Combo Breakers confirmed...
Combo Breakers confirmed...
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posted04/22/2004 08:52 PM (UTC)by I saw that is one of the new things people were disgruntled about in MKDA, and now they are confirmed. Thoughts about this?
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The NINJA SPECTRE don't like noobies like you so get out of my realm
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COOL
I dont know what to think of this feature yet, I want to see it in the game first. Its fair if players have a chance to get out of a large combo but I hope it wont be too easy. I think it will be very annoying if a computer controlled opponent or a player breaks out every time you try to do a combo.
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Fare Thee Well
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if anything it will be like killer instinct 2 combo breakers... they are alittle hard to pull off.. and u need to know it.. and the timming had to be just right..
i agree...i hope they are a little harder to pull off than the breakers in KI.....and "CCCCCCC Combo breaker!!!" was one of the greatest sounds to hear when you pulled it off....a little too cartoon-y for MK, though.....maybe they can have a special sound effect for a breaker, but, it won't be like the one in KI...
damn, i would love to see KI3 on the Xbox.....mmmmmmmmmmm, Xbox.....
damn, i would love to see KI3 on the Xbox.....mmmmmmmmmmm, Xbox.....
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I'm not the Monster
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There are also moves that 'fill the entire screen' how fair will these moves be?
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HaHa, the KI combo breaker sound was the sickest, i loved it. I'm glad that there making combo breakers in MKD. Some long combos that characters had was not only powerful, but mad cheap.
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haha ccccccombo break is one of the best sounds ever, I used to own the full size Killer Instinct arcade game. I'm glad they are in MK:D, i know people i played used to bitch because i had every characters combo memorized. This way if they dont want to memorize all the combos, then can just memorize the breaker. Hopefully though the computer doesnt get outta control with em.
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I think its good that there are combo breakers. It adds more realism to the fight gameplay. In a real fight, movie or reality, no one does 12 hit combos on their opponant. This will be a great feature. It will keep people from just bustin out combos in Multiplayer too.

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Great idea, now how it's done is the iffy part.
It can't be too hard, or too easy.
I'm very happy that it's in though.
There can be multiple ways to get out of a combo.
Not just the typical reversal, or block.
This is how I would do it if I made a fighting game.
I would have special break points where you can do side steps, parries, or evasions like ducking, reversals and block.
For blocking, instead of just holding block like in other games, you would press it at the block point, just like the reversals, then you would be able to just hold it.
Then I would have attack specific breakers.
If you know the last hit, or the chain point = (L) of your opponents combo, you would press that button at the same time they do and you would do a specific attack.
Something like this can work before you are hit, or the second you are hit.
Examples.
Scorpion's style branch combo. 2,2,L,2,3 Pressing L is the same as pressing 2 in Pi-Gua. So you have 2 buttons that you can press to do the counter. L, or 2.
Scorpion taps (L or 2) to throw a straight jab. For a style branch.
You would press (L or 2) at the same time they do and you would duck the punch while throwing a scorpion kick, or some style specific attack that would counter the attack.
Another one is to throw an attack, the second you are hit.
If the (L or 2) punch, connects, you would press (L or 2) the second the hit connects and you would throw something like a straight side kick while stumbling back.
Another one is like what Jet Lee did in Fist of legend when his friend tripped him.
The second the sweep connects (Hapkido) Down+(4), you press (4) and you would do a flip and kick the opponent while falling down, or you might end up standing.
Here is the clip, The Guy sweeps Jet Lee, then Lee does the kick the second the sweep connects.
Hit counter
With these 2 breaker styles combined, you would have 4 optional ways to do a counter.
Tap (L or 2) the when the opponent does, or tap (L or 2) when the hit connects.
Timing for this would be kind of hard, almost like a just frame move in Tekken4 or VF4.
You would have 2-3 frames though, to make it easier to do, so it's not impossible.
Combine that with all the other ways to get out of a combo and you have something very nice.
Not too easy, not too hard, and offers a lot of variety.
I would love to see something like that.
It can't be too hard, or too easy.
I'm very happy that it's in though.
There can be multiple ways to get out of a combo.
Not just the typical reversal, or block.
This is how I would do it if I made a fighting game.
I would have special break points where you can do side steps, parries, or evasions like ducking, reversals and block.
For blocking, instead of just holding block like in other games, you would press it at the block point, just like the reversals, then you would be able to just hold it.
Then I would have attack specific breakers.
If you know the last hit, or the chain point = (L) of your opponents combo, you would press that button at the same time they do and you would do a specific attack.
Something like this can work before you are hit, or the second you are hit.
Examples.
Scorpion's style branch combo. 2,2,L,2,3 Pressing L is the same as pressing 2 in Pi-Gua. So you have 2 buttons that you can press to do the counter. L, or 2.
Scorpion taps (L or 2) to throw a straight jab. For a style branch.
You would press (L or 2) at the same time they do and you would duck the punch while throwing a scorpion kick, or some style specific attack that would counter the attack.
Another one is to throw an attack, the second you are hit.
If the (L or 2) punch, connects, you would press (L or 2) the second the hit connects and you would throw something like a straight side kick while stumbling back.
Another one is like what Jet Lee did in Fist of legend when his friend tripped him.
The second the sweep connects (Hapkido) Down+(4), you press (4) and you would do a flip and kick the opponent while falling down, or you might end up standing.
Here is the clip, The Guy sweeps Jet Lee, then Lee does the kick the second the sweep connects.
Hit counter
With these 2 breaker styles combined, you would have 4 optional ways to do a counter.
Tap (L or 2) the when the opponent does, or tap (L or 2) when the hit connects.
Timing for this would be kind of hard, almost like a just frame move in Tekken4 or VF4.
You would have 2-3 frames though, to make it easier to do, so it's not impossible.
Combine that with all the other ways to get out of a combo and you have something very nice.
Not too easy, not too hard, and offers a lot of variety.
I would love to see something like that.
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awesome Ideas I like your drawings but would be hard to pull off such an idea but I like it

