About Me

MKOJaded on MK:D-Online
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I didn't mind the limited juggle in MK:DA. After the obscene combos that could be done in MK3, UMK, and MKT, I would rather have a limit to the juggle than a loop hole where some characters could do 100% damage combo's.
I will reserve judgement on the combo breaker untill I hear more. I don't like the DOA simplicity to it, but if the timing is good, then it could work. I would like to see it in action. Plus, they still have a month and a couple weeks to iron out some things, hopefully this will be one of them.
I will reserve judgement on the combo breaker untill I hear more. I don't like the DOA simplicity to it, but if the timing is good, then it could work. I would like to see it in action. Plus, they still have a month and a couple weeks to iron out some things, hopefully this will be one of them.


About Me
"Is, uh,...Is your wife a goer, eh? Know whatahmean, know whatahmean, nudge nudge, know whatahmean, say no more?"
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Dial-A-Combo System + Sucky Juggle system + "Combo Breakers" = Hackneyed Piece of Shit Deadly Alliance 2.0, with puzzle fighter, konquest, chess, and new story ehhhhhhh.
Well, this spells the end. Goodbye MK and happy landings.
Well, this spells the end. Goodbye MK and happy landings.
About Me

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Merde!
*goes to sleep crying*
*goes to sleep crying*


About Me
"Is, uh,...Is your wife a goer, eh? Know whatahmean, know whatahmean, nudge nudge, know whatahmean, say no more?"
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See, now this is why they needed Tobias. Look at the chart
Tobias: Can't tell a story worth crap, but can do gameplay.
Boon: Awesome stories, but doesn't understand the concept of deep gameplay.
I'm still excited about Deception, but if it turns out to be as sucky as this thread is making it sound like, I'm out. Now I get to be edgy about Konquest AND Gameplay. I'm hoping for some actual juggling this time around, and if we can pull off the combo breaker, it might not turn out as bad as it sounds. I'm staying optimistic, but I'm edgier about this game than I have been in months.
Tobias: Can't tell a story worth crap, but can do gameplay.
Boon: Awesome stories, but doesn't understand the concept of deep gameplay.
I'm still excited about Deception, but if it turns out to be as sucky as this thread is making it sound like, I'm out. Now I get to be edgy about Konquest AND Gameplay. I'm hoping for some actual juggling this time around, and if we can pull off the combo breaker, it might not turn out as bad as it sounds. I'm staying optimistic, but I'm edgier about this game than I have been in months.

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One word: FUCK
My Lord it's going what MKGOLD was to MK4. I'd rather have a new and much better fighting engine than just a couple of mini games. But oh well, I'll still buy it. Wouldn't be able to live with myself if I didn't. Hopefully the NEXT MK will improve the engine and focus more on the fighting than playing chess and puzzles.
My Lord it's going what MKGOLD was to MK4. I'd rather have a new and much better fighting engine than just a couple of mini games. But oh well, I'll still buy it. Wouldn't be able to live with myself if I didn't. Hopefully the NEXT MK will improve the engine and focus more on the fighting than playing chess and puzzles.
One body said something and get everyone here disappointed about the game,you have a brain,please think for yourself. You guys are acting like you never saw the gameplay videos before and you liked them right? Why get mad because Boon said something.
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| Detox Wrote: well...despite the fact that i myself have no real problem with the D.A. engine or combo system which i believe to be inventive yet still very much in it's infancy...the combo/juggle system was alright...it sucked that you couldn't juggle someone more than 3 times...but...we can't always have what we want... bottom line...while unversal combo breakers isn't probubly the most welcome piece of news i've heard...it does in fact add an element of realism to it....i mean honestly...is anyone in the real world gonna stand there and let someone beat the shit out of em with a devastating combo and not do anything...hell no!!!... you're gonna try to block, counter..anything...and before anyone goes "it's m.k. anything is possible even standing there and getting beat up"...while i do agree that it's m.k. and anything is in fact possible..the fighting is very much grounded in reality...fighting styles, weapons, blocking, countering....to me the fighting is gonna be awesome...but that's just to me i guess |
i agree with you completely on the reality of the new block system, i f watch an kung fu movie, like a bruce lee or jet li, no one is countiniously getting pounded with combos ( well only with the stupid henchmen), it a lot of hit and counter,they keep fighting like this hitting some combos.
it will be time based i bet like most games, like DOA's counter system
| Bezou Wrote: You can judge the gameplay when you've played the game yourself. Until then, you're just speculating. |
Considering this has the same damn engine as Deadly Alliance, Boon said there's hardly ANYTHING improved, I'm not speculating. Have you played fighting games outside of Mortal Kombat? Honestly, played and know the engine? If so you'd understand why the universal breaker is crap.
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I really had high hopes for Deception until this. Universal combo breakers? What are they thinking??Hold forward and press block?? That is entirely too easy. CHANGE IT!! The LEAST they could have done was make it different for each character. But it won't get changed. Hopefully it will at least have something to do with timing the breaks correctly. Even still, if all you have to do is hold F+Block to break, there is gonna be oodles of broken stuff to be used.

