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Asesino
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About Me
07/09/2005 12:30 PM (UTC)
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Expanded Practice mode anione ?
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Versatile
07/09/2005 05:09 PM (UTC)
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Yes, where you can make the computer fight you on different difficulties levels. Another thing is VERY MUCH neccessary is the ability to make the computer repeat the same move over and over again. This is how players get better. You find ways around attacks with your character.
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Versatile
07/09/2005 07:04 PM (UTC)
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this a convo that me and my boy Quik(the best ermac in the nation) had yesterday. basically talked about what we wanted to seein MK7. I think it's a good read..check it out.
VersatileBJN007: Ok
VersatileBJN007: What do you want in MK7
Dec1are Your War: ermac
VersatileBJN007: lol
VersatileBJN007: seriously
VersatileBJN007: im gonna post this convo on the MK Future Game thread
VersatileBJN007: starting...now......
VersatileBJN007: ok
VersatileBJN007: Lets start with gameplay technicalities..then cosmetics(IE, fatalities and characters returning)...then modes..then story...
VersatileBJN007: k?
Dec1are Your War: um ok
Dec1are Your War: personally, i think the glitches need to be taken out of the game
VersatileBJN007: Ok how do you feel about throws..what do you think can change about that in
Dec1are Your War: nah, i like the throws
VersatileBJN007: MK7
VersatileBJN007: i do too
VersatileBJN007: but I think
VersatileBJN007: They should be able to be broken out of.
VersatileBJN007: Like in Tekken..every character has atleast 2 throws. Each having a different throw escape.
Dec1are Your War: nah
Dec1are Your War: i think the way they had it is good
VersatileBJN007: ah
VersatileBJN007: well I think it would add more skill
Dec1are Your War: but NO throw should be able to be combo'd off of
VersatileBJN007: if u could break out of them.
VersatileBJN007: thats true.
Dec1are Your War: also, they need to THOROUGHLY test the game
Dec1are Your War: none of this easy ass inf crap
VersatileBJN007: you're ri ght
VersatileBJN007: i think MK7 would own
VersatileBJN007: if they could get in touch with Konqrr and
VersatileBJN007: Check
VersatileBJN007: since they discovered all the broke ass shit.
VersatileBJN007: and MKL(Neo)
Dec1are Your War: i agree
VersatileBJN007: I feel
VersatileBJN007: universal tracking glitch should be taken out to strengthen side step.
VersatileBJN007: and in turn
VersatileBJN007: add more moves
VersatileBJN007: that have an auto step or track NATURALLY.
Dec1are Your War: nah personally i like the auto tracking
VersatileBJN007: ah
VersatileBJN007: well, it is a glitch.
Dec1are Your War: i know
VersatileBJN007: so i guess since they're remaking the system.
VersatileBJN007: it won't be a problem.
VersatileBJN007: since MKD's core is the same as MKDA's core as far as I know.
VersatileBJN007: How do you feel about side throws and back throws
VersatileBJN007: i think it would add more depth.
Dec1are Your War: true
Dec1are Your War: but personally i like the way it is
VersatileBJN007: for example
Dec1are Your War: lol
VersatileBJN007: yeah
VersatileBJN007: i wouldn't mind.
VersatileBJN007: but im hoping MK7 takes that next step.
Dec1are Your War: yeah it'd be ccool
VersatileBJN007: to become a truly legitimate fighter so we can have it at Evolution.
VersatileBJN007: MK needs to be represented at big tournaments.
VersatileBJN007: along with Virtua Fighter, Tekken, Soul Calibur and Street Fighter..ya know?
Dec1are Your War: YES
VersatileBJN007: yeah
Dec1are Your War: i'm going on xbox tonight
VersatileBJN007: i see.
VersatileBJN007: thats cool
Dec1are Your War: yep
VersatileBJN007: id still like to see throw breaks though..think about how much more skill would be added. If its a close game and you duck.
VersatileBJN007: *stand
VersatileBJN007: and you get thrown...you can still see the throw animation and break out of it.
VersatileBJN007: i think that would be really cool and make for more fun.
VersatileBJN007: and depth.
Dec1are Your War: yes it would
VersatileBJN007: like i dont have a problem with it now
VersatileBJN007: but its a bit frustrating thinking to yourself "damn..if I could of broken out of that..maye I would of won"
Dec1are Your War: right but put them in the situation too
Dec1are Your War: if you threw them, they'd be thinking the same thing
VersatileBJN007: true
VersatileBJN007: but then it adds even more depth
Dec1are Your War: you guys are both playing the same game
VersatileBJN007: suppose they think
VersatileBJN007: you'll break their "2 break throw"
VersatileBJN007: they use their 1 break throw instead.
Dec1are Your War: hmm
Dec1are Your War: you're getting seriously into depth here
Dec1are Your War: lol
VersatileBJN007: you know i love my mind games smile
Dec1are Your War: lol
VersatileBJN007: i think breakers need to go..they are sloppy and you only have 3 and they look ugly.
VersatileBJN007: I feel
VersatileBJN007: they should be replaced with
VersatileBJN007: reversals and parries.
Dec1are Your War: i used to love reversals in MKDA =)
VersatileBJN007: yeah, but those were ugly too.
VersatileBJN007: lol
VersatileBJN007: for example
Dec1are Your War: yeah, but it was still cool
VersatileBJN007: let's say we're doing Sub-Zero vs Ermac
VersatileBJN007: like we always do in MKD
Dec1are Your War: lol
VersatileBJN007: I use dragon 1,1
VersatileBJN007: You block the first 1
VersatileBJN007: and you press b+2+4 with ermac
VersatileBJN007: to reverse the second
VersatileBJN007: ermac grabs sub's arm and snaps it out of place telekinetically.
VersatileBJN007: how sick of a reversal would that be.
Dec1are Your War: that'd be pimp as hell
VersatileBJN007: yeah
Dec1are Your War: i'd be all over that shit
VersatileBJN007: and fluid
VersatileBJN007: and not sloppy
VersatileBJN007: like that ugly sht in MKDA
VersatileBJN007: lol
Dec1are Your War: also, if you use a reversal and miss you should be WIDE open for a free hit
VersatileBJN007: yes
VersatileBJN007: frame disadvantage
VersatileBJN007: After we're done talking a bout this shit i'm gonna email you something you might like.
