

-XB Live gamertag: I AM YOURDEATH -(PS2 Tag: MASTRMAL)
So I excercised some self-control. Yay me!
Congradulations. Btw, I have a question about the subway. Malone may not need to answer this but hes the only one here that has played the demo so fart.
I keep hearin about bein knocked through some wall in the subway? What that about? Is it being knocked AGAINST or THROUGH the wall?
Also, you said you parry by hittin back + block right?
I don't think the train deathtrap was polished up because when you were knocked into it, the character flew through the wall on the other side without even making a crashing sound or with any debri whatsoever. I think the finished version will send them flying through the wall but we'll have to wait and see.
Peace


-XB Live gamertag: I AM YOURDEATH -(PS2 Tag: MASTRMAL)
Ok, malone thanks a lot.Appreciate it dude.
Ok, check this out.I made a thread about it on here and it's getting good responces for the most part.
I wish I could have though of this before you went to E3, but hey it's not THAT big of a deal but check this out man.Too bad I couldn't somehow get it to Ed Boon.
Here's my idea:How about an alternate costume for our KAK once we have already made them?Like, once we are finished making them...we have the option to go into extras and make a new costume for our KAK(alternate) as oppose to the original look we gave them.
Example:I make a an undead ninja, zombie face for his frist look.Then once I create my alternate costume/look for him, I press start like the other regular characters to access it.His second costume would be a skull showing that he's undead hehe.
Ok, I'm think you missed this one in my last post man.But I understand you have like a million different questions so I totally understand man lol.
The part where I asked you concerning the amount of KAK we can have on one profile, two profiles etc, etc.And that would suck because we wouldn't have access to everything we unlocked for our first KAK.
I know you said MOST things for the KAK will be unlocked for us already with the exception of a few fancy attributes, but nothing TOO special.Thats a relief I must say lol.
I just want to make sure that's all, and also how many kak will we be able to put on one profile.
Also, say we create 4 different KAK.Can we play them all online but going to the KAK icon and loading which ever we wish to play as?
Thanks again man.I'm writing this stuff down this way I get an idea and know how to go about it.
1) Like I said, I asked the Team about how many KAK's per profile, their response was that they haven't determined the number yet. We'll find out soon enough.
2) I do not believe that you will be able to create an alternate costume for your KAK. I would have spotted that option right away, I was thoroughly researching that mode to find out all information possible for the E3 build and the one in Chicago.
Peace


