Well...I don't want to sound harsh or offend anybody, but I'll just say the truth as I see it.

They are not very good at designing the stuff in the first place. They don’t seem to understand the basic design principals behind a solid fighting engine.


Because of that, I don't think they can fix or for that matter, notice a lot of the errors.

MKA is probably going to have a ton of glitches, infinites etc....

That's how these games have been coming out, so that's what I'm expecting.

I'll still buy the game though, just because it's MK and I want to use the returning characters, not because it's a good fighter.

I think they need to hire some people that really know about that stuff, and have them work out the little details.
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MoonMist
01/14/2006 05:30 AM (UTC)
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The word Armageddon is a powerful word, meaning, the LAST, FINAL, EXTREME, FINISHING, ENDING, THE GRAND FINALE, WHATEVER! MK Armageddon will be the LAST Mortal Kombat game. Since this will be the last Mortal Kombat game, Midway should be putting their best into this game. They should be giving this last game all their effort. They should make the player feel as if they played a little of MK1- MK Deception with a twist. MK Armageddon should include every (not nearly) but EVERY character in Mortal Kombat history (this is the last battle, why would someone miss out in their last battle? EVERYONE have to be there). Midway was kind of lazy with some of the Fatalities in MK Deception. As if they was rushing and didn't take the time to think about it. Like, "I can't think of anything for this character right now so why don't this person just throw their weapon in their Fatality". They should include the BEST, BRUTAL Fatalities. (Unlike most of the Fatalities in MK Deception, as far as chopping their head off or throwing a weapon at their opponents). Why not Fatalities that involves their powers such as Kitana's "Kiss of Death", Jax turning into a giant and crush em' with his foot, Lu Kang turning into a dragon thing, or Mileena's "Man Eater" (from the old MK games). Everyone should have way more that 2 Fatalities. (Probably all the Fatalities in MK history). What about the Animalitaties and Babyalities? If Midway don't expect adding every character, they should at least add every ninja (including Mileena). The gameplay should be faster and the combos should be easier like the older Mortal Kombat days? In MK Deception, I usually find myself doing 2 or 3 hit combos. Why can't we just button mash and have like a 5-7 hit combo like the old Mortal Kombat games? The combo system is great, but at the same time, it's complicated. They could of done better. And what about that man in the background that screams out "WHOOPSIE!" Everyone should include more than 2 costumes, their costumes should be new, and some should be from the old MK games with a MK Armageddon twist. And please don't put 2 characters together like they did Noob-Smoke, they were better off alone. It would be nice if they add EVERY special move from ALL the MK games. This game should sum up all the MK games. This will be the last MK game! It can't be like, "Oh that character isn't in the game, maybe that character would be on the next game" If you don't see that character in MK Armageddon, you won't see that character again. That's why MK Armageddon should include EVERYTHING from the ALL the MK games. If Midway don't, you won't see it again.
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Satyagraha
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"You see, I face a whole new Monster!! I face a man, who represents, the Nintendo Entertainment System..."

01/14/2006 08:41 AM (UTC)
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bleed Wrote:
Well...I don't want to sound harsh or offend anybody, but I'll just say the truth as I see it.

They are not very good at designing the stuff in the first place. They don’t seem to understand the basic design principals behind a solid fighting engine.


Because of that, I don't think they can fix or for that matter, notice a lot of the errors.

MKA is probably going to have a ton of glitches, infinites etc....

That's how these games have been coming out, so that's what I'm expecting.

I'll still buy the game though, just because it's MK and I want to use the returning characters, not because it's a good fighter.

I think they need to hire some people that really know about that stuff, and have them work out the little details.

Word. I can't wait to see the "high level" thread fill up with infinites and strats on how to abuse a six frame low, lol.

I am, however, intrigued with this "improved air kombat" comment. Oh, and could we get a dash? Yeah, thanks...

