Edit
I believe it, but I have spoken to the Midway Art director and I wanted to pass some ideas to the MK team, but he said that Midway doesn't solicit ideas from the public.

He said I should license my ideas and make my own game because midway owns your dreams.

I should keep it for my self instead of giving the stuff to Midway and even If I do give it to them, they can't legally use it.
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cyrax24
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Sektor?? Ermac??

10/31/2005 03:26 AM (UTC)
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Dude that sounded mad or something werid must be in my head.
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nobrainer
10/31/2005 03:04 PM (UTC)
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What do you think of this?


What about having the moves like in Tekken, where they are assigned as left punch, right punch... etc?

What they could do with this would be as follows:

They could design the game so that you can't simply block an attack by pressing block. This time, block works as a modifier, used in conjunction with the attack buttons.
For example:

Pressing left punch in conjunction with block, results in a left handed block or parry. You can alter which side you use your block at by pressing forwards or backwards at the same time as pressing the modifier and the attack. This means that if a character attacks you with a right punch to your left side, you will have to either do a standard left block or do a right parry to your left side. Depending on what type of block you use and in reaction to which hit, varying results and succeding sequences can be set up.
You can even you your legs to block. All the blocks, parries, counters and reversals would depend on your style change.
Weapon style could have it's own blocks and because its difficult to pull of succsesfully, instant-(Fatality)kills could be initiated. (Chrome- "Lethalities")

Also you can turn an attack into a grab or counter; if your opponent attacks you and you do an attack at the same time, pressing block at the moment when your attacks meet, will cause you to counter-attack and grab your opponent's fist or foot. All kinds of follow-ups can be done from this counter.


I suppose this sounds rarther complicated/unfeasible, but I think it would ensure that the fights really do flow like the best Kung Fu or Hollywood fight scenes.

Sorry, if this has been mentioned before, or if you can't understand what I'm trying to say.



DISCLAIMER:
Fantasy in effect; fighting games will take ten years est to get as as good as this.

I think that idea is great for parries and reversals, but not good for basic blocking.
Imagine having to block every attack with a parry!
It would be too hard, almost impossible.

The best thing I can think of to make the defense "movie like" is having 2 block buttons.
HM block
ML block

Holding these would allow you do defend realistically, with parries, swaying, hopping, flipping.... Whatever you see in the movies.

There would be no crouching to block low attacks, the ML block would put your characters hands low, by their waist, but they are standing, not ducking.

The 2 block buttons would give you different defensive options for some of the moves.

To block a high kick:

press HM block = depending on how far you are from the opponent, or on the timing of you pressing the block button, you would do a quick parry like block, slap the opponent's leg away, or lean back.

Pressing ML block = You automatically duck under the kick. This automatic duck would allow you to do a number of "while rising" attacks. Like in Tekken, VF and SC. Or think of it like Steve Fox's sways in Tekken 4 and 5.

"Certain" block animations could have pre set counter attacks set to them.

You could get a pointer with a special sound or a grunt when you do one of the special blocks.

You can walk around while holding the block buttons.
Like Bruce Lee does in "Return of the dragon" When he fights Chuck Norris.

There are special blocks and evasions when walking around while holding a block button.

For example, instead of blocking a low attack with your foot, you could do a side ways flip if you are side walking, or you could do a back flip or back dash if you are walking back.

Holding both block buttons, gives you the ability to do a normal duck.

Holding both block buttons and doing some command with the joy stick, lets you roll, taunt, go in to different stances............. non attacking moves.

The basic button lay out could be like this.
HMBLK ---- Punch
MLBLK ---- Kick

The punch and kick buttons would be used like this:
SC3 = 8 way run attacks = dd+P, ff+P, df,df+P Just like in SC3.
side step attacks = like in Tekken and SC3 = d, N, P

DOA3 = Basic 9 attacks for each button = p, f+p, df+p, d+p, db+p...........

