New mortal kombat is coming

No, I agree that it looks great.

The other guy was just implying that it looked better than Capcom’s. Which is funny.

That’s part of the fun of multi-purpose meters. I never use supers in SFIV because EX moves are awesome. But at the same time this looks like a high damage game. The X-Ray moves seem to deal more damage than SFIV supers do. So if the meter is done right there really will be a choice. A well placed X-Ray move can win a round but at the cost of a valuable defensive tool.

What do you guys think of adding a RUN option, but having it simply burn meter so that it’s unabusable?

From what I understand, alot of the oldschool MK players really like the run feature because obviously it adds many options. I’m not too familiar with it myself, but could somebody please expand on what makes the run button so great? I’d like to know, for future reference.

And if you guys feel it’s worth the effort, how about making it more known to the MK Crew that the community really wants a run button? If it burns some meter it’ll remain unabusable, while still appeasing the fanbase.

Just my 2 cents.

Didn’t run always burn meter?

Yup there was a run meter

There you go. These are things I’d like to know about. Hahahaa
I’ve never really been into MK games, but for some reason this one is really meshing with me from the get go. I’ve always been a Capcom fighter guy, but at this point MvC3 just isn’t calling my attention, and I just really want to support this new MK endeavor.

tl:dr I’m an MK noob but I wanna support as best i can :slight_smile:

i like how when you punch someone in the face, your hand hits there face and it turns.

means everyone has to be same height though lol.

100% Agree.

We also don’t even know about important aspects of the game like… how fast do you gain meter?

Ugggh! Seen some more videos, such as fatality’s. Sheesh MK is so childish/flamboyant when it comes to violence.

I miss the old days when ripping somebody apart and or punching their head off was good enough. Now everything is all gayed up to these extremes.

Its not enough to see Meleena rip off her opponent’s head, noooooo she has to knaw on it a little afterwards tearing off small pieces of the skin.

Linkara 90’s Kid: “Duuuuuuude! Seeing melenna chomp on that dude’s head is like, extreeem!”

Whatever, just hope for their sake that some work is actually put into the fighting system, and its not just another retarded MK fighter w/only dumb violence & gore as its selling point.

MK= The franchise that never evolves.

They just announced this. They probably were preparing and racing to meet their E3 deadline and are all really tired right now and just got back to working on actually finishing(lol) this game on time. To already expect new info is kinda silly imo.

You make it seem like you have to play it or something…

good to hear people being drawn into what seems to be a potentially intriguing game

It seemed like the stuff they had at the e3 build was pretty set to what they could show. It was always reptile vs sektor on the pit with sektor doing the stage fatality, and the tag team of nightwolf/kun Lao vs Johnny cage and mileena with mileena doing her chomp fatality.

Just something interesting I noticed

:GASP: a demo build for a game where they reuse footage and stable conditions to make it appear the best it possibly could??? GTFO!!!

And you are also wrong since in the Gamespot demo they showed scorpion and subzero fighting in the forest!!! you need to watch more vids it appears…

There was footage of Cage’s body rip fatality, too, IIRC.

I posted this on the previous page:

“The Run Button is unbelievably good and should return. Move my character faster? Stop on a dime? Cancel into anything at any time? Run only a little bit if I want? Run footsies? And yet it uses a meter so it’s still not abusable? Run is better than just about any dash in any SF game. With Run you could do anything and it was still fair. For example, Run under uppercuts and roundhouses were key gameplay elements vs predicted crossups in MK3 UMK3 MKT and MK4, and they will be gone with an idiotic dash, if that’s all it is.”

But I’ll add a lot more about the specific mechanics of Run Bar as well.

So basically, having the dedicated button, and not having to hold the button to do a full run (press run then forward/release run and you will run until you release forward) still allows you to control your character, on top of that, in 2D MK’s, hitting any attack button during jab animation cancels jabs upon the frame of contact, which shortens the time a jab is out to about 1/3, making all jabs like the one inch punch concept. Since Run does nothing visually when you simply press it, it cancels the jab without the possible, but entirely avoidable, side effect of having a HK, LK, or block happen. Obviously pressing another punch at any time during a punch will cancel into that next punch the instant the collision happens for the first punch.

The only thing Run does other than Run, is prevent you from doing special moves if it’s held down, which actually is a benefit during Run jabs with tapping characters, because if you hold the Run button while doing the jabs after forward taps, you’ll never do a low fireball with Liu Kang, or a Dumb Missile with Sektor, for example. When the Run Bar is empty, you can’t run until it starts filling, but you can get little dash bursts as it fills, meaning it doesn’t have to fill up 100% to use it again.

