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Real fight clips for inspiration.
Kyokushin vs San Shou Dec 2005 russians
Cung Le fight clip doing San Shou
San Shou vs Muay Thai 3
Jens Pulver vs Dai Jyouan Shootboxing
Cung Le vs Mike Altman - Strike Force MMA event 2006
You can find more if you do a search for different martial arts.
TKD vs
Muay Thai vs
etc.....
Kyokushin vs San Shou Dec 2005 russians
Cung Le fight clip doing San Shou
San Shou vs Muay Thai 3
Jens Pulver vs Dai Jyouan Shootboxing
Cung Le vs Mike Altman - Strike Force MMA event 2006
You can find more if you do a search for different martial arts.
TKD vs
Muay Thai vs
etc.....


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I think MKhas incorporated these fighting styles and moves, it's just that in MK, there are no announcers giving you an update every second, and there's no cheering crowd everytime you belt someone in the head with your foot.
Heeeeeeey, that'd be pretty kickass. You could get more koins according to your "crowd approval" rating, but depending on the stage, really. It could only work in the Deadpool, the Courtyard, the Dark Prison, and any other stage where a gathering of people watching. But not a bad idea, eh? You thoughts?
Heeeeeeey, that'd be pretty kickass. You could get more koins according to your "crowd approval" rating, but depending on the stage, really. It could only work in the Deadpool, the Courtyard, the Dark Prison, and any other stage where a gathering of people watching. But not a bad idea, eh? You thoughts?
PorcelainSoldier Wrote:
I think MKhas incorporated these fighting styles and moves, it's just that in MK, there are no announcers giving you an update every second, and there's no cheering crowd everytime you belt someone in the head with your foot.
Heeeeeeey, that'd be pretty kickass. You could get more koins according to your "crowd approval" rating, but depending on the stage, really. It could only work in the Deadpool, the Courtyard, the Dark Prison, and any other stage where a gathering of people watching. But not a bad idea, eh? You thoughts?
I think MKhas incorporated these fighting styles and moves, it's just that in MK, there are no announcers giving you an update every second, and there's no cheering crowd everytime you belt someone in the head with your foot.
Heeeeeeey, that'd be pretty kickass. You could get more koins according to your "crowd approval" rating, but depending on the stage, really. It could only work in the Deadpool, the Courtyard, the Dark Prison, and any other stage where a gathering of people watching. But not a bad idea, eh? You thoughts?
TI think thats a good idea. That couyld really add individuality to some stages

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PorcelainSoldier Wrote:
I think MKhas incorporated these fighting styles and moves, it's just that in MK, there are no announcers giving you an update every second, and there's no cheering crowd everytime you belt someone in the head with your foot.
Heeeeeeey, that'd be pretty kickass. You could get more koins according to your "crowd approval" rating, but depending on the stage, really. It could only work in the Deadpool, the Courtyard, the Dark Prison, and any other stage where a gathering of people watching. But not a bad idea, eh? You thoughts?
I think MKhas incorporated these fighting styles and moves, it's just that in MK, there are no announcers giving you an update every second, and there's no cheering crowd everytime you belt someone in the head with your foot.
Heeeeeeey, that'd be pretty kickass. You could get more koins according to your "crowd approval" rating, but depending on the stage, really. It could only work in the Deadpool, the Courtyard, the Dark Prison, and any other stage where a gathering of people watching. But not a bad idea, eh? You thoughts?
Sounds like a bit of a gimmick really, I can't see people playing in a certain way for the sake of it. Unless it was a mission in Konquest in which you were forced to fight in a certain way to impress the crowd. People are more concerned with improving upon their skill to be a better player.


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Meh, good point. Whenever you hear a crowd go off in a game, it always seems to be the same recorded sound every time, like in Smash Bros.

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They could do it; it just doesn't need to be for points.
Just have it be an extra effect when you land a power shot, or a knock down etc.
There could be different sound clips for it too, or an automatic randomizing sound system. That way you hardly ever get the same crowd roar.
Just have it be an extra effect when you land a power shot, or a knock down etc.
There could be different sound clips for it too, or an automatic randomizing sound system. That way you hardly ever get the same crowd roar.


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Very true, but like I said before, if they are going to have this much stuff in one game they're definitly gonna need more than one disc to fit it all on. Either that, or the graphics won't be Dreamcast-worthy.

