A gameplay suggestion for MKD - combo starters and combo finishers
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A gameplay suggestion for MKD - combo starters and combo finishers
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posted07/01/2004 11:32 PM (UTC)byAbout Me
To anyone who cares, I'm not banned. I left of my own accord. This place is dead to me now.
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03/05/2004 06:24 PM (UTC)
I've mentioned this concept in other threads but I don't think I've managed to explain myself clearly. One of the things I disliked most about MKDA was the fact that performing special moves and performing combos were two seperate acts. Only in rare instances could you use a special move (like Li Mei's backflip kick) to lead into a combo. Even rarer could you use one to end a combo (ex. Scorpion's flip kick at the end of his 2,2,4 string). Thus MKDA is reduced to a combo...fireball...fireball...special attack...another combo affair.
What I propose I believe would make the Mortal Kombat fighting experience more deep and stylish: Combo starters and combo finishers. A combo starter is reminiscent of the moves used to initiate combos in the Killer Instinct series. This, naturally, leads to a standing combo, which is then punctuated (or punchuated - couldn't resist
) by a combo finisher - a special move performed just as the last blow is landed.
First, combo starters: These can be made out of existing special moves. And for those that normally result in a knockdown, back up to just beyond "sweep distance", to borrow from the old MK lexicon. Say that Ashrah's "torpedo" knocks down foes. To perform that move from a further distance would not cause a knockdown and would only cause the opponent to stagger. This move sets you up to perform your combo.
Now for finishers: First of all it blows my mind why there is no buffering in MKDA. (For those who don't know, "buffering" is inputting the commands for a move while your character is still in the animation of a preceding move.) The previous MK's had it. Almost every other fighting game does. I think ending a combo with a close quarters fireball or a flip kick looks a lot flashier than with a simple punch or kick.
Let's create a combo for Scorpion using these combo starters and finishers: Starting with a teleport punch (don't remember if that causes a knockdown, but oh well), he continues with that 2,2,4 string we know so well, and just as that kick is being delivered, tap "f,b,3" to finish the combo off with a flaming flip kick!
So what do you think? Would this make the game more fun to play? Keep in mind that a character may have more than one combo starter and/or finisher. What's more is that the secrets behind these special moves won't be in the strategy guides - it would be something more for us fans to discover on our own through experimentation. Can the MK team incorporate this with only three months left? Are there any holes in my concept? Right now I can tell you that the game engine can be tweaked such as to disallow infinites (ex. Sub-Zero's ice ball can't be used as a combo finisher, or if so only once). I hope I get some good feedback after all this typing...
What I propose I believe would make the Mortal Kombat fighting experience more deep and stylish: Combo starters and combo finishers. A combo starter is reminiscent of the moves used to initiate combos in the Killer Instinct series. This, naturally, leads to a standing combo, which is then punctuated (or punchuated - couldn't resist
First, combo starters: These can be made out of existing special moves. And for those that normally result in a knockdown, back up to just beyond "sweep distance", to borrow from the old MK lexicon. Say that Ashrah's "torpedo" knocks down foes. To perform that move from a further distance would not cause a knockdown and would only cause the opponent to stagger. This move sets you up to perform your combo.
Now for finishers: First of all it blows my mind why there is no buffering in MKDA. (For those who don't know, "buffering" is inputting the commands for a move while your character is still in the animation of a preceding move.) The previous MK's had it. Almost every other fighting game does. I think ending a combo with a close quarters fireball or a flip kick looks a lot flashier than with a simple punch or kick.
Let's create a combo for Scorpion using these combo starters and finishers: Starting with a teleport punch (don't remember if that causes a knockdown, but oh well), he continues with that 2,2,4 string we know so well, and just as that kick is being delivered, tap "f,b,3" to finish the combo off with a flaming flip kick!
So what do you think? Would this make the game more fun to play? Keep in mind that a character may have more than one combo starter and/or finisher. What's more is that the secrets behind these special moves won't be in the strategy guides - it would be something more for us fans to discover on our own through experimentation. Can the MK team incorporate this with only three months left? Are there any holes in my concept? Right now I can tell you that the game engine can be tweaked such as to disallow infinites (ex. Sub-Zero's ice ball can't be used as a combo finisher, or if so only once). I hope I get some good feedback after all this typing...
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This is only my opinion, but if Midway did that it wouldn't be Mortal Kombat anymore...it would be Killer Instinct. I like MK the way it is now.
