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Author Topic: Mortal Kombat 2 - The Five Elements  (Read 4434 times)
Foozer1
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« on: July 19, 2010, 07:23:59 PM »

I'm going to make a post here explaining a concept that few of you have considered. This concept is something that has to be explained in order to keep the peace. I hate when players argue about styles and it's honestly the only thing that keeps this community from growing. There is enough room in MK2 where everyone can tolerate each other's styles, but in order to get there, you have to know the five elements.

I came into this game with a martial artist's perspective and I think that's why, from the very start, I wasn't liked by very many people. I studied a particular martial art for about 8 years, trained 12 hours a week for 3 years. Then after that, I took it a little slower and would do 8-10 hours a week for the other 5 or so years. This martial art taught me the five elements of combat. If any of you have done martial arts, or any kind of sport fighting, I'm sure you know that fighting games use the same principles as actual physical combat. A fight consists of all five elements, and it's silly to me how some of you seem to be creating "clans" or "schools," or even "cliques" for your individual styles. In order to become a well balanced fighter, one has to use all 5 elements, or at least be ABLE to use them when necessary.

EARTH (chi) "The Brick Wall"
This is what some of you describe as someone who just "stands there". The unique characteristic of this element is that a player will simply not give up their space, and punish anything that gets within their ground. It's a stubborn element, but it will not be moved. A mental exercise to practice when trying to play like the earth element would be to think of being a brick wall. Nothing can get past you, no player can cross you up, and you punish anything that comes into your territory, while not moving very much at all, and absolutely NO jumping. You will find that if you do this too much, your opponent can sweep you from a considerable distance, then come in for jab-pressure etc (fire).

Weakness
Fire

WATER (sui) "The Dancer"
Water breaks on shore rocks, gathers all its force in reverse, then slams into the rocks again and again. The typical give-away of a player that prefers the water element is when they walk back and fourth, in front of you, as if trying to lure you in. The intention of the water element is not to retreat when you back up, but to come gather all its force and come back crashing into your opponent. This motion also has a tendency to get your enemy to jump at you. A good mix up of this would be to base your game on backing up for roundhouses, then occasionally jumping in at your opponent. With the sweep game, I'm sure you all have seen this: Player A sweeps, player B backs up just a tad, walks back just out of the sweep's range, then back in and manages to sweep the sweeper. Blocking a HK and throwing one right back and stepping away is also a good strategy for the water player. If you're trying to incorporate occasional jump-ins and you see yourself getting anti-aired too much, you could also try doing what fusion likes to call an "empty" jump-in, where you simply just jump forward without attacking, land and try to throw or apply jab pressure.

Weakness
Earth

FIRE (ka) "The Aggressor"
Fire is exactly what you imagined it would be. It's fast, it's in your face, and it will not stop charging at you until you are down. Fire players mix up their attacks with standing LK, HK, jab pressure, throws and uppercuts. There are also players that charge at you that aren't always as aggressive when they reach you, but the one thing they are bent on is coming straight for you. These are both styles of the fire element. Players trying to develop their fire element should learn how to block-and-hit standing LKs and HKs as well as anticipate when the opponent is about to jump and catching it early with a HK. Also, a smart fire player knows he is susceptible to cross-ups in his charge towards his enemy. He will usually greet you by either jumping straight up with a HP or LP, or let you go across and try uppercutting you or throwing on your way down. Mixing jumping in with an early LP to catch them when they jump is also good practice, but a good fire player should stay away from jumping too much, and leave it to the next element. Fire players do not like sitting around, it burns out their fire mentality. They are best put out by staying back (air) and occasionally coming in when you spot an opening (water). They are especially vulnerable to constant sweeping because they see that as an obstacle between themselves and their target. They will then try to overcome it by either crossing you up, or catching you on your way up from your sweep with a special move.

Weaknesses
Air, Water

AIR (fu) "The Turtle"
This is the infamous backing up game that most people here is so fond of! Air is avoidance, the mentality is "Let me not try to solve this perplexing puzzle in front of me, instead I will avoid it until it unravels itself trying to reach me." Air is free in all the ways of being physical, so nothing physical can harm it. Air players avoid the situation entirely by performing well placed backwards jumps and not let you reach them. They hit you a bit with jump-kicks or cross-ups, get the health advantage, then back away from you as far as they can. They also rely heavily on their anti-air tactics for when you chase them: HK, roundhouses, uppercuts, etc. Without saying, air players are those you run into that love to run the timer down once they know they have the advantage. To defeat these avoiding players, walk little by little, blocking projectiles and anti-airing any jump-ins, slowly forcing them opponent against the corner. Once you reach the corner, it's essential to remain at jump in distance from the corner so as not to let your opponent cross you up. Once the opponent is cornered, throwing projectiles at a proper distance and anticipating the jump-ins that are sure to happen is key here.

