Instale o Steam
iniciar sessão
|
idioma
简体中文 (Chinês simplificado)
繁體中文 (Chinês tradicional)
日本語 (Japonês)
한국어 (Coreano)
ไทย (Tailandês)
Български (Búlgaro)
Čeština (Tcheco)
Dansk (Dinamarquês)
Deutsch (Alemão)
English (Inglês)
Español-España (Espanhol — Espanha)
Español-Latinoamérica (Espanhol — América Latina)
Ελληνικά (Grego)
Français (Francês)
Italiano (Italiano)
Bahasa Indonesia (Indonésio)
Magyar (Húngaro)
Nederlands (Holandês)
Norsk (Norueguês)
Polski (Polonês)
Português (Portugal)
Română (Romeno)
Русский (Russo)
Suomi (Finlandês)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Relatar um problema com a tradução
Mortal Kombat has typically been seen as THE mass market fighting game. To be honest, it nails that aspect perfectly. It is simple enough for new comers to the genre to get into and has enough depth to satisfy elite fighting game players. It may not have the depth of something like Street Fighter, but it does a good job at being an accessible fighting game.
Rising thunder's specials are promted to just a simple button command and instead of just pulling them off and spamming they have a cool down time. So it's really easy to pull off combos.
It's still in the alpha stage so it's perfect to practice and get better as the game developes.
If you are interested I can give you the key for the invite to the alpha(I'll need to check if it can still be used, just to be sure).
It doesn't matter what 'traditional' fighging game you're playing, you're still required to make 8 + button presses + that half circle forward tilt nonsense (which is done by using the same stick that controls your movement...AND blocking....) instantaniously in less than a second. Uninterrupted by opponent attacks. Every combo has to be performed more or less from muscle memory.
They either need to give more leeway on how much time you have to input a combo, have a way to 'pause' your combo in order to defend yourself and resume it (a balanced way) or do something similar to what I'm thinking of.
There is plenty of room for depth, 40 + combinations out of pressing two to four of the 6 buttons should be plenty. Not to mention combo moves that are performed by doing certain button presses right after the other. When I have the time, I'll prove how much depth this idea can have, showing every possible combination which this method could create.
But right now it's like 1 AM and I need sleep. So yeah...
So I agree with some stuff being a bit excessive, but I don't really see a problem with quarter circles and charges. If anything they amount to a kind of natural startup given that the movement takes a split second to accomplish.
Marvel VS Capcom etc...
Basically any 'arcade' style fighting game outright requires rediculous combos, uninterrupted to do anything but the basic moves. UNLESS it's a beat em up one.
I'm exaggerating a little bit, but look up the combo charts for anything like Street Fighter or soul calibur etc. Developers expect you to do all that in less than a second without getting hit? Not going to happen on my end.