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fighter666
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figther666

07/11/2007 07:42 PM (UTC)
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dude i agree 100%.gringrin
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fighter666
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figther666

07/11/2007 07:51 PM (UTC)
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mk8 should defintly havea betterparry systemgrinwowfuriousfurious
Mk not having a block button would not keep it from being an MK game. Just like how changing the button lay out for past MKs hasn't kept them from being MK.

But...

I don't think the block button needs to go. There are some things that can work better or made easier with it.

Cancels, altered moves, buffer cancel. Something that Tekken could use, for moves like Jin's Laser scraper b,f+2,1,2.

If you back dash, and want to do a f+2,3 combo, you have to wait like 2 seconds because the buffer time for the Laser Scraper will make the wrong move come out.

With a block button, you could back dash, tap block and do f+2,3 instantly.

If you don't want movement to be limited by it, have it so you can still move around while holding block. Just have the block function disabled depending on how you are moving.


Basically, Blk could be used for cancels and move altering amongst other things.
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danadbab
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07/12/2007 04:25 AM (UTC)
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Dave ~ yea i do think every attack should be safe. all you gotta do is press the proper counter button and your good to go. this system worked well for Killer Instinct 2/gold. im not explaining it well, but clearly all of those mid pop ups that come out super fast need to be removed.

playing online one guy can get away w/ doing a move to you, then you try the same move and you cant get away w/ it because you arent safe like your foe. i can see if this was a offline game like Tekken where folks meet up and play tournaments and stuff. sadly MK will never be like that.

Scorpion is High Tier because of his safe mids. if one character has useful safe attacks every character should.

we gotta remember this is the mk team that is creating this game. your ideas are great. the mk team clearly cant create a balanced game.
In MKA there are stances that have zero mids in them, and some characters have zero useful mids. Frost for example has 2 mids one is a low poke O_o the other is a 2nd hit from a super slow 2 hit attack.




Bleed ~ they really didnt change the button lay out. 2 punch buttons 2 kick buttons.

King of fighters has 2 punch and 2 kick buttons

Tekken has 2 punch and 2 kick buttons

MKA has 2 punch and 2 kick buttons, throw button, special button weapon grab button, stance switch button, there is no run button. And the game plays almost totally different.


So yeah it did change quite a bit, and it's still MK.

It's not all in what buttons you have, it's also how they work.

Changing the set up doesn't make it not be MK. Just a variation, like the game play it self.
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m2dave
07/12/2007 07:50 AM (UTC)
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danadbab Wrote:
Dave ~ yea i do think every attack should be safe. all you gotta do is press the proper counter button and your good to go. this system worked well for Killer Instinct 2/gold. im not explaining it well, but clearly all of those mid pop ups that come out super fast need to be removed.

playing online one guy can get away w/ doing a move to you, then you try the same move and you cant get away w/ it because you arent safe like your foe. i can see if this was a offline game like Tekken where folks meet up and play tournaments and stuff. sadly MK will never be like that.

Scorpion is High Tier because of his safe mids. if one character has useful safe attacks every character should.

we gotta remember this is the mk team that is creating this game. your ideas are great. the mk team clearly cant create a balanced game.
In MKA there are stances that have zero mids in them, and some characters have zero useful mids. Frost for example has 2 mids one is a low poke O_o the other is a 2nd hit from a super slow 2 hit attack.




Bleed ~ they really didnt change the button lay out. 2 punch buttons 2 kick buttons.


Dan, isn't Killer Instinct 2/Gold a 2D fighting game? If so, don't take its ideas. That is very bad. MK needs to play for what it is - a 3D fighting game, and now it's played something inbetween. If you want to have a good fighting game, implement something that is proven to work with Tekken and Virtua Fighter - a logical frame data for every move in the game (see my last three paragraphs).

Also, if you want good online play, the game needs to be created as such. It would make off-line play trash, but if that is what people want, then so be it.

If I were the MK team, I'd re-design the next MK game completely. And here is yet another reason why MK:A is very simple to play, and I'm surprised no one has mentioned it yet....