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It's not that hard really.
If you can do the Reversals in Tekken Tag, get out of King's chain throws, or do a parry in Soul Calibur2. You can do it.
I don't have any problem doing any of those things.
But If it was made too easy, then people would compare it to DOA3.
Medium difficulty is good, that's what it would be.
If you can do the Reversals in Tekken Tag, get out of King's chain throws, or do a parry in Soul Calibur2. You can do it.
I don't have any problem doing any of those things.
But If it was made too easy, then people would compare it to DOA3.
Medium difficulty is good, that's what it would be.
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I think it's a great idea. Also, the sickest sound was the ULLLLTRAAAAAAAAA COMBOOOOOOOO!
and I must admit I was pissed when the home versions just said Ultra! ultra! ultra!
very dissapointed indeed.
and I must admit I was pissed when the home versions just said Ultra! ultra! ultra!
very dissapointed indeed.


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Bleed, that is probably the nicest example of combo breaking that I've ever heard. Requires understanding of the system and played character but also requires understanding of the attacker so it's not masher friendly. Having more options to escape the chain is key. I like the idea of combo breakers but just having one method of doing it goes back to the restrictive nature MK has a habit of endorsing.
P.S. Love the animations. Looks just like the preliminary concept work game designers would use.
P.S. Love the animations. Looks just like the preliminary concept work game designers would use.


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| veinz Wrote: I think it's a great idea. Also, the sickest sound was the ULLLLTRAAAAAAAAA COMBOOOOOOOO! and I must admit I was pissed when the home versions just said Ultra! ultra! ultra! very dissapointed indeed. |
I used to love when the guy yelled Ultra 50 times, it felt like he was rubbing it in.

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| TonyTheTiger Wrote: Bleed, that is probably the nicest example of combo breaking that I've ever heard. Requires understanding of the system and played character but also requires understanding of the attacker so it's not masher friendly. Having more options to escape the chain is key. I like the idea of combo breakers but just having one method of doing it goes back to the restrictive nature MK has a habit of endorsing. P.S. Love the animations. Looks just like the preliminary concept work game designers would use. |
Kool man, it's good to know some people really pay attention to that kind of detail.
I can just imagine having those options available at my finger tips.
Some day..............

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I'd have to agree and say they should be maybe like a counter in tekken.Like a paul pheonix counter if your familiar with that,and you example of a King grapple combos was perfect.I like the idea of someone doing a combo and like the 4th kick you grab their leg and toss em sorta thing.
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There's a key difference between a reversal like in Tekken or DoA and a breakout like GGXX or KI.
"Reversals" require premonition to intercept the attack, and actually a number of DA characters already have them (though they don't automatically attack back). A "breakout" functions in the middle of getting comboed, meaning it's basically a matter of player vs player interaction.
The reversal system above is a novel idea, but most of MKDA's "problem" combos are the ones that involve juggles. You can't very well have someone duck a sword, or grab an incoming punch if they're being bounced in the air. So most likely it will be something like the Burst in GGXX.
My only hope is that the method of moderating breakouts will balance out to the value of combos. It sucks to get killed by one or two long combos, but it would suck anymore if there's no combos because both players are afraid to get broken like KI.
-F.
"Reversals" require premonition to intercept the attack, and actually a number of DA characters already have them (though they don't automatically attack back). A "breakout" functions in the middle of getting comboed, meaning it's basically a matter of player vs player interaction.
The reversal system above is a novel idea, but most of MKDA's "problem" combos are the ones that involve juggles. You can't very well have someone duck a sword, or grab an incoming punch if they're being bounced in the air. So most likely it will be something like the Burst in GGXX.
My only hope is that the method of moderating breakouts will balance out to the value of combos. It sucks to get killed by one or two long combos, but it would suck anymore if there's no combos because both players are afraid to get broken like KI.
-F.
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I hope they have a decent reversal system as well as combo breakers...
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NOOOOOO! Reversals as well as breakers? Hell no man. I am wonder if this can be abused. I hope some type of meter is put in the game to regulate the breakers man. I don't want DOA counter crap all day long.
Can you imagine if you are playing and you hit first>Opponent breaker> You breake? No good man.
I would like some sort of meter perhaps along thelines of the on used in MKT so that this is not abused. Side stepping should be considered the universal reversal counter in MK. Or put in the one button plane chang in from MK4.
Also what about juggles? Will the breaker work if you are juggled?
I really would like to see this thing in action.
Can you imagine if you are playing and you hit first>Opponent breaker> You breake? No good man.
I would like some sort of meter perhaps along thelines of the on used in MKT so that this is not abused. Side stepping should be considered the universal reversal counter in MK. Or put in the one button plane chang in from MK4.
Also what about juggles? Will the breaker work if you are juggled?
I really would like to see this thing in action.
| MajinTsung Wrote: I hope they have a decent reversal system as well as combo breakers... |
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