The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Apr 25, 2016 2:17:30 GMT -5
How mash heavy does it feel to you?
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Post by JACK-2 on Apr 25, 2016 2:49:39 GMT -5
Very mas heavy when it comes to the combos. You mash into them and you can mash out of them. Also, that's how the main damage is done. But, it feels more satisfying for me than Sf5 also there's no lag so far the matches have been smooth. The netcode is stellar so far.
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Apr 25, 2016 3:25:48 GMT -5
I guess the fixes are working then.
Isn't there a counter-counter system as well? I don't like too much mashing myself though. I do want to try Rash.
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Post by JACK-2 on Apr 25, 2016 3:39:15 GMT -5
Basically, you can break any combo as long as you press the button your opponent is pressing before lock out. I personally like how lenient it is. No more super strict links to memorize.
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Apr 25, 2016 4:32:48 GMT -5
I don't think input should be ultra strict, but I don't think they should be ultra mashy too because then you reward people making bad decisions and you kill smart offense. I hope it's not too easy.
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Post by JACK-2 on Apr 25, 2016 13:22:23 GMT -5
It's not that smart of game, it has great character variety, great netcode and nice support. I find it far less stressful than SF5. I enjoy playing it.
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Apr 25, 2016 13:47:12 GMT -5
You don't like having to think? I didn't know you were some scrub noob. Just kididng. Whatever floats your boat. I always thought SF was easy to pick up but KI is definitely designed to be more casually friendly. Who are you maining?
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Post by JACK-2 on Apr 25, 2016 14:00:35 GMT -5
I have bad fundamentals which is why I rather KI right now. SF is probably more satisfying, but right now I don't have the fortitude to play it. Digging into the meta game takes time and frankly I'm sick of the SF community. I usually defer to the Japanese community to learn, but so far it's been quit over there. So, I decided to give it a break.
Yeah, it's nice and easy in KI. I haven't found a main yet. But, I'm interested in TUSK. I'll keep you posted when I do.
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Apr 25, 2016 14:05:06 GMT -5
You're overthinking everything. Worrying about tech and fancy stuff. Start from the beginning and work on your basics and fundamentals. Once you learn that you can carry on to any game. You need to understand how to defend properly, when you are at advantage, how to anti-air, etc. It's tough at first but it helps you at the long run.
That said, you should also have fun, but definitely work on those fundamentals. The metagame for anything is a lot of work, even games like PSAS.
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Post by JACK-2 on Apr 25, 2016 14:14:01 GMT -5
I just feel thwarted every-time I do something. Frame traps or misreading the distance with AA and so on. When I lose in SF, I have no idea why. I lose when I play KI too, but it doesn't feel the same. I think SF is fun if you're playing face to face, I hate the online. Honestly, the game is just frustrating and I've tried to like it. It just isn't for me.
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Apr 25, 2016 14:41:06 GMT -5
I offered you some sets to help you out, we gotta meet up. Ranked and whatnot is terrible because it's all about points and it doesn't teach you anything. If the frustration mounts you'll hit the cliff with this game too and get frustrated. SFV is supposed to be more basic and straightforward to pick up and more fundamental based. You will need to hit the lab and practice punishing moves and when to press buttons. Little by little.
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Post by JACK-2 on Apr 25, 2016 14:59:56 GMT -5
Just let me know when you're available. I usually play late at night.
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Apr 25, 2016 15:03:05 GMT -5
Do I have your gamertag?
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Post by JACK-2 on Apr 25, 2016 17:47:37 GMT -5
I posted it in the gamertag thread. I could message you tonight?
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Apr 25, 2016 17:49:33 GMT -5
That's why I couldn't find you. I looked your steam name up before and no luck. What's your actual gamer tag in the game. What do you call yourself there?
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Post by Nyu Nozomi Hyuga on Apr 26, 2016 0:01:10 GMT -5
Heres Mira's official release date from eventhubs:
Mira will join the Killer Instinct roster on April 27th; see her official trailer here
We just received news, via Killer Instinct's Twitter, of Mira's official release date.
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Post by Nyu Nozomi Hyuga on Apr 26, 2016 21:46:21 GMT -5
Here are KI patches from eventhubs:
The countdown to Mira is nearly over; Killer Instinct 3.1 patch notes
Mira joins Killer Instinct Season 3 tomorrow, and she's bringing with her a whole slew of changes for the game.
