Yeah, just a few characters have special moves like that.

Raven has teleport attacks and a teleport reversal. It's like a hit recovery move.

Devil Jin can shoot lasers and fly.

In T5 Jinpachy can shoot fireballs and teleport like Akuma.

In Tekken 6, the boss has a lot of special moves.

Jack is like that cyborg guy from King of fighters with the rocket / piston punch. He can fly too and do a stomp.

Bryan has a shot gun special item in Tekken 6 that you can attack with. I haven't seen anybody using it though.
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m2dave
02/29/2008 08:36 PM (UTC)
0
mkflegend Wrote:
Hmm, interesting vids. I could never play any Tekken game well, but enjoy playing it casually with my friends from time to time like DOA. Some characters can also teleport too in Tekken right? have a few special powers? Not nearly as many as MK or SF I know but there are some right?



Yeah, but most of such moves, such as Devil Jin's lasers, are worthless on a competitive level. For example, projectiles are all unblockable in Tekken but they're all too slow and can usually by ducked and side stepped.
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G_gamer07
03/04/2008 12:21 AM (UTC)
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Referring to the very first post:

Dude KARATE, you're pretty much turning MK8 into Tekken with the low parry, high parry idea. If that happens people will call it a Tekken rip-off or something like that.

And for you guys that posted in the previous pages hit me up on T5: DRO if you have it. ID is CROOKED_halo. And no my Lili isn't cheesy. Only cheesy Lili you'll see is a laggy one. *cough* mr_snake *cough* sleep
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mastermalone
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-XB Live gamertag: I AM YOURDEATH -(PS2 Tag: MASTRMAL)

03/24/2008 09:36 PM (UTC)
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Check Wrote:
also i forgot to mention, make a universal parry. not one for high and one for low, again that makes the game too confusing


I would have to dissagree with this. If there is one parry for both high/mid and lows, then all I have to do is sit back and wait for you to attack then BAM! Gotch'a!! No good in terms of balanced gameplay. It will become a turtle-fest. If there is a parry for both high/mid and low attacks, then I have a 50/50 chance of getting hit so I can't just sit there and wait for you to attack. With a high and a low parry, I have to actually learn my opponent's behavior and choose the parry for the situation based on his or her habits.

That creates flow and balance. There would be nothing you could do to stop an elite player who had the power of a "universal parry" that stopped all attacks. Make parrying a 50/50 risk is the best option for competitive gameplay.

Too confusing, not really.

If the opponent attacks high/mid, F+parry
If the opponent attacks low, D+parry


That seems very easy in my opinion grin


Hopefully they speed up the parry in MKA It should be more like a swat animation with decent recovery frames allowing for multiple parry attempts, not the "stuck in place" parry of MKA.


Peace
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mastermalone
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-XB Live gamertag: I AM YOURDEATH -(PS2 Tag: MASTRMAL)

03/25/2008 05:22 AM (UTC)
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Here are my gameplay ideas from another thread:
Here are the things that I want to see in the new game.


String Combos

There is nothing worse than getting pummeled by a 35-40% damage, 7 hit, guaranteed combo, that took no effort to pull off. Just memorize and hammer away! NO! The only way that a combo like that should be guaranteed is if you get launched in the air and are juggled by a well timed combo. The combos should be strings that move fluidly from one move to the next. Each hit can have different properties such as High, Mid or low, to confuse the opponent. There should be variations of the strings or, better yet, allow any move to be chained into another (given proper physical probability) to give the player the ability to create his or her own unique combo string.

That would be the ultimate combo system, fair, yet allowing for fun, invintive combo strings that lets the player develop a unique style all his or her own.


Defensive moves

Personally, I think the parry was a great and welcome addition to MK, it just needed better execution. The way it should be done is to give each fighter a quick flinch move that acts as a parry. For example, player one anticipates player two's attack and presses D,B +HP for an incomming high attack. His character animates with a quick swat motion much like we've seen in a kung-fu flick to throw the attacker off balance for a second. If unsuccessful, there should not be a long delay like in MKA, that screws up the flow of the fight and makes using the parry too risky.

At best, a missed parry should allow for a small window of frame disadvantage to keep the flow of the fight much more interesting. There also needs to be a low parry motion (D,B+LP) to keep your opponents guessing and the game more balanced. Parries allow all characters to compete on a somewhat more balance level.


