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Versatile
04/24/2004 10:04 PM (UTC)
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Also, I for one LOVE the MKDA juggle system. Have you seen Konqrr's combo videos? I love the freedom, and even tho im no Kelly "konqman" Campbell, I am capable of busting out some nasty shit myself. It's not unbalanced either. Everyone is capable of dishing out SERIOUS damage. The worst juggler in MKDA is Shang and even his shit does 26%. So I don't think the juggling syste mis a problem at all.

However, I do not believe a combo should lead into a juggle. 1,2,b+2 with Sub-Zero in Shotokan = combo that leads into juggle. 2,3,u+4 in Hapkido with Scorpion = Combo that leads into juggle. Let's not forget the sickest one of all 2,2,cs,4,b+2,b+2,4,4,cs,4,f,f,d+3, the notorious 55% juggle with Jax would not be possible if combos didn't lead into juggles. I believe juggle starters should be single hit moves. Like regular b+2 by itself with Sub is fine, and u+4 with Scorpion is just dandy, but they should not be following up from jabs or kicks.

I also LOVED Tekken 4's Just Frame system. For those that don't know what just frames are, they are special versions of moves that require PERFECT timing to be excuted. For example, the TKD character Hwoarang has the sky rocket(f,n,d/f+4), a terribly unsafe launcher that starts off with a crouch dash. However, if you excecute it EXTREMELY quickly and with perfect timing, hwoarang's foot will glow with a blue spark and you'll do the JF Sky Rocket, which is safe on block and just looks cooler. I believe launchers should be unsafe UNLESS you do the special version of it. Like what's Sub-Zero's shotokan b+2 launcher called again? The mountain punch I think. Well if that's blocked it should be easily punished however. If you do f,d,b+2 REALLY fast you'll instead excecute the Tunda Mountain Punch, complete with icey particle effects on sub-zero fist that does extra damage and is safe if blocked.
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DirtyStankButter
04/24/2004 10:30 PM (UTC)
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Damn I thought I was the only one that speads hours in practice mode trying to come up with just one more hit. You guys have diced this game up. I never knew there was such a sweet combo juggle for jax. If I had people around me that played a game as deep as you guys, I would have played longer than I have. I feel like a chump only playing scorpion and subs,and learning every thing I could for them. To hear how many players in MKDA have some depth to there juggle system is sending me back to my x-box with a quickness. I agree with the sounds being some what cheese-E and the power ups are enough to make me cry, they should power up the same as DBZ only in there own unique way. And I think that Boon and mk staff does come here to read this stuff. I would not be surprised one bit if they read your ideas and take it into the next morning meeting. Keep it up I am sticking with this thread, mostly for selfish reasons. To learn what I am missing out on. also where I need to improve as a MK player. laters
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Deneb
04/24/2004 10:50 PM (UTC)
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Awesome, really awesome stuff Vers. Exact timing for some moves would be nice, guess I didnt play Tekken 4 long enough cause I didnt notice that, oh well.

The throw system was my main gripe with MKDA... it was so primitive. I think you already stated this in some other thread but it would be nice if you could throw your opponent from behind and having more regular throws with some quite difficult to pull off. Of course, this time in MKD, throws need to be unblockable.

--off topic--
I know I may look ignorant, but what's the difference between a hard reversal and a normal reversal you talked in your last posts?
--end off topic--
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Valic
04/25/2004 12:39 AM (UTC)
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I'm a huge MK fan ever since MK1 and i think at this oint Ed Boon should really consider on making Deception the next level in the MK series rather than an improved version of MKDA.
As far as character casting goes i'm not really concerned on who returns and who doesnt although there has been a lot of characters that honestly didnt fit in the MK universe like mei but it doesnt matter, cos Mk always has excellent story lines that can give even the most akward character a purpose.
but at this point i think Midway should really concentrate more on gameplay than side attractions, i mean they are cool and add a sort of addiction but come on now we need our adreneline to rush, we need better and improved combos stop letting three characters have the same combo, we need real air combos, we need the uppercuts back and i'm talking MK2 style, we need speed, we need unique throws and more special moves howcome since the first Mk characters usually have like just three to four special moves do u mean to tell me all scorpion can do is the harpoon spear, teleport decoy, flame breath and scissors kick? all that time he spends in hell and he didnt learn anything?
the weapons are cool but if you want to do something right, do it right scorpion and kenshi fight almost the same with their weapons i know their weapons might be the same but i mean scorpion is from hell and kenshi is blind they really cant fight the same thats not originality .
technically i dont need 39 characters or so i just want characters that can kick butt and will leave me training all day learning new combos what good are many characters that all play the same?


