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SonOf100Maniacs
06/28/2004 04:16 PM (UTC)
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FLSTYLE Wrote:

Bleed Wrote:

1 and 3 could be less powerful jabs that can be stringed into combo's, whereas 2 and 4 can be the more power moves, less combo's but can be used to hit your opponent through barriers, whereas the less powerful moves can't.



i like that idea. and maybe for a simple combo you can just tap 1,1,1,2. i like that idea better than the right or left one (is to much like tekken) and all the quick moves would be used with the quick buttons and all the power moves would use the more powerful move button. this would make the game a more "easy to learn, hard to master" type game.
There are many ways to set up the buttons, but since they already started with the MKDA style, I think they should just stick with it.


It's different and it works well.


I agree they did a good job with Steve Fox in Tekken. He is one of my favorite fighters, but still you can see the limitations of having preset buttons.

Like in Tekken they have 2 sway buttons that do the same thing.

In MKDA they would have the option of just having 1 sway button, and 3 punching buttons, or 2 punch buttons and 1 kick button.


Or in Tekken you have to compromise characters styles if for example a guy has 5 left kicks, and 11 right kicks.

The Left kick button is wasting space that could be taken up by some extra right kicks.



I think it's harder to learn combos in MKDA because of they way they set up the buttons.


In Tekken, because I know that 1 is left punch, 2 is right punch etc. If I see someone doing a combo, I can already figure out in my head how its probably done.


In the new MK's you have to pay more close attention to what button throws what attack, rather than being able to guess with Tekken.


Both ways are good though, they work fine for me.

I'm not ripping on Tekken by the way, It's my favorite game. wink
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Versatile
06/28/2004 06:44 PM (UTC)
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Boy..I can't wait till MK7 :)

Sorry to my Versafans for not puttin up as many ideas as bleed and others, but the main reason I did it in the past is because I thought to myself that with you know who on our side with it, our stuff would get a good chance of getting taken into consideration, but now that you know who is gone, I feel like it's pointless and hopeless. Sorry guys.

However, in Bloody Roar, the character named Yugo has a reversal(qcb+a) that makes green lightning surround his body for about 2 seconds. During these "green frames" if the opponent does a move that doesn't knock yugo back or to the floor(in other words, jabs and pokes and power hits that dont take Yugo off of his feat) yugo will take the hit, and deliver a punch that sends them flying back that does I believe twice the amount of damage.

We all know about Shun Di's drinking. Perhaps drinking with Bo Rai Cho can unlock new abilities. I strongly believe puking should not be allowed whenever, but rather how drunk Bo Rai Cho is. So there should be a method to making him drunk.

More shit later..


I would like to see Bo rai cho have a move where he falls on the opponent, but it's more like a shove.

Like he will do a small hop and ram the opponent as if he tripped over something.

It could also have super armor like the Bloody Roar type move you mentioned.

He could take a weak attack while doing this move, but he would still finish the attack and hit the opponent.

It could break a guard, and leave the opponent open for attack.

The ram could cause extra damage if when you hit the opponent, they slam against a wall.


Jackie Chan does this move in The Legend of Drunken master.


Bo Rai Cho's kung fu is a weak representation of the real thing. I was hoping for something much more elaborate and exaggerated even. Instead Bo felt too much like every other fighter.

He should be doing all kinds of crazy stuff like Jackie chan. I wish they would get an expert in the style to do the motion capture for them.

If they want to keep him slow like in MKDA then they could give him a lot of auto parry attacks and sways to make him more effective and maybe make him look more like a drunken fighter.

When I heard drunken fighting was in MKDA I was expecting something like Brad Wong from DOA3.
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Versatile
06/28/2004 10:56 PM (UTC)
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I would just like to point out, bleed, that Bo Rai Cho was far from uneffective in MKDA. He was the best in the game besides Scorpion. It's just the way that he was effective that sucked.
Yeah, I'm not talking about whether he fought well or not I'm talking about the look.

He didn't really look loose enough to me for a Drunken fighter.


