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Sucks that MK9 won't be at SCR or NCR for testing. On the other hand, MvC3 is. But this isn't anything new is it...

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blackl0tus Wrote:
Sucks that MK9 won't be at SCR or NCR for testing.
Sucks that MK9 won't be at SCR or NCR for testing.
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"BEER ME!" - Noob Saibot
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What's SCR and NCR?


About Me
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Would you like to see any of these gamplay mechanics in mk9??
1.limited air combos(would be able o get about 4 hits in max)
2.parry
3.run by doing ff and hold.
4.tech throws
5.cancel moves to perform longer combos
6.certain moves that make opponent bounce off walls
7. wake up attacks
8- air block
9.guard break
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WeaponTheory Wrote:
What's SCR and NCR?
What's SCR and NCR?
Southern California Regional and Northern California Regional. They are streaming SCR all day on sSaturday and today on G4TV. NCR will be streamed on Nov 20-21.
Would you like to see any of these gamplay mechanics in mk9??
1.limited air combos(would be able o get about 4 hits in max)
2.parry
3.run by doing ff and hold.
4.tech throws
5.cancel moves to perform longer combos
6.certain moves that make opponent bounce off walls
7. wake up attacks
8- air block
9.guard break
1.limited air combos(would be able o get about 4 hits in max)
2.parry
3.run by doing ff and hold.
4.tech throws
5.cancel moves to perform longer combos
6.certain moves that make opponent bounce off walls
7. wake up attacks
8- air block
9.guard break
7 and maybe 5


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would you guys like to see damage scailing? that might help because x rays look like they might do alot of damage, and looks like you can combo with them too.
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BIG_SYKE19 Wrote:
would you guys like to see damage scailing? that might help because x rays look like they might do alot of damage, and looks like you can combo with them too.
would you guys like to see damage scailing? that might help because x rays look like they might do alot of damage, and looks like you can combo with them too.
Yes please, or this game would be really dumb.
In the last Mkast John Edwards said that they didn't like how a high punch can't hit low, and thats why it is now back punch forward punch. I don't understand what is wrong with a high punch not hitting low. A high punch isn't supposed to hit low which makes it balanced and punishable. It makes it so you have to predict what your opponent does to avoid their attack. This makes me wonder what ill be able to stop a crouch blocked character? In MKvsDC a juggle move could but there where also attacks in the combo that could cut threw it. To me it seems like these where medium attacks because there where already high and low attack and they wouldn't do shit to a crouching blocking opponent.
Something needs to be implemented to make it so you cant just crouch and block. I know jump kicks and throws would stop it but there needs to be more to stop turtlers.
Something needs to be implemented to make it so you cant just crouch and block. I know jump kicks and throws would stop it but there needs to be more to stop turtlers.
BIG_SYKE19 Wrote:
Would you like to see any of these gamplay mechanics in mk9??
1.limited air combos(would be able o get about 4 hits in max)
2.parry
3.run by doing ff and hold.
4.tech throws
5.cancel moves to perform longer combos
6.certain moves that make opponent bounce off walls
7. wake up attacks
8- air block
9.guard break
Would you like to see any of these gamplay mechanics in mk9??
1.limited air combos(would be able o get about 4 hits in max)
2.parry
3.run by doing ff and hold.
4.tech throws
5.cancel moves to perform longer combos
6.certain moves that make opponent bounce off walls
7. wake up attacks
8- air block
9.guard break
1. That sounds about right. MK has never been air combo intensive.
2 No. MK doesn't know how. MKA was a mess with parry. Plus we got breakers that seem balanced.
3. No. I don't like running. I prefer dashes instead.
4. Yes. I think there in. I think that's what that shove is.
5 No. Too much like street fighter
6. Only to balance the move. I don't want big wall combos.
7.Yes.
8. No
9.No.


