I get ya.
Like say Subzero in weapon stance, MKDA he had that impale move, in MKD no stab move just a lunge.
Going by what you just said, when the opponent is at 20% life, doing Subzeros sword lunge would turn into a impale.
What you said works out even better. Cool dude.
Like say Subzero in weapon stance, MKDA he had that impale move, in MKD no stab move just a lunge.
Going by what you just said, when the opponent is at 20% life, doing Subzeros sword lunge would turn into a impale.
What you said works out even better. Cool dude.

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You got it
The move could even be a little more complex than a basic impale.
Like impale, kick opponent off the sword, then hack at them once hard when they are on the ground. The sword would be stuck in their chest at like a 45* angle.
that same move could be done like a combo.
Example = tap f+1 to do the impale.
You could then just watch the opponent die, or press 1+3 to do the second part of the kill like a combo.
The move could even be a little more complex than a basic impale.
Like impale, kick opponent off the sword, then hack at them once hard when they are on the ground. The sword would be stuck in their chest at like a 45* angle.
that same move could be done like a combo.
Example = tap f+1 to do the impale.
You could then just watch the opponent die, or press 1+3 to do the second part of the kill like a combo.
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Hey the quick fatal idea is great. (yep I've been gone a bit)
Impales are interesting as they seemed like a flawed concept. Being stabbed, umm okay. Continuing to lose life is what get most players. So lets make it interesting.
Stab yes. Have various stabs, legs and arms and body. Legs and arms are quicker executed, but a body stab will take more damage. Hindering a leg will slow a player down and disable running ability. An arm stab would weaken their punch ability or projectiles.
A body stab would just overall slow the person down.
Now it gets interesting, weapon pull out will cause the player to lose life over time. You can also do twists of the blade while the person has weapon inside of them. Kenshi could have an advanatage where he can do these moves via telekenesis (ermac doesn't have a sword does he?).
Now knowing Boon, he wants some cheap way to impliment a system for everyone. Okay Boon, heres the spoon. Limb damage setup. So sticks can damage arms and legs, but can't impale. Axes are the same, but slower but cause more damage.
Now it gets interesting as you tie the limb damage system to the fatality system. Lets say Jax's arm rip fatal is done to a person with healthy arms. He'll still do the fatal, but then your reward points will be lessened. Work the arms, the fatal will be bloodier and you get more points. These points are used to open up the crypt! Fuck the Konquest mode, and force Boon and Co to work on the fighting engine.
Now the quick fatal idea. Wanna get a match over quick? Work the head a certain amount and you can then do a quick fatal that involves the head. Wanna slice them in half? Well work the body.
Of course quick fatals can be done during the round or after finish him. Other more grand fatals can be done only after Finish Him.
OMG we might actually have to use gulp strategy in an MK. Yet this setup still works even if you want to ignore it. Fatals can still be pulled off for those people who don't care for a deeper engine, and people who do care will know how to take out their opponents faster.
Impales are interesting as they seemed like a flawed concept. Being stabbed, umm okay. Continuing to lose life is what get most players. So lets make it interesting.
Stab yes. Have various stabs, legs and arms and body. Legs and arms are quicker executed, but a body stab will take more damage. Hindering a leg will slow a player down and disable running ability. An arm stab would weaken their punch ability or projectiles.
A body stab would just overall slow the person down.
Now it gets interesting, weapon pull out will cause the player to lose life over time. You can also do twists of the blade while the person has weapon inside of them. Kenshi could have an advanatage where he can do these moves via telekenesis (ermac doesn't have a sword does he?).
Now knowing Boon, he wants some cheap way to impliment a system for everyone. Okay Boon, heres the spoon. Limb damage setup. So sticks can damage arms and legs, but can't impale. Axes are the same, but slower but cause more damage.
Now it gets interesting as you tie the limb damage system to the fatality system. Lets say Jax's arm rip fatal is done to a person with healthy arms. He'll still do the fatal, but then your reward points will be lessened. Work the arms, the fatal will be bloodier and you get more points. These points are used to open up the crypt! Fuck the Konquest mode, and force Boon and Co to work on the fighting engine.
Now the quick fatal idea. Wanna get a match over quick? Work the head a certain amount and you can then do a quick fatal that involves the head. Wanna slice them in half? Well work the body.
Of course quick fatals can be done during the round or after finish him. Other more grand fatals can be done only after Finish Him.
OMG we might actually have to use gulp strategy in an MK. Yet this setup still works even if you want to ignore it. Fatals can still be pulled off for those people who don't care for a deeper engine, and people who do care will know how to take out their opponents faster.