-XB Live gamertag: I AM YOURDEATH -(PS2 Tag: MASTRMAL)
Find out if Jutsu is still there, If its not, tell them to put it in, jsut incase free grabs leak through.
To jutsu just do either df or db over n over.
Other things like OTGs Will they be fixed, not jsut like grab otgs (bos, ash)
But ones like f+3 f+3 f+3 with ash in second stance. or even ones like b+2 Shadow kick, with jades wep. Mosty ashrahs MKD stances need to be fixed, she has 7 otgs O_O.
Without auto Tracking will a player like me or BMB have an advantage over people with being able to SS so good(not braging jsut saying) I say keep auto tracking and it keeps SSing in check, without Auto tracking, think of tryin to hit someone with Li meis first stance.
Will maximum damage make a return, IMO i think it should theres no reason for a combo to do more then 40%, wtf is this shit, 70% each time someone hits you? pfft thats not right.
or they could just scale down damage so much that it would be hard to go over say 45-50.
Will there be any variation to moves? Will hcb or hcf fcb fcf be making a return? Combos in MKD required no skill to do, some do like jinkos 111cs doing it 6 times. or lius 95%. but other than that shit is easy. Sorta how like kof2k2s controles are. or any good 2d game.
Will parrys have a bad rec time if missed? (i think you answerd this not sure)
are you sure all free grabs are gone? like pao u4 walk under. or any jump over free throw like ash u2 in wep.
ermacs 1,1,1,1,1,1,1,1,1(just 1 timed over and over) in Choy is that still there?
Onother glitch is like off Ashs Air ball(db+1? or somthing) if done and they block it, if you walk up and grab fast(only a step up) they cant do anything and it glitches them and gives you a free hit(online only). NS has one to with smoke cloud b+1,cs,cs,cloud(has to be pushing them fast) walk up grab.(wall-online only)
Will Moving/attacking before round be there still? do they know about it? ect ect.
1) Unfortunately at this point, I will be unable to find out if the secret jutsu is in the game, the show is over. My comp was too weak to understand what I wanted them to do. I was still able to make the characters bounce repeatedly by tapping d+b quickly so it might still be in there.
2) I let the Team know about those OTG's and they said they were gone. They knew about them already and solved the issue. I was unable to perform an OTG using Jareks Kou Shou style which is what Jade uses in MKD.
3) Maximum damage will not make a return, the Team is going to adjust the damage scaling to prevent 100% combos. There was another method they advised me of to eliminate the possibility of air juggle infinites and 100% combos but I can't really explain how it works. Lets just say that the person working the issue knows his shizzle. He is an avid Street Fighter player.
4) They may be but the Team said that they want to stay away from mimicing other fighting games control schemes. So far most of the special moves are the standard MK fair such as:
f,f b,f d,f d,u etc.
5) Parries do not have bad recovery time. In fact the recovery time will leave you slightly open but your opponent must react fast in order to take advantage of it. A successful parry gives you about a second to react to it in order to attack you opponent. It turned out a lot better than I thought it would. There will be players like me who will play many mind games with the parry feature just like I do in 3rd Strike
6) I was unable to perform any fre throws on grounded opponents or from any hits. The Team fixed this as they knew it existed. They explained the reason why it was in the game in the first place. The characters recover rather quickly from unfinished combos in MKA reducing any chance of free throws. They are still working on the issue to ensure the elimination of any way to get a free throw, namely throw escapes which will give you about 7 frames to get out of a throw.
7) Unfortunately, Ashrah was not playable so I could not test that glitch. Remeber, the Team is now armed with a ton of user feedback. I made sure to explain every possible issue in detail and I advised them that the bugs are also outlined in the written documentation. They're good to go.
8) Moving before the round may be a tough nut to crack because it has everything to do with the latency in the online sessions. They know about that as well.
Peace
Mastermalone I got a question:
They mention anything specific about Kintaro being incomplete. Between only having 2 specials, a weapon that looks like they just renamed Goro's he doesn't look finished at all.
I'm getting the vibe they just needed another boss for the demo and made his throw special unblockable for this E3 build just to make him more than a gimped Goro.
Not exactly, his command throw was unlike any throw that Goro has. He lunges at you and slams you down to the ground right next to him. His other throw was a distance throw similar to Moloc's Vacuum move from MKDA. The demo at E3 was not as far along as the build the MK Team has back in Chicago. They did not want too much of the game revealed too early. They stated that all of the characters were finished and that the only things left to do were to finish the game play features and the boring stuff (also known as tweaking the game).
Yes, at the moment his weapon looks like Goro's but his move set was different. Also, Kintaro's weapon stance made him move 10% faster than normal. I don't know if they will change this aspect or not. And no, Kintaro is not finished. They still need to add his version of the Shokan Air Stomp and a fireball. Something worth mentioning is that that Sheeva and Goro's Shokan Air Stomps look different. Sheeva continuously stomps the opponent while Goro comes down with one quick hard stomp. They work great against fireball happy players.
Peace
Thanks for the info (sorry, got busy and forgot I asked).
That's good news, for a moment I feared Kintaro wouldn't be able to air stomp. He basicly founded that style of move in fighting games, so taking it from him and giving to the other shokans would have been a horrible injustice.
From the sound of Sheeva's stomp, Kintaro's ought to be brutal looking.
One more quick question: any word on being able to make fat or skinny characters with the Kreate-a-fighter? From what I've seen that's the only feature missing from being perfect.
Thanks in advance.


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


I think we should also, every one of us, thank Bleed, TonytheTiger, HDTran, Versa, Konqrr, Check, Dan, FLStyle, and the many others whom my feeble mind cannot seem to recollect the names who took a stand, called it like they saw it, and cared enough to DO this work so that all of us could stand back and say "Wow, awesome".
Thanks guys. MK won't be MK without ya.


-XB Live gamertag: I AM YOURDEATH -(PS2 Tag: MASTRMAL)
From the characters available malone, who were the low-tiers one?
Well, you can't really base a Tier on an E3 build. The gameplay was not complete so it would not be fair to judge them, but for the demo I would have to say Kintaro was severely lacking. He only had two moves available. The absense of his stomp and fireball made him tough to use. His command throw gave him some range and his weapon stance sped him up a bit but it was not enough to beat characters like Stryker and Rain. Give him a couple of more options and some more reach and he'll be a formidable character. I plan on using him so I want him to be good. Even if he's not I'll make him good
Peace
Thanks a lot Malone. You deserve at least a free copy of this game when it comes out, but a whole lot more.
I think we should also, every one of us, thank Bleed, TonytheTiger, HDTran, Versa, Konqrr, Check, Dan, FLStyle, and the many others whom my feeble mind cannot seem to recollect the names who took a stand, called it like they saw it, and cared enough to DO this work so that all of us could stand back and say "Wow, awesome".
Thanks guys. MK won't be MK without ya.
youre welcome skaven, thanks for the mention, it will not be forgotten


