him" An ender, like the uppercut.
A special effect just for that.
Breaking weapons during a fight IMO would give one character an unfair advantage over the other. I agree with you on that.
I'd be nice to chat in IM, but I don't think Ray has time for that.

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I live an hour from down town chicago. Maybe one and a half hours depending on traffic.
I'm located around 20 minutes away from 6 Flags Great America, I live in Lake Villa.
I'm located around 20 minutes away from 6 Flags Great America, I live in Lake Villa.
About Me
My Action Short Films:
http://www.youtube.com/playlist?list=PL_AJSvQq2bL3-GtOoCMTReaXAYX83SX3l
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Good luck Cousin.
Peace.
Peace.

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Thanks
I might move to Chicago once the money starts flowing If I get the job. Although, I like the suburbs, It's nice and quiet over here.
Anyway, back to the topic.
I would like to have the Living Forest brought back, but in a thunder storm. You kick up mud and slam in to the trees.
It might be cool if the trees were effected if they got hit by weapons, or by projectiles.
They could get cut marks and maybe do a pain facial animation.
For projectiles, they could burn for a little bit, and the rain would put out the fire.
Sub's ice blast would freeze a big chunk of the tree. If an opponent hit's the tee when it's frozen, a big chunk of it would shatter, the entire tree might fall over and still be interactive.
(Edit)
OK, I called Angie, but I got her answering machine.
I left a message on there asking for an interview maybe for this week, and I said that you were expecting to speak with her about me.
If she doesn't talk to you today, maybe you could ask her and see what's going on before she goes home.
Thanks again.
I might move to Chicago once the money starts flowing If I get the job. Although, I like the suburbs, It's nice and quiet over here.
Anyway, back to the topic.
I would like to have the Living Forest brought back, but in a thunder storm. You kick up mud and slam in to the trees.
It might be cool if the trees were effected if they got hit by weapons, or by projectiles.
They could get cut marks and maybe do a pain facial animation.
For projectiles, they could burn for a little bit, and the rain would put out the fire.
Sub's ice blast would freeze a big chunk of the tree. If an opponent hit's the tee when it's frozen, a big chunk of it would shatter, the entire tree might fall over and still be interactive.
(Edit)
OK, I called Angie, but I got her answering machine.
I left a message on there asking for an interview maybe for this week, and I said that you were expecting to speak with her about me.
If she doesn't talk to you today, maybe you could ask her and see what's going on before she goes home.
Thanks again.
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Im gonna talk a bit about SOME of the stuff I put in the essay on pages 3+4. I feel some things need to be added.
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.
Examples:
Sub-Zero
1. Sub-Zero locks onto opponents leg/arm and immediately freezes it. The opponent falls to the ground and roll in pain, giving Sub-Zero an oki opportunity.
2. Special Just Frame Version of reversal example number 1, if you a special command when Sub clinches onto the opponents body part sub will freeze their body part, but this time as the opponent begins to fall to the ground the frozen arm/leg spreads to their whole body, causing them to be frozen and giving you a free combo.
Scorpion
1. When scorpion locks onto the opponents arm/leg flips behind the opponent with Ninja like grace and cracks their neck.
2. Special Just Frame Version of reversal example number 1, if you input a special command when scorp is about to crack the opponents neck scorpions neck crack will do extra damage. As they fall to the ground Scorpion will put his hands together as if he were focusing energy. His whole body would become engulfed in flames for 2 seconds and Scorpions aggressor meter would boost by 2 blocks.
Johnny Cage
1. When Cage locks onto the opponents arm/leg he would say something(cant think of anything, but something..Johnny Cagey) and then he should launch them high into the air(think Jeet Kune Dos back+1 attack, but it launches them much higher). As they are in the air Cage puts on his Shades, as they are coming down Johnny charges up and unleashes a green shadow kick.
2. Special Just Frame Version of reversal example number 1, if you input a special command when Cage launches them into the air Cage will do a red shadow kick instead of a green one. No matter what stage or you are on this will ALWAYS cause a wall hit, as they hit the hall you hear a crunching noise, cage then puts on his shades and is suorrunded by a sparkly aura. His aggressor is now full.
Obviously from the examples you can tell that I believe Cage should have some of the deadliest Just Frames in the game. To counter this they should also be EXTREMELY hard to do of course. Harder than other Just Frames.
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.
Examples
Johnny Cage
Johnny Cage does a 6 or 7 hit combo thats is fast and ends it with a whack that sends them flying back
Sub-Zero
Sub-Zero swings his kori blade upwards and launchers the opponent into the air. Sub Draws his sword upward and the water particles in the air slows begin to surround the Kori Blade, giving it an aura sort of look. Think Nightmares winning taunt in SC2 where he raises his sword, but instead of it being souls or whatever that surrounds it there would be ice particles. As they hit the ground Sub-Zero immediately slam the sword hard into the ground, doing a good amount of damage to the opponent.