Every character save for Sabrewulf, Thunder and Orchid got at least one change, and so you'll want to take a look through to see how much your favorites have been altered.
Not only have many of the characters changed, but Iron Galaxy has also implemented a good number of system changes. This time around, they've explained the reasoning behind each in quite some detail.
There's a ton to cover, so hit the jump to get started.
KI 3.1 Patch balance changes
New features and improvements:
• Added New Character – Mira • Added Shadow Lab Support for Mira, Kim Wu, & Tusk • Added Toggle for Cinematic Ender Cameras under Help & Options –> Display. • Added an Exclusive Retro Color 7 for all characters for players who purchase the SUPREME EDITION or Season 3 Ultra Edition bundles
Bug fixes:
• Fixed soft lock that would sometimes occur when transitioning between screens using LB and RB. • Fixed a crash that would sometimes occur when Tusk was interrupted out of a deflect attack. • Fixed a soft lock that would occur if one of Arbiter’s grenades would detonate at the same time as a character was performing a command throw ender. • Fixed a crash that would occur when Shadow Jago would perform a Level 4 DP ender in the corner of a stage. • Fixed an issue where the announcer would not scream “Ultraaaaaaaaaaaa!” after a second ultra was performed.
System Changes:
• A Shadow Move that would be breakable as a linker, but hits 2 or less times, no longer counts as a ‘breakable move’ in your combo. This removes the “half-whiff-shadow-linker unbreakables” from the game. (This means that, in order to cash out damage from these combos, you will have to add at least one more breakable window to the combo somewhere, or ensure the Shadow Linker hits 3 or more times. It is still possible to use these “half whiff” shadow linkers in combos, and they are still great options for messing up your opponent’s timing or sneaking in some damage.)
• When your opponent techs your throw attempt or your throw is teched, it no longer counts as a reaction for cases where being hit (going into a reaction) destroys your projectiles or ends your active modes or curses. (This effects things like Spinal’s Curses and Skulls, Maya’s Dagger Assault, Kan-Ra’s Shadow Sandtrap, Cinder’s Pyrobombs, etc. Anything that would have ended when the character was hit. Now these characters can attempt or defend throws without risking the loss of their projectiles, modes, or curses.)
• Added a 5-frame buffer window to the Counter Breaker input, so that you have a 5 frame window to input a 1st frame Counter Break attempt. This removes the need to manually time a 1st frame Counter Breaker vs someone inputting a 1st frame Breaker attempt. (In general, you will still have to input your counter break before your opponent inputs his break attempt to succeed. But for manuals in particular, it was unreasonably difficult to input your counter break before an opponent who is also trying to break immediately. You may have noticed this in cases such as Tusk’s skewer or Rash’s LP juggles after a launcher. With this buffer in place, you will have a much easier time beating your opponent to the break and counter breaking successfully.)
• Adjusted Flipout so that all characters fall with the same timing/gravity, instead of falling with their own personal jump gravity values. (We wanted players to be able to develop flipout setups that are not quite as character specific, though you’ll still have to deal with varying heights/widths on your opponents, as well as screen positioning factors.)
• Fixed a bug that forced you to go through 1 frame of jump landing at the end of a Flipout, preventing reversals. (This lead to actual, inescapable flipout setups, and this change removes them.)
• Fixed a bug where you could perform a second wall splat move without blowing out a combo following a move causing ground bounce or recapture.
Jago
• Fixed an issue that could cause some Lv1 Enders to whiff or be blocked when performed on the last possible frame of the cancel window on a light manual.
Glacius
• Fixed a bug causing Glacius’ Command Normals to not get the +3 manual hitstop penalty. • Fixed a bug that allowed opponents to get hit by Shatter during their pre-jump frames. (This was actually fixed in the 3.03 hotfix. We are just putting it on this list for the record.)
Sadira
• Decreased the knockback on Sadira’s Blade Demon (Launcher) Enders to increase followup combo options. (We recognize that players enjoyed the range Sadira was left at for juggles off of the old Recluse ender, so this new spacing allows f+HK and tiger-knee Med Widows Bite followups after Blade Demon Ender to be much more practical.) • Fixed a bug causing all of Sadira’s Normals to not get the +3 manual hitstop penalty. This bug was also causing higher than intended KV output for Sadira, so this fix has resulted in some longer juggle ability. • Fixed a bug causing the 2nd hit of Heavy Widows Bite to not be breakable in some situations as intended.
