Who else is excited about how deep the fighting will be?
0
posted03/27/2013 07:06 AM (UTC)by
Avatar
microchip
Avatar
About Me

GT: Dimitri1033

Member Since
10/17/2005 06:59 PM (UTC)
Hi yal, been awhile since I've posted.

Been pulled back to MKO now that a new netherrealm game is about to drop.

Well the main thing I wanna say is that MK9 was amazing when it came to the actual gameplay, what with the intricate combos and what not. It was probably one of the first fighting games that I actually delved deep into and got extremely competitive with.

Injusice looks like it will build off of what MK9 had out down, and I am so excited to see that it looks like it will be an even better, more complex fighting game.

Watching the battle arenas and seeing 15+ hit combos and everything is getting me so pumped. So anyone else ready to start talking combos and tier lists and what not? I know it's too soon to start grouping fighters, just saying that I can't wait till all the discussion on the gameplay mechanics begins.

Sorry if something similar to this thread has been posted, just really excited to be back in MKO and ready to start dissecting everything that is in this game.
Avatar
ShaolinChuan
03/24/2013 02:30 PM (UTC)
0
This is my most anticipated fighting game of all time next to MK9, so I'm definitely excited about the fighting. The only drawback is that I feel like the background interactions are going to be a major drawback among top players who are combo heavy, and they may lose to an unskilled fighter because of that and that's what might cause a slight imbalance.

But then again, a very skilled fighter should be able to incorporate those interactions with their combos and fighting styles. It feels as if certain backgrounds will be in favor of certain characters so the question would remain, if Player A was extremely skilled and won because of background interaction in the stage he was fighting in was in his favor, then Player B would win in another background just abusing all the background interactions since he's not as skilled as Player A and wins, who was the better fighter?

My intention is to beat and unlock everything else except for the fighting segment at first to unlock everything just like MK9 and then start by strictly fighting as I've been doing that for every NRS game since Deadly Alliance. I kinda hate the gimmicks to be honest but if that's the only way to unlock costumes and characters, then you just have to kinda get that out of the way.
Avatar
Nephrite
03/24/2013 11:39 PM (UTC)
0
Definitely curious about the new stuff such as using stage interactions for setups and resets, new cross-up options, new way of enhancing special moves, it seems you can turn off negative edge as well (cool option) and one thing I'm most curious about is true hit-trades that were absent from MK(2011).
Avatar
MINION
Avatar
About Me
Groundbreaking Debut | You[Tube] | deviantART | Twitter
03/25/2013 12:30 AM (UTC)
0
I'm never disappointed when it comes to an MK/NRS game. They all deliver and have re-playability and fun factor. But being a Comic Nerd and having characters I love in the DC series especially MM has me beyond excited. I like you guys had my jaw drop when this game was teased last year. Everything looks to be epic and so will the depth this game breathes. And yes, the fighting looks hella cool!
Avatar
Murcielago
Avatar
About Me


Get that ass BANNED

03/25/2013 12:53 AM (UTC)
0
I would have to say I'm more excited for this game than I was for MK since I'm not a fellow MK fan. I grew up with DC and Marvel. Shit was so cash.
Avatar
GodlyShinnok
03/25/2013 01:25 AM (UTC)
0
You can even tell by the gameplay videos that they have stepped up considerably since MK9.
Avatar
microchip
Avatar
About Me

GT: Dimitri1033

03/25/2013 06:11 AM (UTC)
0
They really have stepped up a lot since MK9.

One thing that seems pretty common among all the fighters is their ability to pop an opponent into the air, jump and poke them, and land quick enough to do another juggle. Super excited because the jump poke is clearly not for damage sake but more so to show that it is possible to juggle the fuck out of people.

I can already see anti-airs leading into full fledged combos. It's gonna be great.

I'm also super excited of the fact that all the characters seem super interesting. With MK9, I had no desire to play as sindel or baraka because their move set seemed limited and weak overall. After watching several Injustice videos though, it looks like all the characters have awesome and full movesets
Avatar
Nephrite
03/25/2013 01:01 PM (UTC)
0
microchip Wrote:
With MK9, I had no desire to play as sindel or baraka because their move set seemed limited and weak overall.