Run Bar is depleted during combos (at least 2 hits) preventing instant rush down after combo knock downs. For example, if you do Smoke’s 2 hit pop up, the Run Bar depletes to visibly almost 10%. However similar to your energy never showing less than 2 pixels while you’re still alive, the Run Bar will always show at least 10% until it has to stay on zero, in which case it will be completely empty. You still cannot run until it starts refilling even though it shows about 10%, which is the instant it drops to the visual representation of about 10% (the run bar is still going down after uppercut animation finishes), at which point you can use the entire visible remaining Run bar. You can use this little bit of “Run Burst” as I coined it years ago, to gain an extra hit or two during juggles after pop ups. In MK4, you could run fully at any time after pop ups. Sektor has a 2 hit knock down which also shows the run bar continuing to drop but never physically touching 0% even while the opponent is getting up.

If you do a 3 hit combo, the Run Bar is depleted entirely to 0% but starts to refill as soon as the game determines hits cannot be comboed, which is about 10 frames after they hit the ground on a normal knockdown. Depending on the scenario, hits can, and cannot be blocked during those 10 frames. After a 3 hit kick combo, technically during the 10 frames they are on the ground, you can connect another hit and it’s unblockable, but if the hit that knocks them down was say a Jump Kick, or a pop up, they can block as soon as they touch the ground, in which case, a blocked hit will result in the combo counter and percentage not displaying.

Side note: Pop Up landings have a 1 or so frame of vulnerability that if you hit on the frame before they are considered on the ground, they cannot block, resulting in relaunch combos. This also happens on anti air roundhouses and some special moves. There are cases where you simply cannot get the one frame of unblockableness that allows them to be on the ground even though they were technically in the air. You can easily notice whether or not you were successful by the animation of the character not changing to the landing, and the screen not shaking from them hitting the ground.

For any combos longer than 4 hits, Run bar will stay at zero until the combo is finished, and once the game acknowledges no further hits can be comboed it begins to refill.

For juggling, the Run bar also depletes in a similar fashion. For 1 jab juggle Run depletes to technically 0% (you still see about 10% in the bar) and refills immediately. For 2 consecutive jabs with no pause it will deplete the Run bar to visually 0%, and it will recharge approximately 5 frames after it hits zero, the opponent’s time on the ground and falling time do not seem to affect this, as it’s always 5 frames after the Run bar hits zero. For 3 consecutive no pause jabs the Run bar recharges 15 frames after it hits zero. For 2 or individual jabs, the Run bar recharges 2 frames after they hit the ground, or at least that’s what it seems, there might be a frame count for it too but for whatever reason it seems to always happen in that manner, or it might have something to do with the timing and distance over time the characters fall, but in any event, that’s how it appears to work.

If anyone familiar with UMK3 wants to mess around and maybe straighten out some of the math and frame counts for me, I’d be grateful because I want explanations as accurate as possible for the site. I never really posted anything about this technical data about Run bar on ultimatemk in the guides.

Not to mention that escalation is nothing new. All franchises experience this, not just the MK series.

I didn’t mention the sub zero and scorpion video because there was only one gameplay video shown of it unless I’m mistaken.

There were two different gameplay videos that I saw showing the other two conditions, of course I realize it’s what they set up to show at e3 I just thought it was interesting that although the two different videos showed fights going differently, they ended the same way.

I think you need to watch more videos it seems.

I had some serious MK123 fever back when I was a kid. Sure the gore had some awesomeness value back then, but I always felt the main attraction of MK came from it’s unique atmosphere of power (with dark themes and sense of dealing punishment), which seemed to be kinda watered down in post-MK3 games.

It’s great to see they’re attempting a return back to those times. Pretty bold move from them to make this as gory as it is, let’s hope it doesn’t get banned/censored in every continent. World isn’t as forgiving as back then.

Lastly, gotta love those levels! Would be great as animated desktop wallpapers.:rock:

Thank you for taking time out to come here to add your opinion, but its funny you say that, because its evolution is what killed the MK series.

Trying to change everything so drasticially every time a new game is released, isnt evolving? I mean, the 3d games were garbage but each one was entirely way to different to say what you did.

Nobody is saying MK is a better series than SF. so i dont understand why peiple keep comparing the two.

apples and oranges but yes, they are both fruits

hehe