Characters retaining their fighting styles
Mortal Kombat X
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Characters retaining their fighting styles
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posted06/10/2014 12:41 PM (UTC)bybalkcsiabootFor the most part, if you played with Liu Kang in MK1, you could easily transition to MK2 and MK3 and vice versa because his move commands were all the same... Hell, let's even say that for MK4.
Everything changed with the introduction of fighting styles...
For example: When you mastered Sub-Zero in MKDA, you had to re-master him in MKD. Then again when things changed in MKA. All due to fighting styles.
With MK vs DC we expected change. Same goes for MK2011.
Do you want to have to re-learn a new move set (both special moves and general attacks) for characters all over again in MKX? Or do you want NRS to do what all the other fighting games do and not constantly change the fighting commands of all your favorite characters in each iteration?
While I do like change/improvements to characters, I would find it frustrating at the same time to relearn an entire roster all over again for characters that we know will return (Sonya, Cage, Raiden...). I also don't like how in some games I can play with my favorite characters because they've done a good job making his move list accessible to me, while other games I just can't stand playing as them.
What are your thoughts?
Everything changed with the introduction of fighting styles...
For example: When you mastered Sub-Zero in MKDA, you had to re-master him in MKD. Then again when things changed in MKA. All due to fighting styles.
With MK vs DC we expected change. Same goes for MK2011.
Do you want to have to re-learn a new move set (both special moves and general attacks) for characters all over again in MKX? Or do you want NRS to do what all the other fighting games do and not constantly change the fighting commands of all your favorite characters in each iteration?
While I do like change/improvements to characters, I would find it frustrating at the same time to relearn an entire roster all over again for characters that we know will return (Sonya, Cage, Raiden...). I also don't like how in some games I can play with my favorite characters because they've done a good job making his move list accessible to me, while other games I just can't stand playing as them.
What are your thoughts?
Rockchalk5477 •08/23/2013 11:32 PM (UTC) •
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Good topic.
That's something that's always bothered me about the later MK games.
If I played Deception and then decided to play Deadly Alliance and/or Armageddon, I'd constantly have to open up the move list because the inputs were changed.
I like that in the Soul Edge games, no matter whether you play as, say, Cassandra in SC2 or in SC4, you can still easily transition between the two.
In contrast, I appreciate the fact that NRS has been very open to trying new things with moves each successive game, but I think they've finally hit their stride.
From now on, things should be more consistent with characters' movesets and inputs, while adding special moves, stances and abilities to spice things up and help with balancing. (Not saying every character should have a teleport/projectile move, though.) I'd be totally fine with them changing the moves over time, so long as they aren't just doing complete overhauls.
Come MK10, I hope Johnny is still using Jeet Kun Do(?), Kenshi uses Tai Chi, Sonya boxes(?), et al.
That's something that's always bothered me about the later MK games.
If I played Deception and then decided to play Deadly Alliance and/or Armageddon, I'd constantly have to open up the move list because the inputs were changed.
I like that in the Soul Edge games, no matter whether you play as, say, Cassandra in SC2 or in SC4, you can still easily transition between the two.
In contrast, I appreciate the fact that NRS has been very open to trying new things with moves each successive game, but I think they've finally hit their stride.
From now on, things should be more consistent with characters' movesets and inputs, while adding special moves, stances and abilities to spice things up and help with balancing. (Not saying every character should have a teleport/projectile move, though.) I'd be totally fine with them changing the moves over time, so long as they aren't just doing complete overhauls.
Come MK10, I hope Johnny is still using Jeet Kun Do(?), Kenshi uses Tai Chi, Sonya boxes(?), et al.
Sub-Zero_7th •08/24/2013 10:28 PM (UTC) •
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The way I see it, regardless of the control scheme for the game, the theme of each character's fighting style should be kept intact. I wouldn't want the exact same movelist for each game, but there should be some key normal moves, combo strings, and special moves. For example, the dual dragon claw strike should remain a staple normal move for Sub-Zero while moves like the Freeze and Ice Clone should be two of his staple special moves.
I hope they keep most of the MK(2011) styles and inputs for the returning characters in next game and just fine-tune it (i.e. improve useless strings and normals, tone down overpowered/broken $hit).
Now that I'm able to use almost all characters in MK(2011) I would hate for that to go to waste come next game.
Now that I'm able to use almost all characters in MK(2011) I would hate for that to go to waste come next game.
Agreed, this is something I've been bitching about since Deception. But the radical changes in MK's fighting engine over the years has led to this. Again with what was said about the SC series, everyone retained their fighting styles in the sequels but gained new moves. I think MK would really benefit from this as it would make MK more friendly for tournaments.
Competitors would easily be able to dive into the game and figure out a sweet spot if they already knew at least half of what the character could do. New characters would offer a chance to learn a character from the ground up. Hell, even after 20 games that the character has been in, players can pick up SF4 and feel right at home with RYU.
