Killer Instinct coming to Xbox One

Status
Not open for further replies.
Eh, disappointed they are adding a new character before taking of the must haves, hopefully she has a really fun playstyle.
 
There are different types of grapplers out there. To use SF, there are the Zangiefs and the Hugos, but there are also the T. Hawks and the Alexs's.

Hes more like the latter. Also his normal throw can be used as an opener or a linker in addition to all his command stuff.

Which is fucking amazing.

But his throw opener and linker adds a lot of KV, reducing your total combo damage potential.
 
Does anyone else feel like Thunder isn't much of a grappler? He has only one grapple move, otherwise he's still a rushdown character as he used to be. I still think TJ Combo would be an excellent rushdown/grappler type.


I think one problem with him as a grappler is that his command throw does very little damage. If he is a grappler then you should fear his throws. They should increase the damage of that throw substantially when it is used outside of a combo. Also the shadow version looks as if it allows for very few follow up hits.

Maybe he could also use a high damage air throw. It would also be cool if he could use the stomp part of his throw on its own to add some damage to hard knockdowns. I like that idea.
 
I think one problem with him as a grappler is that his command throw does very little damage. If he is a grappler then you should fear his throws. They should increase the damage of that throw substantially when it is used outside of a combo. Also the shadow version looks as if it allows for very few follow up hits.

Maybe he could also use a high damage air throw. It would also be cool if he could use the stomp part of his throw on its own to add some damage to hard knockdowns. I like that idea.

Based on what they've done thus far, it's quite reasonable to tell them that on their forums, or reach out to them via Twitter or something. You just may see it in a future build.
 
Based on what they've done thus far, it's quite reasonable to tell them that on their forums, or reach out to them via Twitter or something. You just may see it in a future build.

The developers said they read this forum so hopefully they see it and will consider the suggestions. I may post on the official forums tomorrow when I'm not confined to this iPad.
 
My suggestion for Thunder is to make a 2nd Version of Skyfall, that serves as an OTG Stomp Followup to his Current Grapple, and as a utility move. I'd call it something like FEENIX Descent.

- Serves as an OTG Grapple: He'll stomp on your chest, then follow up with a dropping knee or something.
- Adds the real damage to his regular grapple, but gives less time to toy with the downed opponents wakeup
- when done naked, looks like skyfall, but does not hit a standing opponent. Therefore, it allows you to land with nearly 0 recovery, allowing Thunder to fake jump arcs, and catch sleeping opponents unaware with sudden attacks.

I figure this is a bit more complex to add than Glacius Holdable Hail, but has about the same result: using mostly what's already there, to add a new, unique wrinkle to gameplay. And I like the idea of adding mixup to "how the thunder STRIKES" from the sky, because it seems to fit his unique mixup-inspired gameplay.

Another suggestion would be to give his Normal Front throw some utility in combos as well. Such as making it insta Wall-splat in corners, or giving it a new combo-only animation (Like elbowing them, and then tossing out a grapple-only FEENIX Fireball... *ahem*)

But his throw opener and linker adds a lot of KV, reducing your total combo damage potential.

Did the KV Adds seems to matter as much for him, in the Super'Cade streams last night? It still seemed like he was able to get comparable damage to basically any other character in normal situations.

And the The EX grapple seemed to do about 25% damage with a decent followup, by itself.

Maybe they made the KV Value so large, because the throw seems to be able to combo into it's self, and they wanted to make sure you couldn't loop it infinitely / more than twice?
 
A good KI character should either be based upon a classic Halloween monster/costume (skeleton, wolfman, gargoyle, indian, ninja), a popular comic book/cartoon character (human torch, shredder), or iconic movie character (Apollo creed, Terminator, Jurassic Park, Conan).

With this in mind I do not fully approve of this new character.

They should keep the ideas for KI characters simple iconic and dumb. Don't overthink this and get too fancy. You should be able to look at a KI character and have a vague sense of whatever it is referencing from popular culture.
 
A good KI character should either be based upon a classic Halloween monster/costume (skeleton, wolfman, gargoyle, indian, ninja), a popular comic book/cartoon character (human torch, shredder), or iconic movie character (Apollo creed, Terminator, Jurassic Park, Conan).

With this in mind I do not fully approve of this new character.