[WHAT IS THE ULTIMATE SIN?]
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Starwinderbeta
04/25/2004 01:44 AM (UTC)
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SETI1 Wrote:
starwinderbeta I never said that was Versitile who worte that. I am saying people in general. What i am trying to tell as there are people who think MK should be equal to others, as i saw in a thread that stated "If MK had the engine of SC ....". That's what i am referring to.

You should have shown that you were stating the general public.

Ok you mentioned Versitile.
When Versitile wrote "There seems to be no hint of an inclusion of gameplay deepening things such as canceling,delaying, a reworked throw system and such", of course when he is saying that he's saying MK has a flawless throw system and that's because we have other games who have a better throw system (VF for example) but if VF (or other) didn't have it, MK throws would be the best. Then we are comparing.

That quote does not, in anyway or form, state that MK has a flawless system. By stating "reworked", he is actually stating that the throw system is flawed, and it needs reworking. I don't understand the need for you to bring this up, especially when you miscompehend it's meaning. I don't understand everythign else you wrote, so if you want to elaborate, feel free to.

As i said, to introduce threads like this you need a base to compare and Versitile said
"I honestly think if you combine all the bugs and things wrong in every other 3D fighter you will not even come close to the amount MKDA had. I am all for interaction. It looks awesome and will make it more fun, but it wont when the core system is a duplicate of a terribly flawed game. I truly believe Ed Boon believe MKDA's core system was fine. In fact, I remember him saying so in an interview, but he is wrong. If he'd take one look at any other 3D fighting game he'd realize hes wrong"
And as you stated in you own words: "Versaatile stated that MKD needed to incorporate basic elements from other 3D games into it's engine". Well,I call it copy. Basic or non basic, incorporate one of them should be a copy (and i don't mean code) as MK only depends on that.Surelly neither SC or DOA or VF incorporates each core basic elements on each other. They created their own basic elements to make a good fighting game. MK should create their own. That's what i am saying.

Almost every 3D fighter of today have the same basic concepts, in one form or another. Such things as what some members such as TonyTheTiger and Versatile have stated. They have been tweaked further to become a part of their own systems. Sometimes not at all. Reversals in Tekken and VF are pretty much identical, in requirements and execution methods.

This is why they're "Basic". And that's where most fighters' "Basic elements" emerged from. They are universal staples of fighting games. So incorporating such concepts would not be copying. Tweaking the concept is what makes each fighter unique in it's own way. Of course, there are those rare instances in which a fighter develops something totally original, but that's beside the point.

I do realize that MKDA had reversals, therefore making my example a rather inappropriate one. The concept of the reversal is there, but the execution method is far too easy, and the window of opportunity is horribly large, and the fact that the character is held in place makes for a very cheap move.

So MK has actually already incorporated some basic concepts other fighters have (But horribly spoilt) into their engine. You might as well start bitching about MKDA copying concepts from Tekken, VF4, and DOA.

And for the record, I didn't state that MK needed to incorporate EVERY basic concept from other 3D fighters.

If MK makes a completely original concept, kudos to them. But the MK Team seems to not understand some basic concepts of a generic 3D fighter. If they do not understand how some of these concepts work, how would one expect them to develop as brand new concept which plays and executes well?


Versitile even wrote as his first statement: "There seems to be no hint of an inclusion of gameplay deepening things such as canceling,delaying, a reworked throw system and such". And why we are saying that?
If we look back by the time of MK2 people are saying it was the best of the whole series (arguable) but the game lack all of these things and no one cares about it.

That's because back then, most of those concepts never existed. There was only so much one could do with 2D fighters back then.