Remove Air Combos

Like I warned many moons ago, the air combos would lead to infinite juggles just like every other fighting game that utilizes them. Players can and will find the loop that allows for re-juggles everytime. My experience with MKA was ruined with the discovery of Infinite air combos.


True Trow Escapes

If I know my opponent is going to trow me, I should be allowed to throw him or her back therefore, breaking the throw and leaving us neutral. Sure throws could be parried in MKA, but not all of them (Shinnok) and not all the time (after Stun Move's and neck falls). It's very simple to add a throw escape, why hasn't MK ever had one?


Effective Wake up Moves

The wake ups in MKA were a great addition to MKA, yet the fell short in a few areas. They did limit the old 50/50 knockdown's of MKD, yet they still allowed for some 50/50's to exist. If you we're knocked down with a certain sweep or hit, you were unable to activate a wake up attack. The notorious KAK sweep and Hotaru's "neck chop knock down" disabled all wake up moves. The downed player should be able to use wake up's no matter what.....PERIOD.


Fein Moves

A great way to set up an opponent is to bait them into making a mistake, there should be a few fein moves that mimick a special attack in the characters arsenal, yet does not complete the attack. This will allow you to quickly use an attack on your opponent such as a throw or or sweep if they just tood and blocked, or allow you to quickly block their attempt at a counter attack. Mind games people...mind games.


True Back and Forth Dashing

There needs to be some form of forward and back dashing to keep the pace and flow of the game at a high level. There is nothing worse than trying to catch a back-dashing turtle when all you can do is walk at a much slower speed. How fair is that. I should be able to dash after that turtling S.O.B if I so desired and crush him. Not only that, but I should be able to quickly dash in and throw or sweep my opponents to keep them on their toes. This is part of any good player's "rush down" tactic.


Multi-part Moves

I love easy to do, mulit-part attacks such as a double/tripple throw move or a multi-hit special move that requires mutiple button inputs. For example:

Scorpion could have a multi-hit attack that starts with a solid back fist to the jaw that zooms the camera in, then goes into into a knee to the gut and ends with a special throw. The whole motion should be as simple as:

Back+HP+HK for the Back-fist, then quickly press Forward+LP+LK for the knee to the gut, and then press Forward+Throw for the ender.

I envision dramatic camera angles while these moves are pulled off in sucession.

Reasons to use Certain Attacks

As it stands, there is no reason for me to pull of a move with huge recovery animations. Currently, they neither do more damage or cause any altered state in my oppent to warrent their use. If I jab an opponent, it should be quick and weak. If I slug my opponent with a slow on startup move, they should get owned on hit with huge damage and or, some type of stun allowing for further mindgames. If I miss, I deserve to get punished. It's called RISK-REWARD.


Good Story and Atomosphere

Let's face it, the game's first draw was it's atomosphere. The moody setting coupled with the Asian mystique was outstanding. It has since lost that mistique and I want it back. The visuals should be dark and brooding and the story line should not be convoluted with multiple retcons. It needs to go back to the tournament that is held to determine if a realm gets absorbed by the challenger's victory over the loser.


Hidden Opponents

There is something to be said about completing a set of condtions in order to fight a mystery character who is hard as hell to beat. Bring this feature back.


That's it for me, Hopefully some of our suggestions make it to the MK TEAM. I live in AZ now and I have an infant son. My chances of meeting the MK Team this year are slim to none. If any of you are planning on an E3 trip, take our information with you and presnt it to the MK Team.


Peace

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Check
04/10/2008 12:26 PM (UTC)
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edit
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Check
04/10/2008 12:36 PM (UTC)
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Not really part of the Parry System, but i thought id throw this in there for now.

