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Hello everyone... i would like to see mortal kombat go back to real people the way the original was, and with the ps3 on the horizon im sure not only can they make them look as realistic as the first mk, but incorporate the combo system, think of better fatalities... quan chi fatality on mk:da the neck stretch... come on that was cornier than a wings reunion special... not only that but the combos in mk: deception really dont seem as fluid as mk:da... i have both, and on ps2... im very easy on my controller... some button mash, but i know what im doing, and i wasnt happy with it at all... conquest mode was great but their is always room for improvement.... what do you guys think????
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Ghostdragon
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Ghostdragon

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Maybe there is a way to implement a free falling ragdoll engine for physics. When you do juggles the person should fall fast (not like in Tekken, where you can 1, 1, 1, 1 JACK freakin' 5 in the foot 4 times with Kazuya, continuing the juggle each time) and they also should fall according to where you've hit them. If you get in close with a left punch to the inner ribs (while falling or being juggled) the opponent should cringe and bend accordingly and also fall accordingly (faster, more reactant to the hit). If you swipe someones foot as they are falling you may make them spin (or start to spin). These types of things are seen animated in Tekken where you may not connect with a sweep all the way, you just brush the opponents foot out and they slightly trip. Or moves like Kazuya's knee, DF+3 (is it?), changes the opponent from face down to face up changing the way they fall, not making a huge difference, but it shows you the potential there. I still think some of the best hit reactions and juggle animations (animations in general) come from Dead or Alive though..

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The 1, 1, 1, 1... juggles do look pretty lame.
How about putting a limit on doing the same attack 2 times in a row during a juggle.
On the first hit, you can get a T5 / MKD juggle bounce, but if you do the same move again, you'll get a VF4 / DOA low bounce.
So you can't keep doing the same move over and over.
It would force more creative and fancy looking juggles.
Going too realistic with hit reactions during juggles might actually cause problems.
Because it would be too hard to be consistent with the juggles you know unless you do it perfectly every time.
I think that would cause an unnecessary headache for players.
Instead I think something more detailed, but generic at the same time.
Like skimming or solid contact might cause a different reaction.
Weak Med and Strong attacks cause different juggle bounce reactions.
If you hit the opponent with a spin attack, they will spin and fly to the side.
If you hit them down, they will fall hard
if you hit them up they will rise a little more
If you hit them straight, they will fly back further
Skimming could cause a change in damage and reaction like this.
If a back hook kick "MK round house" hits solid, it would make the opponent spin and the screen would shake. It would also cause regular % damage.
If it hits the opponent on the foot, they will just sort of turn a little and wobble while falling. Causing 1-2% less damage than normal. They might even end up landing face down with their head towards you.
That could also add to the system, like this.
A back hook skim makes the opponent fall closer to you, so you have time to hit them again as they try to get up.
The solid hit would knock them too far away for you to be able to catch them in time. Unless you slam them against a wall with that hook kick. Then you could do a wall combo off it.
Stuff like that, so it's controlled enough for consistent game play.
How about putting a limit on doing the same attack 2 times in a row during a juggle.
On the first hit, you can get a T5 / MKD juggle bounce, but if you do the same move again, you'll get a VF4 / DOA low bounce.
So you can't keep doing the same move over and over.
It would force more creative and fancy looking juggles.
Going too realistic with hit reactions during juggles might actually cause problems.
Because it would be too hard to be consistent with the juggles you know unless you do it perfectly every time.
I think that would cause an unnecessary headache for players.
Instead I think something more detailed, but generic at the same time.
Like skimming or solid contact might cause a different reaction.
Weak Med and Strong attacks cause different juggle bounce reactions.
If you hit the opponent with a spin attack, they will spin and fly to the side.
If you hit them down, they will fall hard
if you hit them up they will rise a little more
If you hit them straight, they will fly back further
Skimming could cause a change in damage and reaction like this.
If a back hook kick "MK round house" hits solid, it would make the opponent spin and the screen would shake. It would also cause regular % damage.
If it hits the opponent on the foot, they will just sort of turn a little and wobble while falling. Causing 1-2% less damage than normal. They might even end up landing face down with their head towards you.
That could also add to the system, like this.
A back hook skim makes the opponent fall closer to you, so you have time to hit them again as they try to get up.
The solid hit would knock them too far away for you to be able to catch them in time. Unless you slam them against a wall with that hook kick. Then you could do a wall combo off it.
Stuff like that, so it's controlled enough for consistent game play.

