faster way to get near your opponent
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posted09/29/2003 02:36 AM (UTC)by
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ShaolinChuan
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04/28/2003 02:49 AM (UTC)
I was kind of upset at the speed of the gameplay in MKDA. It took almost forever to walk up to your opponent when you were a full screen distance away from your opponent.

In MK6, they shouldn't bring back the run button, but let's say if you're far from your opponent, if you hold forward, your character starts running (but not like crazy running, just enough speed to get to your opponent). This idea came from Tao Feng, the game has this gameplay feature.

Another idea I came up with is that the characters should have run-in combo's. this idea also came from tao feng. run-in combo's are combo's you can connect with while you run. Tao feng has some REALLY nice run-in combos that add alot of fun, a little more challenge to the game.

Tao Feng haters, don't flame.
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outworld222
09/28/2003 03:47 AM (UTC)
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oh i was just about to start a thread like that, saying the gameplay should be faster. Because MK is at a slower pace than previous ones, the combos were easy to master. For example, if people were running at you, the combos would be very hard to perform and the game very hard to dominate like past games.

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

09/28/2003 09:02 AM (UTC)
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Uh, do you mean dashing? Becuase that has been around forever. It just goes to show how lame DA is; not even implementing a feature that has been in almost every fighting game for the past 10 or 12 years. TF did nothing to breath any real, new life into the "theory" and play mechanics of dashing. I'm not hating, it simply didn't.

When DA first came out I thought that the movement blew ass. I still kinda think it does, but not as much as I used to. The SS cancel gets many characters around very efficently. Same with back dashes. Also, certain characters, in certain stances, can cancel standard advancing - forward - walk movement. For insatnce, shang in crane. Certain special moves can be canceled to perfom rush down, too. If you can even call it a cancel, which I really shoudlnt'.

A comobonation of things hampered the zoning, rush down, and movement aspects of DA. Mainly the lack of dashing, teleporting, and air attacks. The lateral and negative - backward - movement isn't bad at all, really. It's just difficult to rush down.

Then agian, how would a strong dashing game affect DA as it stands right now? Well, lets see; you bust in, dial-an-auto-combo crap, chip some health on block, BD cancel, SS cancel, bust in, dial-an-auto-combo crap, chip some health on block, repeat. Maybe throw in some low pokes. Well, it could work, I guess...if a person likes boring ass matches. DA is a pokers game enough as it is now.

Anywho, it's all MO, this post is to long. I'll leave now. Peace and love ya'll.
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ShaolinChuan
09/29/2003 02:36 AM (UTC)
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i know the forward dashing has been in other fighting games before tao feng, but they could have had it in MKDA, it would've added more fun.
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