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ZeroSymbolic7188
05/15/2011 05:47 AM (UTC)
0
Upgrade Baraka because his lacking tools.


Nerf Raiden's teleport I dont care how its done, but that thing online is WAY out of control.

Let us see who has a MIC in lobby.
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Esoteric
05/15/2011 06:53 AM (UTC)
0
OTHER IDEAS

- During the closing credits of Mortal Kombat, background music can play “Farewell” by ApocalypticA and show highlights of winning arcade/tag team ladder matches in similar fashion when video gamer lands final knockout hit against Shao Kahn, maybe just highlighting the great hits and combos landing during the course of one’s climb up the ladder either in arcade ladder or tag team mode.

- In tag team mode, it would be cool if the tag in partner was tagged in the match and executed a simple front summersault or a front ground roll and also tagged out of the matches with back summersaults unless executing a specialty move for partner in match. It’d be cool if they also after being knocked out would stayed laid out on the floor during the course of the match like in MK1. It’d look more realistic instead of being knocked out the screen. And when round is over the partner would just pop up on feet and execute a back summersault out of the screen until tagged into the match again.

- It’d be cool in the “Courtyard Arena” that the monks in the background would clap only after a won round like in MK1, instead of throughout the match and if the claps sound effects were louder. It could sound like the clapping from the fight scene between Bruce Lee and O’Hara in the movie “Enter the Dragon” but just after each round.

- It’d be cool if in the “Choose Your Fighter” screen, that they presented the fighters with sinister looking facial pictures like in MK1 instead of the mini-sized pictures of the fighters. And in the Arcade/Tag Team ladders, once they cut to the “Vs.” screen, they execute a brief form in their martial arts style of fighting like Soul Calibur 3 does in the character select screen. It could be a motion captured animation of the characters. Obviously with a multitude of characters the screen would be easily filled with these facial pictures so they could rotate the group of “14” sinister looking facial pictures of the characters throughout the screen in a similar motion that a revolving door rotates the different doors, is the same way a fan could rotate/navigate the “Choose Your Fighter” screen. So for example, they could be formatted like five fighters on top row, two to the left, then a space for the “Mortal Kombat Dragon Logo” then two to the right, then five down on the bottom row making a total of 14 characters for each screen. Then there could be some arrows located on the bottom towards the center of the screen with the words, “Previous” or “Next” to navigate to the next screen of fighters to rotate/navigate to.

- Maybe sometime further down the line in a future Mortal Kombat, it’d be cool if the game presented an Adventure/Konquest Mode. This could be a change up from the monotonous one-on-one/tag-team game play. It could be formatted like the third shooter video games like Assassin’s Creed or Dynasty Warriors. This can also offer another mode for fans to unlock hidden secrets, characters, arenas, fatalities...etc.

- It’d be cooler if Scorpion had a pair of authentic ninja katana swords on his back in his retro-ninja costume.

- It would be cool if there was a new twist to training mode or it could be a whole other mode like a practice mode to where there was a stage specifically designed for this mode such a dojo. In the dojo there would be a fighting mat with fighters in long sleeved gi and pants surrounding the mat. Or a training room like in the movies “Matrix I” or “X-Men” inside the mansion. Here, a sensei, Sifu or Grandmaster like character could watch a sparring session in a high chair with student-like fighters with novice skills surrounding the fighting pad. And as you progressively get better, you fight more skilled fighters up to a novice level so it wouldn’t be too difficult (this mode would test of how well you can control your character before fighting in the real environment.). And a visual demonstration of this would be the student fighters you’d spar with would wear different colored belts indicating their skill level until you’d get to a student wearing a white long sleeved gi with a black belt wrapped around their waist. As you’d advance you would receive “1st level dan” achievements or “2nd level dan” achievements and so forth and so on. Also fatalities or specialty moves would be disabled or not allowed to be performed in this scene because of your learning. Finally you’d have to take on the Sensei, Sifu, or Grandmaster like character in a sparring session. It could be like your training for the tournament Mortal Kombat. It could also be a testing ground before you could actually unlock the normal format of the one-on-one/tag team mode of the game and this could apply for each character you choose. You’d be required to past this entry level mode of the game before unlocking Mortal Kombat with each of your chosen characters. That way you gain some familiarity with the character before using your character in Mortal Kombat and get use out of all the characters. This also could be just an additional mode when this mode has been past by all of the selectable characters in the game.

- Or you have another “Test Your Knowledge” Mode where video gamers would be quizzed on Mortal Kombat history and obscure characters and facts of the game. And then with the game can also test your knowledge of button combinations of your characters specialty moves, fatalities, novice level combos, X-Ray Moves, with you having to enter in specific button combinations across the screen to match the actual console button combinations. Prizes could be Koins or other unlocked materials, secret character, arenas or whatever.