VersatileBJN007: but anyway
VersatileBJN007: that's how I invision reversals working.
VersatileBJN007: and as for parries.
VersatileBJN007: it'd the same idea, but they dont do damage. they just give the opponent who got parried big time frame disadvantage.
VersatileBJN007: for example.
VersatileBJN007: Ermac's b+1 in first stance in MKD
VersatileBJN007: is like 14 frames or so you'd say right?>
VersatileBJN007: as far as beginning excecution to ending excecution
Dec1are Your War: nah i don't think that much
Dec1are Your War: but go on
VersatileBJN007: ok
VersatileBJN007: so Im using sub
VersatileBJN007: and i do dragon: d+4
VersatileBJN007: you low parry it
VersatileBJN007: Ermac's low parry gives ermac +15 frames to work with
VersatileBJN007: b+1 is 12 frames
VersatileBJN007: b+1 would be guaranteed
VersatileBJN007: and i can do nothing about it
VersatileBJN007: cool right?
Dec1are Your War: yes
VersatileBJN007: and itd add a whole lot to the
VersatileBJN007: defensive aspects of the game
VersatileBJN007: instead of just blocking it
VersatileBJN007: fuck it
VersatileBJN007: low parry that shit
Dec1are Your War: but the thing is, a little thing like that could end up being extremely damaging
Dec1are Your War: lol
VersatileBJN007: yeah
VersatileBJN007: but it'd show me
VersatileBJN007: not to whore out low attacks
VersatileBJN007: to diversify your game.
Dec1are Your War: i suppose
VersatileBJN007: or
VersatileBJN007: I know for sure
VersatileBJN007: tele slam is less than 15 frames
VersatileBJN007: as far as start up
VersatileBJN007: low parry>tele slam smile
Dec1are Your War: right
VersatileBJN007: you'd have to do it quick
Dec1are Your War: i'm good at that
Dec1are Your War: lol
VersatileBJN007: since
VersatileBJN007: you only have 15 frames to work with.
VersatileBJN007: adding to the skill.
Dec1are Your War: true
VersatileBJN007: so we've covered throws with breaks, reversals and parries.
Dec1are Your War: but look at it this way
Dec1are Your War: hold on
VersatileBJN007: k
Dec1are Your War: then there's going to be people doing nothing but defense
VersatileBJN007: thats not true.
VersatileBJN007: because
VersatileBJN007: Moves would now have frame advantage
VersatileBJN007: do you know what that is?
Dec1are Your War: ri get ya
VersatileBJN007: MKDA/D doesn't have it
VersatileBJN007: for example
VersatileBJN007: ermac's huay chan 1
VersatileBJN007: as fast and safe as it seems.
VersatileBJN007: *huay chan 2
VersatileBJN007: if u do another 2 after it
VersatileBJN007: and i do shotokan: 1 at the same time
VersatileBJN007: we'll cancel each ot her out.
VersatileBJN007: now let's say Sub's shotokan 1 comes out in 10 frames.
VersatileBJN007: and Huay Chan: 2 is +3 if i block it(+3 frame advantage)
VersatileBJN007: unless i duck
VersatileBJN007: i CANNOT shotokan: 1 you out of it
VersatileBJN007: because you have frame advantage everytime you do the move.
Dec1are Your War: ahh i get ya i get ya
VersatileBJN007: yeah
Dec1are Your War: very complex lol
VersatileBJN007: yeah
VersatileBJN007: lol
VersatileBJN007: but the crazy thing is
VersatileBJN007: a lot of this shit is in the simplest of fighters
VersatileBJN007: liek dead or alive for christ sake.
VersatileBJN007: lol
Dec1are Your War: lol
VersatileBJN007: so with frame advantage
VersatileBJN007: it adds to the offensive game as well.
VersatileBJN007: and don't forget that if you're not smart with your parrying and reversing
VersatileBJN007: they are both not safe.
VersatileBJN007: so u can rape it.
VersatileBJN007: so it wouldnt be all defensive like you think
Dec1are Your War: i guess so
VersatileBJN007: or
VersatileBJN007: you do huay chan 2
VersatileBJN007: and i know it hits high and i cant out poke you out of it
VersatileBJN007: so i duck
VersatileBJN007: and you do huay chan: 1
VersatileBJN007: now lets say on hit huay chan is +8.
VersatileBJN007: *huay chan 1
VersatileBJN007: you have super advantage.
VersatileBJN007: you can throw me and i try to break it.
VersatileBJN007: or you can huay chan: 2 me to continue the pressure.
VersatileBJN007: or low poke me.
VersatileBJN007: etc
Dec1are Your War: i like i like
VersatileBJN007: and not have to worry about our moves canceling each other out.
Dec1are Your War: take a lot longer to learn though
VersatileBJN007: yeah
Dec1are Your War: i learned this game in like 2 seconds
VersatileBJN007: but it'd be a better game
Dec1are Your War: lol
VersatileBJN007: lol
VersatileBJN007: i did too.
Dec1are Your War: yes it would be
VersatileBJN007: so reversals,parries,frame advantage,throw breaks..
VersatileBJN007: what about a ground game.
VersatileBJN007: as in
VersatileBJN007: when a characters hits the ground
VersatileBJN007: they don't get up right away.
VersatileBJN007: they can lie there.
VersatileBJN007: ALA every other fighter in the world lol.
VersatileBJN007: that would be cool to me
Dec1are Your War: yeah i noticed that when i was playing other games
VersatileBJN007: like for example
Dec1are Your War: but like, i really didn't like it personally lol
VersatileBJN007: lying down on the ground while your opponent is standing is called "wake up game" btw.
VersatileBJN007: yeah i don't particular enjoy it, but i prefer it a helluva bot player over
VersatileBJN007: this
VersatileBJN007: this would AUTOMATICALLY
VersatileBJN007: eliminated throw glitch
VersatileBJN007: es
VersatileBJN007: and it would be cool
VersatileBJN007: for example
Dec1are Your War: yes
VersatileBJN007: suppose with ermac
VersatileBJN007: u do his throw
VersatileBJN007: and im grounded
VersatileBJN007: you go into mystic float.
VersatileBJN007: knowing im lying down
VersatileBJN007: and slam me.
VersatileBJN007: and later in a match
VersatileBJN007: you throw me again.
VersatileBJN007: and mystic float
VersatileBJN007: i get up quick and try to hop away.
VersatileBJN007: you input qcf+2+3 and do his mystic float throw
VersatileBJN007: for like 30 damage.
VersatileBJN007: *pictures mystic float throw in head8
VersatileBJN007: *
Dec1are Your War: hmm, very interesting
VersatileBJN007: like he'd dive down like a hawk
Dec1are Your War: sounds cool, but more than likely it'll lead to even more glitches
Dec1are Your War: knowing boon
VersatileBJN007: yeah you're right.
VersatileBJN007: bur with all the hate on the game.