When 3D games appeared appeared also new elements for the fighting games. And because MK didn't go in the first line with others for the 3D we are now saying it's bad because it lacks many things that others have. Again the comparing thing.

Don't understand. Please elaborate. I'll comment on what I do understand. It should be an advantage that the 3D MK games came after the originals, such as VF, Tekken, etc. This should have given the MK Team more time to observe their systems. This would give them an advantage when creating the 3D MK game. Because they should know what the better fighters have, so they can do what they did and more. Didn't look that way to me when MK4 was released...

We are looking to MK now comparing and we are not looking to MK other way. Sure it needs some huge revamp in gameplay but let's give them a chance and don't state "What people don't seem to understand is that as of now the gameplay(the actual fighting)appears to be unchanged". We don't know yet (although i admit it seems to be much like that) so just wait and hope for a better game.

I stated a similar thing earlier. We don't know 100% what MKD's engine will be like. But from what we've seen so far, it seems like MKD is just an updated MKDA. Again, we don't know what the full MKD will be like, but we might as well complain about some things, in hopes that MKD won't go the way MKDA did.

End of story. I hope MKD can give us what we all want with a better gameplay than MKDA and make us happy.

End of story, indeed.
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Versatile
04/25/2004 01:49 AM (UTC)
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deneb Wrote:
Awesome, really awesome stuff Vers. Exact timing for some moves would be nice, guess I didnt play Tekken 4 long enough cause I didnt notice that, oh well.

The throw system was my main gripe with MKDA... it was so primitive. I think you already stated this in some other thread but it would be nice if you could throw your opponent from behind and having more regular throws with some quite difficult to pull off. Of course, this time in MKD, throws need to be unblockable.

--off topic--
I know I may look ignorant, but what's the difference between a hard reversal and a normal reversal you talked in your last posts?
--end off topic--


Hey I don't mind being asked a question! I love it, but I just hate when people are ignorant and ACT like they know what's up.

I think you got me mixed up. When I say and easy reversal I mean like for example. You're using Scorpion and you do 2,2 in hapkido. I'm using Sub and I block the first 2 and press R+L for the second one and iniate one of Sub's reversals. He grabs scorpion's arm and crunches it back. Scorpion then crumples to the ground and loses 15%. Now suppose you're feeling advanced. Suppose he does 2,2 again. This time you block the 2 again but the second time you do L+R and hold it! While holding it you input 2,3,4,1. When you hit 2 Sub does the arm crunch again, but instead letting go he twists it when you press 3. Then when you press 4 he freezes your arm, and when you press 1 he chops it off, severing your limb(correct me if im wrong but didnt midway that will possible?) and doing 35% instead of 15%. The catch is you must time the 2,3,4,1 perfectly. That's my two examples of a normal reversal and a more advanced one.
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Starwinderbeta
04/25/2004 02:13 AM (UTC)
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SETI1 Wrote:
I think all the games has the problem of linearity. Even VF with thei huge list of movments lacks non linearity. I think throws takes the advantage of the 3D.

VF4 does not "lack non lineariry". Sidestepping is just a large part of their engine. Just like the Wall System is to Tekken and Guard Impact is to Soul Calibur. This tells me that you don't really understand how deep VF4 really is. Sidestepping does give a huge advantage if exectured correctly, but it can be punished as well, so as not to be a chep maneuver. Sidesteps can be punished by throwing and arcing attacks, as well as other maneuvers. Even with those abilities impeding the ability of the sidestepper, the sidestepper can further use maneuvers such as the ability to escape a throw and guard at the same time while sidestepping (Don't remember the maneuver name), so as to thwart the plans of the initial punisher. The overall engine is terribly deep.

But i think MK have a few (but only a few) 3D movments.

I can't understand why even with a lot of bad things (the list before as only 2 good things) people just continuing to play MK and go to forums talking about it. Even if MKD suffers from the same illness of DA we all surely by MKD because not only for gameplay but for the rest also. I surely do. The cast, the modes and the remake of gameplay are filling me up.

