Only thing I don't like about flip out is the animation.
How would you like it changed? I think it looks fine, but I hate the blow-out animation a bit more, since it looks to be animated in a way that serves it's purpose (getting the enemy full-screen away), rather than looks good doing it (the trajectory and travel time sometime look off.)
There is a bit of frankenstiening with these things going on, that makes them jarring. If they were part of the game from day 1, they'd have more acute, proper animations. But either through minor adjustments, or just getting used to it, I think they ultimately work out.
Yeah, I think maybe a bit taller than Glacius or same size I imagine. I don't think he'll be standing at full height though but that's depended on what stance IG gives him.
Speaking of that, how would y'all want Arby to play like? Thinking like Iron Galaxy for a moment since they're all about different characters play styles, I'd like him to be a stance character with Gun/Energy Sword stances. KI's all about character variety and Halo is known for players holding only 2 weapons so I thought it'll be neat. Plasma grenade could be like a standard projectile move between both stances but his normals/specials would be different and switched on the fly like Aria.
Never though of him being THAT tall, I figure he'd be about equal to Glacius. Cool.
As far as I'd like him to play? I kind of hope they avoid the stance thing, and maybe go for punch / kick specific stuff? Top Buttons Covenant weapons, bottom UNSC! Cinder and Orchid both have Plasma Grenade-like stuff already, so maybe making him have shifting grenade types depending on which weaponset uses would also work.
What would his instinct be? Cloaking? Halo-style regenerating energy shields? Swapping out his normal weapons for a heavy weapon set? Armor (design) upgrade? Calling in an army of Elites to fight along side him? Support fire from a squad of fly-by Ghost?
Fair point again but from reading the change log, it's still along the lines of what Capcom do nerfing characters more than understanding why they're good. I still think there is a huge difference between Iron Galaxy and Double Helix approach to balancing characters.
I just don't know how you can listen to Keits speak out the changes, and thing he doesn't understand what makes the character good. I can understand it for Capcom, lol. I think Keits and Filthy both gained respect points from me, over KI streams, by being able to explain their characters in depth, often with insight beyond the general playerbase. The way they DIDN'T take away Kan-Ra's "turtly" BS, and even added new wrinkle to it, shows me they're not out-of-touch devs that just nerf in response to the loudest cries. This is what I think is the worse part about older Capcom nerfs. (I think they'll do better in SFV era.)
I mean, they Nerf-Buff. They take away "broken" stuff, but add in developed stuff to compensate, that carries the same spirit of what the broke gave. I feel like IG would, for example, developed a much better Dan for Street Fighter than Capcom has potentially ever done. He'd be more like SVC Chaos Dan (still goofy, but through animation, not comically weak attacks), rather than Capcom's (where they use the idea of him being a "joke character" to continually under-power, or under-develop him.)
Eh, I'm not really a fan of that change. Again, I like how basic Double Helix Killer Instinct was. I liked how Spinal played. I liked how I could manually charge Fulgores bar. I liked Jagos Wind Kick distance. I liked how ruthless Sabrewulf was. Only characters I prefer in Season 2 from Season 1 is Orchid and Thunder because of the tools they got. Season 2 felt like a mess to me and now they're adding more to it in Season 3. The changes and Kim-wu teaser don't look promising. But I'm giving it a try next month anyway.
I liked manual charge too (similar to how I like Chunk'n up with Aganos), and old Spinal was fun. Jago's old wind kick somewhat felt as I do about many Capcom moves; You don't make 3 strengths, plus an EX, and then just have 1 "best" option that over-performs. You try to have each level have it's specific uses, to encourage the fact they all get used. That's the best (basic) layer of moveset depth to a fighter, not number of unique moves, but usefulness of each strength.
DH got this well, and I think IG does, too. Seeing things like Cinder's Inferno and Saber's Run get more unique aspects per button press supports this. IG adds a lot of mechanic shifts, but KI still has an excellent training mode, to soften this, and the newly added Combo assist, which helps clear away a lot of the confusion while learning.
Most of the changes IG makes are basically just giving mechanics to things people did anyway. Spinal's Skullet Hell Shooter Instinct buff is just a more crazy version of the skull shenanigans people were doing before, and it's a smart way to give him the power of regen skulls, without having them.
I personally wish they'd add more "Grapple" to Thunder's emerging tools, but having multiple ends to Sammamish is something I've wanted since Day -30 or something (when I got to play him at TFC before release!), and I think they came up with a very "modern KI" way of doing it.
I guess I just prefer the tradeoffs we got. "Simple" KI S1 was good, but it also didn't really get the attention needed to keep it going. We don't know how DH would have grown this, but I find it hard to imagine they wouldn't have added layers of complexity as well. Would we be in an S3 if KI stayed purely as simple as S1? Would our characters have gotten as interesting as Aganos and Hisako, if the series stuck closer to it's original inspirations?
You just can't stay Super-simple with Larger cast. All fighters learned this over the years. The way KI now has a little bit of almost every fighter in it feels like an honest version of KI's original "Just rip off a bit of every fighter out there!" motif from the originals.
I love how it's a little bit "Anime", a lotta bit Street Fighter, a little bit KoF, and a little bit MvC. With a few sides of Samurai Shodown and Last Blade for good measure. Kim Wu is a bit Gato MOTW (EX Dragon Kick, unique air movement), with a bit of Kurandoberi Jam from Guilty Gear (all those other dragon kicks).
Definitely got to see how this all feels once it reaches the wild, though. There's easily a chance they could have overcompensated on some things (I'll Miss Maya's dagger ender, and Thunder's Call of Earth Damage), but this might all make sense once we get all the characters in our hands.