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

Yeah I did read that Major Nelson made a statement about it. The first night I booted everything up to fuck around with I was shocked at how bad it was after trying to invite the only other person on my FL that had the system/game and was playing.

It bothered me further to not be able to find the “recently played” list so I could message/add good players as I played them in exhibition.

Yeah, I’ve had all of those problems too…

shrug

At least its getting fixed. You can still get the invites to kinda work, but your NAT has to be open (both of you). And even then the party chat doesn’t work right in larger scale games like BF4.

Yea, once you get your NAT open (which isn’t something that gamers should have to deal with but alas, preaching to choir) it’s pretty simple to setup a game. People will always complain to complain. So far, imho, there’s nothing to really complain about in this game, gameplay-wise. Most of the complaining I see is because people aren’t adapting to other players and they are getting punished for it and then they get double punished because they get locked out and their lifebar is gone.

When I lose, I get pissed at myself and only myself, not because of the game.

I dunno.

Like…offense in this game, and standard fighting game techs are a little different to me - not so much because they don’t work, but just the sheer weight of the system teeters in one direction (combos). For example, in SF4, I can pick Gief and after knocking someone out the air with s.HK a couple times, they stop. Hell I can when matches without a single combo, just proper spacing and basic fighting tech. In this game? The damage associated with something like that just isn’t strong enough to deter people. The risk vs reward of being “STUPID” just isn’t high enough. The game PUNISHES button mashing - hard, my habits of double tapping at times have really hurt me with combo breaking or being predictable in combo strings - but being stupid?

Shit it’s down right encouraged. I’ve already seen enough Jago’s and Saberwolfs who only do one or two things over and over - damn near flow chart- who KEEP doing it because when it doesn’t work, retaliation is minimal, but landing it can really be milked. It’s like thinking back to Vanilla when 90% of Ryus, who were 90% of the people playing ugh relied on trade-ultra…the damage taken was significantly less than the damage dealt and the situation setup.

I mean over time the game will evolve beyond the scrubness as people start to memorize the combos and breaking them, but some offensive and defensive basics just feel ‘tossed’ out the window to me. Maybe I just feel the defenses in the game aren’t strong enough - and I’m accustom to being able to put up a better fight from a defensive stance…but to me, Sabrewolf should run the game with only Glacius being comparable - simply because of offensive options & pressure.

  • :bluu:

The thing is alot of things in this game seem safe. Even when they aren’t at all…

I think the game does a genius job of letting scrubs be scrubs and enjoy it, while encouraging those that want to get better to learn.

Also, lots of things people say are good, are more things that people let the opponent get away with, and some are still good, but far from unstoppable.

Examples:

Jago’s wind kick. I’m pretty sure every character can just stuff it. And even if you don’t, its punishable.
Jumping - every character can AA into 15-35% based on factors. That as much or more than SF4.
Glacius Puddle punch - adapt frame trap to hit the later end of the move (or mash jab), or cross him up
Throws - frame trap/space better, just like ever other game
Orchid Slide - Stuff it, Neutral Jump, Block/Punish
Any multi-hit special - shadow counter

Some of these counter also have counters, but like most fighting games, you need to spend time learning and working on stuff. Remember when everyone though Balrog was too good in SF4? I got frustrated on the DH board recently for this reason, the game is very new, not every tactic or move is going to have an immediate counter right out of the gate, you have to do some learning.

If everyone had access to a stick, i’m pretty sure many of these complaints will go away.

… and that is why the game is truly awesome.

Just picked up my KI Fightstick at my local Futureshop in Canada, like a morning stroll… just letting anyone here know that they are floating around. My MadCatz preorder is still not in.

The problem is you’re never guaranteed to punish something so it lets people be shit lords more than any other game. If the game had somthing akin to Fatal Counter properties on moves not good in nuetral but good for punishes that put them in lockout it would be alot better.

They could probably patch in something that makes punishes guaranteed up to a certain point if people really want it that bad. I’m sure that will probably be requested as the meta goes forward.

Other than that, learn manuals, throw in light doubles and pepper the occasional counter breaker.

