Avatar
B00gieman
Avatar
About Me

....I stab morons....

05/24/2004 09:28 PM (UTC)
0
Don't EVER put Mortal Kombat & Soul Calibur in the same sentence, are you on crack?

MK has more depth than SC?!

Man you are a pair of clown shoes.

HARDCORE gamers KNOW that shit is garbage. END of subject.

MKDA doesn't even close to Battle Arena Toshiden for the original Playstation, and THAT'S a cold fact.
Avatar
colguile
Avatar
About Me

MENTHOL:I hope the super unlockable is a video of Boon fucking Playboy models on a bed full of money in his mansion.

PSN:Realguile

05/24/2004 10:28 PM (UTC)
0
LMAO!!!!!!!!!!!!!!!
Avatar
colguile
Avatar
About Me

MENTHOL:I hope the super unlockable is a video of Boon fucking Playboy models on a bed full of money in his mansion.

PSN:Realguile

05/24/2004 10:28 PM (UTC)
0
LMAO!!!!!!!!!!!!!!!
B00gieman Wrote:
Don't EVER put Mortal Kombat & Soul Calibur in the same sentence, are you on crack?

MK has more depth than SC?!

Man you are a pair of clown shoes.

HARDCORE gamers KNOW that shit is garbage. END of subject.

MKDA doesn't even close to Battle Arena Toshiden for the original Playstation, and THAT'S a cold fact.

Do people not have a clue of what they want added to the game play or what? confused


Just think about it guys, use your imagination.


Again, my question was to the MK fans that are like 100% happy with the game play.

What changes would you like to see made to the game play of future MK games?

Every game has to add something to the new installment, so what do you guys think, or would like those additions to be?

Again, the Question is about Game play ellements, not fatalities and stuff like that.
Avatar
cartmansp
05/25/2004 12:03 AM (UTC)
0

Bleed Wrote:

What changes would you like to see made to the game play of future MK games?

Every game has to add something to the new installment, so what do you guys think, or would like those additions to be?

Again, the Question is about Game play ellements, not fatalities and stuff like that.


Basic game play

*Easy and effective movement

*Smooth animation

*Useful attacks, and moves like rolls etc.

*A Ton of attacks

*Realistic looking reversals, sways and parries.

*Escapable combos

*Lots of variations for combos. High, med, low, side step, throw, counter stance, all that kind of stuff could be used to make combos more exiting and more fun.

*Attack while in different positions

*Crouching
Laying down face up or face down
Standing with back to the opponent
side step attacks

*Tec. roll

*Wall Tec. roll

*Throw escapes

*Throw reversals

*Reversal reversals

*Throw chain combos

*Attack combos link to throw

*Counter or auto parry stance

*Buffering

*Good frame data to control the effectiveness of the attacks.

*Timed attacks or combos Sort of like just frame moves, or the combos in Tao Feng for more powerful attacks.

*Harder commands give the player the feeling of accomplishment when the execute them. You could call them "show off moves"

*Feints

change up moves = An attack that is a fake and is interrupted with another.

*Delayable combos = You can control the speed of the combo to make it harder for your opponent to break.

*Counter hits and different effects if a move connects as such. For example if you do a med kick to the gut.

*A normal hit will push the opponent back.
Counter hit can stun them, or make them fall.

*Down attacks = like in Tekken and VF, you can hit characters when they are on the floor.

*Off wall attacks or jumps

*Wall throws like in DOA3 and VF4

*Extra flashy moves and special attacks

*Chargeable moves and special attacks

*Button hold time dependent moves. Like if you tap kick, you can do a high kick, but if you hold it, you will kick and go into another stance, The Flamingo or something.

*If you hold punch, you will throw 2 punches instead of one

*If you hold punch, the effect of the attack will be different on the opponent.

*Many stances, and easy switching between them.

*Unique taunts for each character.
Wow man, you are a genious wow grin

I have to agree wink

Any body else have more ideas?
Avatar
Versatile
05/25/2004 12:15 AM (UTC)
0

Raiden_is_god Wrote:
Ya but you all forget MK is not no normal fighting game its different its not meant for most of that stuff or it would be in there


That is true, but they could still fix what they have. I don't care how much you talk about this "it beats to it's own drum" and "it's not like other fighters" crap. There is still NO excuse for HORRIBLE hit detection, glitches left and right and pointless fighting stances. That's not it's own drum, that's just pure laziness on Midway's behalf. MK will never be as deep as VF,Tekken or Soul Calibur for that matter, but you don't see simpler fighters like Bloody Roar and Smash Bros with the problems that MK has. I mean, damn, there isn't even a point to side stepping in MKDA because there is a glitch that makes 99% of the moves unescapeable.

I am almost positive most of you guys don't know about these glitches I speak of, but when you go online and face people like myself and others that knew about these glitches for 2 years and WILL use them to their advantage you will see why we are not happy.

I expected E3 to show me what I wanted to see, and that is that the glitches I worried so much about were gone, but they are still there.
Avatar
Versatile
05/25/2004 12:18 AM (UTC)
0

Bleed Wrote:
Wow man, you are a genious

I have to agree

Any body else have more ideas?


LOL..dude you dont have to look any farther than both of Ray's topic on the MKDA dicussion to see my ideas.
Avatar
Seraph
05/25/2004 12:22 AM (UTC)
0
Well said cartmansp. I may have to hook you up with some ill punch and pie.

**drum roll + symbol**
Avatar
cartmansp
05/25/2004 12:24 AM (UTC)
0

Bleed Wrote:
Wow man, you are a genious

I have to agree

Any body else have more ideas?


grin
Avatar
Versatile
05/25/2004 12:26 AM (UTC)
0
1. I believe weapon combat should have had a different feel from the characters' other stances. Weapons should have certain advantages and just as much disadvantages in gameplay. It shouldn't just be a cooler looking third stance like it was in DA. Like firstly weapon throws should do more damage than regular throws. They should also be able to be dropped and picked up by your opponent, but with side effects. Some of these side effects could be bad and good. Like for example if Li Mei picked up a massive weapon like a Giant Axe, she would be slowed down dramatically, but obviously she'd do more damage with it then she would with her small Sais. Obviously juggle possibilities would be endless since weapons would alter what your character can do offensively, and possibly defensively iwf you guys decide to give weapons unique defensive features.

2. The arenas were cool looking, but they had no depth. The Arena should determine partly how you play your char. Take Sub-Zero example.Suppose Shotokan in MK6 was more powerful than Dragon and has more techniques that gets opponent near walls. You may use that more in SMALL arenas since it's congested and your opponent has very little room to get away. Then perhaps a HUGE arena like The Warzone(yes i made this up) would cater more to weapon styles since you can defend with backdashing in parrying techinque and still get damage in with your weapon because of it's massive range. Interactivity should also be at it's higest. Even better than DOA3.

