NRS removing dial up combos?
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posted01/11/2019 06:01 PM (UTC)by
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MKWarWizard
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01/11/2019 05:54 PM (UTC)

So I don't know if anyone here follows shujinkydink but he made a YouTube video last night saying Neather realm might be removing dial up combos and making combos be more like Street fighter Which would suck in my opinion.mortal Kombat is known for fatalities,Gore and huge flashy combos....I am not a fan of Street fighter style of combos so I really hope it's not true Street fighter is overly complicated for no reason.

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Detox
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You work with what you got...not what you hope for.

01/11/2019 06:37 PM (UTC)
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MKWarWizard

So I don't know if anyone here follows shujinkydink but he made a YouTube video last night saying Neather realm might be removing dial up combos and making combos be more like Street fighter Which would suck in my opinion.mortal Kombat is known for fatalities,Gore and huge flashy combos....I am not a fan of Street fighter style of combos so I really hope it's not true Street fighter is overly complicated for no reason.

I wouldn’t bet on it.

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MKWarWizard
01/12/2019 10:00 AM (UTC)
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Shujinkydink said this info came from someone very close to the NRS debelopment team.but I hope you are right and it's a false rumor

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VenoMark
01/12/2019 10:03 AM (UTC)
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I do follow Shujinkydink, but I must have missed the video where he stated that this might be a possibility. Mortal Kombat has its own style and, frankly, changing it up now would be absolutely asinine. Ridding the series of something that's been an albeit rusty staple since MK3 (and became much more polished over the years, reaching near perfection with MKX) would not only disappoint fans but force them to completely abandon a series that's held a relatively static play style in stark contrast to competing fighting game titles like Street Fighter and Soul Calibur. Nah, I really don't see NRS deviating from a formula that's worked for the past two decades-plus.

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0RI0N
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Mad Props to MINION, The SIG Sovereign!

01/13/2019 01:28 AM (UTC)
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I really hope this isnt true. If they are going to adopt anybody's combo system, I hope its DBFZ. I also think DBFZ pretty much ripped off of Injustice's combos and updated them. The "trait" button was moved from button-4 to button-3 and simply shot a Ki-Blast for every character. Then they had 3 universal dial-ups for every character (111, 112, 123) which made it easy to select any fighter and just rock out on the go.

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diirecthit
01/13/2019 04:21 AM (UTC)
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Everyone needs to remember that MK once played like this- MK1 and MK2 had no dialup combos. I would welcome the change with open arms, i'm kinda tired of them.

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Ninja_Mime
01/14/2019 04:21 AM (UTC)
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I don't expect it to happen, but the series has gone through crazier shifts before. Going 3D and back again comes to mind.

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ErmaSco
01/14/2019 06:41 AM (UTC)
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Ed Boon thinks that UMK3 was the best in the series and part of that is how accessible it was. He always stresses out on accessibility. No dial up combos means no flashy stuff and that's so not MK as per Boon.

If u want no dial up cimbos, play SF.

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VenoMark
01/14/2019 01:32 PM (UTC)Edited 01/14/2019 01:34 PM (UTC)
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Ninja_Mime

I don't expect it to happen, but the series has gone through crazier shifts before. Going 3D and back again comes to mind.

That was a necessary shift from the sloppy play style of the 3D MK titles, though. Not to mention the fact that it wasn't nearly as "crazy" as completing altering the game mechanics to fit a mold like that of other competing fighting game franchises. The 3D movement wasn't exactly seamless and it made a lot of special moves completely useless. We all know the pressure Boon and Co. were under when working for Midway, and the 3D titles suffered for it. On that note, I wouldn't expect Ed Boon to allow the series to diverge from what it has evolved into, especially when that divergence leads to a change this drastic.

Through my experience, I've seen that fighting games virtually always stick to the formula that got them to where they are today. Soul Calibur has always been the same, as has Tekken. Street Fighter's evolved alongside MK, but they've remained loyal to the original mechanics and overall gameplay style of the first installments of their respective franchises. If something like this was to happen, I, for one, would not be pre-ordering. Instead, I'd be waiting to see gameplay footage on YouTube to see if it's as unfamiliar as a change like this would make it seem.

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TheCyndicate
03/10/2019 07:59 AM (UTC)Edited 03/14/2019 12:35 PM (UTC)
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i Post deleted, due to an error on my part.

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Onaga
03/10/2019 12:09 PM (UTC)Edited 03/10/2019 12:13 PM (UTC)
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Hasn't Maximilian D00d been saying this ever since he put eyes on this game? And maintains it now after getting his hands on it?

It's the main thing that is making him iffy about the game.

https://youtu.be/dmi9KPEG_QY

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umbrascitor
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03/10/2019 07:31 PM (UTC)Edited 03/10/2019 07:34 PM (UTC)
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Onaga

Hasn't Maximilian D00d been saying this ever since he put eyes on this game? And maintains it now after getting his hands on it?

It's the main thing that is making him iffy about the game.

https://youtu.be/dmi9KPEG_QY

I thought that had less to do with them totally removing dial-up combo strings, and more with toning down the kind of mechanics that get you caught in an endless juggling circus for making one mistake.

It's not that strings are going away. Based on what's been shown so far, I don't see how anyone ought to be coming away with that impression, and so far that's not what any of the commentators I've seen have said. It's just harder to keep linking combo after combo after combo together to stop the opponent from playing the game for eight seconds at a time. Juggles are much shorter, and there's a greater emphasis on tactical reflexes, rather than building up enough muscle memory to pull off a big chain combo when an opportunity comes up.