Which is why MK will probably continue to suck. As long as the name is Mortal Kombat, fanboys will continue to buy it. If the MK Team wanted, they could make the most half-assed MK ever, and people will still buy it. "As long as the blood, gore, and fatalities are in, who cares?"

But I know that the MK Team is working hard on MKD. Which is why some of us are still here, to suggest things in hopes that they'll be considered in the development of MKD.

As I stated before, most fanboys only care about the storyline, blood, gore, characters, and fatalities. So why would it matter if the gameplay is improved to the likes of today's 3D fighters? Most of you would not care anyway. So they might as well...


In generall i agree with you, let's resolve the bad things. But for me the special movments and the combo system are good things too. But we need more.

P.S. We are talking about things that MK lacks and the other games doesn't (The comparing thing i stated before). I don't see anyone (ANYONE) giveing ideas for a better gameplay that could introduce more depth to the game. We are complaining about things the others have better and MK doesn't. I like to see ideas to new addictions not to copy the others in basic movemnts as already somenone said before.
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Starwinderbeta
04/25/2004 02:25 AM (UTC)
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Really good ideas in this thread. Though a few months old, it still has some excellent ideas.

MK6 Wishlist Thread
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TonyTheTiger
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TonyTheTiger - Forum Director

Mortal Kombat Online - The Ultimate Mortal Kombat Experience
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Nintendo is comprised of three Japanese words. Nin, Ten, Dou, and when combined it means we kicked the holy shit outta Atari.

04/25/2004 06:40 AM (UTC)
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Vers, I wouldn't mind the combos ending with launchers if there was some kind of defense against juggles once in the air. Be it air control or something else. I also don't think the Just Frame stuff should be included in this list. It doesn't really count as the basics so I think it should be saved for the "Innovative Stuff" list you suggested. But, hell yeah, even though I stink at the JF stuff in Tekken, I'd love to see it in MK. Sadly enough, I even have a tough time with GI'ing in Soul Calibur. Timing has never been my strongest point. sad
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outworld222
04/25/2004 07:09 AM (UTC)
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The real reason why I dont see anything wrong in MKDA is because it is sorta the first attempt for MK at 3D, and is is a good game. I dont see why I need to criticize that. But Versitile is right on one thing. If the countless features many mentioning are not in MK6, I think that will make it a bad game. But dont worry vers. I think youll be pleasently surprised. When I was youre age 3D technology(95-96) was virtually unheard of. So im sure you know what youre saying.
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SETI1
04/25/2004 11:18 AM (UTC)
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starwinderbeta wrote:

"VF4 does not "lack non lineariry". Sidestepping is just a large part of their engine. Just like the Wall System is to Tekken and Guard Impact is to Soul Calibur. This tells me that you don't really understand how deep VF4 really is. Sidestepping does give a huge advantage if exectured correctly, but it can be punished as well, so as not to be a chep maneuver. Sidesteps can be punished by throwing and arcing attacks, as well as other maneuvers. Even with those abilities impeding the ability of the sidestepper, the sidestepper can further use maneuvers such as the ability to escape a throw and guard at the same time while sidestepping (Don't remember the maneuver name), so as to thwart the plans of the initial punisher. The overall engine is terribly deep."

Ok. my fault. I didn't explain myself. You're totally right in those words. What i couldn't explain is even VF has some linearity in their movments. Of course the sidestepping has a great importance to the game. And i agree with you also as i stated earlier "VF is the most deep game i've played and SC 2 it's for me tecnically better" (of course it's my opinion, arguable).

"This tells me that you don't really understand how deep VF4 really is."
Yes, i only play with SHUN in VF and i am not a great player. I think the game is too deep. I only want to manage one character than to know a few things about all the others. That's why i don't play often VF i am too lazy to learn the other fighters. What i mean VF is too deep. Because of this i like less balanced games where i can have fun without beeing a pro in the game. But that doesn't mean MK needs to be very more powerfull in gameplay.
But as you know AM2 (i think) as a long story with VF, so they have the advantage to grow with their experience and MK team lacks the experience.