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jbthrash Wrote:
In the last Mkast John Edwards said that they didn't like how a high punch can't hit low, and thats why it is now back punch forward punch. I don't understand what is wrong with a high punch not hitting low. A high punch isn't supposed to hit low which makes it balanced and punishable. It makes it so you have to predict what your opponent does to avoid their attack. This makes me wonder what ill be able to stop a crouch blocked character? In MKvsDC a juggle move could but there where also attacks in the combo that could cut threw it. To me it seems like these where medium attacks because there where already high and low attack and they wouldn't do shit to a crouching blocking opponent.
Something needs to be implemented to make it so you cant just crouch and block. I know jump kicks and throws would stop it but there needs to be more to stop turtlers.
In the last Mkast John Edwards said that they didn't like how a high punch can't hit low, and thats why it is now back punch forward punch. I don't understand what is wrong with a high punch not hitting low. A high punch isn't supposed to hit low which makes it balanced and punishable. It makes it so you have to predict what your opponent does to avoid their attack. This makes me wonder what ill be able to stop a crouch blocked character? In MKvsDC a juggle move could but there where also attacks in the combo that could cut threw it. To me it seems like these where medium attacks because there where already high and low attack and they wouldn't do shit to a crouching blocking opponent.
Something needs to be implemented to make it so you cant just crouch and block. I know jump kicks and throws would stop it but there needs to be more to stop turtlers.
you could add over head attacks like sf3 did. you can catch people off guard alot of times. just like with balrog over head rush punch in sf4.
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"BEER ME!" - Noob Saibot
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jbthrash Wrote:
In the last Mkast John Edwards said that they didn't like how a high punch can't hit low, and thats why it is now back punch forward punch. I don't understand what is wrong with a high punch not hitting low. A high punch isn't supposed to hit low which makes it balanced and punishable. It makes it so you have to predict what your opponent does to avoid their attack. This makes me wonder what ill be able to stop a crouch blocked character? In MKvsDC a juggle move could but there where also attacks in the combo that could cut threw it. To me it seems like these where medium attacks because there where already high and low attack and they wouldn't do shit to a crouching blocking opponent.
Something needs to be implemented to make it so you cant just crouch and block. I know jump kicks and throws would stop it but there needs to be more to stop turtlers.
In the last Mkast John Edwards said that they didn't like how a high punch can't hit low, and thats why it is now back punch forward punch. I don't understand what is wrong with a high punch not hitting low. A high punch isn't supposed to hit low which makes it balanced and punishable. It makes it so you have to predict what your opponent does to avoid their attack. This makes me wonder what ill be able to stop a crouch blocked character? In MKvsDC a juggle move could but there where also attacks in the combo that could cut threw it. To me it seems like these where medium attacks because there where already high and low attack and they wouldn't do shit to a crouching blocking opponent.
Something needs to be implemented to make it so you cant just crouch and block. I know jump kicks and throws would stop it but there needs to be more to stop turtlers.
I dunno, I think I welcome it. I'm only welcoming the Back + Button and Forward + Button because of the variety in combos that will bring (or better bring). But I agree, High Punch shouldn't hit crouching people.
"This makes me wonder what ill be able to stop a crouch blocked character?"
I don't know if this will stop it, but Scorpion does have a...I guess a juggle starter? in which he uses his sword in a crouching slash down motion in which the opponent will bounce in the air. That could be his turtling killer? I haven't seen other characters versions though, which is worrying me because that's just another step to being an unbalanced game if one person can do a certain something (not counting specials) and no one else.
yea i wanna play this games so bad!!
Spoilers: (Highlight to reveal)
SubMan799 Wrote:
I've noticed there is no gameplay discussion on these boards. I figured I might as well start one.
Some quick info for people who aren't familiar with fighting game termonology.
Juggle: The player combos a character while the victim is still in the air. The player literally juggles the character around in the air.
Wake Up: When a player is lying down on the floor they can choose whether to roll away, attack, or do nothing upon getting up. For 2D fighters this is usually not implemented.
Overhead Attack: An attack that hits opponents that are blocking low.
