Thoughts on the Breaker seen in new video
Thoughts on the Breaker seen in new video
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posted08/26/2004 11:24 PM (UTC)byMember Since
02/29/2004 09:49 PM (UTC)
In the new video at Gamespot, the one with Nightwolf and Mileena, there is a Breaker done by Nightwolf.
If you notice at the top under their lifebars, there are 3 lighning bolts. When Nightwolf does his Breaker one of them disappears.
Now my question is this. Do you only get 3 of these per round?
And if so, what do you all think about having only 3 per round?
If you notice at the top under their lifebars, there are 3 lighning bolts. When Nightwolf does his Breaker one of them disappears.
Now my question is this. Do you only get 3 of these per round?
And if so, what do you all think about having only 3 per round?
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I don't think I like the idea of having only 3 chances to break a combo. Like FLSYLE said, after 3 breaks, then it's back to long combos that you can't do shit about.
And what sucks also, is that when he breaks, it only allows you to stop their combo. There is no way to start your own combo or for that matter, even follow up with another move.
And what sucks also, is that when he breaks, it only allows you to stop their combo. There is no way to start your own combo or for that matter, even follow up with another move.
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i like them. and we dont know for sure that they are limited...yea i know the lighting bolt went away but wat if after the 3rd bolt is taken away, sumthin good happens in your favor. kind of like a reward for breaking 3 combos...
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As a familiar voice would say:
Ko ko ko kooooomboooo breaaakerrr!!!
Ko ko ko kooooomboooo breaaakerrr!!!

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Like...this?
Hehe.
On topic, the combo breaker system sounds like a nice idea, and in this video I could see that it really works, maybe the strategy will be to break the opponent's combo in the beggining of it, that way you could need some timing to stop the combo and not just press a button in any moment.
Btw, I'm still curious about those color bars below the lifebars. :\
Hehe.
| DonCafetone Wrote: As a familiar voice would say: Ko ko ko kooooomboooo breaaakerrr!!! |
On topic, the combo breaker system sounds like a nice idea, and in this video I could see that it really works, maybe the strategy will be to break the opponent's combo in the beggining of it, that way you could need some timing to stop the combo and not just press a button in any moment.
Btw, I'm still curious about those color bars below the lifebars. :\
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| sub-scropion Wrote: i like them. and we dont know for sure that they are limited...yea i know the lighting bolt went away but wat if after the 3rd bolt is taken away, sumthin good happens in your favor. kind of like a reward for breaking 3 combos... |
Very good point. I will pass judgement when I actually see it.
I will pass Final judgement when I actually play it.
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I'm pretty sure they are limited, hence you start with 3 then you do one and it gets reduced to 2. However, I do like your idea of having some type of 'reward' for doing them. Maybe have a Neijin for the rest of the round. That would be sweet.
| sub-scropion Wrote: i like them. and we dont know for sure that they are limited...yea i know the lighting bolt went away but wat if after the 3rd bolt is taken away, sumthin good happens in your favor. kind of like a reward for breaking 3 combos... |
Looks to me like it's 3 per match instead of 3 per round. Also, the breakers do NO damage. I don't think there should be a "reward" for doing 3 breakers if they're as easy as they sound. FLSTYLE: If the breakers were easy to do and had no limits, the flow of the game would be destroyed. You'd see breakers flying out left and right. At this point, I like the potential strategic aspect of limited breakers. In fact, I'd like to see the amount lowered to 2 per match.
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It's great news. Now the nay-sayers can't talk about how it will be a non stop match of punch-break punch-beak. 3 chances is more than enough.
BTW people complaining about the deathtraps, you know u can turn them off if you want to, right? You have to have lots of skill to fight with traps on because if you are a noob then you will easily get knocked into traps.
BTW people complaining about the deathtraps, you know u can turn them off if you want to, right? You have to have lots of skill to fight with traps on because if you are a noob then you will easily get knocked into traps.