3. Focus was lacking with the characters. I believe for each character you should look at EACH of their stances closely and ask yourself some very important questions.

Should this stance be offense oriented? If so, what tools and moves and unique movements would help this stance be as offensively great as possible?

Should this stance be defense oriented? If so, what type of tools and moves and unique movements would help this stance be as defensively sound as can be?

Will this stance be weak against certain things like pokes, throws or defensive/offensive stances? If so, how can I make sure the character's other stances help counter the weakness of this particular stance?

Is this stance too good or too mediocre? Are there a balance of safe moves and risk moves? Is this stance FUN to use? Will this stance help me win? What would be the point to using this stance? What advantages does this stance have other my two other stances or the other stances in the game period that would make me want to use it?

I feel this would help anyone out if they are developing a fighting game. Focus is key this time around.

4. Like Satygraph said earlier, EVERY move should have a use...period. Whether it's extremely situational or is a all around good move is up to you guys of course, but EVERY move should be useful and not just cool looking. Freeze? Useless. Spear? Basically useless as well? Other moves like the belly flop, flying kick with sonya, acid spit with Reptile are all useless. Characters have way too many low attacks that do less than 3% damage and are slow to top it off. Limit these moves. How about moves that scoop under high attacks? What about offensive moves that have built in side steps are other defensive abilities? What about moves that cause guard stun? Even moves that does damage to you in sacrifice to do more damage to your opponent!
Avatar
Versatile
05/25/2004 12:31 AM (UTC)
0
*this is an old post for ray's topic*1. Re Do The Reversal System

1. The reversal animation in MKDA was very unpolished. When the person successfully connected with a reversal the character would lock onto the opponent, but the hand didn’t really have contact with the body part, making it looked rushed and silly. When the reversal connects the character should automatically go into the animation of that particular character reversal.

2. There should no longer be custom reversal follow ups Reversals should never allow the player to follow up with whatever they please. If Hsu Hao Reverses you say bye bye to 40% of your health. When the character reverses you they should automatically do an arm crunch or an over the shoulder slam or something like that. This is how it is in every fighter. Of course some characters should have better reversal than others.

3.High/Mid and Low Reversal really need to have different commands. If Im facing a reversal abuse happy opponent I have no options attack wise since everything gets reversed the same manner. I don’t have a problem with low attacks being reversible, but they should be a different command than the mid/high reversal. It should also be a different result. I think low reversals as a whole should do a lot less damage.

4. Chickening is something I find to be very cool. Chickening is when you input a reversal difficult command once a reversal takes place that makes your character quickly escape the reversal. The command should be difficult and should only work during a certain amount of frames.

5. The reversal command should be a lot harder than one button. Come on midway. This isn’t street fighter 1. For example..if I remember correctly in Tekken 4 the reversal is b+2+4 for highs and mids and I don’t think T4 has low reversals.

6. This is common sense, but make sure every character’s reversal is different. Don’t wanna make the game look scrubby and rushed.

7. Reversals should be a risk. In MKDA the character was at like –7 from a reversal being screwed up. It should be ATLEAST –20 or so.

2. Re Do The Throw System

1. Firstly throws should be unblockable. The whole point of throws is to stop defense. Making throws blockable makes throws pointless..simple as that.

2. Throw’s should hit high. It’s like this in all fighting games. Making throws unduckable makes throws unfair.

3. Each character should have atleast 3 throws with different escapes. 1 should be a 2 escape, 1 should be a 1+2 escape and 1 should be a 1 escape. When the character does the throw, the opponent should have a couple frames to escape the throw. The guess wrong and they eat the throw. That’s how it works in pretty much all fighters.

4. Throws should take a lot more skill to do. Simple f+sm commands wont attract any new fans. Only hardcore gamers like us accustomed to the simple way of MK. In MK6 should have one simple throw that’s the same command for every character. In tekken 4 this is f+2+4 and they all had 2 escapes. The other kind of throw MK6 should have is a command throw that does more damage than the normal ones, has a harder command and has a 1 or 1+2 escape. Some characters should have more command throws than others. For example, a grappler like Kano or Jax would have five or six command throws while characters who depends less on throws like scorpion or sub-zero would have just one or two command throws.

5. Weapon Throws should be included in this game. Each character should have one, and they all do over at least 30 damage. They should have difficult commands and look very flashy. Everyone’s weapon throw should have a different escape, forcing players who want to become good to find out the escape for all of them. Naturally characters who depend more on their weapons than others like Quan Chi and Drahmin should have the best weapon throws.

6. Right Side, Left Side and Back Side throws need to be put into MK6. They should do good damage and have cool animations. Both side throws should have a 2 escape while the back throw should be unescapeable, for hell, if someone manages to get behind you frankly you deserve to take a good 50 damage anyway.

7. Crouch throws should be exclusive to big time grapplers like Jax and Kano. Crouch throws are for when the opponent ducks. These throws are normally some sort of power bomb or piledriver or something like that. They should do solid damage but be very escapeable.

8. Ground throws should punish those who stay on the ground for too long. Again, only big time grapplers should have them and they should be easily tech rollable and do average damage.

9. I think every character in MKDA should have the ability to utilize the different arena structures and perform a throw. Whether be against the cactus on Edenia Dessert or on the icicles of The Lin Kuei Temple. Each throw for each character should look the same so there are no arenas advantages.

10. Moves that turn into throws under certain circumstances would be very cool. For example..suppose Kitana had throw called Seismology where she does a back flip and lands on your shoulders and just starts clawing at your face and then kisses you and hops off. This would do great damage and would have a hard command, but it wont only turn into a throw undercertain cirumcstances. Perhaps it would only turn into throw on counter hit or something like that. If you try to do this throw under the wrong circumstance Kitana would hop on but instead of clawing she should just do the kiss for a measely 10%. Things like this would spark questions on the net such as “What are some good Seismology set ups?” instead of useless things like “what’s the final secret?!?! Someone tell me!” , and would make the community better as a whole.

11. Make throws look less cartoony and silly. The command throws for Jax,Kano and Hsu Hao were just fine animation wise, but the f+sm throws looked super stupid. Sub-Zero’s was decent, and so was Quan Chi’s and Drahmin’s, but some of them were ridiculous such as Kano’s “let me run up your body and kick you in the back” throw and all the other gay ones. Work on making throws have a “WHAT NOW?!!?” appeal. Make them make you feel good when you connect them. Make the animation entertaining and last longer than half a second.

