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MK9 vs MK10 gameplay mechanics: what they should keep, change, take out etc.

I love this game, and I agree with most of the changes ya'll recommended- especially practice mode.

But I think they should change ExMoves to add more variety...for instance not just adding armor or damage but change moves entirely. Characters like Jade are a good example- all of her ExMoves do something different from the standard version of the move Flash goes from evasion to invulnerability, rangs change their directions but other characters like Liu Kang just gets "powered-up" versions of their normal moves. What if instead ExBicycleKick went vertically or something like that, perhaps what if ExLowFireball left a persistant fireball on the group.

I kind of wish ExMoves offered something completely different from the standard move for EVERY character

Also I think it would be interesting if they changed the effect of X Ray Attacks...what if instead of assured damage they gave you a unique way to debuff or disable the opponent for a period of time. For instance dash happy rundown characters would have their movement speed slowed down for a time upon getting hit by Sindel's leg breaking X Ray or what if likewise Liu Kang's skull crushing X Ray would disable Sindel's fireballs/ Kung's Hat/ Reptile's spit for a time (headbased projectiles). These moves could be implemented in different ways but I feel like you could get more out of spilling out 3 bars.
 

Eddy Wang

Skarlet scientist
Vilen I like your sarcasm - wholly appropriate.

The "Rage" mode idea is unfortunately, much like a lot of other recent fighter mechanics - a bad rash of a comeback mechanic concept. Such additions like what you find in Tekken (damage boost when you reach red life), or X-factor in MVC3 have done more to ruin fighting games in recent years than I care to even think about. These kind of mechanics feel tacked on and generally scream laziness on the part of fighting game developers. The ability to "comeback" should be something evolved from the base frame of a fighting games system. Not some "please save me now" button. It's mechanics like these that eliminate the "thinking" part of the game. And experienced players almost always break the hell out of these sorts of mechanics because they do think.


Also leave weapons stance where it is, in the past. Stance change needs to be dropped imo, but not for that.

The game should remain mostly unchanced except for a lot of universal arguments like training mode's lacking of options and inconsistencies.

My 1 suggestion: The throw break system needs to be tweaked. As it stands throws still have far too much supremacy in this game. Make the break input universal (throw command input would do fine) or allow breaking while holding block. One or the other.

i Agree with this comment, the Style branch and Weapon systems never were very pleased around here either, no matter if they were part of Mk 3D series or not, i still say, thank god they didn't add any of those in this MK9.

The Major Change would possibly be a refine ajustment of the Gameplay, one management bar is already enough, there is no need to give reason to have two, for double whatevers

I love this game, and I agree with most of the changes ya'll recommended- especially practice mode.


Also I think it would be interesting if they changed the effect of X Ray Attacks...what if instead of assured damage they gave you a unique way to debuff or disable the opponent for a period of time. For instance dash happy rundown characters would have their movement speed slowed down for a time upon getting hit by Sindel's leg breaking X Ray or what if likewise Liu Kang's skull crushing X Ray would disable Sindel's fireballs/ Kung's Hat/ Reptile's spit for a time (headbased projectiles). These moves could be implemented in different ways but I feel like you could get more out of spilling out 3 bars.

Nah, X-Rays are just fine as they are, imagine if it was like you're saying, get an X-Ray from Ermac, Goro, or yet Jax, and you won't be able to move at all, this would unbalance the gameplay
 

GNG Iniquity

#bufftaquito #punchwalk #whiffycage
I kind of wish ExMoves offered something completely different from the standard move for EVERY character
I'd like if EX shadow kick actually gave Johnny Cage an advantage on hit, as opposed to sending the opponent flying to the opposite side of the screen. This is nearly worthless in the current state.
 

Prinz

watch?v=a8PEVV6tt14
Hey, what about giving en-versions of special attacks the X-ray effect on hit. I like the X-ray in here, but it's rarely used to see them bone crack. Imagine JC hitting and cracking someone's chin with the en-shadow kick, the present x-ray on en-notpunch and something like Liu's x-ray on en-flip kick. How much bones would be cracked during mathes? Man, just imagine that! I would be the most brutal game ever.
Or even better. If JC hits with en-shadow kick in the air, the animation of cracking legs will be displayed. Awesome!
 

