Avatar
Sub-Zero_7th
08/04/2005 12:11 AM (UTC)
0
To me, I feel like there doesn't have to be a specific symboliziation for an attack number (e.g. 1 being high punch). If they continue to use different martial arts styles, it would be tough to see styles like Xing Yi and Fong Ngan implimented into a 2 punch and 2 kick layout design unless you suggest having a fused style.

If that's the case, then I think that perhaps 1 and 2 should be lead and rear hand attacks while 3 and 4 be lead and rear leg/foot attacks.

I totally agree with on the practice mode and the aerial stuff. I've heard people complaining about the aerial stuff from the old MKs not being realistic, but since when has MK ever really been a realistic fighting game?

When it comes to certain movement, there could be forward dash with forward, forward. Besides, we already have a backdash with back, back. One thing I would like to see if they add a forward dash is have the second back and second forward for the backdash and forward dash to require a hard press.
I personally liked run more than a F~F motion, but honestly I don't care either way. As long as they add a fast running ability in MK7. Wouldn't it be cool if they had special run abilities for characters? Like Raiden teleports through HCF+run, Noob can shadow run with B-F-F+run, Sub-Zero can ice slide, Sonya can sprint and leap 3D right or left (press run+U or D while sprinting). lol Scorpion can run like Yoshimitsu.

I think instead of the 3 stances, they should go back to the pulling out the weapon through a special command depending on the character. Which means using one move list per character aside weapons. In real life, you don't see someone "switching" their fighting stance. And its a gripe x10 to keep flipping through your 3 stances to get to a certain move you want to do. By the time you are done changing a stance, you have cost yourself a round. Especially if you accidentally pass up the stance you want!

The recovery times in MK:DA and MK:D were sad, IMO. For the attacker to finish a move AND for a victim to recover. Just sluggish. No type of special recoveries.

I'm tired of the same, stupid flailing of arms and legs when someone is being juggled or falling or bouncing.. there is no interacting with the hits. Some sort of ragdoll engine with actual HIT ZONES could be a major help..
Avatar
Sub-Zero_7th
08/04/2005 02:40 PM (UTC)
0
I was thinking about the fighting styles and I think that each character should have 4 styles altogether, 2 unarmed and 2 weapon.

Basically, when choosing a character and their costume, you could then choose 2 gameplay modes for them, mode A and mode B. Mode A will have one unarmed style and one weapon style while mode B has a different unarmed style and weapon style.

Yeah, the aerial and juggling stuff needs improvement. I really hated the jumps and aerial attacks in MKDA and MKD.
I would like to emphasize a little more on the ragdolls. For instance, using HK would obviously attack places like the opponents upper chest, neck, and head areas. When doing a combo and you want to end it with a really powerful roundhouse, you can press B+HK at the end of any 3 or 4 string combo (lets just say). Depending on the place and movement of the opponent, your roundhouse will have different physical outcomes. One scenario would be your opponent being close, right in front of you, which would result in a complete hit to say the neck (because of your timing with B+HK) and hitting the opponent so hard he flips almost upside down slamming his face on the ground (bouncing a little for a possible D+LK starter juggle. tongue )

Say you were one step back, and your opponent is still directly in front of you and you use the same moves as above. Your kick may land on their face spinning him/her like MK4.

You see what I mean?
The only time I see fighters switching to a different fighting style is in the old kung fu movies.


most of the time though, it's either 1 single style, or a hybrid style.



So in MK7 I'd like to have all 3 types, depending on the fighter.


Some guy only mastered 1 style so he'll just use 1 specific style.

Another guy maybe traveled and learned many styles = uses a hybrid style

Another guy likes to switch completely from one style to another or does sub stances = This would be more like a shaolin fighter. switch from tiger style to snake or whatever.

could be like Lei Wulong, Lei Fei, or Shang Tsung. Or a mix of all 3.

The weapons should be somewhere on the body, in a holster or even if it's just floating there like the extra weapons in T5. Just so they don't appear out of thin air.

When you switch from hand to weapon style, there should be a weapon pull animation, very fast though.

Also you can do a weapon pull when doing a tec. or normal roll, while standing straight up, or during some combos.

After a tec. roll weapon pull, you can do while standing up attacks with it.

