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Wanderer
06/09/2004 12:37 AM (UTC)
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I'm going to elaborate on my manual combo control.

Alright, ever since MK implemented the auto-combo system, its basically made the game go downhill in the ranks of fighting games. I believe the manual combo system can be enjoyed by both novices and masters alike.

1. Every core button (1-2-3-4) should be able to have one-two presses. This allows for quick 2-hit combos. For some characters, 3-hit combos are available.

2. Every core button can be immediately followed with another core button. This can lead to jaw punch-knee hit, etc. combos.

3. Every core button responds with a directional button. Back + 1 does something, as does Up + 1.

4. Core buttons respond with half-circle and full-circle rotations. Half-circle forward does something, as does half-circle back, even if moves are similar to directional.

5. Every core button combined with one another does something, even if moves are similar.

6. Every core button combinations combined with directional/circular movements all do something, even if moves are similar.

7. With every type of movement operating in full force, special attacks would be BUILT IN to the manual system. For instance, perhaps Sonya can do a scissor kick with half-circle forward + 4, yet no other combatant can. I call this a secondary special.

8. Primary specials are still in full force. Scorpion can still have Back-Back + 2 for his spear. How does this work? The manual system only detects one Back. If Scorpion did not have his spear, he would do a regular Back+2 move.

That's basically the system. To elaborate more on the combos themselves...

As I said, everything is COMPLETELY manual. No more autos/dialing. This is an example:

We'll use Scorpion. Scorpion is pitted against an opponent. The opponent moves in close, and we have many options. To make things simple, I'll use one core button as an example.

Scorpion has three options. Back+2, 2, and Forward+2. Lets see if Scorpion can do a combo.

Back+2 - 2 - 2

Scorpion followed up with a directional core (Form 2), then a one-two (Form 1).

Scorpion can now move on to more advanced stuff. This is assuming one of the following movements isn't a "knock-down" motion.

Back+2 - 2 - 2 - Forward+1 - Half-circle-forward+4

5 hit combo. Probably not the most damaging thing in the world, but it works.

Notes and Tidbits:
The forms themselves have different motions for every character. Back+2 won't necessarily be able to launch such a long combo on, say, Raiden. His might be different, and he can only pull off a 2-hit combo with that starting.

Certain movements might be slower than others. This disables being able to do infinite strings with random button combinations. It all depends on the character.

A move that can launch the opponent in the air can lead to juggling. This can allow an even higher hit combo if the opponent does not hit the ground beforehand.


Of course, this DOES need tweaking. I'm working on that.
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cartmansp
06/09/2004 12:43 AM (UTC)
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Wanderer Wrote:
I'm going to elaborate on my manual combo control.

Alright, ever since MK implemented the auto-combo system, its basically made the game go downhill in the ranks of fighting games. I believe the manual combo system can be enjoyed by both novices and masters alike.

1. Every core button (1-2-3-4) should be able to have one-two presses. This allows for quick 2-hit combos. For some characters, 3-hit combos are available.

2. Every core button can be immediately followed with another core button. This can lead to jaw punch-knee hit, etc. combos.

3. Every core button responds with a directional button. Back + 1 does something, as does Up + 1.

4. Core buttons respond with half-circle and full-circle rotations. Half-circle forward does something, as does half-circle back, even if moves are similar to directional.

5. Every core button combined with one another does something, even if moves are similar.

6. Every core button combinations combined with directional/circular movements all do something, even if moves are similar.

7. With every type of movement operating in full force, special attacks would be BUILT IN to the manual system. For instance, perhaps Sonya can do a scissor kick with half-circle forward + 4, yet no other combatant can. I call this a secondary special.

8. Primary specials are still in full force. Scorpion can still have Back-Back + 2 for his spear. How does this work? The manual system only detects one Back. If Scorpion did not have his spear, he would do a regular Back+2 move.

That's basically the system. To elaborate more on the combos themselves...

As I said, everything is COMPLETELY manual. No more autos/dialing. This is an example:

We'll use Scorpion. Scorpion is pitted against an opponent. The opponent moves in close, and we have many options. To make things simple, I'll use one core button as an example.

Scorpion has three options. Back+2, 2, and Forward+2. Lets see if Scorpion can do a combo.

Back+2 - 2 - 2

Scorpion followed up with a directional core (Form 2), then a one-two (Form 1).

Scorpion can now move on to more advanced stuff. This is assuming one of the following movements isn't a "knock-down" motion.

Back+2 - 2 - 2 - Forward+1 - Half-circle-forward+4

5 hit combo. Probably not the most damaging thing in the world, but it works.

Notes and Tidbits:
The forms themselves have different motions for every character. Back+2 won't necessarily be able to launch such a long combo on, say, Raiden. His might be different, and he can only pull off a 2-hit combo with that starting.

Certain movements might be slower than others. This disables being able to do infinite strings with random button combinations. It all depends on the character.