VersatileBJN007: the last 3 games (MK4,MKDA,MKD)
VersatileBJN007: maybe he'll smart in up.
VersatileBJN007: im holding this conversation in hopes that he does
Dec1are Your War: hopefully he reads the boards haha
VersatileBJN007: yeah
VersatileBJN007: and on the defensive end of the ground game
VersatileBJN007: u've have more options other than rolling.
VersatileBJN007: *u'd
VersatileBJN007: like
Dec1are Your War: sounds pretty good as of now
VersatileBJN007: roll back,roll forward,roll sideways
VersatileBJN007: then offensive options
VersatileBJN007: like low kick
VersatileBJN007: as you get up
VersatileBJN007: and a mid kick
VersatileBJN007: but check this
VersatileBJN007: mystic float and hit block to cancel it to throw me off.
VersatileBJN007: i low kick you and you anticipate it
VersatileBJN007: low parry it into tele slam smile
VersatileBJN007: c'mon quik how sweet would that be.
Dec1are Your War: lol it'd be a cool game
VersatileBJN007: yesir
Dec1are Your War: playing like that with may favorite mk character would be cooler than him-->8-)
VersatileBJN007: lol
VersatileBJN007: *is a good thing that gay ass smiley face won't show up on MKO*
VersatileBJN007: lmao
VersatileBJN007: jk
Dec1are Your War: bitch
Dec1are Your War: lol
VersatileBJN007: hehe
VersatileBJN007: speaking of cancels
VersatileBJN007: i like the idea
VersatileBJN007: of being able to have SOME(not all)
VersatileBJN007: attacks be cancelable
VersatileBJN007: like for example
VersatileBJN007: Ermac's b+1 in huay chan
VersatileBJN007: you hit b+1~block
VersatileBJN007: ermac stars the animation
VersatileBJN007: but cancels into block
VersatileBJN007: so lets sayh
VersatileBJN007: I'm defending you good.
VersatileBJN007: and you do huay chan 2
VersatileBJN007: and i go to reverse it
VersatileBJN007: and you cancel
VersatileBJN007: im open now
VersatileBJN007: tele slam
VersatileBJN007: game over.
VersatileBJN007: like?
Dec1are Your War: lol yes
VersatileBJN007: good shit
Dec1are Your War: very complex and way more challenging
VersatileBJN007: yeah
VersatileBJN007: and the oppostie of cancels would be delays
VersatileBJN007: for example
VersatileBJN007: b+{1}
VersatileBJN007: hold 1
VersatileBJN007: i block
VersatileBJN007: i fear you're gonna cancel so i stay blocking
VersatileBJN007: you fully delay it
VersatileBJN007: it causes a guard crush
VersatileBJN007: giving you +10 frame advantage
VersatileBJN007: guard crush = won't be that gay block stun shit in MKD. the opponent will actually stumble back.
VersatileBJN007: like in dragon ball z budokai 3
Dec1are Your War: totally open for an attack
VersatileBJN007: yes
VersatileBJN007: im at -10 for blocking your delayed b+1
VersatileBJN007: u walk up
VersatileBJN007: and while nothing is guaranteed
VersatileBJN007: you have hella advantaghe so i cant attack you
VersatileBJN007: so u can 50/50 between throw and mid
VersatileBJN007: or mystic float in my face
VersatileBJN007: wait for me to hop back
Dec1are Your War: lol
VersatileBJN007: mystic float throw smile
Dec1are Your War: i like i like
VersatileBJN007: smile
VersatileBJN007: throw breaks,frame advantage,reversals,parries,ground game,cancels,delays...hmmmm
VersatileBJN007: what about Tekken 5's high crush low crush sytem
VersatileBJN007: ever heard of it?
Dec1are Your War: nope haven't played the game yet lol
VersatileBJN007: i think that would work so great in MK it's not even funny.
VersatileBJN007: ok it works like this
VersatileBJN007: low attacks crush high attacks
VersatileBJN007: as in
VersatileBJN007: they go under highs
VersatileBJN007: and moves that involve jumping
VersatileBJN007: crush low attacks
VersatileBJN007: as in they go over the low
VersatileBJN007: so for example
VersatileBJN007: u watch wrestling?
Dec1are Your War: at times
VersatileBJN007: k forget it
VersatileBJN007: um
Dec1are Your War: but i get what you're saying
Dec1are Your War: lol
VersatileBJN007: well lets say with ermac
VersatileBJN007: he has a new attacks
VersatileBJN007: where he tele kinetically jumps into the air and stomps on your head
VersatileBJN007: if i block
VersatileBJN007: you're at -20 frame disadvantage and a whole lotta rape is coming your way.
VersatileBJN007: but suppose i do a low poke
VersatileBJN007: the tele head stomp would low crush the low poke.
VersatileBJN007: and i'll get hit..get it?
Dec1are Your War: yes
VersatileBJN007: high crush is kinda already in MKD
Dec1are Your War: yes
VersatileBJN007: like uf ur using ermac and do 2 and i low poke it goes under ur high attack.
Dec1are Your War: that's what i wasn't really getting
VersatileBJN007: yeah
Dec1are Your War: it's not FULLY there, but it's still there
VersatileBJN007: yeah
VersatileBJN007: hmmm
VersatileBJN007: i think walls
VersatileBJN007: should have properties
VersatileBJN007: like in MKDA
VersatileBJN007: i loved the wall system
VersatileBJN007: where if u hit a wall
VersatileBJN007: it did extra damage.
Dec1are Your War: it should do that
VersatileBJN007: that would automatically eliminate
VersatileBJN007: wall infinites
VersatileBJN007: and wall glitches
Dec1are Your War: i mean, it'd be more realistic
VersatileBJN007: yes
VersatileBJN007: like the arena shouldn't be full walled in
VersatileBJN007: so that way death traps can still be in.
VersatileBJN007: but some parts could be walled.
Dec1are Your War: i think DTs need to go
VersatileBJN007: i certainly wouldn't mind.
Dec1are Your War: i mean
Dec1are Your War: almost all of the better people mplay with them off
VersatileBJN007: yeah
Dec1are Your War: a noob can knock someone into a DT
Dec1are Your War: it isn't that hard
VersatileBJN007: i suppose with all the depth hopefully being added.
VersatileBJN007: DT's wont be neccessary.
Dec1are Your War: it be nice for them to be there, but just like in previous MKs where you had a pit fatality
VersatileBJN007: yeah exactly
Dec1are Your War: and you could knock them in at the finish him screen
VersatileBJN007: yeah
VersatileBJN007: i getcha
VersatileBJN007: but back to wall damage
VersatileBJN007: i think it should be back but
VersatileBJN007: in MKDA it was a little too eacsy to wall tech roll out of the way.
VersatileBJN007: I think in MK7
VersatileBJN007: instead of being able to just tap up or down to roll out of the way when against a wall.
