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:
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.
Second life bar.
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.
It fills as you continue a combo.
Use a combo Ender before it maxes out.
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.
A full Shadow meter allows you to use two Shadow attacks.
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.
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
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
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
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