I thought it was $10 when I looked.
I want the character with no KI coins. That's a temptation I don't need..
The second time it was 15, I forgot to put now it's 10
I thought it was $10 when I looked.
I want the character with no KI coins. That's a temptation I don't need..
Are there any fightpads I can buy for XB1? Can't stand the d-pad for fighters, also don't want to invest in a stick (tried it once, I'm a d-pad player).
This is going to sound incredibly dumb of me - and it is. I forgot I already have that pad, lol.the MKX one, which is also for X360
This is going to sound incredibly dumb of me - and it is. I forgot I already have that pad, lol.
I haven't kept up on this game for PC. Is it only going to run on Windows 10 or have they had a common sense breakthru yet and are gonna release it for all OS users within spec?
Season 1 being free next month is smart.
Season 1 being free next month is smart.
At least three at launch I think is a safe bet. No way we get Kim Wu and Tusk in the initial roster though. One of those will be towards the end like Cinder.
Darth NERFious ‏@TheKeits 3m3 minutes ago
In about 15 minutes we are going to talk a bit about a community-expanding new feature coming to Killer Instinct.
I'd agree with Kim first except you see what happened wth us all thinking Cinder was coming right away last season due to being teased early.
“How do we get more people playing KI?”
A lot of developers ask this question about their games. This has led many fighting games to include some kind of simple control mode to let players new to the genre enjoy themselves. Auto combos, one-button special moves, or automatic defense may seem like great ideas to get new players in, but can allow access to powerful abilities not usable with normal controls. Some modes even disallow access to basic gameplay functions entirely as a penalty for using simple controls! These modes may help new players have a good time against each other, but they do little to teach those players the “real” game because they radically change the way you play.
When the KI development team asked this very same question of ourselves, we knew we needed a fresh answer. Perhaps we also needed a fresh question:
“What is stopping you or your friends from playing KI?”
We asked a lot of players, “what part of fighting games is preventing you from wanting to dig deeper?” What we discovered was that while most people feel pretty confident that they can throw a fireball, almost no one was comfortable with the concept of canceling a normal attack into a special move. And canceling a normal attack into a special move is so core to KI’s combo system that we ask you to do it 3 to 5 times per combo — and quickly!
We wanted to help people feel comfortable playing KI, without changing any of the timing or rules. Without providing any competitive advantage. And we wanted to do it in a way that players could use as training wheels to learn how to play and compete in the full, real game at their own pace.
So we developed Combo Assist Mode.
I'm hardly an execution snob, but I don't know how I feel about this.
Why would anyone want to do the motions now? I guess it may limit your possible linker options depending on the character?
Yea it seems like you have a lot less control over which linkers, and maybe which ender you choose? Seems like a way to make mashing more effective, but I don't know.
Shago figures start to ship TODAY! @XboxViking @maximilian_ @KI_Central @KillerInstinct @8BitBeatDown @CEOJebailey https://t.co/2Cmn00qpFH
Lol my exact reaction.Hooray its (supposedly) fixed!
I hate it.Not sure how I feel about this combo assist stuff.
I hate it.
KI is a fairly easy execution game to begin with, now you can literally mash out full combos from open to ender?? Way to instantly devalue a quality fighting game, and to think they actually devoted dev time for this 'feature'...what a fucking joke.
Take it out.
That's apparently the point :/
It's crazy the whole combo metagame is my least favorite part of this game.
Apparently the dev team is very much behind the idea as a big removal of barrier to entry, but to me it seems poorly implemented when it effectively renders traditional moves pointless in most situations. For some sort of easy-mode learning assist, there needs to be a bigger cost of use.
I don't see the downside. It makes the combos easier to execute, but changes nothing about how you're supposed to be controlling your opponent with footsies, mix ups, and reaction. Combo assist also only grants two assist linkers and two assist enders. You really think someone is going to rise the ranks with only combo assist and learning nothing else?
If a player is having fun and wants to compete they're still going to have to get good at the finer points of the mechanics including breaking, using shadow meter effectively, manuals, instinct, etc. because a seasoned player won't hesitate to body them using all of those tools and resources in smarter ways. As they dig in they'll no doubt start to want more control over their linkers and enders as well.
This is how I feel about it. I don't understand anyone being upset about it. If it helps more people get into the game and doesn't take away my enjoyment of the game at all, I can't see it as a bad thing.
What if you enjoyed the motion requirements? If they're not required anymore, it makes no sense to use them. You're just potentially hurting yourself by not dropping them completely.
This doesn't change the timing on anything else to give combo assist users an advantage, so if you enjoy putting in the motions you can continue to do so with no disadvantage.
Sure, but why? They're superfluous now.
I could to half circles too if I wanted do, but there's no point to do so.
You're just going to drop shadow linkers and enders from your game?
You also realize that you get only two assist linkers and two assist enders, right? Your combos are going to get predictable really fast if you just rest on assists.
If I like the following characters in other fighting games, who would I like in Killer Instinct?
UMvC3: Dormammu
MvC2: Sentinel
Skullgirls: Painwheel
Guilty Gear: Dizzy, Testament
BlazBlue: Nine
Smash: Mewtwo, Jigglypuff
Street Fighter: Bison
Basically, I really like mobility and space control.