"Which is why MK will probably continue to suck. As long as the name is Mortal Kombat, fanboys will continue to buy it. If the MK Team wanted, they could make the most half-assed MK ever, and people will still buy it. "As long as the blood, gore, and fatalities are in, who cares?". "

It's true. But you know not all gamers are hardcore gamers. This is why Boon and Company knows what most people wants and that's what is given to people. If you ask me what i want i probably tell you they should rework all the engine and give us a better gameplay. But we know if the game starts to be to complicated the game will sell less copys. I have friends that play with me MK because the game it's not far difficult as VF is.
That's why MK sells more than the others. Because it's simpliest and give fun. VF is deeper but far more difficult to manage. I think VF is suitable for hardcore gamers.VF has better combats.
Look, I agree with you when you say all these stuff and i thank you for your answers because we start to compreend a lot better the problem posted in these thread.

Also, your ideas posted in MK6 wishlist are indeed very good ideas (apparantly they (MK Team) are including a lot of them).

Ok. But what really pisses me off is people is saying MKD will be like MKDA and we even know if that it's true.
I know my english is not good. So, if i don't explain myself correctly i am sorry. But thanks anyway.




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outworld222
04/25/2004 11:27 AM (UTC)
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People like MK because it has appealing characters, with alot of evil which sparks passion. VF4 (I dont know about evolution) is more of a techniqual fighter, but its too cheery. ( I hope i dont have VF mixed up with tekken) but anyways, Mk is vary evil-charismatic game, thats why people play it. By the way im a hardcore MK fan. ( there is such a thing) LOL.
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Versatile
04/25/2004 12:43 PM (UTC)
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TonyTheTiger Wrote:
Vers, I wouldn't mind the combos ending with launchers if there was some kind of defense against juggles once in the air. Be it air control or something else. I also don't think the Just Frame stuff should be included in this list. It doesn't really count as the basics so I think it should be saved for the "Innovative Stuff" list you suggested. But, hell yeah, even though I stink at the JF stuff in Tekken, I'd love to see it in MK. Sadly enough, I even have a tough time with GI'ing in Soul Calibur. Timing has never been my strongest point.


I don't like air control in an MK game. It's far too juggle based for that to work out. Really what's wrong with the juggle system? I'd MUCH rather combos not leading into launchers and not having air control. I dunno. That stuff works in SC2 because it's not based on juggles.
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outworld222
04/25/2004 12:47 PM (UTC)
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Versitile say raiden was in the game. Would you outright support his teleport move?
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SETI1
04/25/2004 01:26 PM (UTC)
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TonyTheTiger wrote:
"First, general qualities about MK that don't effect gameplay."

True. But it's good and fun.

"BAD THINGS (listed before by myself and Versatile):
[...]"

True, But if MKD will have some new addictions and a reworked engine it probably worth the wait. We must forget MK:DA because it was a rushed project who come out eralier than it should be.

"GOOD THINGS:
1) Interesting concept of three style system.
2)...
I'm out."
You even say it's an "intersting concept...", so don't actually is a good thhing, it's only a intersting thing. Could you be more specific?

You make it like MK was the worst game -all "good" things or they are interesting ideas or they don't affect gameplay -.So many bad things(all of them true) and one single good thing. Come on, you can make better than that point more ones.

This makes MKD a failure already? The thread said: "I really warning you guys..." and than edited to: "I really am warning you guys(Basic Additions and Innovative Additons Lists On Page 5)". So are we talking of a product not finished yet or a new wishlist?
Because i felt the sensation of this thread was as Versitile said "What people don't seem to understand is that as of now the gameplay(the actual fighting)appears to be unchanged ..." be referring to a final product. Wait for E3 and October and make conclusions about that.

Versatile also wrote: "Sorry Midway, but MKDA wasnt even close to the level of completetion that you can afford to use MKD as a "build off of" game. We still need the most basic shit like ive said time and time again.". How do you Know that. Have you played already the game? Do you Know by now that nothing of that "Basic shit" is in the game?

Thanks.
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Versatile
04/25/2004 01:30 PM (UTC)
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outworld222 Wrote:
Versitile say raiden was in the game. Would you outright support his teleport move?


