The problem with the new combo system
The problem with the new combo system
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posted06/21/2010 10:06 AM (UTC)byhjs-QThe problem is not with the built in combos, the "lack of freedom". The problem with MK's combo system is that once you connect one single hit, your combo can't be escaped.
In any other fighting game you can escape in mid combo. block, duck, attack... But not in MK. In MK once you connect a single jab, the entire 20 hit combo is guaranteed.
The MK team just don't get that he problem is not with the dial up combos, it's that a single jab can get you a 60% combo.
Also, this game doesn't seem to have any defensive feature (parry, reversals etc) to escape. and no, a breaker is quick fix for a big problem.
In any other fighting game you can escape in mid combo. block, duck, attack... But not in MK. In MK once you connect a single jab, the entire 20 hit combo is guaranteed.
The MK team just don't get that he problem is not with the dial up combos, it's that a single jab can get you a 60% combo.
Also, this game doesn't seem to have any defensive feature (parry, reversals etc) to escape. and no, a breaker is quick fix for a big problem.
Mobster_For_SATAN •06/20/2010 05:27 PM (UTC) •
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Yeah but after they do a combo just retaliate with a combo of your own and break their fuckin jaw. It's not like once you get caught in a combo you're just going to die. You have to block and protect yourself and fight back.
FlamingTP •06/20/2010 05:41 PM (UTC) •
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Mobster_For_SATAN Wrote:
Yeah but after they do a combo just retaliate with a combo of your own and break their fuckin jaw. It's not like once you get caught in a combo you're just going to die. You have to block and protect yourself and fight back.
Yeah but after they do a combo just retaliate with a combo of your own and break their fuckin jaw. It's not like once you get caught in a combo you're just going to die. You have to block and protect yourself and fight back.
In every past MK game there have been 100% combos, check youtube, this is in fact a serious problem, however Ed did mention a break away from dial-a-combos. I hope he means it this time.
CaTigeReptile •06/20/2010 05:47 PM (UTC) •
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Having defeated her opponents, CaTigeReptile was granted full access to the sorcerer's cookbooks. There, she succeeded in discovering the sequence of ingredients necessary to satisfy her hunger with delicious results. Have a nice day.
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T-rex Wrote:
I fucking love how people are dissecting the combo system and making sweeping judgments about it based on 5 minutes of blurry footage.
Never change,MK fanbase.
I fucking love how people are dissecting the combo system and making sweeping judgments about it based on 5 minutes of blurry footage.
Never change,MK fanbase.
It's the best thing about us: The more of a diehard fan of Mortal Kombat you are, the more you absolutely hate Mortal Kombat.
I agree with this comment: It's too soon to be able to tell how the combo system works. Also, it's untrue that other fighting games don't have this problem.
FlamingTP •06/20/2010 05:53 PM (UTC) •
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I think Boon should do this it makes more sense:
classic no-dial-a-combo MK1/2 style gameplay with the current 1,2,3,4 system. Remove the breakers and do enough QA to make sure there is zero possibility of 100% combos. He's already doing the first part based on what he said, but the second part I doubt Boon even cares.
classic no-dial-a-combo MK1/2 style gameplay with the current 1,2,3,4 system. Remove the breakers and do enough QA to make sure there is zero possibility of 100% combos. He's already doing the first part based on what he said, but the second part I doubt Boon even cares.
TemperaryUserName New sig on the way •06/20/2010 05:59 PM (UTC) •
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hjs-Q Wrote:
The problem is not with the built in combos, the "lack of freedom". The problem with MK's combo system is that once you connect one single hit, your combo can't be escaped.
In any other fighting game you can escape in mid combo. block, duck, attack.
The problem is not with the built in combos, the "lack of freedom". The problem with MK's combo system is that once you connect one single hit, your combo can't be escaped.
In any other fighting game you can escape in mid combo. block, duck, attack.
That's not true, at least not of most fighting games, especially the Capcom variety.
And the problem with previous MKs wasn't the number of hits: it was the lack of damage-scaling.
TheBigCityToilet •06/20/2010 06:00 PM (UTC) •
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FlamingTP Wrote:
I think Boon should do this it makes more sense:
classic no-dial-a-combo MK1/2 style gameplay with the current 1,2,3,4 system. Remove the breakers and do enough QA to make sure there is zero possibility of 100% combos. He's already doing the first part based on what he said, but the second part I doubt Boon even cares.
I think Boon should do this it makes more sense:
classic no-dial-a-combo MK1/2 style gameplay with the current 1,2,3,4 system. Remove the breakers and do enough QA to make sure there is zero possibility of 100% combos. He's already doing the first part based on what he said, but the second part I doubt Boon even cares.