- Another thing I am blown away from, is the background and stages from the game. Sometimes I’ll just look at the scenery instead of the game play because it looks so authentic. The lead artist/designers of the stages are some very imaginative and creative people. I wish I could see all the original stages from MK1 remained with the upgrade in computer animations. Also I’d like to see the “Original Pit” the “Warrior Shine” with the original cast of MK1 in statues. That would be cool, I would convulse violently where I stand if I saw all the stages from MK1. Also maybe the arena from “Bloodsport” or “The Quest” the movie. That would be great!!!

- As far as mechanics go, I’d like to see characters stay frozen in the exact posture they were in right before being hit with Sub-Zero’s standard freeze. It looks like the character jumps into a scared posture when being frozen, I don’t understand the reasoning behind that switch up.

- It would be cool if in the “Choose Your Fighter” screen, you could choose your character’s costume. So if you like more traditionalized costumes you could choose that attire, or if you like the street urban/rocker armor like costumes you could choose that. That way you give the video game fan options to choose what their character can look like.

- Another mechanic I wish that could be touched up some more would be the way that characters fall down. When being hit in the air, like an air-juggle combo, the characters turn into some rag dolls with their limbs flapping. If Mortal Kombat could emulate Tekken’s mechanics in their air juggles and fighting that would be cool!!!! Also I’ve noticed when a knockout hit is administered, the character just falls down like a statue. They look stiff. I think if they, again, mimic Tekken’s mechanics on knockout hits and the mechanics of how characters, “Shake out the cobwebs” , “Get back on their feet”, “Get up feeling overwhelmed” I think that would great!!!!

- Also after the course of a fight, it’d be cool if the character could “Show Mercy” like in MK3 and not finish them off. Or if the opponent could do a standardize button combinations on the gaming console controller and get a little bit of a boast of energy and get a “Second Chance”. That could switch up the dynamic of the game as well.

- There could the instrumental for “Legacy” by Non Phixon that could serve as background music for one of the stages in Mortal Kombat.

- It’d be cool if Scorpion had his original MK1 stance, along with Sub-Zero, Johnny Cage, Kano, Sonya Blade and Raiden. I think that would be awesome!!! Especially Raiden, Sub-Zero and Scorpion. I thought those three characters had the best fighting stance in the game.

- It be cool if Tag Team mode had three and four tag in partners as well as the standard double team partners. I think it would be great!!! It’d give the game a different dynamic and also make things more challenging for the video gamers. It would also make for some fun online play.

- It’d be cool if Johnny Cage’s shadow kick left images of himself trailing behind like in the original MK1, really with all of his shadow moves, his shadow punch, shadow kick and other shadow based moves he might have or new ones given to him.

- Another idea for a mini-game can be the “Death Chambers” where through each chamber’s tests one’s ability to attack offensively against time limits, or within certain perimeters such as the exclusion of specialty moves, X-Ray moves and combos of that nature. This also could be set to the level of very hard for the opponents one would face and also reveal hidden characters in the game at the end of each chamber. I don’t know if this concept has already been incorporated with the “The Challenge Tower”.

- I think a series of new Mortal Kombat characters should be included in the new patch also. I have at least 26 characters that are not on the roster that are ready to go with their own backstory, costume ideas, at least eight specialty moves and at least one fatality.

- I also think the current roster needs a vamp on some of their specialty moves to make their character more potent. I think not only with the current roster but with new characters would increase the entertainment value in gameplay for the video game itself and help build more viable characters for the franchise to rest on in future MK games to come. I will post an example of what I'm talking about as far as new characters after this post.


“Fully realized additional characters are their primary interest, with the gamut of moves and features expected of any fighter to be included.” "They won't be copy and pasted from characters already in the game - they're going to have their own unique fighting styles, moves, fatalities and x-rays - all the good stuff..." - Hans Lo







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Esoteric
05/15/2011 06:55 AM (UTC)
0
ALIBI (finished)

ALIBI’S COSTUME & ALTERNATE:
Alibi can be Tanya from MK4 just with the given code name and butterfly knives as weapons. She can wear a traditional short sleeved yellow gi with black trim with loose fitting ninja pants like a Sashinuki hakama. She also can have a yellow undershirt beneath her gi and a set of black wrists guards with yellow ninja shoes and a yellow clothed mask over her face. She can have a Japanese emblem over her heart to symbolize her alliance with the Shirai Ryu in black. Her alternate can be a darker shade of yellow with black trim and loose fitting ninja pants like a Sashinuki hakama in yellow. She can also where a yellow undershirt in the same matching color and a pair of darker shaded yellow ninja shoes and clothed mask. Again she can have a black Japanese emblem over the left side of her gi symbolizing her alliance with the Shirai Ryu ninja clan.