Damage Scaling: This is when hits in a combo do less and less damage as the combo goes on. It is a universal element in all fighters
50/50 or Wake Up Game: A common element in 2D games. When a player knocks an opponent on the floor, the players decides what to do when the opponent gets up. They can perform and overhead attack, sweep attack, cross up, grab or any other move. The victim must guess what the opponent is going to use and defend against it accordingly.
Frames: In the most basic sense, this is how fast a move comes out.
Frame Advantage: A move which allows the player to recover before his opponent leaves either hit stun on hit or block stun on block is considered to have frame advantage in those areas. Moves that enjoy frame advantage on hit are often used in links to perform combos, while moves that enjoy frame advantage on block are often used as pokes.
Recovery Frames: This is the animation after a move is done. Moves like Scorpion's Spear has a lot of recovery frames and is deemed unsafe, while a move like Kabal's air fireball has almost no recovery frames.
Punisher: When an opponent is in recovery frames, a player can dish out damage, or "punish" the opponent with a huge combo. Moves like Ermac's teleport punch can be punished when blocked for a huge combo.
Safe: When a move has a few recovery frames. Moves like a regular jab are considered safe.
Anti Air: Anti Air, often abbreviated AA, is a move that deals damage to incoming airborne opponents. Think of Ryu's Shoryuken.
Pop Up or Launcher: A move that launches the opponent into the air, setting up a juggle
Dash/Run: A dash is a quick movement forward. A run is when your character runs forward towards the enemy.
Throws/Techs: A throw is a move that goes through blocks. Techs are included in street fighter. It is when a character cancels an opponent's throw
HP, HK, LP, LK: High Punch, High Kick, Low Punch and Low Kick respectively.
Command Attacks: An attack that is unique to the character. It is not a special move. This has not been implemented in the 2D MK games
Scrub: Basically an asshole that thinks they are really good at fighters, when in reality they are just terrible
I think I've got enough down for now. If you got anything else I can add to the list then just post it. I'm sure I forgot something important.
-------
Now onto the main discussion.
One thing that MK has never done successfully is give each character individuality. MKDA-MKA failed to do this. Prior to these games, every character was basically the same. Sindel and Kung Lao are basically the same when you take away their specials and dial-a-combos.
EDIT 6/18: From the gamespot hands on, we now know that each character will be very unique and play completely different. Nice one MK team!
Characters need to have varying amounts of health. And their attacks should have different ranges, power and frames. Without individuality, the game becomes shallow as every character will play the same.
Give each character command attacks. Kung Lao could have a command overhead where he attacks the opponent with his hat. Baraka can have his blades out all the time to give him more range then other characters
Another thing that MK has never done is add a grapple character. A character that mainly uses command throws. If they plan on adding new characters, add a grappler!
Kombo Breakers, if added to this game, need very special care. You don't want it so that they are common and ruin the tempo of the game, and you also don't want it to be so sparse that its never seen and not viable. The way they did it in MKDC was alright, but maybe make it a bit harder to fill the meter for Kombo Breakers.
EDIT 6/18: Another thing the MK team nailed. Congrats
So there are some of my ideas. I might post some more ideas as I get them. Also note that we are not discussing fatalities, costumes, stages, ect. as they do not add anything to the gameplay
Interesting video. This shows Sektor combo-ing into an X-Ray move, The X-Ray move is scaled heavily and the combo only deals about 40% damage. Nice job MK.
I've noticed there is no gameplay discussion on these boards. I figured I might as well start one.
Some quick info for people who aren't familiar with fighting game termonology.
Juggle: The player combos a character while the victim is still in the air. The player literally juggles the character around in the air.
Wake Up: When a player is lying down on the floor they can choose whether to roll away, attack, or do nothing upon getting up. For 2D fighters this is usually not implemented.
Overhead Attack: An attack that hits opponents that are blocking low.