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WingsOfRedemption Wrote:
Maybe there is a way to implement a free falling ragdoll engine for physics. When you do juggles the person should fall fast (not like in Tekken, where you can 1, 1, 1, 1 JACK freakin' 5 in the foot 4 times with Kazuya, continuing the juggle each time) and they also should fall according to where you've hit them. If you get in close with a left punch to the inner ribs (while falling or being juggled) the opponent should cringe and bend accordingly and also fall accordingly (faster, more reactant to the hit). If you swipe someones foot as they are falling you may make them spin (or start to spin). These types of things are seen animated in Tekken where you may not connect with a sweep all the way, you just brush the opponents foot out and they slightly trip. Or moves like Kazuya's knee, DF+3 (is it?), changes the opponent from face up to face down changing the way they fall. I still think some of the best hit points and juggle animations (animations in general) come from Dead or Alive though..
Maybe there is a way to implement a free falling ragdoll engine for physics. When you do juggles the person should fall fast (not like in Tekken, where you can 1, 1, 1, 1 JACK freakin' 5 in the foot 4 times with Kazuya, continuing the juggle each time) and they also should fall according to where you've hit them. If you get in close with a left punch to the inner ribs (while falling or being juggled) the opponent should cringe and bend accordingly and also fall accordingly (faster, more reactant to the hit). If you swipe someones foot as they are falling you may make them spin (or start to spin). These types of things are seen animated in Tekken where you may not connect with a sweep all the way, you just brush the opponents foot out and they slightly trip. Or moves like Kazuya's knee, DF+3 (is it?), changes the opponent from face up to face down changing the way they fall. I still think some of the best hit points and juggle animations (animations in general) come from Dead or Alive though..
There's a lot of skill involved in the 1, 1, 1, 1 believe it or not, I still can't dash jab to this day. I can do 4 standing 1's on anyone, but after I try f df + 4, 1 the hook never reaches.
The safest juggles I usually use are
EWGF, EWGF df+4 4
or
EWGF 1, 1, b+ 2, 4, 1
df+3 is indeed kazuya's knee move, although a lot of moves turn opponents mid-air once you've used f f+2 as they start off in the air head towards you facing the ground.

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4 jabs is usually the most I can do, 5 is hard to land.
It takes some skill to land all of them, but the esthetic value drops on stuff like that and it looks boring.
The EWGF I can do 2 in a row at best. Not all the time though.
Have you tried this juggle for DJ?
laser scraper, laser scraper, df+4,4
It takes like 75% of the opponent's life and it's easy as hell.
If the first hit of the laser scraper connects as a counter, the rest of it is guaranteed!
That's one problem that a same move limit would fix.
If you tried to do the laser scraper a second time in a row, the opponent, you wouldn't be able to connect with all the hits.
4 jabs is usually the most I can do, 5 is hard to land.
It takes some skill to land all of them, but the esthetic value drops on stuff like that and it looks boring.
The EWGF I can do 2 in a row at best. Not all the time though.
Have you tried this juggle for DJ?
laser scraper, laser scraper, df+4,4
It takes like 75% of the opponent's life and it's easy as hell.
If the first hit of the laser scraper connects as a counter, the rest of it is guaranteed!
That's one problem that a same move limit would fix.
If you tried to do the laser scraper a second time in a row, the opponent would bounce differently, you wouldn't be able to connect with all the hits.
It takes some skill to land all of them, but the esthetic value drops on stuff like that and it looks boring.
The EWGF I can do 2 in a row at best. Not all the time though.
Have you tried this juggle for DJ?
laser scraper, laser scraper, df+4,4
It takes like 75% of the opponent's life and it's easy as hell.
If the first hit of the laser scraper connects as a counter, the rest of it is guaranteed!
That's one problem that a same move limit would fix.
If you tried to do the laser scraper a second time in a row, the opponent, you wouldn't be able to connect with all the hits.
4 jabs is usually the most I can do, 5 is hard to land.
It takes some skill to land all of them, but the esthetic value drops on stuff like that and it looks boring.
The EWGF I can do 2 in a row at best. Not all the time though.
Have you tried this juggle for DJ?
laser scraper, laser scraper, df+4,4
It takes like 75% of the opponent's life and it's easy as hell.
If the first hit of the laser scraper connects as a counter, the rest of it is guaranteed!
That's one problem that a same move limit would fix.
If you tried to do the laser scraper a second time in a row, the opponent would bounce differently, you wouldn't be able to connect with all the hits.

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bleed Wrote:
4 jabs is usually the most I can do, 5 is hard to land.
It takes some skill to land all of them, but the esthetic value drops on stuff like that and it looks boring.
The EWGF I can do 2 in a row at best. Not all the time though.
Have you tried this juggle for DJ?
laser scraper, laser scraper, df+4,4
It takes like 75% of the opponent's life and it's easy as hell.
If the first hit of the laser scraper connects as a counter, the rest of it is guaranteed!
That's one problem that a same move limit would fix.
If you tried to do the laser scraper a second time in a row, the opponent, you wouldn't be able to connect with all the hits.
4 jabs is usually the most I can do, 5 is hard to land.
It takes some skill to land all of them, but the esthetic value drops on stuff like that and it looks boring.
The EWGF I can do 2 in a row at best. Not all the time though.
Have you tried this juggle for DJ?
laser scraper, laser scraper, df+4,4
It takes like 75% of the opponent's life and it's easy as hell.
If the first hit of the laser scraper connects as a counter, the rest of it is guaranteed!
That's one problem that a same move limit would fix.
If you tried to do the laser scraper a second time in a row, the opponent would bounce differently, you wouldn't be able to connect with all the hits.
4 jabs is usually the most I can do, 5 is hard to land.
It takes some skill to land all of them, but the esthetic value drops on stuff like that and it looks boring.
The EWGF I can do 2 in a row at best. Not all the time though.
Have you tried this juggle for DJ?
laser scraper, laser scraper, df+4,4
It takes like 75% of the opponent's life and it's easy as hell.
If the first hit of the laser scraper connects as a counter, the rest of it is guaranteed!
That's one problem that a same move limit would fix.
If you tried to do the laser scraper a second time in a row, the opponent, you wouldn't be able to connect with all the hits.
4 jabs is usually the most I can do, 5 is hard to land.
It takes some skill to land all of them, but the esthetic value drops on stuff like that and it looks boring.
The EWGF I can do 2 in a row at best. Not all the time though.
Have you tried this juggle for DJ?
laser scraper, laser scraper, df+4,4
It takes like 75% of the opponent's life and it's easy as hell.
If the first hit of the laser scraper connects as a counter, the rest of it is guaranteed!
That's one problem that a same move limit would fix.
If you tried to do the laser scraper a second time in a row, the opponent would bounce differently, you wouldn't be able to connect with all the hits.
I don't use DJ but I'll give it a go.

