Long combos can kill the fun for the other player IMO.

One guy is doing a huge combo, and the opponent just sits there waiting for it to end.


IMO, it would be better if there was a way to break out of them every 1-3 hits. So the opponent has something to do while you are attacking.

You'd have to trick the opponent to keep the combo going.

DOA has that with the Critical stun and HML reversals, but I feel the game gets old quick because it's too reliant on it.


When something becomes too heavy on overpowered techniques, it starts to become bland / repetitive.


A good balance is more fair for both players.


Off the top of my head.
Basically tone down things that are too strong, not necessarily removing them.

DOA = Tone down the number of moves that can cause a critical stun.

Tekken = Tone down the juggle bounce or the damage on juggles. Add a wall tec. Make it so you can't be launched too high during a roll recovery. Instead have it be more like the VF bounce, or a tumble like in DOA4.
Add a ground block = like a tec. block different for punches and kicks.

VF = Give a tec. recovery for collapse stuns. They aren't too over powered, but they do stand out as one of those heavily used tactics. Make the throws easier to escape. Throws are too hard to escape in VF. I don't find fun in buffering multiple throw escapes. For me doing throw escapes in VF feels more like luck instead of reflex.

MK = Shrink dial combos and add strings.
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MasterJC
05/29/2006 04:07 PM (UTC)
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I think Mk should have shorter dial combos(5 hits per dial combo at the most), but give the player the ability to switch from one dial combo to another. Maybe at the end of each dial there is a 7 frame window where you can cancel into another dial combo. I think this could give MK a robust combo system. However, this would also have to be balanced. First, there should be a limit to how much times you cna cancel. This should depend on the character. Faster characters can cancel more times. Also, damage scaling should reduce the damage each time you cancel. Either damage scaling should drasticly reduce the damage you can do in air if you can into a launcher, or canceling into launchers should be disabled. I aslo think you could add in specials, but this would require furthur balancing. Launcher and dehabilitating specials should not be able to be canceled into.

I would very much appreciate any feedback on my gameplay idea
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dark_raiden_rules
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guess what? thats what?

05/29/2006 04:18 PM (UTC)
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MK armageddon will be the bombwowfurioustonguesleepglassesconfusedgrinwinksadsadsadsadsadsmilesmilesmile
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nobrainer
05/29/2006 08:23 PM (UTC)
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I think that in the next gen, both players should be able to do combos on each other at the same time - this will help it look more kung-fu/movie-ish.

If your opponent starts a combo on you, you can interrupt individual hits of their combo with your own attacks, so instead of combos being one player getting bashed until he blocks, and punishes, parries or reverses, both players will be causing repeated damage within short intervals of each other, in a back and forth flow.

The player has to pick the right attack in order to counter one of his opponent's attacks, who in turn can counter this attack, going on in an ever more damaging but risky string.

Countering the attacks to start your own combo, at the very beginning, will not have too much risk or damage involved, but if the players keep the sequence going, countering the right move, at the right time, could have fatal results for your opponent: Mk style!

As back and forth blows are traded, a danger meter will creep up. If the right attack is turned into one of your own at the right time, you will execute a killing, fatality blow on the opponent.

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dark_raiden_rules
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guess what? thats what?

05/29/2006 08:30 PM (UTC)
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raiden,sub-zero,kung lao and scorpion should be the survivorsconfusedwowfurioustonguesleepglassessmilesadwink
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dark_raiden_rules
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guess what? thats what?

05/29/2006 08:32 PM (UTC)
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how do u rank in this website?confused
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Legacy
05/29/2006 09:21 PM (UTC)
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Dark_raiden - a couple of things:

1. How does Raiden, Sub-Zero, and Scorpion coming back have to do with the gameplay?
2. Please limit the number of smilies you use.
3. Rank is not important, but if you want to know you have to earn Dragon Points by making interesting and thought provoking topics or threads, which leads up to number four.
4. DON'T SPAM - this isn't gonna get you any DP, so don't do it.