Spinal
• Changed the duration it took for the hitbox to reappear on an Instinct Skull that had just bounced off of the wall from 25 frames to 20 frames. • Fixed a bug causing an Instinct Skull that hit the opponent and the wall on the same frame to consider its interaction with the wall as a priority. • Shadow Searing Skull is now +14 on hit at close range (down from +26). (All Heavy manuals are still easily possible here.) • Shadow Searing Skull damage reduced by 58% (These two changes were made because Shadow Searing Skull is being using as an unbreakable linker with a massive manual window now. These changes make it a low damage unbreakable projectile Shadow Move with a fair manual window after, making its primary purpose to apply an Instinct Curse.)
Fulgore
• Fixed a bug causing the 2nd hit of his Medium Eye Beam to be breakable when used as an opener.
TJ Combo
• Increased the special cancel window on TJ Combo’s Standing Light Punch, fixing a bug that could make it difficult to special cancel from this move. • Fixed a bug causing all hitboxes to be missing for a few frames when landing from a Linker Flying Knee.
Maya
• Raised minimum height from which you can perform Mantis on the way up. • Mantis damage reduced by ~25% (Mantis combos were back in a big way in 3.0. Mantis being the only meterless juggle cash out in the game, in addition to Maya’s new juggle abilities, allowed her to deal a lot more damage than intended on few-break-chance combos a lot more easily than we’d like outside of instinct. As such, we are toning Mantis damage down and making it much harder to combo outside of Instinct by changing its height restriction. Being a meterless juggle cashout is still very strong and the damage is still very respectable. We anticipate that this technique will still be used often by Maya players during Instinct.)
• Crouching Light Kick is now -3 on block (was -5). (We have no idea why this was ever -5 on block. Now it is less unsafe.) • Fixed a bug causing her Counter Breaker to teleport to the opponent’s location.
Kan-Ra
• Made adjustments to the Sand Scorpion attacks. • Removed the first hit damage bonus of x2, as this was causing his Clutch command throws to sometimes deal double damage while a Shadow Sand Trap was active. • Increased damage on ground Scorpion Strike from 14 to 18 points (~22%) • Increased damage on anti-air Scorpion Strike from 5 to 18 points (~360%) • Fixed a bug that caused the spit startup part of the Swarm projectile to damage other players if it came in contact with projectiles they own. (This was actually fixed in the 3.03 hotfix. We are just putting it on this list for the record.) • Fixed a bug causing his Light and Heavy Swarm attacks (up close) to have each other’s on block frame data. Light is now -3, and Heavy is now -1 as intended. • Fixed a bug that could cause the Scorpion Tail strike in his Ultra to blowout.
Riptor
• Added 1 frame of hitstop per hit (up from 0) to the hits of Flame Arc to ensure it follows ALL breaker system rules properly. Timing on followups has changed slightly as a result, but frame advantage is unchanged. • Corrected an issue causing Riptor to get stuck in her Lv2, Lv3, and Lv4 Talon Rake enders longer than intended, making them punishable on hit. She is no longer punishable on hit, and is left about +1 on her opponent.
Omen
• Made Demonic Despair’s hits count as “Launcher” hits. This fixed an issue where Arbiter’s Plasma Grenade could go off during this move, putting Arbiter back on the ground and leaving Omen punishable. • Fixed a bug that allowed Omen to cause his linkers to teleport to the opponent’s location if they were already in hitstun from something else. • Fixed a bug that allowed Omen to use crouching MK while his legs were burned out without fanning the flames.
Aganos
• Fixed a bug causing all of Aganos’ Normals to not get the +3 manual hitstop penalty. • Hitbox Adjustments to Standing Far HP. • Added slightly more attack range to better match the animation. • Added an additional vulnerable box behind Aganos so that opponents could properly punish this attack from behind. • Fixed a bug preventing Heavy Natural Disaster from bouncing off another Aganos in the mirror match on block. • Fixed an issue where Light, Heavy, and Shadow Payload Assault moves could fail to count as openers and lead to unbreakable combos. • Increased the size of the attack box on Back+LP to cover over his head slightly better. (This change was made to help with some of the new aerial offence available in the game.)
