Why is Mortal Kombat considered "clunky"?

So tataki, where are you going with this, if you never seem to mean what you say?

If MK9’s a good game, I’ll play it.

That a block button can’t be “good” or “bad” as a general rule like you imply.

Is VF’s block button “good” or “bad”? Is Guilty Gears’ directional block “good” or “bad”?
It’s good when the rest of the game considers it and functions well with it, never on its own.

But with the lack of the run button I do expect some problems, as the specials still seem to have classic MK inputs, and now you don’t have a run button to prevent them from coming out by mistake.

Not to derail the thread or anything, but I’m actually curious to know why most of you think that adding a run button to this MK would make it better. I personally feel it wouldn’t work with this…“new generation” of MK, if you will. 3D graphics, bigger character sprites, and an overall slower feel. The run button worked in UMK3 because it just…fit. I can’t really go into more detail than that since I’m not a pro UMK3 player. Suffice it to say, the run button in UMK3 just fits the overall mechanics of the game.

A run button could work in this new MK, but it probably wouldn’t work like it did in UMK3. Jabs don’t work the same way, and the running animation would probably involve a little bit of lag(as in a certain amount of frames where you can’t do anything after running). Granted, the MK team could just circumvent it by making the running mechanic work the exact same way it did in UMK3, but I highly doubt the MK team would do that; not because they don’t think it worked(although they probably DO think that), but because it wouldn’t work in this new MK.

To compensate for the dashing inputs, some special move motions will have to be changed. I hear Scorpion’s spear has a “back, forward” input as opposed to a “back, back” input in this new MK. I think that works out well. I mean, it is kind of weird to change the inputs of famous moves, but change is inevitable. It’s a new day, and this MK seems to be starting from scratch.

Sorry I couldn’t go into a little more detail, but those are my thoughts on the whole “running” issue. I’ve got faith that this new MK will succeed where the last four failed. The MK team really seems to be starting from scratch, and taking their time with this game to make sure it is well received in a competitive community like this as well as being well received by the casual fans of MK ultraviolence.

And hey, if I’m wrong, I will eat my words with delicious Utah fry sauce.

Actually, it’s not the run that prevents specials from coming out by mistake… it’s actually the block button that allows you to buffer moves while in a block animation. This is actually a potential problem in MK9, since the EX moves are performed by doing the move while pressing block as well… so if you want to buffer Scorpion’s spear, you can’t if you have an EX bar and don’t want to waste the EX. The dash also presents a problem with some inputs because the tapping motion(like Liu’s moves and Scorp’s spear) are the same as a tap dash input… but from what we’re hearing, the dash is cancellable into specials.

I wanna try some of this Utah fry sauce… LOL

In regards to MK9, it’s mostly a matter of animation. Capcom had no problems cutting off frames of animation to make move cancels work… why couldn’t Netherrealm/WB do the same? Make the run cancel the animation of the jab/move the same way it did in UMK3. It would work the same. That’s part of the problem though, not everyone knows all the properties of the run button.

The only possibility I could see is the necessity for some start up animation, but even then, it can be only a few frames and that’s at least something we could deal with… but the lack of it removes such an element from the game, and I don’t believe, based on hit boxes, frames and animation that it would not work in MK9…I believe it would work very well if implemented the right way.

In terms of the special moves… they changed Scorp’s spear back to a “Back, Back” motion in MKDC, so I hope they keep it that way… I can see some very bad accidental naked spear scenarios if it’s done as a Back, Forward motion… it kills his footsie game.

That’s pretty much it, Ultimate. Run could work, just nothing like UMK3’s. It’s very obvious MK9 will be based on MKDC’s engine. Something like UMK3’s run doesn’t actually work well with an engine like MKDC’s…you’d have to modify a lot of the game to the point where it’s not even close…and we know the MK team’s track record as far as switching to entirely new engines goes.

haha. hadn’t heard that one before.

I am, or rather was a massive MK fan, I bought every game and played it as much as I played SF. Loved it, loved the sheer darkness of it.

I played UMK3 again recently for the first time in ages and I won’t lie, I thought it played appauling. I truly hope the new MK is good and I’ll still probably buy it just for the atmosphere/nostallgia regardless but I’m really not holding my breath it’ll turn out decent. It still looks sluggish and I’m betting it is going to be completely broken in many ways.

