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ThuggishRuggish
03/24/2006 01:54 AM (UTC)
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bleed Wrote:
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.



Scorps 2 is mad safe on block.


Auto block in MK is kind of a secret as its really glitchy and ruins the game so heh.

i agree i acctually liked kobras block stunn combo in shorin. there was a way out of it too, all you had to do was duck after it and do a low. other moves thou like his b+3 in kali had block stun and it was ok, but kind of annoying.

In mk some of the moves were done really well on block for recover times like noobs 4, but others(mostly the lows) were pointless to do becuz you could be hit even if you hit them. NW's d+1 in 2nd stance for instance.


yeah, hits should just go to 0% or even 1% for every hit after 40%, in fighting games these days even 40% is alot, theres no need for a combo to be any bigger. IMO if the damage is kept the way it is, health should be 200% instead of 100%. kind of like DBZ when you fight vs freeza and he has that extra bar.

yeah the powerblock would deff need more risk than reward for doing somthing that "game changing" like mad delay where youre frozen, kind of like when you are parried and you cant move. or somthing to that effect.
For the auto block, are you talking about the glitch where moves automatically whiff, even if they appear to hit?

( Edit )
Just noticed the PM


Looking at Scorpion's 2 in Hapkido now, It is fast enough for what it is, a step ~ hit.

I'm was comparing it in my head to something more like a boxing jab.

That would be the same move, but without the forward step = faster.
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ThuggishRuggish
03/24/2006 01:18 PM (UTC)
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bleed Wrote:
For the auto block, are you talking about the glitch where moves automatically whiff, even if they appear to hit?


( Edit )

Just noticed the PM


Looking at Scorpion's 2 in Hapkido now, It is fast enough for what it is, a step ~ hit.

I'm was comparing it in my head to something more like a boxing jab.

That would be the same move, but without the forward step = faster.



aah i see what youre saying now.

even at that, scorpions 2 is really safe even if its blocked, the scorp player has no delay after it and can just back away to saftey. alot of moves are like this in MK. even thou the player cant block after it. they can just run away to saftey.
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nobrainer
03/24/2006 06:58 PM (UTC)
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What is the point of the ten-hit combos in Tekken? I never hit my friends with the whole thing, even though I thrash them all the time. I do much better by stopping the combo at a very early point where I have the advantage and baiting them into another hit, or doing a short blocked combo to then grab them with a throw.

Just asking, because if MK uses a Tekken style combo system would it really need large pre-set combos, because they are quite easily blockable.
I get the most damage from single moves, ground set-ups and juggles in Tekken.

Kind of irrelevant to what's being discussed at the moment, but I just want to know.
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MrSchpfmut
03/24/2006 07:33 PM (UTC)
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Bleed, the auto-blocking isnt really hard to do... Just side step and hold block before you recover from an attack. I think this hapens because there was an intention of dead frames where you could not defend yourself after attacking. The sidestep kicks in just fine, but the block doesnt come out until you're touched (depending on hi / low incoming attack)

If you sidestep UP, you'll block high attacks...
If you sidestep DOWN, you'll block low attacks...
You can move forward, but this will cause a breaker...
or move back, and block high attacks as well...

Scorp actually doesnt have many of these for whatever reason, but everybody's got this! If you're trying this, most throws and d2 attacks cause it.

This was in deadly alliance too, so I'm not sure if mkdevs are aware of it. It was also much effective in DA because throws were blockable. In deception you'll eat a throw if were auto-blocking.

Thugg, yea hapkido 2 is safe, but not as safe as 1133 in Moi Fahtongue
nobrainer Wrote:
What is the point of the ten-hit combos in Tekken? I never hit my friends with the whole thing, even though I thrash them all the time. I do much better by stopping the combo at a very early point where I have the advantage and baiting them into another hit, or doing a short blocked combo to then grab them with a throw.

Just asking, because if MK uses a Tekken style combo system would it really need large pre-set combos, because they are quite easily blockable.
I get the most damage from single moves, ground set-ups and juggles in Tekken.


Kind of irrelevant to what's being discussed at the moment, but I just want to know.



Yeah, I can never land a full 10 string either, unless I get behind the opponent.

I usually can't land a full short combo, but the 10 strings are even easier to block.

If I do them, it's just against the computer, someone who doesn't know it, or against a noob.

Every time someone does a 10 string on me, I parry, reverse, block, side step, jab out of it....