Rushing your opponent down is very easy. Mid attacks are as FAST as low attacks (that knock down or give tremendous advantage on hit) in the 3D MK games; that means, you can just walk to your opponent and do a mid/low (and of course throw as well) mix up. Almost all of MK:A's top tiers are exactly played like this. That was entirely how the game was played in MK:D as well (aside from Dairou).

Another thing is that the 3D MK games have no real poking game (I won't take d+1 abuse as a "poking game"). That's because they are no safe moves. There are no moves that give advantage on block. It's why MK:A is played like it is (rush down your opponent and abuse mid pops, throws, and lows for easy mix ups).

All this is because the developers have absolutely NO fucking CLUE about frame data. They don't know how fast low attacks should be. They don't know how fast mid pop ups (like Scorpion's) should be. They have no idea how much advantage a move should give on block (that is why they make almost all moves un-safe, and if one character has a safe move, it will be extremely abusable and he or she will end up being top tier) or hit (which is why in MK:A moves either give tremendous advantage on hit or they don't give any advantage at all). All this leads to a pretty shitty and simple game.

Dan, I strongly suggest you pick up the latest Tekken or Virtua Fighter game. It help you understand how 3D fighting games need to be designed in order to work properly. I'm not saying Tekken and VF have no flaws in them but their system makes a lot more sense than the current shit Boon is giving us.
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danadbab
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07/12/2007 11:51 PM (UTC)
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Dave ~ i am picking up Tekken DR. its gonna be online. dont you remember me saying in a thread in the ps2 forum. "Jade-own, you & myself are gonna rep TKO on Tekken soon!!"

so yea im getting the new tekken. ill have the ps3 in a month. hopefully the DR update is out by then.

question, i know i can download a version of the ps so that i can play T3 on my computer. my question is; should i download it to get a feel of how tekken plays? or is T3 and T:DR different?

i played Tekken a long time ago, but i never got skilled w/ it. i button mashed alot tongue
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m2dave
07/13/2007 01:52 AM (UTC)
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danadbab Wrote:
Dave ~ i am picking up Tekken DR. its gonna be online. dont you remember me saying in a thread in the ps2 forum. "Jade-own, you & myself are gonna rep TKO on Tekken soon!!"

so yea im getting the new tekken. ill have the ps3 in a month. hopefully the DR update is out by then.

question, i know i can download a version of the ps so that i can play T3 on my computer. my question is; should i download it to get a feel of how tekken plays? or is T3 and T:DR different?

i played Tekken a long time ago, but i never got skilled w/ it. i button mashed alot tongue


Tekken 3 is played completely differently than Tekken 5: DR. A lot of changes have been made since Tekken 3.

If you want to practice or just play for fun, buy Tekken 5 (the normal version) for your PS2. It should not be over $20. Tekken 5 is obviously the most similar to Tekken 5: DR.
Tekekn 5 for PS2 also comes with Tekken 1, 2 and 3.
On that note, Tekken 6 was testing last week.
There are some game play vids here.

Check the one with Law ( second fight in the vid). here . Law is a lot more like Bruce now, or Jan Lee from DOA4. His animations have been totally redone with a lot of stylish movements. Looks awesome in action glasses


Some of the changes to the game are. Toned down jabs 8 frames have changed to 10 frames.

Low parry doesn't guarantee a launcher, you get less advantage off it.

Floors can be smashed through like the walls in MK and DOA, but it takes a few tries to break it.

Juggles have been toned down, it's more like Tekken Tag now.

Character specific property changes, new moves, etc.

3 new characters revealed so far. Zafina,( Leo = Female), Miguel.

-------------------------------------------------
More ideas for the reversal system. I'd like to see some reversals and parries having some interaction with walls and obstacles. Something like the throws in Def Jam FFNY.
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Apocalypse27
07/22/2007 08:31 PM (UTC)
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m2dave Wrote:
I'm posting my opinions keeping off-line gameplay in mind.

