Here are some of the things I would really like to see from MK10. I feel that NRS should roughly keep the same idea they have gone with for MK9, however open up the game a bit more to make it feel more free-form. I will explain below.
Here are things I would like to see in MK10, as well as some changes from MK9 to MK10:
- Improved Training mode features (Enemy record options).
- Improved Button Config from within the game.
- Improved online mode features. Would be nice if there was a reconnect feature/flag you could set for the king of the hill room you joined so you don't lose your turn if you are disconnected. Also a flag you could set to have your turn skipped if you simply just like to watch matches.
- Online Training Mode with friends or by yourself, while waiting for a match.
- More improvements to netcode if NRS feels it is feasible (Please don't use GameSpy servers).
- Removal of first hit bonus at the beginning of the round.
- Removal of Dan Forden damage increase buff (Keep Toasty in the game though).
- Have the storyline pick up where MK9 left off. It would be nice to see most of the MK4 roster in MK10.
- At least 4 brand new characters. I would love to see Tremor and Robo-Smoke. There has also been a lot of talk lately about having a white ninja in the game, i'm thinking something like Storm Shadow (GI Joe).
Here are some gameplay streamlining suggestions that I would like to see:
- More consistent Anti-Air across the board. Very few characters in MK9 actually have consistent anti-air (Kung Lao spin for example). Please take a look at this to see what can be improved upon.
In Street Fighter, oftentimes anti-airs are also known as reversals (Ryu's Shoryuken, Adon's Rising Jaguar, Balrogs Headbutt). Properties on reversal type moves typically have a few invincibility frames on start-up for consistency and are punishable on block/whiff.
When anti-air is consistent, the game will become less of a jump-fest and ideally will have more of a strategic ground game feel.
- Improved footsies, combo's/block strings from low attacks. In MK9, the primary purpose of using d1 and d3 is as a measure of poking/counter-poking because they are your characters fastest normals for breaking up pressure. Perhaps consider allowing combo's/chains to start from crouching attacks (push block will need to be considered however if this is implemented). Or encourage special move cancels from low attacks in some capacity.
- More differentiation of jumping normal attacks.
- 2D hitboxes to provide better functionality for situational normal attacks (ex: anti-air normals, normals that cause jumping attacks to whiff).
- Remove stances and stance change. Normal attacks and special attacks should be consistent regardless of which side of the screen you are on, or which way your character is standing.
- Make throws techable while holding block.
- Trade system (allow draw games). If both players press a button at the exact same time, or both hitboxes come in contact with the opponents hurtbox at the exact same time, both opponents should take damage.
- Remove animation for entering and exiting the block state. I believe there are 2-3 frames when pressing the block button where you are not technically blocking until your character raises their hands in the guard position. If block is held, the character should be blocking; If block is not held, the character should not be blocking.
- Remove the animation for entering and exiting the crouch state. There are a few frames when pressing down where the character slowly crouches before being in the crouched position (this can be sped up by entering block, then pressing down). Please make it so when down is held, the character is crouching immediately. You are either in the crouch state, or in the stand state.
- Improve the input system and the negative edge buffer.
An example would be Kitana's d1 xx Cutter (down, forward 2). If Kitana is already holding the down button/direction because she is put in a block string and chooses to press down 1, the cancel into the special move will be non-existent. I presume this is because the down is not considered buffered for the special move, meaning Kitana actually has to dash or exit the crouching state then re-enter it, then again press d1 xx cutter.
By pressing down + 1 (or being in the crouch state), then rolling the arcade stick/pad to forward and pressing 2; The special move cancel should work without having to stand or dash or find intricate ways to allow this to work. Oftentimes you will see players press d1 to break up the pressure, then dash forward and press d1 xx cutter. I use Kitana as an example, but there are plenty of other examples where special move cancels could be improved.