Yeah it’s like lower level 3rd Strike. The people who sit in training mode and practice parries all day to the point where they can parry all of Chun Li’s SA2 and parry down Akuma’s red fireballs. Then you play them and just throw them, change up your attack timings you catch them while they’re locked out of a parry attempt (every whiffed parry attempt has frames that keep you from parrying), normal cancels into multi hitting target combos or specials, or if your character has it, an attack grab that nullfies parries.
With Killer Instinct the spacing game will be more rigid, but the mind games play once people get into the combos. You’re basically just trying to trap the opponent out of their ability to escape the combo. If they’re successful you get pushed back into the neutral again. How it plays out will change a lot as the game releases and carries on in tournaments.
I don’t like this idea at all. The system that DH has in place right now sounds way more engaging and unique. I like the idea of being involved during the entire combo and looking for the right moment to attempt a breaker or wait for a bluff. If breakers are tied to meter it makes it way easier to predict if an opponent is going to attempt a breaker and means bluffs will be overpowered. When you blow all your meter you are going to be stuck in a combo video lol.
Also why do shadow moves need more restrictions? You’re already restricted to a maximum of 2 stocks of shadow meter.
Yeah I really like the activation of Tiger Instinct. The zoom, sound effects and giant symbol makes it look intense. I also like hearing Sabrewulf’s muscles and skin shred when he activates his.
Pretty much everything looks weak damage wise though when it hits alone. I was watching more footage and saw some raw DP’s from Jago hit and it looked like chip damage almost.
Yeah they’re taking a cue from SFIV. Damage from raw DPs, especially ones that don’t hit real clean would do minimal damage. Fireballs do less damage than the older SF games as well. Actually that whole concept started in Alpha 3 where a fireball would do less damage the farther it had to travel to hit the opponent.
They want the game to have a defensive element while keeping it aggressive and I guess that’s why they made those decisions. I know in the new KI that the opponent gets more meter the farther the fireball has to travel to make contact on hit or block.
I do like how Glacius pretty much shut up those that thought all of the characters would work around rushing down. Glacius is definitely going to be keeping people at a distance and setting up lots of traps.
So true, but rush down Galcius looks just as scary. Glacius looks like a beastly character and Sabrewulf’s offense looks simply fear-inducing. Poor Jago looks to be weakest at this point in the game’s development.
Yeah Jago doesn’t have quick high/low or left/right mix ups or unblockable projectiles and half screen ice picks, but he might come into form the more people figure out about him. His instinct making him plus on hit (and I guess block) on a lot of shit could have potential as well.
Im planning on switching to the all mighty fightstick when this game comes out. If anyone else is doing the same and would like a sparring partner let me know. I heard that the transition can be quite depressing so maybe it would help to have someone else to spot and encourage ya
Long as the netcode is strong I look forward to practicing with everyone. Hopefully with MikeZ working on the game there will be a push towards GGPO style rollback netcode. Not really holding my breath that they’ll have anything as good as the newly patched Skullgirls or PC GGPO, but we’ll see.
There are numerous ways to get around his zoning game, his mixup seems limited, and his long range doubles are neat… but limit his combo options, thus making him easier to break.
At the risk of skating near console talk (forgive me).
Microsoft said that game companies can use their cloud to run dedicated servers. Not sure how that would work with a 1v1 fighting game, but that bodes well for the netcode.
@FlyingVe Yeah Glacius seems like one of those characters where he at first seems like he can control every part of the screen and could be really OP. Yet when people look at his simpler things like his frame data and his walk speed, they’ll probably figure he’s more manageable. He may be the first character to show how being combo broken can work in favor of the character who tried to do the combo. With Glacius, even if his auto doubles from his ice lance become easy to break, breaking will push the opponent away from you. Which is what you want any ways.
That also works for when someone is doing a combo to Glacius since they must have their anti combo break games on point. If they don’t Glacius breaks them out of the combo while he may already be on a health lead. Perfect Filipino Champ character. LOL.
Not sure he really needs heavier mix up since he can just chip you down and has an unblockable projectile. You are basically always in a mix up as long as you’re on the ground vs. Glacius and if you jump the hail can AA you. His instinct gives him armor so someone who can deny offense and ground movement so well shouldn’t really have Sabrewulf worthy mix up IMO. If there’s no air blocking in this game he’s perfectly where he needs to be I say.
As for the internet stuff…I’m not sure if dedicated servers will help too much with fighting games which AFAIK are strictly peer to peer. We’ll see though. The main thing it always comes down to is netcode it seems.