Reversal system
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posted06/22/2003 06:02 PM (UTC)by
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Vampire
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02/12/2003 12:28 AM (UTC)
Who would like a proper reversal system to be put into mk6. It would be cool to be able to reverse punches kicks and even special moves like being able to catch scorpions spear. Anyone else thibk reversals would be cool?
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frig8
06/06/2003 10:46 AM (UTC)
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i do. it'l add to the uniqueness that MK has i think.
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MrSchpfmut
06/06/2003 02:12 PM (UTC)
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Well, I like the way that only a few characters have a reversal because each fighter is different. I think the only more they could do with it is make a seperate high and low reversal.

You can already reverse special moves in MK:DA! just try it...
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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..."

06/06/2003 07:18 PM (UTC)
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Ya, not eveyrone should have a reversal. The system - if it can be called that - in DA is weak as hell. Honestly, I'd rather have a proper CH and/or stun system. Along with some BT options. I couldn't believe that there wasn't any BT options in DA; I'm not sure if that was a time issue or if the devs didn't want the noobs to cry about getteing anal raped.

Either way, reverslas need to be delt with, and I'm sure they will be. MK6 is going to own, I just know it. Peace and love ya'll.
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lite_metal
06/06/2003 07:23 PM (UTC)
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What would be kewl is if u could grab scorpi's spear and yank it out of his hand, then strangle him with it.......
what were we talking about?
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the_saint999
06/15/2003 11:38 AM (UTC)
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Remember nightwolf reversal power in trilogy.
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queve
06/15/2003 01:17 PM (UTC)
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the_saint999 Wrote:
Remember nightwolf reversal power in trilogy.


It was cool. Motaro also had one, but he didnt need to use any tricks.
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Godzilla
06/15/2003 08:46 PM (UTC)
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1) I think the fighting system in MKDA is good, and an excellent step forward from the one in MK4.
2) What in the blue he does CH and BT mean? Just wondering.


Satyagraha Wrote:
Ya, not eveyrone should have a reversal. The system - if it can be called that - in DA is weak as hell. Honestly, I'd rather have a proper CH and/or stun system. Along with some BT options. I couldn't believe that there wasn't any BT options in DA; I'm not sure if that was a time issue or if the devs didn't want the noobs to cry about getteing anal raped.

Either way, reverslas need to be delt with, and I'm sure they will be. MK6 is going to own, I just know it. Peace and love ya'll.

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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..."

06/16/2003 08:48 AM (UTC)
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Godzilla Wrote:
1) I think the fighting system in MKDA is good, and an excellent step forward from the one in MK4.
2) What in the blue he does CH and BT mean? Just wondering.


Oh, don't get me wrong, I think the system is VERY much improved from previous MK's. It's just, I don't know, the game just isn't nearly as deep as say Tekken, VF, or SC. Hell, even MvC2 - though, most of that depth is in glitches tongue. It seams as though Boon and Co were aiming the game more towards that direction, competitve wise. They just missed the mark, IMO. BUT, I do believe MK6 is going to knock all of us on our ass; hardcore fighters and casual players alike. This is becuase of the very much improved system and time allocated to improve on it. Heh, anywho, to answer you question grin.

BT = back turned. It's a common abbreviation amongst the Tekken and Soul Calibur communities; VF as well, I think. Prolly other fighters, I'm just familar with those. It's basically when you attack your opponent from behind.

CH = counter hit. This is basically inturupting your oppenents move with one of yours. IE: your oppenent kicks, you throw out a punch and stop him from hitting you. In MK:DA the only special properties you get off a CH is extra damage on you oppenent.

However, in other games, deeper games, most moves have their own properties when a move connects on CH, not just extra damage. For instance; on a normal hit a move may just knock the oppenent down, while if the move connects on CH it can stun them or even launch them up for a juggle.

Anywho, I think a lot of this wasn't implemented because of time, least I hope so. Hope I was clear and didn't annoy you grin Peace and love ya'll.
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mkfan_192
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06/22/2003 05:21 PM (UTC)
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Blocking is bad enough! We don't need reversals too so they can turn around and whip our asses with!
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nindz
06/22/2003 06:02 PM (UTC)
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mkfan_192 Wrote:
Blocking is bad enough! We don't need reversals too so they can turn around and whip our asses with!


then u can turn around and whip their asses when they reverse u

reversals should be taken out completly, its too cheap. instead, as midway has focused on styles, they should focus on style orientated defense.
for example karate uses various parries for defense.
snake kung fu will snake shaped hand movements for defense. eagle claw will use acrobatics.
wing chun uses simaltenous attack/block.
jujitsu will use more joint locks that would temporarily disable his/her opponents kick or punch and force them to use other techniques until the blood flows back into that limb.
wrestling/aikido would use more throws.
boxing will uses parries and ducking.

characters will react accordingly to different techniques.

for example, I
Lets us the scenario of sub-zero doing a roundhouse kick, here some possible defenses:

Cage(Jeet Kune Do) would use a sweep as as subbys kick comes around.
Kitana(Eagle Claw) would use a backflip, eagle claw being the acrobatic style that it is.
Cyrax(Ninjitsu) and Kano(Aikido) would roll away, falling backwards.
Jax(Muay Thai) would duck under the kick.
Raiden(Jujitsu) would apply a joint lock on subs leg, not making sub lose enrgy but simply making him limp and render his leg helpless for a few seconds forcing him to use hand techniques instead.
Quan Chi(Escrima) would strike his back quickly as subzero spins.
Cage(Karate) would parry and move to the side of subzero.
etc

you get the general idea, it would be sweet to do so.
And instead of holding the block button, it would be about timing instead, you have to time pressing block to effectively defend. it would bring much better gameplay, and it would also seem like a martial art movie too.

Let me give u guys another example,
Scorpion's sweep -
Mavado(wing chun) would simply raise his front leg to avoid contact.
Shang Tsung(Snake) would jump over scorpion's legs.
Sonya/mokap(Tae Kwon Do) would jump over scorpion's legs and strike him in the face whilst in the air.
Kitana(eagle claw) may flip over scorpion behind him.
scorpion(hapkido) somersault in the same position avoiding contact (much like scorpion did when fighting kung lao in mkconquest)

There is so much varety and the styles itself would amaze the player and it would feel as if he really using tae kwon do, eagle claw etc.

Another example
Kung Lao using a mantis punch (attack1)-
Shang Tsung(snake) would use snake like hand movements to parry the mantis punch.
cage(Jeet Kune Do) would use footwork and move backwards or to the side.
mavado(wing chun) would use the simaltaneous attack/defense found in wing chun.
Raiden(Jujitsu) would apply an armbar as the punch comes in, not neccessarily disable it but the jujitsu style of parrying.
Kano(Aikido) woud use circular hand movements much akin to steven seagal movies to throw his opponents on the floor, hence (neutralising his opponents).
Reptile(Hung Gar),Nitara(Leopard and Fu Jow Pai) would use claw like hand movements to parry the punch
etc.

i hope you guys get where i am coming from.



My opinion, take the reversal out and concentrate on styles....thier attacks and defense.
Use timing for block, so that no novice players can hold block to get away with it.
Then my friends, you'd have an excellent mortal kombat game, based on martial arts and gameplay alone.
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