Great ideas cartmansp.
That would look great in game.
I think the commands should be fast like normal fireball commands.
like roll motions or simple 2 direction commands.
something like d,d,b,b+1 would be too hard to link to a combo because it's a little long. I'd rather have it be something like d,b+1 for normal combos.
Then maybe you could have a more powerful weapon link attack that could have the longer command. d,b,d,f+1 but still a slide motion because it's easier to input faster.
Think about linking super moves in Street fighter or King of Fighters.
Those would be extra strong weapon link attacks.
There could also be a way to pull out a weapon by throwing an attack.
There could be a few ways to take your weapon out.
db+1, df+1, bf+1.
db+blk would just take the weapon out without attacking.
Now how would you take the weapons out with normal fighters like Darius?
Maybe all the fighters come with the weapon strapped to them.
Now that I think about it....I think the style change button should stay how it is now.
1 = it's an easy comand for a general move = pick up and play.
2 = You can do any weapon attack instantly if you press sc + a weapon command = Variety
3 = It's fast, an overly long animation would make it unsafe to change styles like in MK4.
.
Well, I guess the stance change button can stay, but I just want the combos to look fluid. I don't want to see weapons pop out of nowhere...
There should also be mini stances within the stances. (Scorpion could have a mini "spear" stance were he's spining his spear around in one hand, Reptile could have a mini "raptor" stance were he's on all fours, ect...)
As for Darius, he could have hid weapons strapped to his thighs (with the blade pointing down and the hole for the arm pointing up), and when he decides to do a combo that involves his gauntlets, he'd push his fist down through the hole in the gauntlets (and now he'd be armed with gauntlets), and as he raises his arms, he'd slash the opponent with a rising attack...
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About the choose your style idea.
It sounds good, but then if you check out the reviews for Kakuto Chojin, you'll see that they had the same idea. Choose style 1 = Kakuto or style 2 = Chojin.
The review said that the fact that you couldn't use both styles at the same time was bad and it caused a lower rating.
I can see where they get that idea. When I played the game, there were some moves from the fighters other style that I wished I could do with the normal style. It's like a bummer.
IMO the best thing for them to do is to have 1 hand style which could be a mix of several styles in one. Then have 1 weapon style.
Either style can have several different stances like what Lei Wulong and IVY have.
I see your point, but who remembers Kakuto Chojin? If the idea was taken to it's fullest extent and not half-assed, it has great potential.

It could be a little slow like a punch if you aren't attacking or it could flow during a combo with weapon pull attacks.
Maybe the thing to do would be to have weapon pull attacks?
Like a Samurai
Have like 5 ways to pull the weapon out.
1 = just pull it out of a holster
2= weapon pull attack 1
3= Weapon pull attack 2
4= weapon pull attack 3
5= weapon pull attack 4
To do the weapon pull attack you would press L+ any attack button.
So you could have a set number of Weapon pull attacks, then have the normal long list of regular attacks when it's already out.
The weapon pull attacks should have special properties like = poke, pop up, trip, stun.......
Then you could take it further and have hand to hand attacks that leave you in weapon stance.
Like with the extra stances in SC2. have something like L. Jab, R. finger jab to stomach, R. snap kick = ends in right foot forward.
When the fighter does the snap kick, they could have their right hand come up by their R. shoulder. If their weapon is on that side of their back, they could pull it out during the recovery animation of the snap kick. So instead of ending up in the hand to hand stance after the kick, hey would end up in the weapon stance.
Then they could continue a custom combo with the normal attacks as soon as they recover from the kick. This might put you in a special weapon stance right away. Like Mitsurugi's stances = f+v+h or his b+v+h
That would allow for combos that wouldn't be possible otherwise.
It would be kool too if you could link a weapon pull to many normal hand to hand attacks. Like how you cancel a punch to a fireball in street fighter.
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An idea for a throw...
For a kung fu type fighter like Liu kang.
Have a throw that looks like an exchange of attacks just like in a kung fu movie.
You would do the throw, then the 2 fighters would throw like 3 attacks while blocking and evading the opponent's attack. but you always win the exchange.
The exchange would look different depending on the opponent's style.
You could also make variations to it the same way you would do with a throw chain. So you could end the exchange with different types of attacks.
The opponent could break out of it like with a normal throw or at the link point of the throw combo. The break animation would be a punch or kick, like the throw escapes in Tao Feng.
Liu Kang could have another variation of the throw that only works if the opponent blocks a special punch. = Like Lei Wulong's block combo. >,N, 2,1,2,1
If the opponent blocks the attack and liu taps the throw command, the exchange will start.
The weapons could be pulled from a holster or materialize.
It could be a little slow like a punch if you aren't attacking or it could flow during a combo with weapon pull attacks.
Maybe the thing to do would be to have weapon pull attacks?
Like a Samurai
Have like 5 ways to pull the weapon out.
1 = just pull it out of a holster
2= weapon pull attack 1
3= Weapon pull attack 2
4= weapon pull attack 3
5= weapon pull attack 4
To do the weapon pull attack you would press L+ any attack button.
So you could have a set number of Weapon pull attacks, then have the normal long list of regular attacks when it's already out.
The weapon pull attacks should have special properties like = poke, pop up, trip, stun.......
Then you could take it further and have hand to hand attacks that leave you in weapon stance.
Like with the extra stances in SC2. have something like L. Jab, R. finger jab to stomach, R. snap kick = ends in right foot forward.
When the fighter does the snap kick, they could have their right hand come up by their R. shoulder. If their weapon is on that side of their back, they could pull it out during the recovery animation of the snap kick. So instead of ending up in the hand to hand stance after the kick, hey would end up in the weapon stance.
Then they could continue a custom combo with the normal attacks as soon as they recover from the kick. This might put you in a special weapon stance right away. Like Mitsurugi's stances = f+v+h or his b+v+h
That would allow for combos that wouldn't be possible otherwise.
It would be kool too if you could link a weapon pull to many normal hand to hand attacks. Like how you cancel a punch to a fireball in street fighter.
Great ideas. The weapon pull attacks would be great to start out a weapon combo...
What about a weapon "sheath" attack?
A weapon attack that ends in their hand-to-hand style. For example...
SubZero could have a weapon sheath attack that cuts you with a downward slash. Then after the hit , (while the Kori blade is pointing down) the Kori Blade would de-materialize, and Subby would be able to do an upprecut while the opponent is stunned (it'd look very fluid)...
Scorpion could have a weapon sheath attack that pops you in the air. He would do an upwards slash that launches the opponent in the air, and while he's holiding his sword up, he'd put it back in it's sheath. Then he'd be able to attack the airborn opponent with any hand-to-hand attack he wants...