0
How about a Tug of war mode.
Like in the final battle in God of War.
2 fighters share 1 life bar.
This would make for some very long fights.
Like in the final battle in God of War.
2 fighters share 1 life bar.
This would make for some very long fights.

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bleed Wrote:
How about a Tug of war mode.
Like in the final battle in God of War.
2 fighters share 1 life bar.
This would make for some very long fights.
How about a Tug of war mode.
Like in the final battle in God of War.
2 fighters share 1 life bar.
This would make for some very long fights.
God of War isn't out here yet
Is that like what they did in the 2nd to last level of Devil May Cry 3, where you controlled Dante and Vergil, when you did a special move he'd do his, with Dante got knocked down you'd take control of Vergil until Dante got back up?

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damn I hope you get it soon, the game kicks ass!
I have DMC3, but I still haven't gotten to the second boss.
I have DMC3, but I still haven't gotten to the second boss.
Tell me about it Bleed, I must've died at least 10 times on the first boss on Normal, I friggin had to level up my guns to lvl 3 to beat him, should have leveled up my sword instead, but anywho, after getting up to the second boss and dying and discovering I'll have to complete level 2 all over again, I promptly gave it back to my friend, who hasn't beaten the 1st boss, and he traded it for God of War, beat it in a week and lent it to me.
God of War brings happiness to all.
Except in the Hades level where you have to climb a pillar of blades, that was frustrating.
On topic, Tug of War life bar seems cool, but to spicen it up, how about when a player loosses alot of life and is in the red he can pull some kind of desperation attack that would balance out the life bars again. Kinda like a super punch, but you can only use it once a match.
God of War brings happiness to all.
Except in the Hades level where you have to climb a pillar of blades, that was frustrating.
On topic, Tug of War life bar seems cool, but to spicen it up, how about when a player loosses alot of life and is in the red he can pull some kind of desperation attack that would balance out the life bars again. Kinda like a super punch, but you can only use it once a match.

0
God of War was supposed to be out today but it got delayed till 8th of July.
BUT and this is a BIG BUT
Tekken 5 is out next week

0
A desperation attack would be good, maybe some death traps, or ring out stage fatalities would also do the trick.

0
Question
When taking a wall stun combo, should the opponent always fall afterwards?
Should there be a limit to 4 weak hits 3 med strength hits and 2 strong ones.
If you throw more than the limit, they will automatically miss.
that's how it is in Tekken5, I don't remember how it goes in VF4.
----------------------------------------------------------------------------------
New idea....
Whether the opponent falls or not after taking a wall combo depends on the following.
1 = The type and strength of the attack and what part of the body it connects to.
2= Whether or not the wall hit connects as a counter or after some kind of parry or reversal.
3= How dizzy the opponent is (if there is a stun meter) Or if a counter hit stuns the opponent.
-------------------
The opponent can tec. block, side step or do a wall tec. roll during a wall combo.
Tec. Block = Tap block or d+block at the same time your opponent attacks.
This will cancel the wall stun in to a block. If you block the wrong height you still get hit.
ss = You can cancel block recovery in to a VF4 style safe side step while blocking. = blk~ ss to escape a combo.
Wall Tec. = Tap up, down, left or right the second you are slammed in to a wall to do a quick side step or roll, depending on the fighter.
special wall recovery = Some fighters can use their powers to get out of a wall combo. Teleport, fireball, reversal.
for the reversal = It depends on whether or not your fighter can do reversals, but if they can... You can cancel the wall stun in to a reversal at any time.
If you miss the reversal, you still get hit. Example of a wall reversal = Grab the opponent's punching arm, swing them around a quarter circle slamming their face in to the wall.
That would leave them open for a back turned wall stun combo.
When taking a wall stun combo, should the opponent always fall afterwards?
Should there be a limit to 4 weak hits 3 med strength hits and 2 strong ones.
If you throw more than the limit, they will automatically miss.
that's how it is in Tekken5, I don't remember how it goes in VF4.
----------------------------------------------------------------------------------
New idea....
Whether the opponent falls or not after taking a wall combo depends on the following.
1 = The type and strength of the attack and what part of the body it connects to.
2= Whether or not the wall hit connects as a counter or after some kind of parry or reversal.
3= How dizzy the opponent is (if there is a stun meter) Or if a counter hit stuns the opponent.
-------------------
The opponent can tec. block, side step or do a wall tec. roll during a wall combo.
Tec. Block = Tap block or d+block at the same time your opponent attacks.
This will cancel the wall stun in to a block. If you block the wrong height you still get hit.
ss = You can cancel block recovery in to a VF4 style safe side step while blocking. = blk~ ss to escape a combo.
Wall Tec. = Tap up, down, left or right the second you are slammed in to a wall to do a quick side step or roll, depending on the fighter.
special wall recovery = Some fighters can use their powers to get out of a wall combo. Teleport, fireball, reversal.
for the reversal = It depends on whether or not your fighter can do reversals, but if they can... You can cancel the wall stun in to a reversal at any time.
If you miss the reversal, you still get hit. Example of a wall reversal = Grab the opponent's punching arm, swing them around a quarter circle slamming their face in to the wall.
That would leave them open for a back turned wall stun combo.