Quan Chi
Quan chi puts his two broadswords together and a bring light surround them. The Broadswords unify and turn into the living weapon. Quan Chi then points the living weapon at the dizzy opponent and unleashes a swarm of fly that slowy drain away their health. This would do great damage.
Ground throws should be exclusive to big time grapplers like Jax and Kano. Ground throws are for when the opponent is on the ground. These throws are normally some sort of or leg wrench or something like that. They should do solid damage but be very escapeable.
EXAMPLES
Jax
Jax grabs onto both of the opponents legs and swings them upward and slams them into the ground
Kano
Kano kneels down and grabs onto the opponents head. He then says in a heavy Australian accent are you ok and bashes your head into the ground. Some of the tile shatters.
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.
1. Character grabs onto opponents head and smashes it into a cactus, causing blood to squirt out.
2. Character grabs icicles off of the walls. They storye it somewhere, and by tapping a shoulder button the characters tosses them all out at once.
4. Character Specific Movement
One thing missing from MKDA was character specific movement. 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.
Well, I think I should add that besides character-esque movement that ALL CHARACTERS should also have professionally looking, martial art based movement. Since I dont know much about martial arts, Ill just give a few examples from the fighting games I play. I play Hwoarang in Tekken 4, so expect a few examples from him.
1. The Angel Step The movement for Cassandra in Soul Calibur 2. She crouch dashes in then side steps. So this movements zones in AND side steps at the same time making it very versatile.
2. The Triple Side Step One of Hwoarangs many movements from tekken 4. When you do f+3 with Hwoarang in any Tekken he goes into flamingo stances, but when this happens he also does a slight side step. Also, the side step flamingo is bigger than the normal side steps, so if you sidestep,press f+3 and then side step again while in flamingo it will produce the largest side step in the whole game. If you do this when a opponent does a vertical attack it may very well take hwoarang all the way to their back guaranteeing him some stuff.
3. The Mist Step Lees movement in Tekken 4. By tapping forward lee does a dash that goes under all high attacks and sometimes a couple mid attacks! The beauty of this technique is the fact that Lee can link things into his miststep ! The mist step command is forward~neutral. 1,2 is Lees jab combo can can be linked into his Mist Step. So for example something like 1,2~forward~neutral~1,2~forward~neutral is very possible and is used by all high level lee players. It looks very cool in juggles as well.
4. The BT Run A movement that me and my friends came up with in Bloody Roar: Primal Fury. NOTE if anyone came up with this before me please dont flame me ..heh. So anyway, there are certain moves in BR that when done makes the opponent turn arrounds. So now the controls are reversed. Forward is back and back is forward. So by tapping back once and then tapping it again by holding on, the character begins to basically run away in the other direction. This is good for when time is running out and you have the lead. Of course faster characters like Bakyru have more uses with this than slow characters like Basuzima. Perhaps in MK6 this can become something that only a select amount of characters have.
5. The Hussle This is something that many Hwoarang players do without even realizing. Hwoarang has many stances, but easiest ones to access are his back turned stance and his right foot forward stance. To get into back turned you simple have to press 1+2 and to get into right foot forward you simply have to press 3+4. Pressing either one again takes him back to facing front and left foot forward. So by quickly mashing 1+2~1+2~3+4~3+4 Hwoarang can do some pretty crazy looking stuff. This is one of the reasons why Hwoarang is known as crazy legs for his various movement. This really has no SERIOUS, but its a psyche out. You can also quickly stop doing this and throw out a low punch or even a throw, so it really messes with their head.
6. The Hayashadia Dash This works for Paul,Bryan and Nina in Tekken 4. Basically what this does Is the character does a sway back(a back dash that cover more range basically) then quickly does a side step. Command for this is d,d/b,b,u. So basically you swing your stick/pad from down all the way to up really fast. If you continue to do this the character will quick backdash and side step. This gets the character away quickly and also sidesteps so you can punish those who try to retaliate. Any Tekken experts can correct some of the stuff because not only do I not play Paul,Nina or Bryan, but Im also not the brightest of Tekken 4 players. Im sure Saty can correct some of my errors, but I think I am on the right track with this.
Those are just a few examples .I cant really think of any more, but you get the point. Movement like this would give players more options and make for looser gameplay so the characters no longer feel stiff.
I have nothing to quote from the Return of The Agressor idea from my essay but here are a few ideas as to what some characters aggressor could look like
Johnny Cage put his shades on and is surrounded by a sparkly aura. Like all other characters, Cages aggressor would boost his speed,power,frame advantage, throw damage and reduce wall damage. Cages special aggressor attribute would be that he cannot be reversed or parried for the 10 seconds that his aggressor lasts.
