[XOne] Killer Instinct

Discussie in 'Games' gestart door LocKuM, 11 jun 2013.

  1. Jorrie

    Jorrie ¯\_(ツ)_/¯ Moderator

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    Thunder :cool:
     
  2. Nightbringer

    Nightbringer Wieder geil! XBW.nl VIP

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  3. Rob X Tiger

    Rob X Tiger Active Member

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    Comic con begint toch deze week donderdag ?
    EN nog een andere vraagje komt Chief Thunder weer terug in Killer Instinct 2013 want hij was niet aanwezig bij Killer Instinct Gold (n64).
     
  4. Nightbringer

    Nightbringer Wieder geil! XBW.nl VIP

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    Als ik de teaser moet geloven, dan wel ja!
     
  5. Hybrid

    Hybrid Well-Known Member

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    ..

     
  6. Rob X Tiger

    Rob X Tiger Active Member

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    Aha, ik zag het ook net
    Dat maakt alleen KI nog mooier met Thunder erbij :)
     
  7. Peter OtH

    Peter OtH XBW.nl VIP Redacteur

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    Zo'n receptie op EVO had ik toch niet verwacht eigenlijk. KI is een spel waar veel fighting game spelers toch wel positief over lijken te zijn. Maar goed, als het scripted lijkt dan zit je echt bij het verkeerde publiek. imo hadden ze echt een paar tournament spelers los moeten laten gaan.

    edit.. opmerkelijk dit.. ik dacht dat het de Double Helix/madcatz gasten waren die speelden, maar het is o.a. Maximilian Dood. En dat is toch wel iemand die wel een beetje weet hoe hij moet spelen.

    [yt]ZglvDlHz7_0[/yt]

    vind het wel meevallen ook met het publiek in deze YT video vergeleken met dat bericht.
     
  8. Nightbringer

    Nightbringer Wieder geil! XBW.nl VIP

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    Tsja, beetje lame reactie... uiteindelijk gaat het hem toch om de game en niet de console? Ik kan me voorstellen dat ze Marvel willen zien, maar om dan zo te reageren?

    Ook een beetje sneu voor de mensen die de game hier presenteren, ik zou ook bij god niet weten hoe ik op zoiets moet reageren 8).
     
  9. Hybrid

    Hybrid Well-Known Member

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    Even gekeken. Maar het enige wat ik hoorde of zag was dat tijdens het switchen van spelers een paar mensen Marvel aan het roepen waren. Verder niks eigenlijk.
    KI stuk begint rond 7 uur en 10 minuten. :)

    http://www.twitch.tv/srkevo1/b/430438070

    Edit: Ah wat Peter post idd. Daar hoor ik ook idd wat boeh geroep als ze Xbox One zeggen. Maar het artikel zegt "when the presentation was over" volgens mij wat het duidelijk in het begin. :p
     
    Laatst bewerkt: 15 jul 2013
  10. LocKuM

    LocKuM Active Member

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    De reden dat het publiek pissed was, is denk ik voornamelijk omdat de finales al een behoorlijk lange tijd bezig waren. Het was laat en mensen waren moe, ze wilden Marvel en Street Fighter zien. Ik ben zelf gaan slapen tegen het einde van Smash. Anyway, ik denk dat mensen (toernooi spelers)KI zeker wel zien zitten ondanks hoe het publiek reageerde, ze wilden gewoon niet onderbroken worden bij het bekijken van de finales. Receptie zou anders zijn geweest wanneer de presentatie op dag 1 of 2 werd getoond. Maarja, behoorlijk onbeschoft overigens om zo te reageren(het publiek)
     
  11. Rob X Tiger

    Rob X Tiger Active Member

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    Ultra Combo (voor Jago)

    UP UP DOWN DOWN LEFT RIGHT LEFT RIGHT B A B A
    [​IMG]

    :)

    Oefen maar alvast want zo ben je altijd voorbereid voor een snelle ultra combo van Jago op launch day.
     
  12. UpInSmoke0611

    UpInSmoke0611 Well-Known Member

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    Is dat echt? Is gewoon de Konami code
     
  13. Hybrid

    Hybrid Well-Known Member

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    Dat is wel nice. :)

     
  14. Rob X Tiger

    Rob X Tiger Active Member

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    Ik weet niet of dat echt is.