I guess they could make it land, if they had Topple combos, like the DOA critical stun. So you can do a juggle type combo on a standing opponent.

Or they could keep it how it is now, just add more variations to the combos, cancellable and delayable attacks.
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04/03/2006 11:24 PM (UTC)
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Hazumamo Wrote:
i enter the room (i have rooms downloaded)

[IMG]http://img.photobucket.com/albums/v317/blips/warrior_shrine.jpg[/IMG]


Mind telling us what the point of your post is?
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Jerrod
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04/03/2006 11:37 PM (UTC)
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FLSTYLE Wrote:
Hazumamo Wrote:
i enter the room (i have rooms downloaded)
[IMG]http://img.photobucket.com/albums/v317/blips/warrior_shrine.jpg[/IMG]

Mind telling us what the point of your post is?

To post spam; now it's deleted.
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Hazumamo
04/04/2006 02:01 AM (UTC)
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to get some one to chat i am going all this site and cant find a soul thats on or will talk to me so i post .
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"Tis true my form is something odd, But blaming me is blaming God. Could I create myself anew, I would not fail in pleasing you. If I could reach from pole to pole, Or grasp the ocean with a span, I would be measured by the soul, The mind's the standard of the man."
-Isaac Watts
04/04/2006 02:25 AM (UTC)
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Just for your edification, the forums are not AIM, MSN, or YIM. So there's no need nor purpose for you to hope that you're going to get as response in three minutes flat. Just post on topic to the threads that you happen to find interesting and I'm sure someone may respond in some fashon.

Also, if you have something to contribute to this topic, please do. In any case, let's get back on topic people.


Ghostdragon
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Hazumamo
04/04/2006 02:37 AM (UTC)
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is it going to be a mmorpg or soing elss?
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Jerrod
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04/04/2006 02:45 AM (UTC)
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Hazumamo Wrote:
is it going to be a mmorpg or soing elss?

MK7 (or Mk Armageddon, as it's widely known) is a FIGHTING GAME, not an RPG with downloadable information. And learn to edit your posts, otherwise I'm just going to delete any new post you make following one you made before.
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nobrainer
04/05/2006 04:34 PM (UTC)
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What can be added to MKA that wouldn't constitute a major overhaul? Well, a simple wake-up game would be easy to implement, a just frame/short frames throw escape could be added, and the parry could be divided into different height versions for a start.


COMBOS:

High damage options shouldn't come off jabs, and therefore, a dial-a-combo starting with a jab can't (shouldn't!) lead into a launcher.

But what if - just as a small change for MKA - you could just frame block the launcher/plant hit of a dial-a-combo. Would that help in any way without making a major alteration to the system?

This leaves a major overhaul of having blockable strings for the next gen and allows a small change that would make a big difference for this send off.

All other hits off the dial-a-combo have to be breakered, but a launcher/plant hit can be just frame/short frame window blocked or parried.


THROWS :

Ok. I'm no frame expert here, but say that the throw has a just frame escape window or a short one of about three frames. This would make throws extremely difficult to escape on reaction, but still allow the possibility of escape.

In addition to the above: A system is set up to try and cut down on infinites.
In any infinite that has the character walking up for repeated throws, the frame window grows exponentially...

FIRST THROW: Just Frame/ 3 Frames

SECOND THROW: 4 Frames/ 8 Frames

THIRD THROW: 8 Frames/ 12 Frames

...etc...

The initial throw will still be effective because of its extreme on reaction escape window, but repeat throws will become progressively easier to escape. It will also stop free throws, because although an escape that requires a just frame would be nearly impossible in most cases (thus not hurting the use of throws), it will sort out free throws, as good players could anticipate a free throw and get the just frame on reaction. The exponential throw escapes would stop infinites that consist of repeated throws. (A wake-up game would deal with this as well, but this is more of an "in case" system) Just frame might be a little too difficult though so maybe it could come up to three frames like I suggested before?

Another good idea for MKA, would be to bring back many of the DA throws, as they didn't launch, where as a great deal of Deception's do.


WAKE UP :

Another new feature.

Just adding a wake-up game with rollouts and the option to stay put, would be good enough, but the best thing of all would be some simple attacks...

There would be two different attacks for simplicity's sake. A low hitting kick to the shin and rise, and a rising high kick with different rates of speed. There needs to be a rising low/high parry as well. Standard stuff like rolling into X or Y axis would be implemented.