Kenhis sword would glow red with the souls of his ancestors, and his whole body would be surrounded by a red aura. Like I just said(and I wont refer to this anymore) all characters aggressor would give them extra speed,power,range advantage,throw damage and reduce wall damage. Kenshis special aggressor attriubute would be that all moves involving telekinesis all have more range and cause guard stun if blocked.
Sub-Zeros muscles would bulk up and the ice on his body would thicken. He would of course be surrounded by a blew aura and his eyes would now be ENTIRELY bright blue. Sub Zeros reversals now do more damage, and all damage done to Sub-Zero is cut in half.
Quan Chi would have the good old blur effect. When in this state when you input the command of ANY of your opponents moves you can now use it. You can only do this for 3 of your opponents moves per aggressor. If youd like to steal more moves when youre in aggressor again and you already have 3 moves stolen you must press both of your shoulder buttons to RANDOMLY get rid of one the specials you stole. The moves you stole are your to keep for the rest of the match if you like whether you are in aggressor or not. Youre opponent can still use the specials you stole. Each time you do one of the stolen specials you lose 10% health.
Scorpion would become engulfed in fire and take off his mask. When Scorpion is in Aggressor EVERYTHING he does is consider to be a counter hit. However, everything done to Scorpion is also a counter hit. Because counter hits already increase damage Scorpion would not have the power increase that all the other characters get from the aggressor. Each time your opponent reverses Scorpion they take 10% health. The spear is now unsidesteppable.
These are just a couple of my ideas.
Come on guys..these are punches and kicks. I believe if someone sweeped me and my fell on my ass itd hurt..a lot. My point is that low attacks should do a lot more damage.
Examples
1. Shang Tsung and Sub-Zeros sweeps should now do ATLEAST 15% instead of the measly 8 % they do in MKDA.
2. Li Meis many sweeps should also do more damage.
3. The low pokes that do absolutely no damage should now do a little bit more to give them some sort of use.
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. Lastly, when you delay something it should cause the character to charge up kind of like in SC2. When I say charge I basically mean they have cool sparks and stuff ya know the drill.
EXAMPLES
1.Sub-Zeros Ice Shaker. If you hold onto 2 when you do b,d+2 he will pause and not do the ice shaker until you let go. The longer your hold on the longer they will be frozen if the ice shaker connects.
2.Sub-Zeros freeze. Holding onto 1 when you do d,f+1 will cause sub to charge up sort of like Gokus Kamehameha attack in Dragon Ball. The longer you hold on the longer the opponent will be frozen if it connects.
3.Delaying Raidens thunder rush(f,f+4 I think is the command) would give it guard stun and make it to do more damage.\
4.Scorpions pop up in Ninja Sword(press 3) if delayed would cause a guard stun and would do more damage.
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.
Imagine Jax OWNING YA UP against a wall because you cant tech..ouch .nasty.
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. Throws should be cancelable as well.
CANCELABLE ATTACK EXAMPLES
1. Scorpions Summon Hell Fire
2. Jaxs Piston Punch
3. Sub-Zero Ice Shaker
4. Cages Johnny Uppercut
5. Kitanas Fan Wave
6. Drahmins Ground Pound
7. Throw attacks
8. Some basic attacks(punches,kicks,weapon attacks)
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.
I still stick by this comment strongly. No 3D fighter that is out has chip damage. This would slightly help out damage. Pressure character like Bo Rai Cho,Jax, Kung Lao and Reptile wouldnt be quiet as good if it werent for chip.
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
Can someone in DOA tell me how their block system works? Its the only fighter I can think of off the top of my head that uses the same block system as DOA, and also, does DOA have frame advantage? I someone how doubt FA are possible with that type of block.
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
I dont have any examples right now..except maybe one. In MKDAs Scorpions Pi Gua: 4 was way too good because it was safe and on hit guaranteed a hell fire. It also stunned the opponent..allowing to mix up some more. I believe the stun and guaranteed hell fire should only work if it hits on counter hit. Unless it does I think it should a lot less damage and shouldnt stun at all.
Note that these are just a FEW things that I thought needed to be added. There is a lot more stuff that I typed, and I hope you check it out when you get on the team, Ray.
A couple of things that I dont think I put that needs to be said.
For the most part low attacks should not be safe at all. If you look at MKDA one of the reasons why the game was extremely broken was because the top characters all had low attacks that were 100% safe. Bos d+4, Scorpions 4, Reptiles b+3 and Drahmins b+3 are just a few examples. Now a lot of those attacks were only safe because of the back dash cancel, so since you guys are hopefully taking that out those wont be safe anymore, and the lows that were safe regardless of a BDC or not(reps b+3 and bos d+4) should be VERY punishable if blocked.