Then more complicated commands could be like this:

SC3 = button slide commands = slide your thumb from p~K

button press time dependent attacks =
Normal press
Quick tap
Hold

(If these 3 were used on 1 button it could result in this...
(4 frames) normal press (P) = Right punch
(1-3 frames) Quick tap (P) = L. jab
(5+ frames) Hold (P) = R. hook punch, or a powerful straight right = stuns.

Then have the attacks change with the Joy stick:
P, f
f, N, P
ff+P
ff, N, P
f, d, df+P
etc.

Then have simultaneous press moves.
P+K
HMBlk +P
etc.

Something like that could give you more attacks than what they have in Tekken 5, but with less buttons, but it's not necessary to have so many moves.

To keep people from being scared away by complexity, give both attack buttons some simple 1 button combos.

2 - 4 hit combos like in DOA3 and SC.

Also have some moves set to the R. joy stick, like in SC3, so you can just wiggle the stick around and come out with something better than button mashing.


If you still want to have the 4 attack buttons, the Block buttons could just be moved to the L and R buttons.



If you wanted to have even more movie like combat, then you would have to be able to attack in any direction, to fight off a mob.

To do this, you could use the L3 button (click the Left Joy stick button) then point in the direction you want to attack and press punch, kick or some other special command.

Pressing down the L3 button would enter you in to a multi-directional attacking mode. Something like the lock on in Shaolin monks.

If you don't want to use L3, then you can use L1 or L2 as a substitute for L3. They all do the same thing.

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

Other notes are that you have full 8 way movement, like in a boxing game. But you can increase the speed by pressing fF (run) or bB (jog back).

You can do a side dash by pressing ddd or uuu = like a short side run. It could be a side roll or side teleport depending on the character.
You can't do it over and over fast though.

A normal side step = u or d = VF style ss

A quicker longer range side step = uu or dd = Tekken style ss

The 3 side steps have different properties.



That's the best system I can think of to give you real movie like defensive and offensive options.
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nobrainer
11/02/2005 07:55 PM (UTC)
0
Excellent! That sounds like a good system for begineers and tech players.

I like how Mk has a block button, rarther than Tekken's neutral blocking system. The problem is however, that Midway have never decided to do anything with it. Breakers were disgusting! What a waste...
There's alot of things that can be done by having a button to block...

Back to your idea; I think block buttons have to be back buttons(L and R's on the Ps2) I like the four button attacks as they are, but using your ideas with the double block buttons would really give some great gameplay if done correctly.

One problem with Tekken is that the throws and grabs are done by pressing two attack buttons simultaneously, sometimes meaning that you will fail to even execute the grab animation and do an attack instead.
On the other hand, Mk's one button grab sucked to the max. We need an inbetween... Such as, having a back button block act as a modifier in conjunction to the face buttons, allowing maximum number of gapple options and eliminating execution failure.
It could be like VF and DOA = BLK+p = throw.


Or there could be 2 basic throws, =
HM block+p
or
ML block+k

If you have 2 attack buttons work for throws like in Tekken. There could be a mess up time frame for pressing 2 buttons at the same time.

Instead of having to press p+k, you could press p(hold)+k, or k(hold)+p.

So you can press one button, hold it and press the other.

If you do it quick enough (within 2 frames), it would cancel any punches or kicks in to the throw.

Like how you can cancel some attacks in VF4 in to a block.



Or like you said, have one of the block buttons work as modifiers, like in Shaolin Monks. But leave that for slower moves, like fireballs, throws, power attacks, combo chains.

It could get too complicated, using the L and R buttons for fast moves like quick combos.

Or something else, I though of a while back...

Have one of the block buttons work as the main modifier, then have the other work as a mess up prevention for juggles.

For example, if you are juggling and you want to quick dash then jab.
ff, p

If you do it wrong, you could end up doing a power attack = ff+p.

So to avoid that, if you hold HMB while pressing ff, p or ff+p, the power move will be disabled. Only the Jab would be able to come out.

That would totally help, because that happens to me sometimes when playing Tekken5. I'm trying to do a complicated juggle and I mess up with the dash~attack moves. Buffering causes that too.