12. Air throws need to come back. They owned so much. Make them all matrixy and shit!

3. Frame Advantage/Guard Crush

Ray, if there is one thing needed..it is this. Though other things do need to be implimented, MK6 must, and I repeat..MUST have frame advantage. Now, we all know what frame disadvantage is. For example, Scorpion's spear is blocked, scorpion is at a frame disadvantage. I cant count frames, but an educated guess would be that scorpion is at -50 frames when the spear is block. Things like Sub-Zero's Shotokan: 1 is about -2 or so on block. It's punishable, but there is a very small window. However, frame advantage is the opposite. Let me explain it this way.

When Jax does Muay Thai 2 Jax has no advantage because MKDA has no frame advantage. So if jax does another single 2 after doing 1 single 2, the opponent can quickly interupt. However, if Jax's jab was..say..+8 Jax can pressure the shit out of the opponent because they cannot interupt since the move causes frame advantage. Of course this isnt unbalanced since jax's jabs go vertical and can be ducked and reversed..etc. This would also balance characters like kitana and cyrax out since they would have frame advantage. Also remember that when moves hit they cause more frame advantage then they do if blocked. So if jax's jab is +8 on block, on hit it may be +14. Make sure that every character has a wealth of frame advantage moves. This is one of the keys to making a balanced fighting game.

Guard stun..forgot that. Guard Stun causes so much frame advantage that it causes the opponent to stumble back a bit. You have soul calibur 2 right ray? Do nightmare AAB, but hold the B. That would cause a guard stun/crush. Suppose a guard stun was +15 on block, then moves that are 1-14 frames would be guaranteed off of it. For example, im not good with frames but Hwoarang’s f,f+4~3 in Root Foot Forward stance is a +14 guard stun. Off of it the 11 frame(12 maybe?) b+3 is guaranteed.

4. Character Specific Movement

One thing missing from MKDA was character specific. Characters should have certain ways of maneuvering around the arena that no other character has. Of course everyone would have the standard walk,dash,duck and side step, but every character should have other alternatives for advanced play. A couple of examples

Raiden – Teleportation..simple as that. It should now be packed to the brim with options unlike the simple d,u in the past games. Besides the d,u, raiden should also have a teleport that takes him straight to the opponents face as well as an air teleport that goes over specials such as the spear and freeze. While the teleporting the opponent should also be able to buffer in attacks. So for example..suppose the teleportation to face command is qcf+2 and his shock till you drop throw is b,f,f+2+4, while teleporting the player can input the STYD throw so as soon as raiden is in their face he will grab them and perform the throw. Since this can easily become unbalanced raiden should have some of the biggest throw escape windows in the game. The teleport should also be able to take raiden to either side and he should have a teleport that takes him near the closest useable item on an arena.

Nitara – why flight of course. It should be a little like sindel’s flight in MK Trilogy. Only she should have an air throw and a lot more attack opitions. Flight mode should be more like a stance than just a movement. I can’t really give you advice as to how to go about doing this, but I have faith in midway.

These are just two examples. This is what would make MK unique compared to other fighters. Since no other fighter has this kind of stuff, Hardcore players will be attracted to the in depth throw game, the interesting plot and gameplay AND the brand spanking new character specific movement stuff in mk6.

5. Pokes

Well, you know what pokes are. Fast attacks that do solid damage and are safe on block. Jax’s 2 would be considered a poke, as would Kung Lao’s 1. However, everyone should have pokes. With Kitana Poke’s are pretty much no existent. As is the case with Mavado,Sub-Zero and many other characters. Everyone should have jabs. They should have range,priority and SHOULD HIT HIGH. When I say hit high I mean they can do ducked and the opponent will not have to take the chance of eating it on the way down. So let’s just look at what we have right now. For example, suppose Kitana was again the worst in MK6. Atleast in this game she’d have throws that have uses,character specific movement, and Jabs to interrupt with and frame advantage. So even the worst of characters could compete in high levels of play. Also, more characters should have moves like Sub-Zero’s d+3 in dragon stance. These are what you’d call low pokes. Give them more range and make it do more than just 4%. Lastly make sure all JABS go vertical so they can be side stepped. This would limit jab pressure. While some pokes can track, be sure that jabs do not. This is one of Tekken 4,Soul Calibur 2, and other hardcore figther’s most itching problem.

6. Moves With More Meaning

1.Move that go under some high attacks. You guys have this covered in MKDA..just make more of them.

2. Ok let’s just say for a minute that universal tracking didn’t exist. MKDA would be a terrible game. Why? Because it’d all be side step and punish. The gay side step engine would of really gayed it up. Would the game be balanced? Well, yeah, but not in the way you’d want it to be. So give characters more moves that track.

3. Move’s that go over lows. There shouldn’t be as many of these as the number 1 and 2, but there should be some. For example. Kitana’s seismology throw(discussed in chapter 2) would obviously go over low attacks.

4. Moves that lead into character specific movement would add more depth to the game as well. For example 1,2,qcf+1 with raiden would be two punches into a sky teleport. Stuff like that.

5. Power hits. MK has been and forever will be a combo based game, but since guaranteed combos off the first hit hopefully won’t be making a return we need moves that that do more damage and are single blows. Of course these moves would do around 30-40 damage and most of the time would something something like launch them into the air,send them flying back or send them flipping back. These type of moves would do even more damage against walls. Ray you have all the fighting games so I won’t even need to give an example, but these should be put in.

7. Return of the aggressor.

1.Blocked attacks, non blocked attacks, throws, reversals and guard stuns build up your aggressor meter. Like MK Trilogy when Aggressor is fully spelled out the character will power up. Each character’s aggressor would look different(Blaze Fire,Sub-Zero Ice,Raiden Thunder,Fujin Wind,wtc).

2. The Aggressor would increase movement speed(back walking,forward walking,character specific movements,side stepping,etc).

3. Moves would do more damage. A lot more damage. Move would also have different properties. Some throws mav have an extra animation and reversals may look different.

4. Moves that weren’t safe in aggressor may be frame advantage on block, and moves that were already frame advantage may have even more frame advantage or cause guard stun.

5. Agressor mode should automatically deactivate when you enter weapon mode. This would stop over powering moves and weapon throws. I mean imagine quan chi in broadswords with aggressor..yikes.

6. Unlike in MKT, the aggressor should activate as soon as you spell it out. You should have the option of activating it when you want. Whether it’s mid juggle or while side stepping the option should be the players.

7. Like I said earlier on in this topic along with speed,frame advantage and power increases, the aggressor should give each character their own special ability. I’ll leave this to you guys, I gave enough suggestions earlier.