I'm thinking they should not be able to drop the weapons.


Some fighters could maybe have a sub weapon stance that has to do with their power.

Scorpion could have a sword or use the Rope dart

Sub could use the Kori blade or spiked arms and ice coated limbs or some other ice weapons.

some one could use a magical force as their weapon, imagine an energy floating around the fighter that can form in to spike like shapes or waves, to attack like a supernatural weapon.

Mavado could have double chains or double rope with claws.

the sub weapon could be with a lot of moves, just a few, or just 1 or 2 moves.

Like reptile's sub weapon could be his tail.

Baraka's could be his teeth

Also, not everybody has sub weapons.
Avatar
Sub-Zero_7th
08/05/2005 06:23 AM (UTC)
0
Yeah. Someone like Jax could use a Muay Thai/Judo mixture and the Tonfa as his weapon while someone like Shang Tsung uses various Snake and Crane styles and kind of switches amongst them.
bleed Wrote:
The only time I see fighters switching to a different fighting style is in the old kung fu movies.


Like reptile's sub weapon could be his tail.

Baraka's could be his teeth

Also, not everybody has sub weapons.


I stand corrected about the Kung Fu movies and demonstrations, they do switch blatantly. Do you think it's still annoying for MK? Or do you think its a matter of making the styles more linkable through a ton more ways?

If Baraka could have seperate moves for his biting attacks, that'd be saweet. "QCF+LP+BLK = Baraka does a low chomp to the opponents side and clamps on for further input (like King, Tekken series)." grin
WingsOfRedemption Wrote:


I stand corrected about the Kung Fu movies and demonstrations, they do switch blatantly. Do you think it's still annoying for MK? Or do you think its a matter of making the styles more linkable through a ton more ways?

If Baraka could have separate moves for his biting attacks, that'd be sweet. "QCF+LP+BLK = Baraka does a low chomp to the opponents side and clamps on for further input (like King, Tekken series)." grin



The styles need to be more realistically linkable instead of being so pre set like in MK. It needs a more free / custom feel to it.

You should be able to switch from one style to pretty much any other style.

They don't completely do that in Tekken or VF but they do more of it.

Have a lot of stance switching options for many attacks.
Lei Wulong (T5) and Lei Fei (VF4) are the best examples I can think of.

I think they should keep basic attacks that automatically go in to the different styles, or that have an option of different styles to link to.

Switching with an attack is already in MKD, you just tap any attack+L.
I like that and I think they should keep it. Not completely free like in MKD because I'd like to have weapon pull and put aways. Instead have a variable number of attacks that would be like weapon pull attacks, or weapon put away attacks. Either type of move could be using the weapon, or a limb. = with a weapon, it would be something like with Mitsurugi in SC2. When you do his df,df+V and hold. He does a spin uppercut slash and puts the sword away in 1 smooth motion. Or you could do a left back fist and put your sword away with the right hand at the same time.

These moves could be done by pressing L+some attack button. Or it could be more complicated, like the weapon pulls in MK4, or the style changes in SC2 where you have to hold a button while doing a move.



They could add special attacks that do the same thing.

Like with Lei Wulong, they could add a move where if you are in snake stance and you tap 1+2, you would do the Dragon stance double fist punch and end up in dragon stance.

So instead of having to do a basic switch, you would do an attack from that style instead.

Example of a combo that could be done if you could switch styles like that.

With Lei Wulong T5.

A ( , ) means a short delay = 1, 1 = jab, delay, jab
no coma = fast combo = 11 = jab, snake jab

df+2, 1,11, 1+2, wall slam, ff, 1212~down, 4

uppercut launcher, jab, jab, snake jab, double fisted punch, wall slam, razor rush = 4 punches, switch to tiger stance and do a low spin kick.

In this combo you can switch from snake to Dragon with the 1+2
* The 1+2 Dragon stance Double fisted punch.

You can switch from Dragon to the regular stance with ff.
* The f, N step from the regular stance.

Something like that would open up a lot more options for combat in MK IMO. It's an upgrade to what they already have.

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

Also another idea for a quick dash fix for juggles.

If they add ff+punch type moves like in every other game, I think the Block button could be used to stop you from doing them by mistake during a juggle.