It's a welcome change for a player like me, who doesn't have the time of day to spend practicing combos when there's too much other shit to do in life; who is decently good at tactics, but sucks where it comes to focusing on both the game and trying to keep a canned combo ready to go at an eigth-of-a-second's notice. Having to know combos is enough of a distraction to break my tactical game, and so I end up feeling more frustrated and having less fun than I would playing, say, Tekken.

I freely admit that this only means that I suck at Mortal Kombat and I'd have a better experience if I took the time to sit down and get better at the game. And I could do that, at the expense of doing other things I'm trying to do with my life. Or, since I'm only playing for casual fun anyway, I can choose to pop in a different game that's more fun to play straight out of the box. Which is something I find myself doing with increasing regularity.

There is a downside to making the game more accessible this way. While I've had noticeably less fun playing MK as the required knowledge and skills have gotten more complicated (even though it remains by far my favorite series for its story and presentation) I've had tons and tons of fun watching the pros do it. It's like they're playing an entirely different game to me, and it's one hell of a spectacle. Meanwhile, while I'm quite a bit better at playing Tekken, the pro matches are not nearly as exciting to watch.

I'm hoping that MK11 strikes the right balance between tactics and stylish flair, accessibility and grand displays of skillful execution. From what I've seen so far, I'm about 7/10 optimistic that this will be more up my alley than MKX. Zoning still looks slightly overpowered, otherwise I'd give it a little more.

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ErmaSco
03/10/2019 09:04 PM (UTC)
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Onaga

Hasn't Maximilian D00d been saying this ever since he put eyes on this game? And maintains it now after getting his hands on it?

It's the main thing that is making him iffy about the game.

https://youtu.be/dmi9KPEG_QY

It's a different MK experience. Ed and the gang said it tons, they won't repeat the exact same Mechanics from previous games. MK12 will play different than 11.

That's fine, Max is an awesome guy, he might end up hating this MK game but it doesn't mean it's bad. I too I am kinda preferring X's fast paced gameplay.

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ravendozier954
03/11/2019 12:30 AM (UTC)
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Fast paced? this game looks much faster than MKX lol... that game was slow as hell. Dash cancels and run button were broken anyways.

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ErmaSco
03/11/2019 01:17 AM (UTC)
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It isn't faster... Even the devs said it's slower paced. It might have smoother responsiveness but the pace is slower and the focus is more of the strategic ground gameplay with less juggling 50/50 mix up. MKX felt awkward day 1 to me but I end up loving it.

It's actually funny, the game ( in an overall sense) is more of MK2 ( though it had dial ups like MK3 but very shorter chains and more ground like MK2.) while was more of MK3.

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newt27
03/11/2019 10:59 AM (UTC)
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I must think Dial-A-Combos are different than the rest of you do.
MK3 had dial-a-combos.
MK9 and up had button strings, not dial-a-combos.

I don't play any street fighter, but I assume they don't have any button strings however certain buttons do string together.

Kombat Kasts go over characters button strings specifically. You can see them in the move lists. There is no way they would remove that this late in the game.

I was really surprised to see this thread get this much attention.

There are no Dial-A-Combos (unless you count 3-5 hit strings with minimal damage) but there are button strings which lead into combos.

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Spirit_Wolf
03/11/2019 11:24 PM (UTC)
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Huge flashy combo's? I think Killer Instinct has that crown by a mile.

Given, I have not spend much with the 3D era of MK games, but I've never regarded MK as a "combo-game" (excluding the last 2 games). Actually rather the opposite.
For me, MK is always about executing special moves and zoning(?).

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TheCyndicate
03/14/2019 12:42 PM (UTC)
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MKWarWizard

So I don't know if anyone here follows shujinkydink but he made a YouTube video last night saying Neather realm might be removing dial up combos and making combos be more like Street fighter Which would suck in my opinion.mortal Kombat is known for fatalities,Gore and huge flashy combos....I am not a fan of Street fighter style of combos so I really hope it's not true Street fighter is overly complicated for no reason.

Mortal Kombat was never known for "huge flashy combos". Mortal Kombat 3 added combos and a run button to compete with games like Killer Instinct. It was very poorly executed and it showed, with huge lines at the KI machines and a complete ghost town on MK3/UMK3 machines.

Those changes also hurt the game fundamentally. Mortal Kombat was known for its frightening fatalities and its menecing atmosphere. Mortal Kombat II had just showed us a slow, gruesome impaling fatality and in the very next game, Charaters run around like they are part of a Benny Hill show. I can hear the music in my head, everytime I see it. On top of that, the sprite proportions are off when they do it, causing them to look like dwarfs on crack.

The combo system is a crutch, preferred by people with low combat IQ. They have to know the frames of every attack, so that they can be somewhat successful. That's not what fighting is. Street Fighter knew this from the start. Heavy strikes were slow, medium a bit faster and quick for fast strikes that do little damage, but my stun your opponent and allow a follow up. That's how fighting works.

I honestly wish that they would just give us an option to turn combos on or off. That way, everyone is happy.

On a side note: I would love to see a Mortal Kombat that was just like the EA UFC games. Real-World fighting and grappling, but with all of the MK abilities.

That would be fun as hеll. Crazy,... but fun as hеll

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