Whipped Spartan
Member
even if they launch with 10 guys. If they can get out one new character a month or something that would be cool too. They mentioned season pass in comments of full game purchase.
Only 8? Seems really low to me. I was hoping for 10-12 at launch, and them adding new characters later.
Can't help but think that if this game bombs Microsoft will shut the whole thing down and we'll be stuck with whatever we get.
And I can't really see this game bombing being the ONLY next gen fighter.
Very cool, I really like that they put counter breakers in, the game definitely needed it.Killer Instinct: New Mechanics Breakdown (New Breaker System & More)
http://www.youtube.com/watch?v=B_gdw0LmDCk
Hmm, if it is 8 characters then that leaves...One more character that we don't know? Jago, Saberwolf, and Glacius we've seen, Thunder has been teased, and Fulgore, Cinder and Spinal have been confirmed by a dev (right?). 10 characters would be nice for launch, that way we could get Combo, Orchid, and a new character.
That's kind of unrealistic to expect 10-12 characters when we have 3 so far with 4 months left before launch.
And I can't really see this game bombing being the ONLY next gen fighter.
Highly doubt the game will launch with anything more than 8 characters. However, they constantly say that MS is in for the long run with the game, as well as adding more characters immediately after release as soon as they're completed. I get the overall impression that KI was a side thought for MS with a low budget, and it's literally DoubleHelix working their asses off to make it the best they can.
So, if the game gets a little bit of success, we'd hopefully see all the first games cast/a few from the 2nd game, and maybe original characters by Evo. This is probably the best case scenario that I hope happens.
Also, as a side note, having 8 characters that are balanced properly and work really well is better than 20+ cast where you hardly use 15 characters.
The only person who I can see that working without a combo breaker is Jago at best. He was given some tools that actually make him fun an interesting to use. My problem with Sabre is that all his moves almost look the same. I wish they gave him a spin attack. Honestly they should have given him a move similar to Blanka. He technically has the hardest time against a good Glacius player.
This actually makes Wulf potentially the most powerful character int he game right now, because he's the most difficult character to break, because a lot of his doubles are hard to scout.
Glacius right now has the most unique auto doubles, all looking completely different, making his stuff very very very easy to break on reaction. And Jago is in the middle as far as breakability.
I asked the devs if this was on purpose, and they said absolutely. Jago's the balance character, about mid-range space control with doubles that are semi hard to scout. Wulf is all rushdown, only works well when he's in, and his doubles suit that being similar looking to other doubles. While Glacius has powerful ranged attacks, and his doubles all have extremely unique animations that are easiest to break.
The three characters right now break down like this.
Wulf-long damaging combos, sucks from far, hardest to break
Jago-good damage combos, is okay from far, not hard to break
Glacius-short damage combos, is amazing from far, easiest to break
Hmm, I think his obvious auto doubles and laggy unlockable are things Glacius purposely has built in to force him to slow his attack, and let people in... The only thing Wulf really has to worry about is Hail.
Great write up Dogg, glad we have more than one guy here on GAF able to give us the technical ins and outs from hands on experience. Unfortunate that Sabre has a hard time getting in on Glacius but hopefully something the devs are well aware of and working on. Having a low character count is one thing but having a low unbalanced character count is another.
Hey DrDogg, you think if they gave Sabre's dash invincibility would it make him OP? I think that is the only thing the can do right now to make him a viable player against Glacius. It is the only way I can see Sabre being able to avoid Glacius's pokes.
Most of the devs thought Sabre/Glacius was an even match-up. When I brought up the issues, they were all receptive, but kind of took the, "have you tried this yet?" approach. I think I got my point across to everyone, but I know KLobb agreed with me on many points and stated that changes were coming.
I also sent Ken a detailed list of concerns/buffs. I don't expect all of them to be addressed, but I think they'll at least take the list seriously.
I think that would make him OP. I recommended that they lower the recovery on his dash considerably in open space, and slightly when it crosses up.
All he really needs against Glacius is the ability to punish F+MP. Jago does it with his Shadow Wind Kick, Sabre could do it if they gave him more range on his Shadow Jumping Slash. It would basically be the same thing (except Jago's is advantage on block and Sabre's isn't, but at least it's safe).
I also feel that if you could cancel his Run, that could help out as well. He shouldn't have an easy way to get in (Glacius needs to have zoning tools that actually work -- which he does), but it shouldn't be as hard as it currently is. If they can find a happy balance, that would be great.
Having played against several solid Glacius players at Evo (including one of the devs), then watching Rich and that same dev go at it in the Sabre/Glacius match, Sabre has more to worry about than just hail.
Jago can punish F+MK (that long poke), but Sabrewulf can't unless he's already close. Unfortunately, you can't get in with Sabre's dash because it has too much recovery. I got hit during recovery every single time I tried. You have to hope the Glacius player makes a mistake, or move in very slowly.
