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

I don’t see how this could be right when Ive seen jabs beat out shadow moves. That seems like a massive problem.

Not yet. Have to see it play out in high level matches first. As long as the recovery of said special moves is strong enough it should be fine IMO. It helps give characters an option if they have a poor normal set in a specific matchup also.

Plus, it’s specifically talking about trades which a trade by definition is when both players’ vulnerable hit boxes suffer a hit. It might be just referring to trade or clash situations where both characters’ vulnerable hit boxes are in range of each other’s hit boxes. Doesn’t say what happens if you normally out prioritize an attack by placing your attacking hit box solely in the opponent’s vulnerable hit box (where your vulnerable hit box doesn’t touch their attacking box).

In a normal priority win situation that is what happens. Two people throw out their attacks…one person’s attack beats the other because their attack hits the other person’s vulnerable hit box while keeping their vulnerable hit box away from the opponent’s attack. When vulnerable hit boxes clash, there is a trade. Which may allude to the idea that ONLY SPECIFICALLY during trades does the priority system kick in. All speculation, but yeah.

Priority only applies if the move would otherwise trade.

You can still stuff a special with a light based on speed or hitboxes.

Phrased differently for clarity.

Priority DOES NOT mean that heavies are invulnerable to lighter normals.

It means that if two moves would trade, the higher strength move wins.

This is actually a pretty common way of handling trade, the others being… the trade (Capcom), and the Clash (ASW).

Sounds like they’re using a specific KI definition for priority where they are referring to a trade based priority system. Not the traditional priority system people refer to on SRK which is just striking at vulnerable hit boxes while keeping your vulnerable hit box safe.

Except that will still work. If your hitbox hits their vulnerable box, but they aren’t touching yours… then you hit them. There’s not trade, and it doesn’t matter what strength button you used.

Yo DevilJin come on back to the IRC channel. The guy who brought the bots in, the bots spazzed out cause they had a ban on mibbit but it has since been fixed.

I think he’ll just be an “evil version” of Jago (ala Evil Ryu) re-using the same model but just with different moves and priorities.
Since he is an extra I wouldn’t have much problems with that.
Story-wise he could be a manifestion and/or possessed body by Gargos.

I wonder if he is balanced for “vs” play or if he’s just like a alternate outfit/skin more or less.

I feel like if he was THAT different from jago they would be talking about him much more, every time he is mention there is this kinda “ehhh” feeling I get from the group.

Speaking of Shadow Jago, iirc he’s only avaliable in the Live bundle at launch right?
How does that work for the people who do not live in the so-called Tier 1 countries?
Obviously, I can see him as DLC after a while like most pre-order exclusive stuff.

So, something I don’t get about the combo system. The guide says that all combos start with an opener, which then transitions into other moves. At first I took this to mean that an opener was just any move that got the initial hit of your combo, but it turns out that the character guides list specific attacks as being combo openers, with everything except Glacius’s 6MP being a special move. Does this mean all combos must start with one of the specials on that list? You can’t start a combo with normals? If not, how much of a point do they really serve in neutral?

Jumping attacks and I think heavy attacks are also openers.

the music in dojo mode…son…

All an opener means, is:

A move that is an opener can be chained into an auto double. It’s entirely possible to do a combo with all manuals and never use an opener, but it probably wouldn’t do as much damage, you can also use whatever moves you want to confirm into the opener.

For example, Jago’s Laser Blade and wind kicks are two of his openers. So the combo could be:

cMK, endokuken, fHK, LaserBlade, Auto.

In that case the actual opener is actually the 4th move in the combo. That’s because I didn’t need to use an auto double until that point.

I’m sure they’ll want him to be a tournament worthy characters. Which means built around balance. He’ll probably have a cheaper CPU boss version of himself like Seth, but his playable version will most likely be balanced.

Yeah I think there may be an issue with using the Xbox Live promotion outside of the 13 big markets. I’ll have to ask. He’ll most likely be available in some way after the Feb promoion, but nothing is set in stone yet.

This shows you how the combo system worked in the old KI games, but you can get more free form with it and start with a linker now IIRC.

http://www.doublehelixgames.com/forum/index.php?threads/killer-instinct-2013-introduction-and-mechanics-guide.109/#post-1646

Flying Ve understands it more than I do. The only thing I’ll add is that each character is supposed to have their own special combo “trait”.

Jago: Can go around the world with his combos Meaning you can chain starting from any strength of a punch or a kick and go back to that same strength. Start with MP, hit HP, hit LP, then hit MP again for a 4 hit chain. You can do traditional LP, MP, HP and then hit LP again also.

Sabrewulf: Chain/rapid double system. I believe he can also do traditional light, medium, hard chains. On top of that he has the ability to do rapid doubles (which seems more or less like an infinite double until the KV runs out). So you can hit HP twice for a double and keep mashing on it for a rapid series of doubles until the opponent combo breaks it or the KV runs full. If the opponent is locked out because they guessed wrong on a combo breaker or got combo broken, this can be very damaging.

Glacius: The only character with full screen auto doubles. Meaning he can do chain combos that have their own specific animations (the ice structures that come out of the ground) no matter how far he is away from you. Meaning that if you get hit by his ice lance f+MP from max range, you can be hit with an auto double after that. If you get hit by his shatter projectile from full screen away, you are basically now in a combo if he confirms. Provided they were on the ground when they got hit by the shatter.

Thunder: Can combo into his back throw. May have some interesting combo/reset opportunities.

Sadira: Only character with a launcher built into her normal set. I believe she also has an aerial ender but can’t recall. Has aerial chain combos like Ibuki also

So if you want to start a combo with a normal, everything has to be links until you use your first opener special? That’s…pretty lame.

In my example, the opener was also the second special.

You can even link off the laser blade instead of doing an auto double.

The links aren’t as timing sensitive as they are in SFIV from what I’ve heard either. Shouldn’t be too many 2 or 1 frame links. Looking at 3 to 4 frames for a lot of them I think. The training mode has a link training program any ways so you have an actual place to teach you to put links into muscle memory.

You can basically start a combo with a normal or a special - pretty much any move in the game. I don’t see how that is “lame”. What would you like to see them do?

In KI1 it was basically you start with an overhead or special opener and that was it. You could do manual combos but they wouldn’t last than more than maybe 4-5 hits.

Links are reported to be very easy in KI. More like KOF links than SF4 links.