Edit: Oh, what was said about the combo system in GI?
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secondgen
01/14/2006 09:25 AM (UTC)
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The only thing we know for sure that is different gameplay-wise at this point is the directional throws and the mid-air fighting. For now we have to assume that the dial-a-combo system is unchanged, along with the rest of MK's gameplay defficiancies.
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eddygordo
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ARNOLD SCHWARZENEGGER...................

01/14/2006 01:46 PM (UTC)
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All i want is balanced moves NOT cheap moves , that way the game can be fun.
The directional throws are going to help break the game even further.
The reason should be obvious.




Quote from GI about the air combat.

"Most 3D games are usually about dodging and positioning yourself to land attacks. It's all on the ground. Air plays a very small role in 3D games, "Boon says. "The whole strategy of jumping over fireballs and ducking beneath blades that we saw in 2D games - We are really trying to add to the 3D movement". Some Mortal Kombat players based their entire strategies around the jumping mechanic. the team hopes that these players will once again feel at home in Armageddon.

If Johnny Cage uppercuts Ermac, he won't have to wait for his adversary's body to fall in to range. He can take to the air and continue the assault. The options that he has are not as limited as you would thing, either. the air combat is not just a gimmick that can continue a combo in a flashy way.

It is a fully - featured extension to the ground combat. Johnny Cage can throw a few punches or kicks if he deems it necessary. He can also grab onto his attacker and toss him toward the ground with such force that the body is elevated high in to the sky again.

Boon actually showed us a powerful 15-hit combo that danced between the ground and the sky.

The potential that this resurrected element adds to the game certainly favors more violent offensive assaults.

Players on the receiving end of an attack are not helpless, however. the series' handy combo breaker can be initiated in the air as well."


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

Since the breaker doesn't work right, it's still going to cause the opponent to be helpless, if it's limited to 3 per match.

Once you waste that, you will eat massive combos with no way out.

It looks like air dial combos, or something like shaolin monks, but not so over the top. You can do an air throw instead of the dial combo.

