Thoughts on the Breaker seen in new video
| HDTran Wrote: Therefore, when your enemy's back is against a deathtrap, they cannot attack without risking instantly losing. |
Well, if breakers do send someone into a deathtrap, hopefully throws are not blockable/breakable this time around. You could also sidewalk into a better position or use projectiles if they are turtling waiting for the breaker. I think it adds a bit more strategy overall to the gameplay.
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If throws are unblockable, then the threat of can't go on offensive with back to death trap is irrelvant. Either that, or hopefully breakers won't cause DT, which I doubt, since they do no damage.
Besides which, if your back is immediatley to a deathtrap, why aren't you sidestepping or jumping or something to get out of the way? Most characters seem to be able to DT with almost any default move, so why would you risk a combo or anything with lag from that position?
If anything, it adds another bit of depth to dt's since now you can't just flail on your longest stance change combo to back a blocking opponent up and keep yourself from being backed into a dt.
By the same token, I can't believe anyone is suggesting guaranteed damage after a breaker.
Even if they eliminate the ability to do "trap" moves (freeze, spear, hellfire, puke) after it, it just becomes you break me, start a combo, I break you, start a combo, repeat. And if it's juggle only (ie: breaker pops you up) you just get into a game of cat and mouse where both of your are afraid of sick counter damage, like Alpha 2.
I can just imagine the Kenshi breaker combos that would generate, thats disturbing.
If anything, make them do a little damage, like proper KoF CD counters, and be done with it. And lets hope you don't have to be blocking to trigger it, eluding chipp damage isn't worth punishing a blocked combo.
-F.
Besides which, if your back is immediatley to a deathtrap, why aren't you sidestepping or jumping or something to get out of the way? Most characters seem to be able to DT with almost any default move, so why would you risk a combo or anything with lag from that position?
If anything, it adds another bit of depth to dt's since now you can't just flail on your longest stance change combo to back a blocking opponent up and keep yourself from being backed into a dt.
By the same token, I can't believe anyone is suggesting guaranteed damage after a breaker.
Even if they eliminate the ability to do "trap" moves (freeze, spear, hellfire, puke) after it, it just becomes you break me, start a combo, I break you, start a combo, repeat. And if it's juggle only (ie: breaker pops you up) you just get into a game of cat and mouse where both of your are afraid of sick counter damage, like Alpha 2.
I can just imagine the Kenshi breaker combos that would generate, thats disturbing.
If anything, make them do a little damage, like proper KoF CD counters, and be done with it. And lets hope you don't have to be blocking to trigger it, eluding chipp damage isn't worth punishing a blocked combo.
-F.
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After you break 3 combo's maybe you get something, like the Aggression meter used to do.


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"You see, I face a whole new Monster!! I face a man, who represents, the Nintendo Entertainment System..."

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| twistedspine Wrote: It will be impossible to make combo breakers "uber broken" if you only have 3 per round, Mr. Genius..... |
OH, yeah, lol. Late night retardation, sorry.
For the record, I'm extremely pleased with everything else BESIDES the fighting system. You're right, I need ease up a bit, I did for a bit durring a DA stint, lol. Infact, I wanted to not even say anything until release, but it comes out so natural now.
Besides the fact that my post was a caustic joke, but if my views ruin your Oct 4th then I don't know what to say. Sorry, I believe what I believe. That shouldn't influence yours or anyone elses enjoyment. Obviously it does, though. Hell, I even use smilies, I mean wtf.
I appreciate you not refering to me as a fag, or some other shit just because of my views, btw. Seriously. I actualy read this last comment you made, took it to heart and thought about it.


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| DonCafetone Wrote: As a familiar voice would say: Ko ko ko kooooomboooo breaaakerrr!!! |
Very Funny! Lol. I can't stop laughing.
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To Live in silence is to live in fear
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All I can say is that I see a secret comming that will say infinate combo breakers. I dont understand though most people here bitched about having them, and that they were universal, no they limit them, which IMO is a great idea to keep most sides happy, and your frustration grows more? I think it is a great idea, and when we will play I think we will love how it turns out!
Mk247
I did not mean to upset anyone. If I have I apologize
Mk247
I did not mean to upset anyone. If I have I apologize


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RIP Tekken vS Mortal Kombat -- X-Men vS Mortal Kombat --0
the idea sux!
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The funny thing is that everyone was whining about too many combo breakers, now we find out that there is 3 per match and now they are crying that they are too limited. It's a great idea, I think the game would have been crap with infinite combo breakers, but I knew that MK dev team would pull through. Good job MK devs.

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I'm happy the breakers are in. They seem like the counter attacks in Street fighter Alpha 3.
I just hope they didn't give all the fighters the same style breaker.
I want to see some variations like throws, arm locks, pop ups, stuns, .........All different types of reversals, not just a block and punch for everybody.
I hope they stay away from generalizing little things like that.
I just hope they didn't give all the fighters the same style breaker.
I want to see some variations like throws, arm locks, pop ups, stuns, .........All different types of reversals, not just a block and punch for everybody.
I hope they stay away from generalizing little things like that.


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I want KI3 
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First off, thanks a bunch to Glacius XL for the gif as Im on 56k and cant dl the vids.
Im very pleased with what Ive heard so far. I was very worried about the breaker system and now that you only get 3 per match I think its a good balance. However I still would like to see some kind of timing neccesary to execute the breaker ala 3rd Strike. Maybe a larger input window than 3rd Strike since most nubes would have some trouble.
Also one question (since I cant watch the vids), In the gif the breaker icon disappears on the first hit of barakas attack and the breaker occurs on the second. Does this mean you can just hold block and hit foward whenever, or do you have to tap foward as the hit connects? I really hope its the latter. :/
Im very pleased with what Ive heard so far. I was very worried about the breaker system and now that you only get 3 per match I think its a good balance. However I still would like to see some kind of timing neccesary to execute the breaker ala 3rd Strike. Maybe a larger input window than 3rd Strike since most nubes would have some trouble.
Also one question (since I cant watch the vids), In the gif the breaker icon disappears on the first hit of barakas attack and the breaker occurs on the second. Does this mean you can just hold block and hit foward whenever, or do you have to tap foward as the hit connects? I really hope its the latter. :/


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Taking a Leave of Absence...
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I'm very happy with the fact that a Combo Breaker only stops a Combo and doesn't allow you to start your own. I just think that Combos should be Combos. Breaking and countering them would make the gameplay far too chaotic.
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