Killer Instinct (2013)

That was a combination of people not knowing how to fight a Hulk/Sent player who didn’t call assists and a game where very basic combos would TOD. Back then everyone was focused on running forward and pressing buttons and Hulk/Sent doesn’t let you do that. Even now. The guy he was playing against was more or less a big 8 year old.

You’re not going to get one touched TOD’d in KI and the game doesn’t force you to create a tower of characters to control the neutral correctly. You just learn the spacing game and offensive setups with your characters and react to their options.

WTF Jago is the opposite of this.

Jago and Saberwulf looks good Glacius looks like he been on crack

Possibly but I think in the examples provided thus far, the people I’ve seen make this charge are the type who do literally believe combos=skill level of game.

True and we see this a lot in SF4 with the easy reversal times or in most modern games with the timing on links and specials being a lot easier to pull off then lets say something like KOF98 or SF2. However I think we all know at this point that even if the combos take little effort to pull off, what counts is not the ease of combos but how easy it is to land them.

I just dont think the execution really has a determining factor in this as much as the people it does. We already know breakers will punish overused loops and higher damaging combos have already been shown to require "link"timing. The combo curve seems like it will be like MVC3, easy to press shit to make a nice light show but ultimately the true practical hardcore stuff takes work and time to pull off consistently. Although even if it didn’t, so long as the game makes it challenge to land the hits in the first place (which seems to be the case) then I think it wont matter how easy the combos are.

Execution for combos is mainly important for maximizing reward for correct decisions. That’s how it’s been since the beginning. There are some instances like in Marvel 3 where learning to plink dash is an executional tactic that allows you to gain an upperhand in the spacing game and not just get more reward for something you already connected.

Overall though fighting games are about making the right decision first, then executing second.

Aside from the big problems this game has in regards to console of choice. I still get the feeling that it’s going to be a mash fest. Like Ultra’s only potentially worse because you could mash whenever and do x amount of damage. I would think auto-combos will be scaled down and be more prone to Breaker but who knows.

The only problem is, most mashers are retarded and will mash the same thing over and over(fierce elec with blanka, phoenix smasher with paul in tekken, etc) . At lower mid level dudes are just gonna eat millions of breakers until they quit or stop mashing. 9/10 if they are mashing they are probably buffering specials too so you could just block and punish when they go flying 90 feet into the air.

Yea, I really had no clue what he was talking about. Jago is ripped. He would look like current era Dwayne Johnson IRL.

Eh this’ll probably suck. I appreciate them reviving the franchise, but i doubt it’ll be as well-received. Hopefully they at least get some of the elements right that made the original memorable like the presentation, music, etc.

Ahhh 1994. Brings back memories of that quirky phase in gaming that was nestled in between the 16-bit days and the 32-bit console transition.

Why? How? Surely not based on what we have seen and learned thus far.

Gaming journalists always call fighters “mashers”. To them the terms are interchangeable.

Exactly.

What I see so far seems to indicate that combos have a instant gratification for casuals but to do the real damaging"hard to break"combos will require timing and quite a bit of"reading"ability. Not to mention I played the original games and the timing wasn’t that strict either…in fact the ability to jump right in and mash a fancy combo has always been apart of KI’s system.

Yeah Marvel 2, Marvel 3, Skullgirls, Killer Instinct etc. have all been at a time labeled as “mashy” games. Games where if you throw your hands all over the stick you’ll get some type of attack sequence that will do significant damage. Some of these games like Marvel and Skullgirls allow you to mash out assists that basically give you the ability to throw in a poke or projectile during a poke or projectile. All of that combined can make the game seem “mashy” or “avoiding fundamentals”, but at higher levels of play the better players will space themselves better and do the more powerful combos that require more timing and awareness of the juggle system.

DS would qualify as well but since the game is structured more like a traditional fighter I think people tend to ignore it. Which is odd in the case of KI cause even though it has a generous combo system the core engine is still very "SF"in terms of spacing and pace.

The 90’s were so weird lol

The 90s were the best. Killer Instinct, Street Fighter 3, Tekken 3, Xmen vs. SF, Lee Pipes and fucking Surge.

I’m calling it, that’s TJ Combo’s win pose. All his groupies just like that! lol

No way am I going to get Xboned. I’m just going to see if I can play this at anime convention game rooms and stuff. Good to see thtat it has Sabrewolf, though.

Xboned xboned xboned xboned xboned xboned xboned xboned xboned xboned xboned xboned xbonedxboned xboned xboned xboned xboned xbonedxboned xboned xboned xboned xboned xboned xboned xboned xboned xboned xboned xboned xboned xboned xboned xboned xboned xboned

Hopefully I said it enough for everyone, now.

I know right? It amazes me how ppl who consider themselves enlightened technology enthusiasts are so eager to jump on buzzwords/hivemind thinking. I still have no idea how they are gonna model Orchid in this day and age w/o getting picketed by womans groups lol.