One thing that made low attacks hard to punish in MKDA is the fact that there were no while standing attacks. For example, suppose Bos d+4 was not safe in DA. I would still need to stand up and attack you, giving you time to recover. From playing SC2 you know exactly what I mean Ray. When I block low and avoid your low attack I can let go of block and down, and as I rise up I can quickly press a buton to do an attack called a while rising attack. This makes punishing low attacks a lot easier and adds a lot more moves to the game automatically.
Another set of moves that are far too safe are pop up attacks. No attack that launches the opponent into the air should be safe..PERIOD. Crab b+2 = 100% safe, Bos u+4 and b+4 in Mi Zong = near 100% safe and there are a punch of other examples. Pop ups should be for punishing unsafe attacks. You shouldnt have the ability of throwing them out whenever you want. Now I can see if the pop up combo you are doing is a JUST FRAME version of a regular pop up I can see that being safe and even causing guard stun, but not a regular pop up.
One thing I thought that every MK(with the exception of UMK3 with run jabs) doesnt have is something that EVERYONE in the game has that balances the engine out. Like in SF 3rd Strike everyone has a parry like Bleed exaplined. Soul Calibur has guard impact. Hell, even Bloody Roar has a unique counter attack that everyone has, but in MK that thing doesnt really exist, and I hope this changes. Reversal,parries,movement and all that stuff will help out a lot, and most importantly frame advantage, but there should also be something is unique to MK6.
One thing that has me REALLY,REALLY,REALLY excited is the fact that Ed Boon hinted that Midway is going to take Level interaction to a whole new level. Running up walls and flipping off, swinging off poles..omg. I just cant imagine a fighter with awesome characters,stories,secrets a deep core engine AND level interaction. And to put the icing on the cake..online play. I just REALLY hope Midway gives the MK team time to perfect it. MKDA was far too rushed. I wouldnt mind waiting till 2005 to play a finely crafted game.
Thats all for now.
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.
Examples:
Sub-Zero
1. Sub-Zero locks onto opponents leg/arm and immediately freezes it. The opponent falls to the ground and roll in pain, giving Sub-Zero an oki opportunity.
2. Special Just Frame Version of reversal example number 1, if you a special command when Sub clinches onto the opponents body part sub will freeze their body part, but this time as the opponent begins to fall to the ground the frozen arm/leg spreads to their whole body, causing them to be frozen and giving you a free combo.
Scorpion
1. When scorpion locks onto the opponents arm/leg flips behind the opponent with Ninja like grace and cracks their neck.
2. Special Just Frame Version of reversal example number 1, if you input a special command when scorp is about to crack the opponents neck scorpions neck crack will do extra damage. As they fall to the ground Scorpion will put his hands together as if he were focusing energy. His whole body would become engulfed in flames for 2 seconds and Scorpions aggressor meter would boost by 2 blocks.
Johnny Cage
1. When Cage locks onto the opponents arm/leg he would say something(cant think of anything, but something..Johnny Cagey) and then he should launch them high into the air(think Jeet Kune Dos back+1 attack, but it launches them much higher). As they are in the air Cage puts on his Shades, as they are coming down Johnny charges up and unleashes a green shadow kick.
2. Special Just Frame Version of reversal example number 1, if you input a special command when Cage launches them into the air Cage will do a red shadow kick instead of a green one. No matter what stage or you are on this will ALWAYS cause a wall hit, as they hit the hall you hear a crunching noise, cage then puts on his shades and is suorrunded by a sparkly aura. His aggressor is now full.
Obviously from the examples you can tell that I believe Cage should have some of the deadliest Just Frames in the game. To counter this they should also be EXTREMELY hard to do of course. Harder than other Just Frames.
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.
Examples
Johnny Cage
Johnny Cage does a 6 or 7 hit combo thats is fast and ends it with a whack that sends them flying back
Sub-Zero
Sub-Zero swings his kori blade upwards and launchers the opponent into the air. Sub Draws his sword upward and the water particles in the air slows begin to surround the Kori Blade, giving it an aura sort of look. Think Nightmares winning taunt in SC2 where he raises his sword, but instead of it being souls or whatever that surrounds it there would be ice particles. As they hit the ground Sub-Zero immediately slam the sword hard into the ground, doing a good amount of damage to the opponent.
Quan Chi
Quan chi puts his two broadswords together and a bring light surround them. The Broadswords unify and turn into the living weapon. Quan Chi then points the living weapon at the dizzy opponent and unleashes a swarm of fly that slowy drain away their health. This would do great damage.
Ground throws should be exclusive to big time grapplers like Jax and Kano. Ground throws are for when the opponent is on the ground. These throws are normally some sort of or leg wrench or something like that. They should do solid damage but be very escapeable.