Nobrainer, that is a really good idea. I have always felt fighting games were too seperated in the action. It is always like someone tries to attack, that person blocks, then attacks back. It has always felt as if you were taking turns. Making it so you could perform combos at the same time would really make the fighting much more interactive, if you understand what I mean.
Back and forth fighting is already possible to some extent. In combo strings, you can counter during stun gaps.

Basically, during a combo if you recover before the next move hits you, you can interrupt with something like a poke or a side step.


It could be made better looking if it worked like Reversals, or Breakers.

If you take a hit or block one attack of a combo, when the next attack comes, you can do an evasion or counter command that is especially designed to work against a certain type move. Results in more movie style sequences, like when you do throws and reversals in Tekken, DOA and VF.



Think of it as how throw escapes and reversals work.

If in a combo you are attacked with a certain move, this other attack is designed to cancel a stun and counter the next move.

Example:

P1 does a L. Jab, Right hook combo.

P2 has certain attacks that are able to counter that Right hook while stunned from either taking a hit from or blocking the jab. It could also be some other attack that will work as a block/parry, etc

P2 Counter Example 1 = Counter with a ducking hook to he ribs = Like Kazuya’s df+2.

P2 Counter Example 2 = L. jab = blocks the hook, then you can follow with the rest of your combo, which could be L. jab, R. punch, R. snap kick.

What moves can be used would depend on the character's arsenal.

The technique would work by flowing from a hit stun or block animation in to something else. But like with throw escapes, only certain moves can do this against other types of moves.
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Vasculio
05/30/2006 03:04 AM (UTC)
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Confused on how Sub-Zero ended up with Raiden's Fighting style?
Apparently it's not important to them.

The MK team has little sense of continuation or logic when it comes to things like that.
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Party-God
05/30/2006 01:14 PM (UTC)
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I'm a noob here but I've been readin' these posts now for....like 3 hours lol.

I think that the first thing that the MK team should fix, and this is my opinion, is the story mode. Being a kid and growing up into an old monk-type guy wasn't too flash for me. Especially when he could change his fighting styles to suit the opponent/ally he encounters and then change back when he is finished. Shujinko has Mantis, Shaolin Fist and that sword. Now...I think that it is good imagination to use that "Switch-your-style" thingy but when you think about it, it doesnt make much sense when you use him in versus or arcade etc. The best thing in MK:D was the idea of the Chess and Puzzle modes, that really made it fun when you get pissed-off at the game and decide to do something less repetitve.

As far as the characters go, I was kind of in the middle of happy/sad.

Bad Reasons.
Reason 1= No reptile. (Awesome character.)
Reason 2= The addition of Kobra.
Reason 3= The three-style fighting system. (Personally I think that MK team was rushing :P .)

Reason 4= That stupid costume that they give Raiden, W.T.F is up with that, y'know?

Reason 5= The repetition of moves, I mean c'mon! These characters need something to make them addictive to play!!

Reason 6= I'm not sure of this but when you go Raiden and take out the THUNDER staff, there is no lightning on it!

Good Reasons.
Reason 1= The costumes for some characters i.e : Liu Kang (It's part of the story...It just fits in nicely.)

Reason 2= The weapons. The "Autumn Dao" for that Dairou character, a little weak in moves though.

Funny how I've only got two good reasons...anyway moving on.

Another point I wish to make is that I think it would be good if the MK team created a story that doesn't involve Shang Tsung and/or Quan Chi. In MK:DA AND MK:D they were involved with the story...enough with that crap!! cmon get back to what the MK movies represent!! Mortal Kombat!! Ffs!!

The thing that I want most improved is the game-play. For instance, when you are next playing MK:D and do one of those counter-attack when you guard, look closely, you don't actually block your opponents attacks, just merely hit them when they are done with your arm(s). Another point is the Fatalities, don't get me wrong I love them!, but somehow they just get more and more boring....I guess that's why they let us "Create-a-Fatality". As for that Hara-Kiri nonsense, I just think it's a waste of valuable time.

