Gameplay - Could it be like this?
3D Kombat Klassics
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Gameplay - Could it be like this?
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posted08/13/2004 05:04 AM (UTC)byOK here is how I understand the game will often play.
In most cases your aim will be to either :
*position yourself to be able to throw your opponent into a deathtrap
or
*a mad scramble for the stage weapon and it's massive advantages
Already these objectives differ from MKDA.
Now, when making use of death-traps do you:
*Back up to it and hope to switch positions, risking being kicked or thrown in yourself
or
*trail your opponent towards it and wait for an opening to push them in, being aware at the same time they could switch you if you are not on your guard
Even if the new Kombo-Breakers are universal, is it not possible that timing will be a factor? Furthermore is it not possible that characters will now have extra kombos (I think I read they will somewhere). Couple these 2 elements together and you need to know when to initiate the Breaker move precisely, perhaps during transition of styles? I dunno. Anyway what I am saying is that maybe you will need to have a comprehensive knowledge of all players kombo possibilities meaning this may not be as simple or bad as some are making out.
IF Kombo Breakers become too easy then players may be forced to use other strategies, more defense orientated and perhaps a greater emphasis on special moves.
I see now that the uppercut is back again and universal as it was MK-MK3. This will also affect gameplay differently to MKDA. However, I think it might not be as effective as it once was, unless of course all the characters have flip jumping like they once did.
If the whole thing moves faster then players have less time to think.
Occasionally you can break from the deathtrap positioning/weapon scramble strategies to bamboozle your opponent. For example you could sucker them towards the deathrap and in their mind this is where you are trying to lure them. Then at the moment they prepare for your switch you could pull off a sidestep, uppercut, juggle, switch then either kombo or prepare for a breaker, assuming they have just woken up to what's happened and are preparing a counter-kombo.
There does seem to be possibilities in this.
To me, the jury is still out on the gameplay.
In most cases your aim will be to either :
*position yourself to be able to throw your opponent into a deathtrap
or
*a mad scramble for the stage weapon and it's massive advantages
Already these objectives differ from MKDA.
Now, when making use of death-traps do you:
*Back up to it and hope to switch positions, risking being kicked or thrown in yourself
or
*trail your opponent towards it and wait for an opening to push them in, being aware at the same time they could switch you if you are not on your guard
Even if the new Kombo-Breakers are universal, is it not possible that timing will be a factor? Furthermore is it not possible that characters will now have extra kombos (I think I read they will somewhere). Couple these 2 elements together and you need to know when to initiate the Breaker move precisely, perhaps during transition of styles? I dunno. Anyway what I am saying is that maybe you will need to have a comprehensive knowledge of all players kombo possibilities meaning this may not be as simple or bad as some are making out.
IF Kombo Breakers become too easy then players may be forced to use other strategies, more defense orientated and perhaps a greater emphasis on special moves.
I see now that the uppercut is back again and universal as it was MK-MK3. This will also affect gameplay differently to MKDA. However, I think it might not be as effective as it once was, unless of course all the characters have flip jumping like they once did.
If the whole thing moves faster then players have less time to think.
Occasionally you can break from the deathtrap positioning/weapon scramble strategies to bamboozle your opponent. For example you could sucker them towards the deathrap and in their mind this is where you are trying to lure them. Then at the moment they prepare for your switch you could pull off a sidestep, uppercut, juggle, switch then either kombo or prepare for a breaker, assuming they have just woken up to what's happened and are preparing a counter-kombo.
There does seem to be possibilities in this.
To me, the jury is still out on the gameplay.
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You can turn deathtraps off...............

