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Planche Wrote:
I'm not quite sure I understand, but what is wrong with having a high wake up?
I'm not quite sure I understand, but what is wrong with having a high wake up?
High attacks can be ducked, that's why.

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so....
What if someone tries to hit you with a mid attack when you try to get up, but you stay down instead.
They miss and you get a free high rising attack with a high reward.
What if someone tries to hit you with a mid attack when you try to get up, but you stay down instead.
They miss and you get a free high rising attack with a high reward.
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Since this is about Gameplay Discussion, I was wondering how long after a games release it usually takes to create the final, proper tier list

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Not long for the first one, but it will take quite some time for it to be "final" ...there are always new strategies found that change tier lists. Take a look at UMK3, the list has changed in the last few years with newly discovered things.
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Konqrr Wrote:
Not long for the first one, but it will take quite some time for it to be "final" ...there are always new strategies found that change tier lists. Take a look at UMK3, the list has changed in the last few years with newly discovered things.
Not long for the first one, but it will take quite some time for it to be "final" ...there are always new strategies found that change tier lists. Take a look at UMK3, the list has changed in the last few years with newly discovered things.
By "not too long", do you mean a few days or a few weeks or...?

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If its anything like everything else, ther'ell be a loose one within a few weeks, probably a more formal one in like 2 months, and depending on the games true depth a solid one anywhere after that. Like Konqr says tho, its real fluid even years later if the game is popular enough, and online can produce some pretty interesting results.
All the more reason to not play like a tier fag and just use / learn who you want to and hope for the best. If the game is well put together, the tier listing won't be that pivotal anyways.
-F.
All the more reason to not play like a tier fag and just use / learn who you want to and hope for the best. If the game is well put together, the tier listing won't be that pivotal anyways.
-F.
matthewhaddad Wrote:
Since this is about Gameplay Discussion, I was wondering how long after a games release it usually takes to create the final, proper tier list
Since this is about Gameplay Discussion, I was wondering how long after a games release it usually takes to create the final, proper tier list
MKD had 24 characters and it took about 4 months to get the tier list sorta ok.
(there was one after a month and a half that was very very wrong)
With MKA, I'll say probably six months.................
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Okay, cool. Thanks everyone.

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hjs-Q Wrote:
Didn't quite get you said.
Kabal's Spin is a "special high" if you want, it must be blocked and cannot be ducked without blocking.
Ermac's Slam is a mid. Kenshi's Slam is high.
Hotaru's lava is also a "special high", must be blocked and cannot be ducked without blocking.
Didn't quite get you said.
Kabal's Spin is a "special high" if you want, it must be blocked and cannot be ducked without blocking.
Ermac's Slam is a mid. Kenshi's Slam is high.
Hotaru's lava is also a "special high", must be blocked and cannot be ducked without blocking.
You are smarter then you think you are
what you call special high is what I called blockable or blockable mid.
I like the name Blockable because it is often used for moves that don't seem to have a specified height, like the Teleslams.
(In Soul Calibur this is referred to as special mid, but compared to mid it is nothing special, so I don't like this name)
Since you explained about High Mid and Low, special High (or Blockable) would make the list comlete.
Well, besides Unblockables: Hellfire and Lightning.
With special High you can't do a 50/50, but at least it's better than high.
Ermacs and Kenshis Slam are both special High ,I just tested it on my PS2. Shujincos Teleslam is Mid.
Uranius

