It'd be good if you could store some pre written words, or comments.

Like

Good game

The

What's up

And so on, you could just write the words you use the most, and save them for later use.

I don't play MKD online, so I don't know if this feature is already in there. confused
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florentin
03/11/2006 07:14 PM (UTC)
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I don't know if this has been mentioned before but i think there should be an option to enable/disable air combos .I don't like them ,they are just artificial.
Better jump and hit the old fashioned way,and not do smth like 5 to 10 hit combos while in the air because that's just bogus and it will ruin the whole combat.
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deathgrave
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03/12/2006 04:26 PM (UTC)
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Why is it bogus?

I say keep Air combos enabled at all times, just have points of blocking and points of dodging in between the hits of the combo.
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derated
03/13/2006 01:05 AM (UTC)
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I have some ideas about Sub-zero and characters...
SUB-ZERO IDEAS:


New Body look

1. He should look like what he did in MK4 but with a Mp40 strapped to his back full of pin sharp ice cubes.

Fatalities

1. Sub grabs the Mp-40 from his back, shoots 15 ice cubes at let's say Jax.....When Sub shoots 15 cubes, Jax should be totally frozen, but blood dripping from where the cubes ended up, then Sub pulls out his sword from MK:DA and slice his head off, causing Jax to fall back, then after 5 seconds, Jax eplodes leaving a streak of ice where he boomed up.

2. Sub aims at the ground, leading a trail of ice from his feet to Jax (enemy), then Sub jumps away from Jax, pull out his sword, slide across the ice, and diagonally slice his body in half!!!!!

New Sub-Zero Robot

1. Robo-Sub, his name shall be..... He should look excactly like Noob Smoke from MKD (obviously Smoke) but with an axe facing out on the back of his head, a mini Ice ray that pops out of his stomach (like the rope that Smoke has) that shoots a huge load of ice. He should have a visor on, and a special unlockable skin that takes off his outside body, showing all the wires, computers and crap inside of him!!!



Thx, hope it gets done!

Email : reymysterio435@hotmail.com
Or just reply back Thx
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FLSTYLE
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03/13/2006 02:43 AM (UTC)
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derated Wrote:
I have some ideas about Sub-zero and characters...
SUB-ZERO IDEAS:


New Body look

1. He should look like what he did in MK4 but with a Mp40 strapped to his back full of pin sharp ice cubes.

Fatalities

1. Sub grabs the Mp-40 from his back, shoots 15 ice cubes at let's say Jax.....When Sub shoots 15 cubes, Jax should be totally frozen, but blood dripping from where the cubes ended up, then Sub pulls out his sword from MK:DA and slice his head off, causing Jax to fall back, then after 5 seconds, Jax eplodes leaving a streak of ice where he boomed up.

2. Sub aims at the ground, leading a trail of ice from his feet to Jax (enemy), then Sub jumps away from Jax, pull out his sword, slide across the ice, and diagonally slice his body in half!!!!!

New Sub-Zero Robot

1. Robo-Sub, his name shall be..... He should look excactly like Noob Smoke from MKD (obviously Smoke) but with an axe facing out on the back of his head, a mini Ice ray that pops out of his stomach (like the rope that Smoke has) that shoots a huge load of ice. He should have a visor on, and a special unlockable skin that takes off his outside body, showing all the wires, computers and crap inside of him!!!



Thx, hope it gets done!

Email : reymysterio435@hotmail.com
Or just reply back Thx


Wrong thread, thanks anyway.
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florentin
03/13/2006 11:39 AM (UTC)
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I don't see myself doing air combos ,they are not real ...well most moves are not real but these ones are just science fiction..we're not in a cheap martial arts movie here, where everybody is flying and fighting in the air.
I say make them jump,make them hit in the air,let them do 2-3 hits in the air and if you want more go to options and enable "combos in the air for button mashers" :p.
Well ,anyway even if they don't do that ,i'm sure Gameshark or Codebreaker will take care of the problem .But that will cost some money too :(
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Ninja2006
03/13/2006 09:21 PM (UTC)
0
you need to time a combo breaker
When a throw can or can not be escapable and still be fair game.