Make him care...game's got over 9 months in development. That's a whole three trimesters worth
Joe-Von-Zombie •06/20/2010 06:11 PM (UTC) •
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hjs-Q Wrote:
The problem is not with the built in combos, the "lack of freedom". The problem with MK's combo system is that once you connect one single hit, your combo can't be escaped.
In any other fighting game you can escape in mid combo. block, duck, attack... But not in MK. In MK once you connect a single jab, the entire 20 hit combo is guaranteed.
The MK team just don't get that he problem is not with the dial up combos, it's that a single jab can get you a 60% combo.
Also, this game doesn't seem to have any defensive feature (parry, reversals etc) to escape. and no, a breaker is quick fix for a big problem.
The problem is not with the built in combos, the "lack of freedom". The problem with MK's combo system is that once you connect one single hit, your combo can't be escaped.
In any other fighting game you can escape in mid combo. block, duck, attack... But not in MK. In MK once you connect a single jab, the entire 20 hit combo is guaranteed.
The MK team just don't get that he problem is not with the dial up combos, it's that a single jab can get you a 60% combo.
Also, this game doesn't seem to have any defensive feature (parry, reversals etc) to escape. and no, a breaker is quick fix for a big problem.
I dont understand all the hate for the breaker, Blazeblue has them, Killer Instinct has them and nobodys bitching about that. MKDC had Special move counters like Subbie's Icy Counter or Kano's Parry. I Hope they return in some fashion.They just need to give something to everyone. I read somewhere on this or another board (can't remember) that Johnny Cage's Ultra can function as a parry. Thats something at least. Hopefully everyone will have something.
As I've said before:
I understand we have been burned by this franchise over the last decade with one broken mess after another, but I think some of you are being too pro-active about brokeness way too early. Give it a month or two and when we learn more about the game then by all means harass the hell of these guys to fix potentially broken shit.
FlamingTP •06/20/2010 06:23 PM (UTC) •
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TheBigCityToilet Wrote:
Make him care...game's got over 9 months in development. That's a whole three trimesters worth
Boon picks and chooses what to listen to when it comes to MK fans, even if its a good idea that needs to go in. I'd say he listens to the hardcores a lot less than he lets on.FlamingTP Wrote:
I think Boon should do this it makes more sense:
classic no-dial-a-combo MK1/2 style gameplay with the current 1,2,3,4 system. Remove the breakers and do enough QA to make sure there is zero possibility of 100% combos. He's already doing the first part based on what he said, but the second part I doubt Boon even cares.
I think Boon should do this it makes more sense:
classic no-dial-a-combo MK1/2 style gameplay with the current 1,2,3,4 system. Remove the breakers and do enough QA to make sure there is zero possibility of 100% combos. He's already doing the first part based on what he said, but the second part I doubt Boon even cares.
Make him care...game's got over 9 months in development. That's a whole three trimesters worth
TheBigCityToilet •06/20/2010 06:27 PM (UTC) •
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FlamingTP Wrote:
TheBigCityToilet Wrote:
Make him care...game's got over 9 months in development. That's a whole three trimesters worth
Boon picks and chooses what to listen to when it comes to MK fans, even if its a good idea that needs to go in. I'd say he listens to the hardcores a lot less than he lets on.FlamingTP Wrote:
I think Boon should do this it makes more sense:
classic no-dial-a-combo MK1/2 style gameplay with the current 1,2,3,4 system. Remove the breakers and do enough QA to make sure there is zero possibility of 100% combos. He's already doing the first part based on what he said, but the second part I doubt Boon even cares.
I think Boon should do this it makes more sense:
classic no-dial-a-combo MK1/2 style gameplay with the current 1,2,3,4 system. Remove the breakers and do enough QA to make sure there is zero possibility of 100% combos. He's already doing the first part based on what he said, but the second part I doubt Boon even cares.
Make him care...game's got over 9 months in development. That's a whole three trimesters worth
LOL...I'm the kinda guy who'll keep tapping you on your shoulder until you're either gonna listen or you're so pissed off that you're gonna fight...either way, I got your attention
Use that tactic with Edward Nooben
FlamingTP •06/20/2010 06:30 PM (UTC) •
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TheBigCityToilet Wrote:
LOL...I'm the kinda guy who'll keep tapping you on your shoulder until you're either gonna listen or you're so pissed off that you're gonna fight...either way, I got your attention
Use that tactic with Edward Nooben
FlamingTP Wrote:
TheBigCityToilet Wrote:
Make him care...game's got over 9 months in development. That's a whole three trimesters worth
Boon picks and chooses what to listen to when it comes to MK fans, even if its a good idea that needs to go in. I'd say he listens to the hardcores a lot less than he lets on.FlamingTP Wrote:
I think Boon should do this it makes more sense:
classic no-dial-a-combo MK1/2 style gameplay with the current 1,2,3,4 system. Remove the breakers and do enough QA to make sure there is zero possibility of 100% combos. He's already doing the first part based on what he said, but the second part I doubt Boon even cares.
