Via Mortal Kombat United.
A couple things they should definitely take from Injustice is holding back to block, selectable input methods (MK style or Japanese style), and the in-depth training mode they're supposedly gonna have.
At the very least the block button should finally go. It never felt right for a 2D fighting game in my opinion.
http://www.mortalkombatonline.com/per...
Wonder Woman looks attractive in the screenshot! What!?
I'm finally gonna have to comment on this game ladies.
HOw the efff is this "game" being posted on every other headline when it's not even OUT yet?! (correct me if i'm wrong)
It's ridiculous. The game looks like it may be fun but that's about it. They trying too hard to produce hype and anticipation for this thing.
And yes - i do ignore the articles. But 10 headlines a day?? c'mon. You guys need to grow up a little and stop peeing in your panties about every single pixel they add to the game.
"..take things people like about Injustice.." it's not even effin' out yet bro!
#2 I completely agree, I love Mortal Kombat but it's hard to come back to it after playing something like Street Fighter or Tekken because now you gotta get it back into your mindset when playing Mortal Kombat, I think Soul Calibur would benifit from that option ax well.
#8 I didn't think Soul Calibur would have benefited from HBtB instead of guard button until CEs were brought it. Soul Blade and SCII-SCIV felt perfect with the guard button.
@8 The only fighter I've ever played that had a block button is Soul Calibur, and I think the block button is perfect for that game. Idk why, it just makes sense. Maybe it's because in SC you're fighting with weapons, so to guard yourself it kinda makes sense to press a button, but in MK you're just blocking like any other fighter so it seems kinda weird to block with a button in that game. That's just how it is for me though.
@16 Who cares about fatalities? just a waste of time
"I like MK. I hate Block Button."
This. It feels unnatural because so few others fighters actually use this.
"Block button is a staple of MK, it doesn't need to become like other fighters just because some people don't like the block button or it's the "norm"."
But inserting dashes, ex specials, super moves, a combo breaker, and a more robust combo system simply because popular fighters did it is ok. Just don't take my block button, is that correct?
#18 ugh? ...its because some elements should remain to remind it is still MK game and not some casual Capcomized fighter?...:| ...they've chosen "block button" as such an element? ...having problems with that? whats the problem switch to any of other 1000 fighting games out there with "back" method for blocking!...
#17 MK game without fatalities is like Street Fighter game without Ryu...
@18
They've had dashes for years, they've had meter and moves that need meter for years, they've had a combo breaker for years, they've had a combo system for years. There's a difference from adding/adjusting/trying mechanics and completely removing the thing you've had since day one because some people don't like it. Block button has always been in MK and it should remain like that because it's a defining mechanic for the series, regardless if I, or others, like it or not or see it as a crutch or whatever.
Would people really like/play MK9 simply if it didn't have a block button? Even with all it's "clunkiness" and whatever other problems they have with it, a block button is the only thing that hurts them wanting to play it?
Now if only they could take out the things we dislike in future MK games like ugly female models. I think if Netherrealm has proven anything this console generation its that it doesn't matter how hot the woman's body is if they have a friggin man face.
@19 and who looks forward to playing Ryu in every iteration of street fighter? You know for a fact no one is gonna be hype for Ryu when SF5 gets announced. Personally Ryu and Ken can dissapear for all i care.
...so basically what you're saying is that you want them to turn MK into Dead Or Alive...i see...you'd prefer MK do become Barbie doll contest as opposed to gritty semi-realistic ( i said SEMI!!...) fighter it actually is now...i wouldn't mind if they made female more attractive, but not by a huge degree! attractiveness of Dead Or Alive females is way too much for my taste! they all don't look like fighters at all, just some schoolgirls, that just finished their schools and decided to do something, that doesn't suit them (which's fighting...)...so yeah in MY opinion chicks of MK should stay BRUTAL looking...
Why not the have the option of MK-Style inputs and SF-Esque inputs? If this is one of the things that sticks well with fans about Injustice, then I think NRS will definitely incorporate this feature in future MK titles.
Chunners ...maybe keep playing SF instead? tell me one reason why every single dmaned fighting has to cater to your likening, son? ...i don't see any reasons!...there's a reason there're strategy genres and there's a reason there're racing games, so its always something for EVERYONE not just YOU!...if you switched to MK after playing SF for years than you made a mistake, because this game is obviously not for you (even if you like characters, fatalities etc...)...
@23
People would sh!t bricks if a SF without Ryu was announced. That's not even mentioning that two of the FGC's most prominent reps (Daigo, Alex Valle) are Ryu mains. Weird analogy, yes, but SF without Ryu is indeed a head scratcher. While Ryu may be stale or boring to you, he is a character people associate with SF and it would be weird for a SF game to have no Shoto influence, and you will not include any other Shoto over Ryu.