Once you're in, if Glacius has meter, you can't use Ragged Edge. Everything else he has is unsafe, so your only real option is to go with his overhead/low mix-up (Jumping Slash or Hamstring). If Glacius blocks correctly, you're punished and will probably end up back at full screen. If he blocks wrong, he still has the option to use a Breaker to escape damage.
It's definitely an uphill battle for Sabre, but I've been told changes are coming from him so we'll see how he ends up in the next build. I might be at PAX, so I'm looking forward to playing again and trying out Thunder.
Bloody Roar, Blazblue, Soul Calibur, Tekken... Eveyone's doing it!Female Vampire was the first thing I thought of when they said new character.
Bloody Roar, Blazblue, Soul Calibur, Tekken... Eveyone's doing it!
All the more reason to not include a vampire. Do something different that no one else is doing or has done.
I want a fat vampire.
So when are we seeing the next character again?
Bloody Roar, Blazblue, Soul Calibur, Tekken... Eveyone's doing it!
A few matches from the Madcatz Unveiled event. Probably some of the highest level matches around besides devs vs devs. I'm not even saying this to brag, only because I'm probably the one guy with the most experience playing besides the devs themselves.
KILLER INSTINCT: Max Vs Devs Part 1(High Level Matches from Madcatz Unveiled)
http://www.youtube.com/watch?v=7-ZRdab0t7A
Even Mortal Kobat has a female vampire.
Nitara from Deadly Alliance.who is she?
A few matches from the Madcatz Unveiled event. Probably some of the highest level matches around besides devs vs devs. I'm not even saying this to brag, only because I'm probably the one guy with the most experience playing besides the devs themselves.
KILLER INSTINCT: Max Vs Devs Part 1(High Level Matches from Madcatz Unveiled)
http://www.youtube.com/watch?v=7-ZRdab0t7A
Yeah figured that. However I think Glacius's cluster would stop that moves in an instant. He really should be given's Blanka's move I know it is a cop out, but it allows him to get in. His shadow jumping slash is too slow and as you said the range is too short for him to do anything. Or allow when Sabre does his run he is able to leg drop across the screen.
Good to see some additional hands-on insight! So his dash has that bad a recovery, eh? That's a bit sad to hear. I would hope the slide would be the perfect anti-Spear Poke move, but I guess that doesn't work out so well currently, either.
This makes me think, is Wulf's "Charge to Unblockable" attack save / plus on block? I could see the idea of his rabid swipes + being able to cancel into that being a cornerstone of his mindgames / baiting counter-breakers / semi-save mixup times.
Perhaps a buff to him that could keep along with the systems of the game, is to give him an ender that builds more "Instinct" mode, as well? Since his instinct gives him Speed + More damage, being able to access it more often could make him an overall stronger character.
Oerall, your comments with the devs give the impression that they want to try to aim for the "everyone is viable!" balance method, rather than the Capcom-style "some characters are made to have uphill battles!" style.
I do hope this is the direction they're going in; I always find it helps small-roster games, because it makes every character actually seem worthwhile, which should also increase the chance that players will gravitate to the full cast, rather than just the "obvious high tiers".
Ugh... Love the videos, they hurt so good. I want this freaking game NOW!A few matches from the Madcatz Unveiled event. Probably some of the highest level matches around besides devs vs devs. I'm not even saying this to brag, only because I'm probably the one guy with the most experience playing besides the devs themselves.
KILLER INSTINCT: Max Vs Devs Part 1(High Level Matches from Madcatz Unveiled)
http://www.youtube.com/watch?v=7-ZRdab0t7A
http://www.videogamer.com/xboxone/k...ing_strategy_to_be_announced_at_gamescom.html
Killer Instinct pricing strategy to be announced at gamescom
Actually, you can only combo break enders if your opponent does opener into ender. If theres any doubles in the combo at all, or manuals, you cant break the ender. Its only for those that are just going for quick damage, you can still do something about it, but have to react fast.
Sadly, the later explanation of learning how the game works is really what happens with fighting games. The best thing DH can do to alleviate this, is pair up new players with other new players more often than not. But in the new KI, most of the matches actually take place in-combo, which is where a lot of the mind games come into place
Attacker Choices
Light, Medium, or Heavy doubles
Manual attacks
Shadow Moves
Counter Breaker
Defender Choices
Combo Breakers
Shadow Breakers
and Shadow Counters on block
It takes some getting used too, as many are used to fighting games of the current generation of SF4 stuff, where you wait forever for something to happen. In the new KI, you have to be on your toes constantly, because combos happen left and right, and making the right choices will either lead to a combo breaker or a failed combo breaker, which is like 40-60% damage depending on what your opponent has available Instinct/meter wise.
edit: In regards to casual vs a high level player, the new KI ABSOLUTELY benefits a high level player.