    Maar ik maak dit in een keer goed met de onderstaande info.


    Killer Instinct Mini eGuide Evo Edition

    Introduction

    It's been a long wait since the last Killer Instinct title graced arcades and home consoles. Later this year, Killer Instinct will launch with the Xbox One and we'll hopefully have another tournament-caliber fighting game on our hands. The developers at Double Helix are doing everything they can to make sure that happens, including taking the game to the biggest and best fighting game tournaments and events between now and the launch of the Xbox One.

    The road to release began with a showing at the Microsoft and Mad Catz booths at E3 2013. The same build was shown at MLG Anaheim a few weeks later. Now an updated build is set to be playable at the biggest fighting game stage in the world, the Evolution Fighting Game Championship.

    This guide is designed to make it easier for Evo attendees to get the most from their short time with the latest build. You won't find everything there is to know about the game, but you'll learn enough to get started and hopefully enjoy the game a little more during the busy Evo weekend in Las Vegas.

    Note: Everything in this mini-guide is based on the E3 build and subject to change. Special thanks to Maximilian for additional notes/corrections.

    E3 to EVO

    The build that was playable at E3 featured Jago's stage, with Jago and Sabrewulf as playable characters. The Combo Breaker system was unfinished, and a lot of balancing adjustments were not yet in place.

    Double Helix has promised to bring an updated build to Evo. While details on the new build are not yet available, we do know that Glacius will be playable, in addition to Jago and Sabrewulf. It's also a safe bet to assume we'll get at least one more stage to play on, and possibly an upgraded Combo Breaker system.

    Controls

    If you're familiar with traditional Street Fighter controls, it will not be difficult to learn Killer Instinct's controls. The control layout is identical to SF, with three punches and three kicks serving as the primary attack buttons. At E3, every Killer Instinct setup was accompanied by two Mad Catz Arcade FightStick TE2s. For the time being, let's assume that will be the case at Evo as well.

    While you can change the button configuration, this was the default button layout at E3:

    [​IMG]

    Key:

    B = Back

    F = Forward

    U = Up

    D = Down



    QCF = Quarter-Circle Forward = Down to Forward

    QCB = Quarter-Circle Back = Down to Back

    DP = Dragon Punch Motion = Forward, then Down to Forward



    LP = Light Punch

    MP = Medium Punch

    HK = Heavy Punch



    LK = Light Kick

    MK = Medium Kick

    HK = Heavy Kick



    PPP = All Three Punches

    KKK = All Three Kicks

    Basic Game Systems – Part 1

    To make the most of your short time with Killer Instinct at Evolution, you must understand the basic elements of the game system. In this section, you'll learn how the round structure works, as well as the basic flow of combos. KI is a very combo-heavy fighting game. If you do not know how to properly execute combos, you'll be at a severe disadvantage.

    Rounds

    First life bar.

    [​IMG]

    Second life bar.

    [​IMG]

    If you've played a Killer Instinct game before, you know that it does not use rounds in the traditional sense. Instead, each character's life bar is divided into two sections. The first section is green. When that is depleted, the game takes a short break and a red life bar appears, then the game resumes. When one character's red life bar is depleted, the game is over.

    It's important to note that both players can move around during the short break between life bars. This allows you to potentially escape a bad corner situation or just back away from an opponent to get some breathing room.

    Combo Flow

    Combos have a very specific flow in Killer Instinct. While the system is more open than it was in the previous games, it's important to know how combos work in order to maximize damage and make it more difficult for an opponent to use a Combo Breaker. The general flow of a combo is as follows:

    Opener > Auto-Double / Manual > Linker / Shadow Linker > Auto-Double / Manual > Ender

    You can mix and match to be a little more creative with your combos, or use an Ender earlier in a combo to cut it short, but this is the basic structure of a Killer Instinct combo. If you ignore this, you will have a difficult time performing combos in the game.

    Auto-Doubles

    The easiest way to extend a combo is by using an Auto-Double. After an Opener or Linker, an Auto-Double performs two consecutive hits. You can follow an Auto-Double with another Linker or an Ender, depending on how you wish to continue your combo.