Another thing that really shits me...how the Nintendo® Gamecude® can have the two characters, Shao Kahn and Goro. But MK:A will have apperently 50 playable characters, aswell as that new Create-a-Fighter kontent that the MK team has developed.wow that's so kool man!

Well...that's all the ranting I'll be doing tonight...11:15...gotta get to bed sleep

I just also want to thank TTT for starting this topic, it's good to see what others have in mind.

P.S. NEW MAPS!!! *echoes into silence*
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MasterJC
05/30/2006 06:44 PM (UTC)
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bleed Wrote:
Apparently it's not important to them.

The MK team has little sense of continuation or logic when it comes to things like that.


Sub-Zero will get his own style for the final build. Malone said that Decpetion styles were just used as placeholders.
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PorcelainSoldier
05/30/2006 11:51 PM (UTC)
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Either way, it's gonna be super coo!
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dark_raiden_rules
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guess what? thats what?

05/31/2006 12:02 AM (UTC)
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raiden is immortal,scorpion:elder gods champion sub_zero's son shall pass on the honour and kung lao will shall become victourios and become raidens assitancewow
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nobrainer
05/31/2006 12:59 AM (UTC)
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As time goes on, this thread becomes less and less about gameplay...
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Legacy
05/31/2006 01:19 AM (UTC)
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And more and more unintellectual...

People, please, this thread is for the gameplay fighting mechanics. Not who is cool, not who is returning, not costumes, arenas or anything else of that matter - only the fighting part.
MasterJC Wrote:
bleed Wrote:
Apparently it's not important to them.

The MK team has little sense of continuation or logic when it comes to things like that.


Sub-Zero will get his own style for the final build. Malone said that Decpetion styles were just used as placeholders.




Which style Dragon or Shotokan?

I don't see the point in them switching up all the styles, just to have placeholders.

I can see maybe for the new characters, but not for the ones that already have their style from the last game.

Seems like a waste of time
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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

05/31/2006 11:16 AM (UTC)
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dark_raiden_rules Wrote:
raiden is immortal,scorpion:elder gods champion sub_zero's son shall pass on the honour and kung lao will shall become victourios and become raidens assitancewow


Stop posting about non-gameplay topics in a gameplay thread.

That sentence alone should show you how silly you've been, unless you have any idea of gameplay mechanics don't post again, thanks.
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dragon_king1030
06/01/2006 12:45 AM (UTC)
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Don't know if you all have seen these gameplay vids or if I am posting this in the correct forum but what the hell. here's the link:

http://media2.yahoo.com/player/games/?k=/genre/action/mortalkombatarmageddon/6151019
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MasterJC
06/01/2006 07:02 PM (UTC)
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bleed Wrote:
MasterJC Wrote:
bleed Wrote:
Apparently it's not important to them.

The MK team has little sense of continuation or logic when it comes to things like that.


Sub-Zero will get his own style for the final build. Malone said that Decpetion styles were just used as placeholders.




Which style Dragon or Shotokan?

I don't see the point in them switching up all the styles, just to have placeholders.

I can see maybe for the new characters, but not for the ones that already have their style from the last game.

Seems like a waste of time


I'm just going by what maolone said. Maybe you can PM him so he can explain
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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

06/02/2006 01:38 PM (UTC)
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dragon_king1030 Wrote:
Don't know if you all have seen these gameplay vids or if I am posting this in the correct forum but what the hell. here's the link:

http://media2.yahoo.com/player/games/?k=/genre/action/mortalkombatarmageddon/6151019


Every time you see something you've never seen before the usual news finders will have already posted it over a week a go.
Back to game play ideas...


I'd like to see a big expansion on what can be done as a combo string or dial combo.