Maybe you can cancel the combo and do the air throw.
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Garlador
01/15/2006 04:14 AM (UTC)
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I think the MK Development team understands the basics of a fighter. However, they lack the knowledge to fundamentally improve upon what they've already established. They created a working, decent framework to build the 3D Mortal Kombat's around, and, even though it has evolved slightly, it hasn't really matured. It was "different" when it was released, and that was just enough to usher it into the 3rd dimension successfully, something their previous big competitor, Street Fighter, failed to do. However, the market has changed. The big dogs of Tekken, Dead or Alive, Soul Calibur, and Virtua Fighter are dominating the scene. These are fighters with bigger budgets, larger development teams, and longer development times. That's stiff competition. Pretty much, Mortal Kombat is the American underdog in the world of Japanese-dominated fighters.
Mortal Kombat has it's uniqueness; it has the 3 fighting styles, the dark, violent atmopsher, the bizarre and imaginative worlds, and, of course, it's over-the-top violence, but that alone can't save it. It all boils down to two very big things, IMO: gameplay and story.
Story-wise, that's a mixed bag. For every fan you find who says they love the story, you'll find another who loathes it and says MK's storylines have been crap since Tobias left. I think it's more split down the middle. Some characters are great, developing, and dynamic (like Sub-Zero, Noob Saibot, Raiden, or Li Mei, for example) while others are redundant and dull (namingly Scorpion, Johnny Cage, Kitana, etc.). A big problem arose when filler-characters, or "new" characters, were introduced. Characters like Darrius, Dairou, Kobra, or Shunjinko hardly had the impact their predecessors had. In the post-modern age that has moved beyond the pallet-swap, they amazed us only in their mediocrity by stealing moves and having little impact upon the story or simply presenting story-lines that honestly weren't very dynamic. This characters truly had nothing new to offer the series and only served to make previous veterans of MK:DA comfortable with MK:D by having characters like Kira inexplicably having Kano and Sonya's moves, for example. Even Stryker had more potential than most of the newer characters. Old characters either became redundant (how many times must Johnny Cage try to make a movie "based" on his experiences? How many times must Kitana play the princess and lead her people into batte? How many times must Scorpion be "killed" only to come back pissed off?) or they fleshed out into very interesting, very ambiguous characters.
In that conclusion, the storyline has been on the biggest draws of the game, but it has been great, mediocre, and horrible depending on who you ask and who you play as. I know a fighting game needn't be so dependant upon the story, but for a grand finale like MK:A, there are a helluva lot of storylines to tie up, and it will take some damn fine writing to wrap everything up nicely. I'm skeptical, but I'm also optimistic. The storyline has been generally fresh (how many other fighter's kill off their main hero or have the bad guys emerge victorious?), and I have high hopes that this trend will continue, with more polish this time.
Also significant to the series: The gameplay. Mortal Kombat's reviled/praised dial-a-combo system has never been my cup of tea, myself, and I just learned to deal with it and I got pretty good with it. It was a very hard thing for me to adjust from the 2D game's style to the new style with it's 3 fighting styles, but I managed it somehow. It was a decent fighting engine that did the job. But, you could easily see it was not as polished as other 3D fighters. There were some big issues that kept it from being great.
First off, from a technical standpoint, the characters not only looked like plastic, but they were as stiff as plastic as well. Unlike the fluid, almost poetic motions of Dead or Alive or the fancy footwork of Tekken, Mortal Kombat was the equivalent of two digitized actions figures throwing punches. It looked painfully stiff and wooden, like frames of animation were missing. It was jerky and cumbersome. The positive of the fights, though, was that it looked very much like an actual fight and not an orchestrated dance. It was more like watching two people just brawl. The hits and kicks also, IMO, looked much more painful than on competing fighting games. Every hit looked like it hurt and counted rather than the over-the-top stylistic hits of Tekken or Dead or Alive. Still, improved animation would do wonders with the entire fighting engine, making it run smoother, looks cleaner, as well as presenting opportunities for counters with more time between frames. As much as the brawling aspect is both horrible and yet desirable, with 3 fighting styles, most of them based off of real styles, the fighting styles SHOULD have more, well, style to them. If it is possible to give them style without taking away the hard-hitting nature of them, I would be most pleased.
