

Anyways, onto the good news. Throws have been shown in MKD, I'm not sure they're highs yet, but they look like highs and are animated VERY well compared to MKDA's throws by a hundred times.
What does everyone think of Noob-Smoke? By far the most interesting new gameplay addition by far.

Like I posted in another thread, I'd rather have the tag team idea be left for a character similar to Ermac that is made up of various warriors.
Or have some character be possessed or fused together, something like that.
To have tag style moves, this fighter might be able to go out of body so he can become 2 fighters and be able to do the moves that Noob Smoke have.
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On a side note, the breakers still look pretty disappointing.
They should have put a LOT more though in to that.
I mean, why the hell does every fighter even have the same attack for the breaker.
That's one of those things that should not happen. Copy and paste is bad, it looks cheap, slapped together and doesn't make sense with the individual styles.
Come on Ed, I know you can do better than that.
I really don't like how the MK team seems to be slacking on the fighting engine, the most important part of a fighting game.
The problem is highly visible, like water in the sea. It's so obvious, but it's still ignored.
It's frustrating
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Here is an idea for improving on the breakers and reversals.
If you have the block and counter attacks, have the counter attack be different for every style. Also you could go in to more detail by having a different counter attack come out depending on whether you blocked using your left or right arm.
The breaker can be a single hit, small auto combo, throw, bone breaker, sway, side step, shove, hard block that hurts the opponent, chain throw, combo starter, stun hit, fire ball, teleport, juggle hit, a special fireball just for the breaker...........etc.
Keep it creative and fresh.
Don't just use the same attack for every fighter.
Don't have air breakers, instead change the juggle system so you don't have to worry so much about being juggled in to a death trap. A VF4 style juggle system would be good for that.
In adition to breakers, there could be reversals like in VF4, Tekken Tag and DOA3.
Breakers and reversals need a flinch animation so there is a risk to trying them. They should NOT be limited in how many times you can use them at all.
If you have breakers and reversals while being hit like in DOA3, have it be in such a way that it's not super easy and still not limited.
For example to break Scorpion's 2,2,1. First of all, the 2,2,1 combo needs a block point which would be on the 3rd attack = (1).
You can hold block while being hit by the combo and when the (1) hit comes out, you will automatically block it.
If you tap Blk when the (1) comes out, you will do a parry.
The parry will NOT stop the combo. It would work the same as the parry in Street Fighter 3 3rd strike. Only that it's more of a linkable block. If you block with your left, you can tap 2 to attack, if you block with your right, you can tap 1, but you need to do it very quick.
Some block animations might have 2 attack link options like if you do an outside block, you can tap 2 to punch, 3 to kick, 2+4 or the special button to do a throw.
This could be made easier to recognize by a different color flash when you parry. The flash could be Red or yellow
Something like this would be better and still be pretty easy to use.
Tap Block to parry, if you see a Red spark tap 1, if you see a yellow spark tap 2.
To do the other attacks like 3 or 4, you could have more color sparks that go with the controler like:
Blue = 1
Yellow = 2
Green = 3
Red = 4
You might use the lights by the life bar for this too, or whatever works best.
tapping any of these buttons could result in a number of different types of attacks, not just a punch or a kick.
Anyway, this is just something that came off the top of my head, but you get the idea.
Something with a little more spice and personality that requres a bit of skill and training but is still not too hard to use on call.

Throws are animated well so far, but as to what their uses are Im still not sure since the opponents were not blocking or crouching when the throw was executed.
Shujinko has a launch throw, seems a lot better than Drahmin's my far and gives him a normal launch height juggle.
The breaker system right now is very subjective, I keep thinking of its uses and to me, it just seems like an unwell thought out procedure like you pointed out Bleed. Instead of a good defensive system, both players get 3 times to break out of a combo. Which requires no skill, execution, timing at all. What's worse is you can't mis-break or be punished for it, so 3 breaks are basically guranteed per battle, but if that were so, why put breakers in the first place? I suppose getting out of dial-a-combos is still a blessing, but if both can get out at the same degree, it doesn't seem like combat leverage to me. But hey, breaker and then 50/50 mixup so you can win works I suppose, but everyone knows that the breakers will probably be whored up at the end of a round until people are out. =P
A good defensive system like the one you wrote that required timing and knowledge would be good Bleed, but I wonder if the MK team feels they do not need a defensive system now that they have placed in the universal breaker.
Noob Smoke is very interesting, mainly for combo potential, although I agree that their pairing is odd and that its well.. kinda random just to make only two of the characters paired and all of that. I mean if they want to make it a tag game, they should. If they don't, then they shouldn't have exceptions. But we'll have to see how it all works out with those two.

I'd would have rather seen boon and his boys sub in the "push" for the breaker so I can rush shit down, but a KNOCKDOWN?
Jesus. Whatever, I found out that SRK's Mr. Wizard is working on a strat guide for MK:D so I guess we can look for some in depth breakdowns of the system.
He is a wizard after all.
Every other game is decreasing the amount of buttons that they have, why does MK need 7 buttons?
The max that they need is 5, and that should be it.
The Block button has to stay, otherwise, its not Mortal Kombat.
I think that they should return to the 5 button set up at least...
High and Low Punch and Kick.
This is the only 3d fighting game with no diagonals!
So of course the movement and move options are severely limited.
Get rid of the Style change button, and make the change a motion with button presses, different for each character.
Get rid of the special move button. Make that a motion.


