

"Is it so important that you win one last argument with him?" "No, it is not, but it is true that I will miss the arguments; they were, finally, all that we had."
I'm sorry, I can tell you're trying really hard to defend MK and all but it just seems like you don't have a grasp of the technicalities of fighting games, when you're counter-argueing it seems you're misunderstanding a lot of what Bleed is saying.
No, I'm getting exactly what bleed is saying.
He's complaining about there being not enough throws in the game. Throws don't make a fighting game, they compliment them. And, as I've said before, no gamer actually utilizes the throws enough to even warrant more of them. If you can catch your opponent with them now and again, fine, but usually, it's much better to just opt for a killer combo instead.
He complains about the game being stuck too much in 3D. You've got the sidestep to dodge attacks, and tons of moves to counter it. Obviously he hasn't played Deadly Alliance before, because it was a bitch to try and sidestep a lot of these moves.
He complains about the hits cap for juggles. The answer is simple: once the current juggle is finished, hit the opponent with a pop-up move before they can react, and juggle them again! If you're quick enough, it'll still count as one long-ass combo.
He complains about the inability to block combos midway. Check out the combos in the games: don't you see the lag in them? The lag that's barely enough to slam on the block button and stop the combo cold? I thought not.
He complains about flashy counters. We don't need flashy counters. We need counters, yes, but not flashy ones.. They tried tht with Deadly Alliance, and it didn't quite work out like they planned, so they scrapped it and tried tthis new one. It may not be flashy, but if it works, why knock it?
The gameplay is almost perfect as-is. True, there is still some room for improvement, but there is no way in hell that it's bad enough to scrap it for a new one. And by new, most of the guys complaining about it mean 'traditional MK or generic figher', which we don't need.
MK is all about breaking out from the pack and becoming its own big dog, and it's succeeded quite well these past couple of games. To tear it down and conform it to the 'norm' that 'hard-core' fighting gamers want to see would not only blaspheme the game, it would blaspheme what it stands for, it's spirit. Improve, yes. Change, definitely not.


-XB Live gamertag: I AM YOURDEATH -(PS2 Tag: MASTRMAL)
SynjoDeonecros ??????
Please read my post again carefully, thanks.
To FireMonksPain
No I'm saying it's like a 2D game because of the small number of moves and the very limited amount of options you have for them.
Like in a 2D game.
All the people and magazines saying the same thing about the fighting engine is not a coincidence, and it's not because they are haters either. It's a serious critique that a lot of people feel would make the game better.
I have played the major 3D fighters exstensively and yes there are a ton of options, but in all honesty most of the moves on the roster are somewhat useless as well. What it boils down to is working with what you are given and making the most out of it to truly enjoy the game. One thing you must not do in MKD is to try to play it like a Tekken or a VF game it won't work out for you. Try a mix between those games and some good old 2D strats and you'll see how this game seems to have been ment to be played.
Take care