VersatileBJN007: you have to time your evade with the attack
VersatileBJN007: so for example
VersatileBJN007: i have you against a wall
VersatileBJN007: and with sub i do 1,1,2 in dragon
VersatileBJN007: and u get hit by the 1,1
VersatileBJN007: but you hit 1+2 as soon as i do 2
VersatileBJN007: you successfully wall tech the 2.
VersatileBJN007: to avoid taking more damage.
Dec1are Your War: hmm
Dec1are Your War: good idea
VersatileBJN007: again
VersatileBJN007: automatically
VersatileBJN007: eliminates bull shit.
VersatileBJN007: I think that pretty much covers what I want in MK7 from a gameplay stand point. Let me hear what else you'd like to see.
VersatileBJN007: I mean i have a few minor things i'd like to say.
VersatileBJN007: about gameplay ,but basically im done.
Dec1are Your War: lol good
VersatileBJN007: anything u wanna add
Dec1are Your War: hmm idont think so
VersatileBJN007: k
VersatileBJN007: well, i think along with all this shit i think Ed Boon should have a more leveled head and better testing
Dec1are Your War: lol yes
VersatileBJN007: certain things just dont make sense.
VersatileBJN007: for example
VersatileBJN007: if NS's cloud can be done up close
VersatileBJN007: Sub's clone should be able to be done up close as well
VersatileBJN007: it's just common sense
Dec1are Your War: exactly
Dec1are Your War: and bring back sub's ground freeze
Dec1are Your War: lol
VersatileBJN007: yeah
VersatileBJN007: definetly
VersatileBJN007: u dont even wanna know what id do with that shit
VersatileBJN007: lol
Dec1are Your War: lol
VersatileBJN007: i also think
VersatileBJN007: like u said earlier
VersatileBJN007: throws should NOT lead to launchers
Dec1are Your War: no way man
VersatileBJN007: and if they do.
VersatileBJN007: they should be difficult to do
VersatileBJN007: command throws
VersatileBJN007: like for example
VersatileBJN007: ermac could have a throw
VersatileBJN007: where the teleslams u extremely hard and go flying into the sky and when they begin to land u can juggle them
VersatileBJN007: but the command could be
VersatileBJN007: hold 1+2,b,f,b,f,let go of 1,3
VersatileBJN007: get me?
VersatileBJN007: and it would STILL be escapeable. that way.
Dec1are Your War: very complicated
VersatileBJN007: yeah but if a throw gives u 50%
VersatileBJN007: shouldnt it be hard to do?
Dec1are Your War: yes i suppose so
VersatileBJN007: and once u get it down it's like cake.
VersatileBJN007: thats just an idea, i certainly could leave with throws that launc being gone for good.
VersatileBJN007: since thats not in any fighting game
VersatileBJN007: but MK
Dec1are Your War: yes
Dec1are Your War: i think it'd be better if boon made the throws plant instead of launch
VersatileBJN007: eh
Dec1are Your War: and none of this SS throw business
VersatileBJN007: i think they should just ground them
VersatileBJN007: yeah ur right
VersatileBJN007: by plant u mean ground them right?
Dec1are Your War: yes
VersatileBJN007: like no throw should be rollable
VersatileBJN007: which would make the ground game possible
VersatileBJN007: and also make the game a lot more balanced.
Dec1are Your War: yuuuuuup
VersatileBJN007: i think if 2 characters do a move
VersatileBJN007: that have the same speed
VersatileBJN007: an invisible barries
VersatileBJN007: *barrier
VersatileBJN007: should repel them both
VersatileBJN007: back a few inches
VersatileBJN007: and neither take damage.
Dec1are Your War: or they both take damage
VersatileBJN007: yea
VersatileBJN007: either way its cool
VersatileBJN007: aggressor should be back
VersatileBJN007: do you agree?
Dec1are Your War: lol yep
Dec1are Your War: i used to love that =)
VersatileBJN007: but this time
VersatileBJN007: with a twist.
VersatileBJN007: every character
VersatileBJN007: has a different aggressor
VersatileBJN007: with different effects.
VersatileBJN007: and different animation.
VersatileBJN007: for example
VersatileBJN007: kung lao's aggressor.
VersatileBJN007: his ancestor's spirit
VersatileBJN007: goes into him
VersatileBJN007: and he gets surrounded by this yellow aura
VersatileBJN007: like he's super saiyan
VersatileBJN007: *for the dragon ball z fans out there*
VersatileBJN007: and in this state
VersatileBJN007: he cannot be parried, his moves do 3% more damage and you have 3 less frames to break his throws.
Dec1are Your War: ohh kind of like power-up in MKDA?
Dec1are Your War: in a way
VersatileBJN007: kind of, but like i said everyone has different effects.
VersatileBJN007: or ermac
VersatileBJN007: he's surrounded by souls
VersatileBJN007: *won't be the animation if Shang is back..cuz if he is..that sh ould be his*
VersatileBJN007: and no special effects him
VersatileBJN007: while he's in aggressor mode.
VersatileBJN007: he doesn't get any damage boosts
VersatileBJN007: or defensive boosts
VersatileBJN007: but that would be his effect
VersatileBJN007: all aggressors end within 10-20 seconds.
VersatileBJN007: and to earn them you have to complete some kind of task(different depending on the character and how good their aggressor is)
Dec1are Your War: so it's kind of like the supers in puzzle
Dec1are Your War: lol
VersatileBJN007: yeah
VersatileBJN007: somewhat
Dec1are Your War: except longer
VersatileBJN007: yeah
VersatileBJN007: or with Sub-Zero
VersatileBJN007: his whole body has that "icy chill" look so when he walks a smokey icey trail is left behind
VersatileBJN007: and his muslces are sorruounded by ice spikes
VersatileBJN007: along with his fist
VersatileBJN007: in this state
VersatileBJN007: Sub-Zero takes 10% damage reduction.
VersatileBJN007: and does 2% more damage.
VersatileBJN007: and his ice effect last longer.
VersatileBJN007: shit like that
VersatileBJN007: of course since his is really good
Dec1are Your War: lol sounds pimp as hell
VersatileBJN007: it'd last for 10 seconds
VersatileBJN007: instead of 20.
VersatileBJN007: while ermac's is fairly fare
VersatileBJN007: so it'd last 15
VersatileBJN007: *fair
Dec1are Your War: hey, it was nice talking to you, but i'm about to get outta here
VersatileBJN007: aiight quik..we were done anyway. perhaps later we'll do the cosmetics...easier to do and a lot more fun to talk about
Dec1are Your War: lol yep
VersatileBJN007: see ya tonight
VersatileBJN007: and thx
Dec1are Your War: no problem buddy-o
VersatileBJN007: later
Dec1are Your War: peace
Good stuff