I think Boon should do this it makes more sense:
classic no-dial-a-combo MK1/2 style gameplay with the current 1,2,3,4 system. Remove the breakers and do enough QA to make sure there is zero possibility of 100% combos. He's already doing the first part based on what he said, but the second part I doubt Boon even cares.
Make him care...game's got over 9 months in development. That's a whole three trimesters worth
LOL...I'm the kinda guy who'll keep tapping you on your shoulder until you're either gonna listen or you're so pissed off that you're gonna fight...either way, I got your attention
Use that tactic with Edward Nooben
well I'm pretty sure his twitter has a block function, I suppose if you want to spend the money on stamps you can spam his mail box. Still I doubt we would get a response out of that kind of approach. I suppose you're welcome to try if you wish.
SonOf100Maniacs •06/20/2010 06:32 PM (UTC) •
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TemperaryUserName Wrote:
That's not true, at least not of most fighting games, especially the Capcom variety.
And the problem with previous MKs wasn't the number of hits: it was the lack of damage-scaling.
hjs-Q Wrote:
The problem is not with the built in combos, the "lack of freedom". The problem with MK's combo system is that once you connect one single hit, your combo can't be escaped.
In any other fighting game you can escape in mid combo. block, duck, attack.
The problem is not with the built in combos, the "lack of freedom". The problem with MK's combo system is that once you connect one single hit, your combo can't be escaped.
In any other fighting game you can escape in mid combo. block, duck, attack.
That's not true, at least not of most fighting games, especially the Capcom variety.
And the problem with previous MKs wasn't the number of hits: it was the lack of damage-scaling.
You're right, just look at MVC 2 and SSF4, you can't break out of those hits. Looking at the video's (and I have watched the hell out of them), I haven't seen a button combo last more than 3-4 hits. In fact it kinda seem like an improved MK4 system where you jab twice then follow up with a big hit or special move. I know MK4 had a lot of bullshit in it, but I think it had some good idea's that just needed work, and not scrapped completely for the dial-a-combo fest that was every MK since then. Hopefully we have seen the end of the LONG and clunky ten string hit combo's from the last 8 years.
kingjolly •06/20/2010 07:02 PM (UTC) •
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To be honest, I kind of enjoy how devastating and long the combos in MK can be. 3-4 maximum combo isnt MK'ish enough. I thought the combo system in MK vs DC worked well, but I never played competitively.
FlamingTP •06/20/2010 07:07 PM (UTC) •
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kingjolly Wrote:
To be honest, I kind of enjoy how devastating and long the combos in MK can be. 3-4 maximum combo isnt MK'ish enough. I thought the combo system in MK vs DC worked well, but I never played competitively.
While MK isn't really a competitive game these days, there are a lot of fans who want it to be so. As long as they iron out 100% combos and try to keep combos at 49% and under it would be fair, but the latest video suggested that xray moves can be comboed in and out of for 60%+ combos. I really hope that isn't the case.To be honest, I kind of enjoy how devastating and long the combos in MK can be. 3-4 maximum combo isnt MK'ish enough. I thought the combo system in MK vs DC worked well, but I never played competitively.
TheBigCityToilet •06/20/2010 07:11 PM (UTC) •
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FlamingTP Wrote:
All the combos I saw were under 45%
or did somebody SAY that? b/c I have no sound.
kingjolly Wrote:
As long as they iron out 100% combos and try to keep combos at 49% and under it would be fair, but the latest video suggested that xray moves can be comboed in and out of for 60%+ combos. I really hope that isn't the case.
As long as they iron out 100% combos and try to keep combos at 49% and under it would be fair, but the latest video suggested that xray moves can be comboed in and out of for 60%+ combos. I really hope that isn't the case.
All the combos I saw were under 45%
or did somebody SAY that? b/c I have no sound.
Tekunin_General •06/20/2010 07:12 PM (UTC) •
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I never had a more proud moment than:
vs my friend "Fluri" on these forums. I was Shujinko and he was Raiden. Dragon Kings Kamidogu Room. My back to the spikes. 10% health.
1,1,2,B+2...U+4...DB+3... 1,1,1,CS,2,4,CS,1.
All the way across the arena, to the spikes and onto the spikes. Cross level stage fatality combo.
Dont ever tell me that Juggling isnt the way to go. Thats why we have breakers, Having one or 2 of them plus the skill to block and duck/jump is more than enough for a skilled palyer to win a match once his own brand of diminance is implimented.