8. Re Do The Sidestep System

The side step system in MKDA sucked. I expressed this enough already, just stop that silly swoosh and the huge side step. Make it a regular step always whether they are attacking or not. Different stances should have larger or smaller side steps of course. The worst part about the side step system wasn’t really the side step itself, but it was what was GUARANTEED off of it. A full branch dude..a full freaking branch. Jax would have been the best in the game. After all, it would just be side step 2,2,cs,4,b+2,b+2,4,4,cs,4,f,f,d+3 twice = game over! And Bo Rai Cho..ouch. Side step infinite and game over! This is why there should not be any more combos guaranteed off the first hit. So anyway, make the side step smaller and less broken guys.

9. Back Dash Cancel Needs To Go

I don’t think I need to really say this..so I won’t. You know why this is broken, so take it out. The back dash is useless as well, so just stay away from putting it in.

10. Re Do The Weapon System

1. Weapon vs Hand to Hand = more frame advantage than weapon vs weapon. This should be one of the weapon’s specialties.

2. Weapon Repel is an idea of mine. You ever see a sword fight in a movie? Well, you know when the bad guy is about to kill the good guy, but the good guy holds his sword horizontally to block the weapon? Then he slowly pushes the sword forward to get the guy off him. That’s what I think should be in MK6. This would balance out broken weapons like broadswords and iron club. The command should be relatively easy, but it should be a risk. When the opponent attacks and you do the repel. It should be like in the movies where the opponent is forcing his weapon near their throat or something and the opponent is blocking with his sword. At this point two controller trick icons would appear above the character head, both players would rotate as fast they could, the first to rotate it 4 times quickly would either break the the weapon repel and do damage or successfully connect with the repel and do damage. The weapon repel should be able to be done out of weapon stance, but to balance this out if you are not in weapon stance but your opponent is your opponent should have to do the usual 4 roations when you have to do 6.

3. Come on guys..these are weapons. If someone poked me with a sword made out of solid ice I think I would be hurt. My point is that low attacks should be more damage. The speed should be toned down of course to balance this out, but the moves should do atleast 15% or so depending on the weapon. This goes for other stances, make low attacks do more damage.

4. Other than this the weapon system was good in MKDA.

11. Harder Commands

1. Quarter Circle Forward – like ryu’s hadoken movie in street fighter
2. Quarter Circle Back – the opposite of QCF.
3. While Running
4. Fully Crouched
5. During Character Specific Movment
6. Half Circle Forward
7. Half Circle Back
8. Back Turned
9. During Sidestep
10. While Grounde
With so many different possible commands there is no excuse for the overly simple commands in Mortal Kombat Deadly Alliance. The commands I listed above are in pretty much all fighters. T4,SC2,VF4,MVC2,CVS2,DOA and even shallow ass Bloody Roar. So let’s make commands a little harder this time. Not the biggest of the deal, but I don’t exactly want to feel like a pre schooler when playing my fighting games.

12. Pre Round Movement

This is in Bloody Roar and Tekken 4. Being able to position yourself and get into stance before the match starts would be great. Not much to say here, I’d imagine this would be very easy to put in..so why not?

13. Delayable Attacks

Simple enough. Delayable attacks would throw off timing, add frame advantage and power to moves and would simply add depth to an already deep game. For example. Each punch of Jax’s Piston punch could be delayable. So instead of being just d,f+1 like in MKDA it could be qcf+1,1,1,1,1. Each punch can be delayed or sped up however you like. If you delay each punch would do more damage,etc. Some throws should also be delayable.

14. Ground Control

I really don’t think I need to explain this at all. Play anything game other than MKDA to find out how ground control should be done. Theres no reason why players can’t be able to decide whe they want to get up.

15. Get Rid of Universal Track

I’m not going to bother explaining, but you know this has to go. It’s really gay : (

16. Wall Teching Less of A Breeze

Wall teching should be a lot harder in MK6. in MKDA if you are hit against a wall you could simply tap up or down to wall tech and there was no timing to it at all. In MK6 when someone is near a wall they should piss their pizants. It should be the core of damage the OWNAGE spot. Because frankly, with all the character specific movement and deeper gameplay there really should be no reason for you to be against a wall.. The wall techning should need to be timed perfectly.

17. Cancelable Attacks

Taking a page out of Soul Calibur 2 you guys shoul’d make certain move’s cancelable. For example the ice shaker is b,d+2 in MKDA, but by doing b,d+2~block sub will start the animation but go straight back to blocking. This would throw off opponent’s timing big time. Throw should be cancelable as well.

18. No More Chip Damage

Keep in mind that MK is now a 3D game. Tell me what 3D game has block damage these days. It just doesn’t work midway. In the old school MKs and in other 2D games like MVC2 and CVS2 it’s a necessity, but in MKDA it just makes it harder for defensive characters to .well .defense.

19. Blocking Concern

Im not sure how to explain this, but putting frame advantage into MK6 would be kind of difficult with the blocking system in MKDA. Here’s why. Sonya’s Tae Kwon Do: 3 is safe on block because it knocks the opponent back a considerable amount of distance. However, if Sonya does TKD:3 and I let go of block as soon as 3 is over I will not move back and I will be comfortable In front of Sonya, ready to punish with my 50% combo. So im not trying to go all tekken on you, but maybe you should use their blocking system. Where to block you hold back. This way there would be no way to cheat blocking. But honestly I don’t know how else this would work. I am not trying to make MK tekken , but im not sure how to make frame advantage work with the current blocking system. Ask MKL, he plays DOA and if I remember correctly you block the same way in DOA as you do in MKDA. Dunno

20. Combo System Needs Adjustment.

1. First and foremost no more “everything is guaranteed combos”. This simply cannot happen. There is absolutely nothing wrong with branch combos, but they should not be guaranteed on hit under any circum stance.
2 . Counter Hit system needs to be put in MK6. Im sure you know what counter hitting is, but just in case. I’ll use Tekken 4 as an example, though many games has this system. Ok Im using Kazuya Mashima, possibly the most CH dependant character in Tekken 4, and you are using Paul. Now Kazuya has a move called the Demon God Fist(while rising+2) it’s a hook punch that does ok damage. However, if paul did his Phoenix Smasher when Kazuya does his while rising+2 and Kazuya’s move wr+2 hits first, it will cause a counter hit. Unlike the regular wr+2, on counter hit paul would hold onto his gut and crumble down a bit. Now you are in Kazuya’s world. From here on you can do 1,2,TGF while he is crumpling for a total of like 70% damage. This is how the combo system should be done in MK6. So for example, Sub Zero’s 1,2,b+2 should not be guaranteed on hit. 1,2 should, but the b+2 should only be guaranteed if the 1,2 hit on CH. Another example would be Scorpion’s Pi Gua 4. On regular hit it does a little damage and DOES NOT cause stun on hit(it does in MKDA, but fix this for MK6), however, if 4 hits on CH it does much more damage and guarantees a Ninja Sword: 4,1,1,3. I have no problem with massive combos, but players should have to work for it. If you don’t like my counter hitting idea because it’s too Tekken/Soul Calibur/Bloody Roar for your liking then find out another way to stop guaranteed combos off the first hit

figured id post this hear. seems more fit.





