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

No confirmation. Most likely gonna be 3 or 4 characters day one, then the rest piecemeal over some months.

I disagree. Probably 8 at once. That was always the original plan, but they had to renig when things went slower than anticipated.

I dont see how they can do all eight characters in 5 months. DH had 2 characters ready for e3 last year and glacius at evo and still, they shipped the game with only 6. Now they have a character that’s 50% done and that’s it.

Yeah, there’s no way IGS can finish 8 characters before release; 3-4 characters makes more sense here.

Yeah it took them more than a year of development to get 6 people out. It’s not like they just produce a character with a small set of stages like most fighting games. Every character is developed old school with their own stage and their own music theme. That’s on top of the delays that may be caused by Microsoft certifying things and choosing dates to release things. Definitely will be surprised if more than 4 characters are ready by launch.

Plus it wouldn’t really make it much of a “season” if they were already available at launch. That’s part of the whole experience of a season is the idea of slowly getting new characters every month or 2 months. Which hopefully this time we don’t have to wait 2 months for each character. They’re also going to be releasing new pins for each character during that time also.

Maybe, though saying DH had two characters ready might be a bit generous. They had two characters playable, and most of the game mechanics were outright unfinished.

I could very well be wrong, but I predict 8 at launch.

Guess we’re gonna find out this November. I imagine they’ll have TJ Combo and Cinder playable at Evo.

Thankfully T.J. Combo’s Auto Doubles is generally slow and can still be reacted to if timed right.

What do you guys think of TJ combo’s specials? I’m impressed by how faithful IG was to the original two games. The only change that caught me off guard was his roll, though. I had originally believed it to be “Rollercoaster” from the trailer and it is supposed to hurt the opponent. When I read that the movelist had been posted on KI Central, I noticed “Tumble” (his new roll) matched the Powerline followup that Max had mentioned in his gameplay/analysis video. (same roll but without a hitbox). I asked Keits on Twitter;even with his busy E3 schedule, he still found the time to reply to me, so that was cool of him.

A conversation followed and I’m a little down about why he chose to go with an SNK dodge roll instead of his classic which includes a hitbox, or even some combination of the two.

What do you guys think? Tumble or Rollercoaster?

Note: I’m actually terrified of Rollercoasters IRL, and actively try to avoid them when I go to Six Flags.

As much I’m going to miss his Roller Coaster move, it was a wise decision to make Tumble his new special move that will help expand on mixup possibilities after the Power Line followup. It’s for the best, in my opinion.

Also, that turnaround punch Combo does in the video DevilJin posted could be quite useful against characters that may dash behind him.

Oops, double post…

crap, double post

hahahahaha wtf Señor Wizard

That’s the thing, though. I mentioned the possibility of the roll passing through the opponent as it hit. Wouldn’t that make it a better mixup tool than if there was no hitbox? It would not only count as a sort of cross-under, but also keep the opponent in blockstun before it recovered completely.

I understand that Keits may have drew inspiration from KOF whilst contemplating the properties of this move, but I can’t help but think that the comparison to Abel from SF4 is quite justifiable now.

He also thought the KI1 version looked silly, but I didn’t refute it because I’m sure he realized how subjective that statement was.

I like roller coasters.

Yeah I guess they wanted to go a new direction with TJ Combo. He isn’t even a boxer anymore so not surprised by any changes to his moveset

I’m just glad Keits changed the name to “Tumble” before having the movelist published online. It’s like he anticipated the reaction KI fans would have if “Rollercoaster” was kept up until that point.

I am going to miss that heavyweight boulder manifestation, though.

He’ll most likely have a bulkier alt like Glacius and Fulgore for those who want that. They did Glacius alright but Fulgore is tubby like a mega man boss.

Cancellable auto doubles and auto barrage damage ender sound interesting

Aesthetic-wise, I miss his run animation towards the opponent. His dash is too Fulgore / Balrog looking. And I always liked the idea of a pro boxer breaking into a full-on sprint to punch someone in the face

Yeah, everything about him made it look like you were about to get hit by a truck. The screen shaking and sound effects gave that vibe. The best part is when he Ultras and goes “yeeeooOOOOOWW!”

I just hope he can sway back and forth between people during his ultra. He had some swag ultras in 2.

IMO his wind up for the uppercut should be a bit more exaggerated, it’s designed to be one of his most impactful looking moves but right now it feels a bit lethargic compared to how insane it looked in the older games.
That being said he still looks absolutely amazing for a character designed in 6 weeks and I’m looking forward to seeing how he evolves over time.