Killer Instinct coming to Xbox One

Status
Not open for further replies.
Sabrewulf's Ultra looks terrible. I'm not happy about that crescent moon claw thing. He's the best character design we've seen so far but his moves don't look too special. (Glacius looks awful and Jago is not my kind of Ninja design).

Jago's Ultra should shred the opponent to pieces as its the final move of the match and he's using a sword.

Going back to my earlier point about the amount of characters. Delaying Thunder's reveal for a couple of weeks to August really has me believing that this will have a minimal amount of characters.

As someone pointed out earlier, a small character line up actually hinders Skullgirls.

I hope this game picks up and looks a lot better in the coming weeks. I can't see myself migrating off DOA 5 or KOF XIII just yet.
 
Really hope this becomes a long term fighting game staple for Microsoft.

Updates, tweaks, new characters. If its going to be digital, this thing should have serious legs. Looks fantastic, can't wait.
 
Really hope this becomes a long term fighting game staple for Microsoft.

Updates, tweaks, new characters. If its going to be digital, this thing should have serious legs. Looks fantastic, can't wait.

If they can make KI a competitive game which is embraced by the fgc, it will have no problems in terms of longevity. Patches and frequent balance updates will also be as vital as you said.
 
If they can make KI a competitive game which is embraced by the fgc, it will have no problems in terms of longevity. Patches and frequent balance updates will also be as vital as you said.

I've been playing fighting games since I was a kid, but I'm no expert at them. As in, not a frame counter or anything like that, but KI seems pretty deep to me.
 
How would you guys feel about supers being introduced into this game? People like supers. It add to the hype when caught. They should add another bar for it or have it take the full two bars to be used.
 
lol that is one opinion. Why though?

Supers would be totally unnecessary in KI and would only break up the combo system.

I'd rather just have Enders be the big-damage, flashy move. Just getting to a high-level Ender without being broken is going to be pretty hype in tournament play, I think.

There's already enough depth in the mechanics. Double Helix should just keep tuning/focusing the systems they have, rather than adding new ones.
 
Supers would be totally unnecessary in KI and would only break up the combo system.

I'd rather just have Enders be the big-damage, flashy move. Just getting to a high-level Ender without being broken is going to be pretty hype in tournament play, I think.

There's already enough depth in the mechanics. Double Helix should just keep tuning/focusing the systems they have, rather than adding new ones.

But every modern day fighter has supers. I know it is not needed, but it is well liked. I know I'll be fine without it, but I know I would like it if it is in it.
 
How are supers stupid?

It's not a issue of it being stupid. I think most fans don't see it as a natural evolution of KI mechanics. The essence of KI is the combos and the finishers. I don't think DH should try to entice SF players with similar mechanics. Fans like KI for the essence of KI. Would be neat to see a fresh take on the concept of supers that wasn't copy and paste.
 
It's not a issue of it being stupid. I think most fans don't see it as a natural evolution of KI mechanics. The essence of KI is the combos and the finishers. I don't think DH should try to entice SF players with similar mechanics. Fans like KI for the essence of KI. Would be neat to see a fresh take on the concept of supers that wasn't copy and paste.

This is what I would like to see. I mean even Mortal Kombat has supers now. So that is why I said it would be nice to see them in the game.
 
How are supers stupid?

I don't think they're stupid in general but for KI? Definitely.

Comparing KI to SF doesn't really work. This isn't a footsie game that needs a big flashy punish to keep the pace moving and the crowd interested. I know the FGC eats that sh*t up but I'd rather see KI stick to it's roots and carve out it's own brand of tournament hype.

Honestly mate, what practical purpose would Supers serve in KI?

Damage? As long as you can reliably hit QCB and DP inputs and follow the most basic, 3-move Opener->AD->Ender combo system, it's going to be ridiculously easy to get safe, damaging combos with someone like Jago. Add Linkers/Shadow and you're getting huge damage without even doing the huge 60+ hit combos that you see Max and the Devs pulling off.

Hype? 100+ hit combos. Combo Breakers. Baited Counter Breakers. Shadow Counters. Ultras. Instinct Cancels. Do we really need more?
 