Avatar
Versatile
05/25/2004 12:37 AM (UTC)
0
*for those that think all i care about is gameplay*
1. Arcade Mode

Arcade mode was excecuted nicely, but there are a few changes that I think would drastically improve the replay value and presentation. Arcade should also work as a story mode(why have both) for the game. When your character is selected either a hand drawn or video animation would appear(I’d guess videos are expensive,so go for the hand drawing) explaining the characters events after the MK5 tournament, but before the MK6 tournament. The announcer would be the one talking as picture by picture weant by. Here’s an example.

“After the fifth Mortal Kombat Tournament, Johnny Cage returned to the fast life of a movie superstar. Caring little about anyone but himself, Johnny Cage’s co-workers, family and friends became fed up with his attitude and soon started to despise the superstar. Johnny Cage was no longer a getting movie deals and popular clothing companies quickly rid themselves of the disreputable snob. Johnny was at an all time low. He drowned his sorrows in heavy alcohol and partied till he passed out. He bacame more and more shallow by the minute, until one faithful day, Johnny Cage saw a young girl about to be hit by a truck. Leaping out of character and into the streets, Johnny pushed the girl out of the way. The girl came out unscratched, but Johnny was not as fortunate. Johny woke up in the hospital, stripped of his past memories of fame, love and lust. Going against the doctors orders, Johnny Cage snuck out of the hospital and wondered aimlessly along the streets of Los Angeles. Coincidently, LT Sonya Blade and Major Jax Briggs along with Kenshi and Cyrax were on their way to an artificial portal to take down an outworld thread along with the other earthrealm warriors. Johnny followed them to the portal and overheard them talking about the evil dragon kind and his many minions. The special forces hopped through the temporary portal. Feeling deep within his memory ridden soul that the only way to get back parts of his past is to assist the earth warriors in defeating this evil force, Johnny Cage stepped through the portal and in to the most difficult battle of his life.”

After that the VS Screen for whoever Johnny Cage is facing would come up. You would fight your way through everyone till you reach the sub-boss and eventually the dragon king. When you beat the game you will be treated to the ending of the character you picked. Whether these endings or videos or sketches depends on how much time you guys have for minor things like this.

Depending on how relevant the character is to the storyline, pre sub boss sketches may be included. For example with Sub-Zero. After the 7 or so matches it taks before you reach the sub-boss the VS screen will come up, but instead of the match starting you would be treated to another sketch.

“ More powerful than ever before, Sub-Zero rushed toward Moloch, but before Sub layed a finger on Moloch, a robed warrior with a hood over his head caught Sub-Zero’s eye. The mysterious warrior was carrying frost up hill. Forgetting about the oni-destroyer, Sub-Zero rushed up the hill all the way to it’s flat surface top to confront the foe”

(FMV)

Robed Fighter: It’s been years

Sub-Zero: Let her go now or prepare for battle!

Robed Fighter: Muahahahaha. These low life mortals have made you soft and weak. You’ve disobeyed the link uei code and clan. You are no family of mine.

Sub-Zero: What do you mean by family

(Robed fighters drops frost to the ground and removes his robe to reveal a linkuei ninja dawning a blue costume similair to Sub-Zero with pupiless ice blue eyes)

Sub-Zero(classic): Recognize me now, brother?

Sub-Zero: its its you!

Sub-Zero(classic): It IS me brother! We shall kill off the weak lin kuei clan of today and form the clan to be deadlier than ever. The Dragon King has granted me freedom from the depths of the netherealm. I do not want to see you this weak. Father would not have wanted this.

Sub-Zero: No! The netherealm changed you brother. You are no longer the same man, I must defeat you and put your tortured soul to rest!
(SKETCH)

“So begins the most difficult fight of sub-zero’s life”

after the fight the evil sub-zero tells the younger sub that though he may have won this battle he cannot kill a spectre, and that he will haunt him and their sister frost too. He then evaporates. Sub-Zero could not let the shocking news of his brother returning and frost being his long lost sister get to him. The real VS for sub-zero vs moloch appears and the fight begins. After defeating moloch and the dragon king you’ll be treated to Sub-Zero’s ending. Stuff like this will shoot the replay value through the roof.

2. Vs Mode

I love Vs mode in DA. It’s straight forward, keeps track of wins, losses and ratios, allows you to gamble coins AND have handicap matches. It also lets you pick your arena. Im gonna sound a bit picky(and stupid), but the only problem I have with the VS mode is the lack of the cool ass vs screen from the past MKs. The one where the two characters appeared staring at each other and there was the code pad on the bottom. Heh, other than that I have no problem with vs mode. Just add an online option and midway is set for this mode.

3. Practice Mode

If any mode needs improving it is definitely practice mode. Here’s a list of the stuff needed to bring it up to standard.

1. 2 player option is a must have in any practice mode. 2 people should be able to spar without having to have actually matches. Make sure that it’s an option so that if you no longer want to spar with the player you can change it to the computer.
2. Customizable artificial intelligence should make players want to master their character(s). The player should be able to make the computer do anything from regular attacks, combos, throws, side step attacks, special movements and weapon attacks. This way players can develop counter attacks and strategies for any move whether a friend is available or not. Of course a good old dummy should be available as well, and an option so that everything counts as a counter so people could practice their counter hitting combos. Not to mention being able to face arcade level A.I. on any difficulty.
3. An emulation option that allows you to record yourself for a few minutes fighting AI than being able to fight yourself would be very cool, and a good way to find out your weaknesses.
4. Online Practice Option.
5. Tag Battle Option for 2 on 2 practice. That’s if you guys put tag battle in heh
6. A speculation option that allows players online to watch players practice while chatting in a lobby using voice chat. Of course if 1 or multiple people are practicing an option to turn off any speculation should be inluded in case your planning that killer top secret unstoppable strategy for a big time tournament.

4. Konquest

Konquest got mixed reactions. Some considered it to be a bore while others like me fount It to be a blast. The perfect blend of gameplay,comedy and story really got me. Perhaps more variation and harder A.I. would make a more wholesome experience. Some missions should be online exclusive. Like each character has 10 missions online plus 5 more missions online that involves other players if you are connected and players are available. If no one is available you must still be on the server to access these online exclusive missions. Since the engine will be more advanced and each character will/should have an individual style of playing, konquest will automatically be more fun. For example, one conquest mission could have Kung Lao crouch dash under 10 limbo poles with 15 seconds stuff like that.