Have you tried Sindel's levi-cancels, that $hit is fun and not easy at all. Or check out Invincible Sindel.
Avatar
KungLaodoesntsuck
03/25/2013 01:21 PM (UTC)
0
I'm definitely curious about the new button layout. They went MVC3 style with the Light, Medium, and Heavy attacks. So it should be really interesting.
Avatar
WeaponTheory
Avatar
About Me

"BEER ME!" - Noob Saibot

03/26/2013 09:15 PM (UTC)
0
Not excited at all. You call it deep, I call it babyfy.

They went from four attack buttons to three, which will lead to easy to do BnB's with little to no effort. (Thanks Marvel vs Capcom 3!)

I simply don't like the environment interactions that easily set up anti-air combos and juggles.

Call me old fashion, but I would like to work for my combos and not have it spoon fed to me.

EDIT: I did had a rant about the lack of combo breakers, but I just randomly stumbled on a flash vs quinn video and combo breakers are still in. Thank god. I thought otherwise because from what other people who claimed to had played the game said that combo breakers were gone and the clash system is replacing it.
Avatar
microchip
Avatar
About Me

GT: Dimitri1033

03/27/2013 06:33 AM (UTC)
0
WeaponTheory Wrote:
Not excited at all. You call it deep, I call it babyfy.

They went from four attack buttons to three, which will lead to easy to do BnB's with little to no effort. (Thanks Marvel vs Capcom 3!)

I simply don't like the environment interactions that easily set up anti-air combos and juggles.

Call me old fashion, but I would like to work for my combos and not have it spoon fed to me.

Oh, and the lack of Combo Breakers. Nice job NRS. Just add an X-Factor while you're at it.
INB4StillOfficiallyUnexplainedOneTimeOnlyUseClashSystem


I think the inclusion of a character specific trait button will actually make the game a bit deeper. Each character will have their own special trait which can add on to a combo. Like for instance, batmans character trait Simmons three mechanical bats, and be can use them to soon around him and pop an opponent into the air, or use them to continue a combo. It'll be different for each character and will surely add variety.

As for the stage interactions, I also think those add to depth. It's not like you'll be able to use them to perform a thirty hit instant combo. They just add one hit and make a combo that more intricate. Also, the stage interactions can be used as evasions. I can see a character performing a special, only to have an opponent use the stage to evade and have an easy set up. It's just that much more that you have to keep track of. And of you don't like it, they said so themselves that you can disable the stage interactions.

And I think I've seen breakers used. Not 100% sure though.
Avatar
GodlyShinnok
03/27/2013 07:06 AM (UTC)
0
WeaponTheory Wrote:
Not excited at all. You call it deep, I call it babyfy.

They went from four attack buttons to three, which will lead to easy to do BnB's with little to no effort. (Thanks Marvel vs Capcom 3!)

I simply don't like the environment interactions that easily set up anti-air combos and juggles.

Call me old fashion, but I would like to work for my combos and not have it spoon fed to me.

Oh, and the lack of Combo Breakers. Nice job NRS. Just add an X-Factor while you're at it.
INB4StillOfficiallyUnexplainedOneTimeOnlyUseClashSystem


''A new alpha counter type mechanic has been integrated into the system as well. By spending a stock of meter while in block stun, you can execute an invisible animation which, if it connects, will knock the opponent across the screen, though it won’t do any damage. The animation itself has a huge range, making it operate more like a burst than a traditional alpha counter, especially since it cannot be used to start combos.''

Also, the character trait button will be far more useful than say another kick... So, the three button layout isn't bad at all.
Pages: 1
Download on the App StoreGet it on Google Play
© 1998-2024 Shadow Knight Media, LLC. All rights reserved. Read our Privacy Policy.
Mortal Kombat, the dragon logo and all character names are trademarks and copyright of Warner Bros. Entertainment Inc.