What in the world?! (breaker related)
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posted09/30/2004 08:46 PM (UTC)by
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MobiusakaBorat
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Booyakasha Everything Iry

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08/30/2004 06:36 AM (UTC)
16 seconds into the Nightwolf v Shujinko Vid (of the new batch of online vids at ign) there is a very unusual breaker. Shujinko is being juggled and on his way down nightwolf tries to jump kick him and Shujinko uses a breaker! It looks very very odd. I dunno what to think about this. Any comments input?
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darthtsung
09/30/2004 06:19 AM (UTC)
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Looks like juggle/air breakers are in after all
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Killbomb
09/30/2004 06:19 AM (UTC)
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Looks to me like juggles ARE breakable after all. :(
EDIT: Nice timing darthtsung.... grin
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ErmacRain
09/30/2004 06:23 AM (UTC)
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where is the video? and yeah for breakers, boo for juggling
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HDTran
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09/30/2004 06:23 AM (UTC)
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Yeah its very odd, I remember one of the newsposts of MKO saying that Midway was trying to fix it from being breakable in juggles, I suppose "trying" was the keyword since they played the final gold build.
That means that the breaker might still have the throw problem. Whenever you start someone into a throw, the damage is added, you can break out of the animation (looking like you actually broke out of the throw), but full damage of the throw still goes onto you.
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MobiusakaBorat
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09/30/2004 06:24 AM (UTC)
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well yea, but is this a good idea though? It seems as though breakers can be used on anything that causes you damage, be it a single hit, a juggle, a throw, a combo, etc.
I guess it doesnt matter. I was hoping jugglers get a little more credit than dial a combo users and they cant get their juggles broken. EDIT: Maybe they could have added air control to counter big juggles like in SC but I think thats much to advanced for them to add without screwing up.
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Killbomb
09/30/2004 06:25 AM (UTC)
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The breaker was just a bad idea right from the beginning...
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darthtsung
09/30/2004 06:26 AM (UTC)
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Yeah, it'd be nice if the damage was added when each hit actually connects(i.e. mid-throw, hitting the ground, during kick...) and does damage, not when it's broken.
OR they should make the breaker do damage.
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HDTran
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I don't want a bigger movelist Boon. I want a reason to use more than
10% of the ones you've given me. Fix MK with Move Properties.

09/30/2004 06:29 AM (UTC)
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Yeah it's pretty bad for the game, since its original purpose was supposed to stop the monotanty of ground dial-a-combo. The only thing I'm suspecting left from Breakers is that if they can Deathtrap/Wallhit as well.
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Killbomb
09/30/2004 06:34 AM (UTC)
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EDIT: Whoops...misread a post smile
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MobiusakaBorat
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09/30/2004 06:39 AM (UTC)
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HDTran Wrote:
Yeah it's pretty bad for the game, since its original purpose was supposed to stop the monotanty of ground dial-a-combo. The only thing I'm suspecting left from Breakers is that if they can Deathtrap/Wallhit as well.

I remember that discussion. Judging from the general sloppiness of how its been applied I am assuming breakers will DT players also. I dont think they gave them any other properties other than it interupts a hit, any hit. They may have overlooked it since it seems like they spend very little time on the breaker application.
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darthtsung
09/30/2004 06:41 AM (UTC)
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The more I see of this game, the more I wonder if they even take the serious MK players seriously....
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darthtsung
09/30/2004 06:43 AM (UTC)
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How many times do I have to do this?
Real HYPERLINKS help more:
HERE
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MobiusakaBorat
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09/30/2004 06:44 AM (UTC)
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mkdfan Wrote:
links help
http://media.ps2.ign.com/media/552/552223/vids_1.html?ui=gamefinder

technically thats not a ..... lol Im just kidding (reference to another post) EDIT: Hehe you beat me to it.
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darthtsung
09/30/2004 06:45 AM (UTC)
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lol
EDIT* LOL
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HDTran
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I don't want a bigger movelist Boon. I want a reason to use more than
10% of the ones you've given me. Fix MK with Move Properties.