It will be extremely obvious if you go up against someone whos been playing a shit-ton of the game. Theres randomness in the game sure, but nothing nearly to the degree of some recent fighters like UMVC3/SF4. KI seems to be more designed like classic fighting games, and unless you make some really good reads on this high-level player, you will get blown up by breakers and manuals pretty hard.
But is that really a bad thing? I kind of like being rewarded for putting a lot of time into a fighting game, and things like X-Factor from other titles remove that element completely.
A few matches from the Madcatz Unveiled event. Probably some of the highest level matches around besides devs vs devs. I'm not even saying this to brag, only because I'm probably the one guy with the most experience playing besides the devs themselves.
KILLER INSTINCT: Max Vs Devs Part 1(High Level Matches from Madcatz Unveiled)
http://www.youtube.com/watch?v=7-ZRdab0t7A
Attacker Choices
Light, Medium, or Heavy doubles
Manual attacks
Shadow Moves
Counter Breaker
Defender Choices
Combo Breakers
Shadow Breakers
and Shadow Counters on block
It takes some getting used too, as many are used to fighting games of the current generation of SF4 stuff, where you wait forever for something to happen. In the new KI, you have to be on your toes constantly, because combos happen left and right, and making the right choices will either lead to a combo breaker…or a failed combo breaker, which is like 40-60% damage depending on what your opponent has available Instinct/meter wise.
edit: In regards to casual vs a high level player, the new KI ABSOLUTELY benefits a high level player.
At the moment i see Sabrewulf being my main. I always favor aggressive rushdown characters in fighters.
Sabrewulf's stage music is so gooooood.Killer Instinct: New Mechanics Breakdown (New Breaker System & More)
http://www.youtube.com/watch?v=B_gdw0LmDCk
Man, I just don't get this. Watching the 60fps high def footage looks pretty damn awesome to me and it probably looks better without video compression. Though I wouldn't say it's the most amazing looking next gen game, I can't think of a current gen fighting game that looks nearly as good.So I had a chance to play this game recently and some impressions, I was the Saberwolf and the guy I played was Jago. Only 2 characters were available:
- First of graphics are pretty bad definitely looks like a current gen game and it looked like there was a lot of aliasing. It looks ok for a Current gen game i guess but I was not impressed. The dude I was playing is said "Man this game looks likes shit" which i think was a bit too harsh
I've heard it was better than the original (or even the rotatable one) but I'm not sure how much better. Don't think I've heard anyone call it bad.Is there more reports of the xbox one dpad being bad? It dont look like it should be bad
So I had a chance to play this game recently and some impressions, I was the Saberwolf and the guy I played was Jago. Only 2 characters were available:
- First of graphics are pretty bad definitely looks like a current gen game and it looked like there was a lot of aliasing. It looks ok for a Current gen game i guess but I was not impressed. The dude I was playing is said "Man this game looks likes shit" which i think was a bit too harsh
- The last time I played KI was a very long time ago so I am not sure if it's like the older versions but game played pretty decently. I was mostly button mashing but game felt pretty fast not as crazy as MvC games though.
- The Xbox one controller REALLY sucks for this game or fighting games in general. The Dpad is pretty terrible and I tried using the analog stick and it just felt weird. I am guess most serious players will need a arcade stick because I can't see playing with just the controller for too long.
- The guy I was playing was Jago and he seemed to have this move where you can put on some aura which depletes instead of your health. I think the Saberwolf guy had something similar as well.
Overall the game seems ok but I wasn't too impressed. Im not a hardcore fighting game fan although I do like them so keep that in mind.
Is there more reports of the xbox one dpad being bad? It dont look like it should be bad
Man, I just don't get this. Watching the 60fps high def footage looks pretty damn awesome to me and it probably looks better without video compression. Though I wouldn't say it's the most amazing looking next gen game, I can't think of a current gen fighting game that looks nearly as good.
I've heard it was better than the original (or even the rotatable one) but I'm not sure how much better. Don't think I've heard anyone call it bad.
I don't mean to say the game looks horrid. It looks a current gen game. I dunno maybe my expectations were different (for next gen) and that is affecting my opinion but it just didn't impress me as a next gen game.
I am mostly used to the PS3 dpad so it felt worse than that to me for a fighting game.
I think you need to take a look at all the fighters currently available again if you really believe this looks current gen. It's night and day.
I dont want to troll as I do not have any interest in the game other than what it represents as far as next gen visuals but but its not hard to see where hes coming from.
Jago should have the skin and details (like the feathers or cloak) of the Dark Sorcerer,
Sabrewulf should have fur like The Witchers next gen wolf, and
Glacius should be a tech demo on next gen water physics.
I dont want to troll as I do not have any interest in the game other than what it represents as far as next gen visuals but but its not hard to see where hes coming from.
Jago should have the skin and details (like the feathers or cloak) of the Dark Sorcerer,
Sabrewulf should have fur like The Witchers next gen wolf, and
Glacius should be a tech demo on next gen water physics.