Different types of moves, with different effects and uses.

Example

Punches
Kicks
throws
reversals
parries
guard breaks
supernatural moves
taunts
full stance changes
mini stance change animations
Fake outs
Delayable moves
hard timing moves
Kill moves
Unblockable super moves
Tag
Move = step, ss, dash, jump, roll..........
JF blocking
Reversal reversal
Throw reversal
auto block moves
super armor moves = like the Hulk in Marvel VS capcom.


Everything in moderation with balance, but still have a lot of variety in what can be done.

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

I'd design attack properties to minimize poky game play tactics.

Random thoughts on this....

Tekken and VF use a lot of poke moves to beat power hits = This tends to result in a "look" that is too videogameish if that makes sense.

Power hits are cooler to watch, and it's also more realistic to have heavy moves beat light moves, even if the pokes land as counter hits.

A way to do this could be to have heavy attacks be able to sustain a degree of damage during part of the animation. So, it would depend on weight and momentum. Also different attacks would have different counter properties with varying timing on the heavy move's animation.

There can be other additions to this type of game play.

Have some attacks work as blocks on counter, so a move may or may not connect, and additionally block an incoming blow or lessen the impact = skim / scrape hit.

Tangles could happen = When certain attacks connect, both work as blocks and the fighters may be thrown off balance. One or the other might get an advantage off a tangle, depending on the attack used.

T5 Bruce Ervin's ff+2 has a similar effect, but it hits the opponent.

Have some attacks that simultaneously block and hit. A front kick leaves your arms free to block high.

Give heavy moves, just frame block or other defensive options during recovery.

IMO, this would make the fights flow more smoothly, instead of the go, stop, go, stop...... game play in current games.
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Asesino
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06/10/2006 02:40 PM (UTC)
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I'll repost here cuz all the ideas are for MK:A.


WEAPON DURABILITY

Weapons may break durring combat.
There will be weapon durability bar like the run bar.It will drain when you fight with your weapon.
Also bring back the test your might from MK:SM in MK:A and put him in the VS mode or make a mini game.
__________________________________________________________

ARENAS


Some arenas from past MK games can be fused into one big interactive arena.

I'll give examples: Kahn's Cave, Scorpion's lair and Netherrealm (MK GOLD); Rooftop+bank+street+subway; Soul Chamber+Noob's Dorfen+Balcony; Armoury+Kombat Tomb.

Option that allows you to select before the match starts the area of the arena you want to fight on (few choises must be avalible).

Make arenas from past concept art like Ice cavern and spider stage.

Also some undone MK:D deathtraps must be in.Like The Temple Of Ruins.You know that it suppoused to have very kool deathtrap.
__________________________________________________________

SELECT SCREEN


MK:DA and MK:De select screens fused into one.The free space where is the render in MK:De will be used for a animated 3D model that makes his KATA if you highling him for more than 5 secs.The first seconds he will only rotate like in MK 4 bios and will make a taunt.And if you choose him he'll make a short demo of what he can do like a litle combo, roar etc etc ...The models from the (MK:De) bio cards are good for that idea.Also there will be option when you highling a fighter to press a info button.A menu with story,styles abilities,etc will appear.

------------------------------------------------------------------------------------------------------
Some characters will have 5 maybe 6 costumes.Look at Scorpion.
He has 4 for now.Lets say you make 1 new costume for him.It will be a great loss not to include his past costumes cuz they are kool and are already made.I suggest you to use MK 4 STYLE ALTERNATIVE COSTUME SELECTION for that.Hold start on the select screen,then rotate 3 or 4 times with button A to get the costume you want.
------------------------------------------------------------------------------------------------------
SELECT SCREEN MINI MODES MENU

All options will have on/off switch

Mini Modes Menu will load on the select screen via o-button (xbox).
A window with these options will appear : (most of the kool modes must be unlocked somewhere in the game first)

Regular options like :
arena selection(with pictures of it like in mk6),
handicap,wager,Multy levels - on/off,Projectiles on/off

and other like : dark kombat,earthquake kombat,
bleeding kombat random kombat,invinsible kombat (all the modes from MK Deceptions Konquest mode
.
Aggressor,deathtraps on/off,option for recording the matches 'REC',time set,reversals/parrys,throws,breakers,blocking on/off,maxdam,rounds to win diff,load profile etc.