>> And you don't agree, that's kool, but you disagree with everything???
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2) He's complaining about there being not enough throws in the game. Throws don't make a fighting game, they compliment them. And, as I've said before, no gamer actually utilizes the throws enough to even warrant more of them. If you can catch your opponent with them now and again, fine, but usually, it's much better to just opt for a killer combo instead.
>> You don't need a bunch of throws to make a good fighting game, but wouldn't it be better if you had them, so you don't keep doing the same move over and over? I tend to choose variety instead of repetition.
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3) He complains about the game being stuck too much in 3D. You've got the sidestep to dodge attacks, and tons of moves to counter it. Obviously he hasn't played Deadly Alliance before, because it was a bitch to try and sidestep a lot of these moves.
>> Not 3D, I said 2D and I'm referring to the lack of things you can do in general. It's still too simplified. And I do have DA and I've played it a lot, that's why I'm saying what I'm saying. Because I can see the things that I believe should be there are missing. I'm not pulling things out of the air.
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4) He complains about the hits cap for juggles. The answer is simple: once the current juggle is finished, hit the opponent with a pop-up move before they can react, and juggle them again! If you're quick enough, it'll still count as one long-ass combo.
>> What you are describing as a juggle is not a juggle, it's 2 separate juggles. Which doesn't solve the auto juggle ender problem at all.
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5) He complains about the inability to block combos midway. Check out the combos in the games: don't you see the lag in them? The lag that's barely enough to slam on the block button and stop the combo cold? I thought not.
>> There needs to be more of that then because I just finished playing MKD for about a half hour on Max difficulty letting the computer do all kinds of combos on me and I tried holding block after the first hit every time and not once in the half hour I was playing was I able to interrupt a single combo by blocking after the first hit connected.
What does this mean? A lot more of the combos, pretty much 98% of them should be able to get blocked after the first hit at least every 2 to 4 hits. This should be for every fighter, not just a select few.
Would would mind telling me what combos your talking about so I can test them. Because I can't find any of them.
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6) He complains about flashy counters. We don't need flashy counters. We need counters, yes, but not flashy ones.. They tried that with Deadly Alliance, and it didn't quite work out like they planned, so they scrapped it and tried this new one. It may not be flashy, but if it works, why knock it?
>> Now you are just disagreeing for the sake of disagreeing. I'm sure the majority of people would rather have every fighter do different looking reversals and have different ways to do reversals than have every body do the same exact thing. Every body doing the same thing is boring and unoriginal and just plain half assed.
I don't believe even you want that.
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7) The game play is almost perfect as-is. True, there is still some room for improvement, but there is no way in hell that it's bad enough to scrap it for a new one. And by new, most of the guys complaining about it mean 'traditional MK or generic fighter', which we don't need.
>> The game play in MK is no where near perfect, refer to the list I made above. Yes there is room for improvement, a lot of room. They don't have to scrap the engine, just build on it. They can still have the style switching, the 5 attack buttons, the block button. And some other stuff, they don't have to totally rebuild it, they just need to add and refine a ton of stuff to what they already have.
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8) MK is all about breaking out from the pack and becoming its own big dog, and it's succeeded quite well these past couple of games. To tear it down and conform it to the 'norm' that 'hard-core' fighting gamers want to see would not only blaspheme the game, it would blaspheme what it stands for, it's spirit. Improve, yes. Change, definitely not.
>> Improvement is change, MK can be different all it wants, but that shouldn't sacrifice a good fight engine. I don't want to put words in your mouth, but it sounds like your saying, the fight engine shouldn't be improved because MK is different. You want it to improve, but then you don't?????
Making MK's fight engine outstanding would not make MK suck, it would make MK rock more than it does now.
And what does the MK game play stand for, suckyness? Lack of thought? Plain ness? Those are not good things to stand for.
Sorry if that sounds rude. I don't wanna offend anyone.


"Is it so important that you win one last argument with him?" "No, it is not, but it is true that I will miss the arguments; they were, finally, all that we had."
Oh, and improvement is NOT change. You can improve on something without changing what it is or what it's supposed to be. You're thinking of redoing the entire thing, instead of improving on what is already there. And that does NOT make things better, usually. If it ain't broke, don't fix it, is the saying, and MK right now is NOT broke. It CAN benefit from some fine tuning, I agree, but there is absolutely NO reason to tear it all down and redesign it with a completely (and from your explination of what you'd like to see done, generic) different fighting engine. It is NOT Virtua FIghter, it is NOT Tekken, it is NOT DOA. It's not supposed to be. It is what it is, and we like it. GET OVER IT!