Damage Scaling: This is when hits in a combo do less and less damage as the combo goes on. It is a universal element in all fighters
50/50 or Wake Up Game: A common element in 2D games. When a player knocks an opponent on the floor, the players decides what to do when the opponent gets up. They can perform and overhead attack, sweep attack, cross up, grab or any other move. The victim must guess what the opponent is going to use and defend against it accordingly.
Frames: In the most basic sense, this is how fast a move comes out.
Frame Advantage: A move which allows the player to recover before his opponent leaves either hit stun on hit or block stun on block is considered to have frame advantage in those areas. Moves that enjoy frame advantage on hit are often used in links to perform combos, while moves that enjoy frame advantage on block are often used as pokes.
Recovery Frames: This is the animation after a move is done. Moves like Scorpion's Spear has a lot of recovery frames and is deemed unsafe, while a move like Kabal's air fireball has almost no recovery frames.
Punisher: When an opponent is in recovery frames, a player can dish out damage, or "punish" the opponent with a huge combo. Moves like Ermac's teleport punch can be punished when blocked for a huge combo.
Safe: When a move has a few recovery frames. Moves like a regular jab are considered safe.
Anti Air: Anti Air, often abbreviated AA, is a move that deals damage to incoming airborne opponents. Think of Ryu's Shoryuken.
Pop Up or Launcher: A move that launches the opponent into the air, setting up a juggle
Dash/Run: A dash is a quick movement forward. A run is when your character runs forward towards the enemy.
Throws/Techs: A throw is a move that goes through blocks. Techs are included in street fighter. It is when a character cancels an opponent's throw
HP, HK, LP, LK: High Punch, High Kick, Low Punch and Low Kick respectively.
Command Attacks: An attack that is unique to the character. It is not a special move. This has not been implemented in the 2D MK games
Scrub: Basically an asshole that thinks they are really good at fighters, when in reality they are just terrible
I think I've got enough down for now. If you got anything else I can add to the list then just post it. I'm sure I forgot something important.
-------
Now onto the main discussion.
One thing that MK has never done successfully is give each character individuality. MKDA-MKA failed to do this. Prior to these games, every character was basically the same. Sindel and Kung Lao are basically the same when you take away their specials and dial-a-combos.
EDIT 6/18: From the gamespot hands on, we now know that each character will be very unique and play completely different. Nice one MK team!
Characters need to have varying amounts of health. And their attacks should have different ranges, power and frames. Without individuality, the game becomes shallow as every character will play the same.
Give each character command attacks. Kung Lao could have a command overhead where he attacks the opponent with his hat. Baraka can have his blades out all the time to give him more range then other characters
Another thing that MK has never done is add a grapple character. A character that mainly uses command throws. If they plan on adding new characters, add a grappler!
Kombo Breakers, if added to this game, need very special care. You don't want it so that they are common and ruin the tempo of the game, and you also don't want it to be so sparse that its never seen and not viable. The way they did it in MKDC was alright, but maybe make it a bit harder to fill the meter for Kombo Breakers.
EDIT 6/18: Another thing the MK team nailed. Congrats
So there are some of my ideas. I might post some more ideas as I get them. Also note that we are not discussing fatalities, costumes, stages, ect. as they do not add anything to the gameplay
Interesting video. This shows Sektor combo-ing into an X-Ray move, The X-Ray move is scaled heavily and the combo only deals about 40% damage. Nice job MK.
yea i wanna play this games so bad!!
Spoilers: (Highlight to reveal)
SubMan799 Wrote:
I've noticed there is no gameplay discussion on these boards. I figured I might as well start one.
Some quick info for people who aren't familiar with fighting game termonology.
Juggle: The player combos a character while the victim is still in the air. The player literally juggles the character around in the air.
Wake Up: When a player is lying down on the floor they can choose whether to roll away, attack, or do nothing upon getting up. For 2D fighters this is usually not implemented.
Overhead Attack: An attack that hits opponents that are blocking low.