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

Speed Fatality - it works like this : you make a special combo that is hard to pull and its long.That special combo uses only strikes that would fill the speed fatality bar very fast.When you finish the combo, the bar is filled and your opponent is stunned and you have a very short time to make a fatality - otherwise the opponent will regenerate and fight till death.This S.F. works on the middle of the round - like the death traps - theres no need to take all of the enery from your opp. to make the S.F.It's a little bit like in MK SM.

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


Fight screen shows: Mana (energy bar-- energy will fill it if you hit your opponent or it will regenerate itself but slower if you dont fight at the moment - it prevents from using only projectiles for long time), Run bar, Speed fatality bar, aggressor mode, + regular staff.
------------------------------------------------------------------------------------------------------

Arenas return like PIT 2 ,all from MK:DA Sarna Ruins etc and MK:De.Living Forest - with moving trees as deathtrap.MK:DA incubation chamber with little damage traps - you know theres lava.
Not all of the arenas must have death traps.Make Kuatan Palace - MK:DA style!MK:D one sucked and the music too.

------------------------------------------------------------------------------------------------------
Random Kool Ideas

All of the traiding cards - as bonus kontent.

Xbox 360/PS 3 compatible.

Be able to pick level weapons and items (like stones mk4 style) and then throw them with the same button.

Quan Chi's weapon from MK:DA concept.

MK 4 smashing on the camera strike must return.

Brutal announcer - MKD official trailer

Multy fatality on 2 or 3 opponents.

Hara - Kiris must be in

Fighters in the future MK games (MK:A) must have throws in their kombat styles.This is a waste of free button wich can be used for other kooler moves like RUN.

Every style has different blocking system.
In MK:DA and MK:D everybody blocks the same (same animation).That could wor for mk 8.

Story-tell Konquest mode (MK:DA) style in the expanded practice mode.

Able to download :patches ,upgrades,Kontent from the net.

Every kombatant must express his attitude and kombat style before and in the battle.They can talk like Jax in MK:DA.

Draw game system it's kooler with draws.

Make boss battles - in arcade mode when we fight against sub-bosses and bosses - including Shang and Quan they will have more power than usual like in VS mode.Make those battles more interactive like in MK:SM boss battles with Kintaro etc..I mean he can jump very high so its kool to see his whole jump and see other view of the arena you are fighting on.

Mercy must return

Little Deathtraps - traps that hurth you a little bit, like the bloody beetles, lava, ice, etc etc....

Kombatants Special entrances

FREE COMBO PULLING - random hits on buttons could make a combo - not only the programmed ones like were in MK 5 and MK 6.

Endings - must be done with gameplay graphic engine - its cheap and its not that hard i guess.

Parry on weapons

Impales are availible only on finish him as moves in Fatality style.

UMK3, MK Trilogy and MK Gold history video.

Onaga's first general must be in.MKD concept.

__________________________________________________________


Choose your destiny

The tower names - *Mortal* , *Aggressor* , *Warrior* , *Champion* , *Master* .Difficulty in % for Master is 100% for all the 60++ fighters you face, from the first one.
We must be able to select a tower with all the opponents.I know it will take 2h to finish 1 arcade but there will be other towers with less fighters so you can finish the game faster.I suggest make SAVE GAME PROGRESS for the arcade mode.Choose you destiny - all choices must be unlocked - you must beat the lower tower first - it will unlock the second and so on...

