You are correct! BUT Typically, After SF2 WW, Ryu's HK is designed to knockdown on the first hit unlike his architypes Ken and Gouki who posses HK with different characteristics. As you said, in certain spin offs and Alpha 3 (due to the nature of the games juggle system), Ryu's HK may tack on additional hits, but seldom 6 hits. Even in certain games that allow you to "EX" an HK, it only hits for a 5 Combo.
This is a weird topic, but it's interesting to see people that prefer MK. MK for me is a "squared game". I mean, you have just 4 directions and that running thing is really bad. SF is faster and you really use 8 directions. You have moves that use a diagonal key. If you want to start playing SF, i believe that you can go with X-Men vs. Street Fighter. Choose Ryu and Cyclops and just do consecutive hadoukens until the end. That's really sounds like Guilty Gear... If you know Guilty Gear, it's the same thing (this technique, not the game, of course Guilty Gerar is crap and you only need to do that).
Just used that specific button pattern for a quick example to compare Mortal Kombat's combo style with. The number of hits probably isn't accurate. If someone really wants to know the actual hits per combo for any move, they should just play that particular game for a couple minutes.
Some installments of the MK series use diagonals for throw defense. Running is great, just about every fighter has some form of the mechanic. No... No its doesn't sound like GG at all, not even close. But then again, such tactics you describe doesn't even sound like proper Xmen Vs SF play.
You could very much do combos in MK1 and 2. they weren't very elaborate (for exemple, an easy combo in MK1 was timing your jump kick with johnny cage so that you'd have enough time to then do a shadow kick on your opponent for a two hit combo) but they still were here if you knew how to exploit the game's physics and they were useful as hell. (baraka: he has a move where he does two kicks in succession while close (high kick x2), sending the opponent in the airs. then you can pull off a jump kick (easy), blade spark (hard), blade swipe (harder) or a roundhouse kick (needs perfect timing), meaning a three hit combo)
funny thing you should mention that! I started playing this last night (as original ryu, since I'm more comfortable with his shorter hurricane kicks), and I'm doing fine c: in about 80 matches so far, I've won 6 of them 8D but like I tell my opponents, I don't mind losing since I'm very much a beginner (though they remark I have good reflexes) and I'm learning to play well, so until I get good enough, I'm just playing for fun and even when I get my ass kicked I still find myself giggling uncontrollably because man it's awesome to see how well they can get in my mind and screw me over, and I'm decent enough to learn from my mistakes and then get in theirs a few matches later. my biggest flaw so far though is that I start panicking once my opponent has a quarter health left and I screw up all over the place until I'm the one who's falling down in slow motion.
Correct "everett1911"! MK's TRUE combos throughout the majority series have revolved around juggles. As a matter of fact, I'm certain the very first MK pioneered it! The juggle concept was HEAVILY expanded in MK2 and are retained even in the wake of MK3's preset Dial up combos (a good portion of the cast have Dial up combos that end with a "pop up" for juggle potential and increased damage output!). Now with Street Fighter, over the course of each iteration, it has branched out various Combo mechanics (Mid Air Combos, Super Combos, Magic Series Combos, Custom Combos, Target Combos etc,) while keeping some of these concepts throughout its entire life or just using others for a particular sub series in the franchise. But the true Core mechanics have always remained the same since World Warrior. SF true combos are reliant on the principles of "Chaining", "Linking" and "Canceling" (also known as Two in Ones).
I really played with people doing that in X-Men vs. Street Fighter and more than one person doing that in Guilty Gear. It was really funny. Really weird. They play damaging their thumbs, for sure. But that doesn't mean that GG isn't crap (and supremely overrated). I don't care about MK anymore. I like MK 4, though.
It was kinda there in MK1 & 2 (one of my favorite moves in MK2 is Reptile's Force Ball combined with a high kick or uppercut), but iirc they didn't even count hits back then (and after reading this thread, I don't know if many people could bear that). Framework for it was there, but MK3 did make combos much more significant to the gameplay. (Also made it feel like a pretty major departure from the gameplay of the first 2 games) In order to avoid more piece-by-piece analyses of slightly inaccurate tips for dated fighting games that I wrote in less than 2 minutes, I will just say this: Use training mode, or 2P. Look at a move sheet, use a good d-pad or joystick. Reflecting information about something like this is kind of pointless when what's pure is right in front of you. Why read about it when you have a controller that's begging to be used to kill M Bison (or dare I say Shin Akuma)? Hope you enjoy Alpha 3. Marvel Super Heroes Vs. Street Fighter is another good choice (with a great soundtrack), and if you get more familiar with the feel of Street Fighter, try 3rd Strike! It's a little slower and more technical, but everything from music to mechanics to sprite animation is very well done. :encouragement:
Def not "kinda" there in MK2. Juggle combos played a crucial (and very) intentional role in the game's fighting mechanics. [video=youtube_share;yZatOrVR7C0]http://youtu.be/yZatOrVR7C0[/video] There are fighters even today that don't provide a combo counter to indicate the number of hits successfully landed. Still a Combo regardless if the game has to notify you of it lol!
I just noticed something interesting in that video, in a few of the combos, there seem to be a limit to how much damage you can do in a combo because some of the characters are thrown away as if hit by something, especially at 1:49 into the video. That would mean the programmers were aware of people doing crazy juggle combos like that and put an artificial limit.
Goodtimes! Very observant of you! You are correct. With every arcade revision the game would reecive in the arcade, the devs looked at how players would make use of the juggle system, sometimes to overwhelming results in terms of elaborate juggle combinations they didn't even think possible. As such they would provide certain preventative measures to the game to produce adeqaute recoiling or staggering (similar to pushback in other fighters when pulling off combos in the corner) to restrict infinites or simply High Damage off of a setup. Pushback/stagger effects from juggles also existed in original MK as well. As time would go on, the series would provide other means to prevent high damage combos via locking characters during a particular attack animation (UMK3 corner combos) and Maximum Damage in MK4 which would kick in and stagger out both players as soon as a set amount of damage was inficted upon.
if I wanted to have a similar feel to a real arcade cabinet's stick, which joystick should I get to play the games?