Like if you want to juggle with, 2, ff, 2 and you have a ff+2 move.

Maybe if you hold the block button and tap ff, you can do a quick dash that disables the ff+2 move so you only do the basic 2 punch instead without having to worry about doing the wrong move.

That happens to me sometimes in T5. especially because of the buffering.

Like with Feng wei, sometimes if I juggle with df+1, f+2...ect. sometimes, his ff+2 punch comes out instead of the f+2 one.

If you could have that quick dash or have the ff+whatever attacks be disabled while holding block, that problem would not be there.
Avatar
krsx66
08/09/2005 06:12 PM (UTC)
0
Satyagraha Wrote:

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.

MK4 had a better practice mode than DA/D. So that's a feature that needs to be adressed.


MK4/MKGold's practice mode was very good, they should defintely use that as a template for the practice mode in MK7, as well as adding useful addtions. The practice mode should serve two purposes; 1) Prepares you properly for the Verses kombat and 2) Can be used as a means of 2 player 1 on 1 kombat, where there is no Life bar's or clock. I still play MKG with my friend in the practice mode, because it is so fun to beat the hell outta each other with no time or health limitations.

Also, I agree with the return of Hk. Hp, Lp, Lk. It's what MK was all about until it got blurred in MK4/G, and abandoned in MKDA. Definitely needs to return imo.
I fixed a part of my last post that didn't make sense.

It's the Style switch attack part, sort of like in MKD.
Avatar
vanja_umlaut
Avatar
About Me

The Khan Kuestion: "Is that your best?"

08/10/2005 07:54 PM (UTC)
0
Some very nice ideas in this thread.

A few points:

-I also feel that a characters specific abilities are not used to their full extent in any MK game. Some1 mentioned b4 that Raiden could escape a throw by kinda zapping the opponent. Lets say that a Throw command is like in Tekken, inputed by pressing 1+3. Raiden could escape the Throw by inputing 1 during the move's window of escape. This would force the opponent back like in Tekken, but there could be an additional input (by pressing 1+2 for example) during the shove back escape animation where Raiden zaps the enemy like Blanka, knocking him down and dealing damage that would not be dealt on a simple escape.

-Combo Breakes as a nice idea but not implemented in the best way in MKD. DOA's Combo Breaking is also not the best IMO 'cause it doesn't seem fair to lose a big chunk of health as you're landing hits on your opponent 'cause he got lucky (or is just good) and pressed Free+The right direction during your Combo. DOA's System is good but the Reversals should be replaced with a Shove Back that deals no Damage. A Reversal should be something that comes out when you catch an incoming attack outside a combo or when you're not in a Stun or Juggle.

-Tekken (5) is not flawed, it has its own crap. It revolves more and more around Air juggling with each new installment and, BY THE GODS, I HATE JUGGLING. Don't get me wrong SOME juggling is nice, but half a life bar Juggle is not my cup of tea. I prefer the high-mid-low mix-up in combos (More DOA style) that forces players to mind battle during the fights than just the running around trying to get that launcher and then the other guy can just sit back and have a coffee and read the newspaper until his damn character is back on the ground again. I think it pointless to replace MK's no brainer dial-a-combo system with a Tekken no brainer DF+RP >> dial-a-juggle system.
Who remembers way back in MK1 when you actually lifted a character in the air, jabbing their airborne butt would cause you to stumble back?! That is one old game, but that little detail sounded so much like physics. And better yet, i remember doing HP, HP and the a shadow Kick with Cage that would cancel out the stumbling, but would end the juggle. I call that a Juggle. None of that bullshit LP, Dash, LP, Dash, LP, Dash, LP, Dash, LP, Dash, LP, Dash, LP, Dash, LP, Dash, LP, Dash, LP, Dash, LP, Dash, AND THEN (Finally) Some Move, like in Tekken nowadays.
I also think the 3 Uppercuts in a row in MKD is bullshit as well and move to be done in an air juggle should be split in 2 categories:
-WEAK: like jabs and most fast moves that when done on an airborne character would cause a Stumble Back (that could be cancelled in to a stronger move - as described with Cage).
-STRONG: like Uppercuts, Roundhaouse Kicks and Special moves that would most likely end the juggle, but different moves can keep an opponeent longer in the air and others, by dashing or hitting lower can continue a juggle to a certain extent.
And as BLEED mentioned, these WEAK moves would work in the same way when used against a character jumping at you with a flying move like a kick or a punch, so no1 could jab out a dropkick or something like that.