IMO, it depends on the situation, and how it's implemented.

A clean throw should be escapable.

But for something like a

clean Hit ~ throw combo = a guaranteed throw
Instead of PP, it could be P,throw.

counter hit ~ special throw =T5 king’s ff+4
That move is escapable, but doesn't have to be.

Special throws while opponent is stunned, = like the air throws in T5, SC3 and DOA4.
They can’t block a punch or kick, why not a throw?
Not normal throws, because they can cause too much damage.

Just frame hit ~ throw = T5 King’s f+3:1+2 Jeffry has one too in VF4.

Air throws

That could work like a normal combo hit, and so.... it doesn't need to be escapable.
As long as it doesn't do, or lead to ridiculous damage.
Special move/power idea

Have a character that can catch fireballs or absorb them. Then use the extra energy to attack the opponent.

Kind of how Bishop is in X=men, but not as limited.

Cause he also has his own powers, or can use the energy in many different ways.

This character would be able to catch a fireball in a tai chi / flowing style, then throw it back, or do something else with it.

Like in Jet Li's movie Tai Chi master
The part where he's training with the rubber ball, and the part with the leaves.
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Asesino
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03/15/2006 03:34 PM (UTC)
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PIT FATALITY / DEATH TRAPS

This is simple.

Just make avalible the death traps availible on the second round (only for the one who have taken the first) or in the thurd when both the players have won 1 round.This will make the death traps more ON PLACE.I felt it was really lame in Deception when you push somebody in the meat grinder in the first round and in the second he is alive.
I want to be able to turn the death traps off and when it is turned off I want to perform it in the end of the round like PIT FATALITY and it must look like in the old school mks pits.Dark screen , announcer says fatalaity etc...Also it would be kool if we hear encouragements for the fatalities combos etc - from the announcer.Especially for the fatalities.I really liked those from MK Deception's puzzle.
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KillJoy
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03/15/2006 04:10 PM (UTC)
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Asesino Wrote:
PIT FATALITY / DEATH TRAPS

This is simple.

Just make avalible the death traps availible on the second round (only for the one who have taken the first) or in the thurd when both the players have won 1 round.This will make the death traps more ON PLACE.I felt it was really lame in Deception when you push somebody in the meat grinder in the first round and in the second he is alive.
I want to be able to turn the death traps off and when it is turned off I want to perform it in the end of the round like PIT FATALITY and it must look like in the old school mks pits.Dark screen , announcer says fatalaity etc...Also it would be kool if we hear encouragements for the fatalities combos etc - from the announcer.Especially for the fatalities.I really liked those from MK Deception's puzzle.


I couldn't agree with you more. There's nothing more retarded then this,first round your throw down unto spikes, second round you throw your oponent down unto spikes, then third round you finish your oponent on the spikes.
what the fuck were they thinking? is it that hard to make this activated only in the last round? confused
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Asesino
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03/15/2006 04:50 PM (UTC)
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You can't read, fool.
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KillJoy
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03/15/2006 06:11 PM (UTC)
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Evidently I can read, maybe I misunderstood.
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liusspirit
03/20/2006 10:39 PM (UTC)
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For the topic i think you gyus said it all.Two things that i'd like the mk team to focus are the parry because for me it's simply the best choice for a new stuff in the game.Heck just do it like DOA.The second change i'd like to see is for the projectile attacks like Shang's fire.It would be nice if these kind of attacks become minimum like Deadlly alliance.Just focus on one on one combat.The only thing that is disturbing me is the air combat but it's too soon to say something for sure about this.Thanks for reading.
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FLSTYLE
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03/21/2006 10:12 AM (UTC)
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liusspirit Wrote:
For the topic i think you gyus said it all.Two things that i'd like the mk team to focus are the parry because for me it's simply the best choice for a new stuff in the game.Heck just do it like DOA.The second change i'd like to see is for the projectile attacks like Shang's fire.It would be nice if these kind of attacks become minimum like Deadlly alliance.Just focus on one on one combat.The only thing that is disturbing me is the air combat but it's too soon to say something for sure about this.Thanks for reading.