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Gunit Wrote:
i think they should put it on xbox 360 and ps3 they will have alot of space and dreamcast is old that is like sooo old and plus the 360 and ps3 will have much much more betta graphics than the xbox and ps2
i think they should put it on xbox 360 and ps3 they will have alot of space and dreamcast is old that is like sooo old and plus the 360 and ps3 will have much much more betta graphics than the xbox and ps2
Wrong thread, this is for gameplay, thanks.
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Since this thread has already discussed what MK needs basic mechanics wise countless times, lets move on to individual characters, shall we?
What needs to happen to this character's gameplay in MKA? Starting with the character furthest back, to the left: Bo Rai Cho, the most broken, overpowered character in MKD.
What do you want to see happen to Bo Rai Cho in MKA?
What needs to happen to this character's gameplay in MKA? Starting with the character furthest back, to the left: Bo Rai Cho, the most broken, overpowered character in MKD.
What do you want to see happen to Bo Rai Cho in MKA?
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nobrainer Wrote:
Since this thread has already discussed what MK needs basic mechanics wise countless times, lets move on to individual characters, shall we?
What needs to happen to this character's gameplay in MKA? Starting with the character furthest back, to the left: Bo Rai Cho, the most broken, overpowered character in MKD.
What do you want to see happen to Bo Rai Cho in MKA?
Since this thread has already discussed what MK needs basic mechanics wise countless times, lets move on to individual characters, shall we?
What needs to happen to this character's gameplay in MKA? Starting with the character furthest back, to the left: Bo Rai Cho, the most broken, overpowered character in MKD.
What do you want to see happen to Bo Rai Cho in MKA?
Well, for one thing, they could fix that Puke Puddle glitch.
With 2 styles per character, maybe he should just have Sumo and Drunken Fist. They both suit him very nicely and without Jojutsu, especially that F + 3 move of his, he won't be as much of a threat. And lastly, they could tone down the throw or just replace it.
Am I missing anything?


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Agreed with Check
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Sub-Zero_7th Wrote:
Well, for one thing, they could fix that Puke Puddle glitch.
With 2 styles per character, maybe he should just have Sumo and Drunken Fist. They both suit him very nicely and without Jojutsu, especially that F + 3 move of his, he won't be as much of a threat. And lastly, they could tone down the throw or just replace it.
Am I missing anything?
nobrainer Wrote:
Since this thread has already discussed what MK needs basic mechanics wise countless times, lets move on to individual characters, shall we?
What needs to happen to this character's gameplay in MKA? Starting with the character furthest back, to the left: Bo Rai Cho, the most broken, overpowered character in MKD.
What do you want to see happen to Bo Rai Cho in MKA?
Since this thread has already discussed what MK needs basic mechanics wise countless times, lets move on to individual characters, shall we?
What needs to happen to this character's gameplay in MKA? Starting with the character furthest back, to the left: Bo Rai Cho, the most broken, overpowered character in MKD.
What do you want to see happen to Bo Rai Cho in MKA?
Well, for one thing, they could fix that Puke Puddle glitch.
With 2 styles per character, maybe he should just have Sumo and Drunken Fist. They both suit him very nicely and without Jojutsu, especially that F + 3 move of his, he won't be as much of a threat. And lastly, they could tone down the throw or just replace it.
Am I missing anything?
Well providing every character has one fighting style and one weapon, then yes. Though in that case, the F+3 is the thing to sort.
If Bo's that easy to fix - moving on to Hotaru...


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I thought Hotaru was kickass, his costume is awsome, and his weapon was practical. But then I found out he was bad and that he pretty much dies like a bitch in almost everyones endings. I still love Kabal, Noob Saibot, and Scorpion. But I think Kabal should have an alt. costume showing his real face, I think Noob-Saibot and Smoke should split up, and I think Scorpion should officially join the good side like we've all been waiting for.
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PorcelainSoldier Wrote:
I thought Hotaru was kickass, his costume is awsome, and his weapon was practical. But then I found out he was bad and that he pretty much dies like a bitch in almost everyones endings. I still love Kabal, Noob Saibot, and Scorpion. But I think Kabal should have an alt. costume showing his real face, I think Noob-Saibot and Smoke should split up, and I think Scorpion should officially join the good side like we've all been waiting for.
I thought Hotaru was kickass, his costume is awsome, and his weapon was practical. But then I found out he was bad and that he pretty much dies like a bitch in almost everyones endings. I still love Kabal, Noob Saibot, and Scorpion. But I think Kabal should have an alt. costume showing his real face, I think Noob-Saibot and Smoke should split up, and I think Scorpion should officially join the good side like we've all been waiting for.
I'm talking gameplay wise though. I never play Hotaru so I can't comment, cept I know he has the most damaging regular move in all the games along with Bo.
He's top-middle tier is he?
I guess he should probably stay as he is, but I want some comment on that.
They say charecters may have two weapon styles.What if charecters had a throwing weapon like chinese stars.They would be thrown at half or less the speed of a fireball . Since these moves could be quicklly done at a distance they would do minimal damage.Mabye they could only devote a few moves to these type of projectiles .Giving playes abetter distance game. Since there may be some charecters with two weapon styles . The 3 styles allow us to do many simple moves .