Another example would be with Jin in T5.
His laser scraper can be done very slowly. b, ......., f+2 and it still comes out.

If I wanted to do his R. hook elbow f+2 quickly after pressing b, I could just press HMblk+f+2. It would cancel the last command of the laser scraper and do the f+2 only.

It would give you more attacking options.
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nobrainer
11/02/2005 10:06 PM (UTC)
0
That sounds about perfect to me.



Why don't more games developers take their time and do stuff like this?



(You have to take your hats off to Namco, though. They make sure they look on boards to find ways they can improve the game. They work hard and make the next game better. Why don't Midway look to them as a good example?)
I'm not sure...


-----------------------------------------------------------
Back to the topic...


Can anybody think of moves from movies that could add a new game play element to MK.


Think of a special kick or reversal, whatever. Some move you thought looked awesome in a movie. Then think of a way to make it work in a fighting game.

It could be stuff that can be done already in a game, but try and think of something new.


Example movies off the top of my head.

Ong Bak = Tony Jaa moves
1 = Jump on to the opponent's head with your knees, like kneeling on their shoulders. Then do a hammer elbow to the head.

This could be a running throw, or a jumping throw that avoids low attacks.

2 = Block a low kick or a knee strike with a push down kick, making the opponent fall down fast face down. This could be an auto parry low kick.
A knee breaker that turns in to a low block / counter.

3 = do a back elbow strike, but vertical instead of horizontal. this move ducks under high attacks and strikes high.

Fist of Legend = Jet Li
1 = A power punch to the stomach that makes the opponent stumble back.
If they hit the wall, you get a wall stun.

2 = Counter snap kick = If your opponent does a high or med kick, you can do a fast snap kick to kick their leg. This stuns the opponent.

3 = Punch counter for kicks = You can do a straight right punch that can hit the opponent's foot if they do a high kick. Stuns the opponent just like in the movie.

Return of the dragon = Bruce Lee
1 = Special wall combo = Combos that only work when you have the opponent up against a wall. Just like Wall throws in DOA.

2 = Side walk while blocking and evading attacks.

3 = Have a stun attack lead to a Topple combo. = Kind of like the Critical stun in DOA3.

4 = Have some moves stun on the first hit, then knock you down on the second hit. DOA 3 has this with the critical stun.

5 = Have the opponent limp or show some kind of pain when you damage their limbs. Not so much that it messes too much with the combat. But it could make it so if you block some of their attacks when they are in this state, they loose their balance, or fall down.
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MotaroRules
11/07/2005 03:49 AM (UTC)
0
I have great idea for something that could be added into MK that has never been in any fighting game. it would be cool if a character could dodge attacks without backing up or blocking, for example a character could tilt their body or head backwards or side to side to dodge a punch or a kick while still standing in place.

it could perhaps be executed by holding one
one of the top buttons such as the R1(ps2) and then pressing a directional button. as soon as you let go of the top botton directional buttons will instantly go back to being walking, running sidesteping etc i think this would make MK more like realistic and cool at the same time
edit
Semi custom fighting styles.

It would be set up with the 2 BLK and 2 attack buttons, so it's not overly complex for the developers to create and update.

So...

HMguard_____Punch

MLguard_____Kick


There would be 2 move sets for each button.

For example

In DOA,

Hayate and Hayabusa both use Ninjitsu, but their moves are different.

Jan Lee from DOA3 and Jacky from VF4 both use Jeet Kun Do. But they fight totally different.

So for this custom fighting style idea, it would be like if you had 2 versions of the same character. You would choose a character, then choose, Fighting style 1 or Fighting style 2.

Both are the same martial art, just designed differently.

On top of that, you don't just choose 1 style or the other. you choose a move set for Punch and Kick separately.

So If I choose "Reptile"

Using the move set select system.
P1 P2
K1 K2

1 = set 1
2= set 2


I could have these combinations.

P1
K1

P1
K2

P2
K1

P2
K2


You end up with 4 different versions of the same fighting style, so just like with Costume parts in Tekken and VF, different fighters can also have different fighting styles for the same character.


