I went to Midway today to hang out with Ray, and I got to play PSI-OPS.

wow

The game is awesome especially the Telekinetic powers.


Ray schooled me in MK every time I knew he was good, but damn!

Hey Ray, If you want me to test your game again or whatever, let me know. I'll be there as soon as possible.
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Sub-Zero_7th
12/25/2003 01:55 AM (UTC)
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Bleed Wrote:
I went to Midway today to hang out with Ray, and I got to play PSI-OPS.



The game is awesome especially the Telekinetic powers.

Ray schooled me in MK every time I knew he was good, but damn!

Hey Ray, If you want me to test your game again or whatever, let me know. I'll be there as soon as possible.


Awesome! grin Can't wait til' it comes out. smile
Another thing that hasn't been done before.

For when you attack floored opponents.

If you do a regular down attack, like a stomp, they will stay where they were, but if you do a kick like when you kick a socker ball. The opponent would be tossed like a sack of potatoes.

You could do it with the left or right leg.

If near a wall, you could slam the opponent against it, and maybe continue a combo as they fall to the ground again.

If you don't have them fly, then have them slide like 7 feet when you kick them.

You could also kick someone while they are getting up, and have special animations for that too.
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Satyagraha
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12/26/2003 05:23 AM (UTC)
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^^^^

Nice. Could be a new twist on the oki.
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MrSchpfmut
12/26/2003 03:53 PM (UTC)
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Bleed,

Very good stuff! Art and ideas! I especially liked that ninja (rain?) animation. Sweetness! grin

I haven't had a chance to read everything you posted, but I agree with a lot of the ideas you have given. As this is more of my area of interest, it's great to see thought out ideas from someone new.




Anyways, hope you all had a great holiday and got everything you wanted! I got an X-arcade stick! Woot! I've also been very sick for the past week and have been playing a lot of tekken4 and I've learned a lot.

Yeah I'm working the day after Christmas... This sucks, I'd rather be in bed or playing tekken. furious

oh well, peace yaw!
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Versatile
12/26/2003 09:47 PM (UTC)
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Who do you use in Tekken 4 MRS.
Character power idea.

A guy that fights with small portals.

He could move him self around the stage, or move his opponent.

He would make a portal open on the ground, like scorpion's fire, then if the opponent falls in it, another portal would open up close the you on the floor, and the guy would pop out of it, like he was hit by an uppercut.

He could repel, or deflect fireballs with portals too, maybe save them for later.

They could slip in to different time zones, giving you the opportunity to come from far away and get a free combo. The opponent wouldn't be able to block because you're in Hyper speed.

You would also be able to do extra long juggles.

But keep the damage moderate, so it's not cheap.

The move can't last too long though, maybe it will end after 1 combo, or 1 strong hit.

The stage music could go in to slow motion too, just for effect. You might hear a heart beat or some atmospheric noise like when you are under water.


Fatality= telleport to a different dimension, where the gravity is like a million time stronger than earth, or outworld, then have the opponent slowly be crushed to the ground, and have blood squirt, and maybe have their guts explode from their stomach, and their skull gets crushed. It would look disgusting.
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outworld222
12/27/2003 09:45 AM (UTC)
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I just have one thing to say
what would make mkda better is te following: raidens teleport, scorpions teleport.
Make it so the computer can only do things that a human player can do.

Example sometimes in MKDA the computer walks extra fast when it's moving in 3D space. As far as I know, a human player can't do that.

Have throws link to combos.

Like a throw can be that you pull your opponents arm towards you, and you do a back hand to their ribs. If you do nothing, the opponent will be thrown like 8 feet.

But you could link a combo to it, before the throw hit connects.

You could link Throws to combos, and reversals and back and forth fairly easily. Especially for those combos that you can see coming a mile away linking reversals to your strings would be great.

It would protect you against rock paper scissors type attacks that can break your strings.

If you see someone break your combos with the same move, then link the reversal to the combo to catch them off guard.

Throws and reversals could be not only the regular throws, but set up moves, like pulling the opponent in, or throwing them against a wall, Maybe a stun hit, or a juggle starter.


An example of the use.

