TheBigCityToilet •07/06/2010 07:38 PM (UTC) •
0
how is a super meter and super moves a "gimmick" nowadays?
To me it's like calling a double jump a gimmick in a platformer, or a season mode in a wrestling game, or a big noob-friendly gun in a FPS...they've been there for ages.
To me it's like calling a double jump a gimmick in a platformer, or a season mode in a wrestling game, or a big noob-friendly gun in a FPS...they've been there for ages.
khanswarrior15 •07/06/2010 08:03 PM (UTC) •
0
I know that is probably extremely early, but has there been any tier discussion thus far?
The game is still in an early state, however, my curiosity is peaked.
Care to share thoughts/ opinions?
The game is still in an early state, however, my curiosity is peaked.
Care to share thoughts/ opinions?
Benzo2010 •07/06/2010 11:08 PM (UTC) •
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Mortal Komabt 1992-
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Fenix Wrote:
I don't even get where you're going with this. Sales figures don't equal good gameplay. Nor does wether or not the SRK community deems it worthy of admission to their annual fighting fest. You're using Melty Blood, a game FULL of gimmicks and meters, as an example against MK, which has taken 8 games to add a simple super meter in a question of gimmickyness?
I'm not trying to argue or even disagree, I'm just trying to understand what went so wrong with MKvDC that people are using as an assumption that MK9 will be terrible. I personally don't know, because I stopped playing that game long before it got competitive, but from what I have heard the problem was not that any of the systems were inherently broken, just (as always) short sighted. Moves with too much priority, too little priority, too high damage, launch too high or too low, too much stun, stuff like that.
That kind of stuff has nothing to do with gimmicks, and everything to do with MK having an absolutely abysmal excuse for a testing phase. MK doesn't get loc tests, betas, world wide releases, or even have a dedicated testing department. Nothing on par with what Capcom, Sega, Namco, or even SNK can throw at their games. Nearest I can tell, Paolo Garcia and John Edwards represent the entire MK testing staff. IMO, that's why they keep coming out broken.
Maybe if Warner Bros is willing to give them the time and resources to a) test, and b) patch their game, we could have a winner on our hands.
Benzo2010 Wrote:
Fenix:
For one I'm not blowing smoke, this is an discussion and not everyone will agree. As far as examples why bother? I don't have time for the mile long posts as you obviously do but just go back and check their sales pre MK3 up to Armeggedon.
The point I'm trying to make is that Boon and his team need to realize that gimmicks do not compensate for solid mechanics and balance. I mean come on now Melty Blood: Actress Again made it to Evo. Sure it's a great game but all these years and no MK?
Fenix:
For one I'm not blowing smoke, this is an discussion and not everyone will agree. As far as examples why bother? I don't have time for the mile long posts as you obviously do but just go back and check their sales pre MK3 up to Armeggedon.
The point I'm trying to make is that Boon and his team need to realize that gimmicks do not compensate for solid mechanics and balance. I mean come on now Melty Blood: Actress Again made it to Evo. Sure it's a great game but all these years and no MK?
I don't even get where you're going with this. Sales figures don't equal good gameplay. Nor does wether or not the SRK community deems it worthy of admission to their annual fighting fest. You're using Melty Blood, a game FULL of gimmicks and meters, as an example against MK, which has taken 8 games to add a simple super meter in a question of gimmickyness?
I'm not trying to argue or even disagree, I'm just trying to understand what went so wrong with MKvDC that people are using as an assumption that MK9 will be terrible. I personally don't know, because I stopped playing that game long before it got competitive, but from what I have heard the problem was not that any of the systems were inherently broken, just (as always) short sighted. Moves with too much priority, too little priority, too high damage, launch too high or too low, too much stun, stuff like that.
That kind of stuff has nothing to do with gimmicks, and everything to do with MK having an absolutely abysmal excuse for a testing phase. MK doesn't get loc tests, betas, world wide releases, or even have a dedicated testing department. Nothing on par with what Capcom, Sega, Namco, or even SNK can throw at their games. Nearest I can tell, Paolo Garcia and John Edwards represent the entire MK testing staff. IMO, that's why they keep coming out broken.
Maybe if Warner Bros is willing to give them the time and resources to a) test, and b) patch their game, we could have a winner on our hands.
