Ducking High Kicks (serious business)
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Ducking High Kicks (serious business)
06/16/2010 11:00 PM EDT
Folks, amidst the torrent of information about reality-branching plot threads, actual gory fatalities and improved gameplay, something popped into my head when I began considering gameplay mechanics. Something no one ever talks about. Something we all pretend to forget or ignore. The elephant in the room.

For your consideration: The ducking high kick.





Pictured: DERP.

This beast, this wonder, this bizarre little maneuver typically consisting of someone getting on their hands, leaning back or forward and delivering an incredibly slow, awkward, quasi-useless attack with no practical purpose I've ever been able to discern has been a pet peeve of mine for some time. I really don't think I've ever used this move in a 2D fight since MK1 except to knock someone out during a second round for pure comedic effect, and that's if I know there's no way in hell I can lose. Ducking low kicks or jabs I actually used to stop run-ins, but these?

MK4 rectified this problem in some cases by giving it uppercut qualities. The 3D games made most varieties of ducking kick more useful, as in some cases they'd step forward with a quick little attack. There was a bit of surprise factor there, but still, the thing still felt off to me. With a return to 2D gameplay, I'm worried that this...silly, silly oversight will likewise make a return.

I know this seems like a silly topic - it is - but ideally, no attack should be useless. Personally, I'd like to see this thing treated as an overhead move that serves to surprise ducking opponents. Others?
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RE: Ducking High Kicks (serious business)
06/17/2010 02:37 AM EDT
I lol'd.

I guess it depends on how the buttons are mapped, but if they're going with just 1234 as different attacks then I guess they can just assign whatever attack to whatever command, which is kind of retarded, but whatever, I guess it's not an issue just like the past few games. If they bring back hp lp hk lk then ducking lk could be something useful with different properties for each character; an anti-air, special mid, something with projectile evasion properties, etc.

Seriously, they really should remap the buttons like that again, especially if this is going to be 2D. It's really all that made MK's gameplay unique, and I think it was simple and it worked. Far better than whatever the fuck they were thinking when they decided to have 2 be a mid hitting punch for one character but a high hitting kick for another. wat.
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RE: Ducking High Kicks (serious business)
06/17/2010 03:01 AM EDT
This move is extremely useful in the right situations. It's primary use is as anti air. It lowers your hitbox so you are harder to hit and you get a free 7.5% damage out of it. When your opponent is on danger in MKII, unless they are Shang, Baraka, Mileena, or Kitana, they can't jump at you or they lose to a ducking HK.

In MKT for the N64, many characters have infinites in the corner with it as it recovers extremely fast in that game for some reason.
MKII is a Glorified RPG...Turn Based Chip Damage!
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RE: Ducking High Kicks (serious business)
06/17/2010 08:09 PM EDT
Konqrr Wrote:
This move is extremely useful in the right situations. It's primary use is as anti air. It lowers your hitbox so you are harder to hit and you get a free 7.5% damage out of it. When your opponent is on danger in MKII, unless they are Shang, Baraka, Mileena, or Kitana, they can't jump at you or they lose to a ducking HK.

In MKT for the N64, many characters have infinites in the corner with it as it recovers extremely fast in that game for some reason.


Damn, I had no idea it had that kind of potential in MKII. It took out both jump kicks and punches for all but those four?

MKT for N64 is one I've never played for more than an hour, but I do have a copy in the mail coming at the moment. When you say infinites...tell me you don't mean using NOTHING but that? Will have to check this out.
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RE: Ducking High Kicks (serious business)
06/17/2010 08:47 PM EDT
I'd rather they have a lead/rear strike/kick system instead of going back to the HP, LP, LK, HK system. Having the former allows for more possibilities, imo. Anyway, I was thinking that the ducking high kicks could cause crumple stuns with some characters and stumbles with other characters.
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RE: Ducking High Kicks (serious business)
06/17/2010 10:46 PM EDT
They actually kind of just addressed this in the E3 vid. Ed said everyone's going to be playing differently, and denies the typical button combo setup. So HP/LP/LK/LP's a thing of the past.

Hence, there's no real need for this topic anymore. If a mod could kindly close it?

Godspeed, ducking high kick. We salute you.
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