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It's 2 laser scrapers with the uppercut, not the last straight punch.
Also, instead of the last df+4,4, you can do the EWGF.
Thing is that the EWGF does 1 point less damage. Pretty stupid IMO, the move is harder to do but causes less damage.
There's another thing to adjust for juggles.
Also, instead of the last df+4,4, you can do the EWGF.
Thing is that the EWGF does 1 point less damage. Pretty stupid IMO, the move is harder to do but causes less damage.
There's another thing to adjust for juggles.

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You are doing something wrong.
I can land it 100% of the time easy.
Do the second laser scraper as soon as possible so they are high enough for the df+4,4 to land.
When you go to do the df+4,4. just hold "df" during the last uppercut animation and keep pressing 4444444 fast, so the tsunami kicks come out ASAP.
I think that's what the combo is called.
Total damage for the juggle is 93 points. That's if the first hit of the first laser scraper is a counter.
I just played the game (story mode) and got almost all perfects doing that same juggle over and over.
The computer is so stupid....
I can land it 100% of the time easy.
Do the second laser scraper as soon as possible so they are high enough for the df+4,4 to land.
When you go to do the df+4,4. just hold "df" during the last uppercut animation and keep pressing 4444444 fast, so the tsunami kicks come out ASAP.
I think that's what the combo is called.
Total damage for the juggle is 93 points. That's if the first hit of the first laser scraper is a counter.
I just played the game (story mode) and got almost all perfects doing that same juggle over and over.
The computer is so stupid....

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oooh!
I keep thinking of stuff to go with the juggle repeat attack limit.
Some characters can defy this law if they have the right power.
Someone like Fujin, Ermac, kenshi.
Kabal or raiden could have a hyper speed mode which would look differently from the high bounce, but it would still allow for more attacks.
Everything but Raiden or Kabal would slow down, so you don't actually move in slow motion, everything else does.
To defy the limit law, they would have to do something like a power up to enable a gravitational shift if they do a juggle before that power up timer finishes.
Like if Fujin did it, when he did a juggle during the power up, his wind would automatically disable the low bounce and only allow the high bounce.
He might even be able to do air combos with some additional special command.
You could think of the power up as a special move sort of like Ermacs teleslam.
I keep thinking of stuff to go with the juggle repeat attack limit.
Some characters can defy this law if they have the right power.
Someone like Fujin, Ermac, kenshi.
Kabal or raiden could have a hyper speed mode which would look differently from the high bounce, but it would still allow for more attacks.
Everything but Raiden or Kabal would slow down, so you don't actually move in slow motion, everything else does.
To defy the limit law, they would have to do something like a power up to enable a gravitational shift if they do a juggle before that power up timer finishes.
Like if Fujin did it, when he did a juggle during the power up, his wind would automatically disable the low bounce and only allow the high bounce.
He might even be able to do air combos with some additional special command.
You could think of the power up as a special move sort of like Ermacs teleslam.


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UMK3- YOU HAVE NO IDEA.
Who is Kaiser Soze?
People are always asking me if I know who Tyler Durden is.
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Alright guys,
Im going to reiterate the fact that the run button should definately be a part of MK7.
Im a huge fan of dial combos and I dont want to give them up completely. Combos I think need to be a mixture of string and dial combo. That would bring a whole new type of fighting game together, and it would broaden the fighting styles of different people controlling a character (I can almost guarantee what people will do with certain characters). I don't know how they would incorporate string and dial combos, but theoretically, I think it would be more challenging, and certainly more fun.
Too much change is bad; if you couldn't tell mkda made a drastic change from the style of mk4. I liked the new fighting system admitedly, but I don't think the game should have changed that much. The game flat out lost too much speed, although it gained new aspects with juggles. I think if they keep on adding to what has worked before MK7 will be groundbreaking as far as fighting games are concerned.
MK7 should be good regardless of it's changes, and I think I'll love it just because it's MK.
Im going to reiterate the fact that the run button should definately be a part of MK7.
Im a huge fan of dial combos and I dont want to give them up completely. Combos I think need to be a mixture of string and dial combo. That would bring a whole new type of fighting game together, and it would broaden the fighting styles of different people controlling a character (I can almost guarantee what people will do with certain characters). I don't know how they would incorporate string and dial combos, but theoretically, I think it would be more challenging, and certainly more fun.
Too much change is bad; if you couldn't tell mkda made a drastic change from the style of mk4. I liked the new fighting system admitedly, but I don't think the game should have changed that much. The game flat out lost too much speed, although it gained new aspects with juggles. I think if they keep on adding to what has worked before MK7 will be groundbreaking as far as fighting games are concerned.
MK7 should be good regardless of it's changes, and I think I'll love it just because it's MK.

