cheers to no reversals or power-ups
cheers to no reversals or power-ups
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posted09/12/2004 12:33 PM (UTC)by

Am i the only one glad these are not in deception? They basicly were only used by the computer for a whole new level of cheapness (Since the computer can read you buttons and time sh*t perfectly)
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ya im glad....power ups didnt seem to help at all when playing and most people i see or played with on mk:da never used the reversals or the power ups like you said just mainly the computer
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Ermac Wins
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There is a new breaker its very similar to reversal. Sorry to bring the bad news.

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They just needed to make them work better.
Not remove them entirely.
The MK designers don't seem to pay too much attention to detail when designing stuff like that.
For example the breaker in MKD is not very good either. It's about as lacking in design as the reversal in MKDA.
It's not an insult, it's just the way it looks at the moment.
If they were to really pay attention to this stuff, they could make it work awesome. They can have reversals, power ups and more.
They just have to do it right or else we get what we got for MKDA and what it looks like we got with the reversals in MKD.
oh well
Not remove them entirely.
The MK designers don't seem to pay too much attention to detail when designing stuff like that.
For example the breaker in MKD is not very good either. It's about as lacking in design as the reversal in MKDA.
It's not an insult, it's just the way it looks at the moment.
If they were to really pay attention to this stuff, they could make it work awesome. They can have reversals, power ups and more.
They just have to do it right or else we get what we got for MKDA and what it looks like we got with the reversals in MKD.
oh well
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similar but not as dumb as reversals....the combo breakers is a sweet idea... i meen everytime i get someone in a combo they curse or sumptin cuz i do it alot and they have no chance haha....so it gives a hint of stadigy


About Me
Bleh
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Eh, i dont mind the breakers, those you can ACTUALLY use.
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| ToxicBomB Wrote: Eh, i dont mind the breakers, those you can ACTUALLY use. |
for sure!
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| ToxicBomB Wrote: Eh, i dont mind the breakers, those you can ACTUALLY use. |
amen!
crap sry double post:P

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the breakers are a great idea, it's just the way you use them in MKD that is bad.
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why? explain...