-About the button lay out: ---JUST CRUCIFY ME HERE---- Why can't it be LP, RP, LK, RK????
Because it's Tekkens?! I know. It's sad that the best possible lay out and interface for a fighting game has been taken by a game series and adopting it would be such a copycat thing to do. But IMO it's the best interface there can be 4 a fighting game (i can't stop repeating it) 'cause it makes it easier for the brain to associate your intention of doing a move with your own body mechanics and consequently to the result that comes out, having your character punch/kick with the right move. It's only logical, 4 limbs, 4 buttons. Left upper button = Left upper limb, Right upper button = right upper limb and so on... Nevertheless 1, 2, 3, 4 is also an option where 1 would only be linked to moves using LP and so on. Or call it Left Arm, Right Leg or Limb, etc. Cosmetics and the power of hipocrisy.
-Moving on, also essential, the Block Button. For me it works out better if a game has a Block button on which i rely for my defense as i'm already moving the D-pad preparing for the counter attack. Doing it with the same (Left) hand seems harder and I often loose coordination when the match gets more intense. Even blocking high and low seems to more "solid" if i'm doing it with the help of a button. I get lost between Back and Down/Back especially against 10-hitters in Tekken.
-Run Button: I think very essential if to be used in a game that requires intense dodging swaying and sidestepping. There's 8 directions in a D-pad and so many moves that characters should be doing not only in MK but most other games as well. U+R: Sidestep away from the screen, D+R: Sidestep towards the screen, F+R: Run of course, B+R: Roll back/Backflip, Hold R, Any Direction: 8-way walk, etc. Special moves with Run Button; Raiden: B, F+R Teleport behind the opponent, Scorpion: QCB+R, Teleport Jump, press 1/2 for the Punch, 3/4 the Kick from MKDA, and what WingsOfRedemption suggested in his post above.

-Seems that Boon mentioned something about MK7.... He mentioned 2 or 3 new gameplay elements that are not in other games or something like that. Since English is not my native language, i might have misunderstood and he actually said: "Get ready folks, same CRAP again!" From the footage i've seen, Shaolin Monks looks pretty exciting and actually a good game and apparently Boon didn't have a lot of say in the game mechanics of that one, so when it hits the shelfs maybe the top dogs on the board will add 2 and 2, give him a slap in the wrist and MK7 will turn out a Tekken with Fatalities!!!! I wouldn't mind that as much as having a $50 game sitting on a shelf and playing tekken like crazy 'til 8 in the morning sometimes.
You know, RIGHT NOW i wish Boon and crew don't read these forums 'cause i'jm doing a course on this shit and hope to be on Boon's end of the industry someday....

So many lines, so little information...
Avatar
Sub-Zero_7th
08/11/2005 03:46 AM (UTC)
0
Those are some great ideas.

When it comes to the button layout, I think it should be Lead Hand, Rear Hand, Lead Leg, Rear Leg as opposed to the Tekken style with the way MKDA and MKD have the backdash thing in which they are on the other side.

MK needs things that can be found in Tekken such as rising moves and moves from when your back is facing the opponent.

I was also thinking about certain moves such as crouching kicks and how they should only be done when the character is crouching.

Like um...let's use Liu Kang in his Jun Fan style for example.

With 3, he could do a Forward Snap Kick which hits mid. D + 3 could be a Low Side Thrust Kick like Law's D + 3 in the Tekken games. However, If Liu is crouched on the ground and presses 3, he'll do a snap kick to the groin which will hit mid. See what I mean?

I agree about the block button and I think that they could do quite a bit with it and keep it relatively simple. I was thinking they could have various defense moves that are connected to the fighting style they are using by having things like BL + 1, BL + 2, BL + 3, and BL + 4. This time, I will use Scorpion as an example.

Let's say he uses Ninjutsu as his fighting style.

BL + 1 can be a circular block with his lead hand and that would parry high attacks.

BL + 2 could be a joint lock and you'd have to do certain commands that would lead Scorpion to continue on to do other things like a throw or something.