0
umk3kaiser Wrote:
Alright guys,
Im going to reiterate the fact that the run button should definately be a part of MK7.
Im a huge fan of dial combos and I dont want to give them up completely. Combos I think need to be a mixture of string and dial combo. That would bring a whole new type of fighting game together, and it would broaden the fighting styles of different people controlling a character (I can almost guarantee what people will do with certain characters). I don't know how they would incorporate string and dial combos, but theoretically, I think it would be more challenging, and certainly more fun.
Too much change is bad; if you couldn't tell mkda made a drastic change from the style of mk4. I liked the new fighting system admitedly, but I don't think the game should have changed that much. The game flat out lost too much speed, although it gained new aspects with juggles. I think if they keep on adding to what has worked before MK7 will be groundbreaking as far as fighting games are concerned.
MK7 should be good regardless of it's changes, and I think I'll love it just because it's MK.
Alright guys,
Im going to reiterate the fact that the run button should definately be a part of MK7.
Im a huge fan of dial combos and I dont want to give them up completely. Combos I think need to be a mixture of string and dial combo. That would bring a whole new type of fighting game together, and it would broaden the fighting styles of different people controlling a character (I can almost guarantee what people will do with certain characters). I don't know how they would incorporate string and dial combos, but theoretically, I think it would be more challenging, and certainly more fun.
Too much change is bad; if you couldn't tell mkda made a drastic change from the style of mk4. I liked the new fighting system admitedly, but I don't think the game should have changed that much. The game flat out lost too much speed, although it gained new aspects with juggles. I think if they keep on adding to what has worked before MK7 will be groundbreaking as far as fighting games are concerned.
MK7 should be good regardless of it's changes, and I think I'll love it just because it's MK.
Hmm, well...... fixing the game play design errors alone would call for a drastic change because there are so many errors.
The little things make a big difference and 3D MK's fight engine has a Ton of little things either done badly or missing all together. And that's just the basic stuff.
When you start to get creative with the game play design, the difference multiplies by 10 +.
The engine is very bad right now, so if they don't change enough or fix enough things, it will still be below standard quality.
Dial combos are fine only if they are short and weak. Or if it's a super move or something special like that...
When you get in to long dial combos, that's when you get the problems.
Why use a little combo that does little damage, when I can do a long combo that does more damage? If you are trying to win, they choice is obvious.
It would be great to have chains and strings in the same game, just have a lot more strings, than chains.
They can put the run button in if they want. It's not necessary, but it's ok.
Running should be in the game, but how it's implemented can vary.
I was thinking of something along the lines of a submission move system to be implemented. But instead of actually forcing a submission, the aim would be to hyperextend regions of the body to cause pain. The one issue would be if this lead to a pacing issue, but hears how i think it could work.
Lets say Jax and Sub Zero are fighting (just for refrence sake):
Jax grabs Sub lifting his right arm, he ducks underneith it and puts SubZero into a full nelson position (victims arms raised, attackers arms underneith and gripping at the rear of the neck to cause pain in the shoulders/upper arms and the neck) But rather than holding them here and waiting for them to submit, he would instantly intertwine his fingers and push out at the top of their back extending his arms out so they are stright. Causing extreme hypextension of SubZeros neck, back, and shoulder joints, this would all happen in one swift animation, taking a portion of Subzeroes health.
With sub held in this position a meter would instantly appear and you would hear "test your might". The bar would be one of those press the button after the indicator moves into the zone, but before it passes it games. It would have a green bar, with a silver indicator to show the critical zone, and the green would turn red after that to show the escape zone. It wouldnt go back and forth, it would be a quick system to avoid unnecisary slow down.
If the indicator is stopped early, the move would be executed by Jax finishing into a suplex and doing a little extra damage. If it is stopped in the critical zone, he would plant his knee into their back, backflip them into the ground, and dig in with his knee. Increased damage obviously.
But if the bar reaches the fail zone, then subzero would escape the move, roling back and sliding over the opponents shoulders, giving him a free attack to the back.
But since this system allows some form of critical damage, i see two other necessities. One is that the critical zone would be extremely small, but the silver bar would move across as the opponent sustained damage, allowing the critical zone to increase. But the more damage the attacker had would move the fail zone across. The bar would have a minimum size to the critical zone. The other defence for the victim would be the ability to press a reversal button. If he pressed it before the critical zone, he would automatically hand a critical to his opponent, but if he pressed it IN the critical zone, before the attacker manages it, then he would reverse the move into his own devastating grapple, such as turning in mid air, placing one foot behind their head, and pulling them face first into the dirt with a sizor head lock.
The entire system should only take 3-6 seconds, just grab-execute-"Test Your Might"-result. What do you think?
Lets say Jax and Sub Zero are fighting (just for refrence sake):
Jax grabs Sub lifting his right arm, he ducks underneith it and puts SubZero into a full nelson position (victims arms raised, attackers arms underneith and gripping at the rear of the neck to cause pain in the shoulders/upper arms and the neck) But rather than holding them here and waiting for them to submit, he would instantly intertwine his fingers and push out at the top of their back extending his arms out so they are stright. Causing extreme hypextension of SubZeros neck, back, and shoulder joints, this would all happen in one swift animation, taking a portion of Subzeroes health.
With sub held in this position a meter would instantly appear and you would hear "test your might". The bar would be one of those press the button after the indicator moves into the zone, but before it passes it games. It would have a green bar, with a silver indicator to show the critical zone, and the green would turn red after that to show the escape zone. It wouldnt go back and forth, it would be a quick system to avoid unnecisary slow down.
If the indicator is stopped early, the move would be executed by Jax finishing into a suplex and doing a little extra damage. If it is stopped in the critical zone, he would plant his knee into their back, backflip them into the ground, and dig in with his knee. Increased damage obviously.
But if the bar reaches the fail zone, then subzero would escape the move, roling back and sliding over the opponents shoulders, giving him a free attack to the back.
But since this system allows some form of critical damage, i see two other necessities. One is that the critical zone would be extremely small, but the silver bar would move across as the opponent sustained damage, allowing the critical zone to increase. But the more damage the attacker had would move the fail zone across. The bar would have a minimum size to the critical zone. The other defence for the victim would be the ability to press a reversal button. If he pressed it before the critical zone, he would automatically hand a critical to his opponent, but if he pressed it IN the critical zone, before the attacker manages it, then he would reverse the move into his own devastating grapple, such as turning in mid air, placing one foot behind their head, and pulling them face first into the dirt with a sizor head lock.
The entire system should only take 3-6 seconds, just grab-execute-"Test Your Might"-result. What do you think?