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Good thread, man.
Strategy is involved, I can agree with that. The universal breakers are just a bad idea. They're all performed the same way for everybody. They should be different. Yes, they may require timing as you said, but your doing the same combination each time for any character so it's easy. It kind of means full combos will most likely never be seen between experienced players.
Once the above happens, what you said about more defensive play will take effect. Even special moves will be useful. With faster movement, the breakers may actually be hard to pull off as certain hits will connect faster than others. Also, jabs and pokes and simple two hit combos are going to be highly effective in this situaton too. You trick the opponent into thinking your not going to do full combos for fear of a breaker and then launch a full one when they least expect it. Hopefully knocking them into a deathtrap or something.
Strategy is involved, I can agree with that. The universal breakers are just a bad idea. They're all performed the same way for everybody. They should be different. Yes, they may require timing as you said, but your doing the same combination each time for any character so it's easy. It kind of means full combos will most likely never be seen between experienced players.
Once the above happens, what you said about more defensive play will take effect. Even special moves will be useful. With faster movement, the breakers may actually be hard to pull off as certain hits will connect faster than others. Also, jabs and pokes and simple two hit combos are going to be highly effective in this situaton too. You trick the opponent into thinking your not going to do full combos for fear of a breaker and then launch a full one when they least expect it. Hopefully knocking them into a deathtrap or something.
I'll tell you something about dial-a-combos. You can choose one combo over and over again and win the match. With the supposed universal breakers, it will be an infinite match of just breaking. Forward + Block won't necessarily be timing, because once the first punch or kick connects you can activate it. Its not quite like DOA where you have to time it from what I've read. It doesn't matter how many combos there, the same breaker works for all of them.
Luring people isn't exactly the most beneficial gameplay strategy. Its called "turtling" and with projectiles the person can continuously block, still draining their life away. Projectiles can also be side-stepped. The only main point was melee combat in which you can catch your opponent off guard. Now with Deception the only way a serious fight can go anywhere is if the block button isn't used AT ALL. Of course, the actual breaker may sound better than it was said, but at this point I don't have my hopes up.
Luring people isn't exactly the most beneficial gameplay strategy. Its called "turtling" and with projectiles the person can continuously block, still draining their life away. Projectiles can also be side-stepped. The only main point was melee combat in which you can catch your opponent off guard. Now with Deception the only way a serious fight can go anywhere is if the block button isn't used AT ALL. Of course, the actual breaker may sound better than it was said, but at this point I don't have my hopes up.

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we can only prey that the combo breaker they spoke of comes into play with the new meter thing that tell when a player is exposed...if you can just constantly hit -> + blk to preform the combo breaker than that is just stupid and would become way to repetitive/easy/dissapointing
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I wonder if breakers must be timed perfectly at the point of style transition to be effective and if you fail you get pummelled, because alternatively a normal block might stop a kombo at the point of style transition.
Furthermore, perhaps you need to then anticipate whether your opponent will attempt a style branch kombo or an extended kombo within a style. This may affect things in a big way. You might be rewarded or punished for the defensive choices you employ here.
Anyway I am no gameplay expert. I am still hoping it will turn out to be a fun game, gameplay wise. To me it doesn't have to beat VF or Tekken gameplay. It just has to be fun and encourage variety in it's own right. If it does that then the variety of ways to finish matches coupled with the far more charismatic characters will elevate it way past those other fighters, IMO.
Furthermore, perhaps you need to then anticipate whether your opponent will attempt a style branch kombo or an extended kombo within a style. This may affect things in a big way. You might be rewarded or punished for the defensive choices you employ here.
Anyway I am no gameplay expert. I am still hoping it will turn out to be a fun game, gameplay wise. To me it doesn't have to beat VF or Tekken gameplay. It just has to be fun and encourage variety in it's own right. If it does that then the variety of ways to finish matches coupled with the far more charismatic characters will elevate it way past those other fighters, IMO.
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Excellent Thread!!
I couldn't agree more.
I see how some may think that the breaker system is too simple, but hey, It's going to help level the playing field between me and my kid brother.
He's a projectile fan, while I'm a power combo man.
I usually kick his butt, ROYALLY.
Now if he can learn how to use the breaker, which hopefully is a timing thing, he might just prove to be some competition.
There is always more to be revealed about the game, so don't go bashing it over one little thing.
It could be that -> + BLK is just the beginning of the improved fighting game,..who knows?
I couldn't agree more.
I see how some may think that the breaker system is too simple, but hey, It's going to help level the playing field between me and my kid brother.
He's a projectile fan, while I'm a power combo man.
I usually kick his butt, ROYALLY.
Now if he can learn how to use the breaker, which hopefully is a timing thing, he might just prove to be some competition.
There is always more to be revealed about the game, so don't go bashing it over one little thing.
It could be that -> + BLK is just the beginning of the improved fighting game,..who knows?