The biggest issue many have is the dial-a-combos. Some love them, some hate them. Killer Instinct shared the same vice. I, personally, think they are okay, but only if they are kept to a bare minimum. It's rediculous when certain Konquest modes demand that you perform a 20-hit combo on your opponent. No norma individual would let you get 20 hits in. Combos, to me, should be more intuitive and more limited, effectively cutting the combo chains in half, if not more, and opening up more defensive gameplay mechanics. With improved animations, many combos could become double-ended swords, some possibly leaving you open or susceptible to counters. A greater emphasis on evasion and position would make for a greater, more in-depth experience. With more limited combos, the player would have to think very carefully about what actions to pull off, as well as providing a more generous, user-friendly interface to work with.
Special moves have always been very important to this series. In fact, you could say they defined it, since before MK:DA, every character fought pretty much exaclty the same way aside from their special moves. Now, special moves are more cumbersome than they are helpful, rather serving more as set-ups for combos than the powerhouse specials intended to dazzle and deal damage. With more limited combos, special attacks could take greater emphasis again as possibly even the primary damage dealers. I was quite partial to the timing aspect of many attacks in MK:SM; the novelty of holding down a button to increase the damage of an attack could serve well in the regular fighting game. It would force an opponent to take the offensive or risk face massive damage as well as forcing the player to think judgmentally on whether or not he should go for the bigger damage and risk an attack or try for a weaker attack and mix it up. It would provide a nice mix-up to the regular special attacks and would benefit the series.
The newly announced air-combat has me interested. I could easily see how it could crash and burn, but I could simultaneous see it succeeding and offering a new dynamic to the fighters. Much like MK:SM, the air-borne combat was interesting, albeit fundamentally impossible. A similar approach could work for MK:A, even though it wouldn't quite be feasible. I have fears and see shades of DragonBall Z whenever I hear the name, at any rate. I also wonder how the counter manuever would work mid-air. If has to be implament, otherwise I can see the game's balance be thrown way off.
Directional throws are another nice idea, but I don't really see them serving any real purpose other than to set the player up for a deathtrap more easily, and some deathtraps in MK:D were easy enough to fall into without having the opponent toss you right at them. They don't serve any other purpose other than to get you towards a death trap, and I find that a bit gimmick, especially when time could be spent on other, more annoying aspects of the fighting engine.
With 60 + characters, my fears loom large that one character will go overlooked and emerge broken, cheap, and unbeatable, with infinities and glitch combos. I can easily see that happen, and it is vital that the development team not rush this, getting the main game done early and focusing as much time as possible polishing every single fighter to keep a balance (or, arguably, to make a balance.)
The inclusion of more mix-ups would be greatly appreciated as well. High, low, and mid attacks are good in and of themselves, but to have no practical application makes their effectiveness void. A good fighting game mixes offense and defense and predicting the right move can be the difference between victory and defeat. On the offensive, the strategy of high, mid, and low should always be on the player's mind, deciding which is best. On the defensive, a proper block or dodge could lead to your opponent becoming exposed to counters. Such a balance is, I believe, one of the mos vital aspects of a fighter, and the dial-a-combos don't convey this properly. Mix-ups should definitely become more prominent and fleshed out.
The Kreate-a-Kharacter mode, while obviously taking a page right out of Soul Calibur's create-a-soul mode, could bomb very badly or succeed quite well. The regular characters need fine-tuning. I can't imagine the nightmare the could be with stock characters. The created characters in Soul Calibur III seemed generic and dull by comparison to the main characters, and I can only hope MK:A doesn't follow suit. While I'm optimistic that some interesting character designs might be pulled off (a rehash of classic MK ninja's seems almost definite), I worry that their fighting will still seem subpar, unless, of course, this much-vaunted custom fighting style they promise can rectify that and prove me pleasantly wrong. As is, until I hear more, I'm not that excited about it yet.
Custom Fatalities seems like a gimmick as well. I would much rather prefer every character having multiple, well-thought out and executed fatalities than 60 generic ones in order to put his mode in. Again, I would love to be proven wrong, but part of the mystique of performing a fatality for the first time is not knowing what your opponent is in store for. Player created Fatalities robs you of that shock thrill and only cheapens the genuine fatalities of the other characters. It would be a very nice bonus for versus mode, though, to surprise another human player with if the fatalities are diverse enough.
Weapon Kombat, I always felt, was underused and underdeveloped. I was hardly expecting something on the level of Soul Calibur, but I would like to see more weapon to weapon combat with appropriate actions like parries and weapon locks (could serve as another Test Your Might). I liked how the big weapons in MK:D slowed you down, trading speed for power, but I think all weapons should pretty much have that aspect, further adding to the strategy of the fight.
