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Breaker system in MK10

Hidan

Where the hell is Reiko's wheel kick
you are ridiculous, its simple, armageddon breaker system, 3... or maybe 2 breakers each player for the whole match
 

TaffyMeat

Infinite Meter Kombos
If breaker is going to be inside the meter, then meter should build from being hit, not from camping & repeating special moves. I want more than one breaker per round.
 

9.95

Noob
Here's my idea for a new meter/breaker/super/xray/armor/throw/throw tech system:

Meter - Dual meter system similar to SF4 with changes.

Super Meter allows a super move - can cancel from normals and specials into super - fills by doing damage to opponent or opponent blocking moves. Do less damage than Xray moves.

X ray meter - can cancel from normals and specials into xray move - fills by TAKING damage - acts as a comeback factor move.

EX moves - take away from Xray meter - need to choose between using EX moves to enhance combos or doing comeback moves.

Breakers - Similar to MK9 with changes:
-take from SUPER meter (3/4 of the meter)
-Can break any grounded combo
-CANNOT break combos when you're in the air(encourages you to look for juggle combos)

Armor - More along the lines of SF4 with armored moves: Each character will also have 1-2 ARMOR BREAKING moves.

Throws - Again, similar to MK9 where they are duckable in an offensive crouch. The whiffed throw, however, will have MUCH more recovery meaning that if you sniff out a throw, you can actually punish it.

Throw teching - complete change from MK9 to a SF style tech.

*New Addition* - Particularly meant to combat the lack of air combo breakers:
Juggle Protection - This requires full use of XRAY meter: When you enter this state while being juggled, ALL damage done to you will be cut by 50% and the other 50% will be dealt to the opponent. The XRAY meter acts as a countdown timer and if the opponent lets you fall you REMAIN in this state until the timer ends, you will do 150% damage while only taking 50% yourself, forcing the juggling person to choose between ending his combo or dropping it and taking his chances.
 
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TaffyMeat

Infinite Meter Kombos
Here's my idea for a new meter/breaker/super/xray/armor/throw/throw tech system:

Meter - Dual meter system similar to SF4 with changes.

Super Meter allows a super move - can cancel from normals and specials into super - fills by doing damage to opponent or opponent blocking moves. Do less damage than Xray moves.

X ray meter - can cancel from normals and specials into shell move - fills by TAKING damage - acts as a comeback factor move.

EX moves - take away from Xray meter - need to choose between using EX moves to enhance combos or doing comeback moves.

Breakers - Similar to MK9 with changes:
-take from SUPER meter (3/4 of the meter)
-Can break any grounded combo
-CANNOT break combos when you're in the air(encourages you to look for juggle combos)

Armor - More along the lines of SF4 with armored moves: Each character will also have 1-2 ARMOR BREAKING moves.

Throws - Again, similar to MK9 where they are duckable in an offensive crouch. The whiffed throw, however, will have MUCH more recovery meaning that if you sniff out a throw, you can actually punish it.

Throw teching - complete change from MK9 to a SF style tech.

*New Addition* - Particularly meant to combat the lack of air combo breakers:
Juggle Protection - This requires full use of XRAY meter: When you enter this state while being juggled, ALL damage done to you will be cut by 50% and the other 50% will be dealt to the opponent. The XRAY meter acts as a countdown timer and if the opponent lets you fall you REMAIN in this state until the timer ends, you will do 150% damage while only taking 50% yourself, forcing the juggling person to choose between ending his combo or dropping it and taking his chances.

So...If I juggle my opponent, which is what MK has been about for years, I take 50% damage of the kombo?
Air breakers do seem like a natural progression from MKA to MK9 to MK10, as MK9 air throw was abused, a way to counter it does seem appropriate.
 

JDM

Noob
Two per life bar seems reasonable.

Like others have said, however, have an entirely different meter that recharges over time for breakers. That way it's a 100% even playing field in that regard for every character across the board.

