Think that would make for some interesting kombos, disable specials when weapons are out.Stance Change should be dropped in favor of Draw Weapon, i.e. I want Raiden to have dat hammer from MK4.
They should put the meter below the health bar.
Think that would make for some interesting kombos, disable specials when weapons are out.Stance Change should be dropped in favor of Draw Weapon, i.e. I want Raiden to have dat hammer from MK4.
1 meter ain't "Free" brotherWhy so that some characters can get out for free for 1 meter? I thought in fighting games you are supposed to have the advantage when you knock your opponent down?
Wow, I didn't expect to agree with everything you said. I don't think this is even debatable haha, you're just plain correct on all of these. Also, what are the conditions for the toasty boost? I got it once in my approximate 6,000 or so matchesThis is sort of like the wishlist but more focused on the gameplay mechanics of MK9 and what you liked or hated about them. This way, if NRS decides to read threads like these, it'll be easier on them. I am going to make a list of things they should keep, change and get rid of. (imo)
Keep
-The meter management: best meter in any fighting game period, it makes the game more consistent it seems with the way breakers work
-X-ray attacks: They are perfect the way they are in this game, not an annoying inconsistent comeback mechanic that hurts a good player but something a player can use without worrying about a breaker. And easy enough for a casual player to enjoy
-Tag team and tag team online: Good for casual players to screw around.
-DLC characters should carry over to the next MK fighting game
Change:
-Button Config: There should be a way to change your buttons at the character select screen
-Training Mode: Waaaaay too many things to list here, but I think the most important thing is options, you should be able to record something your opponent does so you can practice against it. Also it needs to save the changes you do to it.
-Option screen should give you you the ability to turn off the blood, turn on tournament mode etc. Basically, give us options to turn on and off kombat codes without actually using them at the vs screen.
-HITBOXES having 3d hitboxes in a 2d playing field just doesn't work out.
-Online play netcode is very very bad
Take out:
-Toasty boost: I don't think this has happened in a tournament yet (thank goodness) but its a mechanic that can make the game more random so take it out.
-Random shaking and other distractions on stages that may make a player lose concentration. (kratos stage sucks)
-Console exclusive characters (unless its on a portable system because fighting game tournaments don't use portable systems)
And yeah, I would certainly welcome two different fighting styles that you can toggle between again if done right. Not everyone has to have a weapon, perhaps just different move sets. Imagine being able to cancel into the style toggle as well, that'd make for really cool combos / set upsThink that would make for some interesting kombos, disable specials when weapons are out.
They should put the meter below the health bar.
I thought you were at first. I forgot who was posting thoughWell, I wasn't being entirely serious.
I would love to smack some bitches with a hammer though.
Cute.I thought you were at first. I forgot who was posting though
I dont mean to put you down or anything... but you DO know this is exactly how the 3D MKs worked right? Two and even three stances per character with different movesets that could be changed mid combo.And yeah, I would certainly welcome two different fighting styles that you can toggle between again if done right. Not everyone has to have a weapon, perhaps just different move sets. Imagine being able to cancel into the style toggle as well, that'd make for really cool combos / set ups
Yeah, I always thought what was hurting the balance of Mortal Kombat was that every character lacked their own personal Genei-Jin.I dont mean to put you down or anything... but you DO know this is exactly how the 3D MKs worked right? Two and even three stances per character with different movesets that could be changed mid combo.
Back on topic:
Besides all the already obvious things mentioned here, Id add the following:
I would get rid of Xrays... honestly they are not that useful and not worth the meter in most cases, plus the animations get old quick. Instead I would like to see something more rewarding for using all three bars.
Maybe some sort of "rage mode" mechanic that changes the properties of your move set. For example your pokes and pressure strings become plus on block (intentional block infinites!) your uppercut recovery is reduced so you can juggle with it, your projectiles become faster and more damaging or unblockable, you are granted armor that can take one or two hits, you dash faster, etc...