That's about it on gameplay. A few more minor quibbles are left.
Audio. The music of MK has never really been that dynamic. It's always been more ambient than anything else, which is nice in and of itself, but when compared to the amazing soundtracks of other games, MK is lacking. I'm not asking for every stage to include some heavy-metal guitar-riff laden chorus, but the music is also as important in establishing the mood. I can remember the boss music for Jinpachi in Tekken 5, the boss music for Nightterror in Soul Calibur 3, but for the life of me I can't remember the music that played when I faced Onaga. The music needs a slight boost.
Voice acting has never been MK's strong suit. The voice acting in MK:D's Konquest mode of laughable (IGN, god bless 'em, still believes this was intentional). The thing is, MK isn't supposed to be laughable (not since they axed the Friendships). While a few good voice actors might appear in scenes, everything else sounds wooden. Also, in-game grunts and yells all sound exactly the same. It's a not a big thing, but it hardly brings personality to the game. I could tell which character was doing a battle cry in Soul Calibur 3 with my eyes closed, but if I heard someone grunt or scream in MK, I would be at an absolute loss as to who it was. I think the voices could benefit from a much-needed personality transplant. Taunts would also be much appreciated during pre-fight and post-fight, like every other fighting game.
The gore-effects of MK also contribute to the atmosphere. In the 2D games, they were shocking, and they were over-the-top simply because they couldn't portray the flow of blood effectively at the time. The blood has become too cartoonishly present, lessening the impact of the violence and the brutality of the fight. More realistic battle damage, without the "thick" blood look, would do wonders for the atmosphere.
Extras; as much as I've loved them, most of them have always been pretty bad, and I always shake my head and wonder why the development team spent so much time putting THAT into the game instead of focusing on more pressing, important issues. I love the extras ("Cooking with Scorpion" takes the cake from MK:DA), but with so much, there are only a few gems and the rest are crap. They should scrap them in favor of better content.
Mini-games are the same way. Most of them are mediocre at best. Konquest mode has been and probably will still be a chore. I can't even remember the last time I touched Chess Kombat or Puzzle Kombat. They are nice diversions, but people get a fighting game for the main fighting attraction and that should take up priority. If time and talent permits, after the main game is done, then extra mini-games could be thrown in, much like Tekken's decent-but-unnecessary modes like "Devil Within" or even "Tekken BeachBall". Diversions, nothing less.
As much as I'd like FMV endings, I doubt the development team has the talent, resources, money, or time to do them, which is a shame. Given the financial money that Tekken squanders away, I'm sure MK could have some amazing scenes.
Lastly, Konquest mode, I know, is improved, but should not be mistaken to be on par with the actual game. Konquest mode in MK:D was decent, but suffered from being too long, too restricted, and very uninteractive. Konquest mode should basically serve as the tutorial, but should be more user-friendly, and as an adventure mode second. The inclusion of so many key characters in Konquest mode was probably the nicest touch, but most of it felt forced. A new Konquest mode like this one could and should parallel the main storyline and offer up a new dynamic of interaction with the main plot. Since it has taken on a more MK:SM approach, I think it will benefit greatly in terms of gameplay, with possibly even familiar faces helping out or opposing you. However, Konquest mode's most important aspect is that it serves as an outside look at the lives, motivations, and events of Mortal Kombat and its characters. It should give you those little nuances you can't find anywhere else (such as Cyrax's hate for Johnny Cage's movies, Shao Kahn's thoughts on Reiko wearing his helmet, or other character relations not revealed in the initial gameplay.)
Well, that was a bit longer than I thought it would be. A lot of what I said was probably echoed before me. Anyway, I'm optimistic about the series. I know I won't get everything I want, but MK has never been afraid to take risks, either in gameplay, story, or characters, and I look forward to whatever surprises await me in this epic finale.
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Alpha_Q_Up
01/15/2006 09:55 AM (UTC)
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Garlador Wrote:
Mini-games are the same way. Most of them are mediocre at best. Konquest mode has been and probably will still be a chore. I can't even remember the last time I touched Chess Kombat or Puzzle Kombat. They are nice diversions, but people get a fighting game for the main fighting attraction and that should take up priority. If time and talent permits, after the main game is done, then extra mini-games could be thrown in, much like Tekken's decent-but-unnecessary modes like "Devil Within" or even "Tekken BeachBall". Diversions, nothing less.


