New mortal kombat is coming

I said it in another thread but: I really hope these “custom combos and crazies juggles” doesn’t mean broken combo system ala human smoke in UMK3

But, it looks like they have built in scaling so that doesn’t happen, the highest combo i saw in those videos was 7-8 hits and they all still did between 30% and 40% damage

make x ray moves do less damage if you can combo after and you make being able to combo after totally pointless. why do they all have to do the same damage? characters can be good in different ways you know…

That’s what combo scaling is for

Let me rephrase what I said . I just don’t want to see retardedly huge chunks of the healthbar going away after an x ray move .
I don’t really want the game to be based a lot over those moves , cause you ‘get them’ almost exactly like you get ultras on SF4. By getting hit.

Of course , meter gain is subject to change as a lot of stuff in this game and there’s more things you can do with the meter than just ‘wait till you get an xray move’ (breakers , ex specials).
But I admit that I’d actually like it more if your meter went up also by attacking , like on traditional street fighter super meters… To reward rushdown.
Anyways , here’s hoping for a good combo scaling in this game.

Oh , btw , R.I.H.M. , I can’t stop smirking when I look at your avatar . Ono’s face is hillarious.

I’d like them to get rid of the spikes at the bottom of The Pit II. I’m hoping that’s placeholder until they make the original stage or something. And I want as many stage fatalities as possible.

Gameplay-wise, I just want the controls to be responsive. That and the lack of command buffering in combos were my biggest problems with MK:DA-MK:A. Fortunately, just judging from the speed of the links from special to special in the combos shown so far, it looks like the controls are good.

Responsive controls and characters that don’t feel sluggish when they preform moves would be great.

I would like to see the combo counter raise as I do each hit, but that’s just me.

As long as we don’t have any ‘MAXIMUM DAMAGE!!!’ stuff in the game I’m good

Read thread more!!

http://ultimatemk.com/

http://mortalkombatempires.com/forum/forum.php

http://www.classicmk.com/

UMK3 is, and if this is, great.

That was apart of the appeal to the old school MK: PALETTE SWAP NINJAS!!

-No damage reduction on X-Ray, just maybe add more scaling to hits afterward. I was pleased by Johnny Cage’s combo damage. I’m tired of 2D fighters getting damage nerfs. Ppl talk about Ultra combos like that’s a lot of damage. A lot of damage is 80% life. I want to see SF2 damage. If some characters have full life combos requiring meter, I would have no complaints(unless that first hit is really easy to get off).

-Aerial attacks to not cancel horizontal momentum.

-No b,b/f,f/b,f/f,b specials. Not if you have dash.

-No MAXIMUM DAMAGE.

-patches

Doesn’t DOA have a tag mode too? Weren’t tournies held for that 1v1?

It even looks like the Xray moves have no startup.

But otherwise Im looking forward to this alot.

Yeah but I don’t think DOA had assists or anything so the tag mechanic didn’t really impact how the game was played all that much. With MK9 I wouldn’t be surprised if there’s a shit load of things that are tag mode exclusive.

Yeah, especially tagging in with a special, that could lead to the possibility of some brutal team combos

The new movie made me kinda sad…
The animations still look pretty awkward but even more important- The game looks WAAAAY slower than UMK3.
Feels like going from ST to [media=youtube]TQL0RMtyees"[/media]

Ah ok. Never really checked out DOA.

I could see tag and assists in this game being the best thing since the run button or just being completely silly and broken as fuck.

I think when Boon said it’s fast a la UMK3, he meant that the rounds end quickly, but the actual game speed is not on par with UMK3 I’m afraid to say. It’s like a souped up MK2 instead, with some of the combos of 3 possible here. I don’t understand why people who like MK2 more do not like the run button. I haven’t really read a good explanation of it. Me, I never had a problem with using a button to run… but whatever. I hope they don’t fuck up the special moves that have double forward or double back. That’s what worries me the dash system in this game. I don’t like to see unitentional moves or dashes come out because of the controls (like SF4 with lenient inputs and such, even though S/SF4 can get away with it, it’s still annoying sometimes).

Even though I think the presentation is very nice, I don’t particularly care for the character animations i.e. walk, stand pose, jumps, how some moves look etc. I can live with that though, I didn’t care to much for SF4 in this regard at first either, but it won’t take away from the pleasure I can potentially get from the game. I don’t believe they can go back and change animations at this point, plus they’d probably need a different engine.

I hope though that they do try to make the speed approach UMK3 even without the run button, if that means speeding up walk speed, further dash distance, making moves come out quicker if possible.

Terms of the gauges. I just hope they build 2/3 by successful offense, and only 1/3 defense. Otherwise it’ll be turtle city with fishing for gauge meter, and the “strategy” will be all about that.

Obviously don’t want any infinites and broken crap. Whereas it took like 2 or 3 good combos to finish someone off in UMK3, I think 3 or 4 would be better. IOW, almost as damaging combos, but not quite. But I don’t want SSF4 style damage nerf/scaling–god damn the matches drag on forever… also, I want brutalities (animalities could be interesting, don’t care for babalities nor friendships, mercies could be interesting/kind of humorous), and Ermac.

Have a sub-zero doll!

That shit better be dlc

The animation looks better than I expected but I can see why some people are put off by it. It does have a kind of “fast start, quick stop” effect that’s common in a lot of modern action movies. Watch the opening fight scene in Watchmen to see what I’m talking about. All the moves “start fast” and there are these little breaks in between each attack. It doesn’t have the gradual smoothness of other fighting games. The most extreme example of which would be Soul Calibur and many slower moves in Tekken.

One thing I always found weird was the basketball physics. The characters act like they’re being dribbled with all the bouncing off the ground. Same goes for some of the moves that make the opponent flip forward. I can see why people would look at that and think something looks off. There’s nothing categorically wrong with it, but it is a quirk. Just like how Tekken’s volleyball juggling is kinda quirky.

The one thing I don’t like about the game is the stances of the characters, they almost have a squatting look to the stance instead of a more standing pose compared to mk1-mk3 games

Yeah, I don’t know why they keep doing that. Sub Zero looks ready to tackle.

i like the stances

sub zero looks really good so far

well i want UMK3 human smoke and ermac

i like the old ninja reptile more too

but for now im looking forward to sub zero really

EX Freeze is such a great tool after a big combo

and X-Ray move looks really good too

ground freeze with a spike and then the x-ray hits

man im so hype already