An idea for a throw...
For a kung fu type fighter like Liu kang.
Have a throw that looks like an exchange of attacks just like in a kung fu movie.
You would do the throw, then the 2 fighters would throw like 3 attacks while blocking and evading the opponent's attack. but you always win the exchange.
The exchange would look different depending on the opponent's style.
You could also make variations to it the same way you would do with a throw chain. So you could end the exchange with different types of attacks.
The opponent could break out of it like with a normal throw or at the link point of the throw combo. The break animation would be a punch or kick, like the throw escapes in Tao Feng.
Liu Kang could have another variation of the throw that only works if the opponent blocks a special punch. = Like Lei Wulong's block combo.
>,N, 2,1,2,1
If the opponent blocks the attack and liu taps the throw command, the exchange will start.
That would be really cool and would fit Liu Kang's personality. And the throw variations would keep the opponent guessing...
With all these ideas, MK could one of the most fluid fighting games out there...
On changing of styles, I wouldn't mind a trigger button to go between two styles (thus making it very easy to go between them), but weapons should require some sort of combination. Also various types of ways could be implimented to remove the weapon. Just standing and pulling would take time, but combining it with a combo could have it fly out in mid move.
For people with some weapons kinda known to them (Scorpion, Raiden) they should start in their weapon stance. The idea of Scorpion starting with his spear twirling would look nice. I don't know the name of the weapon style, but it was used in Shanghai Noon when Jackie Chain wrapped the horse shoe with a rope and sent it flying which way and not. If Scorpion had that...
Weapons of course should be able to be knocked out of hand, but only on strong blows. On ground, they should look like they're on the ground, not always just standing up vertical. If they fall against a wall, they could get stuck in them, get propped up, or slide down. Fighting in a version of Scorpion's lair from the first movie would be quite fun to jump a few levels, then fall into a floor with tons of scattered weapons and bones.
Oh and Sub-Zero should be able to form his weapon on the fly, and have it melt over a set period of time (or tie it into the charge moves, thus a long combo makes a stronger blade). Then various combos could be performed with it, and if you can time the melt time just right, you'll flow into another style. Of course the combo system would need a major rehaul to allow the flexabilty to create your own combos to an extent.
Off topic, but not, I'm thinking an exact model of David Cross should be in the game as a hidden character. Oh man Arrested Development is soo great.
For people with some weapons kinda known to them (Scorpion, Raiden) they should start in their weapon stance. The idea of Scorpion starting with his spear twirling would look nice. I don't know the name of the weapon style, but it was used in Shanghai Noon when Jackie Chain wrapped the horse shoe with a rope and sent it flying which way and not. If Scorpion had that..
I think the spear weapon style is called "Rope Dart" or something...
Weapons of course should be able to be knocked out of hand, but only on strong blows. On ground, they should look like they're on the ground, not always just standing up vertical. If they fall against a wall, they could get stuck in them, get propped up, or slide down. Fighting in a version of Scorpion's lair from the first movie would be quite fun to jump a few levels, then fall into a floor with tons of scattered weapons and bones.
What about the ability to throw a weapon?
If you're back is to a wall and your opponent threw their weapon at you and you side stepped it, it should impale the wall (unless it's a staff, nunchuks, kali sticks, or any other un-sharp weapon...) It'd also be cool if you could pull the weapon out of the wall and use it. And if you want to take it a bit further, you should be able to attack with the weapon as you pull it out of the wall. If your opponent is close and you pull out the weapon, you should do a 180-degree spin as you pull it out, causing you to slash your opponent...
this thread rules.



