Worthless Moves
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posted03/12/2003 01:02 AM (UTC)by
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Overrated_fuzzball
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Hunt or be hunted, dont hunt wat u cant kill, Fuzzballs cant die

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03/08/2003 02:21 AM (UTC)
Sup y'all. Don't you ever wonder why Ed Boon & Co. made so many 12-button moves , i mean, String combo's, moves that require a change in stance every 5 seconds (Who the hell can remember one of those?) , you cant button mash for the good combos now. THe only resort you have is to memorise one big combo, and modify one or two buttons that are pressed, which is a new combination of buttons,leading to another move. I have reasearched that, and it seems that there are only a few difference between different big moves. eg dwn,fwrd,fwrd bck (gc buttons) A, B+1, fwrd, bck fwrd, x+y. if you put fwrd, dwn. dwn, bck in the begining you get a new move. But to disect my blabbering " Who will have that much time in the midst of a fight?". Ok, i hope i havent depressed you grin
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Uruma
03/08/2003 02:10 PM (UTC)
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I like the chain moves as a whole. I idea behind them is very cool and they have a lot of potential, but I felt they were underdeveloped in MKDA. I felt the worse move types were the low moves, which all seem to suck (unless they trip an opponent up or knock them down). This is mainly due to the lack of 'oomph' in the actual attacks (a lot of them look like a poke rather than a stabbing punch or kick), whilst opponent reactions are just to step back a few paces....couldnt they have just have stutter slightly to the ground or something, you know, look like the attack actually hurt their lower body. At the moment it just seem as if low attacks just shoves them back a little.
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IonBlade
03/08/2003 04:33 PM (UTC)
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Not to mention your opponent is able to recover and hit you back before you even finish the low attack animation.
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antanca666
03/08/2003 06:43 PM (UTC)
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low attacks are a point of strategy and are actually very effective. in mkda, if you don't block low for a low attack, it hurts you. but not only that, if you get hit with an initial low attack and are not blocking low, any subsequent high attacks in a combo string will also hurt you. for instance, if you are defending reptile's zaterrorizer combo, he hits high, high, low, high, high, high, and then hits you with a high sword blow. if you were blocking high for this whole string, everything from that first low would hit you. so you would have to block high, and then for his low attack hit down to block low for a minute, and then take off the down to block high again for the rest of it. this is why sonya's combos are so effective, because a few of the most damaging ones starts off with a deceptive low attack from a standing position, so you don't see it as a low attack, but all the rest of the combo works because you got hit by that first low which broke you out of blocking.
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Jonin01
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03/08/2003 11:05 PM (UTC)
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I'm more of an old school MK player and dislike the button chains on the whole...but I must say that this game takes them a step further allowing for experimentation and using certain moves linking ability to create new combinations which is a good thing.
I still prefer to use a character such as Drahmin on the whole due to his lack of chains.
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Overrated_fuzzball
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Hunt or be hunted, dont hunt wat u cant kill, Fuzzballs cant die

03/09/2003 03:18 AM (UTC)
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Y'all can remember a string combo? confused
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5_fingered_killer
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Note to self-stop making notes to yourself

03/09/2003 10:28 AM (UTC)
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i usually rember around 7 combosd out of 11, so then i just make my own thing..and i find it very amusing....
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Khardynyl
03/10/2003 03:59 AM (UTC)
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Button chains are fine but they do get too long in MKDA and are way to fixed. You are just following a set pattern which takes away from the game a bit.
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Overrated_fuzzball
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Hunt or be hunted, dont hunt wat u cant kill, Fuzzballs cant die

03/10/2003 09:25 AM (UTC)
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I finally have it, i will write the string combos and ones that require a change in stance on a paper, for use in Konquest mode, however, in a rcade, i picked a character which i will memorise, Sub-Zero, I mean, when in Shotokan stance, many to all of his long combos star with ( GC controler ) B,Y,L X,. and an end to that one is , or you can ad and a to that
s,so i basically know 5 of Subs long combos, his Kori Blade ones are short, and his Dragon stance has 3 B Y L X's, but most are A dwn , up, B+bck ( or bck+Y) so i have mastermined a character ( mind you, i saw his m list 4 days ago, and havent checked since, i feel special!)wow !
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Blackened
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Viva Mulitple Fatalities
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03/10/2003 10:37 PM (UTC)
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I agree with you 100% Fuzzball. I think that they tried to make MK5 to advanced. Who the hell(anyone with a life) wants to spends hours and hours going through 220 missions for training. Or who wants to have to remember 50 Billion different attacks and combos just to sit down and duke it out with some buddies for a few hours. I think the next MK they need to take this crazy ass fighting engine shit out. To be honest Ive owned every MK since the release of MK on SNES, but I wont be buying 6 Ill tell you that much.
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Overrated_fuzzball
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Hunt or be hunted, dont hunt wat u cant kill, Fuzzballs cant die

03/11/2003 06:37 AM (UTC)
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Dont let the over-length of moves top u from buying it. Just keep it street fighter style based, where each character had 3 specials/combos, so why dont u just use 3 of their best, then threir specials. I wud got through the trouble of printing out a page to remember combos for Konquest, but thats about all.
L8er, Fuzz
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TRUschwartzJG
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03/12/2003 12:49 AM (UTC)
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You don't have to do any of the moves they put on there. You can straight up fight somebody if you really wanted to or you can get Jax and pretend to be The old mike tyson. this can be very fun lol
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HsuHao
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03/12/2003 01:02 AM (UTC)
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I think the worthless move is the "Piston Punch" of Li Mei because is the most longest move in all MK.
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