EXAMPLES
Jax
Jax grabs onto both of the opponents legs and swings them upward and slams them into the ground
Kano
Kano kneels down and grabs onto the opponents head. He then says in a heavy Australian accent are you ok and bashes your head into the ground. Some of the tile shatters.
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.
1. Character grabs onto opponents head and smashes it into a cactus, causing blood to squirt out.
2. Character grabs icicles off of the walls. They storye it somewhere, and by tapping a shoulder button the characters tosses them all out at once.
4. Character Specific Movement
One thing missing from MKDA was character specific movement. 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.
Well, I think I should add that besides character-esque movement that ALL CHARACTERS should also have professionally looking, martial art based movement. Since I dont know much about martial arts, Ill just give a few examples from the fighting games I play. I play Hwoarang in Tekken 4, so expect a few examples from him.
1. The Angel Step The movement for Cassandra in Soul Calibur 2. She crouch dashes in then side steps. So this movements zones in AND side steps at the same time making it very versatile.
2. The Triple Side Step One of Hwoarangs many movements from tekken 4. When you do f+3 with Hwoarang in any Tekken he goes into flamingo stances, but when this happens he also does a slight side step. Also, the side step flamingo is bigger than the normal side steps, so if you sidestep,press f+3 and then side step again while in flamingo it will produce the largest side step in the whole game. If you do this when a opponent does a vertical attack it may very well take hwoarang all the way to their back guaranteeing him some stuff.
3. The Mist Step Lees movement in Tekken 4. By tapping forward lee does a dash that goes under all high attacks and sometimes a couple mid attacks! The beauty of this technique is the fact that Lee can link things into his miststep ! The mist step command is forward~neutral. 1,2 is Lees jab combo can can be linked into his Mist Step. So for example something like 1,2~forward~neutral~1,2~forward~neutral is very possible and is used by all high level lee players. It looks very cool in juggles as well.
4. The BT Run A movement that me and my friends came up with in Bloody Roar: Primal Fury. NOTE if anyone came up with this before me please dont flame me ..heh. So anyway, there are certain moves in BR that when done makes the opponent turn arrounds. So now the controls are reversed. Forward is back and back is forward. So by tapping back once and then tapping it again by holding on, the character begins to basically run away in the other direction. This is good for when time is running out and you have the lead. Of course faster characters like Bakyru have more uses with this than slow characters like Basuzima. Perhaps in MK6 this can become something that only a select amount of characters have.
5. The Hussle This is something that many Hwoarang players do without even realizing. Hwoarang has many stances, but easiest ones to access are his back turned stance and his right foot forward stance. To get into back turned you simple have to press 1+2 and to get into right foot forward you simply have to press 3+4. Pressing either one again takes him back to facing front and left foot forward. So by quickly mashing 1+2~1+2~3+4~3+4 Hwoarang can do some pretty crazy looking stuff. This is one of the reasons why Hwoarang is known as crazy legs for his various movement. This really has no SERIOUS, but its a psyche out. You can also quickly stop doing this and throw out a low punch or even a throw, so it really messes with their head.
6. The Hayashadia Dash This works for Paul,Bryan and Nina in Tekken 4. Basically what this does Is the character does a sway back(a back dash that cover more range basically) then quickly does a side step. Command for this is d,d/b,b,u. So basically you swing your stick/pad from down all the way to up really fast. If you continue to do this the character will quick backdash and side step. This gets the character away quickly and also sidesteps so you can punish those who try to retaliate. Any Tekken experts can correct some of the stuff because not only do I not play Paul,Nina or Bryan, but Im also not the brightest of Tekken 4 players. Im sure Saty can correct some of my errors, but I think I am on the right track with this.
Those are just a few examples .I cant really think of any more, but you get the point. Movement like this would give players more options and make for looser gameplay so the characters no longer feel stiff.
I have nothing to quote from the Return of The Agressor idea from my essay but here are a few ideas as to what some characters aggressor could look like
Johnny Cage put his shades on and is surrounded by a sparkly aura. Like all other characters, Cages aggressor would boost his speed,power,frame advantage, throw damage and reduce wall damage. Cages special aggressor attribute would be that he cannot be reversed or parried for the 10 seconds that his aggressor lasts.
Kenhis sword would glow red with the souls of his ancestors, and his whole body would be surrounded by a red aura. Like I just said(and I wont refer to this anymore) all characters aggressor would give them extra speed,power,range advantage,throw damage and reduce wall damage. Kenshis special aggressor attriubute would be that all moves involving telekinesis all have more range and cause guard stun if blocked.
Sub-Zeros muscles would bulk up and the ice on his body would thicken. He would of course be surrounded by a blew aura and his eyes would now be ENTIRELY bright blue. Sub Zeros reversals now do more damage, and all damage done to Sub-Zero is cut in half.