0
How about giving everybody a shove block?
The point of it is to help put some distance between the 2 fighters. Keeps bull dog type fighters out of your face.
The command for it: Tap f+BLK, or tap f while holding the Block button.
If you whiff it, all you do is a step forward while blocking. = like if you tap f in T5. Call that a "defensive step"
If you are hit by an attack during the defensive step, you will auto block and shove the opponent back.
This move can NOT be cancelled like a regular forward step, but it can be used to set up more quick step attacks towards the end of the animation. Example of execution = Instead of pressing BLK+ f,2 you would have to press BLK+ f, N+2.
If you tap Blk+f,2, the "2" will come out buffered after the step.
Example of a variation = using lei Wulong.
Tap f, N, 3 and he does a back hook kick.
Tap Blk+f, N, 3 and he can do a different kick, like the second part of his 3, 3 combo.
You are vulnerable during the (f,N) part of the defensive step.
This move only works against High and Med attacks.
It is vulnerable to low attacks, throws, and fireballs.
If you take a ss H or M hit during the D. step, you will still shove them, but at the new alignment between the 2 fighters.
How far you can shove the opponent depends on the fighter's strength.
Weak = push back 2 feet
med = Push back 4 feet
strong = push back 6 feet
Very strong = knock the opponent on their ass.
A specific move for a couple very strong fighters could be to continue pushing he opponent for a few steps = like in sumo or a WWF wrestler.
------------------------------------------------------------------
If you want to have parries using the block button, it could be set up like this...
b+BLK = HM parry
and
f+BLK = defensive step
The point of it is to help put some distance between the 2 fighters. Keeps bull dog type fighters out of your face.
The command for it: Tap f+BLK, or tap f while holding the Block button.
If you whiff it, all you do is a step forward while blocking. = like if you tap f in T5. Call that a "defensive step"
If you are hit by an attack during the defensive step, you will auto block and shove the opponent back.
This move can NOT be cancelled like a regular forward step, but it can be used to set up more quick step attacks towards the end of the animation. Example of execution = Instead of pressing BLK+ f,2 you would have to press BLK+ f, N+2.
If you tap Blk+f,2, the "2" will come out buffered after the step.
Example of a variation = using lei Wulong.
Tap f, N, 3 and he does a back hook kick.
Tap Blk+f, N, 3 and he can do a different kick, like the second part of his 3, 3 combo.
You are vulnerable during the (f,N) part of the defensive step.
This move only works against High and Med attacks.
It is vulnerable to low attacks, throws, and fireballs.
If you take a ss H or M hit during the D. step, you will still shove them, but at the new alignment between the 2 fighters.
How far you can shove the opponent depends on the fighter's strength.
Weak = push back 2 feet
med = Push back 4 feet
strong = push back 6 feet
Very strong = knock the opponent on their ass.
A specific move for a couple very strong fighters could be to continue pushing he opponent for a few steps = like in sumo or a WWF wrestler.
------------------------------------------------------------------
If you want to have parries using the block button, it could be set up like this...
b+BLK = HM parry
and
f+BLK = defensive step
I'm sorry I don't have the time to read all the posts, so I'll just put my ideas.
MK7 should have Strong Punch, Weak Punch, Strong Kick, Weak Kick, Block, Run buttons. The movement in the game should be like Tekken, where when you press down you duck, and when you press up you jump. But certain attacks and special moves can hit you in 3D directions.
Down + SP should be an uppercut, and no one will have the same animation. Back + SK would be roundhouse, back + WK would be sweep. It should have a combo system like MK3 had, button-link combos. Also, ones that end in an uppercut will let you do juggles, of course. And after the pop up into the air, you can restart with another button-link combo, a la MKDA and MKD. The game could allow you to do 2 SP's, and then a special move.
Meh, that's all I can think of now.
MK7 should have Strong Punch, Weak Punch, Strong Kick, Weak Kick, Block, Run buttons. The movement in the game should be like Tekken, where when you press down you duck, and when you press up you jump. But certain attacks and special moves can hit you in 3D directions.
Down + SP should be an uppercut, and no one will have the same animation. Back + SK would be roundhouse, back + WK would be sweep. It should have a combo system like MK3 had, button-link combos. Also, ones that end in an uppercut will let you do juggles, of course. And after the pop up into the air, you can restart with another button-link combo, a la MKDA and MKD. The game could allow you to do 2 SP's, and then a special move.
Meh, that's all I can think of now.
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What does Mortal Kombat seven need?
1: Unreal Tech 3 Engine
2: PC version with a custom controller, online play, and a fighter/Map editor.
3: player should be able to move scorpion's spear like in the movie.
4: Weapons around the maps.
5: A "Pro mode" where players can use weapons to deliver an instant mid-game kill if a hit is scored in the right spots.
6: LARGE and destructable fighting arenas with tiers and traps using the advanced physics of Unreal Tech three.
7: the ability to make ridiculously large combos while still barring button mashing.
8: All of the Damn characters in MK at least for multiplayer with their old and new fatalities.
9: All of the extra "ality" crap should not be there but perhaps the return of friendships is in order.
10: Voice chat.
11: FMV ENDINGS FOR %&$& SAKE!
1: Unreal Tech 3 Engine
2: PC version with a custom controller, online play, and a fighter/Map editor.
3: player should be able to move scorpion's spear like in the movie.
4: Weapons around the maps.
5: A "Pro mode" where players can use weapons to deliver an instant mid-game kill if a hit is scored in the right spots.
6: LARGE and destructable fighting arenas with tiers and traps using the advanced physics of Unreal Tech three.
7: the ability to make ridiculously large combos while still barring button mashing.
8: All of the Damn characters in MK at least for multiplayer with their old and new fatalities.
9: All of the extra "ality" crap should not be there but perhaps the return of friendships is in order.
10: Voice chat.
11: FMV ENDINGS FOR %&$& SAKE!
0
Oh and an option allowing more than two fighters at once. (three-way, FFA and TDM)