I like to see martial arts well represented visually.
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06/29/2004 02:46 AM (UTC)
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The thing with drunken boxing and all the styles in DA was that they made all the fighters look like they had the runs. Clenched like hell and afraid to move. Kung Lao's mantis was the same way. Real mantis is far from jerky jabbing motions. Kung Lao just strikes me as the guy who will have a more Jet Li-esque fast, aggressive technique or maybe Donnie Yen from Fist of the Red Dragon. Like everyone's been saying, I'm not looking for the styles to be 100% accurate, I just want MK's representations of them, accurate or fantasy, to look well designed as opposed to cut and paste.


I'm also impressed at the turnout of this thread. Eight or so months ago a gameplay thread like this would be lucky to get five or six pages unless it was a sticky and even then it was nothing like this. When I first started posting here there were only a few people I remember who really showed vast interest in the gameplay end. Vers, Saty, Bleed, Starwinder, Konqrr, RayRokka, MrS, forgive me if I'm forgetting anyone. It's these guys who kept making me come back and they made the boards better. Seeing more and more people showing concern over time means that maybe, eventually, our voice will be as strong as that of those who ask for multiple fatalities.
yeah, I like these kinds of threads. It's fun coming up with all these ideas.

Debating them is fun too.

I'd like to see more people posting lot's of ideas too. Using their imagination and not being afraid to voice their thoughts.

I'd rather see what other people have in mind than not see anything at all.
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colguile
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MENTHOL:I hope the super unlockable is a video of Boon fucking Playboy models on a bed full of money in his mansion.

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06/29/2004 06:13 AM (UTC)
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I'd post some gameplay thoughts but I'm at the point now where I'm pretty sure that MK will NEVER EVER have ANY of the the additions mentioned here. NONE.

Not until they can do the things they have in the game now (Like hit detection and proper use of all MKDA gameplay elements) right.

If you guys want to see any of the stuff you mentioned in a fighter...lol it's not going to be MK. You can bet on that.

You can wish for em, but personally, I've been wishing for 10+ fucking years and I'm tired of being let down.

Surprise me MK. Please.
Very true, but we can still talk about stuff just for the fun of it.

Some of this stuff might actually happen, probably not, but some little thing like throw escapes might sneak in to the next MK.
Who knows?
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HDTran
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I don't want a bigger movelist Boon. I want a reason to use more than
10% of the ones you've given me. Fix MK with Move Properties.

06/29/2004 06:52 AM (UTC)
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First I would like to say that I dislike the fact that this post is made looking like it is in response to everyone rather than staying on the current topic, but I realized that jumping from topic to topic again would be too random, so I decided to address to people's previous posts rather than random topics and then including the people who posted before in those topics, so here goes.

JadeDragonMeli: From the videos of top level Dead or Alive, most people use strings sparingly just to confuse with launchers. Strings generally aren't good or safe enough in DoA as opposed to juggling them where you can't be countered. I dunno really, but in Tag Battle, the Europeans that I saw from the European Xbox League usually had Hayabusa or Bass as their 2nd character and would start a juggling and those characters have great ability to continue floating them and even re-elevating them a little. One guy I saw did an amazing wall combo finisher with Hayabusa and Bass where it did 100% on one of the chars after the first counter-hit launcher. (I'm told that it's the only 100% in the game and needs counter-hit on first hit while the guy's back is turned and coming towards you, proper spacing so you can juggle that far and end it at the wall) Everyone was screaming like hell after seeing that, since watching that juggle was insane seeing how hard the guy was struggling to keep the guy floated, it was precise frame by frame, if he lost one frame in that float, it wouldn't be able to hit for 100%.

As for counters in general in Dead or Alive, I think the reason why counters are so good and break your stun animation is because Dead or Alive is so string-based. Everyone's movelist has around 20 strings or so. Unless MK is going to a massive string-based route (where most combinations are possible), I agree that it probably shouldn't be as easy as Dead or Alive.

I really like your idea on different counter selection of high/mid/low for certain characters though as it's simple enough for the average MK fan to grasp. I guess going high/mid/low and punch/kick/elbow/knee, etc. would be too complex for MK.