Set 1 and Set2 can have some of the same moves, but they could come with different properties.

For example

A kick to the stomach might stun or knock down in set 1.

The same kick might do a light stun, do less damage and lead to another attack in set 2.

(I'd do separate motion capture for that kick, just so it's not exactly the same animation)



This would be great for people that get sick of using the same character.
And help with replay value.
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vittorpia
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The Steel Fan Master

11/08/2005 09:08 AM (UTC)
0
An idea I have for future MK games would be the addition of real damage on characters and their accesories... You might wonder what is that:
Well... In World of Warcraft, for instance, you have a certain amount of damage that can be done to your character, his/her weapons and armor... Once you reach that amount the weapon breaks, the armor fails and/or the character dies...

Combining this principle with MK I could see characters breaking each other weapons through a combination of moves, like: dodging someone who's going to attack you with a weapon... The result would be the person hitting a wall/floor with such weapon and breaking it for good (this feature would remain active all the way through the fight in Vs. Mode or through the list in Arcade Mode)...
With this idea we could have characters struggling to win the battle with their source of melee attacks unavailable...
Also the physical structure of each character could receive damage ending up in a broken leg or arm during a battle... This would give the other an advantage to attack... Maybe the wounded character could have a BONUS insane mode given by the explosion of adreline occurred as the result of the damage done to him/her...
This two new features would allow a more realistic approach during battles, and would keep us players busy trying to come up with new strategies to win... The idea also came to me because of my fav character's weapon... Kitana has her steel fans as sources of melee damage and special techniques, but whenever she impales them on someone else such techniques can't be performed and she is left with a great disadvantage... What do you think???
sad vittorpia sad
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FLSTYLE
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FLStyle Personal Twitteromegaasylum.com Updates Twitter Omega Asylum - Home of FLStyle - Video Game and Media Blog

11/08/2005 01:35 PM (UTC)
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MotaroRules Wrote:
I have great idea for something that could be added into MK that has never been in any fighting game. it would be cool if a character could dodge attacks without backing up or blocking, for example a character could tilt their body or head backwards or side to side to dodge a punch or a kick while still standing in place.

it could perhaps be executed by holding one
one of the top buttons such as the R1(ps2) and then pressing a directional button. as soon as you let go of the top botton directional buttons will instantly go back to being walking, running sidesteping etc i think this would make MK more like realistic and cool at the same time


So basically you want a clone of Steve Fox?
Or Brad Burns and anybody from a boxing game.


I understand what he means, implement more realistic defense and evasion animations.


There could be a number of ways to do it, other than having a dodge button.

There could be a number of ways to do it in the same game too. Not just the one way.
Long juggles remind me of dial combos.

You get too many free hits and the opponent can't get out of it after the first hit connects.

I'd either take juggles out "almost" completely or give the opponent some way to defend themselves during one.

Have it be more like after a stun in T5, but you get an extra 2-3 hits Depending on the strength of the attacks you use because launchers are not as safe as normal stunners. They deserve a better reward if you land one.


Have a special air block like how you can get out of a stun in T5.

You could have a 4-5 frame window after a launcher to tap back, back
like a back dash.

Good players would almost never be juggled though, which would make launchers kind of pointless unless they cause a lot of damage = Paul's death fist. But not so exaggerated.

If you time it right, you would air block and land standing up while stumbling or sliding back a little.


So people don't escape an expected launcher = like Martial Law's b+1,2,1 You could change the delay to trick the opponent.


Or if you Tap "down" right when you take the launcher or first hit of a juggle, you get heavy like in VF4 or Street fighter 3.

Give the player like a 2 frame window to do it.

It shouldn't bee too easy, but not too hard either.

So you can't just tap dddddddddddddddd to get out of a juggle, have it so you can only do it once between every hit.

If you tap dddddddddddd, the escape will be disabled until the next hit.


