Fighting Games [OT] Fighting in the Emerald Streets (and Beyond)

Mortal Kombat 1 looks so damn good. Crisp as hell, super colorful.

Game is shaping up really nicely. Sub Zero is my favorite character usually, but Ive been surprised how much I like Liu Kang and Li Mei in the beta.

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Mortal Kombat 1’s new Invasion mode is a board game-like RPG – PlayStation.Blog

Sounds like MK is getting a World of Light (Smash Bros) style mode.

Capcom remains unmatched when it comes to character animation!

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Meh, AKI, Rashid, and Ed should have been part of the base roster. Oh well.

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Man I hope we get some more details on that ki patch soon

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Her animations are so unsettling :sweat_smile:.

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I bought Ultimate Marvel vs Capcom 3 on sale. I passed on it back in the day because I thought MvC3 was good but hated the idea of repeatedly buying new edition of games. But this has 4K support and actually looks pretty good on the new consoles.

I didn’t like the attempt at 3D comic book style (I like the concept but not the execution) of MvC3 but this version does it better, it looks like. Maybe it’s the 4K, but it looks good.

Looks clean, eh?

I won’t have time to dive deep into this anytime soon but at $13 CAD it’s a no brainer.

MvC Infinite is also on sale from $75 CAD to $15 CAD, which would be an automatic buy for me if I didn’t dislike the game so much, which I played the demo and then the full version on Gamepass IIRC. Light on characters, not a fan of the art style (though it looks pretty good technically) and I remember not liking the gameplay that much to justify the small roster at $75.

If someone here convinces me that it’s worth it at $15, I’ll go for it. $60 off is pretty hard to pass up so it won’t take much to convince me if any of you think I should. :stuck_out_tongue_closed_eyes:

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I bought it ages ago when it was on sale before. Often forget I have it. Wish I could somehow get access to all the new characters they’ve modded into the game on PC on the console version.

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https://twitter.com/EightySixed/status/1697632036671135928

Build up to the 10th anniversary update.

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I picked up MvC Infinite and remembered that it returned to the MvC2 button layout, which I dig. The visuals on the new consoles is actually really nice because of the image quality (texture filtering and resolution). I don’t exactly dig the more realistic art style but it does look good, along with the backgrounds.

I don’t mind the Infinity Stone stuff, but I’m just playing arcade mode so I’ll have to see how I feel when playing 2P.

I have to say that even though I wasn’t a big fan of 3 and less so of Infinite, I appreciate what each was trying to do.

Now I paid $15 CAD and got six more characters for Infinite, and I would have been pissed if I paid anything more for the original edition. While I appreciate the visuals, the tone, the gameplay, and the look at a new set of Marvel characters…The game was a complete rip off.

A lacking roster is one thing: the few backgrounds, lack of character music, and lack of skins/palette-swaps makes the paltry few characters look even more sad.

I realize that Capcom was in a weird spot at the time, which provides an explanation (not a justification), and so I hope the post-Monster Hunter Capcom can revisit this series once again and set things right.

I would love if they started with a Marvel collection that includes X-Men CotA, Marvel Superheroes, X-Men vs SF, Marvel vs Capcom 1,2,3 & Infinite. Akin to the SF collection (which I’ll forever proclaim that is incomplete because it doesn’t have Street Fighter the Movie and the EX series on it :stuck_out_tongue_closed_eyes:).

I have to say that I’m glad that I pick these up on the cheap because playing them In 4K with HDR is great and SSD loading speeds makes the experience that much better.

If KI didn’t crash so often on my Series X, I’d be playing more of it too. Once they do the patch I’ll definitely be on it.

Oh and by the way these games have character self-shadowing, which Street Fighter 6 does not have, and it just drives home the point that the RE Engine isn’t as impressive as people make it out to be.

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MK1 looks like a must get:

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I am ready. I pre-ordered it the day it was announced. Goes live (for early access) at 1PM eastern.

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Just quit a 3 hour session of MK1, with probably 2 hours of story mode and 1 hour of checking out the other modes and completing a novice tower.

These graphics man, surely the best yet? They really ‘pop’ on my OLED.

And I’m loving the gameplay as well so far, though I haven’t really went deep into it yet, just trying out the different chars in story mode and checking out some of the fatalities in local vs CPU.

Great game though, the glimpse I saw of the new Invasions mode also looked promising. Can’t wait to dive in more this weekend.

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The graphics are absolutely incredible.

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So when do we all think we will get an update on the ki update next?

Good question. Been wondering myself.

Nothing new, but I really like watching combo video for Gundam Wing Endless Dual.