Fatalities are much more replaceable. While they have too been a staple of MK from day one, they have nothing to do with anything as far as actual gameplay goes (as evidenced by MK: Armageddon) and adds nothing to anything besides spectacle. For example, if you take fatalities out of MK9, you simply have competitive MK9. Nothing is missed. MK9 would have still been the game it was with or without them.
You take Ryu out of a SF game and you have pissed off a large majority of the fan base before the game is even played.
Basically next MK game won't have a block button and easier supers.
@34
MK9 had the easiest supers (x-ray attacks) in FG history. Anybody can walk up to the game, fill their meter and 2button an x-ray attack. My casual FG buddies would feel so good about themselves when they pulled off the easiest super moves ever.
@6: All they've said is that they're going to take a look at the things that work out about Injustice and apply it going forward, which any good dev team will do.
IE. Darkstalkers heavily impacted future Capcom games via the new stuff in its system.
And, frankly, I like experimentation. Playing it safe is for cheap sequels.
@Gako: Ryu IS the fking Street Fighter the game is named off of. Taking Ryu out of Street Fighter isn't like taking fatalities out of MK, it's like removing Mario and Luigi from Super Mario Bros. You make be a shoto hater, but Ryu is important to the series, and the other shotos allow for different takes on his formula. I know you're gonna have some trollish one-liner for this, too, but I've made my peace with that possibility.
@others: Hold back to block, please. Cross-ups are pretty big staples of 2D fighters. It gives more meaning to jump-ins. It's better to have cross-ups.
Whatever happened to...I dunno...ADAPTING?!?
Block button in this game. No block button in that game. This game has 6 attacks. This game has 4. What's that? Throw inputs in this game are not the throw inputs in that game?
OH NOES!! *table flip*
If the single reason you can't play a game is because of a block button, then I suggest some self-reflection. Seriously. It's just something to adapt to like anything else. The block button works for the system that MK9 has implemented. Stop trying to homogenize everything.
@41 You can adapt, I'll enjoy playing with no block button.
#22 and #25 You canNOT move while guarding in ANY Soul Calibur game. Just like MK, you can crouch block and stand block while holding block. Unlike MK, guard button also also allows you to jump as tapping up without the guard button makes you side step/side walk towards the background. Please play the games before referencing them at all. I can't fault #22 for not knowing but I can fault #25 for acting like he did.
Taking fatalities out of the game would piss off pretty much the entire MK casual fanbase. That would be a terrible idea. That's the main why MK became popular in the first place, the massive amounts of violence. Take out fatalities and all the fans will have a fit. It would be a better idea to have the option to turn fatalities on or off. That way in competitive play you wouldn't have to worry about them, and the casuals still get their massive amounts of violence.
@45: You are so wrong about that. It's a different mechanic, it has it's advantages and disadvantages. No cross-ups but with a block button, you can't mash out option selects like crouch teching and you have to pay attention to how your opponent is attacking; You can't attack when your blocking and you can't tech throws while holding block.
I'd say that with a block button you have a more frame-trap oriented style of gameplay and hold-back-to-block a more crossup oriented gameplay style.
compbros: Really, one of MK's defining features is the block button? No. That is NOT one of the features that should be held sacred. Come on now. Fatalities yes, gore yes, over-abundance of ninjas yes. Not the damn block button. One of the original reasons MK1 even had a block button to begin with was because Midway wanted to be different from its competition. Now that they're actually paying attention to making the series highly competent, it's time to evolve beyond it. It has nothing to do with not being used to it or not wanting to adapt to the play style; it just doesn't fit well for a 2D fighting game. NRS is clearly open to the idea of holding back to block, so why not bring into their staple series? Just because some people think the block button is sacred? Please.
@47
Uh no? The reason to dislike the block button is because it eliminates a lot of depth to the game play that could be there.
@48
Aside from the fact that you're assuming having hold-back-to-block means the game is suddenly SF4 with option select and crouch tech mashing (which it wouldn't be), hold-back-to-block doesn't eliminate the existence of certain mechanics like the block button does. Not to mention all the same mechanics can still apply such as not being able to attack while blocking since you're still holding a button down. You're simply not holding one that blocks in every direction for you. You can still have all of the frame-trap stuff and everything else in a hold-back-to-block system too. Under no circumstances can you have cross-ups with a block button. So in terms of depth, holding back to block is a win-win situation.
| Name | Viewers |
| PJS Winning | 558 |
| FGTVLive #1 | 522 |
| Finest K.O. | 193 |
| Lab Zero Games | 99 |
| MRN|Marn | 90 |
Most commented stories over last 14 days
1. Ed Boon begins unofficial poll for potential future DLC characters in Injustice: Gods ... | 270
2. Infiltration declined invitation to Topanga Asia League | 170
4. Injustice: Gods Among Us Batgirl gameplay trailer released | 168
5. KaneBlueRiver: 'Chris G's team forces people to play honest', 'they lose because he ... | 163