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A "test your might" grab sounds interesting, but then it comes down to who can tap a button faster, and I don't think that would suit many players. Plus, I don't like getting cramps in my hand (lol).
MK7 has alot of good basics to build around with mkda and mkd. Midway needs to make the game realistic, but fun. That seems to be where the challenge is going to be.
I think a great thing that Ed Boon and Co. could add would be real "super unlockables." That frustrated so many people. I think they all need to be rewarded. A hidden character or two wouldn't hurt. I've always liked hidden characters on MK, and I'm sure it would satisfy everyone.
MK7 needs a fighting engine geared more toward a non-cheating system. That is why everyone complains about MKD anyway. I realize that cheating is always going to be present in every fighting game, but I think they can come up with a way to minimize it. Cheating was way too easy on MKD (If you consider infinites and those cheese combos cheating).
I like the ideas everyone is coming up with, but some ideas are just too complicated (I don't exactly think that mine are simple). I really want the next MK to be the best fighting game ever
MK7 has alot of good basics to build around with mkda and mkd. Midway needs to make the game realistic, but fun. That seems to be where the challenge is going to be.
I think a great thing that Ed Boon and Co. could add would be real "super unlockables." That frustrated so many people. I think they all need to be rewarded. A hidden character or two wouldn't hurt. I've always liked hidden characters on MK, and I'm sure it would satisfy everyone.
MK7 needs a fighting engine geared more toward a non-cheating system. That is why everyone complains about MKD anyway. I realize that cheating is always going to be present in every fighting game, but I think they can come up with a way to minimize it. Cheating was way too easy on MKD (If you consider infinites and those cheese combos cheating).
I like the ideas everyone is coming up with, but some ideas are just too complicated (I don't exactly think that mine are simple). I really want the next MK to be the best fighting game ever


About Me
UMK3- YOU HAVE NO IDEA.
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People are always asking me if I know who Tyler Durden is.
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I was looking into Crow's suggestions more in depth, and something he said really sounds good. If MK7 used a single style for each character the martial arts would be heightened. This would also be a great way to balance each character out. No two characters would be the same, and they would have almost equal abilities. I love that idea, and I hope Midway pays close attention to suggestions like that.

0
Yeah, thats been posted by a number of people.
Have 1 free hand style and 1 weapon style.
Resulting in a more diverse cast with different abilities, a more detailed fighting style instead of just a few moves.....It would help to define a character's back ground also. What they studied, where they studied and all that.
Like 1 free hand style can be a combination of several styles put in to one.
Like if a warrior traveled and learned at different places.
Or someone like Kung Lao who has always been a monk would be a master of the animal styles or some other Shaolin style.
I think it'd be a lot better that way.
Style switching isn't new for MK anyway, so they don't have to try and make it some staple.
All they are doing is taking an idea that's already been done pretty realistically and making it in to something very generic.
No good IMO.
Have 1 free hand style and 1 weapon style.
Resulting in a more diverse cast with different abilities, a more detailed fighting style instead of just a few moves.....It would help to define a character's back ground also. What they studied, where they studied and all that.
Like 1 free hand style can be a combination of several styles put in to one.
Like if a warrior traveled and learned at different places.
Or someone like Kung Lao who has always been a monk would be a master of the animal styles or some other Shaolin style.
I think it'd be a lot better that way.
Style switching isn't new for MK anyway, so they don't have to try and make it some staple.
All they are doing is taking an idea that's already been done pretty realistically and making it in to something very generic.
No good IMO.
Um... i think you might have missed that I didnt like tapping either, and decided that a timing system would work better (might have been difficult to understand though) i just think that, despite working differently, the "Test your might" phrase still fits.
I also agree on the 1 hand-to-hand, 1 weapon style idea.
I also agree on the 1 hand-to-hand, 1 weapon style idea.

0
Catch fist reversal ideas
Have it so you can catch your opponent's punch with 1 hand.
From this, you can hold on to their hand for a second while crushing it or twisting it some how to cause pain.
If you don't do anything, the opponent will be forced to kneel. Then you would grab their head with you free hand and knee them in the head to knock them down.
There could be a second part to this move to change the end attack.
You grab their punch, then input a quick command that will make it so the opponent will try to punch you with the other hand.
You catch this punch also. Then you twist their hands = Put both of your arms down bending their hands backwards.
Then you head butt them in the face 1 time. This stuns the opponent so you can follow up with another attack.
A 3rd change to the move would be that before the first head butt connects, you input another command.
This would make it so you do 2 head butts instead of 1.
or
The mercy part of the move could lead to breaking both arms, then you do 1 or 2 head butts to the face.
There can be a few other throws that come off the fist catch and they could involve the powers too.
Have it so you can catch your opponent's punch with 1 hand.
From this, you can hold on to their hand for a second while crushing it or twisting it some how to cause pain.
If you don't do anything, the opponent will be forced to kneel. Then you would grab their head with you free hand and knee them in the head to knock them down.
There could be a second part to this move to change the end attack.
You grab their punch, then input a quick command that will make it so the opponent will try to punch you with the other hand.
You catch this punch also. Then you twist their hands = Put both of your arms down bending their hands backwards.
Then you head butt them in the face 1 time. This stuns the opponent so you can follow up with another attack.
A 3rd change to the move would be that before the first head butt connects, you input another command.
This would make it so you do 2 head butts instead of 1.
or
The mercy part of the move could lead to breaking both arms, then you do 1 or 2 head butts to the face.
There can be a few other throws that come off the fist catch and they could involve the powers too.