Whatever you say, man. *shakes head*
Oh, and improvement is NOT change. You can improve on something without changing what it is or what it's supposed to be. You're thinking of redoing the entire thing, instead of improving on what is already there. And that does NOT make things better, usually. If it ain't broke, don't fix it, is the saying, and MK right now is NOT broke. It CAN benefit from some fine tuning, I agree, but there is absolutely NO reason to tear it all down and redesign it with a completely (and from your explination of what you'd like to see done, generic) different fighting engine.
It is NOT Virtua FIghter, it is NOT Tekken, it is NOT DOA. It's not supposed to be. It is what it is, and we like it. GET OVER IT!
If you improve something, it is different from before, while still similar, it is not the same. Why is it not the same? because there is something different about it.
For the type of improvement I'm talking about it would require a lot of changes, but the basic system would still be there.
And yes it IS broke, some of the reasons can be found above.
No reason to improve? You lost me there bud.
MK is supposed to be what? A game full of awesome eye candy with a hyper generic and bland fight engine?
Sorry but that's not good enough.
MK needs to improve a lot, I'm not the one that needs to get over it, I've been over it for a long time now. Now I'm open to a lot of new ideas, that improve the game, not hold it back.
I don't understand why you guys get agitated when people suggest things that would improve the game.
Don't you guys want more throws, more combos, different reversals for every fighter.....?
Is what you really want just 1 throw for every fighter, 2 - 4 combos per style, every fighter to have the same reversal????
I just don't understand this way of thinking, it doesn't make any sense to me.
Anyway, I'm done explaining this stuff over and over. This is going no where.
Later

Whatever you say, man. *shakes head*
Oh, and improvement is NOT change. You can improve on something without changing what it is or what it's supposed to be. You're thinking of redoing the entire thing, instead of improving on what is already there. And that does NOT make things better, usually. If it ain't broke, don't fix it, is the saying, and MK right now is NOT broke. It CAN benefit from some fine tuning, I agree, but there is absolutely NO reason to tear it all down and redesign it with a completely (and from your explination of what you'd like to see done, generic) different fighting engine.
It is NOT Virtua FIghter, it is NOT Tekken, it is NOT DOA. It's not supposed to be. It is what it is, and we like it. GET OVER IT!
If you improve something, it is different from before, while still similar it is not the same. Why is it not the same? because there is something different about it.
For the type of improvement I'm talking about it would require a lot of changes, but the basic system would still be there.
And yes it IS broke, some of the reasons can be found in some previous posts. Also there are some very long Game play design threads that you could do a search for.
No reason to improve? You lost me there bud.
MK is supposed to be what? A game full of awesome eye candy with a hyper generic and bland fight engine?
Sorry but that's not good enough.
MK needs to improve a lot, I'm not the one that needs to get over it, I've been over it for a long time now. Now I'm open to a lot of new ideas, that improve the game, not hold it back.
I don't understand why you guys get all agitated and defensive when people suggest things that would improve the game.
Don't you guys want more throws, more combos, different reversals for every fighter.....?
Is what you really want just 1 throw for every fighter, 2 - 4 combos per style, every fighter to have the same reversal????
I just don't understand this way of thinking, it doesn't make any sense to me.
Anyway, I'm done explaining this stuff over and over. This is going no where.
Later
I don't play online, as its a waste of time for me, as I would rather play against friends I can sit and talk to right beside me...not against a person I never met, who most likely uses codes or unfair cheap moves over and over and over...chess mode is too geekish for me, I can't stand playing something thats going to make my brain hurt...this is a fighting game, I don't want to strategize...and the Puzzle Fighter mode is addicting, but it doesn't make me want to play this game alot either...
I think it could get a good 7.5-8.0 as a fighting game in general, but for me personally, I would say a 7.0 at best...its a fighting game that doesn't have much replay value that suits me (like I said, im not an online buff...I just don't feel like playing it in general...not good enough modes for multiplayer, and the arcade mode is unrewarding)...the endings I think are a weak reward for me simply because I don't care about any of the characters on the game to be honest...Cyrax isn't there, Sektor isn't there, Kabal isn't as dominating, Mileena's story has been the same thing forever, and Baraka just doesn't work for me on this game, because he has a bad attitude but yet he continues to be a servant...thing again his popularity seems to be saving him this time around because he isn't as dangerous feeling as he was in the past...
the Levels, I will say are interesting, some of the best I've seen in a fighting game, but the lack of interest isn't there like it was in the old school days for me in particular...
to say its as good as Soul Calibur, I don't think its even in the same neighborhood, but thats just my opinion
Slica - everyone says Konquest is the weaker mode, but I personally like it more then the others...the cast of characters disappoint me severely, and im starting Bo Rai Cho is becoming a big part of why I don't care about MK as much as I used to...and I noticed something...all the MK games I liked...Tobias was part of it...ever since he left Midway, this series doesn't feel the same...I'll stick with Trilogy