They should keep the ideas for KI characters simple iconic and dumb. Don't overthink this and get too fancy. You should be able to look at a KI character and have a vague sense of whatever it is referencing from popular culture.

Agree completely.
 
A good KI character should either be based upon a classic Halloween monster/costume (skeleton, wolfman, gargoyle, indian, ninja), a popular comic book/cartoon character (human torch, shredder), or iconic movie character (Apollo creed, Terminator, Jurassic Park, Conan).

With this in mind I do not fully approve of this new character.

They should keep the ideas for KI characters simple iconic and dumb. Don't overthink this and get too fancy. You should be able to look at a KI character and have a vague sense of whatever it is referencing from popular culture.

The only problem I have with that is, it's great for sticking to your guns, but that does nothing to grow your creative base.

I'd keep your ideas in mind for 50/70% of a new cast, but I'd like to see them take what they've learned, and try to add on to it, as well.

That said, Spider Lady (Sadira?) might not be the way to start. If you go too far with your first new thing, you'll make people think you don't understand the nature of a series design spirit. Something like an Egyptian Goddess or a Jiang Shi might have given them room to breath, while still saying "Oh, that's a KI design all right!".

Of course, there IS the possibility that a "Original KI throwback design" Could be one of her alternate costumes, and it could make her look just as plain, overly-retro, and unimaginative as original KI's designs look to many of us now! (I actually think that'd be quite cool to see.)
 
I think Thunder needs at least one more throw. Should be an anti air grab or at least a grab he can do only in the air. However aside from this he looks so freaking awesome in instinct mode. He is the only person whose instinct mode puts fear into the opponent.
 
Anyone notice Thunder's stage music goes to the rocking guitar beat with the drums pounding in the background when both players life bars are low? Really adds tension to the scene.

Maybe it's how the track plays out or just the marketed "dynamic music" done even better.
 
If they wanted to be really faithful to the original Killer Instinct design philosophy, the new characters should be something along the lines of a shaved gorilla zombie or a containment suit filled with sentient farts. Also Spider Lady's clothes would be made of red vinyl and she would have ridiculous banana tits.
 
but you get 8 characters.

i just think a lower entry price for a standard edition would be a good idea even if you do not get 2 less characters further down the line. i have no problems with paying 20 for this game, looks great but i can see alot of people saying "what the hell, 10 bucks for this am in."
 
I'm under the understanding that story mode is included in the $20 package instead of being a separate purchase.

But then that no longer makes it a launch day game if you have to wait until March for the bundle. :(

..I'll probably still cave at launch.

BTW the vid on this page with the Thunder executing a 128 hit Musical Ultra is insane. I haven't been playing the vids with music (since I normally view it at work when I can) but the riffs O_O

my God man, the RIFFS.

Love that effect.
 
Here's some GIF material for you guys

THUNDER: Double 128 Hit Musical Ultra (KILLER INSTINCT 2013)
http://www.youtube.com/watch?v=5WGkWTrOxM4

Not impressive. The same moves in the Ultra are being done over an over again. Didn't seem as dramatic or epic an Ultra as the other characters Ultra's we've already seen.

Love the way the hits sync with the music.

If Thunder is a grab/grapple character then why does his Ultra contain so many hits? It should be lots of different multi-part grabs and throws. Think more along the lines of Daimon in King of Fighters or Brian Battlers multiparts in KOF 98.

Thunder also looks like he's had a bottle of ink poured over his head. Still makes him look quite sinister.
 
For those asking about the story mode, the information was in the IGN interview with Ken Lobb.

Creative director Ken Lobb guesses "February or March" is when the full roster of eight characters will be available and the story mode will become playable. "You have two choices," he explains. "$20. That gets you all eight characters and their colors. We have some unlocks, some more special than others." At launch, you'll get the six launch characters, with the other two unlocking automatically when they become available.

http://www.ign.com/articles/2013/08/20/gamescom-killer-instinct-season-2-in-2014-launch-explained
 
Am I the only one who doesnt give a crap about story mode in fighting games??

There is novelty in it.

But they aren't that important. I mean old KI had really weird endings... Like spinal becoming a movie star, or eyedol killing his mother (blanka ending parody) or cinder just fucking off to nowhere
 
Is there at least an arcade mode / single-player ladder with endings? Or are we just getting training and versus for now?
 
Status
Not open for further replies.
Top Bottom