I seriously don't see what is wrong with MK:A's parry system (aside from the fact that it has been implemented in the poorest possible way and that its animations look horrible). I was worried that MK:A's parry would be too safe, and thus, very spammable, but it's anything but spammable. You mis-parry, you get punished. You parry, you get the reward of following up with any attack of your choice. If anything, MK:A lacks a low parry. A high/mid parry (like the one in MK:A) has no business parrying low attacks.

The only thing I don't like is the parry's notation because I've accidently parried so many times while backdashing and simultaneously trying to block. Thus, in my opinion, MK's block button needs to be removed completely. Blocking should just be "b". A high/mid parry should be "b+R2" while a low parry should be "d/f+R2".

Some of you also seem to confuse a reversal with a parry.

When an attack is reversed, a character does an automatic attack (usually some kind of throw). However, when an attack is parried, a character deflects or evades an attack allowing him or her to do any attack of his or her own.

( Only read this shit below if you have some prior knowledge of frames in fighting games, and Tekken... wink )

Now, if you want to make the parry system a lot deeper, you can do that according to the attack you just parried; that means, different advantages/vulnerabilities will be present depending on what attack you just parried. Here is an example with Tekken 4 Jin...

Jin in Tekken 4 can parry (notation is b+2+4). He deflects any attack (except the ones Namco has made "un-parriable") thrown at him. He gets more advantage from parrying "hard-hitting" / un-safe attacks (such as Paul's QCF+2 or Heihachi's f,f+2) than he gets from parrying "softer-hitting" / fairly safe attacks (such as generic d/f+2, WGF, EWGF, etc.). This all leads to the moves Jin can do after his parry to punish his opponent (since advantage differs). In MK:A that is non-existent of course; whether you parry a completely safe attack (such as Dairou's b+4) or a completely un-safe attack (such as Quan Chi's Escrima, b+1 off-line that completely freezes him when it is blocked) makes absolutely no difference whatsoever. In other words, the advantage is always the same, and you may follow up with any attack you like regardless of the move's safety when it is parried. Jin's Tekken 4 parry ended up being broken due to its immense safety (i.e. when he mis-parries he's still safe 99% of the time). That is why safe parries don't work. They create nothing but turtle and parry fests, not to mention mismatches for those people who suggest them so eagerly.

The same is true for low parrying. Low parying low punches (even though they're "special mid" in Tekken) gives you a +16 advantage (meaning you can do an attack that is 16 frames or faster, and in Tekken's case, the attack must be a mid one since low parrying results in your opponent being in a crouching state). Low parrying kicks, however, gives you a +17 advantage (meaning you can do an attack that is 17 frames or faster, and in Tekken's case, the attack must be a mid one since low parrying results in your opponent being in a crouching state, and sometimes even off-axis, which may prevent you from doing certain attacks because they will whiff).

Karate asked me to give my take on parries, that's my stand on basic and advanced parrying. I hope it wasn't too confusing.


The problem with the parry in MK:A is that the parry window is too big. Even if you do it too soon, and your opponent attacks, he will still get parried. Sure if you miss a parry, you'll get punished, but it's the window being too big that really messes up the timing for the opponent and gets him punished when he shouldn't have been.

I don't mind the parry being brought back for MK8, as long as they shorten the window. I also definitely agree with everyone else in here that there should be reversals and throw escapes. There's no way to counter throws in the last couple MK's, so any random person can simply throw all the time.
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m2dave
07/23/2007 03:52 AM (UTC)
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Like I said, the parry is fine. One of the truly dumb things is that it parries certain low attacks for whatever reason.

Throws aren't really over-powered in MK:A (they certainly were in MK:D, though). I talked to Check and we both concluded that a ducked throw in MK:A off-line is a free throw for the other player, and even a juggle starter if you're fast enough. The lag online just makes it so you can throw all day and still be safe.

Throw escapes would be nice but they would need to add more throws then. If there is only one throw, then everybody will know what to press to escape it making the throw useless.
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Apocalypse27
07/23/2007 04:43 PM (UTC)
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m2dave Wrote:
Like I said, the parry is fine. One of the truly dumb things is that it parries certain low attacks for whatever reason.

