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SubMan799
12/23/2010 04:48 AM (UTC)
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Run jabs confirmed baby! The new MKast has a discussion about it at around 9:30. These guys actually know what they're doing
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TheClique
12/23/2010 05:08 AM (UTC)
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I love this addition to the game no run button but hey this makes up for it!
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BIG_SYKE19
12/23/2010 03:44 PM (UTC)
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still wish we had runs cause it makes mk different and quicker but the dash looks good.


now the combos still look like dial ups to me........just seems to smooth. it doesnt have that "choppy, start and stop feel" like when i watch ss4 vids. it seems like they might try to do dial ups like tekken does, which works fine for tekken because it has alot(combos) and options. so you dont feel tied up. but i dont know if mk team know how to do dial up like that........ i hope this isnt the same combo system from the 3d mks.
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StatueofLiberty
12/23/2010 10:32 PM (UTC)
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SubMan799 Wrote:
Run jabs confirmed baby!


Baller as hell.
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blackl0tus
12/24/2010 01:08 AM (UTC)
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All I heard was dash cancels. We'll see if this will actually be use for kara dash jabs or something different. It's definitely no where near run jabs, but good to hear nonetheless.
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StatueofLiberty
12/24/2010 01:22 AM (UTC)
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blackl0tus Wrote:
All I heard was dash cancels.


Oh shit, I guess I actually need to watch the video.
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blackl0tus
12/24/2010 05:47 AM (UTC)
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Sounds nice about the backdashing out of jab pressure thing.
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Chrisofrays
12/25/2010 02:44 PM (UTC)
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hey all new to this site. pretty hype about new MK!

wondering what people think about the wake up options mentioned in the last mkast? like scorpion could do his teleport punch quite quickly after a knock down. im worried it might be like sf4 and be a more defence orientated fighting game.but saying that i havent gotten into past mk games sereously before so dont know if the gameplay is usualy deffencive or how important scoring a knockdown is in mk games. merry christmas!
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TheClique
12/26/2010 02:46 AM (UTC)
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First and foremost welcome to MKO!!! Hope you enjoy your stay! Cause once you enter you can't leave! :)
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BIG_SYKE19
12/26/2010 02:39 PM (UTC)
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i hope the "volley ball" punch is gone because you really need certain jump kicks and punches in the air to zone and keep opponents away if they try to jump towards you. like ss4 has different jump kicks that hit high mid and low while in air. and pro use these tools all the time to keep opponents away. the volley ball punch also looks stupid. lol tongue
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Joe-Von-Zombie
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12/26/2010 04:03 PM (UTC)
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BIG_SYKE19 Wrote:
i hope the "volley ball" punch is gone >


It's not, watch the Scorpion or Sub-Zero gameplay videos. Its clearly seen there.
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Reptality
12/27/2010 12:54 AM (UTC)
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Slightly sad about the no run, but these dashing jabs are going to be good
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Reptile1112
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12/27/2010 05:26 PM (UTC)
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The dashing jab is going to be a nice new feature. They really are working hard on this game!
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BIG_SYKE19
12/28/2010 04:00 PM (UTC)
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hey guys have you ever heard that long juggles make mk a more competitive game. like in umk3 if you messed up one time someone could combo and juggle you and take 40% of your health. so this inclined people to be their "A" game all the time, which some people say made mk more competitive.

so with that logic should long juggles be in mk9 or not??
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razorxz
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!

12/28/2010 05:33 PM (UTC)
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Any incentive or use for subzero's freez ball if since he has ground freeze.

I guess I want to see some general info on the properties of those two moves.

Looks like the MKteam is actually trying this time, they might f it up, but I can sense effort from them that I have never felt from playing any of the MKs from MK1-MKD. Haven't given this series a chance since deception.
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Joe-Von-Zombie
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12/28/2010 06:52 PM (UTC)
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BIG_SYKE19 Wrote:
hey guys have you ever heard that long juggles make mk a more competitive game. like in umk3 if you messed up one time someone could combo and juggle you and take 40% of your health. so this inclined people to be their "A" game all the time, which some people say made mk more competitive.

so with that logic should long juggles be in mk9 or not??



The long juggles will be in, but with proper damage scaling being implemented and breakers, I doubt we're realistically gonna see anything like that.
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dean8149
12/30/2010 07:27 AM (UTC)
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hey guys this is my first post and this appeared like the best place to put it so here it is:

going way back to the beginning of this forum there was talk about character uniqueness. i wanted to know, from your opinions if you think they will/should use the HP LP HK LK controls like they have had in the past or if they will/should use a new format of controls for example ssf4's HP MP LP HK MK LK.
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SalvidonBlak
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'Son i've made a living, out of reading people's faces...
knowing what their cards said, by the way they held their eyes...