ALIBI’S BACKSTORY:
Alibi, unlike many others, came into the Shirai Ryu at a later age. She was looked upon as a late bloomer by many in the clan. So by the time she had gotten to the age of fighting, her skills weren’t as keen and honed as the others. To make up for weakness in physical ability, she had a mastery of spoken language. She could speak seven different languages (including English, Spanish, French, Japanese, Italian, Russian, and Swahili). She also possessed a well-keened skill of persuasion, and had a born psychic ability to read people’s minds and because of this skill she was given the initial code name of “Alias“. Although, in other circles, these skills might have been looked upon as great, the Shirai Ryu saw her skills as inferior. She often would stay behind on missions and be restricted from learning any advanced fighting techniques. Eventually, she would gain the trust and respect of the heralded “Scorpion” and became his student. Being older than his usual students, Scorpion had to demonstrate patience with her, a virtue he wasn’t use to exhibiting as a Sensei.

Their training was routine until the Lin Kuei decided to abruptly end their training by waging a war. Being at novice level of fighting she fought well, in the war but witnessed the death of her Sensei. Tormented she fled to a nearby town until the war receded. Months later she would be visited by Scorpion’s specter in random visions and dreams in her sleep. These visions drove Alibi to fight in the Mortal Kombat 4 tournament where ironically enough, part of her identity would be compromised. Tanya, as it was later revealed, would reunite with her former Sensei, Scorpion in the tournament. Scorpion saw that she competed well in the tournament and respected her efforts but scolded her to her face. Feeling that her skill was average at best, he demanded that she train harder, and mediocrity was not acceptable as a member of the Shirai Ryu. So with the events unfolding, and Shirai Ryu now extinct, she went into a isolated location to train with the resurrected Scorpion to instruct her on occasion. This time in her life represented a period of purification from her former self. She was given the new code name “Alibi” by Scorpion himself and learned how weld butterfly knives for her training and developed her psychic abilities into a useful fighting weapons against foes. Alibi enters Mortal Kombat for redemption and for her resurrected Sensei.

ALIBI’S SPECIALTY MOVES:
Ground Roll Slice - Alibi jumps into a ground roll towards her opponent and intersects her arms welding the butterfly knives as weapons in each hand and swings the swords across the body of her opponent scoring a laceration hit for Alibi.
Windmill Slice - With knives in hand, Alibi extends bent knee, and cocks back her forward arm to backside shoulder. She then motions into a over handed slicing motion with forward arm to cut her opponent. She then follows the initial slice with another over handed slice with other arm then transitions into a jumping spin turning her waist in a full circle away from opponent while in mid-air. She then transitions into another series of sequential over handed slicing motions and then transitions into a underhanded slicing motions with both hands. This in total scores Alibi with six laceration hits to opponents upper extremities.

Lunging Slice - With knives intersecting, Alibi jumps into a lunging pose forward towards her opponent parallel to the plane of the ground. She then transitions into a ground roll forward scoring a laceration hit.
Twirling Slices - With knives in hand, Alibi , twirls her hand held knives to the upper extremities of her opponent. Twirling them in a front over end motion several times in the face of her opponent. She then transitions into a lateral twirling motion with blades swinging across the chest of her opponent intersecting her arms weaving them in and out across opponent’s body all in one motion. The multiple lacerations cause her opponent to stumble back a bit and grimace in pain from the cuts covering their face. She then discards the knives in back and executes a series of combos or free hits to vulnerable opponent. It can look like the “the Test” fight scene between Master and student Gordon Liu’s character in the movie “Shaolin vs. Wu-Tang” where the Master character twirls the butterfly knives against Liu‘s character.
Front Over End Projectiles - With knives in hands, Alibi twirls the bladed weapons at shoulder level in a front over end motion to where she launches replica butterfly knife projectiles towards her opponent that twirl towards her opponent and disappear.
Cartwheel Slices - Alibi steps into a series of cartwheels perpendicular to the plane of the ground scoring hits with the legs to opponent’s chest area. She then on the follow through, in an over handed motion slices her opponent with knives.
Standard Teleport - Taught to her by Scorpion, in similar Shirai Ryu fashion, Alibi teleports either vertically, or horizontally across the screen leaving an image of herself behind when teleporting.
Teleslice - From a crouching position on one knee, Alibi spins several times into a hologram like image, and disappears to reappear in the upper corner of the screen in an upright spinning motion in mid-air with her knives extended outward. This scores several lacerations on overly aggressive opponent to send them into a full body spin away from Alibi at an acute angle to the plane of the ground.
Psychic Blast (directional) - With weapons discarded in back, Alibi motions her hands over the temples of her head to generate a blast of sonic energy from her forehead across the screen. The beam strikes the head of opponent , putting them in a standing position paralyzed from blast and incasing their body with an illuminated glow. This allows Alibi to move the paralyzed body in any direction she wants to with psychic sonic beam temporarily and/or execute a string of combo hits to paralyzed opponent. As long as Alibi strikes the head of her opponent with the sonic blasts, she can temporarily control her opponent’s movements.
Crouching Psychic Blast - With weapons discarded in back, Alibi is bent on one knee in crouching position. She then motions her hands over the temples of her head to generate a blast of sonic energy from her forehead across the screen. The beam strikes the lower extremities of opponent, knocking the feet of her opponent from underneath them sending them face first to the ground.
Psychic Sphere - With knives discarded in back, Alibi motions her hands over the temples of her head to generate a sonic force field from her forehead, forming a spherical shaped ball to incase her. This allows her ward off any projectiles thrown at her and also acts as a barrier to physical hits. It delivers a mild level shock to opponent blowing them back up off their feet across the screen falling on their back facing up.
Psychic Suffocation - With knives discarded in back, Alibi motions her hands over the temples of her head to generate a blast of sonic energy from her forehead, forming a rectangular shaped box image to incase her opponent connected to sonic beam. Concentrating even more, she sends a surge of sonic energy through the rectangular box that causes an explosion of smoke within the rectangular box, suffocating her opponent momentarily as the rectangular box disappears. Opponent then stumbles to knees gasping for air, leaving them open for a series of combos or free hits to be delivered on her opponent.