*the opinion expressed in this post reflect the opinion of malebolgia, and does not directly reflect the opinions of MKOnline, or any MKOnline user*
*the opinion expressed in this post reflect the opinion of malebolgia, and does not directly reflect the opinions of MKOnline, or any MKOnline user*


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Nice Thread GrinningEvilDeath.
I really like the idea, mostly because KillerInstinct's combo performers are similar to the ones you've mentioned,i'm sure you're also talking about a killer instinct style combo system.
I personally think that the ki combo system is the best i've seen. Not only they're not so easy to pull off, they're extremely flashy and put a major highlight in a match fight. and also there are combo breakers enabled to stop such harrassment.
Combo Starters are great, but there need to be differetn combo starters so that the opponent doesn't repetively block to avoid being strung into a combo, for example have a combo starting with a high attack, and one with a low attack, so it'd be harder to block combo starters, and if blocking doesn't work, your combo breakers could.
Combo Finishers Should Be Like Ki, have a flashy move inputted towards the end, much different than your normal regular move. Your opponents would be amazed to see that you pulled off a combo with such flashiness. Combos should be strung with special moves and arm to arm and to weapon and special enders and maybe the arena??
Combos should be kept hidden, the flashy ones i mean, the hard to pull off. Hints should be given in the game or strat guide. of how to pull off certain combos, then you'd have to finish the puzzle towards the end.
Like Killer Instinct, this game would rock even much more if they did add this style of gameplay.
But, now with KI3 most likely happening on Xbox2 etc, i don't think that they'd give their rights to midway. That would be sweet if it did, mk and ki combined together.
With combo starters and finishers, and maybe even the ultra combo and ultimate combos, where you finish your opponent with a fatality during a combo, would be amazing and I would definitely play the game on and on for hours and days and months. I would Love, Love To play the game online for sure!
I really like the idea, mostly because KillerInstinct's combo performers are similar to the ones you've mentioned,i'm sure you're also talking about a killer instinct style combo system.
I personally think that the ki combo system is the best i've seen. Not only they're not so easy to pull off, they're extremely flashy and put a major highlight in a match fight. and also there are combo breakers enabled to stop such harrassment.
Combo Starters are great, but there need to be differetn combo starters so that the opponent doesn't repetively block to avoid being strung into a combo, for example have a combo starting with a high attack, and one with a low attack, so it'd be harder to block combo starters, and if blocking doesn't work, your combo breakers could.
Combo Finishers Should Be Like Ki, have a flashy move inputted towards the end, much different than your normal regular move. Your opponents would be amazed to see that you pulled off a combo with such flashiness. Combos should be strung with special moves and arm to arm and to weapon and special enders and maybe the arena??
Combos should be kept hidden, the flashy ones i mean, the hard to pull off. Hints should be given in the game or strat guide. of how to pull off certain combos, then you'd have to finish the puzzle towards the end.
Like Killer Instinct, this game would rock even much more if they did add this style of gameplay.
But, now with KI3 most likely happening on Xbox2 etc, i don't think that they'd give their rights to midway. That would be sweet if it did, mk and ki combined together.
With combo starters and finishers, and maybe even the ultra combo and ultimate combos, where you finish your opponent with a fatality during a combo, would be amazing and I would definitely play the game on and on for hours and days and months. I would Love, Love To play the game online for sure!
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XBL:Insanity1234 Bring It...
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It sounds like a good idea. My concern is as to how they would pull this off. You say that the starter would be an existing special move and if it knocks the person down when you use it as combo starter it dosen't knock them down. How does that work? Doing it from a farther distance for a lot of the moves wouldn't even hit unless it was say Scorpion's spear or Sub-Zero's freeze. I feel for the combo starter/finisher it would have to be something completely different. On another note a lot of the special moves can be used as combo finishers in MK:DA. Play through Konquest mode again and you'll see. Drahmin is a great example of this. Most of Drahmin's combos you had to use a special move or it really wasn't much of a combo. You have the start of a good idea but i think what you've suggested wouldn't really work. They would need to come up with a completely different kind of move for this. Something similar to a special move but without the delay and without the major effect. I can't think of an example for this but i hope you get what i mean. You have the start for a great idea that could make the MK fighting engine much better but your ideas need some tweaking. Good work and keep tweaking that idea. Bring Back Reptile...
I remember reading this in the VF4:E thread, and it was a good idea then, and still a good idea now. The only thing is, maybe some moves can't be allowed as combo finishers at all? That would sort of make for better gameplay than limiting the use of a move.
