Position Switch and Vulnerability Indicators, What are your thoughts?
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posted03/22/2004 11:06 PM (UTC)by
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RepTiLeStyLe
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03/03/2003 11:18 PM (UTC)
First of all, I have to admit that I am not a Tekken player, so when the artical referenced position switches being similar to that seen in Tekken, it really didnt help me out to much. What are all of your thoughts on this new addition to MK's gameplay. I will have my reserves on making an uniformed opinion about it(as i did w/ MK:DA's powerup) until i can experience this new feature first hand, or at least see it in action. To anyone that is a big Tekken player, could you please explain this feature a little better. After reading the artical explaining it, it almost sounds as if it eliminates wall trapping someone. If this is true, I guess it can be either a good thing/bad thing. I know in past MK's (if not all fighters), corners were where you could really rack up a combo's damage percent. Again, i need to see this in action to fully understand what they are talking about.

Another new feature to MK mentioned was the damage indicators. What do you all think about this one, good or bad? Again, im going to have to see this in action before i can make an informed opinion, but as of now, I think this is a horrible idea. Where's the fun in playing a Vs game with someone if they can tell exactly when/where you are vulnerable? Kinda defeats the purpose of it all if you ask me. Any thoughts on this?

Again, Im going to try and stay open minded about these new pieces of information about the game until i can either see how they work exactly, or at least get more details to how they will effect gameplay.
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TheDarkPrince
03/22/2004 05:26 AM (UTC)
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The position switch in Tekken 4 is very simple but it can get you out of tight fixes.Say if you enemy has you backed into a corner and if he hits you with a solid strike he can hit you into or through the wall or car or what ever you et pinned behind.That blow will take down alot of power,but if you fast enough you can pull a position switch and now your enemy is in that bad spot.

But it will be alot more ass saving in MKD.The position switch can save you from stage deaths if your enemy forces you in front of said death traps.So if your one hit away from being sent to a bloody death break out the position switch move.
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Satyagraha
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"You see, I face a whole new Monster!! I face a man, who represents, the Nintendo Entertainment System..."

03/22/2004 06:37 AM (UTC)
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Ok, first of all lets get the whole "tekken style" position switch on lock-down. 1+3 is almost never, EVER used as a true "position change" especially when walls are NOT concerned. It is purely used for wall pushes, period. You get a +10 on a near wall push, and a +15 on a far wall push, or +16...I forget. Anyways, THAT is the position change in tekken, that is its purpose. Because of poking priority in Tekken, 1+3 - posistion switch - is rarely used by itself. You're much better off to get a 1, d/f+1, or some move that has ranged evasion properties to help get you out of a tight spot, usually cuased by a wall push.

Now, with that, the position switch in MKD has yet to be even seen by the mass majority of the community. Let alone truley played and experimented with. Hell, it could simply be prioritized like the shove DA, then you get some random mix up.

The posistion change in VF is different, of course. It is more of a "true" position switch in that, with the ring out system, leaves the swichee, in trouble. Especially when so many moves create massive guard stun, cover a lot of ground and throws that drag you out of the ring. Also, the switch in VF actually puts you into the wall, hitting it, alowing for fallow ups. Unlike tekken which simply turns the opp around, using a linear wall push for the wall contact. But both T and VF rely on frame data for the position change.

I don't know how this would be implemented into MKD. We'll just have to wait and see. I mean, it could be weak suace, simply switching the opponets. Or, you could push them into walls, get free shit from that, switch them into hazards, etc. We'll just have to wait and see.

As far as the vulnerability indies are concerned; astheltically, I see it as a design choice, with the colored areas, etc. I have no beef with that. The implementation could be great if the game has depth in terms of movement, set-ups, juggles, etc. "Shit, shit, get away from the red shit, get awwaaaaaay from the red shit!" Also, increadibly cumbersome if such things are under-developed.

Peace and love ya'll.
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RepTiLeStyLe
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PS2 Tags: REPSTYLE , ShdwTear XBL GT: dj 2scoops

http://www.myspace.com/somberdjoy

03/22/2004 11:06 PM (UTC)
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Hey, thanx alot guys for clearing the Switch up for me. Like i said, Im clueless when it comes to other fighters. I think my initial opinion of the matter has changed. Before i was thinking it was just an easy way out of a corner trap, but as Saty put it, it sounds as if it can get quite technical. This added feature along with MK:D's death traps can really go a long way IMO. Three all new level of stratedgies will be introduced simultaniously. On one hand you have the guy that will be trying to rush you down, backing you into the death trap, or trying to bait you to pick up the stage weapon (which has already been confirmed to be located by most death traps). Then you have the guy that will want you to think he is being rushed down so he can implement this new feature of switching, ultimatly putting you near the trap. Wow, now im really curious to see how the MK team implements this! Thanx alot guys.
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