Dude Tekken Ball and Tekken Bowl were the shit. I almost spent as much time playing those as I did the actual game. Devil Within sucked though
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nobrainer
01/16/2006 02:57 PM (UTC)
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All of you have to bear in mind that the custom character fighting may end up less broken than the original characters' moves... In a way. If we get an option to set the moves of the character, then those who have the knowledge can design their character in ways that don't allow infinates and other glitches that arise from certain moves.

Of course, there will always be those who are trying to make the ultimate broken character.
I sure hope they don't have 3 limited breakers also add reversals and forward dashes

1 and 2 should always be punches and melee, 3 and 4 should always be kicks, IMO. All the other points about wakeup game and frames were said, good suggestions.
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Skaven13
01/16/2006 09:34 PM (UTC)
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WingsOfRedemption Wrote:
I sure hope they don't have 3 limited breakers also add reversals and forward dashes

1 and 2 should always be punches and melee, 3 and 4 should always be kicks, IMO. All the other points about wakeup game and frames were said, good suggestions.

But what I want to know is will they do it? CAN they do it? In the almost 2 years of time in development, is that enough time to add those things (dashes, reversals and wake up game) to this system? Just those three things alone would fix SO many things in this game. Isn't two years enough time?
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MajinTsung
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I'm not the Monster

01/18/2006 04:25 PM (UTC)
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It seems in some interviews they're more focused on making the game not like other fighting games, for better...or in this case worse, I don't think they'll add it for the fact that they think MKD/DA's system is different than everyone else's... of course its broken and stagnant, but yeah different... hopefully they'll change these things, but who knows... with that many characters who knows if the game will be playable or if the characters will even be that different from each other... one can hope though.
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danadbab
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Hello

01/18/2006 08:06 PM (UTC)
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~Crow~ Wrote:
That wasn't Ed Boon at all. The real Boon will have the icon Bleed posted next to his name. That guy was just someone spoofing.



Anyway, I have some questions for the regulars of this thread, and it would be appreciated if you could answer as quickly as possible. (Note: I realize you all have discussed these issues extensively here, but please repost whatever you have to say now. This is important, and will serve a purpose. Hopefully you'll decide to follow through)


1) What do you feel needs to be addressed the most from MK:D's fighting engine?

This is basically to get an idea of what you guys feel is most flawed with the engine and what needs to be fixed. I'm fairly sure it has already been confirmed they will use the same engine once again, so changing the engine from the roots up is impossible. Give ideas on what needs to be fixed the most in the engine.


2) What new additions to the MK series would you like to see in MK7?

This would include things like, most obviously, a wake up game. List anything not in MK:D's engine at all you think is required to create a great, modern fighting engine.


Basically, I want you guys to list the major issues each of you have. I would simply like to get an overall idea on what is most important to the people in this thread. If you wish to write a lot of things, that isn't a problem. The more you do write the more I would appreciate your response. Again, I would like quick responses or at least as quick of a response as possible.



hey crow, konqrr and i were going to make a glitch video for each character. we were going to do it over the last 3 days. but forum member check threw a hissy fit, saying he and forum member redsalen had already made one. he said he would be posting it today. so im going to wait to go ahead and make the glitch vids, showing all the glitches that need to be fixed.

since it sounds like you really want info on what needs to be fixed ASAP. if check doesnt put out the vid soon, ill ask konqrr again to make some time again to do the glitch vids w/ me and who ever else is willing to help us. hopefully check gets vid out soon.

also, is there a reason why you'd like this info soon? is there by any chance say a developer coming to the site to actually read this thread? im just curious. or if you cant say that, could you atleast give us a dead line date for what we would like fixed w/ the engine.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

here are some sample vids of some of the glitches that need to be fixed.
all arent large files, so even folks w/ a phone connection should be able to download them in a timely fashion.

these are just some of the glitches in MKD. prolly 5% of them. most of these ones were found w/ in the 1st month.

these videos have audio commentary from myself.

while playing the bo rai cho one, make sure your volume is low. oops


Bo rai cho

darrius

ash~noob~li mei

tanya~jinko~liu kang

all these characters have more glitches then what was shown.