"Is it so important that you win one last argument with him?" "No, it is not, but it is true that I will miss the arguments; they were, finally, all that we had."
If you improve something, it is different from before, while still similar it is not the same. Why is it not the same? because there is something different about it.
For the type of improvement I'm talking about it would require a lot of changes, but the basic system would still be there.
And yes it IS broke, some of the reasons can be found in some previous posts. Also there are some very long Game play design threads that you could do a search for.
No reason to improve? You lost me there bud.
MK is supposed to be what? A game full of awesome eye candy with a hyper generic and bland fight engine?
Sorry but that's not good enough.
MK needs to improve a lot, I'm not the one that needs to get over it, I've been over it for a long time now. Now I'm open to a lot of new ideas, that improve the game, not hold it back.
I don't understand why you guys get all agitated and defensive when people suggest things that would improve the game.
Don't you guys want more throws, more combos, different reversals for every fighter.....?
Is what you really want just 1 throw for every fighter, 2 - 4 combos per style, every fighter to have the same reversal????
I just don't understand this way of thinking, it doesn't make any sense to me.
Anyway, I'm done explaining this stuff over and over. This is going no where.
Later
Bland? BLAND??! There is no way in hell the fighting system is bland. How in the HELL could you say that a fighting system that incorporates authentic fighting styles and moves into it is bland? Hyper-generic? Are we talking about the same game? YOU are the one suggesting giving the game hyper-generic fighting moves, not the other way around. Almost ALL fighting games out there have the same basic fighting engine: high punch/kick, low punch/kick, etc. Mortal Kombat now has none of that, and has a unique feel to it when you play. It is NOT generic. I dare you to name one fighting game out there that has the same fighting system as MK now has (and no, Tao Feng doesn't count, since it was made by MK's co-creator). I doubt you can.
And I thought you were complaining that the moves weren't flashy enough?
NO, we don't need more throws. Yes, I agree that wee need more combos. And from what I've seen, there ARE no reversals for the game, only combo breakers, and it seems from my observation that everyone does INDEED have their own version of it.
You 'hardcore' gamers and your biases. For years you've treated MK as a joke, and have petitioned to rip the heart and soul out of it by making it conform to the generic 'standard' of other fighting games. TOO BAD! MK will always strive to be different, and it is better for it. They TRIED it your way with MK3/UMK3/MKT, and it fared a lot worse than other games in the series (those that were fighting games, anyway). Stop complaining about how MK doesn't play like other fighting games and LEAVE IT ALONE!!! If you can't accept it for what it's trying to be, than you have no right to play it and bitch about it. Go back to playing your generic fighters, blood. We'll stick with our own little piece of revolution, thank you very much.


<img src=http://i1205.photobucket.com/albums/bb424/astro407/Baraka407---Baraka-Sig---GIF1.gif?t=1302751589
Do I enjoy MK more than Soul Calibur? Yes I do. I like MK:D's story, it's characters, it's special moves, it's variety of play options, it's fatalities, it's backgrounds, and nearly everything else outside of the dial a combo system for fighting. I have no problem if dial a combos are part of the game, but when they're the main source of offense, it becomes boring,. as the limited options for combos sees you dealing out the same few strings over and over again. I have been a huge MK fan since 1993. I'll always be an MK fan. But this direction for the fighting system has got to be changed. Do I want MK to be like everything else? No, it want it to be better.
Oh, and as far as the original topic. In case anyone was wondering about other scores, I just read that TeamXbox.com gave MK:D a 9.1 out of 10. So hopefully anyone with the idea that MK:D was given an accurate score by EGM can think twice. It's a good game that's flawed, like any other game, and not perfect, but certainly better than the dispicable scores EGM barfed up for it.


Dedicated, hopeless...Li Mei fan.
I'm a very big fan of MK, I just hate the fact they didn't do anything to fix the problems with the fighting engine currently in use and there's nothing for me in Deception besides Puzzle Kombat and Konquest really. EGM's review of the game (and I HATE EGM by the way...) seems pretty dead on.

and tekken is a joke you could learn everything in that game and a newby could come in pressing anything and beat you.
Who've you been playing against?