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Sparta* Wrote:
When Quan Chi uses his weapon steal move, will his opponents weapon be gone for the whole round???
When Quan Chi uses his weapon steal move, will his opponents weapon be gone for the whole round???
Quan Chi having his weapon steal is news to me.
Watch his video on the official MK site under characters. When he does that green soul steal type move, Scorpion's sword gets taken away and he switches back to Hapkido. I would like to know if the character can get their weapon back after like 15 seconds or something otherwise that would be cheap as all hell.
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If Quan Chi Weapon's steal is back and really take the opponent's weapon, Sub-Zero is in trouble for that match up. Quan can just take Sub's weapon, turtle up and crouch all day. Without Kori, Sub-Zero has no mids. What does Quan have to fear? A cold shoulder? Please...
I have yet to speak with fellow high level players about making a tier list yet, but that will be addressed over the next month or two. Tier lists are normally made by a select group of people who are considered elite status and their opinions can be trusted. This way we won't have a mess like we did for the first version of the MKD tier. Even the last version of it sucked. Sub-Zero #23? Yeah ok.
Since MKA is going to have 63 characters, I do not think it would be a wise idea to put them in order from number 1 to number 63. There is going to be FAR too many characters who are really close to one another, making it extremely debateable throughout. The best to way to handle the MKA tier will be this way....
Top Tier
*insert 1-8 characters here*
Upper Mid Tier
*insert 20 or so character here*
Mid Tier
*Insert 20 or so characters here*
Lower Mid Tier
*Insert 10 or so characters here*
Low Tier
*Insert the rest*
The only part that should really be in any finalized order are the top 3 characters and maybe the worst in the game. It simply does not make sense from my point of view to put all 63 in order. Too many arguments will take place and would never come to an agreement. To this day there are still arguments about what character belong where in MKD, and that game only had 24 characters.
I have yet to speak with fellow high level players about making a tier list yet, but that will be addressed over the next month or two. Tier lists are normally made by a select group of people who are considered elite status and their opinions can be trusted. This way we won't have a mess like we did for the first version of the MKD tier. Even the last version of it sucked. Sub-Zero #23? Yeah ok.
Since MKA is going to have 63 characters, I do not think it would be a wise idea to put them in order from number 1 to number 63. There is going to be FAR too many characters who are really close to one another, making it extremely debateable throughout. The best to way to handle the MKA tier will be this way....
Top Tier
*insert 1-8 characters here*
Upper Mid Tier
*insert 20 or so character here*
Mid Tier
*Insert 20 or so characters here*
Lower Mid Tier
*Insert 10 or so characters here*
Low Tier
*Insert the rest*
The only part that should really be in any finalized order are the top 3 characters and maybe the worst in the game. It simply does not make sense from my point of view to put all 63 in order. Too many arguments will take place and would never come to an agreement. To this day there are still arguments about what character belong where in MKD, and that game only had 24 characters.
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Sparta* Wrote:
Are throws going to be blockable in MKA like in MKDA?? I hope not...
Are throws going to be blockable in MKA like in MKDA?? I hope not...
No, the throws will be just like MK:D NOT blockable, however you can now escape them with "throw escapes" now by hitting your throw button simultaneously(at the same time) while they attempt to throw you, you'll be able to escape by doing this.
Timing is key though.
As for this tier list MK:A talk, it'll be as always come down to matter of opinion with all players just like every other fighting game.
And since MK:A has 62+ characters, ha, ha, ha there's going to be a lot of debates on characters...


About Me
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Provided Sonya is in the top 8 (which seems likely) and Sindel isn't in the bottom (which seems unlikely) I'll be tickled nipple pink. 
Keith Wrote:
Provided Sonya is in the top 8 (which seems likely) and Sindel isn't in the bottom (which seems unlikely) I'll be tickled nipple pink.
Provided Sonya is in the top 8 (which seems likely) and Sindel isn't in the bottom (which seems unlikely) I'll be tickled nipple pink.
Hehe
Sonya right now is at the right track to be in the top 10.
Unparryble d+3 will be crazy.
And Sindel is looking at eveyone from the deep deep bottom.
MKF -
I'll doubt throw escapes will be in the game, they were not in the GC build and that as it looks like now is the final version.
However, with wake up (no more plant 50/50) throw will not be so usefull as they were in MKD.
mkflegend Wrote:
No, the throws will be just like MK:D NOT blockable, however you can now escape them with "throw escapes" now by hitting your throw button simultaneously(at the same time) while they attempt to throw you, you'll be able to escape by doing this.
Timing is key though.
As for this tier list MK:A talk, it'll be as always come down to matter of opinion with all players just like every other fighting game.
And since MK:A has 62+ characters, ha, ha, ha there's going to be a lot of debates on characters...
Sparta* Wrote:
Are throws going to be blockable in MKA like in MKDA?? I hope not...
Are throws going to be blockable in MKA like in MKDA?? I hope not...
No, the throws will be just like MK:D NOT blockable, however you can now escape them with "throw escapes" now by hitting your throw button simultaneously(at the same time) while they attempt to throw you, you'll be able to escape by doing this.
Timing is key though.
As for this tier list MK:A talk, it'll be as always come down to matter of opinion with all players just like every other fighting game.
And since MK:A has 62+ characters, ha, ha, ha there's going to be a lot of debates on characters...
Are you sure? If you watch Shao Kahn's gameplay video on the official MK site, it shows his attempt at a throw being blocked...
bleed Wrote:
Why not have the option of doing a high wake up move?
If a high wake up move is high risk, give it a high reward.
I think every fighter should have Med and Low wake ups as standard, then some High options for for some or all.
The high wake up might lead to a stun combo or some other kind of follow up if not just higher damage or a knock down.
Why not have the option of doing a high wake up move?
If a high wake up move is high risk, give it a high reward.
I think every fighter should have Med and Low wake ups as standard, then some High options for for some or all.
The high wake up might lead to a stun combo or some other kind of follow up if not just higher damage or a knock down.
I agree, I say keep the high wakeup and have it juggle or something. That way a mid and low wakeup would just knock the opponent back, the risky high wakeup would allow for an air combo. However if it's ducked, then you're left just as wide open.
Smoke seems really fast and his stinky fingers look dangerous. I don't think it will be broken though, it will probably have the same properties as Nomad's Touch and the TK slams. He still has one more move we haven't seen called Robo-Punch.
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