Not all launch throws should be eliminated though.

Maybe give them a larger break window, less damage or a more complex command.

Tekken 5 has launch throws.
Craig's ff+1+2 = leads to long juggles.

Ganriu's ff+2, 1+2, f+1+2 = around 40% damage easy. The launch is far though, so not much is guaranteed unless you throw them while close to a wall.

In DOA3
Gen Fu = d, df, f+BLK+P


Maybe a back throw could be a launcher = You can't block a regular launch while facing away anyway. Just make the throw do less damage but launch.

----------------------------------------------

Aside from a few launch throws, there could be throws that can slam the opponent against a wall for a wall stun combo.

Along with plant throws, non tec.able for a stomp attack follow up.



There could be a just frame tec. roll for wall and ground attacks that can be used in a situation where an easy tec. roll is not available.
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Versatile
07/10/2005 01:12 AM (UTC)
0
You're right. I totally forgot about Craig's f,f+1+2. I guess they should be a rarity is what I meant.
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Sub-Zero_7th
07/10/2005 02:21 AM (UTC)
0
Versatile and I were talking on AIM and I brought up to his attention about an idea I had regarding weapons.

I was thinking that there could be a struggling system with the weapons in the case of 2 weapons clashing together. Whoever wins will push away the loser and gain pretty good frame advantage. Versatile suggested at least 10 frames.

I think this can add depth and also be a good defense when it danger of getting knocked into a death trap.

What do you think of this idea?
I like it

But is it only when weapons clash, or can it be like a parry?

Like in SC2 you have the Guard Impact.

In MK instead of a push away, it would lead to the weapon struggle.

Now with the weapon struggle, is there a way to make it so an advantage off it doesn't just depend on who can mash the button's faster.

Something that requires a little more skill than mindless button mashing?

Maybe you go in to the struggle for about 2-3 seconds, then only 1 button will pop up on the screen. You have to press that button 3 times fast. Whoever does it first wins the struggle.

If you happen to tie with the other person, another button will pop up.

A second tie and both fighters will be pushed back.
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Sub-Zero_7th
07/10/2005 06:41 PM (UTC)
0
bleed Wrote:
I like it

But is it only when weapons clash, or can it be like a parry?

Like in SC2 you have the Guard Impact.

In MK instead of a push away, it would lead to the weapon struggle.

Now with the weapon struggle, is there a way to make it so an advantage off it doesn't just depend on who can mash the button's faster.

Something that requires a little more skill than mindless button mashing?

Maybe you go in to the struggle for about 2-3 seconds, then only 1 button will pop up on the screen. You have to press that button 3 times fast. Whoever does it first wins the struggle.

If you happen to tie with the other person, another button will pop up.

A second tie and both fighters will be pushed back.


I suppose it can also be like a parry like B + 1 + 3 if that's something along the lines of what you have in mind.

I agree that in the struggle, there should be something more than just button mashing the fastest to win. I think your idea would work. About the tie thing, that sounds a bit like the card game of War. tongue

I want to bring up something else that's related to weapons. With the basic moves in the weapon stance, should there also be moves from the unarmed stance aside from kicks?
yes, if it could be used for a counter attack = stuff you would see in a movie.

Like a parry to punch, or block ~ back spin elbow to face.

A shove / tackle would work also.
How about having some special, really over the top moves to finish a round or end the match.

Basically show off moves.

Say you have a certain time limit, like 10 seconds or less to get the opponent’s life down to 25% & finish the round or match with style.

Like if you finish a round with IVY’s flying blades throw in SC2. But something more spectacular than that.

There could be a Kill move on the final round but you have other special enders that don’t kill for earlier rounds.

Multiple moves for every fighter so it doesn’t get stale.

They could be single moves, combo enders, maybe even reversals, Whatever.

What haven’t we thought of yet?