For the most in-depth, in-detail, Mortal Kombat lore analysis vids, there's only one source:
3.Is there a vault?
3) There will be, but it was not available in the E3 build.
Peace
Hey,
Actually, we were told that there won't be a Krypt this time 'round. There will be something else in its place, a new type of mode instead that will be used to unlock kontent. Not sure what it is, but I did notice there's only one type of koin this time around, so I guess it'll be a lot easier to use

7 frame window for a throw escape....hope to hell you can buffer that shit.
Well its better than the two frames they initially mentioned...
Just a lil quickie Malone. Any idea if you were able to parry after being parried, or is that too soul calibur? hehehe
peace


From the characters available malone, who were the low-tiers one?
Well, you can't really base a Tier on an E3 build. The gameplay was not complete so it would not be fair to judge them, but for the demo I would have to say Kintaro was severely lacking. He only had two moves available. The absense of his stomp and fireball made him tough to use. His command throw gave him some range and his weapon stance sped him up a bit but it was not enough to beat characters like Stryker and Rain. Give him a couple of more options and some more reach and he'll be a formidable character. I plan on using him so I want him to be good. Even if he's not I'll make him good
Peace
I'm glad to know that Kintaro was incomplete
Did you had the chance to try all the character special moves?
I'm curious to know:
- what is the tricky switch move that Jarek have?
- what are the gut buster and skull bash moves of Sareena?
- what is Sheeva's untamed fury move?
- the ultimate force move of Goro?
- the emperor shield of Shao Khan(is it similar to the projectile reflector of Nightwolf?)
thank you
I think Sareena's Gut Buster is some kind of charge move. I'm sure I've seen it.
I have 4 new questions:
1.The throw escapes, how do you perform them and can you do they work on ground throws besides air throws as we saw in one of the gameplay vids?
2.Remember how Boon told us how this time around he won't make the game as if he's "forcing" us to play the entire konquest just to unlock all the goodies?Well, even though I'm glad to hear the news since we can play any of the other modes arcade, new mode etc.
My question is this, I'm assuming this goes for unlocking EVERYTHING in the game and not just say locked characters, alternate costumes.Will we be able to unlock the KAK goodies as well or is it only limiited to just the characters locked and their alternates?
3.Going on what KF garra said, can you parry after you have just been parried the whole day?Or is it limited this way you won't have parry matches all day long lol.
4.Also, did they tell you about any other kind of low parries in the works for sure or did they leave it as a MABEY more then definitely?
Ah well, playing catch-up is fun.
Anyway, I aplaud you, mastermalone. I also aplaud the MK team for thinking logically about these issues, and I now apologise for any doubts I had.
At least we know that even if the gameplay does produce some new varieties of brokeness, it won't be as profound as Deception.

Thanks a lot Malone. You deserve at least a free copy of this game when it comes out, but a whole lot more.
I think we should also, every one of us, thank Bleed, TonytheTiger, HDTran, Versa, Konqrr, Check, Dan, FLStyle, and the many others whom my feeble mind cannot seem to recollect the names who took a stand, called it like they saw it, and cared enough to DO this work so that all of us could stand back and say "Wow, awesome".
Thanks guys. MK won't be MK without ya.
My pleasure


TonyTheTiger - Forum Director
Mortal Kombat Online - The Ultimate Mortal Kombat Experience
-
Nintendo is comprised of three Japanese words. Nin, Ten, Dou, and when combined it means we kicked the holy shit outta Atari.
Thanks a lot Malone. You deserve at least a free copy of this game when it comes out, but a whole lot more.
I think we should also, every one of us, thank Bleed, TonytheTiger, HDTran, Versa, Konqrr, Check, Dan, FLStyle, and the many others whom my feeble mind cannot seem to recollect the names who took a stand, called it like they saw it, and cared enough to DO this work so that all of us could stand back and say "Wow, awesome".
Thanks guys. MK won't be MK without ya.
I appreciate the props, too. But I think malone deserves all the praise at this point for being the one who went far above the call of duty with this one. Malone, my big question at this point (nice to hear the 7 frame escape as opposed to the 2 frame one) is if there will be more than one throw per character and a different escape for each throw. Even with a tight window, throws may end up becoming far less viable than they should if there aren't multiple escapes.

Ever since realizing the flaws, I always said MK would be great with better gameplay. I gave up after the "one MK a year" announcement though. I could have never organized it and got it to Boon. I don't know if anything will change in infinites or wake-up game, but I applaud you for "going above the call of duty," as TonyTheTiger said.