Wanderer: Definately, even though basic, MK needs a better wall system by far and definately needs to handle bouncing on the ground better with some more low options perhaps to keep a low float of 2-3 hits for Off The Ground combos.

Skavin: I agree with the speed a lot, I just hope they put in crouch-dashing as well so we can avoid highs coming in.

Satya: A grapple system like VF in MK would destroy most MK players. :P

Sonof100maniacs: Intuitive controls are the best.

FLSTYLE: I agree, it should go back to or implement a new button-layout. As for Steve Fox and his kicks moving him, that's the shit, he plays much nicer than Brad Burns in VF4E.

Versatile: A drinking counter would kick butt for Bo Rai Cho. On the reversal/parry thing, I really hope they implement some moves sooner or later that goes through certain highs/mids/lows or auto-reversal/auto-parry while they're in the move.

Bleed: I think the biggest problem with MKDA stances for representing things like Drunken Boxing is that MKDA's split up of Martial Arts limits them to what they're trying to do. Because looking at Shun Di and Brad Wong, they have several several stances from where their back is turned, to where they're on one leg, to where they're on the ground with their head towards you or on the ground with their legs toward you, etc. Basically stances within MK's stances. I mean I'd love to see some back-turned stuff and multiple stances in each Martial Art/Fighting Style and all of that in MK, but with the rigid breakdown of stances, I doubt we'll ever see anything as nice as that.

I really like your counter stuff, I wasn't even thinking of the options that deeply. Switching sides, getting into a position where the opponent's back is turned, throw and juggle setups, and everything like that I always take for granted from counters. DoA, VF, etc. have done this and I didn't even think about it that deeply. Different counters are great too, as well as corresponding counters to stances, character size/weights, etc. As for breaking counters with buffered chickens, I think MK shouldn't go that route unless it is very easy to counter because if it was moderately hard to counter, then risking getting hurt just to do a counter/reversal/parry and then knowing that your opponent probably buffered it to make it uncounterable would make countering non-existant.

On the buttons though, I really dislike the layout of the buttons. It's not intuitive enough to merit having. I read what you said before about looking at something and knowing how it's probably done, usually being on the money. I like that, I like watching Soul Calibur 2 or Tekken or any other fighting game (including 2d) and being able to guess how something is done, for me, I think that is good game design when what you're pressing is intuitively represented visually. When I play MKDA, I just feel like hmm... wtf all the time if I'm not playing rigidly (which is the only way to play effective DA). 4 buttons give them a lot of freedom because they're aren't mapped to limb, strength, move-type, etc. But when I look at MK's movelist in general for a character, it's not like most options for like the button 1 is used. I would understand breaking it up if you have a lot of moves that don't correspond to limbs/strength/move-type/etc., but MK's movelist just doesn't merit having that many buttons for it. I mean I could easily make MK have the three-button layout of Block, Punch, and Kick and intuitively assign all the moves to those buttons and a certain motion for every character. I think the reason why it wasn't implemented like that is because most MK fans don't want to accompany buttons with motions like DF, DF or B, F or Quarter Circles or Half Circles, etc. in their juggles.

Supers in general are a hard idea to implement in 3d. In 2d, generally supers cannot be easily used (unless its a throw), without a very difficult to execute link. Like for Ryu.. the general low options are crouching short, crouching jab, crouching short, QCFx2 P (Shinkuhadoken) or even crouching middle kick, QCFx2 P (Shinkuhadoken). Both have very few frames of inputing QCFx2 and generally need buffering to an extreme extent that most MK players cannot do (unless it was Street Fighter 3). The easier links in 2d fighters to supers are not low options and therefore aren't as used as much. In 3d, execution is a lot easier, unless you're talking about some of the 1-frame windows in Virtua Fighter. For supers to work in general in the way supers normally work in 3d would have to create some very rigid time-frames and non-simple execution. Otherwise it would be easily abused and whatnot. As for all the other stuff you said could happen with the Super Bars, I like them, but I feel them hard-pressed in a 3d fighter.