Left jab

Right punch

Left snap kick

---Break point variation---

Right inside kick
or
Reversal + cancel to new combo
Extra animations for when you connect with certain counter hits.

Example: King in Tekken4, If his >>4 connects as a counter, it will automatically go in to a headlock throw.

You have a LOT of possibilities with this. Regular combo link, Just frame, or auto Link.

Knock down hit
stun hit
combo starter hit
auto combo like Whoarangs Side throws
Throws
Taunts
Side step
stance change
Power-up

If near a wall, you would have special animations for that too. Like, counter hit, links to throw opponent against the wall, which could stun the opp. giving you a chance to continue a combo.

There is probably more you can do with this.

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Born-Again-Vampire
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12/30/2003 06:03 PM (UTC)
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Exactly bleed that is what I was thinking of!
Bleed Wrote:
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.



wow

Hmmm, first time I make a smile.
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MrSchpfmut
12/30/2003 10:10 PM (UTC)
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Yeah that'd be cool to have different throws depending on placement in the arena. I'd imagine any sort of level interaction mechanics could also affect this




Also Is there a way to incorporate some sort of “buffering” procedures?

The only thing that I think is "wrong" with DA, IMO, is the recovery times.

Maybe a held button that calls a buffering function when properly released/pressed again between combos or into an early block/parry maneuver

This buffering could make the fighting more fluid and non-linear. Or you could implement the buffering the other way around. In between the impact of an attack and the retraction of that limb (dead-frames?) you could push the buffer button to initiate an early block or other attacks.

With the DA system when you're attacking with a branch and it's getting blocked, you never really want to finish it off or you will eat some damage. With this kind of buffering you would be able to in a way merge a smaller different combo into the previous one. There would still be a slight delay, but not as much as if you were to finish the attacks, wait for the recovery, then attempt to block and most likely take damage from a good player.

Doing this could also affect the properties of the following attacks or block. For instance, after buffering your follow up attack would execute quicker, but cause less damage. And buffering into a block/parry, your defense ability would be lower and you would take more blocking-damage.

Just an idea i had Think about it Combo into a block, parry, or another combo!
Cool and very useful.

That is one of the reasons why I like VF4, because you can buffer so easily.
Different intros for fights.

Not just a pan around the fighters, but like 3 different styles. They would happen at random.
--------------------------------------

Pre fight animations are cool too, but fast like in Tekken4, DOA3, and VF4, not too long like the ones in Tao Feng, unless its a special match.
--------------------------------------

Another bran new idea---------Variation of the charge attack in VF4, only that there is NO slow motion.

Control the reaction of the opponent to your pop up by button tap timing.

Hold it for 3+ frames, and you get a regular pop up.

Tap for 1-2 frames, and you get a stun hit for a ground juggle.

Could be the same for a counter hit, just more damage.
For jumping attacks

DO NOT give every character the same attack.

For like a jumping punch, take a look at the street fighter games for ideas.


The jump in punch that links to combos, like in MK3 would be great to have back.

In MKDA the jumping punch is kind of useless.

I would like it to be like the street fighter jumping fierce, so it looks more like a custom combo than a super smooth combo like in MK3.
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Born-Again-Vampire
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01/01/2004 01:02 AM (UTC)
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A back flip jump kick. (I hope it has not been said in here: sorry if it has been)
And also the jump punch too.
Air throws
Much more
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TonyTheTiger
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01/01/2004 04:49 AM (UTC)
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Perhaps a counter attack system that involves the first few frames of the blocking animation. If you input a command (character specific or otherwise) during a block you can counter many attacks that hit during a specific number of frames. For example, let's say I'm Kung Lao and fighting a very agressive opponent. If I'm blocking I can imput a command that will give say a 5 frame window where if I'm hit during those frames I'll automatically throw a counter attack. For more defensive characters like Sub-Zero the window would be more like 8 frames or so. To prevent this from being too turtle friendly it wouldn't do much damage but essentially give the defensive player a firmer advantage. Also combos shouldn't be able to be started from the counter. It could just be another option available to the player. That's essentially what depth is. What can I do in a given situation? Do I have the options that I would like to have? What options do I have that would prevent me from feeling completely helpless. And what could I do that my opponent may not expect and could give me an advantage?
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LouisTypo
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01/02/2004 06:17 AM (UTC)
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I think it would be pretty cool if someone does a really sweet move or combo that the announcer yells stuff (like on The Grid). Or for online multiplayer it could have captions like (Joe just owned John!!!)