About Me
-
0
Through the posts i've read and what i personally want myself. I thnk most fans would like to see the game take more of a kung-fu/realistic approach. Personally one of the fighters I'm most looking forward to right now is Marvel nemesis.
Granted this game will by no means be an in depth fighter but if Midway was to take some of their general concepts (or should I say power stones) then we could potentially get some results that may be similar to the movies.
To elaborate, with a free roaming. action adventure esque control scheme, go anywhere you want interact with anything you want opportunites for some scenematic battles would be immense. To be able to run away from your opponent and dive off the stage onto the lower level when you're at an obvious disadvantage would add an effect. Or being able to jump up to a higher level with sub and start hurling balls of ice at your opponent would be amazing. Basically if they made stages creative enough and large enough to take advantage of these abilities it could turn out quite well. And with special moves playing such a large roll in MK why not design the game with that in mind. Another feature in MN is the escape command, it could be a simpl two button command but say if you're backed into a corner hit this and you would escape to a pre designated "safe zone" These would all be character specific of course Scorpion would teleport in a ball of fire, reptile could turn invisibnle and then reappear when safe ect. The game needs players to be able to decide how they want to fight and have each character have their unique abilities play a more intricate role in the way they fight. I know this isn't very in depth but I'll go deeper into my theroy when i have time.
Granted this game will by no means be an in depth fighter but if Midway was to take some of their general concepts (or should I say power stones) then we could potentially get some results that may be similar to the movies.
To elaborate, with a free roaming. action adventure esque control scheme, go anywhere you want interact with anything you want opportunites for some scenematic battles would be immense. To be able to run away from your opponent and dive off the stage onto the lower level when you're at an obvious disadvantage would add an effect. Or being able to jump up to a higher level with sub and start hurling balls of ice at your opponent would be amazing. Basically if they made stages creative enough and large enough to take advantage of these abilities it could turn out quite well. And with special moves playing such a large roll in MK why not design the game with that in mind. Another feature in MN is the escape command, it could be a simpl two button command but say if you're backed into a corner hit this and you would escape to a pre designated "safe zone" These would all be character specific of course Scorpion would teleport in a ball of fire, reptile could turn invisibnle and then reappear when safe ect. The game needs players to be able to decide how they want to fight and have each character have their unique abilities play a more intricate role in the way they fight. I know this isn't very in depth but I'll go deeper into my theroy when i have time.