That's the kind of thing I want to see in future MKs....
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darkness
11/24/2005 01:18 AM (UTC)
0
Bring back digital characters, realistic and brutal looking Fatals. The fighting engine from Decep, and SM. I liked the fact that in MKSM the fighting in VS mode was fast no the I hit you , then you hit me stuff.
darkness Wrote:
Bring back digital characters, realistic and brutal looking Fatals. The fighting engine from Decep, and SM. I liked the fact that in MKSM the fighting in VS mode was fast no the I hit you , then you hit me stuff.



The fighting engines in MKD and MKSH are VERY bad for a fighting game. It's just the way they were designed.

You could compare the logic in those fight engines to saying 2+2 = 7

Too many things just don't make sense or work right.

That's the point of this thread, to think of something better.
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F1stDaCuffS
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TGB F1sT a.k.a F1sTDaCuffS/currently playing BF2,"GOD LIKE", STREET FIGHTER 2 hyper, 360 Zangief. i'm here if you want some!!!!

11/25/2005 02:58 AM (UTC)
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things that need to be in mk7. people dont like grabs, i like them. they've been there since day one. it seems that in the balance of things when they made mk6 they left a lot out to counter for these things. for one they need to speed up the game play, faster movement., they need to bring back hop kicks and reverse kicks and hop punch s. i would even like the run button back. a run into a reverse hop kick combo thats nice and i do like the air game. thats missing too. mk6 was like beta no hop kicks no hop punches, no reverse kicks no reverse combos. it was almost basic.

last. listen to us for once. hey if bo, darrious, or smoke is unfiar release a patch. fix em. even time release chars. whould be nice. they cannot be released no later then a month into the game let the game develope slow. BUT, the biggest thing is patches. its obvious there not going to test the game for sure. i would sacrifce visuals for game play anyday.
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ironsmoke
11/25/2005 06:40 AM (UTC)
0
no more style branch combos or konquest. put more cooler things in the cript and put the removable limb systum from bio-freaks in.

Style branch combos could stay if they were just made short and weak, like 3-4 hits, or so you could block during a long combo (give them block points).

The only time a full MK style combo would land is if the opponent is dizzy.

That could be done with certain attacks that stun the opponent instead of knocking them down or launching them.

For example:

you do df,df+2 = This would be an uppercut that stuns the opponent instead of launching them.
(It doesn’t have to be an uppercut.)

It would cause a stun, like the critical stun in DOA3, or the crumple stun in VF4.
( The stun animation depends on the attack you throw. )

Those moves would enable Topple combos = It basically disables blocking for 1-3 seconds, so you can do a standing juggle or a full dial combo.

The initial stun attack can daze the opponent for 1-3 seconds = like the CH stuns in other games.
( This would be like a launcher for juggles )

(I'm guessing at the numbers here, but...)
A Topple combo can last for up to 3 seconds, but if you delay over 6 frames between attacks, the opponent comes to or falls down.
( You need to keep a certain rhythm going, just like with juggling )

That 6 frame delay limit is like the time it takes for the opponent to hit the floor during a normal air juggle.
( If you delay too long, the juggle ends. )

If your Topple combo passes 3 seconds, the opponent can defend against it like normal.

Damage would be toned down for some moves, so you don’t have overly damaging attacks. Just like when juggling.


This would be a workable way to keep the old MK feel by giving the player a fair way to use dial combos.

I'd also give the player a Launch or stun tec. recovery option, so you don't get juggled or toppled every time. Right when you get hit by the starter attack, quickly tap any 3 of the 4 main directions =. U, D, L or R = just wiggle the joy stick, or do a fireball motion.

3 taps will make your snap out of it, but you still have a little recovery time, so you can't sides step right away. You can do a parry, reversal or block

For a juggle, you can do the 3 taps, then hold BLK to air block.
If your character has an air reversal or air counter move, then you can do that.