Alibi can look like the picture shown above except she could wear yellow with black trim attire without rips or tears in the shoulder region of her garments and no holes exposing the skin in her yellow Sashinuki hakama/ninja pants and yellow ninja shoes with a yellow ninja clothed mask. And she can have the short sleeved gi flaps hang about to the groin area of her costume with the black Japanese emblem over her heart.

ALIBI’S FATALITY:
Foot Holding Impalements - Alibi, within close range, twirls her knives front over end to impale her disoriented opponent in the chest with the handles sticking out. She then jumps into a front summersault upwards towards her disoriented opponent’s chest and to land on the knives’ handles lodged in her disoriented opponent’s chest. She then jumps into a back summersault in mid air and transitions into a stomp down on disoriented opponent’s back slamming them face first to the floor. This drives the knives through the chest of her opponent sticking out the back. She then dislodges the blades from opponent’s corpse by the bladed end, flings of the blood off the blades and turns to the camera and strikes her winning pose.
Psychic Hotlines - Alibi, after a series of strains and cries, from long distance, shoots a wide beam of sonic energy from forehead towards opponent. This beam then incases her opponent’s body and lifts them up towards the top of the screen. When elevated, the beam separates into several beams of sonic energy, stretching her opponent’s limbs into different directions like a med-evil torture method. The strain from the stretches eventually, rip her opponent’s limbs off leaving nothing but a quadriplegic body on the ground with blood spewing from the ripped limbs. Alibi strikes a winning pose to the camera.

ALIBI’S WINNING POSE:
She twirls her butterfly knives in hands front over end towards the camera and executes a series of martial art formations in Wu Shu with knives.


Alibi’s weapons can look like this specifically with sheath to be located in the back of her attire.


ALIBI CAN LOOK VERY SIMILAR TO HER COSTUME JUST IN YELLOW WITH BLACK TRIM AND A YELLOW CLOTHED MASK WITH BUTTERFLY KNIVES EVENTHOUGH THEY’RE TRADITIONAL CHINESE WEAPONS.




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Nix Dolores
05/15/2011 12:21 PM (UTC)
0
Let us use MK avatars for KoTH. Using our 360 avatars was supposed to be an exclusive, but the PS3 got special MK avatars! Man! Even the 360 exclusive in this game is really a PS3 exclusive! Don't give me any of this "They signed a deal..." crap. The came right out and said it was an Xbox 360 exclusive. Just look at the two side by side. Which one really got the xclusive?

Give the 360 both options!
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superbn0va
05/15/2011 03:24 PM (UTC)
0
Led_Auditore Wrote:
superbn0va Wrote:
Excellent thread,
* patch night wolves alt. costume.


For what?


i don't know how to say this in english, but when i played him with his alt. his helmet moved very unnatural, it sticked in the air.

but please NRS do not nerf all the characters, it makes the game slow.... just make the slower character faster.

i would also like to see,
* liu kang's old-school battle cry while doing a bycle kick.
* tag team VS singe (2players VS 1player)
* tag team VS boss character (playable) 2players VS 1 boss player)
this would make the re-playability much better
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ZeroSymbolic7188
05/15/2011 09:39 PM (UTC)
0
Online tournament bracket like the way tournament mode was done in MK4. This would be a much less laggy approach to competition than KOTH.
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WeaponTheory
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About Me

"BEER ME!" - Noob Saibot

05/16/2011 11:05 PM (UTC)
0
Trini_Bwoi Wrote:
http://www.youtube.com/watch?v=AUaMEVk1FNA

I think he waves his hands way slower now.