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Rayden could have a more powerful looking 1, 2 palm combo. Instead of a straight attack, they could come in like a haymaker = Similar to Craig's f+2, 1 in T5 but not such wide swings = more straight.
The left one could be high and the right one could be high or med. = like Kazuya's df+2 in T5. = useful for different situations.
Only the high right palm can cancel in to a teleport dash.
It could be called the "Cross palm combo"
command = f+1, 2 or f+1, d+2
He can also have a teleporting crouch dash. = like if you press d, f, N with Paul in T5 or df, df in VF4.
Instead of a basic crouch dash, he would become light while doing the dash.
Then he could do special attacks off the teledash, like for example...
~ A left uppercut palm strike. Launcher, but if it hits during a juggle, it knocks the opponent further away. (3rd launcher during a juggle in MKD)
~ The cross palm combo.
~ A double power palm strike to the pelvis. Opponent slam / crumples close to you.
~ L. Palm hook to mid section (Kazuya's df+2 in T5) , R palm hook to mid section. A fast powerful combo. It looks kind of like Raven's d,f, N, 1+2 in T5, but more powerful.
Also have an upward electric blast. = like 45*
If you catch someone with it at close range, it knocks them up high = high wall stun.
Example juggle using these moves.
~ = cancel recovery animation in to next move.
Any pop up, step, L. jab, step, L. cross palm, High R. cross palm ~ teledash ~ Left uppercut palm, Upward electric blast.
The command for it could be like this.
df+2, ff, 1, ff, f+1, 2 ~ d, f, N,1, uf+1+2
These moves could be given to another character, just change the power to whatever. And maybe make the tele. dash a normal crouch dash.
4 Player VS MODE
When i unlocked that art in the krypt where 4 player beat eachother and that art when Smoke and Noob make TEAM Fatality to Quan Chi I freaked out.
So now i really hope that mode turn into reallity in the next MK.
There can be really kool variations in that mode.
2 vs 2
3 vs 1
2 vs 1
F F A (Free For All) (Melee)
all the modes 2 vs 2 3 v 1 2 vs 1 Can be played as temporary team and then the fighters beat eachoter.Ofcource there will be normal team mode were u cant fight ur ally.Also there can be friendly fighting on/off .
All the modes can be played with the AOI TEAM ,VS , FFA etc etc..
When i unlocked that art in the krypt where 4 player beat eachother and that art when Smoke and Noob make TEAM Fatality to Quan Chi I freaked out.
So now i really hope that mode turn into reallity in the next MK.
There can be really kool variations in that mode.
2 vs 2
3 vs 1
2 vs 1
F F A (Free For All) (Melee)
all the modes 2 vs 2 3 v 1 2 vs 1 Can be played as temporary team and then the fighters beat eachoter.Ofcource there will be normal team mode were u cant fight ur ally.Also there can be friendly fighting on/off .
All the modes can be played with the AOI TEAM ,VS , FFA etc etc..
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MK7 has GOTTA have a 2 on 2 tag mode. That would be some serious shit. The tag's should be super fast to make some dope juggles with you and your partner. NICEEEE.
I've taken a break from the whole speculation, but I'll definetly be posting more once we got some info on MK7.
Guys...one of these days(HOPEFULLY DURING THE SUMMER) we have to compile a HUGE FAQ guide as to what would make MK7 a truly great game. What do you guys say? I'd love to collaborate and see what everyone has to say. I believe we should start with GAMEPLAY followed by Cosmetics followed by MODES.
Let's get some AIM names people, and I don't wanna hear no damn "I don't have aim". It's a less than 2 MB file that can be downloaded within 10 minutes even with dial up. If I get enoiugh AIM names by tomorrow we can start this week guys. I wanna make this happen.
I've taken a break from the whole speculation, but I'll definetly be posting more once we got some info on MK7.
Guys...one of these days(HOPEFULLY DURING THE SUMMER) we have to compile a HUGE FAQ guide as to what would make MK7 a truly great game. What do you guys say? I'd love to collaborate and see what everyone has to say. I believe we should start with GAMEPLAY followed by Cosmetics followed by MODES.
Let's get some AIM names people, and I don't wanna hear no damn "I don't have aim". It's a less than 2 MB file that can be downloaded within 10 minutes even with dial up. If I get enoiugh AIM names by tomorrow we can start this week guys. I wanna make this happen.