Throws aren't really over-powered in MK:A (they certainly were in MK:D, though). I talked to Check and we both concluded that a ducked throw in MK:A off-line is a free throw for the other player, and even a juggle starter if you're fast enough. The lag online just makes it so you can throw all day and still be safe.

Throw escapes would be nice but they would need to add more throws then. If there is only one throw, then everybody will know what to press to escape it making the throw useless.


Add more throws? In what way specifically?

And if you have a universal command for throw escaping, what difference would it make if there was more than 1 throw available? Because if you're suggesting that there be different throw escapes for different throws, then I have to disagree with that, because then it would be to insane to work with that.

It's one thing to have the throw escape available to you, it's another thing to time it right. Adding in different types of throw escapes and throws would make people go crazy. I wouldn't see any problem having each character have 2 throws, but 1 universal throw escape, so long as the input command s aren't to simple, but not to difficult.
Then what would be the point of doing the lesser effective of the 2 throws?

For looks I guess...

Having the same break for all the throws is = to making any attack whether it be high Med or low able to be blocked with either H or L block. It doesn't matter because anything blocks anything.

It will dumb the game down even further.
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Apocalypse27
07/24/2007 08:24 PM (UTC)
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bleed Wrote:
Then what would be the point of doing the lesser effective of the 2 throws?

For looks I guess...

Having the same break for all the throws is = to making any attack whether it be high Med or low able to be blocked with either H or L block. It doesn't matter because anything blocks anything.

It will dumb the game down even further.


So what would you suggest?
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MrSchpfmut
07/24/2007 09:02 PM (UTC)
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Wow lot's of nice ideas, too much to reply to so i'll keep it short hehe.

If they looked at a few different games' implementations of parries, it could turn into a beautiful thing. What's wrong with seeing what works well for others?

IMO the best parry command:
Street Fighter 3 - Tap forward as you are being hit parries a standing attack, jumping attack, or projectile (also works mid air). This has it's own risk/reward because it's the opposite direction of your blocking command. Tapping down in a similar fashion parries a low attack. This does not add to your opponents recovery time but you are not stunned from blocking, thus it does not slow the gameplay.

Best parry implementation:
Soul Calibur - Somewhat similar to mka in regards to the command, but offers a high/mid AND a mid/low parry (b+block, and f+block respectively). The best part about SC's parries are the fact that you can retaliate being parried with a parry and begin to trade off until either player delays an attack. If your attack is parried, you are allowed to parry your foe before you are actually able to simply block.



If one thing bothers me more than MKA's parry, and it does, is the breakers. Why 3? Really? If you're game is so broken you need to add forced/automatic combo breakers.... Base it on a meter that can be drained to escape from taking damage or drained in an attempt to deal massive damage or perform special moves as in MK:shaolin monks.

MKSM is probably the best MK of the last 4 to 5 iterations because of it's ability to esacpe combos which were essentially all infinates. If you wasted your meter, you were DONE!

Naruto GNT (3, 4, & "shippuden" of which i've played in the series) has a superb meter system. Choosing to drain your full meter lets you escape any combo or do a super move... It's that simple, and it works wonders.

I hope a few of you reading may take some sense from this.
peace




Oh BTW,
Serlin made his book "Playing to Win" publicly available on his website.
http://sirlin.net/ptw
To make different throws as effective as different strikes, different defensive options should be made available depending on which move you use.


Example1 = Have different commands for different throw escapes. Similar to how most other games do it. Tap button 1, 2, or 1+2 etc... something simple but different. It can be a Throw button / command + a joy stick direction.

The grab animations would be different, resulting in a tell tell sign of which break you need to use.

Example2 = Have different break window times for different throws using the same escape command.

If the escape is press 1, the difference could be that the throw which is more useful will have a slightly longer escape window. These would be throws that lead to combos, cause high damage, etc.. A lesser effective throw would have a shorter window for the escape command. Something like a body slam or auto combo that doesn't lead to any guaranteed follow ups.

Example3 = Different escape commands for different throws that have the same grab animation. Allow multiple escape buffering for this one. You can tap several escapes because it's a guessing game. The grab animation doesn't tell you what you need to press in order to escape.

