Fighting Mechanics Thread
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posted12/23/2006 11:15 AM (UTC)by
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Kcalypso
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Member Since
11/23/2006 09:27 AM (UTC)
This thread is for discussion of the actual fighting mechanics and style of the game.

I think the next mk should be really evil, the characters should move fast and be really unique in their fighting style, appearance, special moves etc.

I am thinking of a mk that is a bit like an evil, 3d, gory "guilty gear" game if any of you have played it....
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LycaniLLusion
12/18/2006 02:20 PM (UTC)
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i totally understand what ya mean...the game needs some darkness...some seriousness to give it an edge instead of laughs...but speed isnt always good but i do think that each character should have a unique speed...i hope the controls dont change but if they do i hope the option to have the classic controls exist...fighting styles,well i kinda liked having more than one plus the weapon but just one and the weapon is fine(like in MKA)...the special moves should be enhanced greatly but dont get rid of classic moves(example:scorpions spear) just make them look different....like maybe have scorpions use his spear to grab an opponent out of the air or something instead....mka had an idea for kreate a fatality but it didnt come to be what was expected,one thing likeable is the meter because you know how much time you actually have until you cant finish him but the fact that every character has the same thing basically gets old.
the kreate a fatality should have been a KaK option or even each character should be able to edit what the fatality looks like....also the fatalities shouldnt be interactive(meaning that you should only need one button combination to just watch afterwords...like classic mk)
i wonder what cell shaded graphics like dragonballz tenkaichi 2 would look like in an mk game??
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Kliker
12/18/2006 05:54 PM (UTC)
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I personaly like more realistic fighting mechanics, with balanced characters.

No air juggling well maybe only one hit,

and air combat to look more like 4-5 hits combo(every character has his own)

without that stupid bouncing from the ground and back.
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LycaniLLusion
12/19/2006 06:07 PM (UTC)
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kiker...realistic is good but dont forget that realistic isnt always better...if the characters can move smoothly plus have quickness similar to dbz than i would fully agree with you...as for that bounce back up from the ground air juggle thing...i think it is definatlety stupid...it can also be cheap aswell
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Kliker
12/19/2006 06:49 PM (UTC)
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When I say realistic I mean something like:

Kick is stronger than punch but is also slower, exception are the characters like Kintaro, Moloch, Jax who are stronger in hands.
Blunt weapons are stronger than blades but slower, spear have best range etc.

And no stupid juggling, air bouncing and unbalanced character(well except bosses they should be stronger, take reduced damage but they should be slow moving and have some weaknesses but not some stupid ones).
Juggling is pretty fun to do IMO.

Like the difference between Tekken Tag and Tekken5.

In T5 you can do much longer juggles, and I find it more fun.

It doesn't need to be juggles though, you can have something like the stun system in DOA, to still allow you to do custom combos as if you were doing a juggle.

Limit it though, so you can't go past 4-5 hits, and if you don't time them right, you get even less. Like how with a juggle, if you don't time it right, the opponent hits the floor and the juggle ends.


Some pop up attacks might just cause a stun instead of a launch, or more damage, to make up for the risk of the animation.

A lot of the uppercut type attacks in DOA do that, and it looks fine to me. Kind of how it is in real life.
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Kcalypso
12/21/2006 09:19 PM (UTC)
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Yea good ideas, realism is good to a certain extent definitly... But personally i don't like the fighting style system, if the characters' way of fighting should be unique enough that each character IS a fighting style, in a sense. What i mean is each character has extremely different move sets reflecting thier personality and ablities, eg, johnny cage jumps around alot and does lots of kicks etc

Also, what do you guys think of s sort of energy system that limits the special moves you can do throughout the match, like dbz's chi system (but without the cinematic style moves...)
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lastfighter89
12/23/2006 11:15 AM (UTC)
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hmm i don't know if this is the right place where to talk,howver i have a good idea about the fighting system.
The fights are very similar(bit more realistic than MKDA-D-A,but with a new feature:you can push a special button to start a normal throw.
YOu can also start a button combination against your opponent.
It's hard to explain,but it's like Special time events in Resident Evil 4 or Farenheit:on the screen will appear some button combination to push by a timelimit.If you push it in time you'll hit your opponent.If you're opponent it's slow,you'll hit him,if he's quick enugh he'll block the punch(kick and counterattack to infinte.The first to amke a mistake will be hitted,and more time waste,and more hit you'll suffer.
During the animation we'll see realistic 3D movies wehere the two fighters will block-attack-parry-counterattack each other,just like a real fight.
what you think?
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