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I believe that the universal breaker must be tested first in actual gameplay before judgement is passed upon it. The universal defensive system seems to work very well in Street fighter 3: 3rd Strike..you know, the parry system. Tekken has the universal counter for the caracters that can counter (ie back + LP and LK). Even Garou: Mark of the Wolves Just defended system was universal and no one complained about it.
So until we find out the specifics on the breaker and at what point it can be used durring a combo I will reserve my opinions until we actively use it durring high level play. Just my 2 cents
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So until we find out the specifics on the breaker and at what point it can be used durring a combo I will reserve my opinions until we actively use it durring high level play. Just my 2 cents

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As was mentioned earlier, if you can break any combo easily with the 'universal breaker' button combination, then it will be a bit stupid and boring. And if we realize this, I'm sure the MK team has as well. I like the idea of having to time it perfectly to stop the combo, cus then when two high level players fight it will be awesome. Like one starts a long combo chain, and the other stops the opponent with, arguably, an equal show of skill - the perfectly timed breaker. If there's an online viewer option that would be awesome, cus I wanna see a long combo broken, then the other fighter starts one of their own. Then we will see if the fighter who was just doing a combo can break a combo themselves. But if there is just a boring combo breaker that can be performed at any time I would think it would get really boring really fast.
Also I don't think players should try to lure their opponent into the death trap from the start, cus that will be boring too. I say (and I think this is how it will happen most of the time) let the fight progress on its own. The fighters will go wherever due to moves and counters etc. Then if one or both fighters are near the death trap, then try to finish off the round.
Oh, good thread by the way...
Also I don't think players should try to lure their opponent into the death trap from the start, cus that will be boring too. I say (and I think this is how it will happen most of the time) let the fight progress on its own. The fighters will go wherever due to moves and counters etc. Then if one or both fighters are near the death trap, then try to finish off the round.
Oh, good thread by the way...
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I think luring will at least be in the back of players minds. It isn't necessarilly trail straight to the death-trap. Better players will be a little more subtle than that.
Some stages it will be more obvious than others, for example, the crumbling arena and the Sky-Tower stages.
On the whole Kombo-Breakers, or any other new gameplay elemement for that matter, I doubt the exact mechanics or button/timing input is going to be explained in an interview. A pre-release interview will generally try and focus on the things we can all see. They are trying to sell a product, that's all.
The intricacies of the gameplay will always be discussed by the fans, you and I, at a later time, ie. when we have given the game a good flogging ourselves.
Some stages it will be more obvious than others, for example, the crumbling arena and the Sky-Tower stages.
On the whole Kombo-Breakers, or any other new gameplay elemement for that matter, I doubt the exact mechanics or button/timing input is going to be explained in an interview. A pre-release interview will generally try and focus on the things we can all see. They are trying to sell a product, that's all.
The intricacies of the gameplay will always be discussed by the fans, you and I, at a later time, ie. when we have given the game a good flogging ourselves.

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I'm surprised this thread hasn't received more replies, it's good. I suppose some people don't understand it...
It's better that there should be at least one thread where people don't resort to flaming. The downside is that this one gets buried while the other one gets bumped.
I agree with the thread author, strategy is going to become a larger part of Kombat in MKD.
I agree with the thread author, strategy is going to become a larger part of Kombat in MKD.
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Thanx guys, well I sure hope so and also agree with your comments of course. Can be frustrating in here at times.
I just doubt the Kombo-Breakers and any other new gameplay features have been fully explained anywhere and that is why I am happy to adopt a wait and see approach.
Either way, there should be more strategy in the fighting than MKDA. It seems to be more apparent already.
I just doubt the Kombo-Breakers and any other new gameplay features have been fully explained anywhere and that is why I am happy to adopt a wait and see approach.
Either way, there should be more strategy in the fighting than MKDA. It seems to be more apparent already.
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