5. Tag Battle Mode

Fans have been itching for this one for some time now. First off, gameplay aside, just being able to form a dream team with your favoriting characters with a friend of by yourself is enough of a reason to put this mode in. Scorpion+Sub-Zero, Sonya+Jax,Classic Sub+New Sub, Smoke+Cyrax, Bo Rai Cho + Kung Lao and many others

Gameplay wise it would open new kings of doors not just for MK, but for fighting games period. Interesting new juggles, team throws and all sorts of things that you guys would think up. Team fatalities would own too. I can see this mode being an offline mode exclusively because of bandwidth problems, but who cares. With an updated core system and a more robust throw and reversal system you’ve got my candidate for one of the coolest modes. Put it in if you have time.

6. Performance Mode
Simple Idea I came up with from VF4: Evo’s seesaw battle. Both players start off with 50% of their health. Doing logn complicated combos and throws will give you health back. While taking damage drains it. First person to drain all of their opponent’s bar wins. Simple as that.

7. Elite Mode

Elite is essentially a style contest. No bars. No aggressor. Just combos and juggles. Players are rewarded with points for style, not being repetitive and damage. Get too repetitive and you will start to lose points. The amount of points needed to win should be decided by the players in some sort of options menue.

8. Online tournament Mode

Online tournament mode would consist of 2 options: official and custom. Official will be for players entering official tournaments sponsored by midway. Sign ups for these tournaments would be on mk5.org, and other leading sites and also on the server online with your system. These tournaments could be monthly. Personally I think it would be best if the first official tournament is held three or so months after the release so players can practice

Custom mode is the same thing only unofficial and the players would get to decide the amount of entries, rounds and whether or not it’s double elmination. Other options like whether you want it to be regular rules,elite,performance or tag should be there.

9. Journey Mode

Journey Mode is a mode that I think would shoot the replay value through the roof. First your register your name. This name would not only be the name you use for Journey, but the game you use for other online modes as well. Whehter it’s CrashOverride,PhantonPhreak,ZeroCool or SimplyBob should be up to the player. You start off with the ranking rookie in the rookie lobby. When you get 10 wins your rank changes from rookiet to contender and you now have access to the contender lobby. After you get 20 wins you can go to the fighter lobby and so forth. Gaining ranks earns you online reputation and respect. You can earn different things depending on what character you are using. If you are using Sub-Zero you may unlock Kori Wristbands,Ear Ring,etc. Or For Johnny Cage you get many different kinds of shades and different hair gels that makes his hair look different ways. Other things you can earn are new weapons with special abilities. Each character should earn about 5 different weapons by the time they complete Journey mode. Each with a cool ability. Such as the more you are blocked the more health you get back. Another cool weapon would be that everything hits on CH but you cannot block. This is similar to Soul Calibur 2’s weapon master mode. These weapons would only be selectable if both players agree and only in VS mode. Of course the grand daddy of all prizes that you earn would be characters. There should be atleast 2 or 3 characters that you can only get if you complete quest mode. This would make more people want to be online. The lobbies should have in game chatting and a buddy list option so you can get good competetion on the fly. There should be atleast 15 so ranking to keep you entertained for months.

10. Survival Mode

Not much to say here. Survival mode has been a staple in fighting games for some time now. It’s addicting, fun and gives you bragging rights online. You start off with a full health bar. When you lose health you don’t gain it all back. Whatever time is left on the clock is the amount of health you gain back. You keep fighting more and more opponents till you eventually die.

11. Time Attack

Simply see how fast you can beat the game. Compare your scores to other players.

12. Team Battle Mode

A mode that was in MK4 but shocking not in MKDA. Team Battle is pretty self explanatory. Both players pick any where from 1-5 characters to be on their team and duke it out. When one character dies the next character takes over. Damage done by the dead characters stays on the opponents character. The person who takes out the other person’s team first wins. An online option for this would own on so many different level. Friggen 10 player combat. Though it’s apparent tag battle can’t be online, perhaps this can.

13. Kombat Reformatory Mode

These are for players who just want to play games like test your might and sigh without actually having to fight. This mode should be online compatible like all the others(cept tag battle). The only extra mini game I can think of is a MK trivia with an ENORMOUS amount of questions that has up to 4 players online or off line.

14. Retro Mode

Retro Mode is the mode where you play the old school MK games that you have unlocked through the krypt and quest mode. Of course it should be playable online vs friends and offline. Make sure not to change a thing. Keep the orignal voice and digitized characters to get the nostalgia feeling.

15. Bloodshed Mode

All out karnage baby! Set the amount of blood needed to be lost to as much or litte as you can want. Deactivate the block button so that theres no escaping the blood. First person to drain the set amount of blood from their opponent wins!


wooooh....damn!

good stuff Vers.
Avatar
cartmansp
05/25/2004 12:39 AM (UTC)
0
I think MK:Deception should One player versus mode, like in SSBM. First you pick your character, then you pick your opponent, then you pick your opponents difficulty setting and then you pick your level. A one player versus mode would add tons of replay value.
Avatar
Versatile
05/25/2004 12:43 AM (UTC)
0
I feel MKDA did not feel professional enough. It felt cartoony and kind of "SCREW STRATEGY LETS BLEED! YEAH! FATALITY!". I feel maybe slicker menus and getting rid of things like the "BOING" and "SWISH" sounds some moves make and making the models look more serious would really help the appeal of the game and make you not feel like an idiot for playing the game : )

I feel MKDA lacked those type of character that are totally different from everyone else. I'm not saying the characters shouldn't be diverse, for that would just be contradicting myself. What I really mean to say is basically there should two or three characters that play so totally differently from everyone else that it feels like they should be in a game of their own..a few examples.

In Gear Gear XX there is a character called Zappa. He doesn't have any moves of in own, but he can summon orbs(I think this is the generally idea, I don't play GGXX much, and when I do I don't use Zappa). When enough orbs are summoned you can offer them to bring out a ghost. These ghosts have specials of their own. However, the ghost you got was random, which is pretty stupid. I feel if it weren't random and if different ghosts had different strengths and weaknesses it would have been sweeter.

In Super Smash Bros. Melee, there is a character named Pichu. As you may already know he is a pokemon. Whenever he does an electrical attack he does damage to himself. This isn't a great thing, but he IS fast and isn't the worst in the game like many people, including myself, once thought.

You can even look at Kuma in Tekken 4. Sure he isn't exactly TOTALLY different, but he plays so much differently from everyone else I think this would count. He does BIG damage and DOES have ways of setting up, which is rare with big guy fighters these days, or even in the past. He doesn't rely much on combos and more on JF Salmon Hunter, which on hit is basically game over.