TonyTheTiger - Forum Director
Mortal Kombat Online - The Ultimate Mortal Kombat Experience
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Nintendo is comprised of three Japanese words. Nin, Ten, Dou, and when combined it means we kicked the holy shit outta Atari.
Edit: I saw the movies and I must say that I'm impressed with what they did with some things. The throw animations are done very nice as well as the various get up after a round and victory poses. As for the breakers, whatever, I really don't know. Maybe this game will at least look polished as opposed to the recycled animations and voice clips present in DA.

First Launcher
Second Launcher or single Juggle hit with fast recovery
Longest Chain before the opponents touch the ground
Yeah! dont let this thread die!
SEVEN buttons for a fighting game is just rediculous...
Thats one more than Street Fighter!

Hanzo: Juggling needs to be done a lot better, but it looks exactly the same right now. Launch into a second launch into a string. There are some few exceptions with Drahmin, Kenshi, etc. of course. With the removal of Neijin, I really wonder if Subby can get good damage.
Skavin: The problem with the breaker system mainly is that the breaker system gives both players 3 breaks without any sacrifice other than losing 1 break. This gives both players the same defensive leverage, thus not giving you any advantage really.
In 2d you sacrifice offense to do defense with alpha counters, KoF's CD, Guilty Gear's f+P+K or using a defensive burst instead of an offensive one. But in MKD, you don't. In other 3d fighters will real reversal/parry/counter,etc. systems, it's based a lot on skillful prediction, whereas MK is just a free instant break.
So you have 3 breaks, that don't need to be skillfully used, that can only be used the way that it was implemented. If both people can break 3 combos at the same degree; not differentiated by use (skill/prediction) or playstyle (offensive/defense), then it doesn't give either player any real advantage, just prolongs what MKDA basically is.
I don't see how it'll change anyone's playstyle except make everyone do their biggest combo 3 more times per match.
Immortal: The buttons preferably should be changed for sure Immortal.


-XB Live gamertag: I AM YOURDEATH -(PS2 Tag: MASTRMAL)
The point I'm trying to make is these moves already exist in the game and could be utilized to personalize the breaker per character and offer up some intersting opportunities for a successful breaker. These could easily be programeed into the system with a few lines of code. When you think about it, these breakers would be similar to an Alpha counter from Street fighter Alpha 2 and 3 seeing as how capcom simply used existing frames of animation for their counters
It would also influence your character choice based on your gameplay method and style.
Take care guys.

Instead, we have MKDA archetypes:
The Jabber, fast and safe jabs into full string.
The safe and unsafe 50/50 mixup character.
The broken.
The crappy.
Oh well, at least we now have the defensive with Subby's Ice Clone and hopefully some teleportation tricks and such will break up some of the monotany.


-XB Live gamertag: I AM YOURDEATH -(PS2 Tag: MASTRMAL)
HDTran Wrote: mastermalone: Yeah it would help a lot with character individualism and playstyle. Instead, we have MKDA archetypes: The Jabber, fast and safe jabs into full string. The safe and unsafe 50/50 mixup character. The broken. The crappy. Oh well, at least we now have the defensive with Subby's Ice Clone and hopefully some teleportation tricks and such will break up some of the monotany. |
Sad, but true. Lets hope we hear some more encouraging news within the next couple of weeks regarding these breakers. I want to hear that the breakers that we've witnessed in these videos were just prototypes used to test the collision detection and that more unique counters have been implemented. Why couln't we have just received a parry, or maybe both the breaker and the paryy?
Of course the parry would require more precise timing to balance it out as seen in Streetfighter 3. Hell, I'd even be happy if a few characters had a special counter that required a joystick and button combination. Well HD we can only wait and see what happens from here.
Take care


-XB Live gamertag: I AM YOURDEATH -(PS2 Tag: MASTRMAL)
Take care

Some can have a regular catch style counter, a parry, an auto counter stance, moves with auto parries, super armor moves, auto counter on counter hit, counters that make use of the special abilities.......etc......
there's a lot of stuff they could do to make the fights more interesting.
No more copy and paste please...
The throws look great so far, I would like for them to be like the ones in Tao Feng. Those have to be some of the koolest throws I've seen in a fighting game.
To say something positive, everything else about this game looks fantastic IMO.
It's just the fighting that needs work.


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


"You see, I face a whole new Monster!! I face a man, who represents, the Nintendo Entertainment System..."
That break durring a throw was sweet, lol. I actually wouldn't mind it. Funny, I seam to be enjoying the game more and more as I see more gameplay footage. I still think it's going to be shit, but not as bad as had hoped...er, expected. Yeah, that's the word, lol.
Oh, and HOLY SHIT!!! Am I seeing some sort of attempt at guard stun, or some sort of guard properties? Subs ice pushed hells back and certain branches seam to push back now, too. WOOT!!


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.