    In the original Killer Instinct, the general rule on Auto-Doubles was to use the immediately weaker button following an Opener or Linker (Heavy to Medium, Medium to Light, or Light to Heavy). For example, if you use Jago's MK Wind Kick, you would follow with LP or LK as an Auto-Double. The new system is far more lenient, allowing any attack button to be used as an Auto-Double.

    While an Auto-Double is relatively easy to execute, it's also fairly easy to break. An opponent has from the initial frame of the first hit in an Auto-Double until the final frame of the second hit to perform a Combo Breaker. At the highest level of play, it should not be difficult to break Auto-Doubles on-reaction.

    Manuals

    A Manual is used in the same situation as an Auto-Double. However, instead of two hits, you only get one. In addition, the timing is stricter to execute a Manual compared to an Auto-Double. To execute a Manual, you must input the command at the end of the previous attack. The window to input the command is much smaller than that of an Auto-Double, and if you mistime the input, you'll more than likely either drop the combo or get an Auto-Double instead of a Manual. In Street Fighter terms, think of an Auto-Double being as easy to execute as a Target Combo, while a Manual is similar to a 1-frame Link (although the timing is closer to a 3-4 frame link).

    When you first start to play Killer Instinct at Evo, Auto-Doubles will probably be your main focus during combos. However, once you've grown accustomed to the combo system, you should focus more on Manuals. It is much harder to break a Manual compared to an Auto-Double, and Manuals are the best way to maximize damage without using a meter.

    Linkers

    Linkers are another way to extend combos in Killer Instinct. You can use a special move or Shadow move as a Linker. For the most part, a Medium special move used in a combo serves as a Linker. In basic combos, Linkers bridge the gap between Manuals or Auto-Doubles, but as the KI combo system is fairly open, you can get creative with your use of Linkers, Manuals and Auto-Doubles.

    In the E3 build, using a Shadow special move as a Linker (a Shadow Linker) was unbreakable. This means it was not possible to use a Combo Breaker when an opponent performed a Shadow Linker. In addition, Shadow Linkers inflict considerably more damage than a normal Linker, at the expense of burning meter.

    Enders

    Enders are essentially Heavy special moves used at the end of a combo. However, certain Enders have specific properties. For instance, Sabrewulf's HP Ragged Edge causes a wall bounce that leaves an opponent stunned for a short time (in the corner only). Other Enders may cause a juggle state, additional meter gain or maximum damage.

    Note: It is EXTREMELY important to complete every possible combo with an Ender to achieve maximum damage.

    Basic Game Systems - Part 2

    Once you have the basics of the combo system down, you need to know how to use meter and how to best defend yourself. This section covers Combo Breakers, combo damage, Ultra Combos, the KV, Shadow and Instinct meters and throws. As an offensive game, Killer Instinct allows you to gain meter very quickly, so it's important to know what options you have when it comes to using meter.

    Combo Breakers

    The Combo Breaker has been a staple of the Killer Instinct series since its inception. To execute a Combo Breaker, in the middle of a combo press the punch and kick buttons equivalent in strength to the attack your opponent is using. For example, you would press MP + MK to break an opponent's MP Auto-Double.

    A successful Combo Breaker stops a combo and builds Instinct Meter. However, if you miss a Combo Breaker or use it on an attack that cannot be broken, an exclamation point appears by your character. This indicates that you cannot attempt another Combo Breaker for three seconds (180 frames), giving an opponent ample time to accumulate damage. A red X with an exclamation point means that you used the wrong strength Combo Breaker, while an orange X with an exclamation point indicates a mistimed Combo Breaker.

    In the original KI, the highest level of play revolved around unbreakable combos. However, in the new KI, the plan is to make sure that everything can be broken in some way. As of the E3 build, Enders, Shadow Linkers and Ultra Combos could not be broken by conventional Combo Breakers. It is currently unknown how or if these attacks can be broken by other means.

    KV Meter and Combo Damage

    The KV meter appears after two hits.


    [​IMG]

    It fills as you continue a combo.

    [​IMG]

    Use a combo Ender before it maxes out.

    [​IMG]

    During every combo in Killer Instinct, a white bar appears under the combo hit counter. This is called the Knockout Value or KV meter. With each additional hit in your combo, the bar increases until it turns red. This meter is a visual representation of your potential combo length and damage. If you do not use a proper Ender by the time the KV meter turns red, the opponent is knocked away, you lose all of the built-up potential damage and your total combo damage suffers greatly.