BL + 3 could be a low parry in which he uses his lead leg and foot to sweep away a low attack

BL + 4 could be a mid parry in which he uses his rear leg to sweep away a mid attack.

They should return those escape moves. I really like those.

Sub-Zero could have his one from MKDA in which he slides back.

Scorpion could have a ninja-like acrobatic flip.

I was playing T5 today at the arcade trying to figure out how to land Martial Law's flying kick juggle ender.

sample juggle with the flying kick ender is this.

d+2, 3, standing L. jab, 4, 3 ~ b,f,f,f+3+4.

You have to buffer the fake step stance = tap b,f
Then you cancel the fake step in to the DSS stance = f,f or b,f
There are 2 ways to do it that I know of.

The entire stance cancel is b,f,f,f.


I have a hell of a time landing this juggle, it's very hard to get the flying kick to land. Usually I barely scrape them with the kick and miss.

So I'm thinking of a way to make buffering easier.

What if you could buffer 2 - 3 moves ahead?

Like instead of just buffering the Fake step, then canceling it to DSS after the last kick connects.

You could do the entire motion before, up to the moment when the last spin kick connects or a couple frames after. Then just hold 3+4 and it would come out ASAP automatically after the last spin kick.

It gives you more room for error.
------------------------------------------------------------------------

A simpler explanation would be this.

Do the spin kicks, 4, 3, then after 4 connects and before the "3" connects, input this. b,f,b,f+3+4 and just hold 3+4.

The 3 would hit, then automatically cancel from fake step to DSS and do the 3+4 flying kick instantly, making the timing on the buffer easier.


Maybe if you buffer it the old way it would cause a little more damage because it's harder to do.


This advanced buffer can be used in MK also.

Another example

In VF4, with let's say Akira.

You can buffer the P jab to a crouch dash if you time it correctly.

Then do the b,f+PK double palm strike.


With the advanced buffer idea, you could do this...
p, and buffer this df,df,b,f+PK, then hold P+K.

As soon as possible, the recovery from the Jab would automatically cancel to the b,f+PK attack.

So you would have buffered 2 moves in total during the jab, the crouch dash and the double palm strike.




---------------------------------------------------------------------
With Martial Law, so far the best juggle I’ve come up with that ends with the flying kick is this.

d+2,3, 1, 4,3,4 ~ bfff+3+4

I can hardly ever land it though. confused

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

For the attack button lay out I'd also set it to lead punch, rear punch, lead kick, rear kick.

Because In MK the fighters switch foot a lot and using the same button whether you have your left or right foot forward is more convenient IMO. It gives you a lot more options for combos and what not because of the easy switch foot controls. In Tekken, as free as it is, you are still restricted to fighting with your LFF for most fighters.

The run button, I don't think we need. All that stuff can be done with just the D. pad. Get rid of an unnecessary button there. Leave L for a weapon pull or weapon put away.

The block button can stay because it can be used in a lot of ways. A lot of stuff that hasn't been done before.

Actually, since the MK team always tries to keep the controls very simple, they could even use the VF style lay out.
Block, Punch, Kick, Style switch.
The style switch would work very differently though, more like a mix of MKD for basics like switch between 2 main styles = empty hand or weapon. Then have a bit more complicated commands for sub stances like in Tekken5 and SC2.
Avatar
Sub-Zero_7th
08/11/2005 07:07 AM (UTC)
0
Great ideas. I think the buffering should be simplified to make things better. I'm glad you agree with me on the Lead and Rear Punches and Kicks. I've been coming up with all sorts of crazy movesets for different characters. I'm not sure if you'd be interested, especially since I've only touched on the very basic moves except for some characters where I did add a bit of complex bits...

Regarding the run, yeah, I agree. I think there should just be a forward dash and the backdash could be a bit improved on. There should be different animations for the different characters when comes to backdashes and forward dashes. I'll use Bo' Rai Cho as an example.

With his backdash, he can be do a big burp while he does a bit of a fart to boost him forward. Disgusting, I know, but it would be neat to see.

With Sub-Zero, he can of course use ice and with Scorpion, he could kind of do that Teleport Punch type thing (I mean in terms of um..the look and not him actually doing that move). Ermac and Kenshi can do telekinesis and Nitara can use her wings.