"E" Endurances and "|?|" Questionmarks from UMK 3 must be in.
__________________________________________________________


Mirror Match#


The last from the regular characters to fight in the arcade mode must be YOU - mirror match.I suggest you to make a arena that is full of mirrors and the opponent that you fight can be made also of mirror for more originality.
__________________________________________________________

All fighters in the game including : Khameleon , Meat , Monster , Chameleon and characters from concept like Belokk , Konga, Tiamat and option for seperate Noob and Smoke.All hidden.
__________________________________________________________


Control

Its time for the RUN button.
We'll have the same old CS and BLOCK button + Reversal and Run buttons.

The SIDESTEP from MK:DA must return.MK:D one don't work..
__________________________________________________________


The PIT FATALITY/Death Traps

The death traps must be availible only for the fighter that has won 1 round.It's not kool that they are availible in first one (If the game is set on 1 round that's other thing).I miss the dark screen and all the elements of the pit fatality.Put them in.A option to turn off death traps must be availible.When you win the second round you can perform button combo and knock your opponent in the death trap , but this tume with dark screen and music + the announcer saing FATALITY and other things.In MK:De we didn't have the option to use death traps as finishers if we turn them off.
__________________________________________________________


__________________________________________________________

Main Menu with sub menus
=========

1.**Kombat **

>>Versus<<
>>Survivel<< with options like you are bleeding and you must kill your opponent before you bleed to death.Or the opponent takes extra damage,or you can kill him only with throws,or you do less damage or some of the modes can be fused for more difficulty.
>>Time Attack<<
>>Tag Team<<
>>Arcade<<
>>Tournament<<
>>Endurance<<
>>2 on 2<<
>>Multy Kombat<< (4 players on the same screen)
>>Practice<< It must be really interactive with countelss options for setting your opponent to do whatever you want etc..This mode will have sub-mode that will be actually identical with MK:DA's KONQUEST MODE.I really liked the way, the story was introduced to me,also i really liked to train with all the characters.Make it seperate from KONQUEST MODE.Make KONQUEST like MK:SM and exclude the trainings from there.

>>Demo Mode<< - Set the CPU to play any of the modes (no Konquest) itself and watch.You can choose cameras.

2. **Konquest**

3. **Mini Games**

>>Death Mode<< Here you can watch fatality demonstrations from MK to MK:AR.Also this mini game will include tasks like doing fatalieis,impales,just beat someone till he bleed very mutch like MK:DA konquest mission for coins.The mode will involve only tasks where you gotta do only nasty stuff i you know what i mean.
First person camera when you doing fatality (choices of 4, 5 diff. cameras) for better pleasure and viewing.Also include this in the DEATH MODE where you can watch all of the fatalities of all of the games or atleast MKA





>>2d mode<< - a mode where you switch the game to 2d mode like the classic games.The arenas for it will be light versions of the current.It will have 3d elements only in special attacks and fatalities.There will be no 3d walk.It will be something like ULTIMATE MK 3, but with the current graphics.

>>Test Your Life*<< (Stamina) *from MK:D concept found in the crypt)*
>>Test Your Might*<< - more interactive and selectable from the start menu
>>Test Your Sight*<< - more interactive and selectable from the start menu
>>Play Slots*<< (MK 3)
>>Puzzlle Kombat ll <<
>>Chess Kombat<<
>><<

* - This Mini games can be bigger and more interactive than usual.I mean like a seperate game like Puzzle, Chess Kombat and Konquest mode.They purose will be unlocking tings and earn coins.