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How about reactions to hits getting more and more severe as the match progresses. The same punch to the face that barely moved Reptiles head within the first 10 seconds of the round later makes him spit blood. You can have hits become more and more severe and even throws could break a limb towards the very end of the match (just a thought).
0
I think you should be able to pick a person and go on a quest for example pick subzero and should be able to control the lin kuei clan and do stuff

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WingsOfRedemption Wrote:
How about reactions to hits getting more and more severe as the match progresses. The same punch to the face that barely moved Reptiles head within the first 10 seconds of the round later makes him spit blood to the left or right. You can have hits become more and more severe and even throws could break a limb towards the very end of the match (just a thought).
How about reactions to hits getting more and more severe as the match progresses. The same punch to the face that barely moved Reptiles head within the first 10 seconds of the round later makes him spit blood to the left or right. You can have hits become more and more severe and even throws could break a limb towards the very end of the match (just a thought).
That sounds pretty cool, it might make people try to play a little smarter because if they don't, it could lead to an unfair advantage at the worst time, when you are almost out of life.
Maybe there could be a time limit between the attacks. If you take so many hits during a short amount of time, you become dizzy or easier to stun / knock down.
If you get a chance to rest between attacks, you would recover your endurance once again.
I don't know, I like the idea and I don't see any major problems with it that can't be solved with strategy and skill.
Maybe a right punch to the face won't daze you.
Another strong hit to the head will stun you even if it's on a regular connection (Not a counter)
It would cause an extended frame advantage for the attacker by way of a longer hit reaction or a slight stun.
During that slight stun, the opponent would get a free hit.
Depends on the move though, the frame count has to be enough to beat the stun time or else the opponent will recover and be able to block or reverse your attack.
There could be different stuns or collapses depending on the attack you use. For some you only have time for a quick attack, other stuns give you time to get in a med or slow attack.
You only get one free hit though, if it's a weak attack, the opponent can block after 1 hit. If it's a med or strong attack, the opponent would fall or stumble back.
Throws might be able to change in to a match ender for the last attack. Like instead of doing an over the shoulder toss, you would break the opponent's arm over your shoulder, then throw them over your shoulder. then when they are on the floor, you would mount them and snap their neck.
Or after the throw, you would pull your sword out and nail them to the floor.
That might be something to replace the normal fatalities.
I wonder if fatalities wouldn't be better if they could be like a special move you do to finish a match.
Something more realistic because the dizzy Fatality stance in MK looks so fake. Too "video gameish"
That way fatalities could be done in all kinds of ways like.....
Off a throw chain
Off a reversal
From a special counter attack
A special move ( like a match ender attack )
From a back throw
To a floored opponent
from a throw reversal
from a reversal reversal
A special fatality could be done only when near a wall or some other danger area.
You might need to power up before doing the move
(For Baraka) You might need to take a few hits to get you in to a rage mode that lets you do a brutal fatality
A slow fatality that is hard to hit with can be done at any time on the opponents final round.
A fast fatality with an easy command could be done on the opponents final round when they are down to 10 - 20% life. Depends on whether its a reversal type move or a regular attack. The harder the move is to connect with or to do, the more life it takes.
A fast fatality with a difficult command could be done on the opponents final round when they are down to around 40% life. It would have to be some thing like IVYs special throw in SC2 Its the same as Zangiefs super move = While facing to the right, start at df and spin the joy stick clock wise 2 times fast and press V+H, or V+K if the whip sword is hanging by her side.
That move takes around 40% life, so thats what Im setting as kill zone damage in MK.
Characters could have several fatalities. Quick kills, to elaborate finishers.
I think that would be a lot more interesting and worth doing than the way it's done in every MK game.
MK:Ressurection
Base: 4 different realms, 4 characters in Each of them. player fatalities,stage fatalities,bring back "mercy," endurance matches and mirror match.no friendship/animal/weapons/baby...or hara kiri. storyline follows somewhat to that after MKD. new features will follow below under"special features."
here are my plots/twist
outworld:
jade: discovers from reptile that she is part of the lost reptilian race, but not 100%. Has a shocking alliance change and teams up with reptile. (MKD alt outfit she would wear as reg)
reptile: will be much buffer, and wear camoflage warrior plate armorer. crown himself emperor. allies with jades with plans to re-populate his race, and allies with a ressurfaced shao kahn temporarly in order to gain control of outworld, but has no plans of keeping kahn alive afterwards.
kahn: dying in battle, winds up in neatherealm. since the neatherrealm is in a state of weakness due to the tampering of its frequent in and out visitors(quan,shin,etc...) kahn escapes and resurfaces in outworld. allies with reptile in attempt to regain power...but plans on killing reptile.
hotaru:wanders aimlessy thru realms,and going chaotic in the process of trying to restore order everywhere. becomes obsessesed with order and tries to take out kahn and establish order in outworld.
Earth:
sub-zero: (i liked sub without the mask in mk3) will try and hold off any threats to the earth realm.