LOL you guys are funny, you just say stuff that doesn't make any sense just to say it.????
I didn't read anything that requires a response yet, but just think about this.
Every new version of the game has to improve on the system in some way. This will happen no matter what.
So let's say that boon asked you to come up with some ideas to improve the fight engine.
What things come to mind when thinking about this?
Just try to think of some things you wish you could do, things that would look better if done differently, or things that would work better if they were changed.
Open your mind and don't limit your to old ideas.
See if you can make a list.


"Is it so important that you win one last argument with him?" "No, it is not, but it is true that I will miss the arguments; they were, finally, all that we had."
Sorry couldn't stay away...
LOL you guys are funny, you just say stuff that doesn't make any sense just to say it.????
I didn't read anything that requires a response yet, but just think about this.
Every new version of the game has to improve on the system in some way. This will happen no matter what.
So let's say that boon asked you to come up with some ideas to improve the fight engine.
What things come to mind when thinking about this?
Just try to think of some things you wish you could do, things that would look better if done differently, or things that would work better if they were changed.
Open your mind and don't limit your to old ideas.
See if you can make a list.
I'm not saying it couldn't use improvement, I'm saying that it shouldn't be torn down and reworked as the generic, 'everyday' fighter that all you haters out there seem to be jonesing for it to be. The definition for change is 'to alter something so that it is different from what it was before', while the definition for improvement is 'to make something better while not altering what it is'. To improve is NOT to change, but to make better. The game needs improvement, true, but NOT change, and change is what you guys are gunning for: Change into just another generic fighter.
It seems that the most popular debate over why the game engine should be scrapped is that 'it's too unbalanced and cheap'. Well, I'm sorry, but that's the way life is with fighting games. Anyone remember the Gordo Cheese from the Tekken series? Or the Ivy Domination in Soul Calibur? What about the Akuma Powerhouse in the Street Fighter Series, or, heavens to bid, the Dural Bitchslap King in your precious Virtua Fighter? When you make a fighting game, you're bound to get characters that are stronger against other characters. That's the risk you run with creating unique individuals that a gamer can use in the game. If you want balance, then the only way that'll be possible is to make every character play the same, and I know you don't want that. The real trick is to finding the weakness in these so-called cheese characters and exploit them, so that you can dominate them and actually get some satisfaction from beating them. True, no single character should be overly dominant over the others, but if there wasn't SOME challenge with these characters, there really wouldn't be much reason to play it, now would there?
And, to hypocricize yourselves, you also demand near-unlimited air juggle abilities, a la Marvel Vs. Capcom. Grow up, people. That would make the game even MORE cheesy and cheap, not less. Allowing players to just pour on the juggle hits would not give the other player time to react, leaving them wide open to an apocalypse of pain. Hence why Midway put the juggle cap in MK:DA and Deception, and, lo, even the Maximum Damage combo cap in MK4: They didn't want the AI or other players to cheese each other to death.
People complain that the game is slow, yet a major thorn in gamers' sides are button-mashers. In a frantic-paced fighting game, you don't really have time to memorize complex combos and execute them with pinpoint precision; the game's just too fast for that. Speeding up a game doesn't leave enough time for expert gameplay or strategy, forcing players to resort to button mashing. Slowing the game down prevents the button mashers from dominating the game and allows for those intricate strategies, as well as necessary tactical analysis of your opponent's strategies, so you can come up with a way to counter it (but don't slow the game down TOO much; it IS still a fighting game, and as such, needs to go by at a relatively decent clip). Honestly, would you rather have a somewhat-slow game out there that allows for actual strategy, or an incredibly fast-paced fighter that's too fast for anything but mindless button-mashing?