Damage Scaling: This is when hits in a combo do less and less damage as the combo goes on. It is a universal element in all fighters
50/50 or Wake Up Game: A common element in 2D games. When a player knocks an opponent on the floor, the players decides what to do when the opponent gets up. They can perform and overhead attack, sweep attack, cross up, grab or any other move. The victim must guess what the opponent is going to use and defend against it accordingly.
Frames: In the most basic sense, this is how fast a move comes out.
Frame Advantage: A move which allows the player to recover before his opponent leaves either hit stun on hit or block stun on block is considered to have frame advantage in those areas. Moves that enjoy frame advantage on hit are often used in links to perform combos, while moves that enjoy frame advantage on block are often used as pokes.
Recovery Frames: This is the animation after a move is done. Moves like Scorpion's Spear has a lot of recovery frames and is deemed unsafe, while a move like Kabal's air fireball has almost no recovery frames.
Punisher: When an opponent is in recovery frames, a player can dish out damage, or "punish" the opponent with a huge combo. Moves like Ermac's teleport punch can be punished when blocked for a huge combo.
Safe: When a move has a few recovery frames. Moves like a regular jab are considered safe.
Anti Air: Anti Air, often abbreviated AA, is a move that deals damage to incoming airborne opponents. Think of Ryu's Shoryuken.
Pop Up or Launcher: A move that launches the opponent into the air, setting up a juggle
Dash/Run: A dash is a quick movement forward. A run is when your character runs forward towards the enemy.
Throws/Techs: A throw is a move that goes through blocks. Techs are included in street fighter. It is when a character cancels an opponent's throw
HP, HK, LP, LK: High Punch, High Kick, Low Punch and Low Kick respectively.
Command Attacks: An attack that is unique to the character. It is not a special move. This has not been implemented in the 2D MK games
Scrub: Basically an asshole that thinks they are really good at fighters, when in reality they are just terrible
I think I've got enough down for now. If you got anything else I can add to the list then just post it. I'm sure I forgot something important.
-------
Now onto the main discussion.
One thing that MK has never done successfully is give each character individuality. MKDA-MKA failed to do this. Prior to these games, every character was basically the same. Sindel and Kung Lao are basically the same when you take away their specials and dial-a-combos.
EDIT 6/18: From the gamespot hands on, we now know that each character will be very unique and play completely different. Nice one MK team!
Characters need to have varying amounts of health. And their attacks should have different ranges, power and frames. Without individuality, the game becomes shallow as every character will play the same.
Give each character command attacks. Kung Lao could have a command overhead where he attacks the opponent with his hat. Baraka can have his blades out all the time to give him more range then other characters
Another thing that MK has never done is add a grapple character. A character that mainly uses command throws. If they plan on adding new characters, add a grappler!
Kombo Breakers, if added to this game, need very special care. You don't want it so that they are common and ruin the tempo of the game, and you also don't want it to be so sparse that its never seen and not viable. The way they did it in MKDC was alright, but maybe make it a bit harder to fill the meter for Kombo Breakers.
EDIT 6/18: Another thing the MK team nailed. Congrats
So there are some of my ideas. I might post some more ideas as I get them. Also note that we are not discussing fatalities, costumes, stages, ect. as they do not add anything to the gameplay
Interesting video. This shows Sektor combo-ing into an X-Ray move, The X-Ray move is scaled heavily and the combo only deals about 40% damage. Nice job MK.
I've noticed there is no gameplay discussion on these boards. I figured I might as well start one.
Some quick info for people who aren't familiar with fighting game termonology.
Juggle: The player combos a character while the victim is still in the air. The player literally juggles the character around in the air.
Wake Up: When a player is lying down on the floor they can choose whether to roll away, attack, or do nothing upon getting up. For 2D fighters this is usually not implemented.
Overhead Attack: An attack that hits opponents that are blocking low.
