Braindead
I want Kronika to step on my face
LMAO.I like it because, you know, blood and bodies everywhere, but hey, to each their own hahah
My favourite stages are The Temple, Dead Pool and Wastelands.
The rest are cool, but I love those 3.
LMAO.I like it because, you know, blood and bodies everywhere, but hey, to each their own hahah
Lol you can't be serious, you obviously don't know what I mean, you really are a geniusAnd appearance in IGAU somehow alienates any MK elements used there? Quick, MKX should drop normals, specials, supers, throws, blocking *list goes on* because that's IGAU.
Traits aren't even a thing. Some special gets bound to a single button at a price of overloading normals with directional inputs even when sometimes said special isn't even needed in the MU or even at all, and suddenly it not only deserves separate name, but is IGAU-specific on top of that? Please. Neither cooldowns nor stances are "injustice things" in the first place. They were all over the place in both FGs and non-FGs since like forever.
I wonder how comes people consider IGAU to be some kind of taint you can't wash off and anything that got touched by it should remain under strict quarantine called "IGAU franchise". Geez.
While I admire your enthusiasm I believe Ed Boon has already confirmed that the answer is no.So MKX seems to be taking a couple of aspects of older MK games and revamping them - running, interactibles etc. However, there's one other thing that, IMO, would be really cool if it was revitalised - multi-tier stages.
Remember how in MK3 you could uppercut your opponent on certain stages, and they would end up crashing onto a higher story? Well, I've thought of a way that it could potentially mesh well with MKX's system.
Basically, uppercuts would become sort of similar to b3s in Injustice, in that if you uppercut your opponent while they're in mid-air, this would force them through the ceiling and onto the higher level. When this happens, your opponent takes 6% unscaled damage on top of the uppercut damage. This could make it a useful combo ender, or a universal means of gaining decent unbreakerable damage. Furthermore, you could choose where your character lands in relation to your opponent. Holding right means you land right next to them, holding left means you land far away, and not holding anything means you land at around jump distance.
What might also be interesting is if you could knock your opponent down onto a lower story as well. In this case, landing NJP in mid-air would achieve the effect and, like the above mentioned uppercut, would deal 6% unscaled damage to the opponent, and you could choose where you landed in relation to your opponent.
Do you reckon it could work?
Then why did you say stage transitions = Injustice?i know i played this game when it came out
No, its The Pit 3 from MK3 its Shao Kahn's stage.Isn't that the Ermac stage in MK9? Where we first see him in the Story mode? The Soul Chamber, is it?
http://mortalkombat.wikia.com/wiki/Soul_Chamber
visit my other posts in this thread plsThen why did you say stage transitions = Injustice?
I just did. I still didn't read anything convincing. Stage transitions have been around since the old MKs and aren't unique to Injustice and it seems I am with the majority on this opinion. Only difference is amount of detail/damage in the transition.visit my other posts in this thread pls
im just gonna facepalm and walk awayI just did. I still didn't read anything convincing. Stage transitions have been around since the old MKs and aren't unique to Injustice and it seems I am with the majority on this opinion. Only difference is amount of detail/damage in the transition.
The only thing you've posted on the matter was the following:im just gonna facepalm and walk away
hopefully youre only 15 and itll make sense when you get older lol
Which is nothing but random statement with no backup. How MK feature adopted by IGAU can be something that distinguishes IGAU from MK? Make some sense please instead of throwing around unfounded and illogical assertions and ad hominem attacks....it just means among the 2 IPs NRS is currently producing that feature is one that distinguishes the 2 franchises from eachother...
I'd rather have an opportunity to do an interactive, fun, uppercut or neutral jump punch combo conversion, if I successfully anti-air somebody. Continuing to reward myself after landing a hit is fun-- its the basic hook with combos in fighting games.
There would need to be an option select better than using a useful normal.
I actually agree that interactables and even transitions are strongly associated with IGAU these days (courtesy of that game being most recent, and only Boon's game that features both of those while having fanbase that takes the game seriously as competitive game), but let's look at big picture we're getting.I'm with Barrogh here, interactables is really what sets apart Injustice from the past MKs. Stage transition isn't really new, the only real difference here is that there's a certain command and condition to do it in INJ.