Example air counter moves:

Drop kick
Kick off back flip
Teleport attack
Air jump to some dive attack
Energy shock wave
Liquefy or teleport
air reversal
Trade places air reversal / teleport (This one would need to be harder to land.)
Throw an air fireball
Shove = flip forward and push the opponent away.
Slow time
--------------------------------------------------------------------------

Removing an arm would make you loose 25% of your moves, some of which are essential parts of a successful game play strategy.
You would also loose life steadily.

How would the removal of a limb not give one character an unfair advantage over the other?

The game needs to be fair, that's why inescapable throws and infinite combos are not wanted.

Removing an arm would fall in to that category.
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:::::
11/27/2005 04:47 AM (UTC)
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I had an idea for improving the gameplay of MK, the first of mine in a long time. I don't know if it's been mentioned before, and I know nobody really reads this thread, but here goes anyway.

MK was what MK should be when MKII rolled around. The damage scaling was fairly high, there were few moves, and it was simple. I think MK needs to return to that state rather than trying to be something it's not.

Fewer moves that do more damage, but all the moves would be useful in some way. If all your characters moves are useful, you only really need 8 or so moves. Anything after that is just becomes unnecessary, and while it's nice to have a lot of options, there will always be one or two more favourable options in any fighting game, and people are always going to go with those over the other options their character might have anyway. I'm not saying that the movelist for each character should be so limited that they can only do one thing in each situation, or that each match is played the same, i'm saying that all the bullshit needs to be trimmed away, so that instead of having some convoluted system that doesn't work due to the presence of too many tricky elements that don't fit together properly because they're poorly done (3 style system, breakers, etc,) you have a system that's incredibly simple, easy to just pick up and play just like it was 15 years ago, but is still deep enough that high level play doesn't break down to the same old rubbish all the time, like it does in MKD.

If the damage scaling is upped, and some of these moves are doing big damage, or stringing two of them together in a juggle is knocking off almost half your opponents lifebar, you can have an excellent, more traditional MK game with no crappy style changing, no chains, no breakers - hell, you don't even need strings. I know they're standard today, but you don't need them. MKII didn't have any pre-set combo's (well, one, to my knowledge, being Baraka's 2 kick attack thing, but they wern't prevalent). Of course, decent move properties and fluid, slower animation, etc, go without saying. But going back to MK's roots like this, you can still have the simplicity for the "casual" players, and depth for the high level players, and it's fun no matter how much you suck or how good you are.

At the least, I think this idea beats the current state of MK where we have a lot of moves, most of them useless, with no logical properties, and a game void of any real depth but cluttered with a lot of things that shouldn't even need to exist. For MK, the more simple, the better. It should be as simple as it used to be.
Too simple = Quick loss of interest for me. I'm talking 1-2 days.
This is what happened when I got Def Jam and Marvel Nemesis.

And MK2, I don't even play anymore.



I remember, I used to be in love with MK4 back in the day.

I would see Tekken 3 and shy away from it because it looked too complicated.

The second I did try Tekken 3, my preference switched instantly.

All of a sudden MK4 looked like nothing compared to T3.

I find more realistic, or movie style fighting games to be a lot more interesting and fun to play than something that's very basic.


Simple games, I'll play for a little while on my own, or with friends, but after a couple days I never play them again.

More complex games on the other hand keep my attention for years, or until the new version comes out.

Different people have different preferences, and I think MK can pertain to both.

There could be a Fight engine option for MK7.

Choose your Fight engine = Complex or Simple

The complex one would be on the level of VF if possible. A huge evolution of what they are working with now.

The simple system could be something like Def Jam, or Naruto, maybe Shaolin Monks

Simple, but not MK2 simple.

Just have them both be awesome and well done, not half assed.

Design both fight engines like they were the main one.

They can do both and use the same character models, stages, everything.




Having MK be just a simple game would be bad IMO.
People mock it now because it's so far behind, imagine if they went back to something like MK4.
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:::::
11/28/2005 04:10 AM (UTC)
0
Simple doesn't mean it can't be deep though. Street Fighter 2 is a good example of depth within simplicity.

