Here are my PAX impressions, originally posted on the DH forums...
I just got back from PAX Prime. Thought I'd share my thoughts on the new build. After having played at E3 and Evo, I was pretty much expecting to just mess around with Thunder and then play as I normally would. That was definitely not the case, but there are some lingering concerns still.
Increased Speed
When I got to the Mad Catz Unveiled party the night before PAX, I played KI and immediately noticed the significant difference in speed compared to the E3 and Evo builds. I was dropping combos left and right because I was waiting to input my Linkers, Auto-Doubles and Enders based on the slower timing that I was accustomed to.
With the increased speed, the combos feel better and the game feels more in your face and frantic. Combos end much quicker than before and you get back to the action a lot faster. All of this is an improvement over the previous builds. However, I do have one concern. You can't break Light Auto-Doubles on reaction anymore. That adds one more guess to a game that's already heavier in guessing games (read: mind games) than any other fighter aside from DOA.
Now, I will say this is a minor concern since using Light Auto-Doubles won't give you much damage and increases your KV meter pretty quickly. It was just a bit disappointing to see even more guessing come into play as I'm not a fan of guessing at all in fighting games.
Heavy Linkers
This was a much needed addition to the game. With the ability to break Linkers added in the Evo build, you had a 50/50 chance of guessing right on a breaker because there were only Light and Medium Linkers available. In the PAX/Gamescom build the addition of Heavy Linkers makes it a proper 33% chance of guessing right. At first I was a little thrown off by the input (hold Light or Medium to perform the Heavy Linker), but after a few matches I started to get the hang of it.
The addition of Heavy Linkers does more than just add another option to the combo system. It also changes how Light and Medium Linkers work. With the new addition, Light/Medium Linkers now add more KV, which means your combo will end faster than before if you're using Light or Medium Linkers. If you use a Light Auto-Double, then a Light Linker, your combo is basically over.
This adds a new layer of depth to the game. There's no need to even attempt a break if your opponent starts a combo, then goes straight into a Light AD or Linker. Unless they use a Shadow Linker, the damage won't be huge, and in most cases it won't be worth the risk of being locked out.
As the offensive player, it means you may want to go for a reset, especially with the change to the potential damage. Now that it drains slower intentionally to encourage resets, it almost seems like a no-brainer to go for a reset if you opt to use Light ADs or Linkers.
Thunder + Laggy Monitors
On paper, Thunder didn't seem all that great. The frame data on his command throw and low-hitting Ankle Slicer didn't seem fast enough to be a threat. However, in reality that is not the case at all. The Ankle Slicer reaches almost full screen and comes out really fast. It definitely looks faster than the 19-frame start-up listed in the command list.
However, on a side note, while the monitors at the Mad Catz party were tournament standard, the monitors at the Microsoft booth (the only place KI was playable during PAX) had considerable lag. It wasn't noticeable to the average Joe, which makes it fine for PAX use, but as a tournament player I couldn't jump out of any of Thunder's throws on reaction, it was very difficult to break his Back Throw (which starts a combo) on reaction, and blocking the Ankle Slicer was equally difficult (even from across the screen). It made Thunder much stronger than he actually is. Not to say he isn't a strong character, but with the addition of monitor lag, he was very difficult to contend with (although so were Glacius and Sabrewulf).
Getting back to Thunder, he does a tone of damage, end of story. He was the new character on the block so I couldn't read his ADs and break accordingly. That definitely allowed Thunder players to go to town during a lock out. With his Back Throw being a combo starter from anywhere on the screen, he is deadly. Although while it was stated the tech window on throws is smaller, it was hard to tell if you can still do it on reaction due to the laggy monitors. If I was looking for a throw, I could still tech on reaction, but I had to be far more on point than I was at Evo or E3.
Based on my play time with Thunder, he's not scary unless he has meter. However, once he has meter, you have to be very, very careful how you approach him. I was trying to see if I could use his Shadow Triplax (with one hit of armor) to go through Jago's Wind Kick from full screen, but the monitor lag prevented a proper test. However, it definitely feels like that Shadow Triplax is death to anyone who gets a little too antsy when Thunder is closing in on you.
Without meter, the normal Call of the Earth (command throw), isn't a huge threat. The damage is minimal and there's no follow-up. He can put you in a mix-up, but it's not super strong once you know what his options are. He also can't hit you with Call of the Earth if you're in hit or block stun. You can't just toss it out, you really need to know how to use tick throw setups or the throw will go right through the opponent and you'll be eating a combo.
Now once he has meter and can use the Shadow Call of the Earth, things change. That thing seemed virtually instant. Granted, monitor lag, blah blah... but it didn't matter if I was in hit stun, block stun, whatever... this thing connected. It also seemed to have invincibility frames on start up, which made it even better. Tack on the juggle damage at the end, plus a 50/50 wake-up and you've got a real threat on your hands. But, if Thunder is using meter for Shadow Triplax/Call of the Earth, it means he won't be able to use Shadow Counter as often, which does open up some strategies for the opposing player.
Thunder was one of my mains back in KI1, but unfortunately, I don't really enjoy playing grappler characters, so he won't be a main for me in the new game. On that note, I do hope that if we see Combo or Spinal (my other mains), they don't end up being changed too much. As I said, Thunder is a great character, but since grapplers aren't my style, I'd be disappointed if my only remaining mains don't play like their former selves.
Sabrewulf's Manuals + Jago's Around the World
As a side note, I finally had enough time to try out Sabrewulf's Manuals. They are not easy to start at all, but once you get going the timing isn't all that difficult. You can also start combos with his Manuals, unlike Jago's Around the World.
One thing that was difficult about Sabre's Manuals is that the window to input an AD is HUGE! I was literally waiting a good second or two to get the timing of a Light Manual instead of the Light Auto-Double. If I had to guess, the window to input the AD is at least 10-15 frames after the completion of the Opener/Linker animation. Also, Sabre's Manauls don't draw in the opponent like Jago's Around the World. If you're out of range... you're out of range.
Also, you can mash out Jago's Around the World. You can actually do an Opener, then mash all six buttons and he'll perform Around the World. Hopefully that gets fixed... lol
Closing
That's about all I can think of off the top of my head. If you guys have any questions, feel free to ask and I'll answer what I can. I've played quite a bit of KI between E3, Evo and now PAX so I feel comfortable answering most questions. I've also talked to the devs at each and every event.