*note*i think i fucked the noob infinite, i dont think i side stepped the right way, BUT you get the point.


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ThuggishRuggish
01/19/2006 01:32 AM (UTC)
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you know thous interviews you have in the irc with the MK team, somone should have asked if the MK team if they knew about the glitches in the game, and if they were goin to fix them for the next mk (MKA in this case).

i think for MKA to be a decent... wait no a great game. The MK team needs testers that take every single move and see thier priorities(SP?). Like for instance, taking a move thats a mid lets say its b+4. then seeing if theres anything wrong with it like be able to hit somone after it for free damage.
they need to do this with every move they put into the game.


If you look at MKD and look at say jades 2,1,u3 in her weapon if you end any juggle with that combo you get a free hit, the MK team needs to look at these things and test them. it seems as if the MK just gave her that combo and was like "yeah that works" same with bos grab, all they had to do was do his grab walk 1 step then do f3 to see that they can be hit, how can you miss something like that?
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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

01/19/2006 02:06 AM (UTC)
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ThuggishRuggish Wrote:
you know thous interviews you have in the irc with the MK team, somone should have asked if the MK team if they knew about the glitches in the game, and if they were goin to fix them for the next mk (MKA in this case).


A lot of us did submit that very question, but Scott-Howell and ]{ombat didn't have the balls to ask them about it.
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danadbab
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Hello

01/19/2006 04:19 AM (UTC)
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FLSTYLE Wrote:
ThuggishRuggish Wrote:
you know thous interviews you have in the irc with the MK team, somone should have asked if the MK team if they knew about the glitches in the game, and if they were goin to fix them for the next mk (MKA in this case).


A lot of us did submit that very question, but Scott-Howell and ]{ombat didn't have the balls to ask them about it.
actually they did atleast ask boon about the bo rai cho puke infinite. i recall boons response being "oh, well thats why theres breakers". but there was no follow up, like no boon breakers dont work for that etc... bad interviewers. furious furious
More random ideas on ways to avoid free hits.

===============================================
Launch recovery

Tap u,d up to around 6 frames after taking the launch hit

If you are holding Block while tapping u,d the recovery won’t work.

This would be similar to the street fighter alpha 3 air recovery.
You'd get a number of options after performing it...

1 ----------------------------------------------------------------
Do nothing = You become heavy, and only take 1 juggle hit before falling to the ground.

You can tec. roll when you hit the floor.

Characters with a lie down stance can go right in to it when they land.
2 ----------------------------------------------------------------
block = air block

You land standing and further away.

3 ----------------------------------------------------------------
Attack

Do an aerial attack ( a jump attack )
Some will work better than others, and they don’t all connect because they can be countered or reversed.

You can do delayed jumping attacks, like in DOA4, VF4, T5 = attack just before landing to do a different move.

You can do special air moves, like a teleport punch.


4 ----------------------------------------------------------------
Launch tec. based moves

There are moves that can only be done in this situation.
A drop kick, air throw, air reversal, or special moves that normally don’t work in the air = Ermac’s dive attacks. Depends on the character


In the Jet Li movie, Kiss of the Dragon. You can see something like this happen, when he fights the brothers, near the end of the movie.

It's the part where Jet Li kills the shorter one.

Go here =========================================

Against a launch throw, this could be a way to deal with it.


1 = Multiple escape or recovery windows.

2 = Throw Launch tec. = Tap d, right when the bounce attack hits, or when you hit the floor.
There could be a 1 – 2 frame window for this.

The input will cause you to slam in to the ground and not bounce high.

Think of it as juggle slam attacks
Examples
SC3. = Mitsurugi’s ff+V, V
T5 = Kazuya’s b+1, or df+1, 2

The hard fall would replace the high bounce.

If it’s a stunner, like Smoke’s Knee smash, you tap d, right when he slams your head in to his knee to recover quicker.