Hell yeah! Wouldn't be hot if you could link the teleport into combos? Really mess with their heads. Like 1,1,2~teleport. Perhaps depending on which way you press the stick depends on where you teleport.
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outworld222
04/25/2004 01:33 PM (UTC)
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ecxactly. if raiden was in, he could sneak behind you in a teleport, and start a juggle or his more straight forward combo!
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Starwinderbeta
04/25/2004 02:25 PM (UTC)
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Versatile Wrote:

TonyTheTiger Wrote:
Vers, I wouldn't mind the combos ending with launchers if there was some kind of defense against juggles once in the air. Be it air control or something else. I also don't think the Just Frame stuff should be included in this list. It doesn't really count as the basics so I think it should be saved for the "Innovative Stuff" list you suggested. But, hell yeah, even though I stink at the JF stuff in Tekken, I'd love to see it in MK. Sadly enough, I even have a tough time with GI'ing in Soul Calibur. Timing has never been my strongest point.

I don't like air control in an MK game. It's far too juggle based for that to work out. Really what's wrong with the juggle system? I'd MUCH rather combos not leading into launchers and not having air control. I dunno. That stuff works in SC2 because it's not based on juggles.

That last statement is not necesarily true. A large part of SC2's game is juggles.
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Starwinderbeta
04/25/2004 02:31 PM (UTC)
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I don't support any teleports in MKD. They would be too advantageous and cheap.

On the subject of special moves, projectiles have to be tweaked to have more of an effect on a 3D plane. Most projectiles are automatically useless when put in a 3D plane. Almost all the projectiles in MKDA were useless. And on block, it doesn't take any guard damage. There was no point to it.

There should be some way of making the projectiles work better in a 3D plane, or just trash them altogether.

Maybe the trademark moves for characters should only be seen in throws or something...
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Deneb
04/25/2004 02:50 PM (UTC)
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Versatile Wrote:

Hey I don't mind being asked a question! I love it, but I just hate when people are ignorant and ACT like they know what's up.

I think you got me mixed up. When I say and easy reversal I mean like for example. You're using Scorpion and you do 2,2 in hapkido. I'm using Sub and I block the first 2 and press R+L for the second one and iniate one of Sub's reversals. He grabs scorpion's arm and crunches it back. Scorpion then crumples to the ground and loses 15%. Now suppose you're feeling advanced. Suppose he does 2,2 again. This time you block the 2 again but the second time you do L+R and hold it! While holding it you input 2,3,4,1. When you hit 2 Sub does the arm crunch again, but instead letting go he twists it when you press 3. Then when you press 4 he freezes your arm, and when you press 1 he chops it off, severing your limb(correct me if im wrong but didnt midway that will possible?) and doing 35% instead of 15%. The catch is you must time the 2,3,4,1 perfectly. That's my two examples of a normal reversal and a more advanced one.


Okay, thanks for the info. That would be a very sweet addition! Yes limb severing is supposed to be there so your example is possible.

I really hope we'll have a good reversal system like the one you explained. Seriously it would add a whole layer of depth to the game.
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TonyTheTiger
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About Me

TonyTheTiger - Forum Director

Mortal Kombat Online - The Ultimate Mortal Kombat Experience
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Nintendo is comprised of three Japanese words. Nin, Ten, Dou, and when combined it means we kicked the holy shit outta Atari.

04/25/2004 03:08 PM (UTC)
0
My reason for mentioning air control is because of the interactivity. At the very least, MK:DA's juggle system would be good for Deception because it wouldn't offer too much an advantage in forcing someone into a deathtrap from a good distance away. My biggest gripe with the juggles are that I never could shake the feeling that they could be better. Maybe I'm wrong but when I think of the MK team finding out they're juggle system allows for massive abuse so they put a juggle limit in there without even considering the actual physics it irks me. If the system actually is good, then it makes me feel they got lucky with a "123 I'm done" design. I don't like that mindset because it could carry over to other things and not be even close to sucessful. I'm also trying to consider how the current juggle system would work if everything else was fine. Maybe it would look better comparitively. I'm not sure. In the long run though, yeah, if it is a problem the juggle system is one of the smallest gamewise but shines some unsettling light on how the MK team could end up doing things. The grapple system remains as one of the largest, if not the largest, gamplay problems in my mind for comparison.