So I think you see my points. Perhaps there could be a character that has no physical attacks and can only cast spells? There would be defensive,offensive and special based spells to cast, and the spells could have different effects in different situations. Obviously a character like this would be best at long or mid range so he or she(I think a she would be cooler) can set up her complicated moves more freely. She may be able to activated a barrier that reduces her damage but weakens her in some way or another.

Maybe a character that can manipulate the arena to his advantage? Maybe cause the ground to turn into quick sand. Make the walls spiky or particular part of the arena hot so if you touch it you lose health. The catch would be each time you do this you lose a chunk of your health. So you would have to kill your opponent before he kills you. Unlike the spell girl this guy would be complimented by jabs and throws that would help set his stuff up. Like if they lay on the ground you can turn that particular part of the floor into spikes. Ouch.

That's all I got for now.


Avatar
Versatile
05/25/2004 12:54 AM (UTC)
0
*before i was seriously pissed off. in other words..before I knew about MKD*Let's put it this way Ray. If it weren't for the community MKDA would be one of the worst fighting games ever made.

Think about it. It would be been balanced..yes, but it would be been side step,punish,side step,punish..etc. Not enough moves are safe. Lows don't do enough damage, no oki, reversal system sucks,throw system sucks, kindergarden stance system sucks. The game at it's core is just bad, but strangely the glitches saved it. Back dash cancels made moves that normally suck safe. Universal Tracking made side stepping near pointless, and all sorts of other things made MKDA great.

Now I may seem like I hate DA and midway, but that is far from true. MKDA is one of my favorite games of all time and I think all of you guys a midway rock, but for MK6 try to make depth. Not side step and punish, not pre made branch combos, not easy stance entrances, useless weapons and stupid infinites,but depth. Buy Tekken 4,Soul Calibur 2,Virtua Fighter 4: Evolution,Tekken Tag Tournament and learn the reasons why all the goes got way higher scores than MKDA, and most importantly, learn why hardcore players of the games I just listed will never give MK a chance unless spoon fed shit is gone. Most of the people who bought MKDA are either hardcore MK junkies like us or teenagers who like MK and enjoy the fatalities. I assure almost no hardcore fighting game fan purchased, but if you make a deep game they'll be all over it. Two Million? Please, take two million and multiply it by like 3 if you can get the midway staff to fix the problems.

I repeat..I love MKDA, but it's simply an unfinished product.

Avatar
Versatile
05/25/2004 12:59 AM (UTC)
0
"And we already know you wouldn't be here if you didn't enjoy MK as much as you do, so no hard feelings if you say something critical about the game. Criticism is a big part in improvment, so keep the opinions & ideas coming!"

MRS..a true MK fan who can accept what others have to say if it's negative.

Avatar
Versatile
05/25/2004 01:05 AM (UTC)
0
1. Special Versions of attacks

For example. There's a character in Tekken 4 called Kazuya Mashima. He has a move called the wind god fist(f,n,d,d/f+2). It's an uppercut that launchers on counter hit(another thing needed in MK6..ill explain that later) does 25 damage and is -10(correct me if im wrong) on block and +something on hit. However, if you do f~n~d~df+2 at light speed he will do the ELECTRIC wind god fist. The move has electric sparks, causes guard stun making it safe and has other properties that I dont really feel like going into. Well, this is needed in MK6. These special version moves should have difficult timing and a hard command and should change the moves properties..for example..Tunda Cold Shoulder with sub zero would come out twice as fast, do much more damage, cause guard stun on block and the animation would be cooler(more ice particles surrounding sub and stuff like that). The balance the move it would go vertical, making it side steppable. Another cool one would be the Netherealm Summon Hellfire. The difference wouldn't be as dramatic as the tundra cold sholder for the hellfire is already great as it is, but it would do more damage, have a much cooler animation(mabe the fire could be shaped like a demon's face) and stun for a longer period of time. These things would make people want to play MK more, and it would attract hardcore 3D gamers since these special version attacks are already in the games they know and love.

2. Frames Advantage

Ray, if there is one thing needed..it is this. Though other things do need to be implimented, MK6 must, and I repeat..MUST have frame advantage. Now, we all know what frame disadvantage is. For example, Scorpion's spear is blocked, scorpion is at a frame disadvantage. I cant count frames, but an educated guess would be that scorpion is at -50 frames when the spear is block. Things like Sub-Zero's Shotokan: 1 is about -2 or so on block. It's punishable, but there is a very small cap. However, frame advantage is the opposite. Let me explain it this way.

When Jax does Muay Thai 2 Jax has no advantage because MKDA has no frame advantage. So if jax does another single 2 after doing 1 single 2, the opponent can quickly interupt. However, if Jax's jab was..say..+8 Jax can pressure the shit out of the opponent because they cannot interupt since the move causes frame advantage. Of course this isnt unbalanced since jax's jabs go vertical and can be ducked and reversed..etc. This would also balance characters like kitana and cyrax out since they would have frame advantage. Also remember that when moves hit they cause more frame advantage then they do if blocked. So if jax's jab is +8 on block, on hit it may be +14.

3. Guard Stun

Sometimes moves have such a huge frame advantage that they cause something called guard stun/crush. So for example..Sub-Zero's Tundra Cold Shoulder causes guard stun. This makes the opponent stumble back a bit and stop blocking. leaving them open for a certain move. For example..if the guard crush is -19. A move that is 1-18 frames is guaranteed after the crush. Get what I'm saying ray? Make sure not to give too many guard crush moves to break the game, and make sure the guard crush isnto too major like 50 or something.
Avatar
Versatile
05/25/2004 01:09 AM (UTC)
0
The Guide To Fighting Game Perfection(Extras/Krypt Secrets Ideas)

1. All the Malibu comics including Raiden and Kano, Battlewave, Kitana and Mileena and the original Mortal Kombat comics should be unlockable.
2. All the past mortal kombat games except MK should be unlockable and playable online.
3. 1st ever sketches of characters like Kano, Sub-Zero, Reptile,Scorpion and Kabal. It would be interesting to see how they looked as prototypes. Also, other sketches would rule.
4. A more in depth history of mortal kombat video. Thoroughly detailed with staff members discussing how they went about making the games.
5. A 20 questions option. This would be a very cool thing for fans. It will be a list of questions that you can choose. When highlighter the player will be treated to the staff memembers one by one answering the question. Examples for questions are things like “who is your favorite character” and “what’s you favorite fatality”
6. Bring back the “making of” video. But this time make it chapters like Chapter 10: wrapping it up.
7. A theme song like Adema’s immortal song would be cool as well. Get linkin park or something like that.
8. An even broader selection of load screens.
9. More interesting storyline facts in the krypt
10. Bios for every single MK character in every game
11. More videos like cooking with scorpion
12. An unlockable MK jukebox that lets you listen to any and every MK song made by Dan Forden.
13. A “how to draw” option showing someone at midway drawing sketches of popular MK characters
14. A “what mortal kombat character are you most like test”




Avatar
Versatile
05/25/2004 01:17 AM (UTC)
0
*sub stuff*
As for the cold shoulder, I love this move, but Its not safe on block. So giving it frame advantage and making it do more damage would be ill, and I like I said earlier, making a special version of the cold shoulder that's extremely hard to do but causes guard stun and does collosal(sp?) damage would be neato. The balance out the move it should go completely vertical, making it uber sidesteppable.