Thank you for supplying this, I just had to know.
Wow, I am so bummed out. I knew NRS wouldn't purposely made Quan Chi's cast animation long for no reason. Man, just watching the original animation, it looks so much better of course, breaks my heart. But sadly, it was broken with the use of Noob Saibot. Speaking of Noob, in that video it does look like his Black Hole is quicker too. I haven't played as Noob for a long time but the last time I remember his black hole takes long to drop. Looks like they patched his Black Hole???
Again thank you. I'm gonna edit my original post regarding this now.

But I got another idea to fix this. Since Quan Chi's trance move is broken in Tag mode, why not make the animation short in 1 vs 1 only? Same for Noob Saibot's Black Hole (if it is patched). This has to be possible right?!
Think about Tower Challenge, in which you are playing as a character, but they can only do one move. Hell, in 101 (I think), Mileena has a one button jump air sai throw! Surely NRS can make moves switch during certain game modes.
Making Quan Chi's casting animation short in one on one mode only, does not scream impossible to me.
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Kushh
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About Me

05/18/2011 02:48 AM (UTC)
0
Okay Mr. DarkPassenger,

If you took into account things other than combos for Ermac, you would realize that his starter combos aren't really that quick, and that he DOES NOT have any mix-ups. Which is basically a huge fucking hole in his gameplay.
The only real starter strings are, what, B+1 1 4, or 2 2, or 3 2 or the ONE(?) decent low he has other that a sweep: F+4, WHICH IS SLOW AS FUCK and if I't not mistaken cannot be continued?
I've seen a reset with him while watching the PDP tournament, where the player holds Ermac's B+2 after the F+4 kick, therefore causing a wonderful reset. But guess what, if I'm not mistaken that has been silent patched and cannot be pulled off online.

SO PRETTY MUCH if you think about that shit ^ you would understand that Ermac doesn't need nerfing AT ALL, since his high damage moves and combos make up for the fact that he has a shitty strings and mix-ups.
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THORN_BUSH
05/18/2011 05:18 AM (UTC)
0
A great patch would not be something to make everything outside the gameplay better but the actual gameplay... who cares about that other stuff,, FIX the mechanic of the game and give characters escape options,, not just breakers,, im talking about backdashing people,,, the game is proving to be just for mashers,, NRS please patch that!!!!!!!!!!confused
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Esoteric
05/18/2011 08:31 PM (UTC)
0
SKARLETT

SKARLETT’S COSTUME & ALTERNATE:
Skarlett can wear a wear a long sleeved gi in red with black incasing armor with blue trim designs throughout the armor. She then could wear a long red sash wrapped several times around her waist to be tied in the front of her armor with ribbons hanging down to the knee level in the front of her costume. She could also have black wrist guards and a pair of loose fitting hakamas with shin area tightened up around her the upper part of her knee to where she can have her shin wrapped and shoes on display. Her alternate can be a darker shade of red, such as a crimson colored red with black armor and a crimson colored sash wrapped around her waist several times to have a bow tied in the front of her costume with the ribbon ends hanging down in the front at knee level. She could also for both her primary and alternate costume wear black shoes. It can look very similar to the Bankutso's costume of the Inuyasha anime but the sash would be hanging down in the front and be longer with the sheaths of her katana blades in the back underneath the sash. She could also be a female ninja from the Lin Kuei and a counterpart to Sub-Zero.

SKARLETT’S BACKSTORY:
Skarlett was known as the most infamous female assassin amongst the ranks of the Lin Kuei. In one of her assignments she was responsible for the beheading of over fifty mercenaries that were considered enemies of the Lin Kuei. Because of her reputation, she was given a lot of leverage and clout when it came to developing war strategies. And it was because of this level of respect, and a momentary lapse of respect given to her in a high profile assignment, that she eventually decided to disband from the Lin Kuei. Throughout the years, she provided loyal service to whatever accommodations she could provide for the clan, until the day elder officials elected to give the high profile assignment of assassinating Shang Tsung in Mortal Kombat to Sub-Zero. This decision caused a dissention between the two parties. The overall decision to assimilate a cybernetic transformation program to selected members of the clan further pushed Skarlett away from the Lin Kuei. She decided to master her own fate and journey on her own without the Lin Kuei’s assistance. Skarlett remained a fugitive to the Lin Kuei because of her sudden disappearance until she mysteriously turns up in Outworld as a captive to Shao Kahn. Though little is know about her motives, Skarlett fights in Mortal Kombat as a wildcard with her ties and alliances to the Lin Kuei severed and a discontent for Sub-Zero.

