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Killer Instinct Season 2 |OT| It's international RIPTOOOOORRRRRR day.

.la1n

Member
I'll admit I do miss seeing who I am playing before a match, no idea why they decided to change that. Kind of defeats the purpose of ranked matches if you are the only one that can see it. Like I said they may have been trying to prevent pre-match quitting but doesn't explain why it's absent throughout the match.
 
How can it have gone from a game with a decent model (8 characters and their stages for $20 or that plus an older game and extra outfits for $40 and the ability to buy characters and accessories separately) to a game that is expensive to play if season 2 has the exact same pricing model as the first one? And microtransactions are entirely optional, there is nothing that requires microtransactions to get and in fact some things have been hinted to be only obtainable by playing the game.

Eh, my stance on the price was a few pages back. As for microtransactions, I know they're option but optional microtransactions are there as a reminder to getting the "quick results". As I said before, it plays on the buying habits people have. There's no need for it optional or not.
0eYHZuP.jpg


:lol

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Man I have no idea what's going on with the ranks. I'm going up a level then down then down again by by winning. No idea.
 

.la1n

Member
Season 2 sounds like a mess: bland animations, strange ui decisions, bugs... Hopefully it gets fixed soon.

There are some small issues here and there that can be worked on but nothing that's going to effect the core game. I can't speak for everyone but I am playing KI for the competitive fighting and that part of the game is as solid as it ever was. Not to mention the key element that puts it above every other fighting game I play: excellent net code.
 

DopeyFish

Not bitter, just unsweetened
Does anyone know if this is a quality solid stick for the XB1:

http://www.amazon.com/dp/B00JDYMPR0/?tag=neogaf0e-20

I had an official Mad Catz Tournament stick for the 360, and it was awesome with no problems. So I'm wondering why this XB1 version doesn't seem to get as good reviews?

heh the negative reviews are really only complaining about LED lights and mic ports as their negatives

i have the KI edition and it's solid
 

Defect

Member
I finally got time to play S2 and WOW.

I am having a lot of fun with TJ. The game looks even better and the music is still godlike. I need to get used to the new UI but it ain't bad.

Keep it coming.
 
I seriously cannot wait to see Cinder, along whatever his stage may be. :0

I'm still hoping for KI2 costumes.=O

Well we all know TJ is getting his KI2 outfit. :p Which I am definitely looking forward to!

And am I the only one that's mad that you can't have a different custom for each colour like in season one? Why did they remove that?

Wait, really? That's just lame. Now I don't want to use the Divekick outfit. D: Well.. Whenever I can own this. >.<
 

AMUSIX

Member
Season 2 certainly has me playing the game more, no doubt. That bump in visuals is really, really nice, and the two new characters are awesome additions. If their levels are any indication, I'm excited to see what we'll get for Cinder and Riptor (hopefully the bloody spike poles will make an appearance).

Unfortunately, the more I play, the more stunned I am by the mess of a UI. Yes, it's far, far more slick than the original, but it's just a maze to try to figure out where anything is. You can see what you've unlocked, but you can't see what has yet to be unlocked in the same area? Instead you back out three times back to the main menu, go into the store, and then go into your desired field?

Of course, there's the huge step back in customization that's already been mentioned several time. A message to any developers taking over a project: NEVER REMOVE FEATURES. EVER. You can rearrange stuff, you can implement new paths to the same goals (like the new XP design) but, no matter how trivial you might think they are, do NOT remove features.

So..yeah, I'm liking everything that takes place in a match. But so many things that were changed just for the sake of change have resulted in a big step back.
 

tapedeck

Do I win a prize for talking about my penis on the Internet???
on KI launch stream, mick gordon says he is making the theme for riptor with beanland
Let's just have Beanland and Mick team up for the rest of S2 and S3, would be soundtrack of the forever.

Not that Mick needs the help, TJ Combos theme is straight ear-porn.
 

Nephtes

Member
All the people across the internet talking about "Aww man Riptor is gonna be back, I love that guy!", not knowing Riptor is female got me thinking...

Is it wrong to suggest some of the unlockable accessories for Riptor be a bow and big eyelashes, pink painted nails, and a skirt?

Edit: I bet she just wants to feel pretty sometimes, you know?
 

tapedeck

Do I win a prize for talking about my penis on the Internet???
All the people across the internet talking about "Aww man Riptor is gonna be back, I love that guy!", not knowing Riptor is female got me thinking...

Is it wrong to suggest some of the unlockable accessories for Riptor be a bow and big eyelashes, pink painted nails, and a skirt?

Edit: I bet she just wants to feel pretty sometimes, you know?
So basically Birdo.
 
I really like TJ and his moves but the game is so fast for me it's hard right now to string together a big combo without whiffing or reacting fast enough, heh.

I love his stage.
 