Hisako
• Possible fix for Light and Medium Influence Linkers sometimes not passing through opponents properly after Standing Medium Punch manuals. • Fixed a bug that could get Super Flash stuck ON when she was hit out of specific frames of her Shadow Counter. • Fixed an issue preventing Shadow Air On Ryo Zan from becoming breakable/counterbreakable when it should.
Cinder
• Fixed a bug causing the Shadow Linker version of Trailblazer to not be projectile invulnerable as intended. (All other characters who have a projectile invincible Shadow Move in neutral also had that invincibility on the linker version. This fix will help Cinder better avoid opponent projectiles, such as Arbiter or Orchid’s grenades, during his own combos.)
Aria
• Fixed a bug causing Aria to get the fully charged version of HK no matter how long she held the button. (This created a situation where lots of fully charged bombs could be used to add unbreakable damage to any of ARIA’s juggles. Standing HK will now have to be held to get the extra bombs, as intended.) • Added additional pushback to standing HK to remove a big-character blockstring infinite. • Fixed a bug where Activating Instinct caused any attached Cinder Pyrobombs to be destroyed
Shadow Jago
• If you cross behind your opponent with your dash and press P, you will now trigger the vertical version of Dark Fury instead of the angled version. (This change was made to reduce frustration in fighting against this tactic. It decreases its effective range, but if an opponent is not blocking crossup, they will still get hit by Dark Fury in much the same way as before, and all the same juggles will be possible, so we still expect this technique to be very strong. The main goals here are to allow an opponent to better punish Shadow Jago for a successful block or dodge, and to adjust the risk/reward on this technique.)
• Made Shadow Dark Drift a low to match the properties of the special move version.
Kim Wu
• Added some vacuum to Kim’s Shadow Counter so that it is less likely to whiff its first hit, and much less likely to whiff any hits after the 1st if the 1st hit connects. (Her Shadow Counter was whiffing in a lot more situations than expected so hopefully these improvements help.) • Fixed a bug for Dragon Counter sending back unintended Dragon Cannons. • Fixed a bug that made Shadow Dragon Kick do ender-scaled damage on the 2nd hit even outside of a combo. This lead to massive damage opener Dragon Kicks when the opponent had a lot of Potential Damage on their bar. • Fixed a bug that made Shadow Firecracker teleport to opponent after long range openers.
Tusk
• The following normal and command attacks now count as Openers, so that followup manuals, specials, and shadows are breakable. -Backstab -Standing Far MP -Standing Far HP -Crouching MP -Crouching HP (We made this change because we felt the unbreakable damage output after these moves into Shadow Skull Splitter was a bit high, but we didn’t want to take raw damage away from these moves. This gives players the opportunity to break without removing the heavy damage.)
• Reduced the damage of the Normal attack after a successful deflect by 20%. (Though the raw damage matched the normal version of these attacks in 3.0, the Deflect Success versions leave a LOT of potential damage behind because they are technically hit #2 of the combo. In the next update, another adjustment will ensure that deflect moves deal ONLY raw damage, leaving no potential damage behind. Until then, we’ve lowered the damage slightly to alleviate this concern a bit.)
• Fixed a bug causing the Deflect Success version of Standing HP to have 3 less frames of advantage compared to the normal version. (You should now be able to get the same combo confirms off of standing heavy punch weather or not it deflected something.)
• Adjusted Tusk’s vulnerable boxes on wakeup to make sure Riptor’s Flame Carpet would not whiff him. • Tusk can no longer use Skewer against opponents with no health remaining. This also prevents him from using it against TJ during his Last Breath. • Fixed a bug with his Immortal Spirit Overhead and Immortal Spirit Enders that caused them to fan the flames during Punch Burnout despite being kick button moves.
Arbiter
• Fixed a bug that allowed Arbiter to cancel his Shadow Linkers into Linkers. • Fixed a bug causing Arbiter’s Normals to not get the +3 manual hitstop penalty. • Fixed a bug causing his standing block to be throwable. • Fixed a bug causing jumping HP to be tagged as a special instead of a normal, raising its priority and allowing Spinal to Power Devour it. • Fixed a bug causing his crouching HP to cause a Hard Knockdown. • Fixed an issue where Plasma Grenades could fail to count as openers and lead to unbreakable combos. • Fixed a bug that gave Arbiter additional air actions during Instinct mode. • Fixed a bug that could cause a game freeze if Arbiter was hit out of his Lv1 Prophet’s Bane ender.