| Wanderer Wrote: Considering this has the same damn engine as Deadly Alliance, Boon said there's hardly ANYTHING improved, I'm not speculating. Have you played fighting games outside of Mortal Kombat? Honestly, played and know the engine? If so you'd understand why the universal breaker is crap. |
I've played just about every fighting game there is. Mortal Kombat has never had deep gameplay, and likely never will. I understand your anxieties about the "universal combo breaker", but no one has any business judging a game before they've picked it up for themselves. If you're right, then congratulations. But don't presume anything until you've played it.
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| Bezou Wrote: Wanderer Wrote: Considering this has the same damn engine as Deadly Alliance, Boon said there's hardly ANYTHING improved, I'm not speculating. Have you played fighting games outside of Mortal Kombat? Honestly, played and know the engine? If so you'd understand why the universal breaker is crap. I've played just about every fighting game there is. Mortal Kombat has never had deep gameplay, and likely never will. I understand your anxieties about the "universal combo breaker", but no one has any business judging a game before they've picked it up for themselves. If you're right, then congratulations. But don't presume anything until you've played it. |
The difference is Deception is shaping up to have crap gameplay as well as not being deep.
why not judge now? What has been said so far about problems with deception seem to be right.


About Me
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This surely is a sad day for the mortal kombat community.Boon has lost touch of what mk was about.Now hes just adding stuff that he wants in it.He just doesnt care anymore hes rich and doesnt give a shit if the game flops cause he knows people will still buy it anyways.
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f u c k! i am sick to my stomach, they better change this forward and block to break a combo bullshit they have plenty of time!!!!!!
About Me
only the fallen have won,because the fallen can't run my vision is not obscure for war there is no cure.
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"this is what I hate about people, they are never satisfied, you guys haven't even played the game and you're like "fuck man, deception sucks"...
don't buy the game if you're already hating it..."
yeah thats what im talking about dude.the gameplay in deadly alliance was correct and it would be the same thing for deception.

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I'd rather the breaker system be; press toward your opponent and diagonal up or down, depending on where the hit is going to (your face, your mid section, your legs) and block, along with a corresponding punch or kick, also depending on what you are blocking (whether it be a punch or kick).
Hating retarded combo breakers means we don't have a mind of our own? How long have you even been here? We've been discussing this shit for months. Don't be ignorant. Remember Killer Instinct 2 and how bad it was due to retarded combo breakers? Times that by 2 and you have MKD. See, KI2 kept the same great gameplay that made KI1. But it added a retarded combo breaker. MKD kept the same TERRIBLE gameplay that made MKDA. Now they're adding a retarded combo breaker set-up to go along with that terrible gameplay. See where we're coming from? Probably not since you've probably never played another fighter in your life.
Bottom line: MKD is shaping up to be a big pile of crap like we've been saying for months now. Fact.
Bottom line: MKD is shaping up to be a big pile of crap like we've been saying for months now. Fact.