I am definitely maining combo I love the Marvel 3 reference with the achievment "I can't control it" when you use your instinct. It would be great to get some games with some of y'all Gaf crew. I definitely need all the help I can get to improve my combo, I'm finding it hard to get in on my opponents. XBL: FadedRevolution
 

Delt31

Member
I am definitely maining combo I love the Marvel 3 reference with the achievment "I can't control it" when you use your instinct. It would be great to get some games with some of y'all Gaf crew. I definitely need all the help I can get to improve my combo, I'm finding it hard to get in on my opponents. XBL: FadedRevolution

I'll hit you up later tonight. Trying to main combo too. tag is delt35
 

Krassus

Member
Riptors attacks were awesome with his baby claw and rear feet forward leap. Hopefully he still has some of the originals mixed in. His sound effects were awesome when he attacked also.
 

Skab

Member
Official patch notes are up

http://www.ultra-combo.com/forums/index.php?topic=3143.msg55883#msg55883

System Changes:

&#8226; Shadow Projectiles that used to count as Enders are no longer able to cash out damage. This
includes Jago&#8217;s Shadow Endokuken, Fulgore&#8217;s Shadow Energy Blast, Spinal&#8217;s Shadow Searing
Skull, and Orchid&#8217;s Shadow Ich-Ni-San.
&#8226; If you use a Counter Breaker, any of your active projectiles will be destroyed. No more using
lingering projectiles for safe Counter Breakers!
&#8226; Some characters could counter break from projectile specials that were not breakable. This has
been fixed.
&#8226; Fixed a bug that let you tech out of throws during trip guard (your landing recovery from a jump
attack).

Jago:

&#8226; Fixed a bug that was causing the 2nd projectile in a double endokuken to have the same data as
the first, resulting in longer than intended hitstun.

Sabrewulf:

&#8226; Fixed a bug that was preventing Sabrewulf&#8217;s Heavy Hamstring linker from letting him pass into
the corner.
&#8226; Fixed a bug that allowed Sabrewulf to use a Feral Cancel to exit a successful counter breaker
before it hit, leading to frozen and strange animation states.
&#8226; Fixed a bug that made Leaping Slash and Hamstring openers unbreakable if used after a jump-in
Opener.
&#8226; It is no longer possible to avoid breaker windows by using a Feral Cancel.

Glacius:

&#8226; This cool customer didn&#8217;t get any direct changes/fixes.

Thunder:
&#8226; Fixed a bug that caused Shadow Enders to have lower priority than regular Enders, making you
miss them sometimes.
&#8226; Fixed a bug that caused Call of Sky&#8217;s lightning bolt to hit 4 frames earlier than intended. This
move should be possible to dash-dodge with some characters now.

Sadira:

&#8226; Sadira&#8217;s juggle normals now cause less KV, giving you a bit more freedom in your juggle combo
paths.
&#8226; Fixed a bug that let Sadira circumvent the new &#8220;No instinct cancels from enders&#8221; rule.
&#8226; Fixed a bug preventing Shadow VFX from firing during Shadow Wall Cling.
&#8226; Fixed a bug that let Sadira use pre-jump frames to trigger an Ender during Instinct without a
double, manual, or linker before it, which could lead to blocked Enders.
&#8226; Fixed a bug preventing Sadira from using Shadow Wall Cling in a combo.

Orchid:

&#8226; Reduced damage on opener Ichi Ni San strings. These hit like 3 heavy specials in a row
unbreakable and lead to very high one-chance-break damage.
&#8226; Fixed a bug that prevented Orchid from using a counter breaker during landing after a jumping
opener attack.
&#8226; Fixed a bug that let the explosion from a grenade lock up the game or hit repeatedly.
&#8226; Fixed a bug preventing Orchid from using Heavy Slide linker after an opener Slide when
performed late.
&#8226; Fixed a bug that caused the grenade&#8217;s explosion hitbox to stay active much longer than
intended.

Spinal:

&#8226; Fixed a bug that caused Divekick to knockdown instead of ground bounce in certain situations.

Fulgore:

&#8226; Fixed a bug that prevented Fulgore from using a counter breaker during landing after a jumping
opener attack.
&#8226; Fixed a bug that prevented Light linkers from blowing out the way other character&#8217;s do.
&#8226; The kara cancel window for Shadow Plasmaport was still looking for the old input motion of this
move, causing you to miss this input fairly often. Fixed!
&#8226; Devastation Beam is no longer breakable as a linker to keep it in line with other Shadow
projectiles.

TJ Combo:

&#8226; Fixed a bug that caused TJ to overlap other characters in an unintended way during TJ Tumble.
&#8226; Previously, TJ&#8217;s Barrage Ender would always deal damage similar to a Lv3 damage ender. It now
deals additional damage at Lv4.
&#8226; Fixed a game freezing bug that could happen if TJ was hit out of certain Enders.
&#8226; Vortex used to add most of the KV, and Cyclone would add very little. It is now more evenly
distributed.
&#8226; Fixed a bug that caused extra hits of Punching Bag to go off without button presses during
Instinct Mode.
&#8226; Changed which attack TJ uses after a counter breaker. He now uses Medium Flying Knee.
&#8226; Fixed a bug preventing Shadow VFX from firing on some of TJ&#8217;s Shadow moves.
&#8226; Made the pushbox on Powerline Hit wider to avoid TJ situationally passing through opponents in
the corner if they attack at the same time.