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The breaker is a great idea but they designed it badly.
I can make a list of all the stuff that's wrong with it instantly off the top of my head.
1 = Every character has 1 breaker animation, and every character uses the same punch.
Not every fighter should have breakers or reversals, it should depend on their style, not be a generic thing like what they did. There could even be different ways for characters to do that stuff, not just the one way.
2 = You can break out of a juggle with the same punch animation you do when standing. ????? It looks like a glitch.
3 = It's limited to 3 breakers, I'm not sure if it's 3 per round, or per match. But still it should not be limited at all if designed well.
4 = They are too easy to do because you just tap >+Blk while blocking or while being hit. I'm not sure if it's limited to High and Med attacks, or if it's for H,M and L.. I hope it's not H,M,L.
5 = You have no recovery frame disadvantage on a failed break. This is because there are no miss animations in the first place. It's 100% safe to try a breaker from the looks of it, if you miss you are still safe.
6 = Breakers cause 0% damage.
7 = The only breaker attack you have is a knock down hit that 1 does no damage and you can't follow up with anything. It's better to just block then attack like in MKDA, making the breakers near worthless.
8 = Visually and technically it's boring. They should have done a lot more stuff and been more creative with it. They could have used thing's like throws, parries, auto combos, super natural powers, chain throws, stun hit's, pop ups, escapes, counter stances like Kilik's d,f,N, moves with super armor, moves with an auto parry like lion's d,b+P in VF4......etc. But all they did was the same punch for everybody. ??????
9 = You can break out of a combo style throw way too easy. You can do it late in the throw making them almost worthless because they will get broken every time. All you have to do is mash >+Blk as fast as you can when they grab you.
Basically, it's a bad design that looks like it was slapped together with little though.
They could have done something a lot better. I can think of something way better than that on the spot. A lot of that stuff is just common sense.
I can make a list of all the stuff that's wrong with it instantly off the top of my head.
1 = Every character has 1 breaker animation, and every character uses the same punch.
Not every fighter should have breakers or reversals, it should depend on their style, not be a generic thing like what they did. There could even be different ways for characters to do that stuff, not just the one way.
2 = You can break out of a juggle with the same punch animation you do when standing. ????? It looks like a glitch.
3 = It's limited to 3 breakers, I'm not sure if it's 3 per round, or per match. But still it should not be limited at all if designed well.
4 = They are too easy to do because you just tap >+Blk while blocking or while being hit. I'm not sure if it's limited to High and Med attacks, or if it's for H,M and L.. I hope it's not H,M,L.
5 = You have no recovery frame disadvantage on a failed break. This is because there are no miss animations in the first place. It's 100% safe to try a breaker from the looks of it, if you miss you are still safe.
6 = Breakers cause 0% damage.
7 = The only breaker attack you have is a knock down hit that 1 does no damage and you can't follow up with anything. It's better to just block then attack like in MKDA, making the breakers near worthless.
8 = Visually and technically it's boring. They should have done a lot more stuff and been more creative with it. They could have used thing's like throws, parries, auto combos, super natural powers, chain throws, stun hit's, pop ups, escapes, counter stances like Kilik's d,f,N, moves with super armor, moves with an auto parry like lion's d,b+P in VF4......etc. But all they did was the same punch for everybody. ??????
9 = You can break out of a combo style throw way too easy. You can do it late in the throw making them almost worthless because they will get broken every time. All you have to do is mash >+Blk as fast as you can when they grab you.
Basically, it's a bad design that looks like it was slapped together with little though.
They could have done something a lot better. I can think of something way better than that on the spot. A lot of that stuff is just common sense.
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I'm laughing at you, not with you.
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| Bleed Wrote: the breakers are a great idea, it's just the way you use them in MKD that is bad. |
I haven't seen them but if they're like the revearsals in MK:DA then you're right. I think they should do breakers and things like that by dodging or deflecting with hands or weapons, that would be so cool and it must not be hard because i've even seen it in Fight Night 2004.
On to power-ups, I never really used them, but if you used them then maybe they should have an option or something. ME personally though, I never used them and I didn't like when they were used against me. I thought it was cheap like someone stated before, but it's a GAME so I don't expect total reality.
this is MK..lol


About Me
Bleh
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Well, yeah, but this is ment to be user friendly and non-abusable, and for the animation...eh dont care
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ya and the animation can always be changed nothing really finally yet....:P

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| ToxicBomB Wrote: Well, yeah, but this is ment to be user friendly and non-abusable, and for the animation...eh dont care |
User friendly is good, but this is just waaay to easy.
It's easier than the reversals in DOA3. And you know how much some people hate that game just because of the reversals.
Non abusable because it's limited to 3, but when was the last time someone in real life was limited to 3 reversals in a fight.
The 3 reversal limit is just to "gamy" If you understand what I mean. It just feels too much like a game. I know this is just a game, but it's still a representation of things in real life.
The only thing that I see good about how they designed the breaker is that it will save you from a death trap during a combo. But then most attacks that send you in to a death trap are single hitters. These attacks you can block then attack to cause damage, which is better than doing a breaker that causes no damage.
Again making them kind of pointless.
I appreciate the effort they made you know...... at least they gave it a shot.
It'll be better next time, I hope.

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| Devastator Wrote: ya and the animation can always be changed nothing really finally yet....:P |
The game is coming out in less than a month, it'll be a miracle if they can change all that.
It's not as easy as just uploading a new animation file.
They have to set that up right, it takes some time.
Time they don't have.
I wish I worked at Midway with the MK team. I could help them come up with an awesome fight engine.
Hopefully, one day I'll get the chance. You never know.


About Me
Bleh
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Hmm, i thought the reversals in DOA 3 actually worked out well, but right MK now, if a limit wasnt put on them it like you said it "would be less realistic", it can be bad from either view, one in a way that there are less breakers then wanted, or the fact that you could sit there hitting the block button rapidly at 60 MPH. But its still better then reversals lol
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i'd rather have a parry, more satisfying if you could pull off parrying a whole chain without killing any of the fluidity of fights and would distance the fight from havin to resort to Deadly Alliance tactics.
I hated the power-ups, cheesyness guaranteed.
The only thing the breaker can possibly do that i like is making a bit of space between you and you opponent if you're under pressure, otherwise i might just block and attack as in DA.
I hated the power-ups, cheesyness guaranteed.
The only thing the breaker can possibly do that i like is making a bit of space between you and you opponent if you're under pressure, otherwise i might just block and attack as in DA.