Its called practice mode, 50% of my PS2 MK era was spent in practice mode amstering combos and juggles. Its what sets us apart form "That noob" online who runs and spams ice clone/freeze with subzero or the tombstone spam with dairou.
Dedication=Mastery.
I am more hyped for this game than any other before it after seeing how free the combo system is.
see you guys in the spring, everybody add me to PSN/XBL
vs my friend "Fluri" on these forums. I was Shujinko and he was Raiden. Dragon Kings Kamidogu Room. My back to the spikes. 10% health.
1,1,2,B+2...U+4...DB+3... 1,1,1,CS,2,4,CS,1.
All the way across the arena, to the spikes and onto the spikes. Cross level stage fatality combo.
Dont ever tell me that Juggling isnt the way to go. Thats why we have breakers, Having one or 2 of them plus the skill to block and duck/jump is more than enough for a skilled palyer to win a match once his own brand of diminance is implimented.
Its called practice mode, 50% of my PS2 MK era was spent in practice mode amstering combos and juggles. Its what sets us apart form "That noob" online who runs and spams ice clone/freeze with subzero or the tombstone spam with dairou.
Dedication=Mastery.
I am more hyped for this game than any other before it after seeing how free the combo system is.
see you guys in the spring, everybody add me to PSN/XBL
How many of you people here actually played any competitive MK?
of course damage scailing is a problem, who said it wasn't? still doesn't change the fact MK combo system is very flawed and the MK team doesn't seem to fix a well known problem.
of course damage scailing is a problem, who said it wasn't? still doesn't change the fact MK combo system is very flawed and the MK team doesn't seem to fix a well known problem.
SonOf100Maniacs •06/20/2010 07:35 PM (UTC) •
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kingjolly Wrote:
To be honest, I kind of enjoy how devastating and long the combos in MK can be. 3-4 maximum combo isnt MK'ish enough. I thought the combo system in MK vs DC worked well, but I never played competitively.
To be honest, I kind of enjoy how devastating and long the combos in MK can be. 3-4 maximum combo isnt MK'ish enough. I thought the combo system in MK vs DC worked well, but I never played competitively.
I never played MK vs. DC since I lost interest in MK after MKSM. I REALLY didn't like the fighting system in MKDA through MKA, was MK vs. DC an improvement over those games?
And I'm all for long combo's, just not the kind I dial in like I would a phone. I would just rather have a system that combines short dial-a-combo's (hopefully the kind where you can choose how to begin and end them like MK4 and MVC 2 so it doesn't feel so clunky), juggling, and special moves.
jpetrunak •06/20/2010 07:38 PM (UTC) •
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1. Your meter gets filled up as you get your ass handed to you which would allow you to pull off breakers more often
2. If the combo is big enough , it would fill your meter up enough, that your return combo would allow you to combo into an X-ray move which would deal out probably just as much damage if not more , than their initial combo.
3. I have played SSFIV enough to know that even in a game as "balanced" as Street Fighter, the right player can destroy you within 2 combo's anyway. I have played a match where I was combo-ed into a dizzy, in which they went right into another combo that finished the match.
4. 100% combo's primarily are only effective in practice mode because a dummy will not pull off a breaker.
5. I have a feeling this game will be supported way more than MK vs DC now that MK is with WB, so im sure we will see plenty of updates to correct infinite combo's and such.
2. If the combo is big enough , it would fill your meter up enough, that your return combo would allow you to combo into an X-ray move which would deal out probably just as much damage if not more , than their initial combo.
3. I have played SSFIV enough to know that even in a game as "balanced" as Street Fighter, the right player can destroy you within 2 combo's anyway. I have played a match where I was combo-ed into a dizzy, in which they went right into another combo that finished the match.
4. 100% combo's primarily are only effective in practice mode because a dummy will not pull off a breaker.
5. I have a feeling this game will be supported way more than MK vs DC now that MK is with WB, so im sure we will see plenty of updates to correct infinite combo's and such.
The one thing that no one I've seen bring up yet, is how long the fights in the videos are. It looks as though even with a similar hit-after-hit combo system like MK3 with no way to break out the players health is never devastated. There is a 7 or 8 hit combo that only did around 37%. I don't see the issue.
JediSith •06/20/2010 08:27 PM (UTC) •
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Shaggsta Wrote:
The one thing that no one I've seen bring up yet, is how long the fights in the videos are. It looks as though even with a similar hit-after-hit combo system like MK3 with no way to break out the players health is never devastated. There is a 7 or 8 hit combo that only did around 37%. I don't see the issue.
The one thing that no one I've seen bring up yet, is how long the fights in the videos are. It looks as though even with a similar hit-after-hit combo system like MK3 with no way to break out the players health is never devastated. There is a 7 or 8 hit combo that only did around 37%. I don't see the issue.
Good point
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