As for teleporting, I'm all for diversifying and it really won't break Raiden. Look at Soul Calibur's Yoshimitsu. He teleports and uses it in some of his moves but he's not even the best in the game. Upper tier, yes, he can do some sick stuff but he's still not broken.
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Starwinderbeta
04/25/2004 11:15 PM (UTC)
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But you see, Yoshimitsu has to enter a stance before he can teleport. If someone just wanted to teleport with Yoshi, the player would be punished.

Compare this to Raiden's teleport. He does not have to enter a stance. He just poofs. What if you could control the direction?

It would be launcher, teleport under opponent, 1 hit juggle (So as not to trigger the auto falling animation), teleport under opponent, 1 hit juggle, teleport, 1 hit juggle, etc. It would be too cheap.
Great idea Vers.


Versatile Wrote:

When I say and easy reversal I mean like for example. You're using Scorpion and you do 2,2 in hapkido. I'm using Sub and I block the first 2 and press R+L for the second one and iniate one of Sub's reversals. He grabs scorpion's arm and crunches it back. Scorpion then crumples to the ground and loses 15%. Now suppose you're feeling advanced. Suppose he does 2,2 again. This time you block the 2 again but the second time you do L+R and hold it! While holding it you input 2,3,4,1. When you hit 2 Sub does the arm crunch again, but instead letting go he twists it when you press 3. Then when you press 4 he freezes your arm, and when you press 1 he chops it off, severing your limb(correct me if im wrong but didnt midway that will possible?) and doing 35% instead of 15%. The catch is you must time the 2,3,4,1 perfectly. That's my two examples of a normal reversal and a more advanced one.

If the juggle system is like juggling a sack of potatoes like in VF4 or DOA3, then this would not be cheep.

If it's like a volley ball like in Tekken, then yes.

I would like it to be sort of in between VF4 and Tekken. So, then don't fall down too fast, but they don't stay in the air too long either.

Sort of like a variation of the way it was done in MKD, the bounce height for hits would be less and less the more the opponent got hit, so it would blend from a Volley ball, to a sack of potatoes. That way, you don't have the cheep stuff.

starwinderbeta Wrote:
But you see, Yoshimitsu has to enter a stance before he can teleport. If someone just wanted to teleport with Yoshi, the player would be punished.

Compare this to Raiden's teleport. He does not have to enter a stance. He just poofs. What if you could control the direction?

It would be launcher, teleport under opponent, 1 hit juggle (So as not to trigger the auto falling animation), teleport under opponent, 1 hit juggle, teleport, 1 hit juggle, etc. It would be too cheap.

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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..."

04/26/2004 03:49 AM (UTC)
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IMO, the juggle system in DA sucked hardcore simply because of its damage scaling. Damage scaling in DA was horrible. I couldn't believe it. Tony is right with the concerns of juggle spacing in relation to death traps. If death traps are indeed "death traps", then a more "floaty" style system would be iffy. Plus, we have a dash now. Spacing has yet another variable.

If such a system - floaty - were adopted, then I'd like not to see AC perse', but maybe an air tech off of certain launchers. Coming back to the idea of a "break meter," such would present an outlet for one to manage "combo breaks" and air techs. You could tech a launch which nullifies it's properties, so you'd essentially be in a jumping state with possible invulnerable frames immediately following the initial tech. Or, implement an air block, which I've wanted to see in MK for some time. This leaves the system fairly openended. Especially where AA's and aerial attacks are conerned; if such mechanics were to be developed. This all comes back around to a decent properties system, which DA lacked.

Though, a "working" system is nothing more than the sum of its parts. Mechanic A might complement mechanic B, but mechanic B does not complement mechanic C. I personally find the existing mechanics of the juggle system to be far from flexible. Though, because of this, the current system "seams" not as dangerous; as far as death traps and pillar/wall traps are concerned. Then again, you've got shit like Raidens f+2, which owns peeps halfway across the stage; so whatever.

Fix the damage scalling first. smile
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