So what do you guy think about the breaker since you seem it in action.
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posted08/27/2004 11:36 PM (UTC)by
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TonyKeo
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05/29/2004 07:21 PM (UTC)
My first impression about the breaker is good but not great. It is good that they only let you use three breaker since you must plan out when to use your breaker. I can't judge the breaker yet because I only saw it on a trailer and haven't play MKD but what do you guy think about the breaker since you seem it in action.
Well, I dunno.

Well, it's a much better replacement for the reversal (because that was ridiculous in MKDA), but I think there are much better solutions than the way this "breaker" works.

It's good they've limited them (because they are pretty cheap and easy to do) but, I don't know if it will change too much. Instead of people not using longer combos for fear of a breaker, I would've thought it would mean people using shorter combos to waste the opponent's breakers until they're gone so that they can continue to block and use the huge combos.

So all in all, I kinda think that it'l just buy some time until the larger combos are unleashed.

From a different perspective:
If you're like, really close to the meat grinder (for example), you have almost no options anymore, because you can't just block as you'll get knocked in, you can't just stand there (obviously) but you can't try and combo your way out anymore as the breaker will send you straight in by the looks of it.
Can't really make up my mind if that's a good thing or not yet. I guess sidestepping is still an option (or a teleport), but some of the death traps look like you can get knocked in from a different angle anyway, do I dunno if sidestepping would help.

So after all that, I dunno, heh. Seems like a lotta typing just to say that but meh.
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TonyKeo
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08/27/2004 09:38 PM (UTC)
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I think it is good but not great, if a smart player is playing online he would know how to get his opponent to use up all his breaker by doing a long combo early in the round. The opponent have no chose but to use breaker early in the round and then you can do serious damage at end by luring your opponent near a death trap or doing combo.
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MaxDam
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08/27/2004 09:46 PM (UTC)
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I think it looks a lot more elaborated than the Reversals in MKDA. Having 3 chances to perform a Breaker is enough and a smart thing to do. Imagine two player fighting each other and having about the same skills; It could be a lot entertaining and it will add some deph to the gameplay. You may have to use them wisely.
I noticed that the combos are a lot more like MKT in a way. This games looks a lot better than I ever thought!
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Jigsaw
08/27/2004 10:54 PM (UTC)
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I'm very relieved to see that the breakers are so limited. It doesn't seem at all as overpowered as I had feared it would be.

It looks very similar to Alpha counters from the Street Fighter Alpha games, or the CD counters in King of Fighters, except that you can do the breakers in hitstun, and not only in blockstun. The limit of 3 breakers per round/match seems to work decently in the absence of a super meter to drain.

The apparent ability to perform breakers while being juggled is incredibly dumb, though. I definitely hope it's removed before the game is released...
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HDTran
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I don't want a bigger movelist Boon. I want a reason to use more than
10% of the ones you've given me. Fix MK with Move Properties.

08/27/2004 11:30 PM (UTC)
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Yeah.. breaker out of the air looked odd and just made it weird.

Breakers as of right now, seem kinda useless to me. Both players get it so both players have the same defensive options and therefore, the advantage of a smart defense or a smart offense is just gone.

I mean you want your opponent to waste all his breakers? Uhh... play normally and do your biggest combo until he breaks? Do it 2 more times? It's just a normal game, except now you can expect to be repelled 3 times. It doesn't change the way you play or think at all, seems like a bandaid instead of creating a real defensive counter/reversal/parry system.

But mainly, why would anyone not do their biggest combo and play normally? Because you want them to waste their breaker? Well they will waste their breaker because you're doing your biggest combo. Why wouldn't you do your biggest combo then? Just not very well thought out since it doesn't change play tactics at all, just delays it.
In Alpha, CvS2, KoF, GG, etc. they handle breakers/counters in a similar way, bu the difference is that you're sacrificing offense to do defense. There is no tradeoff here, both players have 3 breakers that have to be used for defense no matter what. So its like.. the question is, are you gonna break 3 times in a match or are you gonna break 3 times in a match?
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Adam Ronin
08/27/2004 11:31 PM (UTC)
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i dig them, i just wish they looked a little cooler like maybe a fancier counter hit to break hit. but im not going to complain because deception is looking amazing and boon and company have put in a lot of time and are doing a great job.
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balistic49
08/27/2004 11:33 PM (UTC)
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I think it would've been better if they had done the breakers exactly (and I mean exactly) like the first killer instinct. For anyone who doesn't know, it was basically just a special move motion followed by any of the attack buttons. And the button used would depend on the button the attacker is using. So if scorpions breaker was his harpoon (as an example) it would be and any attack button. How it could works is (if the attack buttons are still numbered) 2 breaks 1, 3 breaks 2, 4 breaks 3, and 1 breaks 4. It seems semi-complicated but I think the game would work better that way, although it's all my opinion.
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HDTran
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I don't want a bigger movelist Boon. I want a reason to use more than
10% of the ones you've given me. Fix MK with Move Properties.

08/27/2004 11:36 PM (UTC)
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Yeah a real defensive system would have been really nice.
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