Free combo'ed hits for landing one special move input = stupid. At least that's why I don't like them. Back in the day, you had to work to string together a combo.

This guy gets it

It is my single most hated "feature" post SF2 - I would rather get tossed around like a ragdoll by someone who knows what they are doing (by combo) instead of getting free massive damage by doing a basic input if I fuck up my blocking by being too aggressive

I also tend to feel really bad when I use them as well as I don't feel like I am earning anything

In KI, I have a chance to break combos etc- all supers do is encourage turtling and doing safe moves because you fear your opponent will blow you up

I want to be aggressive and I want everyone else to be aggressive
 
So, I think I've read/watched every piece of KI news since E3 but I'm still a little bit confused about the new EVO build's breaker system.

If everything is now breakable on reaction, aren't Enders going to be super easy to CB because they're always going to be HP/HK?

Also, because you can't use the Heavy version of a Linker (without it turning into an Ender and finishing your combo), doesn't this make them significantly easier to break as well?

Does this mean that in high-level play, we'll rarely see an "Ended" combo?

I must be missing something so please, enlighten me.
 
Shadow Moves were in KI1 and KI2. But in KI3 they are stupid?

I don't get it.

I don't think anyone said Shadow Moves were stupid... (-_-)

They're basically EX moves -- not Supers -- if people need to make SF comparisons.

So much so that anytime Willette or Verfaillie talk about Shadow Moves, they mess up and call them EX Moves at least once.

At this point, Double Helix should setup a "swear-jar" at their office for saying "EX" in an interview. :P
 
Female Vampire was the first thing I thought of when they said new character.

Shout out to Wizards Choice (text game on mobile & iPad) - My game of choice when dropping a deuce.

427960_431414110220330_2017573468_n.jpg
 
So, I think I've read/watched every piece of KI news since E3 but I'm still a little bit confused about the new EVO build's breaker system.

If everything is now breakable on reaction, aren't Enders going to be super easy to CB because they're always going to be HP/HK?

Also, because you can't use the Heavy version of a Linker (without it turning into an Ender and finishing your combo), doesn't this make them significantly easier to break as well?

Does this mean that in high-level play, we'll rarely see an "Ended" combo?

I must be missing something so please, enlighten me.

Enders can only be broken at the very beginning on a combo string if they choose to end early. For example, if someone just did opener-ender, you could press HP+HK to break that ender. I'm not too sure if an auto double is in there, if it's breakable, but breaking enders was only meant for the REALLY small combo strings, so that the game wouldn't have unbreakable combos like KI1/2.

And breaking linkers can be much easier than breaking doubles sometimes. Since you only have 2 options to break a linker, being light or medium linkers, and you have 3 options to break doubles being light, meds and heavies. HOWEVER...I did hear the devs at one point say they'll be looking at changing the timing of the break window for linkers, so that might get adjusted.
 
Enders can only be broken at the very beginning on a combo string if they choose to end early. For example, if someone just did opener-ender, you could press HP+HK to break that ender. I'm not too sure if an auto double is in there, if it's breakable, but breaking enders was only meant for the REALLY small combo strings, so that the game wouldn't have unbreakable combos like KI1/2.

And breaking linkers can be much easier than breaking doubles sometimes. Since you only have 2 options to break a linker, being light or medium linkers, and you have 3 options to break doubles being light, meds and heavies. HOWEVER...I did hear the devs at one point say they'll be looking at changing the timing of the break window for linkers, so that might get adjusted.

Exactly what I needed, thanks.


I totally missed the link in this post!

If you could sum up the 49 pages of this thread in one Youtube clip, it would be that one.
 
I don't mind Supers in general. They're just another facet of "how do I land damage", that adds another layer beyond "do the most damaging combos again and again!". You generally have to earn the damage in a super, either by comboing into it, or making a good read.

In KI, though? I see no need for them, since all the cosmetics of a super are already in the game anywho. Shadows and level'able enders have the style of Supers (over-glorified regular specials), and the big-Oomph Ultra enders also play into this.

I think it's important to look at KI as "the game where every normal fighter's systems exist... within combos." Your mind-games, your easy damage, your complex damage, footsies, etc... this new KI lets you play around with all of that, while in mid combo.