ashrah: after the kriss released her from evil, she comes to earth realm where she has a relapse and tries to sabotage earth. she finds cyrax and programs him to kill sub and assist her.
cyrax: found by ashrah, mission to kill sub,triggers minor malfunction in ashrah's restoring attempt, and now also wants to locate sektor, and destroy smoke.
kenshi: allied with sub to help take down threats to earth.
i will continue with the other 2 realms in the next post
Base: 4 different realms, 4 characters in Each of them. player fatalities,stage fatalities,bring back "mercy," endurance matches and mirror match.no friendship/animal/weapons/baby...or hara kiri. storyline follows somewhat to that after MKD. new features will follow below under"special features."
here are my plots/twist
outworld:
jade: discovers from reptile that she is part of the lost reptilian race, but not 100%. Has a shocking alliance change and teams up with reptile. (MKD alt outfit she would wear as reg)
reptile: will be much buffer, and wear camoflage warrior plate armorer. crown himself emperor. allies with jades with plans to re-populate his race, and allies with a ressurfaced shao kahn temporarly in order to gain control of outworld, but has no plans of keeping kahn alive afterwards.
kahn: dying in battle, winds up in neatherealm. since the neatherrealm is in a state of weakness due to the tampering of its frequent in and out visitors(quan,shin,etc...) kahn escapes and resurfaces in outworld. allies with reptile in attempt to regain power...but plans on killing reptile.
hotaru:wanders aimlessy thru realms,and going chaotic in the process of trying to restore order everywhere. becomes obsessesed with order and tries to take out kahn and establish order in outworld.
Earth:
sub-zero: (i liked sub without the mask in mk3) will try and hold off any threats to the earth realm.
ashrah: after the kriss released her from evil, she comes to earth realm where she has a relapse and tries to sabotage earth. she finds cyrax and programs him to kill sub and assist her.
cyrax: found by ashrah, mission to kill sub,triggers minor malfunction in ashrah's restoring attempt, and now also wants to locate sektor, and destroy smoke.
kenshi: allied with sub to help take down threats to earth.
i will continue with the other 2 realms in the next post
MK:Ressurection
Base: 4 different realms, 4 characters in Each of them. player fatalities,stage fatalities,bring back "mercy," endurance matches and mirror match.no friendship/animal/weapons/baby...or hara kiri. storyline follows somewhat to that after MKD. new features will follow below under"special features."
here are my plots/twist
outworld:
jade: discovers from reptile that she is part of the lost reptilian race, but not 100%. Has a shocking alliance change and teams up with reptile. (MKD alt outfit she would wear as reg)
reptile: will be much buffer, and wear camoflage warrior plate armorer. crown himself emperor. allies with jades with plans to re-populate his race, and allies with a ressurfaced shao kahn temporarly in order to gain control of outworld, but has no plans of keeping kahn alive afterwards.
kahn: dying in battle, winds up in neatherealm. since the neatherrealm is in a state of weakness due to the tampering of its frequent in and out visitors(quan,shin,etc...) kahn escapes and resurfaces in outworld. allies with reptile in attempt to regain power...but plans on killing reptile.
hotaru:wanders aimlessy thru realms,and going chaotic in the process of trying to restore order everywhere. becomes obsessesed with order and tries to take out kahn and establish order in outworld.
Earth:
sub-zero: (i liked sub without the mask in mk3) will try and hold off any threats to the earth realm.
ashrah: after the kriss released her from evil, she comes to earth realm where she has a relapse and tries to sabotage earth. she finds cyrax and programs him to kill sub and assist her.
cyrax: found by ashrah, mission to kill sub,triggers minor malfunction in ashrah's restoring attempt, and now also wants to locate sektor, and destroy smoke.
kenshi: allied with sub to help take down threats to earth.
i will continue with the other 2 realms in the next post
Base: 4 different realms, 4 characters in Each of them. player fatalities,stage fatalities,bring back "mercy," endurance matches and mirror match.no friendship/animal/weapons/baby...or hara kiri. storyline follows somewhat to that after MKD. new features will follow below under"special features."
here are my plots/twist
outworld:
jade: discovers from reptile that she is part of the lost reptilian race, but not 100%. Has a shocking alliance change and teams up with reptile. (MKD alt outfit she would wear as reg)
reptile: will be much buffer, and wear camoflage warrior plate armorer. crown himself emperor. allies with jades with plans to re-populate his race, and allies with a ressurfaced shao kahn temporarly in order to gain control of outworld, but has no plans of keeping kahn alive afterwards.
kahn: dying in battle, winds up in neatherealm. since the neatherrealm is in a state of weakness due to the tampering of its frequent in and out visitors(quan,shin,etc...) kahn escapes and resurfaces in outworld. allies with reptile in attempt to regain power...but plans on killing reptile.
hotaru:wanders aimlessy thru realms,and going chaotic in the process of trying to restore order everywhere. becomes obsessesed with order and tries to take out kahn and establish order in outworld.
Earth:
sub-zero: (i liked sub without the mask in mk3) will try and hold off any threats to the earth realm.
ashrah: after the kriss released her from evil, she comes to earth realm where she has a relapse and tries to sabotage earth. she finds cyrax and programs him to kill sub and assist her.
cyrax: found by ashrah, mission to kill sub,triggers minor malfunction in ashrah's restoring attempt, and now also wants to locate sektor, and destroy smoke.
kenshi: allied with sub to help take down threats to earth.
i will continue with the other 2 realms in the next post
edenia:
rain: retreating from loss in battle, resurfaces again in edenia's rebuilt kingdom.
sheeva: also recovering, flee's to edenia to heal. lurks in the remaining debree seeking to rule over edenia and take on outworld.