While this isn't Guilty Gear, I propose maybe considering a roman cancel type option. In Guilty Gear, you can roman cancel most pokes, certain special moves, and for some special moves you need a false roman cancel (that drains less stock bar, but requires 1-3 frame precision cancelling). This would allow some slick combos to be pulled off since you can cancel moves, provided you have stock into other combos or reset the launch counter (so that you can relaunch them at near the same height). Of course the first MK game that features this would probably be cheap and broken as hell.
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Satyagraha
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06/29/2004 08:46 AM (UTC)
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HDTran Wrote:
Of course the first MK game that features this would probably be cheap and broken as hell.

Yeah, but MK being broke would be normal anyways. tongue As long as the brokeness can get a little creative, I'm all for that whore-ish goodness. grin.

I was thinking about movement options in D and it seams to me that we may get a snake step of some sorts. The lateral movement is already there with the SSc, unless of course it's taken out. I guess it would depend on how loose the dash is implemented; but the potential is there.

If by some chance combo breakers are not totally half assed, snake step could give some nice options coming off a break. You would have immediate mix up opportunities along with spacing. That alone would keep bitches from whoring the canned spam and thus open up some basic psychological games. Holy shit, we'd have to think 0_0.

I thought BDc was actually one decent element to DA's "system." If universal tracking is taken out, or at least nurfed, some acceptable movement elements could exist; that is, if we have a not-so half assed breaker, snake step, and BDc....

Meh, why do I torture myself with the possibilty of MK becoming a fighter. -_-

Hey, for anyone who might know; do jump cancels in DA give priority over lows? Like, again if the dash is loose, you could have a dash jump cancel grin. That would be like an "inverted" wave dash, lol. That would be some hardcore, korean style shit right there.
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MENTHOL
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06/29/2004 11:26 AM (UTC)
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Holy hell this thread is still trooping on. Good job guys. You've already converted a few people. Or in Vers's words, "they saw the light". As worthless as it is to make suggestions to MK games (since they'll never be used), imagining some of these gameplay ideas puts enough visuals in my head to keep hope alive. Whatever becomes of MKD will determine a lot for a lot of people. My expectations aren't high. But I atleast hope to have fun with the damn game. I hope to atleast be able to play it at a competitive level without forcing myself to pick the two super top tiers in the game. If the MK team can make it so it's more well rounded in balance, I'll be a happy camper. That's the only thing I really really want for MKD. Balance. In moves, combos, characters, everything.



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Versatile
06/29/2004 04:29 PM (UTC)
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MENTHOL Wrote:
Holy hell this thread is still trooping on. Good job guys. You've already converted a few people. Or in Vers's words, "they saw the light". As worthless as it is to make suggestions to MK games (since they'll never be used), imagining some of these gameplay ideas puts enough visuals in my head to keep hope alive. Whatever becomes of MKD will determine a lot for a lot of people. My expectations aren't high. But I atleast hope to have fun with the damn game. I hope to atleast be able to play it at a competitive level without forcing myself to pick the two super top tiers in the game. If the MK team can make it so it's more well rounded in balance, I'll be a happy camper. That's the only thing I really really want for MKD. Balance. In moves, combos, characters, everything.





All I want is Sub-Zero to be top tier..haha just playin, but if they are gonna be broken, atleast make the characters people care about broken. Sub sucked in DA, and a lot of people enjoy these "dream matches" like Sub vs Scorp, but since Scorpion annihilate Sub 9-1, there is really no point unless bother players suck.

However, I still stand firm that a goooooood sub can very rarely beat a goooood scorp. I'll never forget beating ReptileStyle's Scorp 3-1 in a tournament last November, he just wasn't read for my BDC shit..lol.

Bo Rai Cho's 3,2 should be unsafe, but should still guarantee a stomp if it connects. It also should have no spacing value, that shit is broke.
Good stuff!!!

What do you guys think abut special juggle combos using their supernatural abilities.

Like the one I posted about Rayden doing a bunch of teleport attacks.
you see a bunch of flashes, and the guy being tossed around in the air but doesn't hit the ground until the final blow. The last attack Rayden turns in to a bolt of lightning that crashes down on the opponent.