About Me
"You see, I face a whole new Monster!! I face a man, who represents, the Nintendo Entertainment System..."
0
I'm digging that teleport CD for Raiden, Bleed. Heh, to bad it would most likely be BROKE AS FUCK!!
Maybe have it be a JF, though. Like two frame execution. Keep cans from whoring it obsesively. Bring back the agressor meter, make it not suck, you could have some sweet meter management options, too. Could co-exist with uber prioritized mechanics. High risk, high reward kind of thing plus meter loss = broken shit becomes wasted when botched. It could almost be a built in buffer for a broken game, lol. Because we all know Midway can't make an MK that isn't broke, at least put in a system which can nullify it somewhat. It may be broke, but meter fixes it all, haha.

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Raiden would have some pretty sick juggles with the teleport crouch dash.
I'm thinking it would be like Lee's mist step in T5 or Craig Marduk's version of the mist step.
For Lee Chaolan you tap 1, 2, f, N, whatever and he does standing attacks from it.
With Craig you tap 1, 2, 3+4~3+4, whatever = does while rising attacks from it.
The teleport crouch dash would be more like Craigs.
So it's not broken, it should be limited so it's only cancelable from certain attacks, like a right punch or some other few specific attacks. It would be like a regular combo = like pressing punch, punch, kick. A variation could be punch, punch, teleport dash. Like Craig's move.
I dont really want to make it too hard to do.
Maybe if its a just frame move, give the player 2-3 frames to do it. I like the game to be a little forgiving.
He can not cancel a teleport dash in to another. There should be some delay, so you can't just do it over and over and be safe.
You have to either do an attack from it or suffer the recovery frames.
Both of which can be countered.
The actual teleport is 100% safe. Like a parry would be against specific attacks at the right time.
I'm thinking it would be like Lee's mist step in T5 or Craig Marduk's version of the mist step.
For Lee Chaolan you tap 1, 2, f, N, whatever and he does standing attacks from it.
With Craig you tap 1, 2, 3+4~3+4, whatever = does while rising attacks from it.
The teleport crouch dash would be more like Craigs.
So it's not broken, it should be limited so it's only cancelable from certain attacks, like a right punch or some other few specific attacks. It would be like a regular combo = like pressing punch, punch, kick. A variation could be punch, punch, teleport dash. Like Craig's move.
I dont really want to make it too hard to do.
Maybe if its a just frame move, give the player 2-3 frames to do it. I like the game to be a little forgiving.
He can not cancel a teleport dash in to another. There should be some delay, so you can't just do it over and over and be safe.
You have to either do an attack from it or suffer the recovery frames.
Both of which can be countered.
The actual teleport is 100% safe. Like a parry would be against specific attacks at the right time.


