Archive for

Killer Instinct Xbox One Basics Tutorial (Video)

Killer Instinct

I’ve been really excited about the Killer Instinct reboot on Xbox One ever since they announced it and now the game is out in the wild for all your free-to-play (and freemium) enjoyment. Even though there are many elements in common with the original Killer Instinct games, like Ultra Combos and Combo Breakers, many of the mechanics are also very different in how they work. You have a lot more freedom in custom-creating your own combos, for example.

Max has put together a great tutorial video that walks you through the basics of Killer Instinct on Xbox One, covering normals, specials, combos, KV meter, instinct meter, and combo breakers. You’ll learn the basic combo structure with openers, auto doubles, linkers and enders, as well as how shadow moves and how the instinct meter come into play.

The main idea is that certain jump-ins and specials can act as combo openers, then you can auto-double with just about any normal. Light attacks are fast, but weak; medium attacks are a little slower and stronger; and heavy attacks are the most damaging, but take the longest. Similarly, you do the combo breaker by hitting the LP+LK, MP+MK or HP+HK corresponding with the strength of your opponent’s attack.

I could go at length about some of these different mechanics, but they make way more sense when you watch the video. Skip ahead to 3:23 if you don’t want to watch his cheesy acting with Dr. Doom.

Oh, and while he doesn’t cover it in the video, you execute an ultra combo by doing the appropriate special move motion of your character, but with 3P or 3K as a combo ender. You can then cancel with instinct meter to continue the combo into another ultra combo, followed by two shadow attacks, followed by one regular special to get a super long ultra combo finish. There’s also a useful guide on USGamer.net that’s worth a read if you prefer the text-based explanation.

Posted by: Akuma on Thursday, November 28th, 2013

Say Hello to Thunder and Sadira for Killer Instinct (Xbox One)

Killer Instinct Sadira - Xbox One

So, the new Killer Instinct was revealed to the world at E3 2013 earlier this year as an Xbox One exclusive that will be ready at launch and more details have slowly been revealed to us. We now know about Jago, Sabrewulf and Glacius, but at Gamescon in Germany, Double Helix is showing us two more characters: Chief Thunder and a new character named Sadira.

Before we get to that, you’ll want to watch this video with Ken Lobb as he clarifies the pricing structure. Basically, you’ll get the “season one” eight characters with their eight stages for $20, you can buy individual characters for $5, or you can get the premium pack for $40 that includes a port of the original KI. Six of these characters will be ready at launch with the other two coming shortly after. Then, they’ll have a similarly-sized season two with more characters, more stages and hopefully some No Mercy (fatality) action.

And here is an epic double ultra combo by Thunder. I was never a huge fan of him in the original game, but maybe he was more your thing.

And here is the first original character for the new Killer Instinct. She’s also the first female. She’s named Sadira and it seems like she has some Spider-woman properties going on, but it’s such a short teaser trailer that we’ll have to wait until the next big reveal to learn more about her.

Posted by: Akuma on Wednesday, August 28th, 2013

Competitive Game or Not: Why It Doesn’t Matter

Just last week I attended EVO 2013. It was my second EVO and I was even more excited knowing what to expect. What transpired over the weekend was nothing short of spectacular. From seeing distant friends to watching the hypest finals to date, it reminded me of how amazing the fighting game community is. I was delighted to see the previews and prototype of indie and upcoming titles in the beta hall and of course the new Killer Instinct caught my attention.

Killer Instinct 2013 - Glacius

When the first screenshots and news of the new KI were released, I was unimpressed. I was mainly considering the competitive aspect of the game and from having played the previous installments, I knew KI wouldn’t have a hardcore competitive scene. I dismissed the game completely… that is until I saw the exhibition on stage. The game looked amazing, from the graphics, combos to the way it sounded. I loved the redesigned characters and the fast paced gameplay which defined KI. It was the old KI revamped for this gen. I was impressed, and I got hype when the first custom ultra combo initialed.

I asked my friend what he thought of the game and he, like me at first, dismissed the game. The reason being, the game wouldn’t be competitive. I too knew that as the way was designed and played didn’t fit into the mindset of today’s competitive fighting games. I tried to tell him that KI isn’t supposed to be competitive and that it was a franchise that appealed to the casual masses. Then it dawned on me, why does it matter? I had my reasons for liking the game and my friend had his for not. I forgot the underlying principle: games are meant for fun.

If a game if fun and you like to play it, then that’s all that matters.

There will be people who don’t like a game and will never be convinced otherwise. This applies to fighting games as well. There are many fighting games which aren’t competitive whether be it from design or the lack of a community. I love me some Gundam Battle Assault 2 because it’s fast, fun and crazy. It plays as such because the game is insanely broken and at high level is a 2 character game. I’ve tried showing the game at tournaments and most players brushed it off but there were the odd fellow who would play with me. But we enjoyed it and we didn’t care if the game would never be EVO scale.

I bring this up because EVO started in arcades due to players who loved competing and playing their game. They gathered, played and grew their scene. There were 64 player caps on the tournaments but each year attendance grew and eventually exploded into the EVO we now know today. It was the players who made EVO. Each game that is in EVO’s roster earned it spot by proving that the game had enough community support hence Melee was in the lineup.

This bring me to the local level. If you like a game, play it. If you want it to grow, teach others how to play. Only then will the game have life and once it’s ready present to to tournament organizers and show them the numbers.

A game’s competitive scene is not programmed into it but built by its players. I use Brawl as an example. Nintendo intentionally made that game casual friendly because that’s where sales are. With the tripping mechanic, items and final smashes, the players still made a competitive scene for the game. The same can be applied to Killer Instinct.

The bottom line is whether a game is competitive or not doesn’t affect its quality. Games are meant to be fun. Enjoy your game.

Posted by: BionicFraud on Friday, July 19th, 2013