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( Edit ) nevermind


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I think weapons you choose for KAK won't be able to be doubled up unless they come that way. Like, take a ninja sword, for example -- those things generally need two hands to be used. On the other hand, sais will have to come in twos, cuz one would be pretty pointless.


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ou need to make them shorter. My sig is just perfectly the right hieght, i tried puting words below it but they wouldnt show up. Sorry dude.
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Man Bleed Midway really needs to hire you to start going in the right directon. I don't understand how the people that design Mortal Kombat can't see how much of a crapfest it is at the moment. Don't they play Tekken, DOA, or VF? Anyway, great stuff I love all your ideas.
Also, I agree with Dan about testing... they should let some hardcore mk fans test the game so they can fix all the damn glitches and what not. I know a lot of members here that would do it for free so I don't know why they don't take advantage.
Unfortunately, it looks like MKA isn't going to be to great from what I've seen so far. Hopefully, all the changes we are hoping for will be included in the next gen MK.
Also, I agree with Dan about testing... they should let some hardcore mk fans test the game so they can fix all the damn glitches and what not. I know a lot of members here that would do it for free so I don't know why they don't take advantage.
Unfortunately, it looks like MKA isn't going to be to great from what I've seen so far. Hopefully, all the changes we are hoping for will be included in the next gen MK.
someone posted the idea of having character unique advantages a couple of pages ago. i also posted something similar in the forum, but i guess this is a better place for it to be discussed as it has to add to the gameplay of the characters.
the idea obviouslt revolves around players having advantages/abilities in relation to the character they choose. the example of jax was raised in that he should not sustain damage whilst blocking because of the mettallic arms etc - you get the idea.
anyway i was thinking that there was several ways to approach having character unique abilities and varying statistics.
firstly, a basic separation of base h2h styles - which i think is slightly done already in mkd and mkda though im not sure if its intentional. (to do with melee attacks)
3 character classes
speed - longer combos, less damage per hit (possibly most of the women) deals 75% damage, sustains 125%
balanced - moderate combos, moderate damage (ninjas) (deals 100% damage on melee and sustains 100% damage on melee)
power - short combos, heavy damage (drahmin in mkda) (deals 125% sustains 75%)
in addition to this you would classify characters abilty with magical damage and defence with bonuses. non magical projectiles would act as a weapon therefore does equal damage to everyone except cyborgs who would have significant resilience.
therefore categories are sorceror, balanced, non magical
eg ninjas (balanced) sustain 100% damage on ordinary magical projectile and attack with 100% offensive damage
after categorizing both style and magical damage/defence bonuses then balancing would occur to tweak the depth of the damage in the h2h style.
ideally the characters would roughly balance out as follows:
balanced melee and balanced magical
power melee and non magical
speed melee and sorcerer
hopefully not getting confusing...i'll run through some examples.
quan chi
power
sorcerer bonuses: deals 150% of base damage on magical projectile, sustains 50% base damage on magical projectile
tweaks: power is toned down from 125% melee to 100% but keeps the shorter combo strings) also sustains more damage
special character ability: added damage on magical attacks
shang tsung
balanced
sorcerer bonus:deals 150% of base damage on magical projectile, sustains 50% base damage on magical projectile
tweaks: pull the attack melee to speed therefore shang does less damage with melee blows
special character ability: can keep sustaining damage at balanced to honour the many souls he has and a "hard to kill status"
jax
power
non sorcerer deals 50% damage (if magical projectile) sustains 150% damage agains
tweaks jax sustains 200% magical projectile damage as metal conducts elemental power
special ability: zero damage on block with both h2h and weapon styles
sektor
balanced
non sorcerer: deals 50% damage (if magical projectile) sustains 150% damage agains
tweaks: projectile damaged upped to 100% because of non magical projectile damage sustained from projectile upped to 200% (see jax)
character specials: 50% sustained damage from non magical projectiles, 50% less damage sustained when blocking
god characters like raiden and shinnock etc obviously deserve better treatment ie: sorcerer powers with long combos offered with speed but with balanced damage dealt and sustained attributes. so these characters would fair better as a secret/hidden character because of the unfair adv.
anyway hopefully you get the idea.
in addition to the special abilities, charcters should have some immunity attributes to their own powers. example subby and frost are immune to freeze, noob takes 50% freeze time. this would make mirror matches far more significant ezpecially with someone like subby or reptile where most of the specials could be immune and it becomes a slug fest
the idea obviouslt revolves around players having advantages/abilities in relation to the character they choose. the example of jax was raised in that he should not sustain damage whilst blocking because of the mettallic arms etc - you get the idea.