TonyTheTiger - Forum Director
Mortal Kombat Online - The Ultimate Mortal Kombat Experience
-
Nintendo is comprised of three Japanese words. Nin, Ten, Dou, and when combined it means we kicked the holy shit outta Atari.

I love that picture.

While we're on the topic of funny pictures

Faster than Kabal
So fast that they become invisible so it's more like they are teleporting.
OK so let's say that when he does his dash attacks in real time, all you see is a blur here and there, you would also hear a sonic boom. He could have a small start up so he isn't so fast that you can't block him.
Now if he does a hyper speed move and you go in to his time, everything in the room will stop moving and turn gray. The sound is like when you plug your ears with your fingers.
Try it....
He could be like the god of time or something.
He could do some crazy moves like with a hit counter.
A move you do the second you are hit. It could be an actual hit counter or it could be a special stance you go in to that will initiate time freeze if you are hit. It could be like a reversal also = you do a block and go in to time freeze.
So there are a few ways you can do this.
The move would then be that Time would stop everything would turn gray and all you hear would be the ear plug sound. Then you still go through your fall animation if you got hit, but you are the only thing that's moving. Then you can get up walk or run up to the opponent and do any attack you want. The second you connect with the first attack the game goes back to real time and everything goes back to normal.
There is also a time limit for this move like with Sub's freeze.


TonyTheTiger - Forum Director
Mortal Kombat Online - The Ultimate Mortal Kombat Experience
-
Nintendo is comprised of three Japanese words. Nin, Ten, Dou, and when combined it means we kicked the holy shit outta Atari.



TonyTheTiger - Forum Director
Mortal Kombat Online - The Ultimate Mortal Kombat Experience
-
Nintendo is comprised of three Japanese words. Nin, Ten, Dou, and when combined it means we kicked the holy shit outta Atari.
mk should only be 5 buttons max.....
block... high and low punch and kick,.
make style change a motion....
make throws a multi button press
take it back..
I thought of a button layout a while ago. I thought one button could control the punches, one button could control the kicks, one button could control the special moves, and another button could control strong attacks (upprecuts, roundhouse kicks, ect...)
An example using the Xbox controller...
Y - Punches
B - Kicks
X - Special attacks
A - Strong attacks
The special move button would make using special moves easy...
An example of Scorpion's button layout thingy...
X - a realistic projectile fire move (like the one Shang used in the MK: D intro)
up X - His "Fire Breath" move from Mk 4
down X - His "Hellfire" moves from MK:DA/MK: D
left X - His classic "Spear" move
right X - His "Flaming Backflip Kick" attack from MK: DA/MK: D
I'm not so sure about the strong attack button. Mabye Y,B, and A can all just be attack buttons. Throws could be activated when you press Block + B/Y at the same time. Picking up weapons could be activated by pressing Y + B, and throwing weapons could be activated by pressin Forward + Y + B. I'm not sure about counter attacks though...
Variable allows double mashing of buttons, and basically to throw things really up for random. Having preset kick and punch buttons would kinda give a hint on how certain moves should be done, but complexity can ensure with variable button.
Grapple/Throws
Throws would most definely involve the variable button to initiate a grapple and various dial in combos could be used in advance to do quick throws. Of course a weakness of this would clearly put the attacker in a position where the throw was apparent a little longer than a normal grapple. Counters to throws would be the opposite directions the attacker does his combo. Grapples dont have to be just for throwing, various other moves can be used from grapples such as knees to the gut.
Weapons
Yes I forgot to mention throwing the weapons. To counter throwing of weapons, you should be able knock them out of the air with a well timed hit. Of course it would have to vary with weapon to weapon.
Raiden:
Weapon: Staff
Throw: Charges the staff and throws it.
Power of Throw: Very long setup for throw, but invurnerable projectie (as it would be electrified)
Scorpion
Weapon:Rope Dart Spear(thanx for the info)
Throw: GET OVER HERE
Power of Throw: Charge move determines distance. Swatting of blade with foot results in minor damage and rope wrap around, thus you pull Scorpion over. With hand takes a well timed grabbing of the spear in mid air!
Of course this could all be tied into the health meter, making it harder to do when near death.