Quan Chi would have the good old blur effect. When in this state when you input the command of ANY of your opponents moves you can now use it. You can only do this for 3 of your opponents moves per aggressor. If youd like to steal more moves when youre in aggressor again and you already have 3 moves stolen you must press both of your shoulder buttons to RANDOMLY get rid of one the specials you stole. The moves you stole are your to keep for the rest of the match if you like whether you are in aggressor or not. Youre opponent can still use the specials you stole. Each time you do one of the stolen specials you lose 10% health.
Scorpion would become engulfed in fire and take off his mask. When Scorpion is in Aggressor EVERYTHING he does is consider to be a counter hit. However, everything done to Scorpion is also a counter hit. Because counter hits already increase damage Scorpion would not have the power increase that all the other characters get from the aggressor. Each time your opponent reverses Scorpion they take 10% health. The spear is now unsidesteppable.
These are just a couple of my ideas.
Come on guys..these are punches and kicks. I believe if someone sweeped me and my fell on my ass itd hurt..a lot. My point is that low attacks should do a lot more damage.
Examples
1. Shang Tsung and Sub-Zeros sweeps should now do ATLEAST 15% instead of the measly 8 % they do in MKDA.
2. Li Meis many sweeps should also do more damage.
3. The low pokes that do absolutely no damage should now do a little bit more to give them some sort of use.
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. Lastly, when you delay something it should cause the character to charge up kind of like in SC2. When I say charge I basically mean they have cool sparks and stuff ya know the drill.
EXAMPLES
1.Sub-Zeros Ice Shaker. If you hold onto 2 when you do b,d+2 he will pause and not do the ice shaker until you let go. The longer your hold on the longer they will be frozen if the ice shaker connects.
2.Sub-Zeros freeze. Holding onto 1 when you do d,f+1 will cause sub to charge up sort of like Gokus Kamehameha attack in Dragon Ball. The longer you hold on the longer the opponent will be frozen if it connects.
3.Delaying Raidens thunder rush(f,f+4 I think is the command) would give it guard stun and make it to do more damage.\
4.Scorpions pop up in Ninja Sword(press 3) if delayed would cause a guard stun and would do more damage.
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.
Imagine Jax OWNING YA UP against a wall because you cant tech..ouch .nasty.
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. Throws should be cancelable as well.
CANCELABLE ATTACK EXAMPLES
1. Scorpions Summon Hell Fire
2. Jaxs Piston Punch
3. Sub-Zero Ice Shaker
4. Cages Johnny Uppercut
5. Kitanas Fan Wave
6. Drahmins Ground Pound
7. Throw attacks
8. Some basic attacks(punches,kicks,weapon attacks)
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.
I still stick by this comment strongly. No 3D fighter that is out has chip damage. This would slightly help out damage. Pressure character like Bo Rai Cho,Jax, Kung Lao and Reptile wouldnt be quiet as good if it werent for chip.
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
Can someone in DOA tell me how their block system works? Its the only fighter I can think of off the top of my head that uses the same block system as DOA, and also, does DOA have frame advantage? I someone how doubt FA are possible with that type of block.
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
I dont have any examples right now..except maybe one. In MKDAs Scorpions Pi Gua: 4 was way too good because it was safe and on hit guaranteed a hell fire. It also stunned the opponent..allowing to mix up some more. I believe the stun and guaranteed hell fire should only work if it hits on counter hit. Unless it does I think it should a lot less damage and shouldnt stun at all.
Note that these are just a FEW things that I thought needed to be added. There is a lot more stuff that I typed, and I hope you check it out when you get on the team, Ray.
A couple of things that I dont think I put that needs to be said.
For the most part low attacks should not be safe at all. If you look at MKDA one of the reasons why the game was extremely broken was because the top characters all had low attacks that were 100% safe. Bos d+4, Scorpions 4, Reptiles b+3 and Drahmins b+3 are just a few examples. Now a lot of those attacks were only safe because of the back dash cancel, so since you guys are hopefully taking that out those wont be safe anymore, and the lows that were safe regardless of a BDC or not(reps b+3 and bos d+4) should be VERY punishable if blocked.
One thing that made low attacks hard to punish in MKDA is the fact that there were no while standing attacks. For example, suppose Bos d+4 was not safe in DA. I would still need to stand up and attack you, giving you time to recover. From playing SC2 you know exactly what I mean Ray. When I block low and avoid your low attack I can let go of block and down, and as I rise up I can quickly press a buton to do an attack called a while rising attack. This makes punishing low attacks a lot easier and adds a lot more moves to the game automatically.
Another set of moves that are far too safe are pop up attacks. No attack that launches the opponent into the air should be safe..PERIOD. Crab b+2 = 100% safe, Bos u+4 and b+4 in Mi Zong = near 100% safe and there are a punch of other examples. Pop ups should be for punishing unsafe attacks. You shouldnt have the ability of throwing them out whenever you want. Now I can see if the pop up combo you are doing is a JUST FRAME version of a regular pop up I can see that being safe and even causing guard stun, but not a regular pop up.