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I got board training AI at work , so I spent 5 hours training it to co-create a Mortal Kombat DnD spin-off. It still needs work, but if anyone wants to tak a crack at it for game night: Mortal Kombat RPG Rule Set

Stats

Characters in Mortal Kombat RPG use the standard (with a twist) DnD 5th Edition stats: Might, Agility, Resilience, Knowledge, Arcane, and Presence.

  • Might: Determines how strong a character is and how much damage they can deal with melee attacks.
  • Agility: Determines how agile and quick-thinking a character is. It also affects their AC.
  • Resilience: Determines how tough and resilient a character is. It also affects their Hit Points.
  • Knowledge: Determines how knowledgeable and resourceful a character is. It also affects their spellcasting ability (if they are a spellcaster).
  • Arcane: Determines how perceptive and insightful a character is. It also affects their Will saving throws.
  • Presence: Determines how persuasive and charming a character is. It also affects their Social Interaction checks.

Dice Rolls

Most actions in Mortal Kombat RPG are resolved using a d20 roll. The player rolls a d20 and adds their relevant ability modifier. If the result is higher than the DC, the action succeeds.

For example, to attack an enemy with a sword, the player would roll a d20 and add their Strength modifier. If the result is higher than the enemy’s AC, the attack hits.

Mechanics

Mortal Kombat RPG uses a turn-based combat system. On their turn, a character can take one of the following actions:

  • Attack: The character makes a melee or ranged attack against an enemy.
  • Cast a Spell: The character casts a spell, if they are a spellcaster.
  • Move: The character moves up to their speed.
  • Take an Action: The character takes an action, such as dodging, parrying, or using a special ability.

Races

1. Edenians

Edenians are a graceful and beautiful race from the realm of Edenia. They are known for their mastery of magic and their ability to manipulate energy.

Advantages:

  • +2 bonus to Arcane
  • +1 bonus to Knowledge
  • +1 bonus to Presence

Disadvantages:

  • -1 penalty to Might
  • Vulnerable to physical attacks

2. Saurians

Saurians are a reptilian race from the realm of Zaterra. They are fierce and cunning warriors who are skilled in close-quarters combat.

Advantages:

  • +2 bonus to Might
  • +1 bonus to Agility
  • +1 bonus to Resilience

Disadvantages:

  • -1 penalty to Knowledge
  • Vulnerable to cold-based attacks

3. Shokan

Shokan are a powerful and imposing race from the realm of Outworld. They are known for their immense strength, four arms, and hardened skin.

Advantages:

  • +3 bonus to Might
  • +2 bonus to Resilience

Disadvantages:

  • -2 penalty to Agility
  • Vulnerable to ranged attacks

4. Humans

Humans are the most adaptable and diverse race in the Mortal Kombat universe. They are capable of excelling in various fields, from martial arts to sorcery.

Advantages:

  • +1 bonus to any stat

Disadvantages:

  • No specific disadvantages

Classes

Shaolin Fighter:

Embodying the discipline and prowess of Shaolin monks, this class focuses on unarmed combat, utilizing martial arts techniques to unleash powerful strikes and agile maneuvers.

Prestige Class: Grandmaster

Advantages: +2 bonus to melee attack rolls, +1 bonus to AC and evasion checks

Disadvantages: -2 penalty to ranged attack rolls, Very little spellcasting abilities

Specter Ninja:

Hailing from the Netherrealm, these stealthy assassins employ a combination of stealth, weaponry, and hellfire manipulation to surprise and overpower their foes.

Prestige Class: Hellfire Grandmaster

Advantages: +2 bonus to stealth checks, +1 bonus to hellfire manipulation and weapon damage Disadvantages: -2 penalty to Resilience saving throws, limited ranged attack options

Cryomancer Assassin:

Hailing from the Lin Kuei clan, these warriors wield the power of ice, freezing opponents, creating ice projectiles, and forming protective barriers.

Prestige Class: Grandmaster of Ice

Advantages: +2 bonus to Cryomancy attacks and defensive abilities

Disadvantages: -2 penalty to fire-based attack rolls, limited healing abilities

Special Forces Agent:

Trained in various combat techniques and weaponry, these agents excel in tactical combat, utilizing firearms, explosives, and hand-to-hand combat.

Prestige Class: Special Forces Commander

Advantages: +1 bonus to weapon damage, +2 bonus to tactical expertise and adaptability checks Disadvantages: Very little spellcasting abilities, reliance on equipment for effectiveness

Black Dragon Mercenary:

Ruthless and cunning, these mercenaries employ underhanded tactics, dirty fighting, and intimidation to gain an advantage in combat.