Rash
• Fixed a bug where Rash’s standing medium kick could cross under cornered opponents. • Adjusted Rash’s vulnerable boxes on wakeup to make sure Riptor’s Flame Carpet would not whiff. • Reduced the blockstun from Wrecking Ball by 6 frames. (This change was made so that more characters have anti-air punishment options after blocking this move, especially taller characters. This move was already fairly unsafe against most of the cast, but all characters should have additional options now for challenging followups to Wrecking Ball on block.)
• Moved the frame on which you can cancel Run into attacks from frame 8 to frame 9. • Moved the frame on which you can cancel Run with a Jump from frame 4 to frame 9. This prevents using Pre-Jump frames to cancel out of Run into Normals earlier than intended. • Fixed a bug causing Rash to start on a later frame of his Run when canceled into from Big Bad Boot, leaving him more advantaged than intended. (With these 3 changes, he now has the same frame advantage on a run cancel as he does if he didn’t run cancel the Big Bad Boot attack. Because of the fast paced nature of the game and the speed of Rash’s overall pressure, we still expect run cancel boot to be quite useful in Rash’s offense.)
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Apr 27, 2016 1:21:46 GMT -5
Can't wait to try Rash out and see how he plays.
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Post by Nyu Nozomi Hyuga on May 2, 2016 15:03:46 GMT -5
Heres a breakdown of Mira from shoryuken:
Learn the Basics of Mira’s Buttons, Specials, Mixups, and More
On the same day as her release, Sajam prepared a complete breakdown of Mira’s basics to get everyone started. As with previous videos of this style, Sajam offers a look at Mira’s notable normals, her special moves, how she goes about constructing combos, and, unique to Mira, he discusses how to recover the health lost from performing her strong attacks and mobility options.
Since Mira’s tools favor mixing up opponents, we’ve also included a short clip to offer some ideas on how she may go about cracking tough defenses. Mira’s Mist Form resets her ability to air dash–allowing her to air dash, Mist Form, air dash again without using Instinct Mode–but it can also be used directly following any connected button to provide her with mobility for mixups or escaping.
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
|
Post by The Big Daddy C-Master on May 3, 2016 1:34:50 GMT -5
This has to be added.
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Post by Nyu Nozomi Hyuga on May 3, 2016 22:03:23 GMT -5
Heres a first look at Gargos from eventhubs:
The first, albeit blurry, look at Gargos in-game; Killer Instinct Season 3 teaser may drop next week
Killer Instinct Season 3's next playable character -- the Killer Instinct 2 boss, Gargos -- is set to be released later this month.
Back in the Season 3 launch trailer, we saw a few seconds of footage showing what his new design looks like. Today, the official Killer Instinct Twitter account gives us a fresh teaser.
What we see is the first in-game shot of Gargos, though, it's fairly blurry as to not give too much away. At the very least, we can see that his wingspan is quite large, which makes us wonder if flight will be a big part of his game like it was in the past.
According to more tweets from the KI account, we might be seeing Gargos' official teaser -- that which will appear at the end of Mira's trailer -- as early as next week. As we've seen in past teasers, we hope a little bit more of the character's story is revealed.
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Post by Nyu Nozomi Hyuga on May 3, 2016 22:07:02 GMT -5
Here are details about Alex Jebailey from eventhubs:
'I'm taking on an opportunity to do something I've always been passionate about' - Alex Jebailey leaving Iron Galaxy to pursue undisclosed new venture
Earlier today, Alex Jebailey took to twitter to let us know that today will be his final day as PR & Community manager at Iron Galaxy.
The decision came seemingly out of nowhere for most of us, but he does elaborate further in a Facebook post linked to the tweet. He will be announcing some time next week exactly what it is that's inspired him to move on from his position at Iron Galaxy.
So what's next professionally for me? Well I can't publicly talk about it just yet, but it would take a pretty big thing to make me consider leaving Iron Galaxy who treated me so well. I'm taking on an opportunity to do something I've always been passionate about and I can't wait to talk about it next week.