You complain about how generic it is, yet I have yet to hear anyone mention ANY fighting game made by Boon or Tobias before or after Deadly Alliance and Tao Feng came out that even remotely copies this game's fighting system (I put those two games in the same group, since they WERE both made by the co-creators of the MK series, even if they've parted ways, now), AND all of the suggestions of how you guys want the fighting system to be sounds EXACTLY like the generic fighting system that you're accusing Deadly Alliance and Deception to be. Even the top fighting game out there, the one that most gamers feel is the cream of the crop, Virtual Fighter 4, is more or less an incredibly well-executed, yet EXTREMELY GENERIC, fighting game. True, the engine that they have is VERY well done, but all the moves are nothing more than generic punches, kicks, throwns, etc. There is little to no variety between each fighter's gameplay style, only the same boring attacks and blocks done with different animations and at different heights. Deadly Alliance and Deception at lest TRIES to break the mold by providing near-flawlessly accurate real-life martial arts styles for their characters, each one different, each one PLAYED different, each one FEELING different. It's not like playing Ryu in Street Fighter Alpha 3, then then playing Jin Kazama in Tekken and going, "Oh, these two play similar". NONE of the characters in the game play similar to any other character in any fighting game out there, and, more importantly, they don't play like any other character IN THE SAME GAME!. Playing as Scorpion is a whole different experience than playing as Li Mei or Raiden, just as playing as them is a whole lot different than playing as any other characters in the game, including each other. AND the moves are accurate to their RL counterparts, so not only are they flashy, but they're actually useful, and sometimes devastating, against the opponent.
I agree that MK still has a way to go before it's perfect, but the fighting system that they have now is a VERY strong foundation from which to build it on. It may have a few cracks, but no game is perfect, and it CERTAINLY doesn't need a complete overhaul into the generic realm of the other fighting games to make it work.
And, just to put in my 2 cents to the original topic, EGM has lost it's luster for games LONG before they started wailing away on Deadly Alliance and Deception. It's become such a well-known name in gaming households all across the world, that that stardom has gone to their heads. It's bad enough that most of the reviewers in the mag are extremely biased towards certain genres or game series; it's worse that they've gained such a big head over their success that they refuse to rectify it. It's Bush-syndrome: When you're the leader of a world nation (or in EGM's case, a gaming nation), you NEVER admit your mistakes, and always try to justify your shortcomings. They've become a joke ever since they ditched EGM2 and decided to take their fame and run with it. Of course, I considered them somewhat of a joke long before then, but that was the time that they REALLY started to show their shortmindedness. Personally, I'd prefer to get my game reviews from Game Informer: Yes, they probably also have their biases towards certain games, but at least they're willing to set them aside in order to give at LEAST a decent review of the game, and they do a MUCH better job of describing the pros and cons for the game, unlike EGM. Plus, they're damn funny, which EGM, though they try to be, will never even come close to being.
if you think tekken or soul caliber or any of these button mashers is better please go back to playing mario. omg i don't like this i don't like that trade your game in and don't post here anymore i'm sure they have a nice tekken forum somewhere so you can learn the secret art of a roundhouse. seriously i here whining about dilal a combo well thats what the breaker is for just as bad in soul caliber . and tekken is a joke you could learn everything in that game and a newby could come in pressing anything and beat you. yes alot of this has been done but you mention doa when mk4 was doing it better and faster than anyone at the time. i wanna see virtual tekken 5 the same game it is everytime same boring chemistry the only tekken that was worth th e money was tag tournement gimme a break all these games are way after combo systems that were developed by good games like mk3 mk2 killer instinct street fighter maybe vf just for pushing it into 3d but still a button mashing arcade game. this game was packaged with 4 games in it tones of unlockables and behind the scenes footage not to mention attention to detail of styles how many other fighting games do you get three fully functional styles per person. no you get one and you get a couple combos no specials no fatalities less people gay unlockables who wants to be a dumb bear or easter bunny or whatever . don't pick a good game away cause you keep losing to your girlfriend cause you found out it takes a little skill you cant hit sqaure three times and win. and your only being fooled by other 3d fighters if you think they are faster there not the only faster your gonna get at this moment in time is a 2d fighter which is n't bad mention that guilty gear is one of the best fighting games out there. but please how many games like this have you made? it seems like nobody can just go wow great game anymore no we gotta pick it to death yes we keep making advances but how many perfect games have you played latley the number 2 online game in the world is socom next to counter strike and it has the most problems of any game people just need something to whine about something to judge.
Seriously, some of you people are dumber than a brick, or ignorant to the point of no possible treatment, I am sorry to say.