That is, this is if the dial-a-combos are still there. I absolutely HATED the dial-a-combos, and would prefer a manual system over it. Of course, combo starters and combo finishers are what make up manual combos, so the same principle applies, just a little of tweaking.
Now, can they add this in three months? Knowing Midway, there would be a 50/50 chance. My doubts are "no" but there's always hope...I guess...
That is, this is if the dial-a-combos are still there. I absolutely HATED the dial-a-combos, and would prefer a manual system over it. Of course, combo starters and combo finishers are what make up manual combos, so the same principle applies, just a little of tweaking.
Now, can they add this in three months? Knowing Midway, there would be a 50/50 chance. My doubts are "no" but there's always hope...I guess...
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Fuck combos starters and finishers: What about that god damned combo breaker they were planning to put in?
The scrub who posted that if you put in the starters and finishers it would be too much like KI: You more than likely did not know about the BREAKER MK wants to put in MKD otherwise he would not have made such a stupid comment.
It's a good idea becuase ANYTHING can help the MK combo engine which is pure, utter, trpie.
I'd love to see this put in while at the same time offering a more expansive combo system...wait!
Didn't MK do that before? Yeah! They did! What was that MK game with the best combo system of any MK again? Oh yeah, it was MK4.
MK4 should be the blue print for all future MK games in terms of gameplay and a combo system that actually allows for some experimentation while not being completly broken.
In that game you could chain just about anything. A little work it it would be top tier.
The scrub who posted that if you put in the starters and finishers it would be too much like KI: You more than likely did not know about the BREAKER MK wants to put in MKD otherwise he would not have made such a stupid comment.
It's a good idea becuase ANYTHING can help the MK combo engine which is pure, utter, trpie.
I'd love to see this put in while at the same time offering a more expansive combo system...wait!
Didn't MK do that before? Yeah! They did! What was that MK game with the best combo system of any MK again? Oh yeah, it was MK4.
MK4 should be the blue print for all future MK games in terms of gameplay and a combo system that actually allows for some experimentation while not being completly broken.
In that game you could chain just about anything. A little work it it would be top tier.
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"Linear" and "built in" combo starters and finnishers are weak, IMO. No such things even have to exist if move properties were attended to. Whenever you have a "built in" feature meant to do one thing, it actually hampers the creativity of play, but meh.
About Me
To anyone who cares, I'm not banned. I left of my own accord. This place is dead to me now.
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Gentlemen, thank you for you comments. I'll try to address each of your concerns:
malebogia: I realize that my idea borrows from KI, but it also borrows from SF, KOF - just about every fighting game out there when it comes to the finishers, which you can also regard as "two-in-ones", in their terms. I was hoping to synthesize the two concepts into something unique.
Brodeur: Thanks
BringBackReptile: As you can see I had your same concern, so I just came up with the ranging idea and yes, they would hit if you got the precise distance (part of the trickiness of it). I don't think they would need to create all-new moves, but I respect your opinion.
Wanderer: Sorry if I repeated myself, but I'm glad my concept is getting attention. I know a lot of you don't like dial-a-combos and I was hoping to remedy this by making combos a little more customizable.
colguile: I don't quite know what to say. Most of your comments were just about the combo system in general. Oh yeah - "Fuck combo starters and combo breakers" - I guess that was your opinion. Fine by me.
Satyagraha: This system can be as "linear" or as "nonlinear" as you like. I was hoping that this feature would add more versatility to how special moves are used in the game.
malebogia: I realize that my idea borrows from KI, but it also borrows from SF, KOF - just about every fighting game out there when it comes to the finishers, which you can also regard as "two-in-ones", in their terms. I was hoping to synthesize the two concepts into something unique.
Brodeur: Thanks
BringBackReptile: As you can see I had your same concern, so I just came up with the ranging idea and yes, they would hit if you got the precise distance (part of the trickiness of it). I don't think they would need to create all-new moves, but I respect your opinion.
Wanderer: Sorry if I repeated myself, but I'm glad my concept is getting attention. I know a lot of you don't like dial-a-combos and I was hoping to remedy this by making combos a little more customizable.
colguile: I don't quite know what to say. Most of your comments were just about the combo system in general. Oh yeah - "Fuck combo starters and combo breakers" - I guess that was your opinion. Fine by me.
Satyagraha: This system can be as "linear" or as "nonlinear" as you like. I was hoping that this feature would add more versatility to how special moves are used in the game.
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