Example4 = Late breaks, something with very hard timing, like a 1 frame move, a just frame late escape. I don't know of any game that has this. It would allow you to escape full damage from throws that have multiple automatic hits. This would be an addition to some of the other examples.

Example5 = Special escape using a meter of some sort. Like the super move meter in street fighter. Doing a special escape would make getting out of throws easier like in MKA, but wastes your power meter. This one would have to be added to some of the first examples.

In any example, the escape window for certain throws can be different, making the move more or less reliable in combat.
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m2dave
07/25/2007 02:58 AM (UTC)
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Apocalypse27 Wrote:
m2dave Wrote:
Like I said, the parry is fine. One of the truly dumb things is that it parries certain low attacks for whatever reason.

Throws aren't really over-powered in MK:A (they certainly were in MK:D, though). I talked to Check and we both concluded that a ducked throw in MK:A off-line is a free throw for the other player, and even a juggle starter if you're fast enough. The lag online just makes it so you can throw all day and still be safe.

Throw escapes would be nice but they would need to add more throws then. If there is only one throw, then everybody will know what to press to escape it making the throw useless.


Add more throws? In what way specifically?

And if you have a universal command for throw escaping, what difference would it make if there was more than 1 throw available? Because if you're suggesting that there be different throw escapes for different throws, then I have to disagree with that, because then it would be to insane to work with that.

It's one thing to have the throw escape available to you, it's another thing to time it right. Adding in different types of throw escapes and throws would make people go crazy. I wouldn't see any problem having each character have 2 throws, but 1 universal throw escape, so long as the input command s aren't to simple, but not to difficult.


Bleed explained it perfectly. It would not be "insane" to work with that as long as it is done right. Most throws (at least in Tekken) can be escaped on reaction by looking at the animation of the throw. The escape frame window is such that it allows for that. Of course the throws are still not easy to escape. No one escapes throws 90%+ of the time unless you're playing the absolute best players.

Besides, Tekken has "while rising/standing" moves, which are moves specifially done while transitioning from a crouching position to a standing position. That means, if your opponent ducks your throw, you will get punished (sometimes even launched depending on the character you're playing). MK:A doesn't have that, which is why ducked throws are a lot harder to punish. You have to get up first and then do an attack, which obviously takes time.

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08/15/2007 07:44 PM (UTC)
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Ok well it has been awhile since i been in this thread and i just weanted to say i got alot of feedback that i think is actually nice to hear. I like the idea of keeping the Block button and Dave im sorry but i just dont agree with you about the Parry system. I know that it is a nice way of making the game have alot more priority rather than 50/50 but like i said it ruined MKA for me.

I love P/C's though. The problem is this is a glitch and its not supposed to be in the game. Did anybody ever notice that in the character move list it doesnt say anything on how to perform a Parry? What is that about? I was thinking it would be in the moves list,but no its not.

I also agree with Check with saying that if the Parry system was more balanced like being able to either Parry every move,Instead of only some highs and some lows. There is a bad side to this however...If we couldnt parry lows,Then guess who would be top tier? Kung Lao. why you ask? because he has the safest pop up that is a low. You could just Spam it all day.

So now going back to Reversals.

I swear it would be the best thing for MK8. I mean the whole idea of being able to reverse throws and or reverse low hits and or high hits. Also,Make it so EVERY move can be reversed. When i played MKA,I would always know if my opponent was going to block low or high. The problem was i forced to just block there hit then they would just jump back and then they would be safe. Annoying! So instead with Reversals i would of got that that round. I could of just revered there low and punished.

I read them, so i deserved the counter right? In MKA its not like that at all. You have to wait for a parry or a wake up and its just rediculous. Not to mention the throwing in this game....

The throwing mechanism as Check and dave stated is a joke. If you go to grab me and im ducking,Then i go to throw you,Its 100% FREE everytime! It is because there isnt enough frames to let me or my opponent duck react to a missed throw. I hate that alot. So its like we are fighting and i know your going to throw me so i duck,then you go to duck,but because of the frames it doesnt allow you to do it fast enough and then i get a freethrow.