Prestige Class: Black Dragon Warlord

Advantages: +2 bonus to dirty fighting and intimidation checks, +1 bonus to weapon damage Disadvantages: -1 penalty to Resilience saving throws, limited spellcasting abilities

Shokan Warrior:

Hailing from the Shokan race, these powerful warriors possess immense strength and resilience, utilizing their four arms for devastating close-quarters combat.

Prestige Class: Shokan Champion

Advantages: +3 bonus to Might-based actions, +2 bonus to Resilience saving throws

Disadvantages: -2 penalty to Agility checks, vulnerable to ranged attacks

Demi-God:

Demi-Gods are the offspring of gods and mortals, inheriting a portion of their divine parent’s power. They possess enhanced physical and magical abilities, making them formidable warriors and spellcasters.

Prestige Class: Elder God

Advantages: +1 bonus to teleportation checks, +1 bonus to Agility (Acrobatics) checks.

Disadvantages: -2 penalty to Might-based actions, vulnerability to certain magic

Prestige Classes

Master of the Fist (Shaolin Fighter)

  • Advantages: +3 bonus to melee attack rolls and damage, +2 bonus to AC and evasion checks, access to powerful martial arts techniques
  • Disadvantages: -1 penalty to ranged attack rolls, limited spellcasting abilities

Netherrealm Overlord (Specter Ninja)

  • Advantages: +3 bonus to stealth checks, +2 bonus to hellfire manipulation and weapon damage, access to powerful Netherrealm abilities
  • Disadvantages: -1 penalty to Resilience saving throws, limited ranged attack options

Grandmaster of Ice (Cryomancer Assassin)

  • Advantages: +3 bonus to Cryomancy attacks and defensive abilities, access to powerful ice-based spells
  • Disadvantages: -1 penalty to fire-based attack rolls, limited healing abilities

Special Forces Commander (Special Forces Agent)

  • Advantages: +2 bonus to weapon damage and critical hit range, +3 bonus to tactical expertise and adaptability checks, access to powerful military tactics
  • Disadvantages: Limited spellcasting abilities, reliance on equipment for effectiveness

Black Dragon Warlord (Black Dragon Mercenary)

  • Advantages: +3 bonus to dirty fighting and intimidation checks, +2 bonus to weapon damage, access to powerful Black Dragon tactics and abilities
  • Disadvantages: Lower Resilience, limited spellcasting abilities

Shokan Champion (Shokan Warrior)

  • Advantages: +3 bonus to Might-based actions and damage, +2 bonus to Resilience saving throws, access to powerful Shokan abilities
  • Disadvantages: Limited agility, vulnerable to ranged attacks

Elder God (Thunder God)

  • Advantages: +3 bonus to Electrokinesis attacks and teleportation checks, +2 bonus to divine knowledge checks, access to powerful divine abilities
  • Disadvantages: Limited physical combat abilities, vulnerability to certain magic

Feats & Skills

Feats

Shaolin Fighter

  • Shaolin Secrets:
  • Gain proficiency in two martial arts maneuvers of your choice.
  • Increase your Agility score by 1.
  • Flawless Technique:
  • Your unarmed strikes deal an additional 1d4 damage.
  • You can use your reaction to deflect or catch a projectile.
  • Inner Harmony:
  • You gain proficiency in the Perception skill.
  • You have advantage on saving throws against being charmed or frightened.
  • Chi Mastery:
  • You can use your chi to perform extraordinary feats, such as healing yourself or stunning your opponents.

Specter Ninja

  • Hellfire Mastery:
  • You gain proficiency in the Hellfire cantrip.
  • When you cast Hellfire, you can choose to deal fire damage instead of necrotic damage.
  • The damage dice for this spell are one die size larger.
  • Shadow Blend:
  • You can use your bonus action to become invisible until the end of your next turn.
  • You have advantage on Stealth checks while in dim light or darkness.
  • Stealthy Assassin:
  • You have advantage on attack rolls against creatures that are surprised.
  • Your critical hits deal an extra 1d6 damage.
  • Netherrealm Empowerment:
  • You gain resistance to fire damage.
  • You can teleport a short distance as a bonus action.

Cryomancer Assassin

  • Frozen Weaponry: When you make a melee attack with a weapon, you can choose to deal cold damage instead of the weapon’s normal damage type. The damage dice for this attack are one die size larger.
  • Ice Barrier: You can create a barrier of ice that grants you a +2 bonus to AC. The barrier has hit points equal to your level + your Resilience modifier.
  • Cryomancy Mastery: You can create and control ice in a variety of ways, such as freezing opponents or creating ice projectiles.
  • Arctic Adaptation: You gain resistance to cold damage. You can move across ice and snow without penalty.

