

"You see, I face a whole new Monster!! I face a man, who represents, the Nintendo Entertainment System..."

I just wish DA hadn't been so lame in the canned combo department. Juggles blow, too. This has been pronounced since the beggining. If the canned crap was toned down and juggle tone-up, it would be all good.
Though, I think it would be interesting to have certain "air techable" launchers. Peace and love ya'll.


"You see, I face a whole new Monster!! I face a man, who represents, the Nintendo Entertainment System..."



TonyTheTiger - Forum Director

Mortal Kombat Online - The Ultimate Mortal Kombat Experience
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Nintendo is comprised of three Japanese words. Nin, Ten, Dou, and when combined it means we kicked the holy shit outta Atari.


I Have Become as the Wastelands of Unending Nothingness. Now Shall the Night Things Fill Me with their Whisperings, and the Shadows Reveal their Wisdom.

| Eniamurt Wrote: I think it would have been nice to have them in MKDA. That way you could stop those long 12, 13, and 14 hit combo's that take away more then half of your life. The combo breaker could be an easy move to do but you would have to fill up your what I call "Breaker bar" to do the move. The bar would refill itself in the match and faster if you block attacks. I think it would be better then the reversal's sence they only stop the first strike in a combo, but the reversal's could stay. All the fighters could have a combo breaker punch, kick, or throw. I think it would be something good in an MK game, but thats just what I think, how about you guys? |
I think it would be cool. I liked KI's idea on combo breakers. I have no problem with combos(in fact I loved MK3 2nd best out of the MK games because of combos and the run button for offensive kombat). I can remember when people in the arcades started to complaining with MK3/UMK3 and even MK: DA that combos are unfair. I find it funny that people hate MK3 because of dail up combos yet love MK: DA combos yet MK3 combos were alot easier to perform while MK: DA combos needed much more skill than MK3's simple dail-up combos. that is why I question people that hate MK3 since back in 95 people got tired of MK and starting bashing it. I say bring on combo breakers in MK6 so people can stop bashing about MK's unfair combo system.


"You see, I face a whole new Monster!! I face a man, who represents, the Nintendo Entertainment System..."

People like DA's canned spam so much because many take priority over creativity/skill....the juggle. In OG MK you could cross-up with some canned spam then juggle that SOB to hell. They bitch when they get juggled, yet they could be doing the same thing to the opponent. Instead of taking time to not suck they take that time to bitch and stay low tier.
Why the hell have a combo breaker? I mean, such a feature is an incentive that promotes sloppy play. "Oh, you mean I can just be a dumb ass and make a crap load of mistakes, but just combo break after my oponent hit me with a thought out and well executed set-up?" You can already poke out of blocked canned stuff in DA. Please, don't take this as a flame, it's not, trust me. The system as it stands now does not catter to a combo breaker. Unlike KI where it was common to have 25+hit combos. That's all KI was, though. MK is heading in - or trying to - a direction that is more than that.
If I had to take the breaker, though, I would want it to be a meter. However, exactly how would the meter build up? Taunts? Connected hits? Taking a canned combo for damage? Also, would a single break deplete the meter and then have to be built up agian? How long would it take to build? A round? Half a round? One combo?
Peace and love ya'll.


I Have Become as the Wastelands of Unending Nothingness. Now Shall the Night Things Fill Me with their Whisperings, and the Shadows Reveal their Wisdom.
The player would have to guess or predict what type of combination was executed to counter properly and could only counter/parry when a set button was to be pressed. A Rock, paper, scissors type of thing.
Messing up the proper sequence would leave you open to more hits.
Dial-a-combos in my opinion should die like Disco though...
I prefer juggle based or Two-in-one and deep hits gameplay myself. Skill over button memorization.
One to three hit mini combos in button sequence are ok (MK4!), maybe even to use as a setup for launching more 'skilled' combos where timing and knowledge of moves and how they hit would work and I could live with that, but I honestly dispise the button link combos....why they keep them in is beyond me.


"You see, I face a whole new Monster!! I face a man, who represents, the Nintendo Entertainment System..."

| Jonin01 Wrote: Dial-a-combos in my opinion should die like Disco though... I prefer juggle based or Two-in-one and deep hits gameplay myself. Skill over button memorization. |
Preach it!!

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