If on a breakable floor, you will crash through it.

Kabal could do a combo that looks like the Last fight in the movie Chronicles of Riddic.
he could use his speed to keep the opponent in the air longer than a normal fighter.

I'm trying to think of new ways to take advantage of the characters special abilities.

These hyper speed combos don't have to be just one way. It could instead be like Fei Long's 3 hit combo qcf+P, qcf+P, qcf+P.

You might be able to interrupt one of these hyper speed attacks to extend a juggle. Or you might use it to send an opponent to a death trap but by making them turn in the air like an "L"

Example: you have the 2 fighters, and there is a death trap behind your opponent and back more towards the back ground.


What Kabal or Rayden could do is pop the opponent up, do a juggle , then telleport in an "L" direction so they would dash to the side of the opponent, take a left turn 90* and hit the opponent with a power attack that would make them turn 90* in the air straight for a death trap.

So you can not only make the opponent fly back with a juggle, but Back, forward, Left, or Right. Using the Hyper dash or telleports.


See if you can pick that apart.
Some character could have a Vacuum fireball.

Instead of pushing the opponent away, it would pull them. They would stumble forward so you can get in some free damage.

Rayden's backwards lightning in MKT would be about the same thing.

But this fireball is flying towards the opponent and pulls them instead of pushing them when it connects.

If the opponent is in the air, it would work like Reptiles Force ball.



A new projectile for Rain could be that like Sub-Zero he would take moisture from the air and convert it to a projectile.

It would look like Sub's ice blast in MK2-3, but it would be water instead. It would make the opponent stumble back.

He might be able to charge this move a little longer to make the opponent fall down.

The beginning animation for this attack would be a quick circular hand motion as he pulls the particles from the air. It would look similar to the way you toss a soft ball, but with a kooler looking pose, some thing like what the electric guy from Big trouble in little china did.


A variation of this move is that Rain could use the blood that's on the floor instead of the water from the air. One of the characters from The Storm Riders did just that.

The guy could control moisture, and in a part of the movie his arm was paralyzed. The guy then ripped off his own arm and used the blood that fell as a projectile.

I'd like to see Rain do that.

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FLSTYLE
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06/29/2004 10:07 PM (UTC)
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Bleed Wrote:
Some character could have a Vacuum fireball.

Instead of pushing the opponent away, it would pull them. They would stumble forward so you can get in some free damage.

Rayden's backwards lightning in MKT would be about the same thing.

But this fireball is flying towards the opponent and pulls them instead of pushing them when it connects.

If the opponent is in the air, it would work like Reptiles Force ball.


A new projectile for Rain could be that like Sub-Zero he would take moisture from the air and convert it to a projectile.

It would look like Sub's ice blast in MK2-3, but it would be water instead. It would make the opponent stumble back.

He might be able to charge this move a little longer to make the opponent fall down.

The beginning animation for this attack would be a quick circular hand motion as he pulls the particles from the air. It would look similar to the way you toss a soft ball, but with a kooler looking pose, some thing like what the electric guy from Big trouble in little china did.


A variation of this move is that Rain could use the blood that's on the floor instead of the water from the air. One of the characters from The Storm Riders did just that.

The guy could control moisture, and in a part of the movie his arm was paralyzed. The guy then ripped off his own arm and used the blood that fell as a projectile.

I'd like to see Rain do that.



That's probably the best reason I've heard yet as to why Rain should make a return, nice.

Kinda reminds me of Sindel's scream attack, effective but limited by distance whereas this one would have no problem being a projectile.

Powering it up seems good aswell, without powering it up it could be blocked but at full power it would force your opponent out of the block.

If Rain ever came back and had that move and Sub-Zero was in the same game I can suggest a projectile for Sub-Zero. Nice stabby icycles sinking into your opponents guts in all its 3D glory grin

Without powering up you throw one, when you do power them up you throw lots.

I'm really into this powering up thing tongue how about powering Scorpions spear, the more it's powered up the faster it flies towards your opponent meaning more damage and them being unable to move for longer.
oooooh yeah! that gives me another idea.

Let's say Rain and Sub can power up their water and ice blasts right?