kitana: nurses rain back to health,rekindles "old flame" with rain and wishes to rule edenia with him and fully restore it.(forget about liu)
kano: travels thru portal to edenia in search of cybernetic enhances to restore his depleted health. kano should have something like a cybernitic arm(but not like jax,just one arm and it would not be silver,but flesh colored and porportioned to his body) enabling him to strike faster and absorb more damage. plans to destroy anyone who gets in the way of him destroying everyone!
neatherealm:
scorpion: attempts to try and rule over the realm, due to its lack of a true emperor of the realm.
nightwolf: returns to neatherealm to try and stop scorpion from coming into power of the realm,or anyone for that matter, but becomes consumed by too many evil spirits tampering with his body and mind. and becomes corrupt! joins scorpion as right hand man, and tries to battle noob for supremacy of the realm.
noob: also trying to gain ownership of the realm.recovers shinnok's amulet and wants to merge all the realms into 1.
smoke: follows noob into realm, only to trigger a malfunction due to the realms inhabitants and retains memory from his human past. manually reprograms himself using data from hidden saved memory and now attempts to leave the neatherealm. will try an reunite with sub, but not before noob finds out....(his outfit should be ridicoulous! he should have smoke just coming out of everywhere. so much smoke that you can barely see from the waist down. barely see his feet and legs moving. original robot outfit from mk trilogy)
rain: retreating from loss in battle, resurfaces again in edenia's rebuilt kingdom.
sheeva: also recovering, flee's to edenia to heal. lurks in the remaining debree seeking to rule over edenia and take on outworld.
kitana: nurses rain back to health,rekindles "old flame" with rain and wishes to rule edenia with him and fully restore it.(forget about liu)
kano: travels thru portal to edenia in search of cybernetic enhances to restore his depleted health. kano should have something like a cybernitic arm(but not like jax,just one arm and it would not be silver,but flesh colored and porportioned to his body) enabling him to strike faster and absorb more damage. plans to destroy anyone who gets in the way of him destroying everyone!
neatherealm:
scorpion: attempts to try and rule over the realm, due to its lack of a true emperor of the realm.
nightwolf: returns to neatherealm to try and stop scorpion from coming into power of the realm,or anyone for that matter, but becomes consumed by too many evil spirits tampering with his body and mind. and becomes corrupt! joins scorpion as right hand man, and tries to battle noob for supremacy of the realm.
noob: also trying to gain ownership of the realm.recovers shinnok's amulet and wants to merge all the realms into 1.
smoke: follows noob into realm, only to trigger a malfunction due to the realms inhabitants and retains memory from his human past. manually reprograms himself using data from hidden saved memory and now attempts to leave the neatherealm. will try an reunite with sub, but not before noob finds out....(his outfit should be ridicoulous! he should have smoke just coming out of everywhere. so much smoke that you can barely see from the waist down. barely see his feet and legs moving. original robot outfit from mk trilogy)
New features:
Each realm would have 4 different levels. but will include some fav levels. like the pit in MK2,the living forest,deadpool,etc.. and a few new one's.
totally new 3D views of a restored edenia palace,chaotic neatherealm, rebuilt outpost in outworld, and a rumaged temple in earth.
there would not be 1 ultimate enemy. but Many.
scorpion,noob,nightwolf,kahn,ashrah,sheeva,and kano will alll be trying to gain control of 1 realm or another. Although sheeva would have the upperhand with the army of her race, and reptile will have seemingly took on a bigger more aggressive and physical shape with plate armor similar to shao kahn's.
it will be a fighting game, althougth the storyline would follow a lot like an adventure.
there would be options to increase speed of kombat, handicap,level of challenge, and secret codes to eliminate endurance and mirror matches,disable blocking, and alt outfits.
other modes would be 3 on 3 tourney....and a "first blood" match
First blood: 1 round, players each get 175% health (basically 1 and 3 quarters of health almost 2 rounds) the object is to deplete each others health completely and execute a fatality in"game." trick is, once a player has took all their opponents health it cannot execute a fatality unless they didnt use the block button. if they did after of few seconds the opposing player regains consciousness and some of their health back. both players with then be given a clean slate if they previously blocked.
Each realm would have 4 different levels. but will include some fav levels. like the pit in MK2,the living forest,deadpool,etc.. and a few new one's.
totally new 3D views of a restored edenia palace,chaotic neatherealm, rebuilt outpost in outworld, and a rumaged temple in earth.
there would not be 1 ultimate enemy. but Many.
scorpion,noob,nightwolf,kahn,ashrah,sheeva,and kano will alll be trying to gain control of 1 realm or another. Although sheeva would have the upperhand with the army of her race, and reptile will have seemingly took on a bigger more aggressive and physical shape with plate armor similar to shao kahn's.
it will be a fighting game, althougth the storyline would follow a lot like an adventure.
there would be options to increase speed of kombat, handicap,level of challenge, and secret codes to eliminate endurance and mirror matches,disable blocking, and alt outfits.
other modes would be 3 on 3 tourney....and a "first blood" match
First blood: 1 round, players each get 175% health (basically 1 and 3 quarters of health almost 2 rounds) the object is to deplete each others health completely and execute a fatality in"game." trick is, once a player has took all their opponents health it cannot execute a fatality unless they didnt use the block button. if they did after of few seconds the opposing player regains consciousness and some of their health back. both players with then be given a clean slate if they previously blocked.
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