After thinking about it, that seems like the most balanced way to handle breakers. Take your idea (two per life bar) and the idea of having a separate meter that is only used for breakers.
A different set of meter? That's really interesting, probably way better than 2 breakers per match because if a round could be over quick as hell if the breaker didn't have enough time to recharge.

I assume this new meter would be built only by time so it would make it fair for most characters. Even so, that might make Zoning more preferable since they would automatically build more "time" meter for breakers. Rushdown could prove to be more dangerous than helpful since they would usually have less breaker time stocked when they get hit.
 

Dizzy

False Information Police Officer
Premium Supporter
NetherRealm Studios
I think if they made it like MK9 breaker and limited it to its own resource like how BB does, that would probably be better. I could possibly be down for breakers being able to be baited (you must commit to break like burst in BB).

Breaker taking super/EX meter always leads to meter being saved for breaker. It was like this in MK9 and TvC.
 
E

Eldriken

Guest
A different set of meter? That's really interesting, probably way better than 2 breakers per match because if a round could be over quick as hell if the breaker didn't have enough time to recharge.

I assume this new meter would be built only by time so it would make it fair for most characters. Even so, that might make Zoning more preferable since they would automatically build more "time" meter for breakers. Rushdown could prove to be more dangerous than helpful since they would usually have less breaker time stocked when they get hit.
Yep. Nothing would affect its recharge rate other than time itself.

People would kinda be forced to change their playstyle depending on where their Breaker Meter (what I'm gonna refer to it as :p) is at. Charging, charged, almost charged, etc.

However, if a limit on its use per health bar is put into place, characters couldn't focus on just zoning until it recharges because after its two uses, it can't be used anymore.

I really think it would change up how the game could be played if it was done like this (being tweaked for balance, obviously).
 

9.95

Noob
So...If I juggle my opponent, which is what MK has been about for years, I take 50% damage of the kombo?
Air breakers do seem like a natural progression from MKA to MK9 to MK10, as MK9 air throw was abused, a way to counter it does seem appropriate.
Only if the opponent chooses to use their ENTIRE Xray meter. In that scenario, they must choose between the juggle protection or the use of Xray and EX moves. It's a counter balance so that the person who activates it has to make a critical decision.
 

ryublaze

Noob
I like that characters build meter at different rates...adds more depth. But the characters that build meter fast should be more balanced so like maybe make their ex moves weaker or something.
 

9.95

Noob
What about 3 breakers for the entire match, but the final breaker gives you 25% health regeneration for comeback?
I know you love the 3D MK games, but on a competitive level, only MKDA is even remotely worth mentioning, so I know that this is where your thought process of breakers comes from. I grew up on old school MK (MK1-MK4), Super Turbo, SFA1-3, 3rd Strike , KI1 and 2, and Neo Geo fighters, as well as VF1-5.

I'm not a huge fan of free breakers in FG's to begin with. KI at least requires animation recognition and some predication on the breaking player's part. MK breakers are stupid easy, require no predication or animation recognition, etc.

I don't agree at all with just giving 3 free breakers away. You want breakers? Earn them. You want supers? Earn them. You want Xrays? Earn them. Do SOMETHING other than just pressing start to get breakers. Sorry, I just don't agree with free "get out of jail free" cards.



I'm not saying my system is perfect, but I like to think that it's a pretty solid evolution of the current system with some tweaks and a new idea to make it more interesting.
 

Compbros

Man of Tomorrow
My only problem with separate meters is that some characters become even more insane as their Enhanced moves are no longer hampered by a potential need to breaker.
 

TaffyMeat

Infinite Meter Kombos
I know you love the 3D MK games, but on a competitive level, only MKDA is even remotely worth mentioning, so I know that this is where your thought process of breakers comes from. I grew up on old school MK (MK1-MK4), Super Turbo, SFA1-3, 3rd Strike , KI1 and 2, and Neo Geo fighters, as well as VF1-5.