All I'm saying it that MK isn't taken serious anymore. That's the point i'm trying to make to EVERYONE. And why is that? It's because they've gotten so far away from the original recipe. Mk vs DC wasn't the worst game I've played but it definately wasn't the best either. I mean 3D walking holding a button? Close quarters combat? Free fall combat? I didn't know if I were playing a comic book or an cartoon series. And to make matters worse, to justify the DC characters beating the living crud out of each other they added rage? Seriously? Are we so fanish we can't come to the realization that everything about that game disgraced MK and everything it stands for? I feel like I'm doing the series a favor by being so critical, I love the MK series and I really want it to be a household title again.
Benzo2010 •07/06/2010 11:11 PM (UTC) •
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TheBigCityToilet Wrote:
how is a super meter and super moves a "gimmick" nowadays?
To me it's like calling a double jump a gimmick in a platformer, or a season mode in a wrestling game, or a big noob-friendly gun in a FPS...they've been there for ages.
how is a super meter and super moves a "gimmick" nowadays?
To me it's like calling a double jump a gimmick in a platformer, or a season mode in a wrestling game, or a big noob-friendly gun in a FPS...they've been there for ages.
It's a gimmick for a series where the original concept for the game was to capture real motion and use actual "REAL" life characters.
TheBigCityToilet •07/07/2010 02:55 AM (UTC) •
0
Benzo2010 Wrote:
It's a gimmick for a series where the original concept for the game was to capture real motion and use actual "REAL" life characters.
TheBigCityToilet Wrote:
how is a super meter and super moves a "gimmick" nowadays?
To me it's like calling a double jump a gimmick in a platformer, or a season mode in a wrestling game, or a big noob-friendly gun in a FPS...they've been there for ages.
how is a super meter and super moves a "gimmick" nowadays?
To me it's like calling a double jump a gimmick in a platformer, or a season mode in a wrestling game, or a big noob-friendly gun in a FPS...they've been there for ages.
It's a gimmick for a series where the original concept for the game was to capture real motion and use actual "REAL" life characters.
MK was only real in the sense that it LOOKED real.
But it was never down to earth or realistic, not a game where a lizard man can fight a guy with knives in his arms.
SubMan799 •07/07/2010 06:14 AM (UTC) •
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khanswarrior15 Wrote:
I know that is probably extremely early, but has there been any tier discussion thus far?
The game is still in an early state, however, my curiosity is peaked.
Care to share thoughts/ opinions?
I know that is probably extremely early, but has there been any tier discussion thus far?
The game is still in an early state, however, my curiosity is peaked.
Care to share thoughts/ opinions?
Tier discussions? It'd be a guessing game at this point
Top Tier:
Kano
Other Tier:
The other guys
My guess is better because its MY guess
Fatality_Check_123 •07/07/2010 10:50 PM (UTC) •
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Since they are actually listening to MK fans this time round, this could be the game we have been waiting for.
Whoever said the supermeter idea which is being implimented is a silly idea, is a bit of a tit really. The thing is with MK, as much as i love the franchise and no matter what, i'll allways follow it, i often seem to get the impression that the MK team isn't quite with it...
But this supermeter idea, like what streetfighter uses, is a good idea and could give loads of depth to the gameplay mechanic if done right. They've added a similar thing to the Ultra's in SF, which imo is a good thing. Basically, if MK wants to get anywhere its best bet is to look at SF. Its got lots of modes, lots of characters, great gameplay, great online and has a fair bit to unlock. MK vs DC was pretty shite to be honest...
Whoever said the supermeter idea which is being implimented is a silly idea, is a bit of a tit really. The thing is with MK, as much as i love the franchise and no matter what, i'll allways follow it, i often seem to get the impression that the MK team isn't quite with it...
But this supermeter idea, like what streetfighter uses, is a good idea and could give loads of depth to the gameplay mechanic if done right. They've added a similar thing to the Ultra's in SF, which imo is a good thing. Basically, if MK wants to get anywhere its best bet is to look at SF. Its got lots of modes, lots of characters, great gameplay, great online and has a fair bit to unlock. MK vs DC was pretty shite to be honest...
Benzo1234 •07/08/2010 02:27 AM (UTC) •
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TheBigCityToilet Wrote:
MK was only real in the sense that it LOOKED real.
But it was never down to earth or realistic, not a game where a lizard man can fight a guy with knives in his arms.
Benzo2010 Wrote:
It's a gimmick for a series where the original concept for the game was to capture real motion and use actual "REAL" life characters.
TheBigCityToilet Wrote:
how is a super meter and super moves a "gimmick" nowadays?
To me it's like calling a double jump a gimmick in a platformer, or a season mode in a wrestling game, or a big noob-friendly gun in a FPS...they've been there for ages.
how is a super meter and super moves a "gimmick" nowadays?