    Auto-Doubles cache up to 50 percent of their damage during a combo. That damage is lost if you do not use a proper Ender. Manuals and certain attacks cause the KV meter to build slower compared to using Auto-Doubles (allowing for more attacks in a combo). Shadow attacks do not build any KV meter at all.

    For example, a 10-hit combo with Jago that does not use a proper Ender may inflict 12 percent damage. However, an eight-hit combo with a proper Ender could easily inflict 20 percent damage or more. If you're not getting much damage out of your combos, chances are you're simply not using a proper Ender.

    Shadow Meter

    Half a Shadow meter allows you to use a Shadow attack.

    [​IMG]

    A full Shadow meter allows you to use two Shadow attacks.

    [​IMG]

    The Shadow meter is the blue bar at the bottom of the screen. It's cut into halves and provides access to Shadow versions of special moves. For Street Fighter players, think of Shadow attacks as EX special moves. They're executed with two Punch or Kick buttons instead of one, and use 50 percent of your Shadow meter. The meter is used anytime you execute a Shadow attack, whether as a standalone attack or as a Shadow Linker during a combo.

    Shadow Linkers inflict far more damage than a normal Linker and cannot be broken with a Combo Breaker. In addition, Shadow attacks generally have unique properties. For instance, Jago's Shadow Wind Kick is projectile invincible (goes through fireballs).

    The Shadow meter fills when inflicting damage on an opponent, or when an opponent blocks your attacks. Due to the heavy offensive focus of Killer Instinct, the Shadow meter fills up extremely fast when an opponent blocks. In the E3 build, four blocked fireballs gave Jago a FULL Shadow meter.

    Instinct Meter

    Your character portrait glows when your Instinct meter is full.

    [​IMG]

    New to the Killer Instinct franchise is the Instinct meter. It appears near the top of the screen by the life bars, near your character's portrait. The Instinct meter fills when you take damage or successfully execute a Combo Breaker. If you initially use Instinct shortly after the meter is full, you should be able to use it again by the time you are in Ultra Combo danger (below 15 percent health in your second life bar).

    When full, the Instinct meter allows you to enter Instinct Mode. The attributes of Instinct Mode vary from character to character, but it has been loosely compared to X-Factor in Marvel vs. Capcom 3. For example, Jago's Instinct Mode regains lost health and improves his frame data by +4 block stun and hit stun while Instinct is active, while Sabrewulf gets increased chip (block) damage and a general damage buff.

    Instinct Mode can also be used mid-combo to reset the KV meter or even mid-Ultra to "style" on an opponent. After an Instinct Cancel, you can essentially start a brand new combo while the opponent is helpless. Keep in mind, this also gives an opponent more chances to use a Combo Breaker.

    Ultra Combos

    When an opponent is down to 15 percent health or below, on their second life bar (the red life bar), it is possible to perform an Ultra Combo. Each character has a unique Ultra Combo input that is generally a special move with all three attack buttons (LK + MK + HK or LP + MP + HP). You can execute an Ultra Combo as soon as the combo counter reads at least two hits. As soon as an Ultra Combo is initiated, it depletes the opponent's remaining health and the game is essentially over.

    Throws

    Throws in Killer Instinct are very similar to throws in Street Fighter. They are executed by pressing LP + LK. In addition, throws have a large amount of invincibility frames and go through almost any other attack. However, they have very limited range. Jago has the ability to cancel his throw animation into a Shadow attack.

    Characters

    [​IMG]

    Jago and Sabrewulf were the only playable characters in the E3 2013 build of Killer Instinct. While Glacius will be playable at Evo, there's no information to share on him. However, in this section you will find move lists for Jago and Sabrewulf that were complete as of E3, as well as additional notes on the attributes and properties of many attacks.

    Each character section features a short summary on the strengths of the character, as well as sections for that character's command normal attacks, special moves, combo Openers, Linkers and Enders, as well as their Manual combo chains and Ultra Combo notation.

    Note: Because these move lists are based on the E3 build, there may be changes or additional attacks in the updated Evo build. A notation key can be found in the Introduction section of this mini-guide.