Damage Scaling: This is when hits in a combo do less and less damage as the combo goes on. It is a universal element in all fighters
50/50 or Wake Up Game: A common element in 2D games. When a player knocks an opponent on the floor, the players decides what to do when the opponent gets up. They can perform and overhead attack, sweep attack, cross up, grab or any other move. The victim must guess what the opponent is going to use and defend against it accordingly.
Frames: In the most basic sense, this is how fast a move comes out.
Frame Advantage: A move which allows the player to recover before his opponent leaves either hit stun on hit or block stun on block is considered to have frame advantage in those areas. Moves that enjoy frame advantage on hit are often used in links to perform combos, while moves that enjoy frame advantage on block are often used as pokes.
Recovery Frames: This is the animation after a move is done. Moves like Scorpion's Spear has a lot of recovery frames and is deemed unsafe, while a move like Kabal's air fireball has almost no recovery frames.
Punisher: When an opponent is in recovery frames, a player can dish out damage, or "punish" the opponent with a huge combo. Moves like Ermac's teleport punch can be punished when blocked for a huge combo.
Safe: When a move has a few recovery frames. Moves like a regular jab are considered safe.
Anti Air: Anti Air, often abbreviated AA, is a move that deals damage to incoming airborne opponents. Think of Ryu's Shoryuken.
Pop Up or Launcher: A move that launches the opponent into the air, setting up a juggle
Dash/Run: A dash is a quick movement forward. A run is when your character runs forward towards the enemy.
Throws/Techs: A throw is a move that goes through blocks. Techs are included in street fighter. It is when a character cancels an opponent's throw
HP, HK, LP, LK: High Punch, High Kick, Low Punch and Low Kick respectively.
Command Attacks: An attack that is unique to the character. It is not a special move. This has not been implemented in the 2D MK games
Scrub: Basically an asshole that thinks they are really good at fighters, when in reality they are just terrible
I think I've got enough down for now. If you got anything else I can add to the list then just post it. I'm sure I forgot something important.
-------
Now onto the main discussion.
One thing that MK has never done successfully is give each character individuality. MKDA-MKA failed to do this. Prior to these games, every character was basically the same. Sindel and Kung Lao are basically the same when you take away their specials and dial-a-combos.
EDIT 6/18: From the gamespot hands on, we now know that each character will be very unique and play completely different. Nice one MK team!
Characters need to have varying amounts of health. And their attacks should have different ranges, power and frames. Without individuality, the game becomes shallow as every character will play the same.
Give each character command attacks. Kung Lao could have a command overhead where he attacks the opponent with his hat. Baraka can have his blades out all the time to give him more range then other characters
Another thing that MK has never done is add a grapple character. A character that mainly uses command throws. If they plan on adding new characters, add a grappler!
Kombo Breakers, if added to this game, need very special care. You don't want it so that they are common and ruin the tempo of the game, and you also don't want it to be so sparse that its never seen and not viable. The way they did it in MKDC was alright, but maybe make it a bit harder to fill the meter for Kombo Breakers.
EDIT 6/18: Another thing the MK team nailed. Congrats
So there are some of my ideas. I might post some more ideas as I get them. Also note that we are not discussing fatalities, costumes, stages, ect. as they do not add anything to the gameplay
Interesting video. This shows Sektor combo-ing into an X-Ray move, The X-Ray move is scaled heavily and the combo only deals about 40% damage. Nice job MK.


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i wonder what priority will be like in mk. like when two players attack at the same time and one person gets hit because their move has more frames and comes out slower.
wonder if adding a clash system might help?
clash sysytem-when you attack at the same time as someone else, instead trading hits or getting hit, you repel off of the opponent with the same frame advantage, similar to tech throws.
wonder if adding a clash system might help?
clash sysytem-when you attack at the same time as someone else, instead trading hits or getting hit, you repel off of the opponent with the same frame advantage, similar to tech throws.

0
That thread for MK Ship Pairings is getting more views in an hour than this one gets in a month.
Like that fish said after SpongeBob's fake muscles exploded, "Um.....I think we lost...."