SKARLETT’S SPECIALTY MOVES:
Dragon’s Bite - Skarlett unsheathes her two short katana blades from back and lunges towards her opponent in a rainbow motion with body executing a series of full twist while in mid-air parallel to the plane of the ground. She the thrust her weapons held in each hand diagonally downward towards opponent to impale them in the upper extremities. Her motions form a mythical dragon head-like flare trailing her sudden lunge with blades forming the dragon fangs while she descends down on her opponent from above. Thrusting her weapons pushes her opponent down to the ground on their back from the stabs while she lands into a crouching position. She then transitions into a forward ground roll away from her opponent.
Rolling Slices - From crouching position, Skarlett jumps into a forward ground roll to pop up into a forward lunge with intersecting short katana blades slicing across the plane of her opponent’s body. She then transitions into another forward ground roll to pop up again into a forward lunge with intersecting short katana blades slicing across the plane of her opponent’s body. She then transitions into another forward ground roll repeating the aforementioned motions, to then transition into a forward summersault from the last forward lunge with the short katana blades intersecting. With each forward roll she leaves a image trail of herself behind and with each lunge upwards she leaves a still hologram image of herself behind with all the motions in a smooth continuous fluid flow.
Throwing Bladed Staff - In one smooth quick motion, Skarlett pushes the handles of her short katana blades together forming a short bladed staff. She then flings her forward arm holding the staff by it’s middle section, towards her opponent. The staff flies across the screen like a flying saucer rotating across the screen and slices her opponent multiple times before boomeranging back to her hands to break back down into short katana blades.
Dragon Head - Skarlett intersects her arms with short bladed katana in each hand. She then flings both her arms backwards causing the intersecting blades to scrape against each other in an “X” formation. The metal friction of the blades launches a human sized mythical dragon head towards her opponent to mid-range and then disappears.




Upward Dragon Head - In a crouching position looking diagonally upward, Skarlett intersects her arms with short bladed katana in each hand. She then flings both her arms backwards causing the intersecting blades to scrape against each other in an “X” formation. The metal friction of the blades launches a human sized mythical dragon head diagonally upwards towards her airborne opponent to mid-range and then disappears.
Downward Dragon Head - In mid-air looking diagonally downward, Skarlett intersects her arms with short bladed katana in each hand. She then flings both her arms backwards causing the intersecting blades to scrape against each other in an “X” formation. The metal friction of the blades launches a human sized mythical dragon head diagonally downward towards her opponent to mid-range and then disappears.
Alternating Stab Session - In a standing position facing the plane of her opponent‘s body, Skarlett motions in a prayer like posture. She then disappears leaving an image of herself behind to reappear directly behind her opponent stabbing them in the back with her pair of short bladed katanas. She then disappears leaving an image behind, and reappears directly in front of her opponent stabbing them in the chest with katana blades then disappearing. She repeats these motions three times very swiftly alternating her position with each stab to her opponent. Finally, she slides into a forward crouch past her disoriented opponent with blades slightly extended in front of her and the other blade held to the back of her. Opponent then falls over from impalements.
Pogo Bounce - Skarlett lunges forward, with short bladed katanas at shoulder level and slashes her opponent dashing by in mid-air then immediately transitions into a back summersault on to the back of her opponent. She then uses her opponent’s back as a springboard to execute a front summersault away from her opponent sending them flying face first to the pavement. Skarlett lands on her feet in crouching position to stand in her fighting stance.

SKARLETT’S FATALITY:
Dragon Mirages - From fighting stance facing her opponent, Skarlett motions into a praying posture. She then disappears and a series of mythical ghostly snake like dragon figures slither across the air and body of disoriented opponent. The dragons sequentially circulate opponent’s body and motion into an upside down “U” turn to descend down on opponent engulfing them in fire with each dissention on to opponent, burning them more and more. Screams of agony and pain are let out from opponent while dragons descend on them. The opponent’s body would still be visible through the ghostly images of the dragons engulfing their body. Finally, the burns disintegrate the corpse of opponent leaving a smoking skeleton like corpse behind. Skarlett then strikes her winning pose.

SKARLETT’S WINNING POSE:
Twirls both of her katana blades in her hand one clockwise, the other counter clockwise and discards her blades back into their sheaths on her back.


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smokeman14
05/18/2011 09:41 PM (UTC)
0
Have Klassic Noob Saibot, Smoke, Skarlet and Cyber Sub-Zero Kostumes.

The Bank stage

The Bridge stage.

Stage Shifting.