12/30/2010 02:40 PM (UTC)
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im assuming HP LP HK LK B are IN, because of the button layout of the tournament edition joystick.
i was actually wondering about the function of the button in the "Run" position, now that everyone says no run.
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dean8149
12/31/2010 02:20 AM (UTC)
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SalvidonBlak Wrote:
im assuming HP LP HK LK B are IN, because of the button layout of the tournament edition joystick.
i was actually wondering about the function of the button in the "Run" position, now that everyone says no run.



I've never really liked the idea of a run button. i rarely ever use it.
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Chrisofrays
01/02/2011 12:18 PM (UTC)
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I really hope they do combo breakers right. Hopefully there not get out of jail free cards. Blaz blue has a combo breakers but you can only do it once per round and you take alot more damage from oponents attacks once it has been activated so you use it when you absolutley have to
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WeaponTheory
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01/03/2011 04:59 PM (UTC)
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dean8149 Wrote:
hey guys this is my first post and this appeared like the best place to put it so here it is:

going way back to the beginning of this forum there was talk about character uniqueness. i wanted to know, from your opinions if you think they will/should use the HP LP HK LK controls like they have had in the past or if they will/should use a new format of controls for example ssf4's HP MP LP HK MK LK.


It's a little hard to say. Assuming from the videos I've seen. There is four attack buttons but don't expect it to be like the old 2D games where you can mash one of the punches and they'll do a endless punching animation until you stop pressing, you know what I mean? It's not like that in this game.
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WeaponTheory
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01/03/2011 05:11 PM (UTC)
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Chrisofrays Wrote:
I really hope they do combo breakers right. Hopefully there not get out of jail free cards. Blaz blue has a combo breakers but you can only do it once per round and you take alot more damage from oponents attacks once it has been activated so you use it when you absolutley have to


Combo Breakers are a little different this time. The opponent must be IN the combo in order to break out of it instead of the first starting hit like in the past games.

In the past games, the person can just hold Forward and Combo Break soon as the opponent touch them and they will get knocked off.
It's not like that in this game.

So in other words, the opponent will have to take in a few attacks before they can break out of the combo.
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daryui
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01/04/2011 08:05 PM (UTC)
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SalvidonBlak Wrote:
im assuming HP LP HK LK B are IN, because of the button layout of the tournament edition joystick.
i was actually wondering about the function of the button in the "Run" position, now that everyone says no run.


The layout is FP BP FK BK BLK

That button functions as the tag button.
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Chrisofrays
01/05/2011 07:34 PM (UTC)
0
WeaponTheory Wrote:

Combo Breakers are a little different this time. The opponent must be IN the combo in order to break out of it instead of the first starting hit like in the past games.

In the past games, the person can just hold Forward and Combo Break soon as the opponent touch them and they will get knocked off.
It's not like that in this game.

So in other words, the opponent will have to take in a few attacks before they can break out of the combo.


do you know if there will be a limit to how many you can use per round? cause if two bars is all you need with no other limits it will be kinda broken and ruin momentum of matches imo. and aside from breaking a combo they seem knock the opponent down.
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b0r4t
01/09/2011 01:34 AM (UTC)
0
BIG_SYKE19 Wrote:
still wish we had runs cause it makes mk different and quicker but the dash looks good.


now the combos still look like dial ups to me........just seems to smooth. it doesnt have that "choppy, start and stop feel" like when i watch ss4 vids. it seems like they might try to do dial ups like tekken does, which works fine for tekken because it has alot(combos) and options. so you dont feel tied up. but i dont know if mk team know how to do dial up like that........ i hope this isnt the same combo system from the 3d mks.


WTH is a dial up? Are you talking about dial-a-combos? If so tekken doesn't use them tekken uses strings.



Chrisofrays Wrote:
WeaponTheory Wrote:

Combo Breakers are a little different this time. The opponent must be IN the combo in order to break out of it instead of the first starting hit like in the past games.

In the past games, the person can just hold Forward and Combo Break soon as the opponent touch them and they will get knocked off.
It's not like that in this game.

So in other words, the opponent will have to take in a few attacks before they can break out of the combo.


do you know if there will be a limit to how many you can use per round? cause if two bars is all you need with no other limits it will be kinda broken and ruin momentum of matches imo. and aside from breaking a combo they seem knock the opponent down.



How would he know for sure when the game isn't released?

It would be unlikely there is a limit on how many you can use but its also unlikely that they would be stupid enough to make it that easy to build meter then again this is the MK team that gave us throws without escapes and guaranteed throw infinites so thats not saying much.

Surprised this site is around with MKU being the dominant site for casual players and TYM being there for hardcore players.
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