Going back to button layout,I don't think it should be as something simple as block, punch, kick, and the style change buttons. I would like to see 2 punch and kick buttons. Block and the style change button can stay. What about the other two shoulder buttons? I would for them to be something different and useful. Do you have anything in mind?

When it comes to sub-stances, yeah, there should be a bit of a more complex (not too complex) command.

I was thinking that Shang Tsung could use Choy Li Fut as a style of his and it's a lot like Lei Wulong type stuff with the 5 animals (Snake, Crane, Leopard, Tiger, and Dragon) and a wee bit of Drunken Fist elements. I'm thinking that he could have a command for each of the animal styles.

Let me know what you think.
OK, on Bo rai cho, for him to use farting and burping to quick dash would annoy too many people.

It might be funny for a little while, but it will get old fast, even faster than the farting he does now.

It's like telling the same joke over and over, it just gets old fast.


I'd take the farting out completely from bo rai cho. Except for maybe some special move, like a throw or something. I've seen old dirty bastard fighting before in the old kung fu movies and he doesn't fart every few seconds. It's only when he knocks the guy down or does some kind of reversal that leaves the opponent in that situation.
---------------------------------------------------------------------------------------

For the BLK, Punch, Kick, Style switch.

I prefer the 4 button lay out because you can do a lot more stuff with it. The thing is that if you take the history of MK games and how simple the controls are and how little moves they have, a BLK, P, K, Switch button lay out would be more than enough to get the job done.

If you look at 2 punch buttons in MKD, you have around 6-8 basic attacks max.

In DOA you have 9 basic attacks for just 1 button. Because they use the diagonals.

It would also give them a bit of an excuse to not have as many moves as a game like Tekken.

They could have about as many moves as in the DOA games. Not too many, but not too little either.

About the extra buttons, just because they are there doesn't mean they need to be used. If you can find a good use for them then great, if not.....don't bother with them.
---------------------------------------------------------------------------------------

For Shang's animal style switching.

He should be able to switch completely from one style to another, but then he should have transition attacks.

Transition attacks could be 2 kinds.
1= An attack from the style you are in that ends in a different style.
There could be other ways also, like maybe a special roll or a taunt that leaves you in a different style.

2= An attack from a different style that would leave you in that new style.

Like if you are in Snake and from the snake stance you would have a panther attack that would cause an automatic switch to Panther if you use it.

He would have special weapon pull attacks from the different styles.

He would have different weapon put away attacks that would end in different styles.

These are the basics, there could be more complicated stuff in the same category.

Example = fake outs, throws, parries, reversals, special moves, and whatever else comes to mind.

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

Talking about weapon pull and put away attacks, there could be combos that let you do both one after the other.

Like with Mitsurugi in SC2. If you do the df,df+V and hold it so he puts the sword away, you can continue the combo by pressing H or V to do a weapon pull horizontal or vertical attack.

Maybe only a few characters could do this, not all of them.
Avatar
Sub-Zero_7th
08/12/2005 11:28 AM (UTC)
0
LOL about Bo'. Do I have a crazy sense of humor or what? tongue

But still, I see where you're coming from. He should use a fart move though. tongue Maybe he can burp to cancel a throw.

Ah, there I go again. tongue

As for the button layout, I could see 1 being punch, 2 being block, 3 being style switch and 4 being kick. I still would like to see some kind of function with the shoulder buttons, but...hmm...maybe it could be like in Virtua Fighter where the shoulder buttons are basically a combination of 2 of the face buttons like P + K, BL + P, BL + K, and BL + P + K.

Regarding diagonal moves, I mean...I don't really mind them too much, but I don't think MK really needs them. What I do feel that MK needs though are moves when you're rising, moves when you're on the ground (though they need to first put in the wake up game of course wink) and moves when you're turned away from your opponent.

I wish that MK2- MK4 type aerial stuff would come back in which you can flip over the other person and press B + a kick button to turn back and kick them. That was great though each character should have different aerial properties...

There was one question I forgot to ask you because I would like as much input on this as possible. I mean, it's not anything too big, but it's something that is in regards to backashing and forwarddashing.