09/30/2004 06:49 AM (UTC)
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If they do DT, man oh man. You know that Molten Press stage where the circle for being hit into the Press is like bigger than the 3 point line on a basketball court?
Imagine Kobra constantly luring the screen and shifting it so both players are in the area. He waits until you do something and does his crossover special move that DTs. If he messes up and you block, you retaliate him and Kobra does breaker into DT.
Man, I wonder if I should be glad it might give a strategic use or nullify the opponent from attacking, throwing, or doing anything entirely other than to sidestep and block while Kobra or whoever pokes away freely since your back is against a DT and if you risk doing anything, you will get breaker'd in.
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darthtsung
09/30/2004 07:01 AM (UTC)
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love your sig, by the way, HDTran.
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MobiusakaBorat
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09/30/2004 07:20 AM (UTC)
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Talk about some moves being all risk and no reward. If my back is close to a DT dont even think about doing a scorp telekick. On the flipside if your back is to one I dont even have to be aggressive to knock you in, I can block(turtle)/breaker while walking in a manor that keeps you cornered. You cant even try and throw your opponent to force your way out of it since they can breaker that too and in the DT you go. I guess situations where players are perpendicular to a DT should just be avoided by out-walking your opponent or block /breaker yourself to get some room. Characters with tele moves like raiden/scorp will have better means to escape DT aggresive opponents that like to corner.
Since breakers seem a little broken (like pun eh?) do you think its possible to break a blocked scorp spear?
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boriskarloff
09/30/2004 07:44 AM (UTC)
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i just watched the video and when scorpion does his throw it does take of life bits at a time. each time he hits it takes off life its not just constant. i dont know what some of you are saying. and how do we know that using a breaker can knock someone into a death trap?? we have not seen it
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darthtsung
09/30/2004 07:47 AM (UTC)
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We're talking about the breaker. That is the subject of this thread. And what we're talking about with the throws is that when someone does a throw, and you break it, the throw can still do damage.
boriskarloff Wrote:
i just watched the video and when scorpion does his throw it does take of life bits at a time. each time he hits it takes off life its not just constant. i dont know what some of you are saying. and how do we know that using a breaker can knock someone into a death trap?? we have not seen it

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boriskarloff
09/30/2004 08:32 AM (UTC)
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i want to see this..... where is this shown?
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Skaven13
09/30/2004 05:36 PM (UTC)
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I doubt you can breaker the spear. It looks like straight up combos. I was pretty sure I read somewhere that they were thinking of keeping the juggle combos unbreakable. Guess they changed their minds.
Positioning has been, and is going to be, a VERY big aspect to this game.
I personally like this aspect. There seem to be plenty of ways to get out of range of a deathtrap, so I don't think it will be broken. Besides just out-stepping, a lot of the characters now have teleport and/or other movement type abilities now, which are really welcome in a game like this. The strategy in this game is gonna be cool. You know you are near a deathtrap..do you attempt a combo with the risk of being broken and thrown into a dt or something else? Are you far enough away? Can you reverse the situation by teleporting on the other side of your opponent? With only so many breakers, do you use one now? And if you do, will it toss your opponent into a dt and give you a solid victory? Etc. Should be interesting.
Online play will tell though.
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MPetrie
09/30/2004 05:47 PM (UTC)
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I like the idea... especially if you're only entitled to 3 per match. That makes it a strategic element and not a cheaters element. I wouldn't be surprised, however, if you could turn the feature off in the options menu just like you can with the death traps.
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MobiusakaBorat
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09/30/2004 06:00 PM (UTC)
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mpetrie Wrote:
I like the idea... especially if you're only entitled to 3 per round. That makes it a strategic element and not a cheaters element. I wouldn't be surprised, however, if you could turn the feature off in the options menu just like you can with the death traps.

Thats 3 per match I believe, not round.
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