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This is an example of something I wish they had in MK.
That's an awesome parry and counter move and only he can do it.
It makes him original unlike the copy and paste style of MK.
I don't understand why they do that when they can do something so much better.
----------------------------------------
I got that clip from Tekken Official.
If you can't watch the movie, try a different program or a different browser.
It works for me when I use the RealPlayer media browser.
It's a free download.
That's an awesome parry and counter move and only he can do it.
It makes him original unlike the copy and paste style of MK.
I don't understand why they do that when they can do something so much better.
----------------------------------------
I got that clip from Tekken Official.
If you can't watch the movie, try a different program or a different browser.
It works for me when I use the RealPlayer media browser.
It's a free download.

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| ToxicBomB Wrote: Hmm, i thought the reversals in DOA 3 actually worked out well. |
I kind of like the reversals in DOA too. but it's mainly because they are kool to look at and some have set ups.
The problem is that you can do them too easily and then they do too much damage.
It's cheap
You can pretty much just mash on the buttons and pull off the reversals.
IMO if they changed it so you can only do reversals while blocking or against first strikes, then it would be awesome.
They way they have it now is just cheap.
But the way they have it in MKD is even cheaper and less useful at the same time.
How in the world did that happen.
I mean, don't they do research on other games and read what people think about them? If they did, they shouldn't be making mistakes like that.
You have to learn from not only your own mistakes, but the mistakes of others.
It saves you from a lot of headaches.
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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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I guess I'm the only one who liked those special moves. I used them all the time. True, reversals weren't implemented very well (didn't use 'em much anyway). Same with shoves. But with some tweaking those could've been made very useful. I'm gonna miss taunts and neijins most of all. I'm not looking forward to these combo breakers at all.
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I'm laughing at you, not with you.
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What's a neijin?

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| Bleed Wrote: The only thing that I see good about how they designed the breaker is that it will save you from a death trap during a combo. |
That reminds me of something that really doesn't sit well with me about the breakers. If you're desperately trying to fight your way out of a death trap and you try a combo (to push your opponent back) and the other guy simply presses forward+block, BAM! Into the trap you go. Have you seen the video where Scorpion "breakers" Dairou right off the edge of the Falling Cliff? That will be way too easy to do.
Well, it is better to have breakers than to have none.
I totally agreed with you bleed an all aspects, but there are some things i disagree.
I dont think taht in real life you could always escape from a combat. For example in BOXE the escape is always the same with the weakest guy when he grab the opponent.
Counting 3 it's a good idea
Having animations for all characters where good but it's no harm to have the same.
MK never be a REAL fighting game
And Teken and DOA SC and VF have their own "impossible" movements, like neck break, hit by weapons and survive, super moves, etc. And they are considered "real games". They are more realistic not REAL.
So, many things in gameplay lacks, but the breakers limited to 3 seems to be equilibrated.
I totally agreed with you bleed an all aspects, but there are some things i disagree.
I dont think taht in real life you could always escape from a combat. For example in BOXE the escape is always the same with the weakest guy when he grab the opponent.
Counting 3 it's a good idea
Having animations for all characters where good but it's no harm to have the same.
MK never be a REAL fighting game
And Teken and DOA SC and VF have their own "impossible" movements, like neck break, hit by weapons and survive, super moves, etc. And they are considered "real games". They are more realistic not REAL.
So, many things in gameplay lacks, but the breakers limited to 3 seems to be equilibrated.

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| Zebron Wrote: Bleed Wrote: The only thing that I see good about how they designed the breaker is that it will save you from a death trap during a combo. That reminds me of something that really doesn't sit well with me about the breakers. If you're desperately trying to fight your way out of a death trap and you try a combo (to push your opponent back) and the other guy simply presses forward+block, BAM! Into the trap you go. Have you seen the video where Scorpion "breakers" Dairou right off the edge of the Falling Cliff? That will be way too easy to do. |
There you go....another problem with the design.
There is just too much wrong with it.
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