A move that can launch the opponent in the air can lead to juggling. This can allow an even higher hit combo if the opponent does not hit the ground beforehand.


Of course, this DOES need tweaking. I'm working on that.


Wow, now I really wish MK:Deception had all these options. These ideas are great, keep'em coming.
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tgrant
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Project MKK: Coming soon...

Currently working on: MKD & MKA - The One Ring Theory
06/09/2004 07:47 AM (UTC)
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Here you go, cartmansp!

The Weapon and Chi Focus

I was thinking back to MKDA and remembered the power ups. Most were very powerful whilst others were weak. They were balanced in a sense, but Nitaras was overpowered! Quans was ridiculously powerful too. My ideas, the Chi Focus and the Weapon Focus, allows any player to gain a power up, but it’s not too powerful or too weak. Also, they have other effects. Both tap into the inner strength or energies of the player or their weapon. I guess this is similar to SC2’s Soul Charge.

During the Chi Focus, the character would summon their inner strength and have certain abilities enhanced. Also, I think it’d be cool if they glowed a little or something, but only slightly. Ermac could have a green soul filled aura around him. The electricity running around Raidens body would increase and act violently. Scorpions body could set aflame and Subs body could become encased in ice slightly or an icy haze could surround him. These things would indicate the increased power and give a powerful feel.

Effects of the Chi Focus:

Attack increase: Your attack power increases slightly raising your damage percentage.

Speed increase: Your speed increases slightly.

No block damage: You receive no block damage as your aura repels attack damage.

Jump increase: Your jumping abilities increase. You can jump higher and farther.

Chi Ball: A huge, fast, unblockable projectile is thrown by your character. Howeevr, using this will cause you to instantly come out of the Chi Focus and you are unable to use the Chi Focus again for the rest of the match.

Characteristics of the Chi Focus:

Chi Aura: The body glows or becomes encased in souls etc as above. Gives that more powerful feel.

Only Unarmed Styles: The Chi Focus only increases damage in your unarmed styles for several seconds.


The Weapon Focus is the same as the Chi Focus only you tap into the characters weapons heart and unleash its power. Again, there’ll be a glow around the weapon to indicate the power increase. There is a drawback to the Weapon focus. You cannot leave your weapon style whilst it is activated. Bonuses include several fun side effects!

Effects of the Weapon Focus:

Attack Increase: Your attack power increases raising your damage percentage.

Weapon Break: For bladed weapons, a strong blow can destroy a Stage weapon!

Stun: For non-bladed weapons, you can stun the opponent temporarily.

No block damage: You receive no block damage whilst guarding with your weapon. Its aura repels damage.

Parry: You now have the option to parry weapon attacks for a short time.

Projectile Demolition: This will work in one of three ways. Firstly, you can deflect projectiles into the surroundings and away from you. Or, your weapon can absorb them. The aura of the weapon would destroy the projectile. Or you could cut the projectile in half and watch as both halves fly by either side of you. The last one is probably unrealistic and wouldn’t happen but it’d be cool to see.

Characteristics of the Weapon Focus:

Weapon Aura: Your weapon glows indicating it’s increased power.

Weapon only: You cannot switch to your hand to hand styles whilst the Weapon Focus is active. It lasts for several seconds.

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FLSTYLE
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06/09/2004 10:10 AM (UTC)
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cartmansp Wrote:
I've seen so many ideas about improving MK:Deception's gameplay in other threads, I decided to make this thread so people can orginize their thoughts. Although the game hasn't been released yet, it would be foolish to wait that long since by then it would be too late.

Here my idea...

Counter moves These moves would be very helpful, as long as they aren't as easy to pull off as the ones in DOA. It would also be cool if you could counter a counter. It would take quick thinking. An example of a counter move would be,"The oppenent kicks you, but you catch his foot and knock down his other one, causing him to fall." An example of countering a counter would be,"After the opponent's foot is captured, he quickly jumps and kicks the player in the face before the player could trip him"

Remember, be sincere in your posts. Don't just flame people who have a different opinion than yours. Take other people's opinions seriously and treat them with respect. If you respect them, they'll respect you. Also, don't just say the gameplay needs to be like Tekken/SC2/DOA/ect. Give examples of what you mean. Tell what aspects of a certain game you would like to see implemented in MK:Deception. Be as descriptive as you can.


i know you said don't say things should be like tekken but i'd just like to point out that countering a counter has already been done in tekken grin it's called a "chicken"

after you have done a move, players tend to input a reversal because more than likely the other player will have just pressed the sequence for a reversal, so by the time they have done theirs you will have just finished yours, resulting in you countering their counter. It's a good use of timing and was introduced all the way back on tekken 3 for the ps1, it was then used more often in tekken tag as tournaments for beat-em ups started. it would look great in Deception though
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cartmansp
06/09/2004 10:44 PM (UTC)
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FLSTYLE Wrote:
i know you said don't say things should be like tekken but i'd just like to point out that countering a counter has already been done in tekken it's called a "chicken"

after you have done a move, players tend to input a reversal because more than likely the other player will have just pressed the sequence for a reversal, so by the time they have done theirs you will have just finished yours, resulting in you countering their counter. It's a good use of timing and was introduced all the way back on tekken 3 for the ps1, it was then used more often in tekken tag as tournaments for beat-em ups started.

it would look great in Deception though


A chicken?!

lol grin
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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..."