One thing I thought that every MK(with the exception of UMK3 with run jabs) doesnt have is something that EVERYONE in the game has that balances the engine out. Like in SF 3rd Strike everyone has a parry like Bleed exaplined. Soul Calibur has guard impact. Hell, even Bloody Roar has a unique counter attack that everyone has, but in MK that thing doesnt really exist, and I hope this changes. Reversal,parries,movement and all that stuff will help out a lot, and most importantly frame advantage, but there should also be something is unique to MK6.
One thing that has me REALLY,REALLY,REALLY excited is the fact that Ed Boon hinted that Midway is going to take Level interaction to a whole new level. Running up walls and flipping off, swinging off poles..omg. I just cant imagine a fighter with awesome characters,stories,secrets a deep core engine AND level interaction. And to put the icing on the cake..online play. I just REALLY hope Midway gives the MK team time to perfect it. MKDA was far too rushed. I wouldnt mind waiting till 2005 to play a finely crafted game.
Thats all for now.


About Me
that chill down your spine when your afraid.. thats me....
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well i have always loved the characters from the games and loved how different they were... but to me i think that a character creation portion of the game would be great... be able to choose from different types of fighting styles, outfits, colors, faces, maskes, hats.... the possibilites are endless... every one would have their one unigue character... some what of a whoop ass creater......

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An Aggresive block move.
When you block an attack, you could tap. > + Block.
You would then sort of ram your opponent as you block. This would leave you at an advantage for a few frames.
It's similar to Tekken4's shove move.
I noticed a guy doing that same aggressive block in a real fight in K1.
It's getting hard to come up with new ones.

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Satyagraha Wrote: Choosing to nurf a juggle by forcing the oppenent down is lame, IMO. |
Exactly. This is why there are only a few really different combos per character in MKDA. Plus, what is up with the juggle damage in MKDA? If I bust my ass doing a 10+ hit combo, I could do more and easier damage by doing a simple 3 hit combo. The combo system needs to be less restrictive and more intuitive...leave it up to the player, not slamming the opp down after the game system decides too many hits have been done. With proper testing, this can work.

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A deep practice mode detailing every game play technique you have at your disposal.
With lessons and examples of their implementations.
similar to VF4Evolution.
Also a character AI system where you can teach a character how to fight, or simply have the computer remember your techniques automatically.
Then Have an option to fight in a mirror match at the end of the game, or like in MK1.
They had that in SC2 at the arcade in Quest mode, and I always looked forward to fighting my self, or other human player's characters. There is something about it, it's more exiting than playing the computer.
Maybe the AI files can be shared over the net with the Online play. Im not sure if you can do that.
Sometimes I just watch people play SC2 at the Arcade, and I noticed that every one who knows how to play good, goes to Quest mode.
You could have something like that in MK.
I'd be great for an Arcade game if that were an option.
With lessons and examples of their implementations.
similar to VF4Evolution.
Also a character AI system where you can teach a character how to fight, or simply have the computer remember your techniques automatically.
Then Have an option to fight in a mirror match at the end of the game, or like in MK1.
They had that in SC2 at the arcade in Quest mode, and I always looked forward to fighting my self, or other human player's characters. There is something about it, it's more exiting than playing the computer.
Maybe the AI files can be shared over the net with the Online play. Im not sure if you can do that.
Sometimes I just watch people play SC2 at the Arcade, and I noticed that every one who knows how to play good, goes to Quest mode.
You could have something like that in MK.
I'd be great for an Arcade game if that were an option.

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Another Aggressive block idea, is to block by hitting your opponents limb and causing them pain.
For example you would block a round house with an elbow strike to the leg.
The opponent would be stunned for a sec.
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Using multi level stages for Down attacks.
You knock your opponent to a lower level, then leap from the ledge with a down attack.
If there is an auto jumping animation like in DOA2-3, you could hold the down attack command before the auto animation starts.
In some stages, if you land an upper level down attack, you can crash through the floor, and continue in the room below. The opposite of the Uppercut in MK3.
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I'd like to have complex throw escape animations, like in VF4.
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Special animations for Charging, or flying attacks that make contact with a wall.
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Specific reactions to Counter hits.
Example, If some character does a Back Hook kick (Round House) And that Kick is countered with a sweep. The reaction could be falling down in a splits pose, and you hear a crack sound an the character lets out a quick scream.
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Cat toss recovery
You sweep your opponent, they can fall, or do a flip and land on their feet. Like the quick roll, but you would tap the command sooner, like as soon as you get hit.
Example in MKDA is Hsu Hao's (Shuai Chiao)#3 kick.
