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.
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.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.
Yep. Nothing would affect its recharge rate other than time itself.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.
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.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.
Now there's a pretty solid idea.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.What about 3 breakers for the entire match, but the final breaker gives you 25% health regeneration for comeback?
Nah. Health Regeneration is a lame idea imo. Breaking an entire combo is more than enough to mount a comeback.What about 3 breakers for the entire match, but the final breaker gives you 25% health regeneration for comeback?
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.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.
LOL, well played sir, well played!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.
no, KI is a complete different thing it wouldn't work well for MK.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.
Yeah thats why I said if they used KI breaker system in MK10 it wouldn't work very well.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.
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.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.
YES PLEASE BE the same as MK 9!! lol and of course a block button! I hate holding back to block...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.