I thought DOA did a reversal, not a parry. Unless it really has been a long time seen I've played DOA.
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liusspirit
03/21/2006 10:52 AM (UTC)
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Sorry for the confusion.I just read what parry is all about and it's not like DOA,a reversal.I was just impatient.Anyway parry is a good thing at its own.Again,sorry for the confusion.
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ThuggishRuggish
03/21/2006 11:22 AM (UTC)
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bleed Wrote:
When designing the game play, try to avoid making the game too heavy on any one aspect that is over powering.

Tekken5 is too heavy on Juggles.

DOA4 is too heavy on reversals and Critical stuns.

MKD is too heavy on dial combos, unbreakable throws, infinites.

I can't think of anything that really stands out like that in VF4.

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

T5 is my favorite fighting game, but there's something I noticed while playing it last night.

After playing DOA4, T5 felt boring and repetitive.

I hadn't really noticed that about Tekken5 until after playing DOA4.

In DOA4, you are forced to use different attacks and combinations, to become unpredictable and avoid getting countered.


In Tekken5, players tend to follow the same effective/safe patterns more often, ( This move beats that one every time ) making the matches look a little boring compared to the ones in DOA4.

Like with jin, I use these moves constantly after blocking or to keep the opponent away.

1,2

2,1

df+1, 4

2, 4

1,d+3

f+3

f+4

In DOA4, if a player does this and becomes predictable, they’ll get countered worse than in T5.

The player also needs to vary their attacks after blocking something because in DOA4, your opponent can counter what would be guaranteed in T5 and VF4.

A player has to trick the opponent instead of relying so much on a pre-set equation.

That's something I like about DOA4, I just wish it would be done differently.


Just off the top of my head....

I'd tone down the critical stun for one. Make it work more like the launchers in VF4 and Tekken5, so it doesn't happen as often or last as long.

Then instead of being able to do a reversal during a stun, you could do a timed block / evasion. = H, M, or L individual guard, not like a normal H/M
H/L guard.

That could be a stun breaker, then you could block like normal or do a reversal.

There could be some attacks that flow with different block animations.

Like if there were movie style blocks and evasions.

A Left, outside block could flow with some Right Punch or a Left Kick.
A med block could flow in to a back dash to a spring forward attack.
A L. knee raise block to a L front kick.

Buffer different attacks / moves for different blocks.

The block animations would be pre set.

Then the opponent could cancel some recovery animations in to some blocks, like in real life.

Regular T5 guaranteed block ~ attacks would be semi guaranteed in the sense that you have to JF block against it. And you have to choose H,M or L for that JF guard.



I'd have throws work against stunned or collapsing opponents too. That would enable flashier looking combos and more complexity for the opponent to deal with.


I think something like this could make the fights flow better and keep them looking less repetitive.




i know this is a old post but i got somthing to say. Playing Counter in any fighting game is weak. there is no point in playing counter, the risk/reward in fighting games is a joke and theres no point in playing counter. Heres an example to show you what i mean.

In MK:D say this happends. I do a combo they block it, Why would i want to block if i can still be hit? i cant instantly block off that combo i just did. Hence why i throw out another attack whitch makes playing counter useless. So for instance say im Nightwolf and i do 2,3 in hawks, they block it, ill dash back and throw out another 23, this is because im not safe after this move, theres no point in blocking after it. when they try to counter, they eat the second 23.

now lets say i block thier attack, what they will do is dashback and block like the scrubs that they are so i grab. now if they were smart they would attack again making my grab useless. its like this in every fighting game ive played, t5,sc3,sc2,ect.