Like that fish said after SpongeBob's fake muscles exploded, "Um.....I think we lost...."
0
I like the way the MK team is keeping some of the old stages in the game. Maybe they will have some new stages that I will like.
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TheBigCityToilet Wrote:
That thread for MK Ship Pairings is getting more views in an hour than this one gets in a month.
Like that fish said after SpongeBob's fake muscles exploded, "Um.....I think we lost...."
That thread for MK Ship Pairings is getting more views in an hour than this one gets in a month.
Like that fish said after SpongeBob's fake muscles exploded, "Um.....I think we lost...."
Well there's nothing to talk about. The MK team won't test this game anywhere and everyone that has played the game so far have no idea what they are doing. We have nothing to really go on.
From the Sub-Zero video, it looks like those crappy J.Punches are back.
http://www.youtube.com/watch?v=kdzp9MzdM9c
Is it just me or does the game actually look worse and more akin to the PS2 shitfests?
Is it just me or does the game actually look worse and more akin to the PS2 shitfests?

0
SubMan799 Wrote:
From the Sub-Zero video, it looks like those crappy J.Punches are back.
From the Sub-Zero video, it looks like those crappy J.Punches are back.
Yeah, that is seriously corny. This isn't the MKDA era anymore; air combat is actually important.
I'm also wondering if they're going to be streamlining special move inputs into more practical motions or tightening up the window in which you can perform them. Back-Forward+P for Cyrax's bomb is fine on paper but when the window for completing the motion is, like, 10 frames in between the Back-Forward and the Punch, it leads to a lot of accidental bombs.
Example: Go boot up MKDA, pick Reptile, and try walking forward and doing crouching Attack 4. Did you get a lot of lizard rolls?
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StatueofLiberty Wrote:
Yeah, that is seriously corny. This isn't the MKDA era anymore; air combat is actually important.
SubMan799 Wrote:
From the Sub-Zero video, it looks like those crappy J.Punches are back.
From the Sub-Zero video, it looks like those crappy J.Punches are back.
Yeah, that is seriously corny. This isn't the MKDA era anymore; air combat is actually important.
The JPunch looks like the one from MKDC. The one that would pop the opponent into the air and stop you in mid air. Was that also in MKDA-A? Haven't played those in a while.
Wanderer Wrote:
http://www.youtube.com/watch?v=kdzp9MzdM9c
Is it just me or does the game actually look worse and more akin to the PS2 shitfests?
http://www.youtube.com/watch?v=kdzp9MzdM9c
Is it just me or does the game actually look worse and more akin to the PS2 shitfests?
Hitbox for uppercut at ~17s looks a bit messed up. They'll fix that stuff for the final release, right?

0
SubMan799 Wrote:
Nah, the MKDA-D one had the same hit stun as the normal jabs. It was worthless. MKA had one kick that knocked down.
The JPunch looks like the one from MKDC. The one that would pop the opponent into the air and stop you in mid air. Was that also in MKDA-A? Haven't played those in a while.
Nah, the MKDA-D one had the same hit stun as the normal jabs. It was worthless. MKA had one kick that knocked down.


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whoa that''s a huge hit box for an uppercut. the sweeps have huge hit boxes too.


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"Pyscho Crusher!!!!!!!!!!" - M.Bison 1992-2010
0
A vastly Hit box for that uppercut, almost scary in a way. I want a balanced gameplay something like this can make me happy;
50/50: I know alot of this has been seen in 2D fighters but common, this is what made the fighting era of 2D even more intense and exciting then it is today. If any fighting game of today's 3D era has this or "sort of" have this, top candidate would go to Tekken, and the contender would be Soul Calibur.
50/50: I know alot of this has been seen in 2D fighters but common, this is what made the fighting era of 2D even more intense and exciting then it is today. If any fighting game of today's 3D era has this or "sort of" have this, top candidate would go to Tekken, and the contender would be Soul Calibur.
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