I mean, i'd like MK7 to be as deep and fantastic as VF4 too, but it's simply not going happen with the MK franchise. Ever. We'll be lucky if a MK game is made at any time in the future that's as deep as Tekken 3. With that in mind, I think Midway should just stop trying because they're clearly never going to "get it," and instead move in a different direction. Two sets of mechanics, one simple and one complex, for the same game would be wonderful but again, incredibly unlikely to actually happen. It could be done, but Midway just won't do it.

I was thinking more along the lines of what MKII would be if it were 3D, but instead of every character having much the same moves, they all have different moves with different properties, and maybe with a different button layout to the old HP, LP, LK, HK one. They don't need a lot of moves, they just need for the moves they have to work well and be useful.

Simplicity doesn't take away from the strategy, but just makes the game easier to understand for new players, and easier for people to jump right in and get down to honing their skills. High level players would still be far superior to newbies.

But, to each his own, I guess.
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HDTran
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About Me

I don't want a bigger movelist Boon. I want a reason to use more than
10% of the ones you've given me. Fix MK with Move Properties.

11/29/2005 09:53 PM (UTC)
0
MK's need for simplicity really doesn't need to stem downto 8 moves or so, looking at SF2 there are a lot of reasons SF2 is so great much like other Street Fighters, everything is usable to some degree or serves some purpose, but it is largely also very intuitive.

SF2 Turbo Aside:
Let's quickly look at Ryu -
Standing LP: Good pressure on tall chars as their crouch will not crouch under it and will allow Ryu to space with a very fast move. It also allows him to fight jumpers that are closer in range, in some SF, jabbing and getting a counterhit also lets you float the enemy.
Standing MP(close): Let's you place a very fast move that while can be blocked standing or crouching, can trade and pressure on wakeup. It spaces well, can be cancelled into specials/supers, and can set the enemy up for throws.
Standing f+MP: Overhead punch, will hit crouching charas, but slow and wil and will lose to wakeup moves.
Standing HP: Good move to punish jumpers that spaced incorrectly and jumped close to you, but not in enough range to hit you.
Standing HP(close): Great move that spaces extremely well, cancellable into specials/supers
Standing f+HP: Moves Ryu forward, if it hits, he can link it into normals which can be linked into specials. (ex. f+HP > d+MK > fireball) Can also be used to move him forward.
Standing LK: Let's you fight certain sweep abuses in various games and stop them. Vital against Dahlsim and Guy.
Standing MK: Ryu's standing MK in Super Turbo lets him anti-air moderately well for people that spaced high up and can also prevent crossups if the guy is close.
Standing HK: Same as standing MK, with more damage, but less safe as standing MK.

And that's only covering standing versions. Consider jumping versions (many of them very good like standing jab is good for safety and less reach and less pushback for throw setups or just spacing closely when you land. Or jumping MP to hit people that jumped after you, etc.) As well as crouching versions and varying versions of the specials. There's a lot to Super Turbo and of course the main game revolves around fireball traps and spacing for Super Turbo so it gets even more complex.


Back to MK:
Anyways, what MK needs the most for new players to get into is intuitive controls. Whether they adopt their old system and modify it, adopt Tekken's system or adopt VF/DOA's system, something needs to be done. Right now, a lot of the casual MK fans equate memorization = skill, which is obviously totally false. The unintuitive control scheme has people scratching their heads whenever they transition to another character or even stances within their own character. Hell, looking for a punch of a certain height or a kick of certain height may even be troublesome. Whereas other games, if you do d/f+P you know you're going to get some kind of midpunch or d/f+K you know you're going to get some kind of midkick. Likewise if you do d/b+whatever, you are probably going to get some kinda low attack. If you do f,f+whatever you are going to get an attack that probably has good reach or makes the character travel a big distance. Stuff like that is the reason why MK has problems in terms of simplicity as the controls hamper any sort of logical deducations of what moves should be.

Basically, people should at least be able to guess whether what they're pressing is going to give them a punch or a kick. Likewise, if people are able to guess what height it is or what the motion it is when they watch others play, then you know the controls are good and intuitive. That would help new players the most.
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