The point is. Counter is weak and a game should never be played like that unless everysingle move is safe and theres no grab.
I think I missed what you were trying to say, because from what I understand, countering is a very good tool in fighting games. Depending on what move is used to counter another, on block, hit or miss.

Block ~ guaranteed counter attack ( Could be a launcher, knock down, quick poke, throw... )

Hit ~ guaranteed interruption = jab, ss, etc.

Or interrupt a blocked combo with a certain attack = Interrupt a high kick during a combo with a low jab, or some other high crush move.

Example of uses for countering on hit or block.

In Tekken 5, using Jin.

Against Paul's
d+1,2
or
d+1,4

After blocking d+1, you can interrupt with...

uf+4 = launch

2, 4 = Knock down, then follow up with a roll mid launch combo or a down attack.

SS to the Right to avoid the 2nd hit.

1,2


Using Feng Wei

Block a med power move and you get a free 1,2,2 combo.

Block a strong low attack, and get a free WR 2 launch.
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ThuggishRuggish
03/22/2006 08:34 AM (UTC)
0
bleed Wrote:
I think I missed what you were trying to say, because from what I understand, countering is a very good tool in fighting games. Depending on what move is used to counter another, on block, hit or miss.

Block ~ guaranteed counter attack ( Could be a launcher, knock down, quick poke, throw... )

Hit ~ guaranteed interruption = jab, ss, etc.

Or interrupt a blocked combo with a certain attack = Interrupt a high kick during a combo with a low jab, or some other high crush move.

Example of uses for countering on hit or block.

In Tekken 5, using Jin.

Against Paul's
d+1,2
or
d+1,4

After blocking d+1, you can interrupt with...

uf+4 = launch

2, 4 = Knock down, then follow up with a roll mid launch combo or a down attack.

SS to the Right to avoid the 2nd hit.

1,2


Using Feng Wei

Block a med power move and you get a free 1,2,2 combo.

Block a strong low attack, and get a free WR 2 launch.



yes thats what im saying, after pauls d+1, he cant block, wtf would you try to block for? this is how everyone plays these games, no matter what move they use if they miss or its block they dash back and block scared of being hit. theres no point in blocking, even when you block pauls d+1, he still can hit you. what will most likley happen is youll trade hits, would you rather that then me walking up to you and grabbing you and haveing the advatage when we both could have evend it up?

Another thing is. even full screen away people are blocking for no reason. or when somone runs up to them they sit there and block waiting to counter your attack. Word of advice, if i can hit you, you can hit me.
ah, Ok

I see what you're saying.

It sounded off how you explained it before.




I'm usually a safe, defensive player. I tend to stand back, block and counter with a guaranteed attack, or counter a whiffed move.

I tried being more aggressive, like you said. Attack ~ side step, and continuing to attack instead of blocking so much in T5 today for about 3 hours.


It made a big difference against the computer. I can beat the Tekken lords in arcade mode like nothing most of the time.


I was able to land a lot more juggles, and stun combos than normal. Even get behind the opponent for some back stun combos, and back throws.



Good tip
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ThuggishRuggish
03/23/2006 09:49 AM (UTC)
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bleed Wrote:
I'm usually a safe, defensive player. I tend to stand back, block and counter with a guaranteed attack, or counter a whiffed move.

I tried being more aggressive, like you said. Attack ~ side step, and continuing to attack instead of blocking so much in T5 today for about 3 hours.


It made a big difference against the computer. I can beat the Tekken lords in arcade mode like nothing most of the time.


I was able to land a lot more juggles, and stun combos than normal. Even get behind the opponent for some back stun combos, and back throws.



Good tip


Very nice. Do you see how i was saying you still have the advatage in fightings games even after you are blocked?The risk/reward in fightings games is a joke and needs to have better priorities.
yeah, I see what you were saying.



Some ways to work around that, might be to...

* Have a good balance of Passive defense and Aggressive defense options.