About Me
"You see, I face a whole new Monster!! I face a man, who represents, the Nintendo Entertainment System..."
0
bleed Wrote:
He can not cancel a teleport dash in to another. There should be some delay, so you can't just do it over and over and be safe.
He can not cancel a teleport dash in to another. There should be some delay, so you can't just do it over and over and be safe.
K, cause that is what I'd be worried about, lol.
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Tleport crouch dash would be sexy, but hard to do online I bet.

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Why's that?
I don't play online.
Do Raiden's regular teleport or Kabal's dash have problems online?
Are you talking about you doing the move, or the computer having problems running it online?
I don't play online.
Do Raiden's regular teleport or Kabal's dash have problems online?
Are you talking about you doing the move, or the computer having problems running it online?
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Online the timing for intricate juggles is WAY different. When you play online you practically have to relearn what's safe and how to excecute your juggles correctly.

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I wonder how much of a problem that's gonna be on the Next gen consoles?
-----------------------------------
Back to the mechanics
How about having launchers be tec. able like how you escape a throw?
Instead you tap d+blk "launch tec."
The crouch command
I'm thinking that there could be a time limit of like 3-4 frames after a launcher connects, where if you tap d+blk you can switch the bounce style to a low bounce or a ( heavy bounce) Kind of like the difference between a Tekken 5 juggle bounce and something heavier than a VF4 or DOA 3 juggle bounce.
It saves you from massive damage juggles, but you can still be hit by a couple quick moves. something like Lao Chan's p,p,p,k combo will not land all the way on the heavy bounce. You might get 2 punches in at most.
If you have a H,M,L combo that's fast enough, it will connect. Something like Jan lee's p, d+p, d+k would work.
If you watch the juggle bounce in MKD you can see the character flaying their arms and legs. This could be the animation for the launch tec.
a normal bounce will be more like in Tekken or VF, but if you launch tec. you will flail wildly. This would give the attacker a hint and allow them to adjust their tactics.
So instead of going for the typical Launch, step, jab, ......
They would do something like Launch, power attack
or
Launch, H, M, L combo.
some med to high combos could work, like a gut punch to uppercut might connect.
------------------------------------------------------------------
On top of the launch tec. there could be a just frame air block.
You can only do this move 1 time after a launch and only against a high attack and it must be against the 1st juggle attack.
You have like a 1-2 frame window. Something useful, but not too easy or impossible.
If you tap Blk, your character will twitch. if you are hit during that animation, you will block it and land on your feet. Maybe stumble / slide back a little when you land.
You would block the attack with your legs or forearms, you don't go in to a full block stance.
-----------------------------------------------------------------
On top of that, you can buffer an attack to the air block, like with a back dash in VF4.
It would let you retaliate as soon as possible.
----------------------------------------------------------------
Some moves would be able to cancel the small slide back after the landing in to an attack = a move like Scorpion's teleport kick would do this.
You would buffer the move and input the final command just as your character's foot touches the ground.
Scorpion does the teleport kick Or a teleport L. knee, would look better IMO. Crack the opponent in the back of the head with it. = d, b+3
Raiden would teleport behind the opponent. = d, u
Sub would do an ice clone as he continues to slide back a little. d, b+1
------------------------------
Another type of counter would be just after the air JF block = block~counter. There are a few ways to do this move....
1) Do it very fast when the block connects.
2) Tap block at the same time you press the command for the counter.
3) Do the counter command then tap the JF block afterward.
easy to do but hard to time.
Example air counter:
Liu kang = kick off opponent's chest in to a back flip = b+3+4
3 optional ways to pull this off...
d+blk, Blk + b+3+4
d+blk, b+3+4, Blk
d+blk, Blk, b+3+4
The counter attack commands for this type of counter would be 1 input commands = f+1+2 or b+3+4 or d+3+4.......stuff like that, so it's easy to pull off in an instant.
The aerial counters can be pretty much anything you can think of that makes sense.
drop kick, can go in to a lie down stance = drunken fist.
kick off back flip
fireball while falling back or while landing on your feet.
teleport move