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InuShonen
05/20/2011 01:34 AM (UTC)
0
I've been having this problem where the game doesn't know that I changed my main buttons so whenever I use my presets, I can't correctly do the kratos stage or kratos' move with quick time event. Sometimes in other parts of the game too. It thinks the buttons are still the default so when I push the button it tells me to, it pushes a different one. anyone else have the same problem?
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joebear
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About Me

XBL Gamertag: JoeBear13
When in doubt, I'm probably being sarcastic.

05/20/2011 02:31 AM (UTC)
0
IMHO, they really need to tweak the corner dynamics in this game. It seems that some characters simply do not have a quick enough wake-up attack to punish an over-aggressive player who sends them in the corner. Kung Lao is an example of a character that is entirely too ridiculous once he gets somebody in the corner. He can throw the same mix-up combo string over and over again against a character like Stryker without fear of getting hit by a wake-up attack (in Stryker's case he can perform an enhanced baton spin to get out, but I don't think it should take a bar of meter to get out of a corner). That just isn't right. It is incredibly difficult to block one's way out of that situation and makes the corner combos really over-powered. Just my 2 cents.

Edit: Is it just me, or is there a smaller button queue online? What I mean by this is that certain combos I can perform in practice mode I have an incredibly difficult time pulling off online. It seems like one can't enter the commands very quickly in a string and then watch them happen a second later. Instead you have to enter a few commands, wait, and then enter the next command, which may have a very difficult timing. This problem effects certain characters more than others. Liu Kang and Jade are my two best, but online I have a lot of success with Liu Kang and much less with Jade because I hit so many 7% combos where I should have hit 30-some % combos. Just one more thing that needs to be fixed about online play.

More character-specific, Raiden's electric fly and teleport need to be slowed down. This is especially evident online.

I've got some major beef with Kung Lao in this game. He plays so fluidly that it seems like he belongs in a different fighting game. Funny how everybody was saying he seemed overpowered when they were pre-viewing the game at conventions last year, yet he is ridiculously strong at game-release. He needs a significant nerf.

And I agree with those who have said Jax, Baraka, and Sheeva can use a buff. Power takes a backseat to mobility and range in this game. Thus pure "power" characters need to be more powerful or quicker or something.
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Kushh
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05/20/2011 04:24 AM (UTC)
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joebear Wrote:
IMHO, they really need to tweak the corner dynamics in this game. It seems that some characters simply do not have a quick enough wake-up attack to punish an over-aggressive player who sends them in the corner. Kung Lao is an example of a character that is entirely too ridiculous once he gets somebody in the corner. He can throw the same mix-up combo string over and over again against a character like Stryker without fear of getting hit by a wake-up attack (in Stryker's case he can perform an enhanced baton spin to get out, but I don't think it should take a bar of meter to get out of a corner). That just isn't right. It is incredibly difficult to block one's way out of that situation and makes the corner combos really over-powered. Just my 2 cents.

Edit: Is it just me, or is there a smaller button queue online? What I mean by this is that certain combos I can perform in practice mode I have an incredibly difficult time pulling off online. It seems like one can't enter the commands very quickly in a string and then watch them happen a second later. Instead you have to enter a few commands, wait, and then enter the next command, which may have a very difficult timing. This problem effects certain characters more than others. Liu Kang and Jade are my two best, but online I have a lot of success with Liu Kang and much less with Jade because I hit so many 7% combos where I should have hit 30-some % combos. Just one more thing that needs to be fixed about online play.

More character-specific, Raiden's electric fly and teleport need to be slowed down. This is especially evident online.

I've got some major beef with Kung Lao in this game. He plays so fluidly that it seems like he belongs in a different fighting game. Funny how everybody was saying he seemed overpowered when they were pre-viewing the game at conventions last year, yet he is ridiculously strong at game-release. He needs a significant nerf.

And I agree with those who have said Jax, Baraka, and Sheeva can use a buff. Power takes a backseat to mobility and range in this game. Thus pure "power" characters need to be more powerful or quicker or something.

It's because of the bullshit lag. It's gonna be patched soon, but its real bad. A slight skip causes me to drop combos 70% of the time. You gotta do your best to get used to it.
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SonicX13
05/20/2011 08:17 AM (UTC)
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1 Nerf Cyrax's bombs to blockable
2 fix the lag on King of the Hill Mode
3 Nerf Mr. Kool-Aid's aka Ouan Chi trance
4 Buff Strkyer's speed
5 Nerf Ermac just a little
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WeaponTheory
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05/21/2011 08:13 AM (UTC)
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Esoteric please STOP posting. This thread IS NOT about pitching ideas for new characters and their moves. It's about suggestion gameplay fixes to characters.
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Esoteric
05/21/2011 08:06 PM (UTC)
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@WeaponTheory

This is a thread about "Patch Ideas" isn't it? New characters can be included into patches for the game right? I've also included other ideas for gameplay of other characters already in the game, such as Sub-Zero, Johnny Cage and others as well as Endurance Matches, some technical touch ups on mechanics of the fighters and gameplay of characters. So I think the ideas proposed would be relevant to this thread wouldn't you think so?
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TheBigCityToilet
05/21/2011 08:24 PM (UTC)
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Eso, your suggestions are a bit TLDR status...