Shang's Tsung's soul steal of course should come back in MKDA. I really don't think there is anything wrong with it. I mean it's unsafe, making it a risk, and gives back a solid amount of health. Maybe a special version of it could cause guard stun. Name suggestions..hmmm..kinda rust today, but maybe the Omega Soul Steal? ehh...dunno.

And yeah, Sub-Zero took lots of skill in MKDA, but I disagree with you when ya say he can win consistently. Sub-Zero is my main character, and Id say im pretty damn good with him, but he has some serious problems vs characters who are simply better than him. Bo Rai Cho,Scorpion,Reptile and Hsu Hao are all considered to be impossible matches for Sub-Zero. here are a few ways you can fix him up.

1. His jabs need to be sped up. Everyone in MK6 should have 8-10 frame jabs. This way everyone will have a safe move. They could be thr worst character, but atleast they can depend on their jabs for priority. Sub's jabs do great damage, so make sure they stay that way.

2. Like all other jabs, 1,2 should cause frame advatange. Dragon: 1,1 should also cause frame advantage.

3. Sub Zero's mid attacks were all great in MKDA, except for the fact that they were all unsafe. Make them frame advantage.

4. Sub should be the most defensive character in MK6. Give him some of the best reversals and a solid character specific movement.

5. Sub-Zero throw game should be respectable.

6. Kori: b+4 should do more than just 8%. That baby should do ATLEAST 20%.

7. give him a tight weapon throw.

This is just a couple of things that would make Sub-Zero better. Don't think im being a fanboy, because ill be more than willign to post up some ideas for other characters too. I just want my favortie character to be able to complete : )


Avatar
Versatile
05/25/2004 01:25 AM (UTC)
0
So now that most gameplay things are out of the way we can move onto cosmetics.

First off, I just got back from playing MK2 with TimsMK,SubZero7th and Scorpio, and let me tell ya, Nostaglia was rushing up my spine. From the old school taunts to some of the moves. Had me walking down memory lane in no time. I think all the classic characters should have their old school victory poses back. Theres absolutely nothign wrong with new taunts, but im sure long time fans would simply love to see Sub raise him hand up once again, or see cage put his shades on and strike a pose. MKDA just didnt have that nastaglia feel. It captured the MK feel in many ways, but not in that category.

Some moves need to make a comeback as well. Kung Lao's stun spin,Sub Zero's Ice Clone,Scorp's teleport,Kitana's Fan Wave(the real deal this time, not this new gay looking one) and Raiden's superman just to name a few.

More later

Aren't all the old moves coming back?

That's what I though.


And yeah, the old victory poses would be awesome to have again.
Avatar
Versatile
05/25/2004 01:42 AM (UTC)
0
One thing i'd like to throw into the mix(MKDA related) is Sub-Zero Shotokan special the frosty retreat. While I really love this technique I can't help but feel that it wasn't fully realized. Sure the option to side step while doing it is cool, but the side step is VERY small and rarely useful unless dealing with 100% vertical and untrackable moves.

So what do I think would be good for this move? Well, first the side step needs to be bigger so that it has both defensive and spacing abilities. This would make the move essential under certain situations.

Secondly, lots of people here agreed with me when I said Sub-Zero's style in MKDA is very defense oriented. So I think a special version of the the frost retreat that instantly reverses anyone who tries to attack Sub out of it would be very helpful. Of course the command for it would be hard, but the results and animation would kick ass.

Lastly, The ability to make the frost retreat change to a frosty rush down would be tight. This would resemble Sub's slide from the good old days a bit, but with a twist. Off of this frost rush sub would have 3 options. 1 option would be to buffer it into a cold sholder(which should be changed to a mid hit) or he could press 3+4 or something and do the old school slide. Not as fast or deceptive as Frost's but more damaging. The third option would be that out of this technique sub could do a throw that is only possible off of the rush.


While we are on the subject of lin kuei characters i'd like to discuss some frost ideas. Though I really can't stand this character I couldn't help but notice the overall unfinishedness of her.

Now I'm not one to hype friends, but my boy Spazz's frost is nice, and just watching the way frost moves and stuff when he uses her had me thinking..why not suggest making her a movement based character? She would have cool zany steps,back dashes,crouch dashes and stances that are simply used ot throw the opponent off. She wouldn't capitalize much in damage or speed but pure confusion. Kind of like Ling Xiayou in Tekken,Voldo from Soul Calibur 2 or Shun Di from VF4, but taken to a totally different level when it comes to depth and flash.

Frost's back flip out of Tong Bei was a cool move, but it wasnt that good due to slowness and bad recovery. It would interesting if this could be focused on more. Perhaps the back flip could work as a mini stance with many different options. So when you are in back flip mode you could instantly do qcf+4 to go straight into the slide or perhaps d,d or u,u to kartwheel step(a larger version of the side step). Out of the karthwheel step Frost would have the ability to buffer in throws or complicated attacks. More on this later..friend just arrived

Avatar
Dark_No0B
05/25/2004 01:56 AM (UTC)
0

cartmansp Wrote:
I think MK:Deception should One player versus mode, like in SSBM. First you pick your character, then you pick your opponent, then you pick your opponents difficulty setting and then you pick your level. A one player versus mode would add tons of replay value.


I totally agree with this, nuff said.

And Vers, i really enjoyed reading all that, and i absolutely agree. As much as i LOVE MK to death, i think if they added all those features possibly in MK7, MK would turn out to be the bomb of all fighting games, no contest. Hopefully someone at Midway red those ideas, and the next MK will probably be for the Xbox2, PS3, and GC2......they've got alot of time, i hope they work on these.wink
Discord
Twitch
Twitter
YouTube
Facebook
Privacy Policy
© 1998-2025 Shadow Knight Media, LLC. All rights reserved. Mortal Kombat, the dragon logo and all character names are trademarks and copyright of Warner Bros. Entertainment Inc.