What all the lights and sounds are in Deception - COUNTER HITS!
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posted05/19/2004 05:14 AM (UTC)by
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Konqrr
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02/13/2003 02:21 PM (UTC)
For those of you who don't know:

Red indicator light - You are attacking or in the middle of an attack. Most likely meaning that if this light is on, you cannot block.

Blue indicator light - You are being hit by a combo, you are jumping or you are being juggled in the air.

Yellow indicator light - You character is in a dangerous area of the stage. If you are hit with certain attacks, you may be propelled to another part of the stage through the wall or floor or into a death trap.

Hit explosions - You may have noticed that sometimes when one character hits another, that there is a red flash of light. I have watched alot of gameplay footage and have come to the conclusion that this red flash means that the hit that caused it was a Counter Hit! This means alot for us, as there have never been true counter hits (moves with different properties when hitting an attacking opponent) in an MK game. Let's hope the MK team utilize this function in a way that improves gameplay!
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GhostDragon
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05/16/2004 09:20 PM (UTC)
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Iv'e read about the indicators before, but the explinations you gave are a lot more detailed. Good job.

I think that they can be usefull in anticipating how your opponents attacks better than just guessing in MKDA. Well see how it all turns out in the finished verson.

GD
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CPandolfo
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05/16/2004 09:20 PM (UTC)
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i thought those hit explosions looked dumb...could you explain more of what use they are? i didnt quite understand what you were sayin.
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JoRdANMan
05/16/2004 10:09 PM (UTC)
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Real nice job, yah i just watched sum videos and it seems to be all correct
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TonyTheTiger
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05/17/2004 01:31 AM (UTC)
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I'm actually a little intrigued at what all this could mean. We have what could be real counter hits and I noticed that on one of the controller layout diagram pictures, there is no longer a special move button as was used for throws, reversals, back dashes, etc. in DA. The special move button is what really messed some things up so without it throws may have improved, reversals may have improved, and overall we may get a better core engine. All the videos in the world won't show things like frame calculations or even if throws are blockable. I've seen some throws in the vids but nothing too telling of the system. Hopefully MKO's detailed gameplay review will come with much good news.
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Kel-X
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05/17/2004 02:37 AM (UTC)
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Well, at E3 while I was playing Deception I was also talking to one of the guys from the development team. I asked him about the red sparks that happen during some hits. He called them "impact points" or something like that. He said it was something they are experimenting with at the time but he couldn't say what their purpose was. Pretty interesting concept you have Konqrr, I think that's what they are there for as well.
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LaReinaSindel
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05/17/2004 05:05 AM (UTC)
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eh, i'm not feelin the whole light thing... sorry
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Konqrr
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05/17/2004 05:54 AM (UTC)
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I don't care much about the red flashes either, but what they represent is vital to improved gameplay. Counter hits are a must.
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-NIGHTWOLF-
05/17/2004 11:03 AM (UTC)
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Konqrr Wrote:
I don't care much about the red flashes either, but what they represent is vital to improved gameplay. Counter hits are a must.

same!
I thought they looked very odd the first time I saw them.
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Grimm
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05/17/2004 11:05 AM (UTC)
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I never understood the counter hits until now. Thanks.
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TonyTheTiger
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05/17/2004 04:17 PM (UTC)
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Impact points, huh? I really have no idea what that could mean. If they're not counter hits hopefully their experimenting will send them in that direction. A rose by any other name after all.
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Fenix
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05/18/2004 01:24 PM (UTC)
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Counter hits are irrelevant in a game where all strings are guaranteed.

-F.
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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
05/18/2004 01:32 PM (UTC)
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Not when combo breakers are included. Plus if Counter Hits are done the way they should be.

Let's say a Ba Gua b+4 hits on counter, instead of knocking them away and on their asses...it would cause a Doubled Over Stun, where they hold their stomach and fall slowly to the ground. If you hit them fast enough while they are stunned like this, then you could get a free hit or combo.

Plus, counter hits should do like 10-25% more damage depending on the move.
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tgrant
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05/18/2004 01:36 PM (UTC)
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Konqrr Wrote:
I don't care much about the red flashes either, but what they represent is vital to improved gameplay. Counter hits are a must.


Agreed! The use of the lights will add a new depth imo. Thanks for the explanations Konqrr.
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TonyTheTiger
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Nintendo is comprised of three Japanese words. Nin, Ten, Dou, and when combined it means we kicked the holy shit outta Atari.

05/18/2004 07:29 PM (UTC)
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My worry is that those lights are pretty much all we're going to get. Lights. Oh a counter hit! YAY! What does it do? Uh...makes a red flash. Counter hits need actual results that change move properties. Not just eye candy.
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Satyagraha
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05/19/2004 05:14 AM (UTC)
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Thanks for the analysis, Konqrr. On my SWEET 56k I'd rather down...other vids tongue, than MKD. It's much appreciated that posted this.

If CH do make a stint in MKD, it would be a good thing, as long as it's not jacked up. Impact hits? Maybe it's treated kind of like a "clean" hit. An alternative to CH? Meh...
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