Wildabeast

The Bat in the Hat
I like the game mechanics the way they are for the most part. Obviously they should test the game more thoroughly to look for bugs and such (the input bug is just bullshit), 2D hitboxes instead of 3D, no more fucking Gamespy servers, fix the training mode, and for god sakes stop listening to the online whiners so much.
 
combo system is horrible it needs to be re-built with more ground combos and less cheap air juggles. and a fair online ranking system so you can only challange the same skill level as your own. (should be optional on/off in options). that will do me anyway.:top:
 

GGA soonk

ĜĞÅ §ººñ|<®©™
I agree with Tyrant on the throws, even if you read the throw it's still a 50/50 to get out of, which is dumb imo. A single command throw tech would be fine. You don't have to go into throws naked, I believe off of a blocked jump kick you can throw, and what about tick throws? Am I supposed to just randomly down poke while I'm blocking a string? Scorpion, for example. 1~throw, 11~throw, or 111? There's no way to know.

I'd like to see hitboxes more accurate(Jax's standing jab hits behind his head), the up close game a little more consistent(so many random things happen), and the removal of up commands(like Sektor's U3 leg lift). Because up commands exist, jump needs to be held for 3 frames before a jump is executed, which is dumb. I push jump, I want jump.

combo system is horrible it needs to be re-built with more ground combos and less cheap air juggles.
What difference does it make if you're being comboed on the ground or in the air if the damage is the same? I fail to see how one is cheap over the other. Or do you just want less damaging combos?
 

xenogorgeous

.... they mostly come at night. Mostly.
Some kind of AA parry defense option, against jumping flying kick/punch that gives advantage on block stun ..... hehe
 

Lt. Boxy Angelman

I WILL EAT THIS GAME
Keep the 2D plane and keep regular Pit finishes, but add several Killer Instinct-ish knock-em-off-the-side death traps in certain stages.

And I still stand by my sentiments on the VSM stream about making a giant Oblivion-esque Konquest mode.
Not in size, no, that'd take an eternity, but in that it'll always be busy with sidequests/fights/missions.
Do like they did in Infamous 2 with the UGC missions and make a kreate-a-mission that can be any size/length, from a quick scuffle to a giant, overelaborate sequence of fights.

And bring back the Colored Koins. Sapphire, Onyx, Jade, Ruby, Gold, Platinum. Yes :D.
The Krypt was way, waaaaaaaaay too quick to empty. In a game where one of the trophies is to master 24 hours of fighting with ever character, I would think making the prizes harder to obtain would work perfectly to keep players motivated.
Maybe even give each character their OWN Krypt with their own unlockables so you have way more incentive to run through the whole cast, and a universal one for individual, non-fighter-related achievements throughout the game.
 
no im not talking about damage. just the combo system itself. i was never a fan of combos that had players getting juggled on the end of someones fist in mid air. dont get me wrong i love this game and still play it, its just the first time i saw tekken combos where players would bounce people across the screen 5-6 hits in mid air with just basic punches always bugged me lol i know mk is different to and better then tekken but i grew up playing mk and killer instinct and the killer instinct combos were always the style i liked the best. anyway thanks for the reply:grave:
 
The game engine could be the same asit is in mk9, but iwant new chars (Reiko, Shinnok, Bo Rai Cho, Sareena), new plot (remember the last scene of mk9 story mode? scene with Quan Chi and shinnok?), and new and refreshed chars' look.
 

SilverKeyMan

Dropping Combos like a MotherFucker!
I really like the current move sets for each character, but NRS should heavily modify the properties of underused strings for each character. For example, Sub-Zero's 13f4 string is absolutely useless as it currently stands.
 