To me it's like calling a double jump a gimmick in a platformer, or a season mode in a wrestling game, or a big noob-friendly gun in a FPS...they've been there for ages.
It's a gimmick for a series where the original concept for the game was to capture real motion and use actual "REAL" life characters.
MK was only real in the sense that it LOOKED real.
But it was never down to earth or realistic, not a game where a lizard man can fight a guy with knives in his arms.
Very true, but the lizard didn't come untill the sequel. Which many of us would say was peak of MK's popularity. Out with the supers and take the series back to the basics. How can you take the series back to it's old self with supers?
Fenix •07/08/2010 05:56 PM (UTC) •
0
Benzo2010 Wrote:All I'm saying it that MK isn't taken serious anymore. That's the point i'm trying to make to EVERYONE. And why is that? It's because they've gotten so far away from the original recipe. Mk vs DC wasn't the worst game I've played but it definately wasn't the best either. I mean 3D walking holding a button? Close quarters combat? Free fall combat? I didn't know if I were playing a comic book or an cartoon series. And to make matters worse, to justify the DC characters beating the living crud out of each other they added rage? Seriously? Are we so fanish we can't come to the realization that everything about that game disgraced MK and everything it stands for? I feel like I'm doing the series a favor by being so critical, I love the MK series and I really want it to be a household title again.
This'll be my last post, since we're now completely off topic.
a) At what point in history was MK "taken serious" and when did it stop?
b) What was the "original recipe" they've gotten so far away from?
TheBigCityToilet •07/08/2010 08:23 PM (UTC) •
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He means "taken seriously by the general public". Which isn't gonna happen, fighting games are a weaker genre now and don't sell as much.
According to Wikipedia, Kirby is a bigger franchise than both MK and SF, and it isn't even a top five Nintendo series. It gets half the promotion of any Capcom joint.
No, what you're talking about isn't just a problem with MK. Fighters just aren't as hot anymore
According to Wikipedia, Kirby is a bigger franchise than both MK and SF, and it isn't even a top five Nintendo series. It gets half the promotion of any Capcom joint.
No, what you're talking about isn't just a problem with MK. Fighters just aren't as hot anymore
TheBigCityToilet Wrote:
He means "taken seriously by the general public". Which isn't gonna happen, fighting games are a weaker genre now and don't sell as much.
According to Wikipedia, Kirby is a bigger franchise than both MK and SF, and it isn't even a top five Nintendo series. It gets half the promotion of any Capcom joint.
No, what you're talking about isn't just a problem with MK. Fighters just aren't as hot anymore
He means "taken seriously by the general public". Which isn't gonna happen, fighting games are a weaker genre now and don't sell as much.
According to Wikipedia, Kirby is a bigger franchise than both MK and SF, and it isn't even a top five Nintendo series. It gets half the promotion of any Capcom joint.
No, what you're talking about isn't just a problem with MK. Fighters just aren't as hot anymore
Agreed. I really think a big factor contributing to that is the death of the arcade scene. If arcades were still alive and thriving, I think you may see fighters be a bit more popular today due to the level of extra exposure they would get in the arcades.
Also, I gotta hit the whole "gimmick" deal. This seems to be a catchphrase that gamers like to throw around nowadays, no matter WHAT they are discussing. Change in story? No, it's not telling a story, it's a gimmick! Changing the gameplay around? No, it's not something that actually affects how the game is played, it's a gimmick! The latest victim of the gimmick label appears to be the super meter. Is it a "gimmick" designed just to sell more games, or is it going to affect and improve the actual gameplay, thus just a gameplay aspect? I'm leaning towards the latter.
One definition I found for gimmick that I think gamers are trying to throw in their repetoire most closely resembles this from Free Online Dictionary:
a. An innovative stratagem or scheme employed especially to promote a project: an advertising gimmick.
Reading that, a gameplay aspect that can heavily, read will be typically used EVERY fight in SOME way, is just that, a gameplay aspect, NOT a gimmick. If you use gimmick to describe a gameplay aspect, or gimmick to describe some form of the story in a game, then you might as well call every single game a gimmick, because last I checked, all games seem to have gameplay aspects of some form or another in place (to, you know, make it a game...).
Just my latest pet peeve I had to vent on.
Benzo1234 •07/08/2010 09:30 PM (UTC) •
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TheBigCityToilet Wrote:
He means "taken seriously by the general public". Which isn't gonna happen, fighting games are a weaker genre now and don't sell as much.