The set up would base off a 1 hand style and 1 weapon style system.
5 Button lay out = Block, Attack1, Attack2, Style change, Stage interaction.
1= Block, low block =Blk+down, db or df
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soft block = hold back. or db Like in DOA3.
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2= Attack 1 = can be punch or kick depending on the fighters style. Variations would be for styles like Karate, Tae Kwon Do, Boxing....
You would make use of every direction on the D. pad for different attacks like in DOA3 and SC2.
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3 or 4= Attack 2 = can be punch or kick depending on the fighters style.
Buttons 3 and 4 are the same just to make pressing multiple button combinations easier. Like in VF4 where they have 2 punch buttons that are the same.
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L= style change = It allows for more freedom when doing style change attacks.
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R= Stage interaction = jump off walls, kick floor tiles, pick up weapons, pick up a chair and throw it, you name it....
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Basic Throw = Block +1 = There can be several different throw commands beside this one. Like in DOA 3 and VF4
Examples =
>,>+B+1
+B+1
df+B+1
etc.
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High Med Timed guard = Tap block right when the opponent attacks = The attacker delays a little and you recover faster = looks like the parry in Street fighter 3.
avoids block stun and block recovery but doesn't stop combos. Only works against High and Med attacks.
You can use this while in the middle of blocking a combo if you know an attack that can interrupt your opponent's string.
Like if your opponent's combo is L. punch, R. punch, R. round house.
You could tap block on the second punch, then do a sweep or a jab to counter the round house.
To do the timed guard, you can just press Block real fast like in MKD.
Or you can press it once and hold it.
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Low timed guard= Tap block+down, df or db When the opponent attacks low.
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Special moves would be done like always or they could use multiple button presses.
The input for special moves would be fast like in the old games, so you don't mess up when throwing another attack.
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Extra special moves like fancy spin kicks, taunts, sways, style changes would be done by pressing multiple buttons together. And D. pad combinations.
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Walk = same as in MKD = hold up, down, back or forward.
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Step = Same as in MKD = Tap up, down, back, or forward.
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4 way Quick dash ( New ) = double tap uu, dd, bb or ff.
The side quick dash would be like a hop to the side or something like the side step in Tekken tag or Maxi's side step = H+K or d+H+K
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Run = Double tap f,F hold
You can do running attacks
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Hop = uf or ub
Different attacks can be done from a hop.
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Jump = UF or UB
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Crouch =
DB
Blk+DB
or
Blk+D
You can do while rising attacks like in Tekken.
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Duck =
DF
or
Blk+DF
You can't do any while rising attacks, you go straight to standing attacks like in DOA3.
The Duck looks different from the crouch.
As it stands now, the game could go as far as to fit into three buttons. One punch, One Kick, and a block button would be more than enough to do any move in Deception with added directional motions. Seven buttons is rediculous. Why did the design team feel that was necessary? What the hell is wrong with a quarter/half/full circle motion?
I know! It makes the game really awkward..... I don't LIKE button driven combos.... they feel really cheap....

I don't really understand what you mean.
Other than just picking up weapons, the stage interaction button could be much more useful...
Some stage interactions could be...
Living Forest
- (I think Bleed posted this idea already though) If you are knocked to the ground and press the stage interaction button, you'd get a handful of dirt as you get up and fling it into the opponents face, causing them to stumble around a little bit...
- If you are close to a tree, you could grab a branch with the stage interaction button and break it off and use it as a weapon...
Various levels
- If you're knocked through a brick wall/glass wall, you could grab a chunk of rock/shard of glass and throw it at your opponent as you get up...
- If you're in a level with a frozen floor, you could press the stage interaction button, after you've been knocked to the ground, and hit the ground with your foot, causing the ground to crack and making your opponent stumble, if he's in the path of the crack line...
- If you're on an island level with coconut trees, and you get smacked into a tree and a coconut hits you on the head, you could press the stage interaction button to pick up the coconut. If you press the punch button while holding the coconut, you'd clobber your enemy with it, if you press the stage interaction button again while holding the coconut, you'd throw it at your enemy, like a dodge ball (You could also do the same thing with a skull, rock, ect., as long as the level has that item...) The catch is, if you clobber your opponent with it too many times, it will break...
Character specific stage interactions
- Reptile - If Reptile's back is to a wall and the opponent throws a projectile at him, Reptile could jump backwards and stick to the wall with his hands and feet (while still facing the enemy) in order to dodge the attack...


TonyTheTiger - Forum Director
Mortal Kombat Online - The Ultimate Mortal Kombat Experience
-
Nintendo is comprised of three Japanese words. Nin, Ten, Dou, and when combined it means we kicked the holy shit outta Atari.
pretty much every combo in every game is button driven.
I don't really understand what you mean.
I think he means dial-a-combos. Correct me if I'm wrong.