The way combo breaking should be implemented in MKD
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posted08/14/2004 08:08 PM (UTC)by
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widomaker
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08/07/2004 04:59 PM (UTC)
I am kind of worried about Boon's quote on their idea of a combo breaker....why? because the joystick/button combination they have selected has NO risk and promotes joystick spamming to break combos.

What do I mean by no risk?? Simple. With pressing forward and hitting block to attempt a combo breaker you get 2 outcomes. 1. You succesfully break the combo 2. Your character continues to block since the block button is being used....hence no risk so ppl will try to spam the hell out of forwad and block to get out of combos

To break a combo and put your adversary on the defensive when they thought they had to advatage of a combo MUST require risk vs reward

Therefore I think that the joystick/button combination should be forward and say R1 or some other unused button and MAY NOT work if simultaneously holding block. That leave 2 outcomes...1. You successfully break the combo and gain the offensive advantage 2. You fail and you receive unblocked damage as if you were being hit normally from an attack in a combo. RISK vs REWARD.

I also hope they don't allow ppl to break combos while receiving damage like in Killer Instinct...that was lame putting the whoop ass on someone and then miraculously they get a combo breaker.

FINALLY I would not mind seeing successful combo breakers like KI where you uppercut or roundhouse them out of the combo instead of just pushing them.

OK, there it is...feel free to talk aloud hehe
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Bezou
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08/14/2004 03:45 AM (UTC)
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I definitely think that timing will play a larger role than people have been worrying.
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Eji1700
08/14/2004 05:40 AM (UTC)
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I don't think it will be like soul caliber and what not where you can counter the first hit. Its a combo breaker. In short I think you can't use it until you're already in the combo so just hitting F+Blk all the time wouldn't help.
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mastermalone
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08/14/2004 06:25 AM (UTC)
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Eji1700 Wrote:
I don't think it will be like soul caliber and what not where you can counter the first hit. Its a combo breaker. In short I think you can't use it until you're already in the combo so just hitting F+Blk all the time wouldn't help.


I believe you are correct, the breaker can only be used durring the combo and I believe that it can only be done at certain points durring the combo such as the point of a style change. I honestly don't mind the combo breaker idea because you don't stand a chance with some of those long combo branches. This game will surely reward the diligent who take the time out to learn the break point of each possible combo.

I have a feeling that the timing will not be as easy as some of the critics make it out to be. Think about it, if you were designing this game and had a lot riding on the content and play mechanics, would you make a combo breaker that was too easy to pull off? I didn't think so and neither does the team behind the development. These guys know whats cheesy and whats not. I got that impression from talking to them at E3.
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Bezou
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08/14/2004 06:29 AM (UTC)
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mastermalone - Exactly. The development team aren't morons. They're certainly not going to have a combo breaker that can break any combo just by pressing a button. Timing will undoubtedly be crucial.
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widomaker
08/14/2004 05:04 PM (UTC)
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I hope the Dev team makes it a timing issue but they also need to address the risk vs reward issue. The button/joystick combination needs to be a risk move that a person must break their blocking to attempt. Yeah let there be only certain points in a combo where it may be broken. Just don't allow a person to attempt that point while still blocking the whole time
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abomb1987
08/14/2004 05:17 PM (UTC)
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DOA had this, they had one button set aside that would primarly be used as a counter button. and block was its own thing.

i think the speration of block and counter should be sperate
If tapping >+Blk makes you flinch like with the reversal animations in VF Tekken and DOA, then it's ok to use the Blk button.

Because there can be a recovery time set after that animation in which the block will be disabled.

If pressing >+Blk disables blocking and the breaker has no extra animation like the parry in Stf3, then it would work also.

Because you can't just mash >+Blk if you do, you will be hit.

There would need to be specific break points for this to work though, like every 2 or 3 hit's you can do a breaker.

Trying to catch someone's style branch link will be almost impossible.
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Jigsaw
08/14/2004 05:46 PM (UTC)
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DOA uses the same button for blocking and countering... as well as throwing, and quite a few attacks, when used with the other buttons. That's kinda beside the point though; from what I can tell, combo breakers doesn't sound very similar to DOA's counters at all.

To me it does sound like mashing F+BL when you're being combo'd will eventually get you out of harm's way, similar to how it works in KI, except there you had to do a more complicated motion, and use the correct button depending on what attack the opponent was hitting you with... whereas in MKD it seems that all you have to do is mash F+BL until one of your attempts is correctly timed. In DOA it's quite a bit more complicated than that. Counters aren't specifically 'combo breakers', but after being attacked (or during a combo), the hitstun can be cancelled by a counter attempt - but you need to time it with the opponents next attack, and it needs to be the correct counter (high, mid or low) for it to succeed. If you guess incorrectly, the opponent can land a 'counter hit'. When you're 'counter hit', the hitstun is longer, and not cancelable with counters, plus you take more damage, which leaves you more open to more damaging attacks or combos.

To me, the 'combo breaker' in MKD doesn't sound as thought through. I'd love to be proven wrong, but seeing how they handled stuff like counters in MKDA doesn't give me the highest of hopes... But then again, the whole 'combo system' in MK is pretty dumb to begin with, so I don't really think the combo breakers can harm the gameplay THAT much by themselves... :P
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sbzrealm
08/14/2004 06:02 PM (UTC)
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well take into consideration that eb boon and his team have matured since mk1 and 2.. spamming was the key to success in mk1 and 2..all u had to do was keep sweep kicking or punching or w/e.. but in mk3 the A.I would catch on to ur cheap ass moves and counter attack them.. Also in mk4 and mkda there really was no cheap spamming.. so I doubt they would kill off the game by adding something small like that after all this hard work..
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sbzrealm
08/14/2004 06:03 PM (UTC)
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also keep in mind about the run button..that had a certain amount of energy that u could of used to run..so no spamming there either..who knows u might only be allowed to break a combo once every few combo's..
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mastermalone
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-XB Live gamertag: I AM YOURDEATH -(PS2 Tag: MASTRMAL)

08/14/2004 08:08 PM (UTC)
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I really didn't rely on MKDA's combo system. I used Kenshi's mad 50% juggles instead smile.

unfortunately my trip to E3 showed that they toned down his incredible juggle potential so I may be forced to use his combos and risk them being broken. But Ermac will resolve that for me!
Infact, all of the characters that I used I only used juggles with the exception of Kung Lao in MKDA.
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