GGA soonk

ĜĞÅ §ººñ|<®©™
no im not talking about damage. just the combo system itself. i was never a fan of combos that had players getting juggled on the end of someones fist in mid air. dont get me wrong i love this game and still play it, its just the first time i saw tekken combos where players would bounce people across the screen 5-6 hits in mid air with just basic punches always bugged me lol i know mk is different to and better then tekken but i grew up playing mk and killer instinct and the killer instinct combos were always the style i liked the best. anyway thanks for the reply:grave:
So you think it just looks stupid. I can somewhat agree with that. Some of the combos I like watching and some are dumb. jab dash jab dash jab dash etc combos don't do anything for me, but some of the more technical ones I can appreciate.
 
yes thats what i ment, i should have explained it better in my post. the jab dash jab dash is what i dislike the most. thanks for the reply:)
 

Maxter

Noob
I agree with Tyrant on the throws, even if you read the throw it's still a 50/50 to get out of, which is dumb imo. A single command throw tech would be fine. You don't have to go into throws naked, I believe off of a blocked jump kick you can throw, and what about tick throws? Am I supposed to just randomly down poke while I'm blocking a string? Scorpion, for example. 1~throw, 11~throw, or 111? There's no way to know.

I'd like to see hitboxes more accurate(Jax's standing jab hits behind his head), the up close game a little more consistent(so many random things happen), and the removal of up commands(like Sektor's U3 leg lift). Because up commands exist, jump needs to be held for 3 frames before a jump is executed, which is dumb. I push jump, I want jump.


What difference does it make if you're being comboed on the ground or in the air if the damage is the same? I fail to see how one is cheap over the other. Or do you just want less damaging combos?

throwing system is fair enough , i believe is ok and it shouldn't be modified, on games like sf4 you can tech out of throws 100% because these throws are unavoidable, dont matter is you are blocking or not , or ducking and blocking always throws will happen in street fighter, in mk you can avoid a throw just by releasing block and ducking at least you have this option if u read you opponent will throw you you can and poke out of it or uppercut it, since you are ducking the throw will never get you, in other games you can tech them out 100% throws will get you in any position. now if it does get you its a 50/50 chance wich is good, back punches kicks break front throws , front punches and kicks breaks back throw.
 

GGA soonk

ĜĞÅ §ººñ|<®©™
throwing system is fair enough , i believe is ok and it shouldn't be modified, on games like sf4 you can tech out of throws 100% because these throws are unavoidable, dont matter is you are blocking or not , or ducking and blocking always throws will happen in street fighter, in mk you can avoid a throw just by releasing block and ducking at least you have this option if u read you opponent will throw you you can and poke out of it or uppercut it, since you are ducking the throw will never get you, in other games you can tech them out 100% throws will get you in any position. now if it does get you its a 50/50 chance wich is good, back punches kicks break front throws , front punches and kicks breaks back throw.
Eh, just seems bs to me that even if you read the throw you still have a chance of missing the tech. It's not like you have all day to tech, so doubtful you're trying to tech throws that often anyways.
 

kronspik

Noob
Anti air moves should be more consistent. For a lot of chars, anti airing is sketchy and unreliable. I think everyone's moves that specifically exist for anti air should be as reliable as say, Sheeva's anti air throw (which is a very reliable move).

Hitboxes should be more consistent as well, except for specific gimmick characters that have a good reason to have an alternate hitbox size. Highs should hit duck block and whiff against neutral block. Special mids and overheads should always hit grounded opponents.

Pokes shouldn't lead to anti air juggles unless the opponent is actually in the air.

Maybe give the ability to cancel the buffering of strings. This is different than something like dash canceling, so they could possibly assign this to the stance change button. For example, if you have the string 111. You could buffer 111 but hold down stance change during the second 1. Then the string would stop at 11 and have the normal recovery afterwords. I think this would make hit confirming a lot more accessible in this game and it would give a real use to the stance change button.

Better training mode.

Retry option online.

Ability to turn off fatalities through options. Fatalities are nice, but they aren't appropriate for tournament settings and when you've played the game for a while, they get really old.

No random trades. Worst idea ever.

Xrays shouldn't slow down time when they're being used. Some of them take way too long and break up the pacing of combat. I also think they'd be a lot more stylish if they went at normal speed.

Also, make Xrays scale a little better in combos. Some characters' Xrays are just completely useless because of this.

Subzero freezing a frozen opponent should cause him to freeze himself. This is classic stuff here!
 

Sasuga

Noob
The throw system is one of the few things I'd like to see changed. I'd like to see al the 50/50 stuff removed entirely. The throw break should be a universal command. I think that a player should be able to keep himself from being knocked over on reaction at all times. It doesn't have to be easy, but it should be possible. So no more Scorpion casino vortex either.

The mechanics in MK9 are solid, it is the last thing that could use improvement.
 

