Combo Breakers in MK
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posted11/16/2003 05:23 AM (UTC)by
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Eniamurt
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06/06/2003 02:10 AM (UTC)
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?
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Satyagraha
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11/12/2003 09:03 PM (UTC)
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Personally, I've never liked the idea of combo breakers. I like my shit locked down and guaran-damn-teed!! However, I understand others do like them, heh, don't know why tongue.

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.
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outworld222
11/12/2003 10:29 PM (UTC)
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what a weird concept Ive never heard of that before?
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Satyagraha
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11/13/2003 01:55 AM (UTC)
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TonyTheTiger
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11/13/2003 03:32 AM (UTC)
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It could help. With the current guaranteed after first hit system if I know I can do a 10 hit combo why should I stop at three or four hits? There's nothing that would make me want to. With a breaking system mind games can be played. Do I risk getting my combo broken and punished by going for a long chain or do I do safer small combos?
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Eniamurt
11/13/2003 04:16 AM (UTC)
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You'd still be able to do those long 11 and 12 hit combos if the other players "breaker bar" was not full, but once it was I think in would change the strategy of the fight.
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XcarnageX
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11/13/2003 06:20 PM (UTC)
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I think combo breakers would be a good idea. I dunno about the breaker bar concept though...I think it should work something like this: you would need to anticipate one of the attacks in the combo, and while holding block, press the anticipated attack command a split second before the opponent does. For example, say Reptile is doing his Zaterrorize combo on you. You see the 1 and 3 connect, so you quickly hold block and press 4, initiating a preset move to break off the combo. Maybe the breaker move should kind of correspond with the intended attack; with Reptile's Zaterrorize 4, maybe it would be a shin kick or something. Also, maybe the breaker move could also serve as the first hit for a combo.
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FROST4584
11/13/2003 10:04 PM (UTC)
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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.

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Satyagraha
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11/14/2003 12:50 AM (UTC)
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I've never heard of anyone totally slaming the canned combos in any MK. Might just be my location, or I'm a retard and I've forgotten tongue. I'd hear people all the time bitch about juggles, though; like every other noob on the planet.

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.
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XcarnageX
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11/15/2003 03:53 AM (UTC)
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That's why combo breakers shouldn't be easy. They should require very precise timing, and as I said before, should require you to anticipate what move will be used next. Take Quan Chi's Pain Killer combo (the one that goes through all 3 styles) and Green Mountain combo (all in TSD; ends with 4). Both start out the same, but after the 3 in TSD the combo victim would have to anticipate which combo was being done.
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Sub-Zero_7th
11/15/2003 08:17 PM (UTC)
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Well, I kinda like this idea. It all depends on how it will work. I really don't want MK6 to be a lot like Killer Instinct.
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Jonin01
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11/16/2003 12:00 AM (UTC)
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Well, if they do decide on keeping the dreaded "dial-a-combos" in MK6, I'd rather not have a combo breaker type move, but a move more like a reversal/parry that could be done after a set pattern of hits were made.
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. confused
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Satyagraha
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11/16/2003 02:57 AM (UTC)
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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!! grin
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Leno_mk
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11/16/2003 05:23 AM (UTC)
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OMG YES! In order to have the BEST MK6 it HAS to be as similar to Killer Instinct AS POSSIBLE!
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