Now with Reversals,You would be able to just reverse the throw instead of eating a throw evereytime i duck your throw. So i will finish by saying i love the feedback and im sorry i havent posted here in awhile but i just came across these things a little bit ago.

The main thing that makes me mad....

A missed throw=Free throw.

Sad.

Reversals FTW!

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"Tis true my form is something odd, But blaming me is blaming God. Could I create myself anew, I would not fail in pleasing you. If I could reach from pole to pole, Or grasp the ocean with a span, I would be measured by the soul, The mind's the standard of the man."
-Isaac Watts
08/16/2007 07:09 AM (UTC)
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KARATE Wrote:
So now going back to Reversals.

I swear it would be the best thing for MK8. I mean the whole idea of being able to reverse throws and or reverse low hits and or high hits. Also,Make it so EVERY move can be reversed. When i played MKA,I would always know if my opponent was going to block low or high. The problem was i forced to just block there hit then they would just jump back and then they would be safe. Annoying! So instead with Reversals i would of got that that round. I could of just revered there low and punished.

I read them, so i deserved the counter right? In MKA its not like that at all. You have to wait for a parry or a wake up and its just rediculous. Not to mention the throwing in this game....

The throwing mechanism as Check and dave stated is a joke. If you go to grab me and im ducking,Then i go to throw you,Its 100% FREE everytime! It is because there isnt enough frames to let me or my opponent duck react to a missed throw. I hate that alot. So its like we are fighting and i know your going to throw me so i duck,then you go to duck,but because of the frames it doesnt allow you to do it fast enough and then i get a freethrow.

Now with Reversals,You would be able to just reverse the throw instead of eating a throw evereytime i duck your throw. So i will finish by saying i love the feedback and im sorry i havent posted here in awhile but i just came across these things a little bit ago.

The main thing that makes me mad....

A missed throw=Free throw.

Sad.

Reversals FTW!



They have to be performed with relative simplicity to where when you're attempting to perform one move and mess up, you don't accidently do a reversal. I'm speaking in terms of how you do parrys in MKA and how they can spontaneously come out at the worst times.

I saw a lot of this while watching a friend play yesterday. He nearly broke my controller in frustration of seeing the parry come out when he didn't want it too.


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08/16/2007 05:47 PM (UTC)
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GhostDragon Wrote:
They have to be performed with relative simplicity to where when you're attempting to perform one move and mess up, you don't accidently do a reversal. I'm speaking in terms of how you do parrys in MKA and how they can spontaneously come out at the worst times.

I saw a lot of this while watching a friend play yesterday. He nearly broke my controller in frustration of seeing the parry come out when he didn't want it too.


Ghostdragon


Yes i agree.

I have done this alot as well. Its cause Parrys are set to be done with Back+Block. I would say for high and low Reversals,They should have there own buttons, that way there is no confusion whatsoever.

For instance,Maybe use the only button that is not used in MKA for anything. The L2 button. Lets see...How about making High Reversals by just pressing L2 and then then have low Reversals with L2 (while holding) Down? It would take some time to get used to,but it would be alot easier to perform and therefore there wouldnt be any "Accidental" attempts.

What you think?
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"Tis true my form is something odd, But blaming me is blaming God. Could I create myself anew, I would not fail in pleasing you. If I could reach from pole to pole, Or grasp the ocean with a span, I would be measured by the soul, The mind's the standard of the man."
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08/16/2007 10:54 PM (UTC)
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KARATE Wrote:
GhostDragon Wrote:
They have to be performed with relative simplicity to where when you're attempting to perform one move and mess up, you don't accidently do a reversal. I'm speaking in terms of how you do parrys in MKA and how they can spontaneously come out at the worst times.

I saw a lot of this while watching a friend play yesterday. He nearly broke my controller in frustration of seeing the parry come out when he didn't want it too.


Ghostdragon


Yes i agree.

I have done this alot as well. Its cause Parrys are set to be done with Back+Block. I would say for high and low Reversals,They should have there own buttons, that way there is no confusion whatsoever.

