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Breaker system in MK10

Gesture Required Ahead

Get on that hook
Also I don't like the comeback factor meter system. Keep that in games where it exists, I like MK as it is.

If Breaker is going to have a separate Meter, damage should not be the only way to build it. Because at that point it's pretty much just extended health.

And the separate meter for Breaker should have multiple uses for it as well. Kind of like MKDC where you had 2 bars, 1 use for Breaker or both for Rage.

So basically 1 to Break and 2 for XRay. XRays should have better properties than the ones now considering the merit it holds is that of breaking 2 combos. I'm thinking along the lines of Armor Breaking , Unbreakable and Unscaled damage. Of course it should be different for each character. But it's a starting idea.

And the EN Meter would have universal uses for all characters. Kind of like MB B3/F3 in Injustice. In the nature of MK, I think a parry would work well in this case.

Maybe have 3 total bars. 1 to do for EN and 3 for a parry. Or have 4 bars, 1 for EN , 2 for parry and 4 for a weaker XRay.
 

ll Nooby ll

To Live is to Die
lol lets not act like the breaker system was why Kabal, Sonya, Smoke, etc were so good
I'm not saying it's the only reason. But it was a big factor as to what seperated the great characters from the others. And some characters were bad based on their over reliance of meter or lack of uses for meter.
 

Akromaniac27

Ready to lose your head?
From reading it all, the twice per round and separate bar sounds like the most ideal. Its an even playing field. I also think 4 bars would be really good. 3 bars did what was needed but in so many scenarios you'd keep seeing 3 bars filled and meter being gained into the abyss.

I had put this in another thread, but for the separate bar, maybe they could incorporate a parry xray for everyone that can only be user once per match. A 1f parry that cleans out that second bar and 2 meter bars. Everyone would still have their normal xrays too, but it'd cost 4 bars(assuming MK10 has 4 bars).
 

JDM

Noob
I'm not saying it's the only reason. But it was a big factor as to what seperated the great characters from the others. And some characters were bad based on their over reliance of meter or lack of uses for meter.
It's a big reason actually. Not the only reason but it's still huge.
 

zerosebaz

What's the point of a random Krypt?
Make enhansed moves better and still 1 bar, make x-rays worse for 2 bars, and breaker as they were but make them cost 3 bars.
 

shaowebb

Get your guns on. Sheriff is back.
Something on a seperate bar from the xrays and EX attacks with a different build speed to compensate for the loss of things that eat meter would be good.

Also there needs to be more corner tools. I'd like pushblock or spend a quarter bar of meter by blocking on first frame or two of a move to "just Defend" and recover faster into something of your own via canceling during the block flash. Works well in other games and should deal with the Johnny Cage and crazy corner stuff without resorting to stage transition or hazards. Visually they're fun for like 10 minutes. Then they slow down stuff, and yield too much damage. That shit aint hype IMO. Just give us tools that dont interrupt the action of the players or try to replace it in the corner and it'll be fine. Besides could you imagine how Hype a just defend on a frickin fast teleport mixup would be ? Roof would blow off the venue if someone just defended and went into a Smoke Combo on their last wedge of life for a massive comeback.
 

callMEcrazy

Alone is where to find me.
LOL. If this is really doable then how come this hasn't been abused to death in tournaments ? Anyway I get the point.
 

Sami

Noob
Stop characters from building meter by wiffing specials and a lot of the issues (and by that I mean Kabal because that's all MK players can fixate on) with building excess meter go away. I like the attacker building meter if his moves are blocked, I like the defender building meter if he's being hit, but I'm not a fan of wiffed meter gen in most games.
 

Sami

Noob
LOL. If this is really doable then how come this hasn't been abused to death in tournaments ? Anyway I get the point.
It's not. That combo works on 1 character and abuses the interaction between armour, Jade's Ex Glow making her take more damage, and how it affects the display of combo damage values. Of course, none of that matters when Cyrax has guaranteed reset combos anyway.

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.
This only works for armour that goes across multiple hits. Jade's EX glow works because she's perma-armoured for every move, and Skarlet's double slash thing after EX Slide will ignore breaker if they break the first hit of the slash. If they break the second, the armour expires and the break happens.

I think...
 
I'm not saying it's the only reason. But it was a big factor as to what seperated the great characters from the others. And some characters were bad based on their over reliance of meter or lack of uses for meter.
MK9 could be a well balanced game without touching the breaker/meter system. It's simple and works very well. The problem lies with a few overpowered chars. that have very few weaknesses, or none at all. Their ability to build meter makes it more of a headache when you finally get in their ass, but it wouldn't make much a difference changing it.
 
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.
*Applause
This is the most sensible post in this thread. I just thought breakers should be able to be baited/punished, but your idea is improved.
 

Prinz

watch?v=a8PEVV6tt14
I myself in general prefer breakers that doesnt cost meter but has some other kind of limit (1 or 2 breakers per match) simply because breakers tend to outshine EX moves and supers which is what I would rather use meter on simply because of fun factor. I get that its supposed to be a tradeoff (do I want to break or save this meter for extra damage combos or somesuch) but usually the choice is pretty clear cut anyway, which doesnt make it much of a choice at the end of the day.
Choosing between saving your own life or taking more life is actually pretty deep.
 
Breakers was one of the reasons that detracted from the hype matches. KI's "Combo breaker" * infinity gets tiresome in only a few matches.

At least in Injustice you only have one chance - if they want to use the breaker system, discard the shitty MK9 breaker, and build from IGAU or look at the burst system from Blazblue or Guilty Gear.

Pushblock and the like would be great as a defensive option for all characters.

Regarding the meter system, I feel that IGAU is the more refined version of the meter system from MK9. So I'd say building off the meter system from IGAU is definitely a good idea.
 
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