So, even if you miss the first escape window, you can still avoid the launch or stun.

===================================================
Infinite ender

Repetitive moves will cause the opponent to recover quicker, or react differently in order to stop the infinite.

1 = Against Bo’s vomit
A = The opponent could slip and fall on the second one.
B = He can only hurl once every 4 -5 seconds.

2 = Against a repetitive throw, attack, throw, attack......
A = have a throw escape
B = make the recovery on the attack quicker on the 2nd hit. This will enable the opponent to block, or side step, possibly counter with a jab.

3 = Against a repetitive juggle = have the bounce become heavy making the opponent fall down faster.
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secondgen
01/19/2006 10:11 AM (UTC)
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Fight Night is a bunch of bullshit, anyway. No real questions ever really get answered. Its just the MK Team and the interviewers making fart jokes for an hour.
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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

01/19/2006 12:42 PM (UTC)
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secondgen Wrote:
Fight Night is a bunch of bullshit, anyway. No real questions ever really get answered. Its just the MK Team and the interviewers making fart jokes for an hour.


haha too true.
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danadbab
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Hello

01/20/2006 12:55 PM (UTC)
0
~CROW~since my 1st question was ignored :-\ (your prolly busy i know). my question is~is it possible that MKO team and the midway team have the friday night chat months before MKA comes out, so that real questions concerning the game could be asked. this way we could actually share our ideas to the team before they ship the game.

example~game upgrades, like fixing various bugs and glitches. these upgrades could be downloaded to our memory cards and stuff.

a way to prevent folks from using cheat gaming devices online.
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danadbab
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01/21/2006 08:39 PM (UTC)
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thugs otgs here are some more glitches that need to be fixed. these are al attacks that are free and unavoidable in MKD. there are more, but im working on it. ill update as i get them. its 7 mbs.
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TonyTheTiger
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TonyTheTiger - Forum Director

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

01/22/2006 05:24 AM (UTC)
0
If there were a chat before MK:A's release it would have to be significantly before. If it's a week or two then the game will pretty much be finished. Problem is, if it's too soon then the team will probably be busy first of all, and they also probably won't really want to talk about the game anyway. The whole "keep it secret" stuff. The only way for Armageddon to be fixed is if they learned something important since Deception which I have my doubts. What I find so amusing is that this whole "end of an era" stuff that they're throwing out there sounds to me like a way of sparking interest because Deception sold worse than Deadly Alliance. It's interesting to note they're not considering that maybe it didn't sell so well because it was full of infinites and bugs.
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Geyzer60
01/22/2006 06:48 AM (UTC)
0
Well the game has been announced so it is a little too late to add things to the gaming engine. I can't wait to hear more about it though.

It does seem that you guys got your air combo system that you wanted in earlier pages. It doesn't seem that they have changed to a frame system unless I really missed something.

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danadbab
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Hello

01/22/2006 06:59 AM (UTC)
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Geyzer60 Wrote:
Well the game has been announced so it is a little too late to add things to the gaming engine. I can't wait to hear more about it though.

It does seem that you guys got your air combo system that you wanted in earlier pages. It doesn't seem that they have changed to a frame system unless I really missed something.

true, its to late to add stuff to it. thats why im not gonna bother posting what i want the game engine to be. but they can still fix glitches and hopefully test the game properly. midway should have a bunch of us test their game out for them. like send the game to a bunch of people and have them test everything they can vs each other online. guys like konqrr, check, thug, even myself i know would be willing to do it.
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Vasculio
01/23/2006 06:03 AM (UTC)
0
This should be part of the plan!

Check this out!

OPTIONS Screen

MK DA - Pierce Weapon On/Off
MK DA/D - Pacing Speed Normal/Fast
MK D - Combo Breaker On/Off
MK A - Air Combo On/Off
MK DA/D - Branching On/Off

Its stuff like this that would make Armageddon a really great game.

I'd like to hear your opinions too!
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