Special Forces Agent

  • Sharpshooter:
  • You gain proficiency in firearms and in the Archery fighting style.
  • Attacking at long range doesn’t impose disadvantage on your attack rolls.
  • Your weapon’s damage dice are one die size larger when determining the damage for a ranged attack you make with it.
  • Tactical Expertise:
  • You can use your bonus action to give yourself or an ally advantage on their next attack roll.
  • You have advantage on saving throws against traps and hazards.
  • Weapon Specialist:
  • You gain proficiency in one martial weapon of your choice.
  • You can use your bonus action to reload a firearm.
  • Demolition Expert:
  • You gain proficiency in explosives.
  • You can use your action to set a trap or explosive device.

Black Dragon Mercenary

  • Dirty Fighting:
  • You can use your bonus action to make a melee attack with a weapon that deals an extra 1d4 damage.
  • You have advantage on grapple checks.
  • Intimidation:
  • You gain proficiency in the Intimidation skill.
  • You can use your action to frighten a creature within 30 feet of you.
  • Ruthless Tactics:
  • You can use your bonus action to make a ranged attack with a firearm that deals an extra 1d6 damage.
  • You have advantage on attack rolls against creatures that are prone or restrained.
  • Black Dragon Resilience:
  • You gain resistance to poison damage.
  • You have advantage on saving throws against being poisoned.

Shokan Warrior

  • Shokan Brutality: Increase your Might score by 1 and your Resilience score by 1. When you make a melee attack with a weapon, you can roll an additional damage die and discard the lowest result.
  • Four-Armed Fury: You can make an additional melee attack as a bonus action. You have advantage on grapple checks.
  • Shokan Endurance: You gain -5 damage resistance to bludgeoning, piercing, and slashing damage. You have advantage on saving throws against being stunned or knocked prone.
  • Shokan Champion: You can use your action to enter a Shokan rage. While raging, you gain the following benefits: You have advantage on melee attack rolls. You deal an extra 2 damage with melee attacks. You have resistance to all damage except psychic

Demi-God

  • Wind God’s Speed: As a bonus action, you can gain a +10 bonus to your movement speed until the end of your turn. Additionally, you can use your reaction to impose disadvantage on an attack roll made against you, representing your ability to evade with supernatural agility.
  • Elemental Fury: You can channel the power of lightning, fire, ice, or earth to deal 2d6 damage to all creatures within 10 feet of you. The type of damage you deal depends on the element you choose. You can use this feat a number of times equal to your Arcane modifier (minimum of once). You regain all expended uses when you finish a long rest.
  • Teleportation: You can teleport a short distance as a bonus action. You can teleport up to 30 feet per day. Additionally, you can use this feat to teleport up to one willing creature with you.
  • Divine Aegis: You have resistance to elemental damage, reducing the damage you take from such sources by half. Additionally, you gain advantage on saving throws against spells and effects that would alter your form or control your mind, reflecting your divine resilience against external influences.

Neutral Feats

  • Power Attack: When you make a melee attack with a weapon, you can choose to take a -5 penalty to the attack roll. If the attack hits, you deal an extra 10 damage.

  • Critical Strike: Your critical hits deal an extra 1d10 damage.

  • Combat Expertise: You can use your bonus action to gain a +2 bonus to AC until the end of your next turn.

  • Weapon Focus: Choose one weapon type. You gain a +1 bonus to attack rolls with that weapon type.

  • Armor Proficiency: Gain proficiency in one type of armor.

  • Shield Proficiency: Gain proficiency in shields.

  • Flaming Fist: You have mastered the art of the Flaming Fist, allowing you to unleash devastating fiery punches. When you make a melee attack with a monk weapon, you can choose to deal fire damage instead of bludgeoning damage. The damage dice for this attack are one die size larger.

  • Martial Adept: Gain proficiency in two martial arts maneuvers of your choice.

  • Polearm Master: Gain proficiency in polearms and in the bonus action attack feature. When you use the Attack action and make a melee attack with a poleaxe or glaive against a creature within reach, you can also use a bonus action to make a melee attack with the other end of the weapon against a different creature within reach.

  • Sharpshooter: You gain proficiency in firearms and in the Archery fighting style. You also gain the following benefits: Attacking at long range doesn’t impose disadvantage on your attack rolls. Your weapon’s damage dice are one die size larger when determining the damage for a ranged attack you make with it.