If they both throw their projectile with the same strength= Powered vs Powered, or Normal vs Normal. the projectiles might cancel out or something Not sure what should happen.

But If their projectiles are at different strengths.

Powered Ice vs Normal Water = The ice blast would freeze Rain's water and continue to fly towards Rain.

The same thing with Rain. Powered water vs Normal Ice= the water would turn to icicles and continue flying towards Sub.


It's like the stronger attack could absorb the other then continue towards the opponent.

It's could be with specific characters only.

Not sure if that would work too well, but it would look nice.


Maybe Rain could control more liquid things, like he might be able to deflect or mirror moves like Nitara's blood spit, Sub's Ice blast and Reptile's Acid.

I'd be like a character specific special move.
-------------------------------

Character specific moves have been done before. In know that in Tekken Tag or T4, Paul Phoenix can reverse a Kazama Tackle.

Heihachi has a head butt that can only be reversed by some fighters like Kazuya, Jin I forget who else. Heihachi will do a head butt to you, and if you tap 1 or 2, you can do a head butt back to him and knock him down.
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06/29/2004 10:32 PM (UTC)
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Diffinately, you can have the same with opposites, a powered fire can evaporate the water and melt the ice, the other way round would see the water putting out the fire and the ice freezing the fire solid.

Kenshi and Ermac can be used in this, they can use their psychic powers to deflect projectiles and the other can send them back as long as it's in range.

I hope these idea's don't end up drifting too much towards the whole Dragon Ball Z thing were you button mash or twirl the analogue sticks in a balance of power, you've either powered up your attack up more than your opponent or not.

Yeah, we don't need to take it that far...well, some situations might require something similar.


When you mentioned Ermac vs Kenshi, an image of the last battle in Dark City popped in my head.

That was awesome smile

For something like that when you are struggling, you could have something like Test your might. You tap the buttons as fast as possible to beat the opponent.
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Dark_No0B
06/29/2004 10:42 PM (UTC)
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06/29/2004 10:47 PM (UTC)
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Here's another idea based on weapons.

I was playing Devil May Cry the other day (not the crappy sequel) and I got to the fight between Dante and his brother Virgil.

When Virgil was swinging that huge sword towards me I randomly decided to take a swing at him, knowing Virgil's A.I. wouldn't bring him out of the certain combo he was doing (and it just so happened that I knew that combo, and all his others of by heart).

When I did to my amazement the swords smashed together, and again but then Virgil went for a lunge attack, I jumped over him and did a number on the poor guy's back tongue

I'd love for Mortal Kombat to have this kind of realism sword kombat wise. In hand to hand you can base everything on blocks or **gulp reversals, but for weapon kombat you can either time the swing of the swords or get slashed grin
Why would it die confused

This thread is going to last for a while, We are on page 21 and it's still going strong. wink
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Yeah, I like clashing weapons in SC2, it's a nice touch.

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06/29/2004 10:52 PM (UTC)
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Bleed Wrote:
Why would it die

This thread is going to last for a while, We are on page 21 and it's still going strong.


It's great to have threads like these, well this is the only one actually, where you can voice your ideas or what you would like to see in Mortal Kombat gameplay wise, the only other threads that have lasted have either been games or contests.

It's a breath of fresh air from the amount of repeated and useless threads and I hope it wil be here for a while.

I also got in touch with Tgrant the other day and I got him to add this thread to his All important threads sticky so everyone knows where to find if it drifts onto the second page when one of us regulars aren't here to keep it going grin
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06/30/2004 01:08 AM (UTC)
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I was thinking of something for a parry/counter system. Imagine a player blocking and during the block animation inputing a command. From that point after the command the block animation changes slightly for maybe 4-6 frames. If a standard strike is blocked during those frames, the blocker will automatically parry or counter attack. Similar to guard impact after those frames the block automatically stops so you'd have to depress the block button and press it again to continue blocking causing a level of risk if missed. More defensive oriented characters like Sub would have maybe a 6-8 frame window for the counter. Maybe even a just frame version could exist shortening the window but causing more damage overall.
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