-XB Live gamertag: I AM YOURDEATH -(PS2 Tag: MASTRMAL)
From the characters available malone, who were the low-tiers one?
Well, you can't really base a Tier on an E3 build. The gameplay was not complete so it would not be fair to judge them, but for the demo I would have to say Kintaro was severely lacking. He only had two moves available. The absense of his stomp and fireball made him tough to use. His command throw gave him some range and his weapon stance sped him up a bit but it was not enough to beat characters like Stryker and Rain. Give him a couple of more options and some more reach and he'll be a formidable character. I plan on using him so I want him to be good. Even if he's not I'll make him good
Peace
I'm glad to know that Kintaro was incomplete
Did you had the chance to try all the character special moves?
I'm curious to know:
- what is the tricky switch move that Jarek have?
- what are the gut buster and skull bash moves of Sareena?
- what is Sheeva's untamed fury move?
- the ultimate force move of Goro?
- the emperor shield of Shao Khan(is it similar to the projectile reflector of Nightwolf?)
thank you
1) I tried most of the moves, Some of Jarek's moves like the Tricky switch I did not perform. But is ground pound move seemed pretty broken at the show. It had the same property as Ermac's ground pound but he had way less recovery time. Broken.
2) The Gut Buster was a move in which Sareena slides towards you and kicks you 5 times at varying heights in the mid section of the character. Her Skull Bash was a rather quick foward dash move where her fist arched in sort of an overhand motion. It caused a pop-up which could be followed up with an Air Combo or the Gut Buster. The Skull bash had great recovery and will be one of Sareena's most useful moves.
3) Sheeva's Untamed Fury is her version of the Shokan Beatdown where she picks you up with her lower arms and beats you with her upper arms. It lunges at you like Kintaro's move and is also unblockable.
3) Goro's Ultimate Force I believe was his short version of the Shokan Air stomp, only it caused the same effect as Sheeva's ground stomp allowing for juggles. You have to be close to mid range for the move to be effective.
4) Again, my comp at the show was beyond pathetic so no one threw many fire balls for me to test the Emperor's Shield. It does however, cause a knock-down on opponents that are too close. I have to say that I am unsure of it's reflective properties at this point.
Peace


-XB Live gamertag: I AM YOURDEATH -(PS2 Tag: MASTRMAL)
7 frame window for a throw escape....hope to hell you can buffer that shit.
Well its better than the two frames they initially mentioned...
Just a lil quickie Malone. Any idea if you were able to parry after being parried, or is that too soul calibur? hehehe
peace
The Team mad no mention of implement a "Chicken" like feature in which you can immediately parry after being parried. At the show that was not possible, once you were parried, you were screwed.
Peace


-XB Live gamertag: I AM YOURDEATH -(PS2 Tag: MASTRMAL)
Awesome malone.Thanks.Well, perhaps in MK 8 they will have that alternate costume feature in KAK.
I have 4 new questions:
1.The throw escapes, how do you perform them and can you do they work on ground throws besides air throws as we saw in one of the gameplay vids?
2.Remember how Boon told us how this time around he won't make the game as if he's "forcing" us to play the entire konquest just to unlock all the goodies?Well, even though I'm glad to hear the news since we can play any of the other modes arcade, new mode etc.
My question is this, I'm assuming this goes for unlocking EVERYTHING in the game and not just say locked characters, alternate costumes.Will we be able to unlock the KAK goodies as well or is it only limiited to just the characters locked and their alternates?
3.Going on what KF garra said, can you parry after you have just been parried the whole day?Or is it limited this way you won't have parry matches all day long lol.
4.Also, did they tell you about any other kind of low parries in the works for sure or did they leave it as a MABEY more then definitely?
1) A throw escape works by immediately pressing throw within the alloted frames of animation while you are being thrown. In this games case, I was advised it will be around 7 or so, you will have to react quickly.
2) I was advised that you will be able to unlock KAK attributes in the various modes that will be in the game.
Peace.


-XB Live gamertag: I AM YOURDEATH -(PS2 Tag: MASTRMAL)
One question I have has to deal with death traps. Will it be adjusted so that quicker and weaker moves won't be able to knock the opponent into death traps? It was a problem in MKD and so far, it seems to be in MKA so far so I was wondering if it'll change.
I told them about that, but it looks like it will be the same as Deception. The death-trap that bugged the hell out of me was the Bell Tower death-trap at the bottom of the level. There was no indication that a death-trap was anywhere in the area yet when you got popped up with say, an uppercut, you fell through the wooden floor to the spikes below where you were slowly severed into separate parts and the rats took your appendages away.
Funny but annoying.
Peace