Jax's Gotcha Grab should be unblockable, but you should be able to tech it.

And make it so that you can cancel his Ground Pound as well as the enhanced one. And the Overhead Elbow should have faster start up.

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Esoteric
05/21/2011 10:22 PM (UTC)
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@TheBigCityToliet

I admitt that the suggestions are long, but it due to the descriptiveness of moves and formations. The mechanics of how a move is executed is important too in my humble opinion. That way if some with the power to bring these ideas to life, reads the ideas, they can get a very detailed direction of how the ideas can be implemented in the game.

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ZeroSymbolic7188
05/22/2011 12:22 AM (UTC)
0
WeaponTheory Wrote:
Esoteric please STOP posting. This thread IS NOT about pitching ideas for new characters and their moves. It's about suggestion gameplay fixes to characters.


Im the OP, and I say its about whatever he wants in the next patch. Stop being a damn forum Nazi and show some respect.
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goosu2006
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05/22/2011 07:56 PM (UTC)
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ZeroSymbolic7188 Wrote:
WeaponTheory Wrote:
Esoteric please STOP posting. This thread IS NOT about pitching ideas for new characters and their moves. It's about suggestion gameplay fixes to characters.


Im the OP, and I say its about whatever he wants in the next patch. Stop being a damn forum Nazi and show some respect.


this.. patches can include many different things, and the only way to know what people want is by listening to their opinions. It may not be something you want, but thats why its called an opinion. Nobody is asking you to come onto a specific thread and post..
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WeaponTheory
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05/25/2011 08:41 AM (UTC)
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goosu2006 Wrote:
ZeroSymbolic7188 Wrote:
WeaponTheory Wrote:
Esoteric please STOP posting. This thread IS NOT about pitching ideas for new characters and their moves. It's about suggestion gameplay fixes to characters.


Im the OP, and I say its about whatever he wants in the next patch. Stop being a damn forum Nazi and show some respect.


this.. patches can include many different things, and the only way to know what people want is by listening to their opinions. It may not be something you want, but thats why its called an opinion. Nobody is asking you to come onto a specific thread and post..


Jesus Christ, you two don't even know what a "Patch" is.

Nice try with the "Opinion" card, but opinions have nothing to do with this issue, Eso is posting things that's not even relevant.

Again, patches are about fixing gameplay issues, not suggestion imaginary characters you just thought of or suggesting new moves and bio to a character that's already set in stone. If you want to do that, do it in a different thread, but this is not the thread for it.
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WeaponTheory
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05/25/2011 09:35 AM (UTC)
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Esoteric Wrote:
@WeaponTheory

This is a thread about "Patch Ideas" isn't it? New characters can be included into patches for the game right?


Wrong.

Esoteric Wrote:
@WeaponTheory

...I've also included other ideas for gameplay of other characters already in the game, such as Sub-Zero, Johnny Cage and others as well as Endurance Matches, some technical touch ups on mechanics of the fighters and gameplay of characters.


The only post you made relevant to the thread name.
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ZeroSymbolic7188
05/25/2011 04:44 PM (UTC)
0
WeaponTheory Wrote:
goosu2006 Wrote:
ZeroSymbolic7188 Wrote:
WeaponTheory Wrote:
Esoteric please STOP posting. This thread IS NOT about pitching ideas for new characters and their moves. It's about suggestion gameplay fixes to characters.


Im the OP, and I say its about whatever he wants in the next patch. Stop being a damn forum Nazi and show some respect.


this.. patches can include many different things, and the only way to know what people want is by listening to their opinions. It may not be something you want, but thats why its called an opinion. Nobody is asking you to come onto a specific thread and post..


Jesus Christ, you two don't even know what a "Patch" is.

Nice try with the "Opinion" card, but opinions have nothing to do with this issue, Eso is posting things that's not even relevant.

Again, patches are about fixing gameplay issues, not suggestion imaginary characters you just thought of or suggesting new moves and bio to a character that's already set in stone. If you want to do that, do it in a different thread, but this is not the thread for it.


Umm... Im the OP. I think I would know what I set out for this thread to be about, and Eso is OK by me. You need to calm down and stop raining on everybody.
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MileenasDentist
05/25/2011 06:56 PM (UTC)
0
fix the damned input lag!!!
fix it NOW!!!!
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