Low-Block Out of a Parry in MK Armageddon

done by pressing down as soon as you parry

Back Block~Down

1/2/4 gets parried
3 gets blocked low and punished.

you have a very unstable wakeup system conflicting with a unstable parry system here. however, there is more to it with the core engine which i will explain in the huge thread i make. for now, just know:

You can block all lows in a Standing Blocking animation

You can block all mids in a Duck Blocking animation

there is pretty much nothing you can do when you fight someone who knows the engine that well. other then low pokes. so all you have to watch for is low pokes. this takes away from too much of the game. yes low pokes are fun. but you shouldnt be limited to them while fighting because i can block a mid while ducking. this problem needs to be fixed, i cant stress it enough along with other things that are incorporated with it, such as combos

combos cannot be done 100% of the time due to many things.... mostly the one im talking about being which way You and Your Opponent are standing. ( when you backdash, you face the other way ) every major combo is 50% guarenteed depending on which way you and your opponent is facing, ground to air kombat included, along with wall air. this needs to be fixed, you cant be paying attention to stupid shit like this while youre playing its distracting. you want simple. simple = good

anyway, the clock is ticking, and i have alot of planning to do for my thread in the not so near future.

just a little food for thought for now since its been a while. all i can say is, i see the direction they are going in and its not good. just my honest answer for now.

later
I don't think it has to be locked in to set rules by other video games for things like blocking.

In real life, blocking lows while standing is the norm and you can block mids while crouching too, but it'll probably make the person stumble or fall.
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Check
04/11/2008 06:50 PM (UTC)
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i understand where youre coming from, but what i am saying is actually a problem.

ill be brief about it..

In MKD and MKA: ( since throws are blockable in mkda )

if you walk up to me, and i press block. and you press throw.

i see the throw, and press duck/db before the throw connects.

guess what happens? i still get thrown.

the only way to avoid the throw in this instance is by:

you walk up to me, i see the throw, and press duck/db before i get thrown
____________________________________________

the blocking animations are behind, i should of been able to duck the throw.

proof that the blocking animations are behind is what i just mentioned. that the needed frames arent there when you do the low, so it appears that im blocking high, its not supposed to. thats my point.

losing the block button would help a great deal, but fixing the animations so that theyre right would be the most important.

and also, i will say that parry canceling in mka makes the transition from high to low much smoother, but they arent invisable frames, you still get thrown. only online you can avoid it.

___________________________________________

you just need to understand what im saying that its impossible to hit someone unless its off a counter. and the only thing you have a chance of landing are low pokes, which takes away from too much of the game. and belittles it down to mere luck/guessing.
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m2dave
04/18/2008 05:31 AM (UTC)
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Check, it has the been the same shit we have been saying for years:

1. Lose the block button

2. Add throw escapes

You would fix a lot of stuff with this.
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RoGE9
04/21/2008 05:07 AM (UTC)
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Combo Breakers-

I got an excellent idea for these, instead of just having to limit to 3 combo breakers, why not have a breaker meter? Think of Mortal Kombat Shaolin Monks special meter where it partially recovers over time, but mostly dedicated toward combo breakers.

How it works

-When you use a combo breaker, it takes some energy
-When you go over the limit of the combo breaker usage you will go into this overheat mode, making the breaker meter useless for awhile. (I am not sure if its necessarily useful though.)


Parry System

I liked MKA's parry system that way it was, my only problem with it was its easy timing and severe punishments when you get parried, my only suggestion for this would be to just reduce the damage you take when you get parried to half and make the Parry's more difficult to time.

Avoidable Throws
Make it like Tekken's, thats all I am saying
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jasmin-jade
04/22/2008 12:35 AM (UTC)
0
i didnt like parry much it just iritated me, i never really used it and when people used it on me who were pretty good i would just low poke or use safe moves so i iritated them ...so it basically defeated the object of having fun playing.AS my opponent and i would both be annoyed.

if they are gonna bring back parry they need to re design it and make it better.

jasmin
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Check
05/01/2008 06:21 AM (UTC)
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m2dave Wrote:
Check, it has the been the same shit we have been saying for years:

1. Lose the block button

2. Add throw escapes

You would fix a lot of stuff with this.


i think i seen a throw escape from sub zero.

klose kombat has alot of potential. thats the part of the game that needs the most work since nothing is safe from up close. they need to improve on that. having the camera zoomed in will benefit reaction times greatly. where as in mkda-mka, from that close you didnt even have time to block... losing the block button would be the BEST BET.

cant say much else for now other then klose kombat could really change the series in either way, bad or good.
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Apocalypse27
05/01/2008 10:58 PM (UTC)
0
One thing I found interesting in the trailer was during the freefall kombat, how Sub-Zero gave a punch to Batman, then Batman pulled a reversal and gave Sub a few punches, so I would imagine klose kombat will have something similar to gain the advantage, or just defensive moves that allow you to escape the klose kombat situation.