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It's 3 per match. The new PS2 vid with Nightwolf vs. Sub-Zero shows Round 2 and Nightwolf has 2 lightning bolts, while Sub-Zero has 3.
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The thing I'm thinking about is several factors.
1) The breaker system has only been shown on block, does that mean that if you are getting hit in a ground-chain, you cannot use it? If you can only use it while you're blocking then... really it's kinda worthless. I mean think about it for a second. If you block a move and muchless a groundchain, the enemy is open for you to do a full combo and take full opprotunity to punish. But if you do a breaker, you do 0% damage instead? Why not just block it and punish?
2) Since it knocks back, does that mean that you can turtle with it with your opponent's back to a deathtrap and use it to break and knock your opponent through a deathtrap? Basically if you're in the right position, your enemy cannot attack you less they want to get broken and lunged into the deathtrap and forfeit the entire round?
3) Assuming it only works on block, since the breakers do 0% damage, which is fine, they still aren't useful to punish safer characters. So if you fight a character who does either a safe poke and an unsafe chain. You still wouldn't want to use it to punish the poke since it's 0% and you don't want to punish the chain with it since you can get off a full combo. So when is it truly useful?
4) With this breaker system, does that mean MKD will again not do a thorough counter, reversal, parry system for different stances and characters; and instead slap on universal breakers instead?
Many many questions that need direct answers or more videos.
1) The breaker system has only been shown on block, does that mean that if you are getting hit in a ground-chain, you cannot use it? If you can only use it while you're blocking then... really it's kinda worthless. I mean think about it for a second. If you block a move and muchless a groundchain, the enemy is open for you to do a full combo and take full opprotunity to punish. But if you do a breaker, you do 0% damage instead? Why not just block it and punish?
2) Since it knocks back, does that mean that you can turtle with it with your opponent's back to a deathtrap and use it to break and knock your opponent through a deathtrap? Basically if you're in the right position, your enemy cannot attack you less they want to get broken and lunged into the deathtrap and forfeit the entire round?
3) Assuming it only works on block, since the breakers do 0% damage, which is fine, they still aren't useful to punish safer characters. So if you fight a character who does either a safe poke and an unsafe chain. You still wouldn't want to use it to punish the poke since it's 0% and you don't want to punish the chain with it since you can get off a full combo. So when is it truly useful?
4) With this breaker system, does that mean MKD will again not do a thorough counter, reversal, parry system for different stances and characters; and instead slap on universal breakers instead?
Many many questions that need direct answers or more videos.
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I think that three is a pretty fair amount and this would mean that if you were in a tight spot and you knew you were about to be killed (deathtrap anyone?) then you could stop them really quick and try to reposition yourself or at least block. so I like these quite a bit compared to infinite or none...almost like another strategy.
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Yea it is only 3 per match, not round.
Now after thinking about it, I like the idea of having only 3 breaks per match. Now it won't be bullshit breaks the whole match.
It would be nice tho to at least get a hit out of it. It doesn't even take off any damage. It would be great to pop them up and be able to spear or freeze or anything afterwards. All it does is stop the combo and take no damage off.
Now after thinking about it, I like the idea of having only 3 breaks per match. Now it won't be bullshit breaks the whole match.
It would be nice tho to at least get a hit out of it. It doesn't even take off any damage. It would be great to pop them up and be able to spear or freeze or anything afterwards. All it does is stop the combo and take no damage off.
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Well assuming that you can break while you are stunned/being chained, then it is useful for people who don't know how to juggle and only use dial-a-combos. If you can only break after you block then it is useless.
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| stevodastoppa Wrote: I think that three is a pretty fair amount and this would mean that if you were in a tight spot and you knew you were about to be killed (deathtrap anyone?) then you could stop them really quick and try to reposition yourself or at least block. so I like these quite a bit compared to infinite or none...almost like another strategy. |
It's a double-edged blade if it counts as a knockback attack. Imagine this:
I'm your opponent and your back is to the deathtrap. I keep attacking you, the moment you attack me, I just hit forward + block and you land in the death trap giving me an instant win. Cheesy? Yes, basically you can't attack me if your back is to a deathtrap.
This assume one thing about the breaker though.
1) It is a knockback attack, which it does look like, it looks like Kung Lao's punch which gives you a walltech in MKDA, walltech moves, as shown in previous movies, are also death trap knocking moves.
Edit: It is Kung Lao's Shaolin Fist f+2, the enemy flops over exactly the same way, only the camera is not adjusted. This move in MKDA causes a walltech opprotunity and thus a wallhit. All previous MKDA wallhit moves have been shown in MKD pushing people into deathtraps. It seems the above strategy might easily work. Fight someone with their back to a deathtrap, as soon as they attack, hit f+BL and your enemy will be hit by a 0% breaker that will send them to the deathtrap and through it, giving you an instant win. Therefore, when your enemy's back is against a deathtrap, they cannot attack without risking instantly losing.
Hopefully they'll look at this or have thought about this.


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Here's a GIF for anyone that can't download or stream the videos to see what a breaker looks like.


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One thing that everyone must keep in mind is that the copy that the GameSpot writers played was not the final version of the game. The break system may be between 70-80% complete and they may have yet to assign a damage percentage to it. In this day and age of DVD pressing technology they can litterally program the game up until 2 weeks of the games release
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One of the things I will not forget is what one of the developers at E3 said, "This is just a build of the game that was just playable enough and did not include some of the way out stuff that we have in the office." I believe the same also holds true for the demo copy that GameSpot received. Take care
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One of the things I will not forget is what one of the developers at E3 said, "This is just a build of the game that was just playable enough and did not include some of the way out stuff that we have in the office." I believe the same also holds true for the demo copy that GameSpot received. Take care


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Exactly what he said.


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I can't wait to find a way to make breakers uber broken.
If the blocking glitch shit is like DA, there's the possibility of whiffing random spam, then breaking a non connected move, lol. Though, breakers are probably dependant on hit detection, not blocking checks. That would be some hardcore Korean shizzle, though.
If you can only break out of blocked canned spam, then what's the point? You can naturally break anything in DA after a 1,1. Unless they changed that. Of course, we'll never know until Oct 4/5th. There has to be more to it than that...wait....what fighting game are we talking about...oh, yeah. lol.
If you can only break out of blocked canned spam, then what's the point? You can naturally break anything in DA after a 1,1. Unless they changed that. Of course, we'll never know until Oct 4/5th. There has to be more to it than that...wait....what fighting game are we talking about...oh, yeah. lol.
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It will be impossible to make combo breakers "uber broken" if you only have 3 per round, Mr. Genius. Please quit trying to find ways to shit talk this game, we have enough of this already. Maybe having a more positive attitude would make your entire outlook on this game a whole lot better. Instead of thinking about how shitty the fighting engine is going to be, why don't you try to be more positive? It would be alot easier on all of us. Then if the game sucks, shit talk it. But please, don't ruin my October 4th.
| Satyagraha Wrote: I can't wait to find a way to make breakers uber broken. If the blocking glitch shit is like DA, there's the possibility of whiffing random spam, then breaking a non connected move, lol. Though, breakers are probably dependant on hit detection, not blocking checks. That would be some hardcore Korean shizzle, though. If you can only break out of blocked canned spam, then what's the point? You can naturally break anything in DA after a 1,1. Unless they changed that. Of course, we'll never know until Oct 4/5th. There has to be more to it than that...wait....what fighting game are we talking about...oh, yeah. lol. |
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