Instead of having the opponent land on their feet, have them fall normally, and then the Cat recovery would be the animation that is in MKDA right now.
It would keep you away from ground attacks.
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Some normal attacks can have block animations before the strike, like Lion in VF4 D,DB,B+p
Kilik in SC2 has a the B,D,F,N goes in to a block pose, then tap any attack to link something to that. But the block pose acts as a parry.
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Different types of movement.
Command = Result
(>+hold) = Walk
> = Regular MKDA step.
>> = Long step, like the first step of a
run animation.
>(>+hold) = Run
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Long Step, or Run attacks like in SC2.
You can buffer a Long Back step, to a Forward Long step attack, so you get an escape and an immediate spring attack.
------------------------------------------------
PS: I haven't received a response from Midway yet.
But it's only been 2 days. I'll call Angie again if a week passes by.
For example you would block a round house with an elbow strike to the leg.
The opponent would be stunned for a sec.
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Using multi level stages for Down attacks.
You knock your opponent to a lower level, then leap from the ledge with a down attack.
If there is an auto jumping animation like in DOA2-3, you could hold the down attack command before the auto animation starts.
In some stages, if you land an upper level down attack, you can crash through the floor, and continue in the room below. The opposite of the Uppercut in MK3.
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I'd like to have complex throw escape animations, like in VF4.
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Special animations for Charging, or flying attacks that make contact with a wall.
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Specific reactions to Counter hits.
Example, If some character does a Back Hook kick (Round House) And that Kick is countered with a sweep. The reaction could be falling down in a splits pose, and you hear a crack sound an the character lets out a quick scream.
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Cat toss recovery
You sweep your opponent, they can fall, or do a flip and land on their feet. Like the quick roll, but you would tap the command sooner, like as soon as you get hit.
Example in MKDA is Hsu Hao's (Shuai Chiao)#3 kick.
Instead of having the opponent land on their feet, have them fall normally, and then the Cat recovery would be the animation that is in MKDA right now.
It would keep you away from ground attacks.
-------------------------------------------------
Some normal attacks can have block animations before the strike, like Lion in VF4 D,DB,B+p
Kilik in SC2 has a the B,D,F,N goes in to a block pose, then tap any attack to link something to that. But the block pose acts as a parry.
------------------------------------------------
Different types of movement.
Command = Result
(>+hold) = Walk
> = Regular MKDA step.
>> = Long step, like the first step of a
run animation.
>(>+hold) = Run
------------------------------------------------
Long Step, or Run attacks like in SC2.
You can buffer a Long Back step, to a Forward Long step attack, so you get an escape and an immediate spring attack.
------------------------------------------------
PS: I haven't received a response from Midway yet.
But it's only been 2 days. I'll call Angie again if a week passes by.

0
I just sent an e-mail to Martin Murphy, asking for some response. I said that you knew who I was, so let's see if that works.
Sorry if I'm getting annoying Ray, I hate to bother people, but I don't plan on giving up, this is too important.
Sorry if I'm getting annoying Ray, I hate to bother people, but I don't plan on giving up, this is too important.

0
I didn't get the job this time, but I get to meet the team. There may be a chance in the near future so I'm gonna keep working hard at it.
If it wasn't for Ray I probably wouldn't have gotten so close.
Thanks Ray.
If it wasn't for Ray I probably wouldn't have gotten so close.
Thanks Ray.
no problem....
you are competing with pro' so it's really tough.
The best thing for you to do is approach your own work with honest criticism.
don't give up!
This isn't over, it has just started.
keep working on your portfolio.
You show alot of promise. Even Martin Murphy thinks so.
you are competing with pro' so it's really tough.
The best thing for you to do is approach your own work with honest criticism.
don't give up!
This isn't over, it has just started.
keep working on your portfolio.
You show alot of promise. Even Martin Murphy thinks so.

0
Since MK is going with the strengths of each specific system, you might try to implement real time shadows, like in Splinter Cell, and Kakuto Chojin.
Stage interaction idea.
For a stage with dirt, or sand, you would be able to throw sand at your opponents eyes, and have them react kind of like Sonyas Kiss move in MKDA.
You could have this happen as a secondary option to stand up attacks when you get floored.
Stage interaction idea.
For a stage with dirt, or sand, you would be able to throw sand at your opponents eyes, and have them react kind of like Sonyas Kiss move in MKDA.
You could have this happen as a secondary option to stand up attacks when you get floored.


About Me
WyattHarris.com Dig it
0
I know all ideas for a game don't get implemented because of time restrictions and other things but for the love of God, if you mention it in the krypt, put it in the game. Pretty much everything in the krypt that was game related made me mad. Not because it wasn't cool to see it, but because it wasn't in the game. Honestly I think it made the game worse for me because I saw how much better MKDA could have been.
Wyatt
Wyatt
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