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Jace_of_Spades
06/20/2010 08:30 PM (UTC)
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Casselman Wrote:
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


There is no way to say it better.

In my opinion the combo system is not the problem, and hasn't been the problem. Problems come into play with infinites like Flash. And lets not forget Superman's unstoppable double ground pound (ever been in a game with someone who just spammed that move over and over and you can't move? Pain in the ass...)
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kingjolly
06/20/2010 08:32 PM (UTC)
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SonOf100Maniacs Wrote:
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.


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?

.


Yes, they were alot better. The combos in MK vs DC required less memorization...and they werent really dial-up. You start with a basic 2-3 hit combo, which you could integrate with special attacks, which would then lead to pop-up, and then continue with more juggles. The combo system encouraged experimentation and creative ways to keep your opponent in the air as long as possible. It was quite fun. It seems this Mortal Kombat is doing it as well.
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Jace_of_Spades
06/20/2010 08:42 PM (UTC)
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kingjolly Wrote:
SonOf100Maniacs Wrote:
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.


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?

.


Yes, they were alot better. The combos in MK vs DC required less memorization...and they werent really dial-up. You start with a basic 2-3 hit combo, which you could integrate with special attacks, which would then lead to pop-up, and then continue with more juggles. The combo system encouraged experimentation and creative ways to keep your opponent in the air as long as possible. It was quite fun. It seems this Mortal Kombat is doing it as well.


Right. In reality you could get some pretty devastating combos but It takes some creativity, rather than just referencing the pause menu.

Also in regards to the topic, If someone pulls a mad awesome combo on you, you can't just say that the system is broke and disregard their skill. More likely than not, they are just a better player. I think this new game will show that the strategic and innovative players will rightfully dominate the other the players more so than with dial combos.
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Shohayabusa
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About Me

Fare Thee Well

06/20/2010 09:17 PM (UTC)
0
Well, this never bothered me. To me the combos are like tekken tags so where the max combo i'v seen so far is 10 hits, with only 40% damage.
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Shibata
06/21/2010 04:52 AM (UTC)
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I thought "dial-in combo" (then later "dial-up combo" or "dail-a-combo") was just what MK fans called chains. And I agree that this game (and probably all fighting games) should use strings and not chains. I think that's what hsj-Q's point was that a couple of people aren't getting. It's definitely still a valid point even if it turns out that damage is well scaled and you're only getting reasonable damage out of natural combos.

Even provided you have "reasonably" scaled damage (by the standards of formerly broken MK games) and there are no natural (non-juggle) combos over four hits for say, 33% damage, that's still a lot of damage to get off a jab, guaranteed, every time you hit the jab. It's really no different than if you just did away with all combos entirely and just had every jab literally do 33% damage; I don't think many players would be okay with that and nor should we be.

Also if you factor in the ability to potentially use an x-ray move at the end of that four hit, 33% damage combo, adding maybe another 30-40% damage to it, that's a fucking LOT of guaranteed damage off a jab. Especially when you consider the animation in these games is pretty choppy to begin with and startup on almost all moves is barely noticeable.

I think the potential for me to walk up and jab you at the start of the round - which you can't block because of lag - which leads to me scoring a 70% damage combo that hit you before you even saw it coming or had any chance to do anything about it is pretty fucking concerning. Even if your meter fills up and you break it at 50%, that's still ridiculous. Unblockable Jab. Unblockable Jab. I win? That wouldn't be okay. I'm not saying that's definitely going to be the case in this game, but I can definitely see the potential for it to happen.

We'll see how it plays out, but yeah. There's a reason almost all fighting games use strings and not chains. There's no downside to doing away with them, yet there is a great benefit. So that's what we should be asking for.
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jbthrash
06/21/2010 09:45 AM (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.


Thats how combos work in every fighting game. If you can do a challenging combo instead of just mashing buttons, you should be rewarded with dishing out a lot of damage. Secondly none of the capcom games allow you to block in the middle. If you could block in the middle there would be no point in setting up challenging combos. Secondly MK has breakers which is something a lot of fighting games don't have. Thirdly they have more time to work on this game, and they have the money this time to patch glitches after the game comes out.
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FlamingTP
06/21/2010 10:01 AM (UTC)
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it was said out loud by the PR guy I'll have to dig through the forum here to find the vid.
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FlamingTP
06/21/2010 10:06 AM (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.

furious
Boon did say they were working on it, so I am hopeful that this is in fact the case. Less so after the most recent video shot by some guy in the crowd in the theater.
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