4. **Profiles**

Profiles - remembers :how many fatals, hara-kiris, and pit fatals (total kills) you did.How many wins on all the other modes,draws,money,how many times you used certain character ++++++



.|Replays| It would be very kool if we are able to select a mode "RECORD" when we play all the modes especially VS.It will record the matches and then saves them into the xbox hard disc.When we enter the menu Repalys it will have playlist with the movies and when we watch them we'll have options to choose like the angle of the camera (give us all you can here),the speed (very slow , slow, normal, fast , very fast)

.| Create ur character | - Give ability to edit existing characters.

| The Vault (krypt) |
>>Go in<<
.>>Kontent<<
.>>Shao Kahn Lost Treasures<< this must return make some


>>>>Signature + Character specific moves + Fatalities<<<<

Noob - Dark cloud , shadow moves where he summons a shadow - clone of him and you both beat the opponent.The summoned shadow will dissapear after 5 seconds and he'll make random moves.Shadow fatality will be the same but this time you both kill the opponent.Give him move where he uses somekind of black ice.

Jax - : Gotcha Grab and multy slam as throw,Fatality with his gun.

Motaro - : Moves with his tail : Powerful strike with the tail, throw (from far) - he grabs you with the tail and slams you in the ground.A fatality with his tail will be kool.Squashing his opponent with his hoofs.

Ermac - his teleport must return or give Kenshi's teleport to him.Make his style more telekinetik - more telekenetik moves should be added.The majority of his moves must beTK.That will seperate this character from the others very distinct.

Quan Chi - his weapon steal move,give him the living weapon from MK:DA concept.

Cyrax - His net, teleport

Shao Kahn - Make the shadow effect from MK 2 and 3when he uses his moves.

Moloch - Use hi chain ball for one of his fatalities.He starts to spin very fast with the chainball and as he nears the victim he strikes him from above.Then he starts to roar like a mad ,wild and crazy oni - wich he is.


Sub-Zero - return to him all the ice moves : ice-shaker,ice clone,ground freeze,freeze,ice shower,Front Ice Shower,Behind Ice Shower,cold showder and his very kool throw from MK:DA(the snowboarding).

Shang - his throw from MK 3


Sonya - she's MK 1 throw

Reptile - strikes with his tail.

Sektor - heat seeking missle

Smoke - give him SMOKE he to smoke kooler than MK:De.Also seperate from Noob (this option could be unlocked.

Cage - his nut punch

Kabal - his ground saw - atleast as fatality

Nitara - ability to fly or give her flying hand to hand style (where she flys most of the time durring kombat, I hope u understand me) - this would be nice!

Drahmin - his MKDA throw


Thanx for reading this disordered post - I apologize for that.
This just popped in to my head...

What about having a standing stun combo system, that works similar to the Okizeme and Wake up game in games like Tekken 5, VF4, DOA4

Possible results of this could be.

Less knock downs and more standing combo opportunities, though the opponent has several ways to defend them selves.

You would need more slip, loss of balance, stagger, stun animations for something like this.

The state of the stagger animations can vary depending on what step the animation is in.

For example:

An opponent can stagger causing them to duck, which automatically avoids high attacks.

At certain points if you hit the opponent a certain way, they may fall down, float, or stumble again.

These stun combos wouldn't last for more than say 3 hits though. To keep the pace going back and forth.

The victim has several options for defense during a standing wake up game, just like with a normal wake up game.

(Options)
Attack = H M L = You have a lot more options that a with standard wake up game.

Stun technical recovery = Like a Tec. roll, but with some other appropriate animations.

Timed guard or evasion = Like a parry, but just allows you to block.
This would be similar to the roll, which if done at the wrong time, opens you up to further punishment.

JF guard = harder timing, but gives you the advantage on block.

Some characters can do special moves, like Reversals = AOI VF4.
Teleport, Go in to a stance like drunken fist, etc.

Reversals can be reversed, like the "chicken" in Tekken. But instead of a basic jab, you would do a cool looking animation, like with the throws in T5, VF5, SC3, DOA4.... Just to give it that extra bit of flash.

I don't know, this sounds pretty interesting to me. More so than guaranteed combos, or your basic stun ~ free hit.
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rayrokka
07/10/2006 10:27 PM (UTC)
0
Tekken 5 DR is better than Armageddon will be.
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