anyway i was thinking that there was several ways to approach having character unique abilities and varying statistics.
firstly, a basic separation of base h2h styles - which i think is slightly done already in mkd and mkda though im not sure if its intentional. (to do with melee attacks)
3 character classes
speed - longer combos, less damage per hit (possibly most of the women) deals 75% damage, sustains 125%
balanced - moderate combos, moderate damage (ninjas) (deals 100% damage on melee and sustains 100% damage on melee)
power - short combos, heavy damage (drahmin in mkda) (deals 125% sustains 75%)
in addition to this you would classify characters abilty with magical damage and defence with bonuses. non magical projectiles would act as a weapon therefore does equal damage to everyone except cyborgs who would have significant resilience.
therefore categories are sorceror, balanced, non magical
eg ninjas (balanced) sustain 100% damage on ordinary magical projectile and attack with 100% offensive damage
after categorizing both style and magical damage/defence bonuses then balancing would occur to tweak the depth of the damage in the h2h style.
ideally the characters would roughly balance out as follows:
balanced melee and balanced magical
power melee and non magical
speed melee and sorcerer
hopefully not getting confusing...i'll run through some examples.
quan chi
power
sorcerer bonuses: deals 150% of base damage on magical projectile, sustains 50% base damage on magical projectile
tweaks: power is toned down from 125% melee to 100% but keeps the shorter combo strings) also sustains more damage
special character ability: added damage on magical attacks
shang tsung
balanced
sorcerer bonus:deals 150% of base damage on magical projectile, sustains 50% base damage on magical projectile
tweaks: pull the attack melee to speed therefore shang does less damage with melee blows
special character ability: can keep sustaining damage at balanced to honour the many souls he has and a "hard to kill status"
jax
power
non sorcerer deals 50% damage (if magical projectile) sustains 150% damage agains
tweaks jax sustains 200% magical projectile damage as metal conducts elemental power
special ability: zero damage on block with both h2h and weapon styles
sektor
balanced
non sorcerer: deals 50% damage (if magical projectile) sustains 150% damage agains
tweaks: projectile damaged upped to 100% because of non magical projectile damage sustained from projectile upped to 200% (see jax)
character specials: 50% sustained damage from non magical projectiles, 50% less damage sustained when blocking
god characters like raiden and shinnock etc obviously deserve better treatment ie: sorcerer powers with long combos offered with speed but with balanced damage dealt and sustained attributes. so these characters would fair better as a secret/hidden character because of the unfair adv.
anyway hopefully you get the idea.
in addition to the special abilities, charcters should have some immunity attributes to their own powers. example subby and frost are immune to freeze, noob takes 50% freeze time. this would make mirror matches far more significant ezpecially with someone like subby or reptile where most of the specials could be immune and it becomes a slug fest
I do not know if I am an echo, I did not read every post, so forgive me if I am repeating someone. I think they should take a page out of the tekken book. Sure we have got dash, but I want to run, what better way to initiate an attack than charging at someone and throwin a jump side kick or a sliding scissor kick?
I agree that MK has some serious balance issues as it now stands and I'm hoping that this one fixes alot of them, but at the same time I would really like if they could find something unique. I love current fighters such as VF4, Tekken, Soulcalibur 1/2/3, DOA is fun for a few minutes, but I really feel that fighters have in some ways lost something. Some of those try to err on the more realistic side of things, but I don't think MK has ever been anywhere near that. My problem simply is that combo's seemed to have died in the world of 3D fighters. I loved doing 12 hit combo's or the rare 40+ ultras in KI and there's some neat stuff you can do in the marvel vs capcom's or even Guilty gear depending on who you play, but the pixy character really doesn't exist in 3D fighters. I was so happy to see fujin in the E3 video with his air combo since most games are about 2/3 hit combos, wake up games, poke's, working for a frame advantagem and the occsional launcher/juggle. Tekken kinda keeps combo's but it still feels...I dunno..dumbed down maybe. I'm not suggesting keeping dial a combos but I sometimes feel like adding frame advantages and what not takes a character with 60+ moves and narrows their movelist to 5-15 depending on cooldown, recovery, frame advantage, the occasional punish move, etc. If anyone's played SC3 look as Zasalamel.
If the choice is to go the path of the other 3D fighters or to stay the same as MK:D I will of course prefer that, but if there's a chance to maybe add something a bit more unique making it so high level play is more than just a math equation and maybe bring back...I dunno...the fun of combos.
If the choice is to go the path of the other 3D fighters or to stay the same as MK:D I will of course prefer that, but if there's a chance to maybe add something a bit more unique making it so high level play is more than just a math equation and maybe bring back...I dunno...the fun of combos.
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