* Timed blocks = Recover faster

* Power block = stops opponent's attack and makes them stumble a little., or trip and fall = Like the GI in Soul calibur, or a guard break in Tekken.

* Special moves that flow with certain block animations.

* Side and backwards guard

* Multi directional combos, so you don't keep doing a combo in the wrong direction. instead of tracking, the attacks could change. to side and back moves.

* Blend a block to a ss or back dash

* Attack canceling = kick ~ block if the opponent side steps

* parries and reversals that can cancel block stun = DOA4

* Multi directional attacks = punch to the side = Attacks that shift direction automatically. And then you can still have moves that automatically track left or right.

* Back throw escape

* Give a few moves some auto block, or super armor properties.

* Have some attacks that are blocks at the same time. So, you can block a jab with a back fist, and maybe cause a little damage or frame advantage. Maybe just stunt a combo.
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ThuggishRuggish
03/23/2006 07:06 PM (UTC)
0
bleed Wrote:
yeah, I see what you were saying.



Some ways to work around that could be to...

* Have a good balance of Passive defense and Aggressive defense options.

* Timed blocks = Recover faster

* Power block = stops opponent's attack and makes them stumble a little., or trip and fall = Like the GI in Soul calibur, or a guard break in Tekken.

* Special moves that flow with certain block animations.

* Side and backwards guard

* Multi directional combos, so you don't keep doing a combo in the wrong direction. instead of tracking, the attacks could change. to side and back moves.

* Blend a block to a ss or back dash

* Attack canceling = kick ~ block if the opponent side steps

* parries and reversals that can cancel block stun = DOA4

* Multi directional attacks = punch to the side = Attacks that shift direction automatically. And then you can still have moves that automatically track left or right.

* Back throw escape

* Give a few moves some auto block, or super armor properties.

* Have some attacks that are blocks at the same time. So, you can block a jab with a back fist, and maybe cause a little damage or frame advantage. Maybe just stunt a combo.



Hmm yeah i see what youre saying there. but theres also an easy way for this.

these fighting games need to be slowed down. theres not enough frames for moves. like IN MK every move consists of like 3 frames, with the exception of grabs that are like 20wow.

i like your idea on the Multi Direction combos, kinda like in MKSM, but with better proporties, like if its blocked you are stunned, kinda like your power block idea(i like that).

Parries and reversals are a must for every fighting game. without them the game just breaks down to who can hit who first.

the problem with MKD, isnt the grabs or the free shit like bos grab, or the free grabs. its the camera. the its the camrea that makes free grabs free. see when you SS in MKD, the camera locks up and the other player cant do anything.


theres already auto block in MKD and its horrible. omg is that thing lame.


Timed blocks are in MK too, but they are manual, this is how you can SS out of combos in MKD.(i like these and i think it should stay as im a SideStep player).


another thing i would like to come back is maximum damage, yall may hate it but w/e its better for MK and gets rid of thous 100% combos.

also most free grabs in MK arnt free, like d1 grab with smoke, thats not a inf. (i) found a way out, named it jutsu (heh).

But yeah i like your ideas, exspecially the power block, but they would need to make it so its not over used, like have it so you can only do it at a certain time, like right after you do it, if they dont attack you, you are left open to be punished.
Yeah, the animations should be smoother, have more wind up for some attacks. Speed others up, like Scorpion's 2 in Hapkido. That poke seems too slow.

Do you have an example of auto blocking in MKD?


The quick block recovery in MK is the result of the lack of block stun IMO.

I block and can instantly counter attack. Most of the time, before the opponent can recover. I think they should make that something special, not something normal.


The maximum damage can help, though it would seem too much like a band aid mechanic. I guess they could do it like with the 3 launchers in a row. The last hit has longer recovery, or they do some kind of auto taunt animation to extend the recovery.

I wouldn't want to see both fighters be thrown back like in MK4.

I agree the power block would need to have some kind of risk. Like a flinch animation on a miss, some kung fu style hand movement, or maybe a forward step. Different characters could do different things.
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