I’ve never ordered from MadCatz before but I’m just assuming their items ship out from California since that is where their HQ is located. Although, GameStop told me that their joysticks ship to the stores from Texas, but that could be where their warehouse/distro center is located.
Yeah we can go back to fighting games just having traditional rulesets that require effort and don’t give you a lot just for doing one move or pressing a set of buttons over and over. Showing people how to play is the way it should have been.
Not seeing anything new from my madcatz store order so ill just cancel it. Dudes are saying my stick should be good for the weekend at the store.
What happens when they transfer out to other games and find out that they don’t have free combo breakers and that hardly any of KI’s combo fundamentals carry over?
So for those of us getting this day one ( DevilJin01,Purbeast, Koop, Rcaido, FlyingVe, Eiroheart, Onyx, Mayonaka, Lulipe, iluspook, Ultimaotaku, Rekano, Churrasco) we should get eachothers GT’s. I wanna put you guys in the KI section of my friends list. GT: onyx0ftek
Yeah every fighting game is different, but past the combo system the game will teach you spacing and footsie games that are important for most ground based fighters. Other than the combo system and the character specifics it gets very nuanced as far as the differences.
Id say Injustice is more unlike most fighting games than KI is. Having to block projectiles high and low is in like no other fighting game. The combo breaker system is just a post combo start meta game and multiple games also have breaker systems. What you learn to land and defend against hits in KI you can easily take to different footsie based fighters.
What’s most important is how you land the hits and I would say KI is good for that. There’s links and juggles also which is important to know.
@onyx You got my gamertag in your list - purbeast. If anyone on here does send me a FR please just let me know you are from SRK and its for KI. I usually don’t accept random friend requests because I got tired of having a bloated list of people I never played with.
I’m very aware that it’s not. However it’s the first mainstream game to do so, and considering who the expansive tutorial is really for, that’s kind of what’s most important.
I’ve given my opinion on this before, and I still don’t think it does the spacing and neutral game all that well. There aren’t too many spacing/position-specific combos in the game due to everyone having a rush-forward move to close the gap on a far hit. Not to mention anti-air is still somewhat weak.
On a more unrelated note, I also think it’s rather poor at teaching meter management.
Nu’s overhead 4D and low-hitting Sickle Storm? Remy’s low Sonic Boom?
KI isn’t mainstream. Microsoft is. They’re trying to make KI mainstream.
In any case, I don’t think that “status” is very important. People talk about Dojo mode like it’s going to revolutionize fighting games forever, but really, it’s just a very good feature to have. Otherwise, where were the people flocking to those prior games with good tutorials?
Aren’t those some pretty overly-restrained parameters?
KI is most certainly mainstream but just not relevant due to the series being retired for nearly 15 years.
Even in spite of that though…plenty of people in both the community and industry are very aware of of KI. Hell when SF4 announced the"ultra"system the first thing people immediately thought of was the ultra combos from KI.
Except KI actually is mainstream for the most part. It was borderline before, due to it not having a major release for almost two decades, but word of mouth is powerful and the series was still pretty well known. If you asked someone about KI before they’d know what you were talking about. Can’t say the same about a good amount of non-Capcom/NRS Fighters.
But now, it’s essentially a free game, that’s a launch title on a next generation system whose launch library is pretty meh. Many people who buy the X1 will play it because…well, why the hell not? It’s free (well, Jago at least) and it’s KI. Now an expansive tutorial will be put into the hands of a lot gamers without needing to have said gamers search it out. Having big tutorials like this was always a catch 22. If people got it, the tutorial would potentially make them enjoy fighters more and get more of them. However it would require them to be interested enough in fighters to buy it in the first place, almost defeating the purpose. Now anyone with an X1 will have access to it and it can bring more players in because, again it comes attached to what essentially is a free game for most who aren’t intense into FGs.
As for the “it’s free so people will at least check it out” comment, I’m going to have to STRONGLY agree on that.
I got a PS4 last week and got the PSN+ sub as well. I had never even heard of Resogun and Contrast until I saw they were free for PSN+ users. So of course, I downloaded them.
And while I think Contrast is awful, Resogun is a sweet ass retro arcade shooter game that is of the likes of Geometry Wars and Super Stardust HD. It’s an awesome game, and I never would have known about it if it wasn’t free. Also, these games “feel” like arcade games because they don’t have a high budget and have more of an indie feel to them. Killer Instinct, aside from the little content it has at launch, actually looks and feels like a high budget game with awesome graphics and sound.
Meh, you don’t need a long tutorial on meter management and the things you can do with the meter aren’t as powerful as most other fighters. Instinct mode will teach people meter management well enough since you’ll only be able to use it on average about twice a match and will have a lot of situations where it will prove useful.
I think we’ll have to wait and see how manuals play out before deciding how easy the best combos convert in the long run. The easiest to hit confirm may end up being the easiest to break and force more use of manuals which will be more hit box specific. I understand you don’t think anti airs don’t do enough damage but that could change depending on what people learn. Espcially post knockdown setups from the AA. The AAs themselves seem to have great hit boxes.
I meant that the game itself has a poor implementation of meter use, not the tutorials.
I think Instinct is okay, but would benefit greatly from having to sacrifice something to use it. As of now, it’s essentially a nerfed and personalized X-Factor.