---------------------------------------------------------------------

Ideas for a remake of Dairou. New fighting style
Since he can throw fireballs from his leg, have him kick the ground and an energy shock wave comes out and that's what pops the opponent up.
He should have power kicks with a yellowish shock wave when they hit. Like his basic attacks but automatically powered up.
The kicks could be like Tae Kwon do kicks. Check out Baek's power kicks in Tekken 5 for an example.
Baeks moves that would look good with Dairou's yellow shock wave effect.
Flamingo, f+3
Flamingo, f+4
3+4
Lee Chaolan's ff+3
Raven's ff+4 or his f+3+4
Martial Law's ff+3 or Jan Lee's ff+k
A drop kick could work too.
The opponent would fly More like in DOA3 = very far away, or do more flips than normal = extra exaggerated.
Basically, kicks that normally knock the opponent down for regular fighters would be powered up for Dairou. Like Rain's round house
His lower legs could emit a faint yellowish glow or energy flame.
He could keep Wing Chun, but make it better. I'd like for him to change the stance, I don't like how it looks in MKD, loosen it up a bit.
Then replace his other style with maybe Tae Kwon do mixed with muay tai and kick boxing. A powerful and semi stylish looking Kick based martial art.
I'd rather just have them all as 1 style = Wingchun / TKD / Muay tai / Kick boxing.
So he would use a few quick punches, some parries and a lot of kicks.
Maybe he can use the energy for any part of his body, so he could still do the Tomb Stone. The shock wave from it would bounce him back up to the standing position. It would make more sense that way.
Should jump kicks have priority over weak standing attacks?

Like super armor You can hit the jumping character, but you can't stop his kick. You need to either side step, do an air reversal like in DOA3, Block, do a special move, or do a powerful standing attack.


I find jump kicks kind of pointless, most of the time I end up getting juggled off a counter jab.

If the jump kicks connect, they should have an effect like in street fighter for some kicks and punches but still some of the kicks will launch or floor the opponent.

Maybe jumping can go over H and M projectiles like in the old games.
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Sub-Zero_7th
07/12/2005 04:24 PM (UTC)
0
bleed Wrote:
Should jump kicks have priority over weak standing attacks?

Like super armor You can hit the jumping character, but you can't stop his kick. You need to either side step, do an air reversal like in DOA3, Block, do a special move, or do a powerful standing attack.


I find jump kicks kind of pointless, most of the time I end up getting juggled off a counter jab.

If the jump kicks connect, they should have an effect like in street fighter for some kicks and punches but still some of the kicks will launch or floor the opponent.

Maybe jumping can go over H and M projectiles like in the old games.


Jumping attacks, eh? I'm glad you brought this up bleed.

One thing I truly hated about MK: DA and MK: D were the aerial properties.

I'd like to see each character with their own aerial moves and stuff. I don't want all of the characters to jump and/or flip the same.

For example, I picture characters like Kitana and Mileena having higher jumps and being able to flip like in the old MKs. Their aerial attacks should be on the weaker side.

For characters like Jax and Hotaru, they should have shorter jumps and not have the flipping ability. However, their aerial attacks should be on the stronger side.

The moves themselves should vary with each character.

With Scorpion, let's say he has a style of Ninpo Taijutsu. His basic aerial moves could be a lot like how the aerial moves were in MK4. 1 in the air would be his weakest but quickest. For him, that move could be some kind of Straight Punch with the lead hand. 2 in the air would be the same move but with the rear hand and more powerful but also a bit slower. 3 would be a Straight Kick which would be like the jumping low kick in MK4. And 4 for him would be a Front Kick which would act like the jumping high kick. For his particular jumping/flipping stuff, he should be pretty good, but not one of the best.

When you say you find jump kicks kind of pointless, do you mean in MK games or in most fighting games?

I think maybe jump kicks should have a bit of a better priority than weak standing moves like jabs.
I was talking about the new MKs, but in Tekken, jump kicks and jump punches are pretty useless too, unless you are using it in a juggle.

Like with Baek Do san in Tekken 5.

f, d, df+3, hop R. kick, 3+4 (hold 3), F (flamingo), 1, 2, F (flamingo), 4, (release 3) F (flamingo), 1+2, 4

The jump kick helps to make that one of
Baeks strongest juggles.

But regular jump kicks are too dangerous to use = too easy to counter

In T5 the only time I’ll usually do jump kicks is when I'm fighting the computer.

If I do a jump kick or jump punch against a human player it's probably because I messed up and pressed jump on accident. Like 90% of the time that happens my opponent gets a free juggle. furious
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BOMBSnFISTS
07/20/2005 01:23 AM (UTC)
0
The one thing they need to do is stop making the screen go Black for fatalities like its a movie. It would be so bad-ass if everything stayed light so you could actually see it happening in the normal atmosphere. Also, instead of Fatalities that are movies, your moves just annihilate your opponent. Example, if I beat you with Kenshi, and instead of punching in a fatality, I do his sword combo, it actually tears your body up and kills you. That would be very gratifying. smile

Sorry this isn't really a game play feature, but I wanted to say that since DA!

And auto tracking is no glitch, been here since DA - you press up to track your opponent if he is side stepping you UP.. I am still able to side step people online so its not really auto track. Here's a hint .
Spoilers: (Highlight to reveal)
PRESS DOWN
. Also have good timing. wink
A different angle on the custom combo idea I posted a few pages back.



Reinventing the aggressor power up.

First how you would get the power up.

Regular power up like in Tekken or MKDA = like an adrenalin rush or taunt.

Power meter = If you have something like the super meters in street fighter.

Limited = It could work with something like the run meter.

Some powerups can be part of a move = Finish a combo and do a taunt like Jin’s “Kazama” combo in T5. 1,3,2,1,4,d+1+2. Or like in DOA3 when Jan lee does a powerful attack and starts to bounce around like Bruce lee.

I’m not sure which way would be the best.

I think there could be several ways to power up though, not just 1.

-----------------------------

What could you get from the power up?

I’m thinking many changes and options that can vary between the different fighters.

Here is a list of possible alterations:



It would give you extra combos = like more variations to a combo. Say with jin in T5, you have the new combo db+2,2,3.
With the aggressor on, you would be given new options for that same combo.