According to Wikipedia, Kirby is a bigger franchise than both MK and SF, and it isn't even a top five Nintendo series. It gets half the promotion of any Capcom joint.
No, what you're talking about isn't just a problem with MK. Fighters just aren't as hot anymore
He means "taken seriously by the general public". Which isn't gonna happen, fighting games are a weaker genre now and don't sell as much.
According to Wikipedia, Kirby is a bigger franchise than both MK and SF, and it isn't even a top five Nintendo series. It gets half the promotion of any Capcom joint.
No, what you're talking about isn't just a problem with MK. Fighters just aren't as hot anymore
Agreed. That's the point I'm trying to make and you hit it on the head completely. Just think about the state of "fighters" had Street Fighter 4 never came out. My thing is that I just want MK to get the proper respect it deserves from the new generation of gamers.
MK TEAM...stop trying to make a quick pay day and make a quality fighter that will last for the next 5 years!! Shit I still play UMK3!!
Benzo1234 Wrote:
MK TEAM...stop trying to make a quick pay day and make a quality fighter that will last for the next 5 years
MK TEAM...stop trying to make a quick pay day and make a quality fighter that will last for the next 5 years
I think that was more of a Midway executive board problem than a dev team problem, which is why I'm more optimistic with Warner Bros. since they granted a deadline extension.
Hi, I'm new, as you can tell. I've been surfing your forum for a few days, and decided to join. It looks like a fun place to talk about MK.
Anyway, I was curious to get everyones opinions on what they would consider definite playable characters, questionable playable characters, and doubtful playable characters spanning from MK1 to MKT?
Here are mine.
Definite:
Sub-Zero
Scorpion
Kung Lao
Johnny Cage
Mileena
Reptile
Sektor
Nightwolf
Baraka
Cyrax
Raiden
Smoke (Cyber-Ninja)
Kitana
Jade
Kano
Liu Kang
Shang Tsung
Ermac
Sonya Blade
Jax
Questionable:
Stryker
Sindel
Sheeva
Kabal
Smoke (Human Form, even if this is a unlockable skin)
Rain
Kintaro
Goro
Shao Kahn
Motaro
Doubtful:
Khameleon
Chameleon
Quan Chi (Doesn't mean he won't be a DLC)
Who I think will be DLC Characters (At first, anyway), are probably all of my "questionable" picks, and Quan Chi.
Anyway, I was curious to get everyones opinions on what they would consider definite playable characters, questionable playable characters, and doubtful playable characters spanning from MK1 to MKT?
Here are mine.
Definite:
Sub-Zero
Scorpion
Kung Lao
Johnny Cage
Mileena
Reptile
Sektor
Nightwolf
Baraka
Cyrax
Raiden
Smoke (Cyber-Ninja)
Kitana
Jade
Kano
Liu Kang
Shang Tsung
Ermac
Sonya Blade
Jax
Questionable:
Stryker
Sindel
Sheeva
Kabal
Smoke (Human Form, even if this is a unlockable skin)
Rain
Kintaro
Goro
Shao Kahn
Motaro
Doubtful:
Khameleon
Chameleon
Quan Chi (Doesn't mean he won't be a DLC)
Who I think will be DLC Characters (At first, anyway), are probably all of my "questionable" picks, and Quan Chi.
I've also been curious. Did we see both of Scorpions Fatalities? I could of sworn the one in the Gamespot Gameplay video showed Scorpion slice Sub-Zero in two at the waist, and then at the neck, kick away the torso, and slice the head in half.
And in the fatalitiy montage video it shows Scorpion slice Nightwolfs legs off, make him fall to his knees, still standing, and the cuts his head off. It flys up in the air, and he, again slice it in half.
Anyone else notice this?
And in the fatalitiy montage video it shows Scorpion slice Nightwolfs legs off, make him fall to his knees, still standing, and the cuts his head off. It flys up in the air, and he, again slice it in half.
Anyone else notice this?
Fatality_Check_123 •07/09/2010 09:11 AM (UTC) •
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I haven't noticed, but if that is the case then they could have at least gave him a completely different fatality. The slice one he has though is pretty lush
I tell you what would have made me absolutley jizz in my pants, if they used Vincent Prose's designs, or similar since the characters have different stories according to his vision.
I tell you what would have made me absolutley jizz in my pants, if they used Vincent Prose's designs, or similar since the characters have different stories according to his vision.