I think that helps give this game it's own unique style. Watering it down too much, by giving 30% damage non-combo moves wouldn't bring anything to it's style at all.
 
I don't mind Supers in general. They're just another facet of "how do I land damage", that adds another layer beyond "do the most damaging combos again and again!". You generally have to earn the damage in a super, either by comboing into it, or making a good read.

In KI, though? I see no need for them, since all the cosmetics of a super are already in the game anywho. Shadows and level'able enders have the style of Supers (over-glorified regular specials), and the big-Oomph Ultra enders also play into this.

I think it's important to look at KI as "the game where every normal fighter's systems exist... within combos." Your mind-games, your easy damage, your complex damage, footsies, etc... this new KI lets you play around with all of that, while in mid combo.

I think that helps give this game it's own unique style. Watering it down too much, by giving 30% damage non-combo moves wouldn't bring anything to it's style at all.

I think this sums it up. KI has always been about the Combos and that shouldn't change.
 
My main concern from a tournament standpoint is a small launch day roster. If the game releases with 10 characters or less (really 16 or less IMO), I don't think many tournament-savvy players will buy the game and/or take it seriously. A small roster is not healthy for a competitive fighting game these days.

I would love to see the game launch with 16, then buff up to maybe 24 by the end of the "first season". If the game doesn't see a decent turnout at NEC (December), then it may not have a good chance of making it into Evo. If it misses Evo, the chance of it catching on in competitive circles is slim to none.

I just want multiple options on taking down an opponent. I want to be able to get a 60 + hit combo without the aid of an ultra.

With Instinct and a full Shadow Meter, you can probably get close to that. I'm pretty sure you can hit at least 40 without an Ultra.
 
My main concern from a tournament standpoint is a small launch day roster. If the game releases with 10 characters or less (really 16 or less IMO), I don't think many tournament-savvy players will buy the game and/or take it seriously. A small roster is not healthy for a competitive fighting game these days.

I would love to see the game launch with 16, then buff up to maybe 24 by the end of the "first season". If the game doesn't see a decent turnout at NEC (December), then it may not have a good chance of making it into Evo. If it misses Evo, the chance of it catching on in competitive circles is slim to none.

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.
 
My main concern from a tournament standpoint is a small launch day roster. If the game releases with 10 characters or less (really 16 or less IMO), I don't think many tournament-savvy players will buy the game and/or take it seriously. A small roster is not healthy for a competitive fighting game these days.

I would love to see the game launch with 16, then buff up to maybe 24 by the end of the "first season". If the game doesn't see a decent turnout at NEC (December), then it may not have a good chance of making it into Evo. If it misses Evo, the chance of it catching on in competitive circles is slim to none.



With Instinct and a full Shadow Meter, you can probably get close to that. I'm pretty sure you can hit at least 40 without an Ultra.

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.
 
\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
 
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
I just feel like a great glacius player could keep Sabre at bay. His shadow moves doesn't help him close the distance fast enough. If his dash had invincibility I could see it working, but that might make him broken then lol.
 
Given the new philosophy DH is applying to KI in regards to making each character play uniquely, what type of fighter do you see them making Orchid, based on what we already know about how she plays?
 
Given the new philosophy DH is applying to KI in regards to making each character play uniquely, what type of fighter do you see them making Orchid, based on what we already know about how she plays?

Like riptor... No arms, all legs and tail
 
I just feel like a great glacius player could keep Sabre at bay. His shadow moves doesn't help him close the distance fast enough. If his dash had invincibility I could see it working, but that might make him broken then lol.

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.

Would his slide work to get him past that? It does take time to get to the ground, and Wulf is the lowest to the ground character we've seen so far.

For the record, I don't dislike Wulf's Ultra, btw. The sound of his claws hitting + the green streaks all sell it to me, and I like the fact it's pretty no-nonsense, straight slash-and-destruction all the way through, with the side-switching tossed in for good measure.

The final slash COULD use some touch up though. Either by making it blood red, making him scratch an image of his old bat projectiles, or maybe just have a triple slash appear over him, rather than just a single one? Just something to get that unique visual flare.
 
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.

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.
 
Status
Not open for further replies.
Top Bottom