GG’s to Onyx.

I learned a few things about the game engine during those matches, I’ll post up later.

I learned a few things from our set as well, that was an epic set man GFG’s. I gotta say, you’re a really good solid player! You exposed all my bad habits and patterns immediately eventually i realized and started switching this up but then you caught on to the changes really quick too lol. I guess since that was the first time Ive played a long set with someone in KI Ive never had to change things up so often but its a great insight to how this game needs to be played.

You guys gotta play Flying Ve, he’s very patient and tactical.

So, now the write up I promised:

Technical Notes:
-Something is strange about the reversal window in this game. I’ve mentioned this before, but I think whats going on is that only certain moves are tagged as reversals (like in SF4), so I can do samamish as a reversal easily, but not EX Triplax.
-Glitch alert. There was one match where I did an ender, but the animation didn’t finish. It was the Juggle ender with Thunder (623P), he did the first half of the animation, but it did not take grey life, nor did the last few hits of the animation play.
-All of glacius’s sound effects are the same on his long range auto-doubles. As someone who really uses audio cues, this was extremely annoying, as there is a disconnect between the audio and video of the moves. This is also true of his close range ice normals. If I could change one thing about glacius, it would be to give slightly different sound effects to the different strengths of double, just like every other character.
-Light auto doubles have a different cancel window than other auto doubles. I don’t just mean that they are faster, but the cancel window actually closes before the second hit lands. This was causing me to miss lots of Linkers.
-When the opponent does a counter break, it automatically resets the breaker window to that of a heavy auto-double, which means, when punishing a counter break, after a light/medium double, you still need to wait until the fierce break window has passed. They did this so it would catch all breakers (even failed), but it can make punishing counterintuitive.

Personal notes:
-My matchup plan for Thunder vs Glacius works. My personal execution was flawed, but the plan was fine. I still think that once I’ve finished developing Thunder’s oki, this is a solid 5-5 matchup.
-Sammamish HP has a massive forward hitbox. Reminded my of ST balrog head-but.
-Fuck the fact that shatter is a physical hitbox. If it was just a normal projectile it would make things so much easier.
-I need to figure out what exactly happens after a counter break, I wasn’t sure and just hitting buttons, and half the time I dropped the combo. Between my light AD failure and CB failure, I lost alot of games I should have won.
-EX Cold Shoulder is piss easy to break.
-Meter management (all three meters) is the secret to thunder.
-I need to use Samamish to AA jump backs better.
-I need to learn real setups for lots of Thunder’s stuff, particularly his instinct.
-I am also now more certain Jago beats Glacius 6-4.
-I I want to counter break, I need to do it sooner than I think. I got broken way to many times right when I was coutner breaking… :frowning:

Humorous note:
-Three TV’s in my man cave, I usually have TV on one. The audio on the TV set off the kinect and managed to Mute my game. Funny, but Annoying.

  • @onyx - No one has ever accused me of being patient before. :slight_smile:

@onyx. I saw that old CVS2 EO player gimmethemshoes online in KI. Nice Orchid and he was doing some cool manuals.

I remember playing that dude way back in the day on the original Xbox 3S online. Good to see more old ppl coming out of the woodwork for KI, def gonna add him.

@FlyingVe Was shatter stuffing your wakeup shamamish at times, or were you doing something else?? Also, our set last night made me realize that cold shoulder is just about the most punishable thing i can do when fighting Thunder, even armored.

Thunder is uniquely suited to dealing with Some of Glacius stuff (like instinct).

Shatter can stuff wakeup Sammamish, but sammamish isn’t a good reversal, it was usually hitting me when I missed the EX Triplax (see the reversal issue I mentioned above).

The reason its annoying is because you can’t use the Heavy Samamish to punish random shatter like I think it was intended. I stopped trying it after a while.

But Ex Sammamish will bust through the shatter right?

Yeah, but it doesn’t have the same range of the heavy one I don’t think.

Maybe I should use that more, I don’t use it alot because EX Triplax and EX CotE cover so many bases. Kind like Jago’s EX uppercut.

That 95% chance on season 2 is a good sign!