Also, since some of you believe that the block button should be gone, what do you think should be the method of blocking? SF style and hold back?
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WarriorPrincess
05/05/2008 09:33 AM (UTC)
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The block button gone? How the heck are we suppose to defend ourselves against attack?
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Check
05/05/2008 01:23 PM (UTC)
0
Apocalypse27 Wrote:
One thing I found interesting in the trailer was during the freefall kombat, how Sub-Zero gave a punch to Batman, then Batman pulled a reversal and gave Sub a few punches, so I would imagine klose kombat will have something similar to gain the advantage, or just defensive moves that allow you to escape the klose kombat situation.

Also, since some of you believe that the block button should be gone, what do you think should be the method of blocking? SF style and hold back?


whats up man, long time ; )

i like everything ive seen so far. that whole air mechanic could be used to clean up things like air cancels etc.

klose kombat could seriously blow us all away if done right, i have high hopes and hope its just not as generic as mka.

i strongly encourage them to lose the block button, and have it simply be to hold back and down back for lows. it will greatly increase reaction times, and overall button movement/placement. just everything, i seriously encourage it, and i normally wouldnt say that about a mk game because "its mk, it should have a block button" but its better for the series, GREATLY..

i cant tell you many times ive wasted just walking forward and not being able to let go of forward when i press block

how many times ive accidently parried same way as breakers.

wii version of mka - forward+block is the laydown feature. its annoying. the entire game is restricted because of it. among the various animation problems etc etc they have with it. its gotta go, in all seriousness

later, nice chatting with you again ; )
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rayden4u2335
06/08/2008 08:52 PM (UTC)
0
Look at this video

http://youtube.com/watch?v=tfvkRMYUQMs

Look at 2:14-2:29

I believe that freefall kombat would be like in this vid...From the trailer, freefall kombat looked pretty unfair.
oh yeah.. reversals are badass. I think it-d be cool if they were character specific, too. Like.. I think that instead of generic reversals, it would make it much more epic and awesome if.. for example:
someone throws a high punch at sub zero. Sub zero catches the person's fist, and their arm turns to ice. Sub zero then uses his other arm to hit the frozen arm, causing the ice to break, and leaving the opponent grasping his arm in pain
or something like that
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Vasculio
07/11/2008 06:31 AM (UTC)
0
I want them to perfect the wake up game. Because i hate beaing smashed when i get up after rolling away from the opponite
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Ancliame
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Fight for what u believe in. With his strength and spirit in complete alignment he finally avenges the death of his great ancestor. Although his greatest challenges lie ahead...

07/25/2008 08:11 PM (UTC)
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I completly agree with Dave on this matter regarding parrys, I mean the proven anatomy of human being is once you take a hit and absorb that shock it impacts that person in some way regardless if they react or not most likely depending on the impact and situation. And obviousley with that the throws arnt overpowered in mka, and yes 1 parry is more then fine. I also agree with warrior princess lol (alot) how the hell are we supposed to block in those situations lmaoconfusedwinkgrin??.
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Token
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Ma UweChube Channelle

08/22/2008 08:44 PM (UTC)
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bleed Wrote:
I don't think it has to be locked in to set rules by other video games for things like blocking.

In real life, blocking lows while standing is the norm and you can block mids while crouching too, but it'll probably make the person stumble or fall.


I'd like to see crouching removed from fighting games entirely. It's stupid and looks rubbish. Nobody crouches in a fight, and even if they do, it still looks rubbish. It's just a product of the 2D era I think.
If anything, ducking would be OK for evading high attacks, like in boxing. Use the legs to evade or block lows. The commands could be the same as always, only that you get different animations.
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colguile
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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

11/16/2008 03:02 PM (UTC)
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Jesus christ...... are you guys serious? Are you REALLY serious? You STILL hold out hope for this franchise?

Guys seriously, the dream is dead. From MKDA till now the "improvements" have been few a far between. How many actual game play advancements wereput in since MKDA? Of those how many of them worked like they should have?

Find a new game guys. Midway is doomed anyway and this franchise is on it's last termite infested wooden leg.

The dream is dead.
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