I'm not a huge fan of free breakers in FG's to begin with. KI at least requires animation recognition and some predication on the breaking player's part. MK breakers are stupid easy, require no predication or animation recognition, etc.

I don't agree at all with just giving 3 free breakers away. You want breakers? Earn them. You want supers? Earn them. You want Xrays? Earn them. Do SOMETHING other than just pressing start to get breakers. Sorry, I just don't agree with free "get out of jail free" cards.



I'm not saying my system is perfect, but I like to think that it's a pretty solid evolution of the current system with some tweaks and a new idea to make it more interesting.
I grew up on MK1 - MK4 arcade as well, I'm older than I look. Of course I want free breakers, who doesn't? But that's for kombat kode.
 

Eddy Wang

Skarlet scientist
I like the Phil's idea of 2 meters:

If we had a comeback meter, its exactly where X-rays should be, built by taking damage only, and it should have 2 stages like SF, half full does regular damage, 100 full does 30% more aditional damage to the regular, and half bar can be used to break a combo, this means a full X-Ray bar can be used to break 2 combos, using X-ray would consume the entire bar no matter in which level the meter was.
Doesn't disapear like it does in SF, so if you don't break any combo and you lose the first round, you can start the second with a full bar.
 

EMPEROR PRYCE

WAR SEASON "THE WEAK EXPOSED!"
MY "OPINION"!!

I never liked mk9 breakers, it took hype away from the game and outshined enhanced moves. Once the game evolved meter was really only used for breaker most of the time.

I don't even like the idea of combo breakers period. It's a fighting game, when I dominated my opponent in footsies and get rewarded with a combo, why should my opposition get the opportunity to break it? Now we are back at neutral and by the time i land another hit, he will have enough meter to break again. Seems counter productive if you ask me.
 

callMEcrazy

Alone is where to find me.
Having no breakers will require an entire host of changes. Reset would be the first thing to go. Then either combo damage scaling or input timing difficulty or both would be increased. I just don't think all that is worth it.

A time dependent breaker meter seems like an acceptable idea to me. But here's the thing. We are always complaining about how similar all the characters are. They have the same height and many common moves. But now we have suddenly come to the conclusion that all characters should build meter at the same rate. I think its an unnecessary homogenization. Characters like Kabal that abuses the meter concept should be made less powerful in other areas, for example damage.
 

VenomX-90

"On your Knees!"
MK9 breaker is fine, I think if they had the breaker system from KI to MK it would look a little weird with the combos.
 

Eddy Wang

Skarlet scientist
MK9 breaker is fine, I think if they had the breaker system from KI to MK it would look a little weird with the combos.
no, KI is a complete different thing it wouldn't work well for MK.

Or we have no breakers at all, or meterbuilding system should be revised, or a bar that builts only by taking damage should be the way to use breakers.
 

VenomX-90

"On your Knees!"
no, KI is a complete different thing it wouldn't work well for MK.

Or we have no breakers at all, or meterbuilding system should be revised, or a bar that builts only by taking damage should be the way to use breakers.
Yeah thats why I said if they used KI breaker system in MK10 it wouldn't work very well.
 

Gesture Required Ahead

Get on that hook
I think MK9's breaker system worked, but if you had to change it up, I'd simply change it to something like a burst mechanic in BB, where the breaker has its own supply that fills under certain circumstances. But instead of having it be a free break everytime, have it work sorta like pushblock in IGAU in that you can counter the break by doing something like cancelling into an armored or invincible move.
It's kind of like that already, though unintentionally. When a character is armored as he gets broken, he slips through the Breaker. See Jade's EN Glow as she gets broken.
 

MKF30

Fujin and Ermac for MK 11
Same as MK9 honestly. I'm still not a big fan of IGAU's clash system and I don't think KI's combo break system would work unless they completely revamped MK's combo system, which I don't want either.
YES PLEASE BE the same as MK 9!! lol and of course a block button! I hate holding back to block...