Could actually be programmed at this stage of development. It sounds simple enough. Quick Recover/Tech Roll would be in there also, I think.


PARRY:

Low and high parries are needed for this system to work to its fullest. We know that they will also work in the air.

Aesthetically speaking, they need improvement. There needs to be some kind of stumble involved when the parry works. Tekken and SC3 both have good examples of this. The freeze frame look it has currently just smacks of lazy Boon...

The parries in the video look a little too easy to do. They need to work on a smaller frame window and must work to the risk versus reward system that is so lacking in MK.
Hopefully, parries will cost the player if mistimed, otherwise people will throw them out all the time.

As before, the parries must have different height versions; this prevents the spamming of them to catch all moves.

........................................................................................................................................



Things that may be left till next gen:

Counter hit properties
Multiple throws with different escape commands
Un-canned combo system
Frame Advantage
Advanced stun states
Reversals
Larger move list
* And d/f commands among others
Constructed moves/stances
Multiple block states
Specific ground attacks
Advanced Wake up
Balanced risk versus reward
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dimpthepimp
04/05/2006 04:51 PM (UTC)
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they should make the vs menu like the did in mk3,umk3,mktrilogy
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dimpthepimp
04/05/2006 04:55 PM (UTC)
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the enemy of mka could be the dragon kings army
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04/05/2006 09:37 PM (UTC)
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dimpthepimp Wrote:
the enemy of mka could be the dragon kings army

they should make the vs menu like the did in mk3,umk3,mktrilogy


What is it lately with n00bs posting in gameplay threads saying everything about anything apart from gameplay.
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nobrainer
04/05/2006 09:52 PM (UTC)
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EDIT:
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Ninja_Mime
04/08/2006 10:30 PM (UTC)
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Throwing was extremely unbalanced and cheap in Deception. It would improve the gameplay so much if they just made it so that you could parry or block them. With directional throwing, they're going to have to do this to make it work out well.
Blocking throws would go against the point of them being unblockable.

"To punish blocking"

Parrying a throw could work and escaping them also.
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Ninja_Mime
04/09/2006 07:18 PM (UTC)
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bleed Wrote:
Blocking throws would go against the point of them being unblockable.


Yes, but there are times when all your opponent does is throw. That's no fun.
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FLSTYLE
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04/09/2006 07:22 PM (UTC)
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Ninja_Mime Wrote:
bleed Wrote:
Blocking throws would go against the point of them being unblockable.


Yes, but there are times when all your opponent does is throw. That's no fun.


That's why other games have throw reversals.
I don't know of any game that has throw reversals, aside from the "chicken" in tekken, where you can escape a reversal.

Throw escapes are there to stop throw spamming.

If someone keeps throwing you, you can stop them by counter attacking, ducking, doing a throw escape, etc.

If you are getting thrown over and over, it's probably because you aren't doing something to stop it.


----------------------------------------------
(Edit)

I was looking over Pride matches on Youtube.com for a while today, and some stuff came to mind about throws.


The only throws I see that guard break in real life are Take downs.

Wrestling style throws, and Clinching

Others are done like reversals

And then there's

Block ~ throw


Maybe instead of using throws to punish blocking, they could do something else like Unblockable fireballs, or attacking different heights.

Maybe faster fireballs are blockable, but cause block damage + a stun.
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ErmacMk5
04/10/2006 07:02 AM (UTC)
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Here's an idea I had; I'm not sure how well this could be integrated into the system, but here it goes:

With the addition of a wakeup game, and an air game, it'd be cool if characters were balanced so they would all come out average.

For example:

Kintaro could have a weak air game, a strong ground game, and a medium wake up game.

where as Sub-Zero could have a medium air game, a medium ground game, and a medium wake up game.

Also the elements of ground game, air game, and wakeup game (sort of a hold submission type game) could cancel each other out in sort of a rock paper scissors fashion. I don't know if this would be good balancing or bad, but I thought I'd share.

On a final note, I believe that all character's strengths and weaknesses should reflect the real life strengths and weaknesses of the martial arts they use.
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UrbanSmooth
04/13/2006 06:26 PM (UTC)
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What? Me worry? Video endings!
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04/13/2006 07:15 PM (UTC)
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bleed Wrote:
I don't know of any game that has throw reversals, aside from the "chicken" in tekken, where you can escape a reversal.


Worded it wrong, meant escapes

UrbanSmooth Wrote:
What? Me worry? Video endings!


Been drinking?

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