For instance,Maybe use the only button that is not used in MKA for anything. The L2 button. Lets see...How about making High Reversals by just pressing L2 and then then have low Reversals with L2 (while holding) Down? It would take some time to get used to,but it would be alot easier to perform and therefore there wouldnt be any "Accidental" attempts.

What you think?


Hell, why not use the L2 button? Using it as the initiation for reversals and other buttons could be used to continue them based on how complex they might be.


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08/20/2007 11:09 AM (UTC)
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GhostDragon Wrote:
Hell, why not use the L2 button? Using it as the initiation for reversals and other buttons could be used to continue them based on how complex they might be.


Ghostdragon


Exactly.

So many games use so many of the buttons on the PS2 controller. I believe some even use all of the buttons,like R3 and L3 as well. So we both agree on having Reversals used with L2? The thing is what are the chances that Midway employees will actually see our most intellectual responses that could actually make the difference in a new MK?

Im saying slim to none.sad
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Check
08/20/2007 09:18 PM (UTC)
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KARATE Wrote:

The throwing mechanism as Check and dave stated is a joke. If you go to grab me and im ducking,Then i go to throw you,Its 100% FREE everytime! It is because there isnt enough frames to let me or my opponent duck react to a missed throw. I hate that alot. So its like we are fighting and i know your going to throw me so i duck,then you go to duck,but because of the frames it doesnt allow you to do it fast enough and then i get a freethrow.



few things...

1) parry cancel destroys any chance of you throwing me even out of my blocking animation hence why mka > mkd with this alone

2)they started to fix this issue in mka with sonyas mokaps frosts hsu haos etc throw animation, you cant be thrown out of your blocking animation, and the recovery was made the way it should of been

3) youre saying throws should have no risk/reward? thats just silly, if i duck a throw, i should be able to punish it since its a move you cannot block and has priority over everything ( another glitch, it should be the other way around, like i said, they fixed this with sonyas etc throw )

i do believe there is not a number 4 other then jutsu allowed you to duck those counter throws, but then neither player could hit each other, this is why it is great that it was taken out, it hurt the game as well as helped it, that makes no sense.

i will however add that you should be able to duck more quick, not much, but a little faster.

same thing as parrys, you might able to block, but you cant move as i mentioned in my first post in this thread

and for the last time boon, lose the pop up throws
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m2dave
08/22/2007 02:10 AM (UTC)
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Karate, for the 1000th time, the parry is not broken in MK:A. And why would I ever parry Kung Lao's weapon, b+3 when I can block it and punish it easily? Online you're forced to parry it because the lag makes the move really safe. Otherwise, block low, launch and juggle.

The throws are fine the way they are. The risk/reward ratio is how it should be. If it connects, it connects. If it misses or gets ducked, you're getting punished.
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08/31/2007 07:47 PM (UTC)
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Check Wrote:
1) parry cancel destroys any chance of you throwing me even out of my blocking animation hence why mka > mkd with this alone.


Ok,I see your point,but why should you have to do a glitch in order to get out of being thrown? IMO i think that is just silly. Your right about P/C's letting you be able to get your frames back,but shouldnt you just be able to in the first place? Its rediculous that a glitch had to be found to make it so you could get out of Freethrows...


m2dave Wrote:
Karate, for the 1000th time, the parry is not broken in MK:A. And why would I ever parry Kung Lao's weapon, b+3 when I can block it and punish it easily? Online you're forced to parry it because the lag makes the move really safe. Otherwise, block low, launch and juggle.

The throws are fine the way they are. The risk/reward ratio is how it should be. If it connects, it connects. If it misses or gets ducked, you're getting punished.



Dave,Im sorry but i disagree. I hate the Parry system. I just dont see how you would think that the Parry system is ok and not flawed. Check just said it himself "If i P/C i can duck throws" Parry system is a joke. This is why Reversals would be a very nice replacement for them.

Imagine every character has the same amount of safe moves,Same amount of unsafe moves and no character would have no Priority over the other. Oh wait,Thats Tekken.

Nevermind...
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