For example

This is using an MKD or Tao Feng button lay out which like the VF and DOA lay outs, It lets you do the same attack using the same button command whether you have your R. foot forward or L. foot forward.

(The moves I'm adding here are using the LFF command from T5, but the attack would come out with the L. leg if necessary)

db+2, 2, db+4
db+2,2, f+3
db+2,2, f+3~3
db+2, 2, f,d,df+4
db+2, 2, d+3+4
db+2, 2, b+1 ~ 1, 2, 3 or 4

2, uf+1+2 Or you could do (2 and hold it), uf+1 = buffering.

2,1, db+4

2,1, f+4

ff+2, b+1 ~ 1, 2, 3, or 4.

There could be alterations to other moves like

The new 1+2 three hit combo stuns longer = guaranteed f,d,df+2 or whatever else.

---------------------

There could be other stuff like

More special moves or super moves

Special combo enders

A mid round fatality is enabled = A fatality that can be done on the final round when the opponent has 50% health or less.



Attack property changes = Like attacks would have a shorter recovery time or you can cancel part of the recovery animation in to a block.

Further push back on block

Guard break

A move that didn’t launch before will now launch.

Some moves can be faster like Devil Jin's EWGF and his WGF in T5.
(Electric Wind God Fist)
The same move, but one is faster and can lead to longer juggles.

Some normally blockable combos can become unblockable after the first hit. Nothing too long though. It can't be too over powered.

Some attacks can now be charged = like Jin's jf laser scraper in T4.

delayable attacks = mess up your opponent's counters and reversals.

cancelable attacks = Like if you could cancel jin's df+1, 4~4
Cancel the kick after the feint by tapping df+1, 4~4, Blk.

Then catch the opponent off guard with a throw or med attack if they crouched to block the low kick that didn't come out.

Knock down on counter hit = leads to ground attacks

Stun on counter hit = leads to whatever

you can't be stunned = super armor like in Fight night.

-------------------

Small changes to the attack properties can make a huge difference in how effective your fighter is.

If you want to know how much of a difference, go to the tekken zaibatsu website and read the character specific threads for Tekken 5.

There is a new version of T5 that’s coming out next month for the US. It’s already out in Japan.

It’s called Tekken 5.1

They made changes to the move properties like..... this move recovers 6 frames slower or this move doesn’t launch anymore. You can read about how large of an impact the small changes can make on those forums. A fighter can go from top tire to low or med tire easily.

------------------



An example of how you could use one of the changes in combat to trick the opponent.

Using Jin's db+2,2,3 from Tekken 5.

With the aggressor you can now use the f, d, df+4 (sweep) instead of the 3 (kick to stomach.)

(Note: The f,d,df+4 would be the sweep but using the L. leg or right leg depending on which foot he has forward at the time.)

That sweep leads to another db+2, 2, 3 during the fall down animation in T5.

So you could do this.

db+2,2, f,d,df+4, db+2,2,3

Or maybe the command for it could be made a simpler like.

db+2,2, d+4, db+2,2,3

If they expect the sweep, you can do the new launcher = f,d,df+1.

db+2,2, new launcher, b,f+2, 1, ff, 1, db+2,2,3

(again note, the L and R attacks change to R or L depending on which foot is forward like in MKD, VF4, DOA3 and Tao feng.)


Jin’s df+3 on counter hit can cause a stun with the aggressor.

Use it like this.

df+3, 1(juggles), ff, 1,2,3, ff+4 or d+4.

Or instead of doing the last hit, do this.

df+3, 1(juggles), ff, 1,2,3 then wait for the opponent to roll and catch them with the db+2,2,3
Avatar
m2dave
07/25/2005 04:45 AM (UTC)
0
My first post in this thread...

-The next MK needs a wake up game.Allow the characters to play dead.The MK team can still keep "u" and "d" as rolling to each specific sides,and "b" can remain as back-rolling.While you're grounded,they can add rising kicks and other certain attacks that you can perform while being grounded.Also,attacks that hit grounded opponents must be implemented as well to prevent non-stop grounding.Tech-catches,and such,may be added,too,but are not a necassity because I seriously doubt Boon would ever go that far.

-Throw escapes must be added and there should be more than one throw.3 is the minimum.Every throw should have its own,unique escape.MK can do it like Virtua Fighter.For example,let's assume Smoke's throw in MK:D is done by f,f+1+2.Thus,the escape can be f+1+2 for it.The escape frame window for the throws should not be easy and mash-able.Something rather unnecessary like an "escape animation" can be added,too.So,for example,let's go ahead with the aforementiond instance above with Smoke.When a Smoke player throws you with f,f+1+2,and you press f+1+2 to escape it accordingly,your character would push away Smoke's hands while Smoke intends to grab your head with both of his hands and smash it onto his knee.This can be done real nicely and with a smooth animation;kind of the ones that VF and Tekken have in their games.

-The MK team has to add some depth with walls.The most logical possibility is a wall stun that allows free hits when it is applied.Some throws like Noob's and Tanya's should create wall stuns,too (see Nina's u/f+1+2 throw in Tekken 5;it's the same throw as Noob's and Tanya's).Furthermore,a wall push can be added as well,but I don't recommend it in this case.However,add a wall-tech for juggles to keep the damage reasonable.The wall-tech should only be appliable when your opponent's legs touch the ground.

-Add parries.I think every character should have a parry;that is;a high parry,a mid parry,and a low parry.For example,a high parry can be done with b+1+3 while a mid parry can be done with b+2+4.A low parry could be done with d/f (Tekken style;time it with an opponent's low attack).A high/mid parry should give no more than +10 to keep the damage reasonable;a low parry should provide more advantage (possibly give juggle starters).Not ALL high/mid attacks should be parriable;the same should apply to lows.For example,if an unparriable high attack is attempted to be parried,the player who tried to parry would get damaged by the unparriable high attack.

As for some basic changes...

-Remove the 3 stances.Only a hand-to-hand and weapon stance should be available.It is extremely hard to make all the 3 stances useful at high level play without 1 or 2 of them being completely useless.

-Remove the combo breakers.I'm sorry,and this may be subjective,but people suddenly escaping juggles in mid-air is not realistic at all.Besides,combo breakers are lazy tools just to avoid high juggles and combos.I think Boon and his team can come up with better ideas than this.