It could be different for each character depending on move set and would purposefully make you OP for a certain ammount of time and/or until death. Activating it is very likely to give you the round but will cost you the entire meter and will be dependent on your execution, which will allow to keep the game fresh and interesting. Noobs will activate it and use uppercuts and a damage boosted throw for example, but pro players would be coming up with the sickest combos. Imagine two pro players activating at the same time on round 3! awesome possibilities
...That's actually a pretty damn good idea.Maybe i'm getting old and blind but.... i would like it if the Meter was next to the life bar. I find it difficult monitoring my meter, enemies meter, enemies life bar, may life bar at Four different corners of the screen.
You would never throw anybody at high level ever. The throws in this game are fine. The only fighters with a better throw system are Guilty Gear and SF2. I don't like games designed to prevent me from throwing anyone with even slightly decent reactions because low level players get destroyed by them.My 1 suggestion: The throw break system needs to be tweaked. As it stands throws still have far too much supremacy in this game. Make the break input universal (throw command input would do fine) or allow breaking while holding block. One or the other.
You sure are full of assumptions aren't you? I poke plenty.....hell, that "is" the throw break in this game - your too much blocking statement is uniformed in this case. You're taking it out of context. In most fighting games I have played, throw breaks serve a purpose. In this game they aren't affective. It makes no sense to attempt a throw break and risk eating a combo, and than also have to guess what throw to break in the process. Positioning? Even taking this into consideration is not enough to defend this. You're trading "possible" mitigation of 12% vs what you could be eating in terms of a combo. The risk/reward in attempting throw breaks is faulty in this game. They serve little purpose.You would never throw anybody at high level ever. The throws in this game are fine. The only fighters with a better throw system are Guilty Gear and SF2. I don't like games designed to prevent me from throwing anyone with even slightly decent reactions because low level players get destroyed by them.
Ever since the last patch brought the change that after a blocked jump-punch, if you read the throw, you can uppercut your opponent away or cross them up and punish the throw attempt for full fucking combo, rather than just trying to tech the throw, the system is just fine. It's nice to be able to punish people who are just sitting there blocking with a throw... which is actually why throws exist in fighting games in the first place.
If you find yourself getting thrown while you're blocking, it's because you're blocking too much. Rather than just chilling out with your finger/thumb on the block button, try some down pokes. They beat every throw clean. And 9/10 times somebody goes for a throw you can gauge which button to tech with just based on positioning.
So now I'm lost as to why you want a different throw break system. Throw breaking shouldn't even exist in a game where you have these down pokes.You sure are full of assumptions aren't you? I poke plenty.....hell, that "is" the throw break in this game
I promise you. Between the power of down pokes and the ten frames of start-up on throws, not to mention the fact you have to go into them naked, if you had a universal tech button you could break almost every throw on reaction easily. If you don't believe me, watch high level BlazBlue. And that's an even smaller break window.Never throw anyone at high level "ever"........yeah, keep telling yourself that.
Alright here's my issue with throw breaks expanded: Technically, yes - pokes are just a better answer to stuff throw attempts. However, we do have throw breaks. As of right now, they are useless. Throw breaks exist in other fighting games and....serve a purpose even though pokes are generally a superior answer as well. Well in other fighting games.......throw breaks are an "option" because the risk vs. reward aspect of attempting a throw break for lack of a better word, works. The disparity between using a poke and using a throw break isn't as large. So if we're going to have throw breaks I feel they should be tweaked. I don't have a problem with options. I just want my options to be "useful."So now I'm lost as to why you want a different throw break system. Throw breaking shouldn't even exist in a game where you have these down pokes.
I promise you. Between the power of down pokes and the ten frames of start-up on throws, not to mention the fact you have to go into them naked, if you had a universal tech button you could break almost every throw on reaction easily. If you don't believe me, watch high level BlazBlue. And that's an even smaller break window.
Throwing is fine in this game. I don't think throws should break at all unless two people throw at exactly the same time, down to the frame. As long as down poking is a thing.
I'll concede exaggeration in the statement "And 9/10 times somebody goes for a throw you can gauge which button to tech with just based on positioning", however.