air back dash ~ charge attack = Fujin
air reversal = like a judo arm lock with your legs.
-----------------------------------------------------
Fighters can have either or both aerial and landing counters.
They could even have multiple versions of either type.
----------------------------------------------------
How would the attacker defend against an air counter?
1) Try to catch the opponent off guard with the launcher in the first place.
2) Vary the timing on your juggle attack = mess up their JF air block.
3) If your opponent doesn't launch tec. then you can juggle like normal. They can't counter unless they tec. the launch.
-----------------------------------
Back to the mechanics
How about having launchers be tec. able like how you escape a throw?
Instead you tap d+blk "launch tec."
The crouch command
I'm thinking that there could be a time limit of like 3-4 frames after a launcher connects, where if you tap d+blk you can switch the bounce style to a low bounce or a ( heavy bounce) Kind of like the difference between a Tekken 5 juggle bounce and something heavier than a VF4 or DOA 3 juggle bounce.
It saves you from massive damage juggles, but you can still be hit by a couple quick moves. something like Lao Chan's p,p,p,k combo will not land all the way on the heavy bounce. You might get 2 punches in at most.
If you have a H,M,L combo that's fast enough, it will connect. Something like Jan lee's p, d+p, d+k would work.
If you watch the juggle bounce in MKD you can see the character flaying their arms and legs. This could be the animation for the launch tec.
a normal bounce will be more like in Tekken or VF, but if you launch tec. you will flail wildly. This would give the attacker a hint and allow them to adjust their tactics.
So instead of going for the typical Launch, step, jab, ......
They would do something like Launch, power attack
or
Launch, H, M, L combo.
some med to high combos could work, like a gut punch to uppercut might connect.
------------------------------------------------------------------
On top of the launch tec. there could be a just frame air block.
You can only do this move 1 time after a launch and only against a high attack and it must be against the 1st juggle attack.
You have like a 1-2 frame window. Something useful, but not too easy or impossible.
If you tap Blk, your character will twitch. if you are hit during that animation, you will block it and land on your feet. Maybe stumble / slide back a little when you land.
You would block the attack with your legs or forearms, you don't go in to a full block stance.
-----------------------------------------------------------------
On top of that, you can buffer an attack to the air block, like with a back dash in VF4.
It would let you retaliate as soon as possible.
----------------------------------------------------------------
Some moves would be able to cancel the small slide back after the landing in to an attack = a move like Scorpion's teleport kick would do this.
You would buffer the move and input the final command just as your character's foot touches the ground.
Scorpion does the teleport kick Or a teleport L. knee, would look better IMO. Crack the opponent in the back of the head with it. = d, b+3
Raiden would teleport behind the opponent. = d, u
Sub would do an ice clone as he continues to slide back a little. d, b+1
------------------------------
Another type of counter would be just after the air JF block = block~counter. There are a few ways to do this move....
1) Do it very fast when the block connects.
2) Tap block at the same time you press the command for the counter.
3) Do the counter command then tap the JF block afterward.
easy to do but hard to time.
Example air counter:
Liu kang = kick off opponent's chest in to a back flip = b+3+4
3 optional ways to pull this off...
d+blk, Blk + b+3+4
d+blk, b+3+4, Blk
d+blk, Blk, b+3+4
The counter attack commands for this type of counter would be 1 input commands = f+1+2 or b+3+4 or d+3+4.......stuff like that, so it's easy to pull off in an instant.
The aerial counters can be pretty much anything you can think of that makes sense.
drop kick, can go in to a lie down stance = drunken fist.
kick off back flip
fireball while falling back or while landing on your feet.
teleport move
air back dash ~ charge attack = Fujin
air reversal = like a judo arm lock with your legs.
-----------------------------------------------------
Fighters can have either or both aerial and landing counters.
They could even have multiple versions of either type.
----------------------------------------------------
How would the attacker defend against an air counter?
1) Try to catch the opponent off guard with the launcher in the first place.
2) Vary the timing on your juggle attack = mess up their JF air block.
3) If your opponent doesn't launch tec. then you can juggle like normal. They can't counter unless they tec. the launch.
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