I'm going to take a couple days off for myself to enjoy a little break before I take on my next adventure starting next week. This weekend I'll running Pokkén Tournament in Austin, Texas for Dreamhack, a major event company from Sweden throwing their first USA event. After that I begin a new journey that I would not have gotten a chance to do without everyone's support over the years through CEO and IG that has gotten me this far. The work that Jebailey's put in behind the scenes at Iron Galaxy has done nothing but help our community in the long run, and will always be appreciated. We wish him the best moving forward.
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Post by Nyu Nozomi Hyuga on May 4, 2016 21:31:02 GMT -5
Info about Arbiter from shoryuken: Arbiter Now Available for Individual Purchase in Killer Instinct One of the new faces to join the Killer Instinct cast with the release of Season 3 was Arbiter. This gun-toting, plasma grenade chucking Halo representative has been available for purchase as part of the various DLC bundles tied to the game’s third season, but prior to today, players could not choose to only add Arbiter to their Killer Instinct rosters through an individual purchase. If you’re not satisfied with the rest of the Season 3 offerings, or just have a hankering to slash some cybernetic dinosaurs and ice-slinging alien life forms with an energy sword, you can now do so without having to commit to a larger purchase. As a change from the ordinary, Arbiter comes bundled with his retro outfit, all its applicable accessories, as well as his premium accessory set. This does mean that his price is a bit higher than individual characters often are, and he’ll set you back $9.99. store.xbox.com/en-US/Xbox-One/DLC/Ultimate-Arbiter-Pack/1e338b3b-0883-4926-ac7d-f1dcc07714fa
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on May 5, 2016 17:12:49 GMT -5
I like the purchasing options you have with this game and the way they handle it. It's very well done.
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Post by Nyu Nozomi Hyuga on May 8, 2016 22:42:50 GMT -5
Here are details about Gargos from eventhubs:
Gargos might be Killer Instinct's first summon-style character; More blurry screenshots reveal new info and may give a glimpse at official artwork
Okay, so he can't call upon those minions, but it looks like Gargos might be Killer Instinct's first summon-style character.
The official Killer Instinct Twitter account has released more Gargos teasers over the past few days. Three of these screenshots are blurry, much like the first teaser we reported on earlier this week.
One image in particular has Killer Instinct fans everywhere talking. We can see that Gargos has the ability to summon small demons in Killer Instinct Season 3.
The screenshot's caption readers, "Go forth, and do my bidding," leading us to believe that this will actually be a technique that Gargos can use in battle. If that's the case, this will make the KI2 boss the first summoner character in the series, short of maybe ARIA who can call upon assists.
The fourth screenshot below gives us a quick glimpse of what appears to be Gargos' official artwork.
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Post by Nyu Nozomi Hyuga on May 19, 2016 17:05:01 GMT -5
Here are some Gargos stuff from eventhubs:
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Gargos Killer Instinct Season 3 live stream - full character breakdown, colors, balance changes, and more to be shown
The Iron Galaxy is gearing up to show the world Killer Instinct Season 3's boss and next playable character, Gargos.
Today's live stream will feature a full breakdown of the new Gargos, showing and explaining the tools in his arsenal. We can also expect to see quite a bit of match footage featuring the towering gargoyle, as well as upcoming balance changes for the current roster.
As with every stream, Iron Galaxy promises to showcase a variety of goodies provided the view count reaches its goals. Below is a list of the view count bonuses.
Colors = Free 1k viewers = Accessories 2k viewers = Retro look 3k viewers = Retro accessories
xhttps://www.twitch.tv/irongalaxy/v/67411877
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on May 19, 2016 17:18:30 GMT -5
They added Gargos, now they just need to put Eyedol.
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Post by Nyu Nozomi Hyuga on May 20, 2016 21:21:30 GMT -5
Gargos to be released on May 27th; new footage, 4k official artwork wallpaper, and more
Gargos' official release date has finally been unveiled. Killer Instinct Season 3 Ultra Combo Edition owners can look forward to getting their hands on the next character on May 27th.
A handful of prominent community members will actually be given the new character early. Players such as GutterMagic, Maximilian, Sajam, and more will all have access to Gargos early, so be sure to check out their streams and Twitter feeds for more information.
We have included a handful of Gargos matches after the jump, and to see a quick glimpse of his retro costume in action, hit the GIF below.
www.eventhubs.com/images/2016/may/19/gargos-retro-costume-killer-instinct-season-3/
Source: eventhubs
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
|
Post by The Big Daddy C-Master on May 21, 2016 2:02:42 GMT -5
Interesting design, still surprised they didn't do Eyedol first.