Justice

Noob
A small thing that I don't think anyone has touched on is the Nekropolis. Awesome idea but it should be modifiable to include DLC. Also, the Gallery needs to be sorted out. I don't hink I've seen 98% of it just because I had to scroll through 100+ of what I didn't want to see to get to the one image I was looking for.

Like I said, a small thing but it goes to the esthetics of the game and the overall gaming experience.
 

Alice

Haaave you met Sektor?
I think the game should be faster overally. I want it to be fast paced, and what the hell is that I have to wait that much time in some combos to connect?
Sometimes I even can take a sip from my cigar...
Not to mention it would make it look more flashy. Some random animations too maybe, with the exact same properties just to make it more lifelike...maybe?

More different characters. There are things they basically share and yes, that is cool, but why? They should have been so different from each other, and I know that it is not so welcome in the MK games but maybe different health. Look at MVC3. Anyone can beat anyone, totally different moves, not sharing anything, and different healt. In MK9 we have the nearly same basics, same health level, and a TIER LIST. I just hate it that I play chars who have bad matchups, it shouldn't happen, since it is a 1v1 game basically.
Too much, I know... : (

And fix that goddamn negative edge, and the netcode in the last few days I got so frustrated about those things...please NRS, please I beg you.
How the hell is this works, that I can't do a combo online because of the shitty inputs...? All my precise and so worked out combos are wasted, wasted time with the game if I have no chance to play it offline, and no, in Hungary there is non, I am the only goddamn MK player. :, (
 
* Game-play: No Input delay and negative edge. (i kno this separates MK from other fighting games but its not better or helping)
* Modes: Training mode needs to upgrade, like record your opponents inputs etc. improve the kontent in the krypt, like, video cooking with scorpion etc.
* On-line: needs a better netcode and replay modes to upload and check out. also make it REGION FREE (ps3)
* Music: the music reminds me more to MKvsDC and thats not positive. make it more mystiq, something that made MK stand out. (@least give us more klassic songs)
* Art-style: again it reminds me more of MKvsDC, make it more grimy like MK2/UMK3. those games where considered best by most, and i think it was mainly bc the ART-STYLE and MUSIC.

*minor tweaks:
bring back shao kahn's quotes! i don't get why it was left out in this game.
make the round house kick like the old days (b+4) and make 4 a faster kick.
give them 2D hitboxes and make it more precise, sometimes i get hit without standing in front of my opponent.
ex moves look 2much like their normals.
sub-zer0's freeze should instant freeze u. and his stance while he does his freeze.
make ermac's ex teleport save
 

Flagg

Noob
First things first, whether its UMK9 or MK 10, do not allow all that desync shit to happen again.

I still get random desyncs, and it's from having custom controls. I mean how the Hell can NRS make a game, but having custom controls makes online spaz out? It's 2011 for crying out loud.

While we're on the subject of online, do not use Gamespy again. They are notoriously bad, no matter what game they are supporting.

Keep the meter management exactly as it is. Breakers, 3 bars, X Rays and Ex Moves requiring meter....perfect.

Improve training mode. We need a record mode where you can record the dummy, and then have the dummy attack you.

The Roster in this game is amazing! Improving that could be hard, bar including the nobodies that were in MK 4-8

Haha, this is a minor gripe but i'd like to see improved character art at the select screen. I mean wtf is up with SZ and KL's fingers??

Impliment an online mode in Ranked where you can have "No Fatalities" opponents. I still play against people with 3000+ games who feel the need to do a effing fatality, something ive seen thousands of time, at the end of a game. I just want to get on with the next match.

EDIT: Some people want weapons? I felt all that weapon/change martial art style is what killed MK after UMK3.

I don't mind weapons if it is done right. Say, you can activate a weapon when you have three bars. Then The meter turns into a timer and you have the weapon for the duration of the timer (5-10 seconds) but the weapon significantly increases your damager or combo potential.
 

MagicMan357

"130 ms is more legit than Labbing" - TYM
No negative edge
Online training
Stricter Gravity
Allow air hits to fall after (see SFxTkkn)
A block meter (like sfa3)
More unique moves
 

RoGE

Noob
One thing I want to add, there is NO need for negative edge when you have moves that you just need to tap directions for. If anything, negative edge even hurts BAD players.