  • Tough: You gain the following benefits: Increase your maximum hit points by 2. Whenever you gain a level, increase your maximum hit points by 1 instead of the amount shown on the Hit Dice table for your class.

  • War Caster: You have advantage on Resilience saving throws that you make to maintain concentration on a spell when you take damage. You can also cast a spell with a somatic component even when you have weapons or a shield in both hands.

Skills

  • Acrobatics: Your Agility (Acrobatics) check determines your ability to climb, jump, and tumble.
  • Athletics: Your Might (Athletics) check determines your ability to perform strength-related tasks such as pushing, pulling, and lifting.
  • Deception: Your Presence (Deception) check determines your ability to deceive others by telling a lie.
  • Intimidation: Your Presence (Intimidation) check determines your ability to intimidate others and get your way.
  • Investigation: Your Knowledge (Investigation) check determines your ability to find clues and solve mysteries.
  • Perception: Your Arcane (Perception) check determines your ability to spot, hear, and smell things.
  • Persuasion: Your Presence (Persuasion) check determines your ability to convince others to do what you want.
  • Performance: Your Presence (Performance) check determines your ability to dance, sing, act, and tell stories.
  • Sleight of Hand: Your Agility (Sleight of Hand) check determines your ability to perform manual tasks with exceptional precision and dexterity, such as pickpocketing or palming a small object.
  • Stealth: Your Agility (Stealth) check determines your ability to move silently and avoid detection.
  • Survival: Your Knowledge (Survival) check determines your ability to survive in the wilderness, track creatures, and find food and water.

Character Creator

Each player starts with a pool of 30 points to distribute among their stats

At Character Creation, the character’s stats start at:

Might: 1

Agility: 1

Resilience: 1

Knowledge: 1

Arcane: 1

Presence: 1

At Character Creation, depending on Class, the Character has access to:

Class Skill Points Feat Selections
Shaolin Warrior 10 3
Specter Ninja 15 2
Cryomancer Assassin 15 2
Special Forces Agent 16 2
Black Dragon Mercenary 12 3
Shokan Warrior 8 4
Demi-God 8 4

Skill Points

Each class gets a certain number of skill points to distribute among the following skills:

  • Acrobatics
  • Athletics
  • Deception
  • Intimidation
  • Investigation
  • Perception
  • Persuasion
  • Performance
  • Sleight of Hand
  • Stealth
  • Survival

Feat Selections

Each class gets to choose two feats from the following list:

  • Class-specific feats
  • Neutral feats

Example

A Shaolin Warrior would get 5 skill points and 2 feat selections. They could choose to spend their skill points as follows:

  • Acrobatics: 2
  • Athletics: 1
  • Perception: 2

They could then choose two feats from the following list:

  • Shaolin Secrets
  • Flawless Technique
  • Inner Harmony
  • Chi Mastery

Note:

Players can choose to spend their skill points and feat selections however they like. There is no right or wrong way to do it. The important thing is to choose skills and feats that will complement your character’s class and playstyle.

Class-Specific Skills:

Shaolin Warrior

  • Acrobatics
  • Athletics
  • Perception

Specter Ninja

  • Deception
  • Intimidation
  • Stealth

Cryomancer Assassin

  • Stealth
  • Investigation
  • Perception

Special Forces Agent

  • Athletics
  • Investigation
  • Survival

Black Dragon Mercenary

  • Deception
  • Intimidation
  • Sleight of Hand

Shokan Warrior

  • Athletics
  • Intimidation
  • Survival

Demi-God

  • Acrobatics
  • Perception
  • Persuasion

Using this system, players would spend one skill point to increase a class-specific skill by one rank, and two skill points to increase a non-class-specific skill by one rank.

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While not an update about the anniversary patch for KI. We do have some returning and NEW Merch.

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In case anyone has missed it (because I have) today’s the last day for the Namco Bandai sale and there are some fighters at a significant discount. We’re talking like $100 off special editions.

Tekken 7 Soul Calibur 6 Dragon Ball FighterZ

I have DBZ but just the regular edition and unfortunately the add-on content isn’t for sale. But you can get the FighterZ addition wish has a lot of it for only $18 CDN (I’m guessing $13 US).

I actually did want to get Tekken 7 and SC6 because I would be saving something like $150 getting them both but with a lack of 4K support on T7 (I think it’s still renders at 720p) and I assume it’s a similar story for SC6… I decided to pass on the games. Also I’m not in a position where I could even spend $30 on games at this point.

So when I checked last night it said one day left in the sale So if you’re interested get on it ASAP.

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