Weakness
Earth

VOID (ku) ""



I'm still not 100% done with this, it's a work in progress. If you guys find that this helps you, then that's great! If you decide for some reason that this is inaccurate, that's ok also. The main purpose of me writing this is to shed some light by categorizing the different styles of fighting so no style will be accused of "cheating" or "cheap play" any longer. All styles are equally important, and no style is better than the other. It's a matter of finding the right "elemental" style to beat your opponent. I am not 100% sure about the "weaknesses" part, every time I try to imagine match-ups in my head, I get a headache lol. Any help?
« Last Edit: August 21, 2010, 11:48:42 PM by Foozer » Logged

GaudenTheGreat
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« Reply #1 on: July 19, 2010, 08:29:57 PM »

Good stuff man.
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fusion117
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« Reply #2 on: July 20, 2010, 09:08:35 AM »

Amazing work here man. I definetly love how this was broken down here. Cant wait to see the rest!!!!
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Foozer1
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« Reply #3 on: July 20, 2010, 03:33:28 PM »

I appreciate the comments guys. ^^updated
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btbb99
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« Reply #4 on: July 21, 2010, 10:52:38 PM »

Yeah i have to say i do not agree with this at all foozer. my element is air and it says that air is avoidance and plays the back up game,that is absolutely not me. i find myself to be either fire or water. definitlely not air.
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Foozer1
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« Reply #5 on: July 21, 2010, 10:55:40 PM »

What do you mean, your element is air? According to who? These elements have nothing to do with astrological elements, if that's what you're talking about... I never said these had anything to do with astrology.

But thinking about it, you do back up quite a bit...  Cheesy
« Last Edit: July 21, 2010, 10:57:34 PM by Foozer » Logged

btbb99
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« Reply #6 on: July 21, 2010, 10:58:25 PM »

lmao ok. i'm confused. please help
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Foozer1
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« Reply #7 on: July 21, 2010, 10:59:56 PM »

The info's all there dude. If you don't get it now, play mk2 for another year or so, then read again.
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btbb99
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« Reply #8 on: July 21, 2010, 11:05:33 PM »

The info's all there dude. If you don't get it now, play mk2 for another year or so, then read again.

ok foozer i didnt read the first part and i got confused, relax. I DONT NEED TO PLAY MK2 FOR ANOTHER YEAR TO UNDERSTAND.
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Foozer1
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« Reply #9 on: July 21, 2010, 11:08:21 PM »

The info's all there dude. If you don't get it now, play mk2 for another year or so, then read again.

ok foozer i didnt read the first part and i got confused, relax. I DONT NEED TO PLAY MK2 FOR ANOTHER YEAR TO UNDERSTAND.
well I figured, since it was pretty self explanatory  Cheesy
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btbb99
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« Reply #10 on: July 21, 2010, 11:13:48 PM »

i dont even no why i waste my time and post anymore, stupid me
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ages0ne
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« Reply #11 on: August 21, 2010, 10:06:57 PM »

please tell me the 5th Element has something to do with...
(click to show/hide)


I can see myself as a mixture of Water, Earth and Air in that order, and I hardly ever drift into the Fire Element. & let me set the record straight that I mean nothing personal when i'm diss'n a person's 'style' or Elemental Force  Wink
but rather i just don't like or want to admit to the reflection that's lookin' back at me.  Lips Sealed

it would be interesting to see what characters You'd attribute the each Element

--Korben Dallas
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Foozer1
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« Reply #12 on: August 21, 2010, 11:36:43 PM »

LOL  Cheesy I cracked up at that "5th element" reference! I got like basically zero feedback about this, so I stopped working on it. If enough people ask me about it, I will finish it. But I doubt that will happen. As far as characters go, they are all capable of being any of the five elements to the fullest. The ninjas are the ones who I would say are more proficient when used with earth/air. Female ninjas tend to lean towards fire a bit. Jax and liu kang seem like air guys to me. Baraka and Shang would be water. I thought about breaking characters down by element, but I realized that all characters are capable of being used efficiently with any element.
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« Reply #13 on: August 23, 2010, 09:28:35 AM »

Good article! The only thing I could probably suggest (MAYBE) is that the four elements don't necessarily have other elements that they are weak against per se, but that there are elements that are the opposite of each other in style. Like Fire & Earth, Air & Water, etc. Earth doesn't necessarily have a weakness against Fire, but they are opposites and as a result, they give each other problems due to the style polarity. Same with Air & Water. Maybe you said this already and I didn't catch it or something... Undecided Just my two cents!
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Foozer1
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« Reply #14 on: August 23, 2010, 03:11:27 PM »

Good article! The only thing I could probably suggest (MAYBE) is that the four elements don't necessarily have other elements that they are weak against per se, but that there are elements that are the opposite of each other in style. Like Fire & Earth, Air & Water, etc. Earth doesn't necessarily have a weakness against Fire, but they are opposites and as a result, they give each other problems due to the style polarity. Same with Air & Water. Maybe you said this already and I didn't catch it or something... Undecided Just my two cents!
Dvd, in my experience, if you try to just stand there against an aggressive opponent who knows what he's doing, he will find some way to get in on you, then you will eventually end up crouch blocking while they are fucking you with jab pressure/ random sweeps / HKs etc. The only logical solution in this situation is to run away (air) or take a few steps back, then try to enter his space in your own terms (water). That's why I put down air and water as weaknesses to fire. Notice that fire is the only element that has two weaknesses, that's because fire is the weakest element in this game IMO.
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