While the special moves seem to be taking back their classic button combinations (with some notable changes like Sub-Zero's slide) the combo structure of each character has changed game to game since combos were first introduced to the MK fighting engine. I have faith though that since MK2011 was so widely received unlike most of the titles that have come out after UMK3, that Netherrealm won't try to reinvent every aspect of the game trying to win over gamers and critics.
Competitors would easily be able to dive into the game and figure out a sweet spot if they already knew at least half of what the character could do. New characters would offer a chance to learn a character from the ground up. Hell, even after 20 games that the character has been in, players can pick up SF4 and feel right at home with RYU.
While the special moves seem to be taking back their classic button combinations (with some notable changes like Sub-Zero's slide) the combo structure of each character has changed game to game since combos were first introduced to the MK fighting engine. I have faith though that since MK2011 was so widely received unlike most of the titles that have come out after UMK3, that Netherrealm won't try to reinvent every aspect of the game trying to win over gamers and critics.
Odemuitascastas •08/27/2013 10:11 PM (UTC) •
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The great advantage of avoiding an abrupt change in the list of movements is that it allows the inclusion of more characters without taking much time. Since the work with respect to the characters of the MK9 transported to the MK10 would be lower.
DistraughtOverlord •08/28/2013 10:51 PM (UTC) •
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Interesting. I'm not against change myself but it is true that i found it a little annoying when i had to re-learn every damn fighting style every time with the 3d era.
Been a while the last time i played MK9 but i agree with the fact that the returning characters would benefit from a similar set of controls when the next game is out. ( I think they fucked Ivy pretty bad in SC4 for instance.)
There should be characters from the DA-MKA era introduced, but yes, starting with MK9, they should start to Anchor some movesets to particular chars.
Having to Re-Learn special moves for a char as popular as Scorpion shouldn't be, imo.
Been a while the last time i played MK9 but i agree with the fact that the returning characters would benefit from a similar set of controls when the next game is out. ( I think they fucked Ivy pretty bad in SC4 for instance.)
There should be characters from the DA-MKA era introduced, but yes, starting with MK9, they should start to Anchor some movesets to particular chars.
Having to Re-Learn special moves for a char as popular as Scorpion shouldn't be, imo.
balkcsiaboot •09/11/2013 01:05 AM (UTC) •
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Glad to see I am not the only one who had this opinion.
KungLaodoesntsuck •09/12/2013 01:40 PM (UTC) •
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They should keep the styles they have now.
Tekken does a good job with this. They keep a character's moveset the same but add a few new moves with each game. Same should go for MK10.
Tekken does a good job with this. They keep a character's moveset the same but add a few new moves with each game. Same should go for MK10.
shrairyuwarrior •10/01/2013 05:16 AM (UTC) •
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They should be simular to MK9. Keep the special moves the same dont remove moves only add a few more to make it new. if they add combos great but for returning characters they should be simular to 9
balkcsiaboot •10/02/2013 11:50 AM (UTC) •
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shrairyuwarrior Wrote:
They should be simular to MK9. Keep the special moves the same dont remove moves only add a few more to make it new. if they add combos great but for returning characters they should be simular to 9
They should be simular to MK9. Keep the special moves the same dont remove moves only add a few more to make it new. if they add combos great but for returning characters they should be simular to 9
Some characters have TOO many special moves already. Some of them, quite honestly, could be combined.
Example:
Fireball close
Fireball medium
Fireball far
I mean geez, I know this requires more skill and strategy and all... but shit like that makes me ditch a character in favor for another.
shrairyuwarrior •10/06/2013 05:03 AM (UTC) •
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i agree
RazorsEdge701 •10/06/2013 08:02 PM (UTC) •
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blacksaibot Wrote:
Example:
Fireball close
Fireball medium
Fireball far
Example:
Fireball close
Fireball medium
Fireball far
Doesn't that only happen with floor-trap moves like Ground Pounds and Cyrax's bomb? For those moves, having distance matter to the input makes sense because they're supposed to be tricky and require higher level strategy.
Either way, having the same move listed three times might make reading the pause menu a little inconvenient, but it does not count as having "too many moves".
thisiscourage •06/10/2014 12:41 PM (UTC) •
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Sometimes it is a necessary evil to improve gameplay, push a series forward and strengthen balancing a game; especially when new characters are involved. Changing of move sets will not bother me in fact I'd rather it occur.
I can almost guarantee sub zero's classic attacks are still down toward button for ice ball away toward button for ice slide etc. Veteran combos will most likely change and that's all part of keeping the game balanced with new characters and a clean slate.
I can almost guarantee sub zero's classic attacks are still down toward button for ice ball away toward button for ice slide etc. Veteran combos will most likely change and that's all part of keeping the game balanced with new characters and a clean slate.
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