When press B, B or F, F, should it be a rapid press of the buttons or should it be a hard press on the second B or F?
Sub-Zero_7th Wrote:

I wish that MK2- MK4 type aerial stuff would come back in which you can flip over the other person and press B + a kick button to turn back and kick them. That was great though each character should have different aerial properties...
I miss that so much.. they shouldn't have stripped away the air game like that. Bad idea..
Avatar
Sub-Zero_7th
08/12/2005 05:27 PM (UTC)
0
Yeah, agreed. Not only did they fuck up the aerial stuff, but they made those one legged jump kicks sorta cheap in the sense that when you get hit by them, you get stunned. I remember playing against a friend in MKDA and he jump kicked me to death and I couldn't do anything to stop him.furious
Avatar
krsx66
08/12/2005 05:54 PM (UTC)
0
The mid-air game really needs to return.

UMK3's air throws, jump punch-starter combos, aaHp's/JK's/HK's leading into combos etc. man, those aspects are sorely missed in the new MK's. Anti-air moves were some of the best in the classic games, and it's practicaly all gone from the 3D mk's...
Avatar
Sub-Zero_7th
08/12/2005 06:55 PM (UTC)
0
krsx66 Wrote:
The mid-air game really needs to return.

UMK3's air throws, jump punch-starter combos, aaHp's/JK's/HK's leading into combos etc. man, those aspects are sorely missed in the new MK's. Anti-air moves were some of the best in the classic games, and it's practicaly all gone from the 3D mk's...


Fucking right you are! That's the kind of shit I would like to see come back! grin

It was great when jump kicking someone with Scorpion then doing the Teleport Punch then spearing them then comboing their ass to lala land.
The air game definitely would be great to have back.

Updated though, have the feel from before, but fix stuff and add stuff also.

Like make the jump punch more useful for custom combos instead of having it pre set for dial combos only.

Like the street fighter jump attacks that allow you to do custom combos afterwards.


The jump kick can launch like in the old games, but add different types of kicks that stun, knock back, knock down, launch, that lead to jump combos like in Tao Feng. The jump combos in Tao Feng were a pretty cool idea, too bad they worked off the dial combo though.

I'm not sure if the cross over kicks should be designed for functionality only or visual sense.

For example the cross over kicks in the old MK's look impossible. The characters turn around in the air and defy the laws of gravity.

It could still be done and have it look more real with back kicks. The character flips over the opponent and does a back kick. It wouldn't launch the opponent, it would just stun them like a regular kick because they don't have the force of their body behind the kick. The cross over kicks could lead to back stun combos instead of juggles.

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

For dashing.

It's actually not such a small detail. It's pretty important how it's set up and why. Like it's set up in such a way to allow for something else in the game to work smoothly.

f or b could be a short step like in MKD.

ff and bb would be just 2 quick taps because it's quicker that way and it doesn't interfere with the fF run.

fF or bB could be a slightly longer quick dash.

fF___ or bB___ would be run and backwards jog.

The backwards jog would replace the robotic looking multiple quick dashes. Instead of Backdash, Backdash.... you would just jog back as far as you need to.

fff or bbb would cancel ff or bb command attacks in to the regular f or b attacks.

Example.

You have a ff+1 = power punch
And a f+1 = elbow to head

If you want to do a quick dash and then the power punch you would tap.
ff+1 or fF+1 Pressing F instead of f would make you move forward a little further.

To do the elbow attack after a quick dash, you would tap.
fff+1 or fFf+1 Pressing f a 3rd time would cancel the power punch command. So it's like fff = the same as pressing f once.

Another way to do it would be to quick dash while holding the block button or pressing ff, Blk+1 or fF, Blk+1

Pressing BLK would also cancel the ff command the same as if you tapped fff or just f.

When using block though you would have to watch for attacks that use a Blk+attack command and also you have to time it right because some attacks can be cancelled if you press attack, Blk instead of attack+Blk. Pressing Blk by it self during a quick dash or while running will make you stop moving.
Avatar
Skaven13
08/13/2005 07:54 PM (UTC)
0
To me, the air game was almost a staple of MK game play. You saw it all the time in the arcades (at least I did), especially with UMK3 with the combos that could start with a jump punch.
I really want that to return.
Kinda want run to return as well. Maybe not a button but at least a forward dashing move. SOMETHING to help people catch runners like me lol
Avatar
krsx66
08/19/2005 02:42 AM (UTC)
0
Sub-Zero_7th Wrote:

Fucking right you are! That's the kind of shit I would like to see come back! grin

It was great when jump kicking someone with Scorpion then doing the Teleport Punch then spearing them then comboing their ass to lala land.