About Me

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Firstly. I think in order to get out of a combo there should be SOME varibles to consider. At LEAST have to know if it's HIGH or LOW / KICK or PUNCH...SOMETHING. I think if the breakers are going to be overly simple, then maybe they shouldn't even have them. Just make the highest combo 5 or 6 hits. I see pretty much everyone's point of view here. Some of you hating it... some saying chill out. I'm concerned, a little angry, and at the same time I'm trying to do like Bezou says and not judge it before it's out. And honestly if you REALLY think it's going to suck THAT bad then rent the game or play it at a friends house. Because it doesn't matter whether we like the game or not... It's the NUMBERS that count to these companies. If it out sells MKDA or any game for that matter then they'll consider it a SUCCESS and think that the mini-games made the difference.
You know, I'm all for extras... Tekken Ball was fun and so was Tekken Bowling etc but it wasn't the reason I popped the game in. I only played them after me and my friends had played 20 fights and would play Bowling as a break from the fights. I am a little bothered that the most recent videos posted on IGN have all been about the EXTRAS... not the gameplay. And it's really only EXTRA once you've completed the required task. Which would be completing the FIGHTING GAME. It's like planting flowers in the garden when you haven't even finished your house. I know some of the gameplay I've seen looks good but I'm concerned about the other 12 or so characters. Like maybe it will get down to the end and they'll have to copy stances or moves just to give everyone something. Or feel rushed toward the end (which is VERY near). For example, look at the JADE PROFILE video. As it stands now Jade and Tanya have the same stance... Sure they'll fix it but it seems that should have already been taken care of.
So if they're JUST NOW talking about the breakers then it seems like it's an afterthought in a way. They PLANNED on the breaker but you could tell in the GAMESPOT E3 interview when Boon talked about it that they didn't have it functioning or finished. What's really bizarre is the fact that when MKII first came out and didn't have TEST YOUR MIGHT, Boon had said that they left it out because the gamers were more interested in the fights than the BONUS stage!
....
You know, I'm all for extras... Tekken Ball was fun and so was Tekken Bowling etc but it wasn't the reason I popped the game in. I only played them after me and my friends had played 20 fights and would play Bowling as a break from the fights. I am a little bothered that the most recent videos posted on IGN have all been about the EXTRAS... not the gameplay. And it's really only EXTRA once you've completed the required task. Which would be completing the FIGHTING GAME. It's like planting flowers in the garden when you haven't even finished your house. I know some of the gameplay I've seen looks good but I'm concerned about the other 12 or so characters. Like maybe it will get down to the end and they'll have to copy stances or moves just to give everyone something. Or feel rushed toward the end (which is VERY near). For example, look at the JADE PROFILE video. As it stands now Jade and Tanya have the same stance... Sure they'll fix it but it seems that should have already been taken care of.
So if they're JUST NOW talking about the breakers then it seems like it's an afterthought in a way. They PLANNED on the breaker but you could tell in the GAMESPOT E3 interview when Boon talked about it that they didn't have it functioning or finished. What's really bizarre is the fact that when MKII first came out and didn't have TEST YOUR MIGHT, Boon had said that they left it out because the gamers were more interested in the fights than the BONUS stage!
....
About Me
I love Mortal Kombat, and have been a fan from the
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Universal Combo Breakers are in Deadly Alliance already...
When you are blocking and someone starts a combo, you can break out of the combo between the strikes if the timing is right. An easy counter when blocking a long string combo is a throw... Forward and the Throw button.
I don't see how implementing a similar button combination that works if you are "not" blocking the combo is that bad either. In addition if you are in a combo and are against the wall, they arlready implement a combo-breaker, by rolling out along the wall..just one directional press.
I would prefer that a timed button combo breaker doesn't take off as much damage, if any. Even better yet if some combos are implemented such that they are unblockable i.e. Killer Instinct.
Second, regarding juggles, after a pop up, I have gotten a lot more than a 3 hit juggle out. Sure it had to be near a wall, but that would be like EVERY MK GAME. It is common knowledge that juggles work best/better in the corner. Hense pulling off a 12 hit juggle is not impossible if near the corner.