For someone like Shang-Tsung.. it'd be kinda cool if he could also transform people/thing besides him. Or give his enemy a set of someone else's moves/powers or body.

And for usable objects in the arena it'd be cool if the character could use his/her powers to get the object from far away father walking over and picking it up (I.E. Kenshi could use his telekinesis to grab an object. Or Scorpion could use his spear and grab something from far away).

Or uh, as far as interactive environments It'd be pretty cool if you could like, punch a pillar/knock the enemy into a wooden pillar or poll and have it come crashing down on the enemy.

I apologize if I already mentioned something that was said.
Give the fighters a lot of special moves.

Like with powers don't have them restricted to 2 or 3 special moves.

Have a lot of variations on them.

Like Sub zero could use ice to block a fireball, sort of like an ice clone.

but make a quick wall instead.

ice blast

Ice ball, like a hard rock of ice that he throws at people. Like his MK2 fatality.

ground ice

a lot of special moves Like you have a lot of punches and kicks.
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TonyTheTiger
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01/03/2004 09:35 AM (UTC)
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I understand what the MK team was going for when they designed each style. Kind of like three parts make a whole so in order to be good the player has to utilize all the styles. It sounds good on paper but in DA it felt more like three incomplete parts glued together. I know it's been said countless times before by various people but each style should be fleshed out more. Take Kung Lao's mantis. I'm not too familiar with real Praying Mantis but I do know that there's many stances within the whole. Plum Blossom, Seven Star, Tai Ji, and Spotless are all forms within the whole of Praying Mantis. Utilizing all of this could greatly improve things. While he's in his Mantis style the player could switch stances within that style and uncover more moves. Soul Calibur has something like this. Nightmare, for example, usually keeps his sword in front of him but with the press of a few buttons he puts his sword behind his back. He's now in a special stance where I can now use different moves but right after using a move he reverts back to his main stance. So it doesn't have to really be a style within a style but a limited stance that complements a complete style. This also makes playing Kung Lao more open ended and far less telegraphed. I could start a combo chain from his basic stance which my opponent is expecting but I'd rather go into his Seven Star stance for a completely different combo opener and style branch. If you want, you could even go the distance and involve stance branch combos within a single style. They don't have to be canned but custom. Give the player the ability to close a combo into a different stance.
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MrSchpfmut
01/05/2004 06:37 PM (UTC)
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Hell yeah to blocking specials with special specials!

I've been kinda thinking of something along those lines, but for attacking. I'd love to see Sub finsih off a combo with a spinning backfist, but all of a sudden he forms a large ice hammer-esque object and smashes his opponent across the arena!

That would be so bad ass if sub could materialize a variety of weapons that he could unleash throughout his combos!
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Versatile
01/06/2004 02:26 PM (UTC)
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FUCK YEAH!
I don't remember If I posted this already, but how about having the attack animations change depending on.

#1 Distance from opponent....A spinning kick would not spin if you are close, you would get like a knee strike instead.
#2 Whether it was blocked, or not.
#3 If your kick hit's the opponents punch or kick.

It could affect combo strings, and allow for openers.


There is a game that has this feature, though it needs a lot of work. The game is "K1" for the PS2.
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JohnnyCage
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01/19/2004 11:02 PM (UTC)
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there is nothing wrong with DA the only thing that was wrong was that there were not enough fatalities the krypt was a great idea,but some more decent goodies would be nice, also more music, mk 3 had great music, bring old school jams back in the next one, and bring tsungs morphing ability back, also bring cage back again but give him an important/significant story, i mean hes an important charecter in the mk universe he should have purpose,and stop with the retarded makeover, i have no clue why jax was made to look like kool mo dee, why cage looked like van damme from kickboxer, and why tsung looked very bloated also reptile was far from a great look, other than that stick to the formula that made mk great and continue everything that has made mk, mk.
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