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Post by Nyu Nozomi Hyuga on May 27, 2016 23:18:17 GMT -5
Gargos now available for Killer Instinct Season 3 Ultra Edition owners; check out the 3.1.5 patch notes here
Killer Instinct Season 3's newest update is rolling out on Xbox One and PC now. The 3.1.5 patch comes in at just around 4GB, and adds new content, balance changes, and more.
Most notably, Ultra Edition owners can now access Gargos -- Killer Instinct Season 3's boss character. Gargos comes included with a default and retro costume, with three different accessory sets for each.
Additionally, balance changes and bug fixes have been made to many of the characters on the roster, as well as system changes, and more.
You can find the full set of Killer Instinct 3.1.5 patch notes below.
KI 3.1.5 Patch balance changes
New features and improvements:
• Added New Character – Gargos - Default Costume - Accessories (3 Sets) - Color Variations (9 Colors)
• Retro Costume - Accessories (3 Sets) - Color Variations (7 Colors) - Combo Assist Support - Added ability to make a Gargos Shadow in Shadow Lab
Bug fixes:
• Fixed a crash that would occasionally occur when signing out of a profile on the Main Menu • Fixed a softlock that would sometimes occur when the player simultaneously pressed A and B on “Save Shadow Data” • Fixed an issue where watching a replay of a Shadow Survival or Survival match would cause Current Health at the end of the replay to carry over into a new Survival match • Fixed an issue in Training Mode where Mira would remain invisible when the player reset her position while she was in mist form during her Ultra Combo • Fixed an issue where some of Retro Mira’s VFX would be missing in a mirror match • Fixed an issue where you would briefly see Mira’s scythe below her during her Aerial Counter Breaker • Fixed some accessory lighting issues with Aganos, Sabrewulf, and Kim Wu on Forbidden Archive
System Changes:
• Fixed a bug causing the attacker in a throw tech situation (the one who initiated the throw) to not be pushed back by the throw tech, resulting in closer-than-expected positioning, especially noticeable in the corner.
Glacius
• Lowered damage of Ranged Auto Doubles by ~10% (This change was to make them more in line with Gargos’ ranged auto doubles, which also deal less damage than his close auto doubles. Because of the way Combo Breakers work in S3, it makes more sense to us to give Glacius players a choice between maintaining range for less damage, or transitioning his combo into a close ranged one for full damage, rather than just doing the same thing all the time. Glacius’ keep away abilities and damage are pretty outstanding in Season 3, so this small damage adjustment shouldn’t hurt him too much.)
Thunder
• Light Sammamish no longer causes a hard knockdown. (This change was to put the invincible reversal version of Sammamish in line with other invincible reversals. We feel that he should not be getting great mixups after landing this.)
Orchid
• Her Air Throw is now breakable in combos as if it were a normal hit. You break it using LP+LK, but Orchid can also counter break you for trying, so be careful! (This lead to a lot of unbreakable damage for the last 2 years of play. Now that we’ve developed tech to allow air grabs and anti-air grabs that don’t end combos to be breakable within the combo system for Gargos, we’ve added this tech to Orchid to bring her more in line. Orchid players still have her new air target combos that continue juggles to mix in with her air throw combos to keep opponents guessing and lock them out.)
TJ Combo
• Advantage Ender now occurs much quicker to make followup mixups much more surprising as they flow with the speed of TJ’s Combos. (While the setups after Advantage Ender can be pretty good, both players do have quite a lot of time to think about them due to the speed of the old version of this animation. The new version is much snappier and keeps TJ flowing like he should. We think TJ players will like this change and we expect to see the Advantage Ender a bit more often as a result.)
Aganos
• Fixed an issue that caused damage to Aganos’ walls if he performed a Ground Bounce or Recapture on his opponent. Fixed a bug causing an inconsistency in the recovery time of Ruin after hitting an armored character.
Aria
• Fixed a bug causing her Level 1 Explosive Arc ender to whiff Mira at very close range.