Right. Back to gameplay. The newest interview with Hector Sanchez with Gamespot Australia has him stating that there will be NO dial-a-combos in this game. I could have sworn that I read elsewhere that he or Boon stated there will still be a few small ones in the game. Can anyone confirm one or the other?
Benzo1234 •07/10/2010 03:25 PM (UTC) •
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Skaven13 Wrote:
Right. Back to gameplay. The newest interview with Hector Sanchez with Gamespot Australia has him stating that there will be NO dial-a-combos in this game. I could have sworn that I read elsewhere that he or Boon stated there will still be a few small ones in the game. Can anyone confirm one or the other?
Right. Back to gameplay. The newest interview with Hector Sanchez with Gamespot Australia has him stating that there will be NO dial-a-combos in this game. I could have sworn that I read elsewhere that he or Boon stated there will still be a few small ones in the game. Can anyone confirm one or the other?
Well Hector said their will be no dial-a-combos but I doubt it. At some point you're going to have some dial-a-combos but their're working on giving the player the freedom to add their own taste. I think their going to give players more frames to do as they please. Can't remember exactly what he said though.
Skaven13 Wrote:
Right. Back to gameplay. The newest interview with Hector Sanchez with Gamespot Australia has him stating that there will be NO dial-a-combos in this game. I could have sworn that I read elsewhere that he or Boon stated there will still be a few small ones in the game. Can anyone confirm one or the other?
Right. Back to gameplay. The newest interview with Hector Sanchez with Gamespot Australia has him stating that there will be NO dial-a-combos in this game. I could have sworn that I read elsewhere that he or Boon stated there will still be a few small ones in the game. Can anyone confirm one or the other?
I saw or read that somewhere too. I can't place it. I think it might have been TMK's Ed Boon interview on Youtube. Not sure though.
Fenix •07/12/2010 05:13 PM (UTC) •
0
I'm sure he mispoke, even in the footage from e3 you can see some tiny strings.
Scorpion - some kind of 1-2 punch
Sub Zero - A 3 hit ending with a sweep
Reptile - Another 1-2 punch
Sektor - 3 hit with a mid roundhouse on the end
Mileena - A 3 hit with an overhead on the end
Kung Lao - 3 high punches, and a 3 hit with a hat "impale" on the end of it
Nightwolf - a 2 hit with an energy knife (maybe a move?)
Johnny Cage - 2 high punches, and a 3 hit with a low kick on it.
It also looks like maybe everyone has a generic command move to use a weapon attack as a launcher or stun, Scorpion uses an overhead sword swipe to bounce Sub Zero a bunch, Subby has that mid-combo freeze punch, Nightwolf has that energy knife, Mileena has some sort of jumping sai stab, Kung Lao with the hat impale. Its possible those are just special moves though, but I htink it would be cool if they finally had some consistent launchers / overheads a cross the board, especially if they use the characters' weapons.
Scorpion - some kind of 1-2 punch
Sub Zero - A 3 hit ending with a sweep
Reptile - Another 1-2 punch
Sektor - 3 hit with a mid roundhouse on the end
Mileena - A 3 hit with an overhead on the end
Kung Lao - 3 high punches, and a 3 hit with a hat "impale" on the end of it
Nightwolf - a 2 hit with an energy knife (maybe a move?)
Johnny Cage - 2 high punches, and a 3 hit with a low kick on it.
It also looks like maybe everyone has a generic command move to use a weapon attack as a launcher or stun, Scorpion uses an overhead sword swipe to bounce Sub Zero a bunch, Subby has that mid-combo freeze punch, Nightwolf has that energy knife, Mileena has some sort of jumping sai stab, Kung Lao with the hat impale. Its possible those are just special moves though, but I htink it would be cool if they finally had some consistent launchers / overheads a cross the board, especially if they use the characters' weapons.
Fenix •07/12/2010 05:28 PM (UTC) •
0
I didn't see it really posted in here, but this is a second Hector run presentation that kinda covers the same territory as the first, but also has a ton of real gameplay during a tag mode.
http://www.youtube.com/watch?v=ZbNdOgqvgZo
You can see throw escapes, a lot of the pro moves, and some of those command attack looking weapon moves, didn't really see any wakeups though. Still, looking fairly solid.
http://www.youtube.com/watch?v=ZbNdOgqvgZo
You can see throw escapes, a lot of the pro moves, and some of those command attack looking weapon moves, didn't really see any wakeups though. Still, looking fairly solid.