Tekken 6 was way better than Tekken 4. Argurably on par with Tekken 5DR and Tag, so in that respect, keep Tekken out of any discussion on a series that has “gotten worse.”

Especially if you are a Mortal Kombat enthusiast.

It seems fair enough, but I wish they’ve included side step for this new one like they have done with the previous ones. The 3D graphics are what I prefer, but not with an outdated restriction of game play. I think they need to change that.

you’re the problem

:frowning:

I’m not a enthusiast of MK, not a fan of the last 12 years, so troll harder. :coffee:

yes, because the 3d MK’s were SOOO good…???

What do you mean by that I’m the problem?

Tim Static, I said fair, not so good as you’ve said. I’ve seen the infinite combos on there from the youtube channel, but didn’t some of old Mortal Kombat games from the 1990’s have them as well? I believe that the people who develop those games didn’t seem to have spent enough time on them. It could have been better to me, if they’ve done so. I have my preference, you have your own.

I’m saying MK stopped being MK when they went 3d. And the infinites in UMk3 for the most part, NEVER happen in high level play, their are only for combo videos and wrecking noobs. Every infinite is legit, because a smart player wouldnt set themselves up to get inf’d. Games such as MK1 (Sonya) & MK3 had issues with programming that let to retarded infinites, etc. MK2 has some, but they are retarded hard to do, same with alot in Umk3 too.

Ok, I misunderstood you. I’m curious, please clarify the “stop being MK for turning 3D part”. Does this have something to do with tradition? It doesn’t make sense to me, because I hear enough fighting game fans say that their games are no longer what it use to be for turning 3D. It’s the same title, but with a different approach on how it plays.

the gameplay totally changed, it went for being pretty damn good to a joke, almost overnight. All the games properties changed, instead, we got stupid weapons, different fighting stances, etc.

The best part about old school MK was its simplicity. oh i could go on and on, but me and some of my buddies did a pod cast last night, and we hit this subject. once its finished, you should check it out.

After MK4 the gameplay was different enough to say it wasn’t like the arcade MKs, which I guess based on tradition, are what MK was. I mean, MK, MKII, MK3, UMK3, MK4, all were arcade games, and then you have 2 distinct official versions of MKT, one can almost look at them like the difference between MK3 and UMK3 but without linear gameplay tweaks, and MK Gold was like UMK4. So that’s 8 games that all play the same way, along the lines how SF games play the same way. The EX games still play similar to the SF games, but really, SF2, SFA*, SF3*, and *SF4 all have a genuine similarity that you can say “They all are SF games” but even the EX are close enough to consider being traditionaly SF games. Even the original SF is a clear basis for the SF series. MKDA, A, and D, barely have anything other than how you do moves and the way the characters look that resembles the gameplay of the first 8.

There aren’t really any SF games that completely forsake the fundamental properties of SF2 or try to create a new method of basic, fundamental play. The fundamentals exist throughout everything from Children of the Atom to MvC3, with COTA actually being the least similar, but that’s an entire offshoot series of games that amplifies the gameplay style of an existing series, but you can still see, and utilize things that existed in 1991. Getting back to MK, you have 3 games post MKG that all play the same, but are all very different from the first 8 games. Then you have another game that is similar to the previous 3, but different enough to call it a different type of game. Now you have a game that looks like it’s going to mix everything. Now it’s turning into MK doesn’t have a traditional style of play, just chunks of play patterns, with the biggest single style still being, MK through MKG. IMO, everything beyond MKG, fails to be an MK game, save for violence. So maybe we can just rate MK games on violence, instead of gameplay and just hope for the best.

I don’t think the MK games being 3D was what made them bad. I think the were just bad 3D game to begin with.

It’d really hard to even call them 3D. You could move 4 directions, wow. The gameplay was still very much based on a 2D playing field. People called MK4 a 3D game, it was 99% 2D, and had a side step that was nearly useless, and functioned in the most minimal 3D way. So basically, you had a 2D game, with 3D rendered characters, using 2D backgrounds that might have also been rendered with 3D graphics, bent around like, a cylinder to make it seem 3D, all playing on a 100% 2D linear path with a camera that moved around in a 3Dish way, having an extremely limited single move with a 3D property. At least in MKDA you could walk in the 3rd dimension, but it still feels far from a 3D game.

^^
My thoughts exactly

Fixed