Shadow Jago
• Various changes to Jumping Heavy Punch - Fixed a bug causing Jumping HP to hit only 2 times instead of the intended 3 (he flips 3 times). - Reduced the attackbox size on Jumping HP so they reach above him less and cover less space overall. - Increase the vulnerable box size during Jumping HP to make this move easier to anti air. - Reduced the blockstun inflicted by Jumping HP by 12 frames, leaving Shadow Jago roughly even with his opponent on landing when this move is blocked. (These changes should go a long way into making use of this move less thoughtless, and encourage Shago players to use jumping attacks with less coverage if they want to maintain frame advantage when landing. This is still a powerful jumping attack, however.)
Kim Wu
• Kim has a few buffs below. We notice that when most players ask for buffs, their suggestions are to simply remove a character’s weaknesses. This solution doesn’t work. Instead, we’ve chosen to tweak a few things that should enhance Kim’s strengths. Read on.
- When returning enemy projectiles with Firecracker, different strengths will now send Dragon Cannons at different angles. - Light Firecracker returns a horizontal Dragon Cannon, just like before. - Medium Firecracker returns a 30 degree up angled Dragon Cannon. - Heavy Firecracker returns a 60 degree up angled Dragon Cannon. - Shadow Firecracker returns 3 Dragon Cannons, one at each angle. (The team felt it was a bit too easy to simply jump over the Dragon Cannons being returned by Kim, so we added angle options to make it far less predictable.) - Increased walk speed by 15% (Kim is a ground based, footsie heavy character, but we felt she should use just a little better walk speed to really find success with this gameplan.) - Her forward dash now finishes in 17 frames (down from 22 frames) (This should also help with the overall ground positioning and mobility needed to be a very successful footsie style character.) - When the Dragon Counter (Parry) is successful and the resulting explosion hits the opponent; - It now causes a hard knockdown vs airborne opponents - It deals 20 damage to the opponent - It builds some shadow meter for both Kim Wu and her opponent (We wanted to increase the reward for a success parry slightly, and feel these changes should help. Anti-air parry, in particular, should now be a fairly powerful option.) - Removed the restriction preventing Dragon Stocks from refilling during Instinct if Kim was in a reaction or knocked down. (This was a holdover from a previous instinct ability we tried on Kim during development. Since that is not in the game, it doesn’t make sense to prevent Dragon generation while being hit anymore, and we aren’t sure why we left it there in the first place. - This should give Kim players a much more predictable number of Dragons during Instinct.) Fixed a bug causing her vulnerable boxes to change size when using rapid fire Standing Light Punch
Tusk
• Tusk’s Deflects now reset the combo state so that the followup hit can deal the same damage as the non-Deflect version of the move, but not add any potential damage to the opponent. (We noted this change was coming in the 3.1 patch notes, but here it is! Deflect versions of Tusk’s moves no longer leave any potential damage behind on the opponent. While Tusk’s raw damage is untouched, and this change technically makes his Deflected moves hit harder than they did in 3.1, the combo after will not start at an increased ender level.)
Arbiter
• Moved the first active frame of Crouching Gun Butt back one frame (used to hit on 12, now it hits on 13). - Added 2 additional frames of active time onto the end of Crouching Gun Butt, making it active for 1 frame longer over all. (This change helps with the change below to prevent this Heavy Command normal from being used as a Medium manual, while also making it a slightly better anti air when used early.) - Moved the Manual Cancel window on Medium Linker Truth Seeker (qcf+P) from frame 29 to 31 to prevent Crouching Gun Butt (Heavy) from being used as a Medium Manual. - Moved the Manual Cancel window on Medium Mercy’s Demise (qcb+P) from frame 30 to frame 28 to ensure that Crouching Medium Punch was able to connect as a manual here.
Rash
• Fixed an issue preventing players from canceling Battlemaniacs Beat Em Up combos into Ultra.
Mira
• Fixed a bug causing her Lv4 Reaping Ender to fan a Kick Burnout. • Fixed a bug that could cause some auto doubles to whiff after long distance QCB+HP recaptures. • Fixed a bug causing the post-superflash portions of her Shadow Moves to autocorrect unexpectedly. • Fixed a bug that allowed her to land a Heavy manual off of a Medium Reaping Linker. • Fixed a bug preventing Mira from canceling openers into Doubles, Linkers, Enders, or Ultras if her opponent was hit by her projectiles during the move. • Fixed a bug causing her crouching LK to be -5 on block instead of -3 like the chained crouching LKs are.
Source: eventhubs
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