It was posted weeks ago..but thx anyways
Fenix Wrote:
I didn't see it really posted in here, but this is a second Hector run presentation that kinda covers the same territory as the first, but also has a ton of real gameplay during a tag mode.
http://www.youtube.com/watch?v=ZbNdOgqvgZo
You can see throw escapes, a lot of the pro moves, and some of those command attack looking weapon moves, didn't really see any wakeups though. Still, looking fairly solid.
I didn't see it really posted in here, but this is a second Hector run presentation that kinda covers the same territory as the first, but also has a ton of real gameplay during a tag mode.
http://www.youtube.com/watch?v=ZbNdOgqvgZo
You can see throw escapes, a lot of the pro moves, and some of those command attack looking weapon moves, didn't really see any wakeups though. Still, looking fairly solid.
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 is when one move comes out quicker than another.
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 is when one move comes out quicker than another.
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.
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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.
Didn't read the whole thread because I figured most of it would be bad and just skimmed your post but your definition of frame advantage is incorrect. Its cute that a MK player is attempting to define things though.
Frame advantage refers to when a move is blocked. Take darkseids 2 it is +2 frames on block. That means if you block it you are stuck in block 2 frames longer than it takes your opponent to recover. This means that you can basically subtract 2 frames from any move you followup on to help you determine what can or can't be interupted. An example would be if your opponent has an 8 frame 1 and you have a 9 frame 1. If you do the move at the same time you will always get hit but if you were to do a 2 that gives you +2 frame advantage then your opponent would have to do a 7 frame move to even trade with your 9 frame move.
You know what else is cute? People that come on an MK site, throwing around insulting inuendos, immediately assuming they are something special because obviously the ONLY games that people play on an MK website are MK games and NOT any other fighters, so they can't possibly know ANYTHING.
Frame advantage does NOT just have to do when a move is blocked. It also comes in handy when a move connects as well. What the OP described is a basic definition of frame advantage, and by no means "incorrect". Perhaps incomplete, but so was your definition.
Some basic primers:
http://scrubsport.com/viewtopic.php?f=12&t;=28
http://sf4answers.com/questions/117/what-does-frame-advantage-and-frames-mean
If you're gonna help, please don't be an elitist jerk about it. Thanks.
Frame advantage does NOT just have to do when a move is blocked. It also comes in handy when a move connects as well. What the OP described is a basic definition of frame advantage, and by no means "incorrect". Perhaps incomplete, but so was your definition.
Some basic primers:
http://scrubsport.com/viewtopic.php?f=12&t;=28
http://sf4answers.com/questions/117/what-does-frame-advantage-and-frames-mean
If you're gonna help, please don't be an elitist jerk about it. Thanks.
Skaven13 Wrote:
You know what else is cute? People that come on an MK site, throwing around insulting inuendos, immediately assuming they are something special because obviously the ONLY games that people play on an MK website are MK games and NOT any other fighters, so they can't possibly know ANYTHING.
Frame advantage does NOT just have to do when a move is blocked. It also comes in handy when a move connects as well. What the OP described is a basic definition of frame advantage, and by no means "incorrect". Perhaps incomplete, but so was your definition.
Some basic primers:
http://scrubsport.com/viewtopic.php?f=12&t;=28
http://sf4answers.com/questions/117/what-does-frame-advantage-and-frames-mean
If you're gonna help, please don't be an elitist jerk about it. Thanks.
You know what else is cute? People that come on an MK site, throwing around insulting inuendos, immediately assuming they are something special because obviously the ONLY games that people play on an MK website are MK games and NOT any other fighters, so they can't possibly know ANYTHING.
Frame advantage does NOT just have to do when a move is blocked. It also comes in handy when a move connects as well. What the OP described is a basic definition of frame advantage, and by no means "incorrect". Perhaps incomplete, but so was your definition.
Some basic primers:
http://scrubsport.com/viewtopic.php?f=12&t;=28
http://sf4answers.com/questions/117/what-does-frame-advantage-and-frames-mean
If you're gonna help, please don't be an elitist jerk about it. Thanks.
My apologies I should have made it more clear that my definition was not limited to block
I've been on this site a LOT longer than you have and I've played fighting games at a level that only a couple people here ever might. The definition of frame advantage is not which move comes out faster that is 100% incorrect because that could apply to any and all situations including whiff situations or double hit situations. I was also there at the start of frame analysis in fighting gameplay for the purporse of high level play. It started to see widespread use in the US with tekken 3's release but there was some limited use on VF 2.
I should've said its cute that a MKO member was making a post like this.
It's also cute when you folks get angry about being wrong.
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