Killer Instinct XB1: Season 2 hits October 15th. 20 dollars for Combo, 40 dollars for Ultra

Dunno…ask Double Helix.

So this gamescom thing doesn’t happen till like near the end of August. Fuck.

From what I can remember you’ll get a different ending depending on how you defeat the rival character. If beat them with an Ultra combo, No Mercy or doing nothing will affect the ending you get. Characters like Fulgore, Jago and Orchid had 4 endings.

It basically depended on who you did & didn’t kill with a No Mercy/Ultimate Combo. I can see them implementing it again and just having Ultra Combos be the definitive factor (because honestly, do you really believe anyone can live through an Ultra?)

Interesting. Is there any confirmation if the No Mercies will return or is that over their agenda for a new game? I personally wouldn’t care either way, but I’m sure there’s guy on the Double Helix forums whining for them.

At E3 Double Helix said that No Mercies won’t be in the game as they feel they are not important. They are open to adding them if there’s enough fan demand.

Yeah I couldn’t really care either way. Ultra combos are like a free form fatality/taunt. Other than Orchid’s titty flash they weren’t really that memorable compared to the Mortal Kombat ones any ways. They didn’t dismember the opponent like the MK ones.

i guess they could just always add it later on. I just like the way the announcer says Ultimate Combo. Sounded like a demon Barry White.

Hahaha Evil Barry White xD greatest thing ever

Damn the game looks beautiful!

I’m looking forward to seeing practice mode along with Cinder and Spinal reveal :3 I bet Fulgore will look badass as well

I can live without the No Mercies but I do hope Humiliations find their way back. They can work just like Ultimate Combos, only instead of a gory death, you get Fulgore doing the Harlem Shake.

-lockout after counter breaker lasts longer than a normal lockout (4 secs as opposed to 3 secs)
-KV resets but damage scaling does not
-potentially you could get counter breakers over and over again and do MASSIVE damage
-openers can’t be broken? I’m a little sketchy on this one
-break linkers with LP+LK and MP+MK, break enders with HP+HK
-sabrewulfs stage and theme are amazing!

I’m loving how everything in this game looks super safe on block. Sabrewulf will do his swipes, Jago will try to DP punish, Sabrewulf will block and then punish Jago for doing a DP.

I know they’re other native americans in games… but chief thunder takes the cake

please note… in KI 1 not only did he have the stage… the look… an moves the resembled fireside dances/praises… but during the completion of his ultra he would go into a full ‘chant’ as you flew to the heavens (you popped up the highest from his ultra)… sorry but I will give HIM the title. Thawk was a indian…relocated to mexico…with stage giving homage to the Aztec/Inca culture… yeah. Nightwolf was cool but didnt really get into the cliche of things.

His chant did own during the ultra when the guy is flying up in the air. I was also a big fan of how he sounded like Elvis when he did the followup to his mohawk DP move.

I truly think this is going to be the best fighting game ever. I love the look, the characters and everything about this. I’ll admit somethings could be done better but we got a long time before this is released so I ain’t panicking. They truly listen to the community so I see no reason as to why they should screw this up. I dreamt of a KI remake for years, and I am magnified with this. It is beautiful so far. But there’s always one rotten Apple that can spoil the bunch, so I suppose they should be careful as to not make a grave mistake.

After watching the recent video that featured Max vs Filthyrich, I think that it needs some restrictions on breakers and shadow moves, a meter gauge with 4 slots for breakers could change the mechanics drasticaly and shadow move would rely on the breaker to fill up 25% of the 2 slot meter gauge that they already implemented, if they put this formula I think it would make the game less of a mess. In the original KI when you land a breaker you could access to your shadow moves and extend or change the properties of certain moves, they were like back up tool to start combos or extend or end the combos, as for the instinct meter the only way that it could be filled could be by landing combos or breaking grabs, the gauge could fill up slowly or rapidly, lets say you landed a 10 hit combo it could fill up for about 5 to 10 % depending on if you started or extended or ended with a normal or shadow move and by 2% each time you break a grab but if you get grabed your instinct meter start to deplete in cool down.

If you have seen it already…

And at 11:20 ish, that is why i think shadow breakers are fair and balanced. You can bait slow and easy to break shadows and when they go to break them, you can counter. On the other hand, you can space out when you press during the shadow (example: do it on hits 1, 3, and 5 and make him miss his bait)

Yeah I think the game needs to release first and have time in tournaments before we know exactly what we should be patching. Of course everyone seems to have ideas because youtube/streams and the general fact that this is the only 2d fighter to be regularly tourney played where you can be forced out of a combo as a regular tactic. At some point people need to realize that you need top level players grinding the game to get a real hold of what needs to be tweaked. Some of the issues people are seeing now may end up being fixed through the players going through levels of yomi.

DevilJin01 why you no going to tournaments in the future?

This game will probably have regular patching since its being supported by Microsoft and being a launch title and a free demo, it will probably have a huge following online in the beginning.

The amount of combo breakers seems to be decreasing which is good, because I was afraid erroneously that mounting an offense in this game would be difficult because of it.