"Is it so important that you win one last argument with him?" "No, it is not, but it is true that I will miss the arguments; they were, finally, all that we had."
Combo sequences can be tightened up a bit. You do NOT know how many times I ended up having to redo a mission in Deadly Alliance's Konquest mode because of the stupid lag you have to wait in ordet to make sure every button tap has been registered. Most notably, Frost's, Sonya's, and Nitara's combos, just to name a few, have rediculous stall times in certain places where you HAVE to wait until the last hit's animation is finished before the next command can register. It's stupid to have to wait until just barely before an attack is finished being performed onscreen before you can perform the next one. Also, for some reason, the hit detection for some of the combos in the missions is very off. I've performed combo after combo, in its entirety, and the game doesn't register it until the third or forth consecutive time it's done.
Combo breakers are also a big sticking point. There should be a way to utilize them more frequently than just three times per round/match, but also make some kind of restriction of them, all the same, so that they're not abused in-game. And, I agree that the breakers should look different for each character, preferably in a manner that matches the type of fighting style they're using at the time. I KNOW there's reversals and breakers for every fighting style out there, and Midway's been VERY hard-assed to keep the fighting styles as authentic as possible while still being workable, so it should be easy for them.
Jump kicks and punches should also be more useful in kombat. Since juggles are a major part of the kombat strategy, you'd think that jump-ins would be more useful than they are currently. And they should also be unique in their animations, not the generic jumping punch/kick that we're getting. We even get them while the fighers are in their weapons stance, and I KNOW a kombatant wouldn't use a fist when attacking in the air when they have a short saber or something in their hands.
Although neither fighter in a match stays on the ground long enough for the opponent to get in an attack on their prone body in this game, 'rebound' attacks, as I call them, would still be a good idea. Dunno how you'll be able to implement them into the fighting system, but I'd assume it would work by punching in a button when you're knocked down. When you come back up, you'll strike out with an attack that would catch the opponent off-guard and set them up for a killer combo.
And, finally, for the juggles, there's got to be a lag decrease in the attacks within one. With most of the juggle combos I found in Deadly Alliance, the stall between the initial pop-up and the next attack is usually enough to get the flying opponent down to waist level before they're hit, making it much harder to keep them in the air to finish off the combo. There are also a lot of attacks later on in the combos that do the same thing, not really giving the player much of a chance to keep the juggle going. I'd like to see that fixed.
Well, I hope that helps. Like I said, I'm not against improving the fighting engine in this game, and have my own issues with it that I'd like to address, but I think we should be focusing more on fixing the fighting engine that it already has, not suggesting one that we want to see implemented. It's clear that Midway's going with this fighting system for their MK series for however many sequels they have planned for the near future, so we shouldn't waste our time complaining about how much we hate it and what other fighting engine we want to see replace it; there's no way they'll comply. However, if we give them hell about what we want to see fixed in the CURRENT engine, I'm sure they'll be more willing to listen.


-XB Live gamertag: I AM YOURDEATH -(PS2 Tag: MASTRMAL)
Take care.


-XB Live gamertag: I AM YOURDEATH -(PS2 Tag: MASTRMAL)
Well, I hope that helps. Like I said, I'm not against improving the fighting engine in this game, and have my own issues with it that I'd like to address, but I think we should be focusing more on fixing the fighting engine that it already has, not suggesting one that we want to see implemented. It's clear that Midway's going with this fighting system for their MK series for however many sequels they have planned for the near future, so we shouldn't waste our time complaining about how much we hate it and what other fighting engine we want to see replace it; there's no way they'll comply. However, if we give them hell about what we want to see fixed in the CURRENT engine, I'm sure they'll be more willing to listen.
Take care.


There are things about Deception that I have thrown my controller at my screen over, such has this habit the CPU has of doing repeated crouching kicks and jabs and it DRAINS my health meter. It truly does piss me off when I thrust kick Kenshi and rattle his brains and then give him four or five bone-crushing punches to the face in a combo and knock him through a brick wall yet he does more damage with a few light chops and soft jabs to my shins and legs. And that knockdown chop in Tang Soo Do pisses me off. Quan Chi killed me with that thing in DA.