As MK2 gamplay was more refined than MK1, so MKD gamemplay more refined the mKda.
MK1->MK2 refinement includes
-Speed Increase
-added turn around jump kicks
-different Low kick/punches
-2 Fatalities instead of 1.
-Multiple levels fatatlities instead of 1.
-Multiple Hidden Characters instead of 1.
-Added Mini game
MKDA->MKD
-Speed Increase
-More consistent Pop Up attacks *bringing back the uppercut it looks like.
-2 Fatalities instead of 1.
-Multiple Level Fatalities instead of 1.
-Multiple hidden characters instead of 1.
-Added MOre Mini-Games (instead of just Test sight/might)
If you ask me MKD is taking the same level approach as far as improvment that MK2 did from MK1.
I have no doubt that I will enjoy MKD at level above MKDA as I did when MK2 first came out compared to MK1.
Someone living under a rock? Geez. This game is going to rock. I don't care what anyone says, I can't wait to get online with MKD. My only frustration is I know I won't have trouble being one of the TOP compeitors for VS mode, but I need to hone my skills as a puzzle and chess master now . hahaha.
~CYD
When you are blocking and someone starts a combo, you can break out of the combo between the strikes if the timing is right. An easy counter when blocking a long string combo is a throw... Forward and the Throw button.
I don't see how implementing a similar button combination that works if you are "not" blocking the combo is that bad either. In addition if you are in a combo and are against the wall, they arlready implement a combo-breaker, by rolling out along the wall..just one directional press.
I would prefer that a timed button combo breaker doesn't take off as much damage, if any. Even better yet if some combos are implemented such that they are unblockable i.e. Killer Instinct.
Second, regarding juggles, after a pop up, I have gotten a lot more than a 3 hit juggle out. Sure it had to be near a wall, but that would be like EVERY MK GAME. It is common knowledge that juggles work best/better in the corner. Hense pulling off a 12 hit juggle is not impossible if near the corner.
As MK2 gamplay was more refined than MK1, so MKD gamemplay more refined the mKda.
MK1->MK2 refinement includes
-Speed Increase
-added turn around jump kicks
-different Low kick/punches
-2 Fatalities instead of 1.
-Multiple levels fatatlities instead of 1.
-Multiple Hidden Characters instead of 1.
-Added Mini game
MKDA->MKD
-Speed Increase
-More consistent Pop Up attacks *bringing back the uppercut it looks like.
-2 Fatalities instead of 1.
-Multiple Level Fatalities instead of 1.
-Multiple hidden characters instead of 1.
-Added MOre Mini-Games (instead of just Test sight/might)
If you ask me MKD is taking the same level approach as far as improvment that MK2 did from MK1.
I have no doubt that I will enjoy MKD at level above MKDA as I did when MK2 first came out compared to MK1.
Someone living under a rock? Geez. This game is going to rock. I don't care what anyone says, I can't wait to get online with MKD. My only frustration is I know I won't have trouble being one of the TOP compeitors for VS mode, but I need to hone my skills as a puzzle and chess master now . hahaha.
~CYD


About Me
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I think everyone is totally exaggerating. Yes Universal Combo Breakers are a very bad idea, I'll agree, but we haven't even seen how they will be implemented. Until we get a serious gameplay video that shows off some of this stuff, I think everyone should grab a few chill pills and just sit down. If it's as bad as we are fearing then believe me I'll be tossing my pill bottle out the window with the rest of you. But just wait until we see it in action. Just wait for the love of God.


About Me
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.
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The problem with the combo breakers being such a simple universal command is because they can become abusable if other aspects aren't up to par. The only real hope is if the team does something great with the timing and frame data used for the breaker. But I would put money on them making the breakers usable at any damn moment no matter what's happening on screen. "UH OH! I'm being comboed! Forward block..." "Ok, now I'm going to start my own chain...What! It was broken." "OH NO! COMBOED AGAIN! Forward block..." Nothing to it at all.
So in DA sidestepping was useless with universal track and now combos longer than two or three hits may very well become useless along with it. Good job, team. Maybe in MK7 you can make punching useless too.
So in DA sidestepping was useless with universal track and now combos longer than two or three hits may very well become useless along with it. Good job, team. Maybe in MK7 you can make punching useless too.
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