    Jago

    [​IMG]

    Jago is your basic Shoto character. He can zone with his Endokuken projectile and anti-air with Tiger Fury. In addition, he has very strong manual combos, and his Shadow Wind Kick is projectile invincible. The normal Wind Kick is invincible to low attacks, meaning it goes right through low attacks, and he can build meter very quickly when an opponent blocks his Endokuken (four blocked Endokukens will max out your meter). He also has a very fast overhead (B+HP) that can be used as an Opener.

    Normals:

    Double Roundhouse - F+HK

    Neck Cutter - B+HP (overhead)

    Special Moves:

    Wind Kick - QCB+K (low invincible)

    Laser Blade - QCB+P (beats Wind Kick)

    Endokuken - QCF+P (projectile)

    Tiger Fury - DP+P (anti-air)

    Openers:

    Wind Kick

    Laser Blade

    Linkers:

    MK Wind Kick

    MP Laser Blade

    Enders:

    HK Wind Kick (wall bounce)

    HP Laser Blade (juggle state)

    HP Endokuken (max meter gain)

    HP Tiger Fury (max damage)

    Manuals:

    Heavy > Medium > Light

    Light > Light

    Ultra Combo:

    PPP Tiger Fury (DP+PPP)

    Sabrewulf

    [​IMG]

    Sabrewulf is a straight up brawler. He can't do much from a distance, but once he's close, he has great mix-up potential (Hamstring or Jumping Slash as low or overhead Openers, respectively). His Run series of attacks can be used to get in close, but it can be punished on-reaction if you start from too far away and you're fighting an astute opponent. Sabrewulf's dash can also cross-up an opponent, although it has a fair amount of recovery at the end of the animation.

    Normals:

    Overpower - B+HP (hold HP to charge; unblockable at max charge)

    Special Moves:

    Ragged Edge - B,F+P

    Eclipse - U,D+P (anti-air)

    Run - B,F+K

    Hamstring - LP or LK (during Run; crosses up on hit; goes under projectiles)

    Jumping Slash - MP or MK (during Run; overhead)

    Running Uppercut - HP or HK (during Run; juggle state)

    Openers:

    Ragged Edge

    Hamstring

    Jumping Slash

    Linkers:

    MP Ragged Edge

    Hamstring

    Jumping Slash

    Enders:

    HP Ragged Edge (wall bounce)

    HP Eclipse (juggle state)

    Running Uppercut (juggle state)

    Manuals:

    Mash any button (LP, LP, LP, LP, etc.)

    Light > Medium > Heavy

    Medium > Heavy

    Ultra Combo:

    PPP Ragged Edge (B,F+PPP)


    Bron :

    Killer Instinct Mini eGuide Evo Edition

    Introduction
    http://www.primagames.com/games/killer-instinct/news/killer-instinct-mini-eguide-evo-edition-introducti

    Killer Instinct Mini eGuide Evo Edition: Basic Game Systems – Part 1
    http://www.primagames.com/games/killer-instinct/news/killer-instinct-mini-eguide-evo-edition-basic-game

    Basic Game Systems - Part 2
    http://www.primagames.com/games/killer-instinct/news/killer-instinct-mini-eguide-basic-game-systems-par

    Characters
    http://www.primagames.com/games/killer-instinct/news/killer-instinct-mini-eguide-evo-edition-characters
     
    Laatst bewerkt: 17 jul 2013
  15. LocKuM

    LocKuM Active Member

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    [yt]_OsYVNZzz7g[/yt]
     
  16. Rob X Tiger

    Rob X Tiger Active Member

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  17. Nightbringer

    Nightbringer Wieder geil! XBW.nl VIP

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    Ben erg benieuwd na Gamescon en Killer Instrinct :D meer meer info.
     
  18. mitchdylan

    mitchdylan Active Member

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    waarschijnlijk gaan ze nu toch gameplay van die indiaan laten zien. Die op evo toch geteased was?
     
  19. mitchdylan

    mitchdylan Active Member

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  20. Servantes

    Servantes Well-Known Member

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    Ziet er goed uit.
    Kijk erg uit naar deze game duurt helaas aleen nog even voordat we hem kunnen spelen.
     

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