Known Issues

These are known issues we are actively working on for our November update.

&#8226; General - Text truncation and overlap in some areas of the UI.
&#8226; General - Menu overlap under certain conditions in some areas of the UI.
&#8226; Store - Stated prices for Ultra Edition and Combo Breaker Pack in the in-game store pop-up
messages are reversed. Actual prices are accurate in the Xbox Store and when the transaction
goes through.
&#8226; Profile Card - Wrong Gamertag and Profile Card are displayed after switching profiles while
viewing Concept Art.
&#8226; Survival - Players Health Bar and Shadow Meter from last win carry over to new Survival Session
after a loss.
&#8226; Practice - Selecting a Theme purchased with KI Gold in Practice Mode disables the Themes
Menu.
&#8226; Arcade - Player&#8217;s costume in the Arcade ladder screen is default when the player is wearing a
retro costume.
&#8226; Accessories - No button/stick callout for character model rotation in character customization.
&#8226; Store - Player Card does not update KI Gold after purchasing more from the Store until the Store
is left.
&#8226; Replays - Scrolling past the bottom replay shows the next appearing replay with incorrect
fighters initially.
&#8226; Fight Challenges -The Fight Challenges briefly display identical information for multiple rows
after quickly navigating the menu.
&#8226; Accessories - Some characters move in a circle instead of pivoting in the center when rotating
them in Accessories.
&#8226; Gameplay UI - Profile icons are missing during gameplay.
&#8226; Meld - Disconnecting the controller while in any menu will cause the Community Meld blade to
appear.
&#8226; Fight Challenges - Scrolling through fight challenges will not update themselves until you stop
scrolling.
&#8226; Remap Controls - Player 2 cannot press menu after Player 1 selects &#8220;Remap Controls&#8221; from the
Character Select screen in Local Play.
&#8226; Pause Menu - After Player 1 closes the pause menu using [Menu] in Local Play, two &#8220;Quit&#8221;
options will be present on the pause menu when Player 2 opens the pause menu.
&#8226; Replays - After a player has paged up in Fight Replays the wrong replay will get set as Favorite.
 
I'm not sure if this was known but TJ Combo can recover during an Ultra combo. I was playing as Maya (I'm still a complete noob with her) in a tightly contested match against a Combo in an online Exhibition. We were both in Danger but I was able to pull off the Ultra. While in the middle of the Ultra, Maya proceeds to finish it with her dropkick and I was thinking, I didn't finish the ultra early, then Combo proceeds to rise and the match continues. Caught me by complete surprise. The dagger attacks during the Ultra was what caused his instinct meter to build up.

Here's the match - http://xboxclips.com/video.php?uid=... Pal&vid=2bf6f2ed-9b93-44ea-b2af-fea23a39c3cf
 

bumpkin

Member
Was just looking at the patch notes... Damn, no mention of the issue I encountered.

In short: S1 Ultra Edition owner and for some reason I'm unable to select the "Tibetatron" sword when customizing Retro Jago. It's acting as though I need to buy it with KI Gold or something. I can select the other parts though (hands and feet).
 

DrDogg

Member
After playing for a few hours, yeah I can't stand Maya. She feels far more unfinished that I thought. Those animations just make her hard to read. Also I just lost ranked match because the camera glitched out.
Anyone up for some games? Am on all night GT is my Gaf ID.

I'm actually not liking Maya at the moment. I think she's the easiest character to break in the game right now since she only has one Linker and her mid-combo daggers are by far the easiest thing to break.

I also don't like how daggers will fly off-screen. The opponent can prevent the screen from moving which means you can't get your dagger back until you can somehow force them to move (which isn't easy).

She feels like Spinal kind of. New mechanic that doesn't seem to work as well in practice as it did during internal testing. Still only two days in, but the simple fact that she has one Linker is annoying by itself.

I'm not sure if this was known but TJ Combo can recover during an Ultra combo. I was playing as Maya (I'm still a complete noob with her) in a tightly contested match against a Combo in an online Exhibition. We were both in Danger but I was able to pull off the Ultra. While in the middle of the Ultra, Maya proceeds to finish it with her dropkick and I was thinking, I didn't finish the ultra early, then Combo proceeds to rise and the match continues. Caught me by complete surprise. The dagger attacks during the Ultra was what caused his instinct meter to build up.

Here's the match - http://xboxclips.com/video.php?uid=... Pal&vid=2bf6f2ed-9b93-44ea-b2af-fea23a39c3cf

That's Combo's Instinct ability. If he has full Instinct and the match ends he gets back up with 15% health. In this situation, if you attempt an Ultra, it automatically goes into the Ultra Ender and TJ comes back.
 
That's Combo's Instinct ability. If he has full Instinct and the match ends he gets back up with 15% health. In this situation, if you attempt an Ultra, it automatically goes into the Ultra Ender and TJ comes back.

Yeah but TJ doesn't have Instinct when the ultra is triggered. He actually gains full Instinct in the middle of the Ultra. Surely that has to be a bug, otherwise I guess you always have to plan to end your Ultra against TJ as soon as you start it or risk him coming back.
 
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