Skaven13 Wrote:
To me, the air game was almost a staple of MK game play. You saw it all the time in the arcades (at least I did), especially with UMK3 with the combos that could start with a jump punch.
I really want that to return.


Exactly, I agree with both of you. The air game is so much fun in UMK3 and MKT, and even to a lesser extent in MK4/G (Scorpion's air throw is sick). Then, come MKDA and D - they abandon the mid-air game and go back to the snail paced speed of gameplay not seen since MK1 + 2...confused

One of the most fun things to pull off in UMK3 (especialy w/ H. Smoke, Scorpion, Robot Smoke - and ESPECIALY with Cyrax) is predicting when you opponent will jump, then catching them with an air throw...then IMMEDIATELY running up to them an catching them in the air with another air throw, cus they were naiive enough to jump again...

Skaven13 Wrote:
Kinda want run to return as well. Maybe not a button but at least a forward dashing move. SOMETHING to help people catch runners like me lol


And yes, like I mentioned above, MKDA and MKD were incredibly dull in terms of speed. We don't want to go down the road of MK4/G speed again, but a reasonable MK3-style run should come back.
Avatar
I-Dragon
08/19/2005 10:28 AM (UTC)
0
krsx66 Wrote:And yes, like I mentioned above, MKDA and MKD were incredibly dull in terms of speed. We don't want to go down the road of MK4/G speed again, but a reasonable MK3-style run should come back.


MK:D's speed was alot faster than in MK:DA, Especially in some fighting arenas, Such as the rooftops, When you fall off the second flooring and you are falling to your doom, the speed it takes to get there is, How you say, short and sweet. But, What i will like to see in the next beat 'em up style MK game, Is for them to introduce more characters, More story lines and more secrets that we wouldn't of normaly surgested. Plus, The makers will need to keep the story running on from MK:D, For example, Noob Saibot is now ruler of the Netherrelm, Think of a story from that,An idea would be; Sub-Zero is reserrected by the Elder Gods and came back more powerfull then ever, He goes into the Netherrelm insearch of his brother, Kicks his ass, Takes Smoke back to the Lin Kuei and re-programmes him for good.

They should also bring back the 'legendary' characters like; Sektor, Cyrax, Reptile, Motoru, Goro, Shao Kahn, ( In all platforms, I know you could play both Goro & Shao Kahn in the Gamecube platform wink ), Shang Sung, Quan Chi, Kung Lao, The Earthrelm warriors from MK:DA, And so on...

MK:D's 'Konquest' was a change, They should take make a 'Konquest' where you can play a number of MK Characters and complete numorous challenges from diffrent views, Now that would be cool. tongue
Avatar
krsx66
08/19/2005 05:31 PM (UTC)
0
I-Dragon Wrote:

MK:D's speed was alot faster than in MK:DA, Especially in some fighting arenas, Such as the rooftops, When you fall off the second flooring and you are falling to your doom, the speed it takes to get there is, How you say, short and sweet.


Right, but I wasn't talking about the speed it takes to fall from one level of the stage to the other. I'm speaking about the speed your character has to move around the arena, which was slow, as the character's felt cumbersome, not agile like they should be.

Actualy, bigger characters with much armour should move slower than smaller, less-clothed fighters. So in MKD terms, Scorpion should be moving much slower than say, Jade. What I was saying before is that I'd like to see the run button return (as long as the 50/50 game is fixed tongue) because it adds another level of strategy. And as I just mentioned, someone like Sub Zero would run much slower than Liu Kang - but his attacks would be more powerful than Kang's swift, agile - but less damaging - moves...
Discord
Twitch
Twitter
YouTube
Facebook
Privacy Policy
© 1998-2025 Shadow Knight Media, LLC. All rights reserved. Mortal Kombat, the dragon logo and all character names are trademarks and copyright of Warner Bros. Entertainment Inc.