06/10/2004 01:28 AM (UTC)
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Yeah. Say someone throws out your standard scrubby ass b+2+4 reversal, you can chicken that reversal. Say they reverse your attempt at a 4, you'd chicken that reversal of your 4 by inputing f+2+4.
Your chicken corresponds with whatever side your attack came from, for the most part. Some reversals can't be chickened, like Bryan, King and Law. Then regular parries like jins/lings can't be chickened either, you just get free shit off those parries depending on the frame advantage. Meh...
http://www.tekkenzaibatsu.com/tekkentag/system_chicken.php
That's the TT system, but it's pretty much the same for T4, meh...
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colguile
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MENTHOL:I hope the super unlockable is a video of Boon fucking Playboy models on a bed full of money in his mansion.

PSN:Realguile

06/10/2004 03:33 AM (UTC)
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And needless to say: Depending on the style your mobility and range should change. A good example of good (key word GOOD) style switching transition as well as an increase and decrease while in mid combo is GEN from street fighter.

Same as when you draw a weapon. You should not just take more damage but depending on the size and weight of the weapon your mobility should change.

These are things that should be put in before death traps and kooky puzzle fighter rip offs.
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FLSTYLE
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06/10/2004 10:57 AM (UTC)
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anyone up for a game of chess or tetris? no i'd rather fight on a fighting game as well.

i would like to see more reversals like Jin's mishima style reversals, since his change to traditional karate he only does normal parries.

i was just thinking about what is missing from Deception's style of fighting, looking at the combo system, there's loads of tenstring moves you can pull off thanks to the style branching, but there's no power moves that only have one or two hits in them, it would make fights just that little bit more strategical and would look better when hiting people into stage fatalities, rather using a normal average punch to send them flying 15 feet into the stage fatalities, or to be so powerful that they go flying through walls onto the different sections of the level.

i don't mind the whole fantasy theme with Mortal kombat, that's what it's always been about, but i wouldn't mind a bit more realism in the fighting itself
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queve
06/10/2004 01:14 PM (UTC)
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There are so many awesome ideas here, sadly I cant think of one right now.

All I say is that I want the Mk4 bone breakers again, and used them as a finishing move. Not a fatality, but you can only execute them at the end, like breaking a neck or an arm.
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FLSTYLE
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06/10/2004 01:22 PM (UTC)
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queve Wrote:
There are so many awesome ideas here, sadly I cant think of one right now.

All I say is that I want the Mk4 bone breakers again, and used them as a finishing move. Not a fatality, but you can only execute them at the end, like breaking a neck or an arm.


nice, instead of doing fatalities a player can have the humiliation of his character walking off with his arm bent the wrong way, or you could do their ankle in and watch them limp like fools
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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.

06/11/2004 04:17 AM (UTC)
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They definately should take out the increased damage taken while holding a weapon, its utterly pointless to have it unless the weapon stance has some very VERY good advantages. As of right now, most of the weapon stances border on useless.
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FLSTYLE
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06/14/2004 12:10 PM (UTC)
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One idea just came off the top of my head while posting in another thread, since i see all these customise your character things knocking about you should be able to customise the combo's for the characters, like a create a combo system, it would solve problems people have with not being able to juggle properly and some character's move being unfairly weaker than others.

All Boon + Co have to do is give us all the separate moves and we'll do the rest.
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Wanderer
06/18/2004 11:43 PM (UTC)
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HDTran Wrote:
They definately should take out the increased damage taken while holding a weapon, its utterly pointless to have it unless the weapon stance has some very VERY good advantages. As of right now, most of the weapon stances border on useless.


Yeah, I always found it odd you take more damage yet dish out the same amount of damage.

Also, do you guys find any major flaws in my manual combo system?
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[LK]Sub-Zero
08/04/2004 07:14 AM (UTC)
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I'd like to see more realistic physical reactions to moves (like no bouncing people off of the ground). And longer combos for each style that aren't just juggling. There should be a combo system that allows you to make your own combos instead of being stuck to what's on the moves list. Midway almost got it. Notice how if you hit more than two times with a pop-up move, they won't get popped up? That's an example of a rule. Another one could be that you can't do the same move more than two or three times (and the character usually alternates limbs when punching or kicking or whatever). Another rule is that the combo must end with an ender that knocks the opponent back, down, or in the air. Just simple stuff like that could allow players to string their own moves together so people could write a list of combos on places like this.

Also, there should be a benefit to doing style branch combos. It should do more damage. Whatever happened to 40% damage combos? It's lame how long combos do as much damage as short combos (about 20% or sometimes 15%).
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