-Remove the silly dial-a-combos and replace them with strings that may be used for juggles.

-Remove the universal tracking for God's sake.Every move should have its own property;that is,whether it will track or not.It may track to the right,but not to the left.It may track to the left,but not to the right.It may not track at all.It may track to both sides.These are the possibilties.

That's it for now.They say MK is a laughing stock for the competitive gamers,that can change...
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BringBackRain
07/25/2005 04:48 PM (UTC)
0
I been a MK Since Forever, And It Keeps Getting Better and better....I like the new people, i love the old people. I only heard of Rain on MKT, also UMK3 on SNES. Is Rain a One show and go? Is it a possible comeback for him? jus curious.

Will Brutality be back on the new MK? More Fatalities?

I would like to see a 2 on 2 option on the new MK. i dont mean if one dies then the other shows up, more like u can tag him in, like u guys did with Smoke and Noob Saibot. You can also perform a combo.....ooh ooh....and Team Fatality.....This one u gotta come up with....That would be sweet

I wonder...Will Reptile be back?

I thought of this fatality about 2 years ago....lol this is funny. OK a dude with a hammer or someone with powers sink his fighter into the ground...leaving his head only to be seen.....then the other would kick the hell out of the head, leaving it flying in the air, and then blast it....such torture. lol

o yeah....SEKTOR AND CYRAX MUST RETURN!!!! and Where is Stryker?
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MENTHOL
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About Me
07/25/2005 07:45 PM (UTC)
0
This is a gameplay thread man.
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BringBackRain
07/25/2005 09:14 PM (UTC)
0
Brutality, More Fatalities, Tag Team Kombat......Thats Not Talking About Nothing Yall Talking About? Im New To This...So Im Thinking Of New Things. But I aplogize if wasnt saying the right stuff.....jus trying get my opinion out there
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FLSTYLE
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About Me

FLStyle Personal Twitteromegaasylum.com Updates Twitter Omega Asylum - Home of FLStyle - Video Game and Media Blog

07/27/2005 09:24 AM (UTC)
0
BringBackRain Wrote:
Brutality, More Fatalities, Tag Team Kombat......Thats Not Talking About Nothing Yall Talking About?

Im New To This...So Im Thinking Of New Things. But I aplogize if wasnt saying the right stuff.....jus trying get my opinion out there


Read the last two posts above your first one, if you don't understand them then this isn't the thread for you.

Even better would be to read the bold parts of TTT's original post on the first page.
I think if they went back to HP, LP, LK, HK, BLOCK, and RUN they could still make a more intricate and still nostalgic fighting engine. Block and run could be used together for escapes.

HP = Long range, obviously head range shots/strings, uppercuts, mid-range neck and chest shots.

LP = Mid range, short range chest mid section, stomach and legs, grapples in conjunction with BLK.

HK = Long range head neck shots/strings, mid chest/neck. Roundhouses.

LK = same as LP, with sweeps, variant grapples.

These are just simple move properties that can be used together in strings instead of dial in combos. Dial in combos will always be around though in any fighting game to date, it's just how it plays. You are always dialing in a sense just other advanced fighters involve timing and direction, you are still "dialing" those keys in to do so.

I also think jumping should be the flipping as many mentioned from the elder series and I kind of like the idea of starting a combo with a jump punch or a jump kick like UMK3 and even Street Fighter series. As well as air blocks and reversals. Not mashable, timed (BLK~RUN).
Avatar
fatalitymaster
07/31/2005 11:49 AM (UTC)
0
Well as the new MK 7 will be on ps 3 and xbox 360 then no one has any ideas for the game yet because its hard to imagen better graphics than ps2 so just be patient let the perfesionals do it of u want to see ps 3 graphics go to http://www.gametrailers.com/search.php cos they have sum vids of ps3 games
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FLSTYLE
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About Me

FLStyle Personal Twitteromegaasylum.com Updates Twitter Omega Asylum - Home of FLStyle - Video Game and Media Blog

07/31/2005 08:31 PM (UTC)
0
fatalitymaster Wrote:
Well as the new MK 7 will be on ps 3 and xbox 360 then no one has any ideas for the game yet because its hard to imagen better graphics than ps2 so just be patient let the perfesionals do it of u want to see ps 3 graphics go to http://www.gametrailers.com/search.php cos they have sum vids of ps3 games


What has graphics got to do with anything in a gameplay thread?
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NiNpO_613
08/03/2005 05:52 AM (UTC)
0
thats a terrible muay thai pic.......weak stance.
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Satyagraha
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About Me

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

08/03/2005 09:55 PM (UTC)
0
It's been stated time and time again that there needs to be ample effort put into defining quality move properties as well as proper, bufferable movement. This is the core of any fighter. If these are not adressed then the franchise will continue to spiral into a formless mass of aethetics.

I do argee on having the input scheme return to the old HP, HK, etc. system. As of now, there is very little logic so far as inputs are concerned. We are given a system of 1,2,3,4 and so forth, yet those numbers represent and symbolize abosultely nothing.

Numeric numbering is and always has been a means by which to associate a symbol to an existing product or function. However, there is not an effecient function represented in the the current input scheme. Now, if we went back to the HK/HP sytem, players could label those function 1,2,3 ect. due to simplification when writing notation. Though, you need a tangeble product for which those numbers to symbolize; MK lacks that connection.

Practice mode needs to be beefed up; I'm glad that's been brought to the forefront a few times. You need to be able to specify certain actions you want the dummy character to do; such as tech, jump, perform a certain move, etc. MK4 had a better practice mode than DA/D. So that's a feature that needs to be adressed. Even basic stuff; simply specifying the dummy to jump or do a single attack would be much improved.

There needs to be air to air relationships again. I miss doing cross ups and projectile zoning/baiting while air born. That lends so much depth to the overall playing experience. People always say "I want it 'faster'." Well, providing anti-air and air to air relationships will do just that, as well.

Even though I'm in favor of the old input system, I'm not to sure I would want run back. Even though it worked, applying movement to a button has almost always been a flaw to most fighters. If it can work, though, I have no problems with it.
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