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Post by Nyu Nozomi Hyuga on Jul 29, 2016 1:58:47 GMT -5
Killer Instinct Community Pays Tribute to Pusha T at Evo 2016 Despite being small, the Killer Instinct community has come to be known as an extremely tight-knit group. They further displayed that solidarity by paying tribute to the late Terrance “Pusha T” Moore at Evo 2016. Moore passed away on October 17, 2014, after suffering a sudden cardiac arrest moments after competing on Stream at The Runback, and was unable to be revived. shoryuken.com/2014/10/17/rest-in-peace-terrance-pushatee88-moore/Recognized as a large part of the Southern Californian KI scene, a gathering was held last Friday by Las Vegas player and Royal Flush 7 member Abel “Emperor Menzo” Arellano, which was attended by 31 players, including PAG|PinkDiamond, BH|Thompxson, and even international players Reto and OGTY. Illya “C88 Ill Will” Walker, reflected on his teammate’s “contagious, positive spirit that is vital for the continued growth in the FGC.” He also felt that Moore would want new players to be encouraged to continue playing the game, and was always a proponent of community building. “Some people we didn’t know in the community; we just saw them playing the game and they just look like they were discouraged,” he said. “Aye, let’s go cheer them on. That’s what we do, that’s how we got around […] I am telling y’all that right now, we stayed to cheer on the winners and the losers as well.” Pusha T was a great player, friend and man to so many people and he will certainly be missed, but one thing is certain, the KI community will never forget him. Source: shoryuken
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
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Posts: 26,387
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Post by The Big Daddy C-Master on Jul 29, 2016 4:10:59 GMT -5
That seems to be one over-the-top mechanic. I want to see what it's like in action.
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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 Jul 29, 2016 6:52:09 GMT -5
That's not too bad. Not as frequent as other games but definitely more often than SF.
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Post by Nyu Nozomi Hyuga on Aug 3, 2016 23:28:17 GMT -5
Now that all of Killer Instinct's original characters have returned, will a potential 4th season have as much appeal for fans?
With the release of Eyedol last month, Killer Instinct's third season is all wrapped up in terms of characters. But the availability of the first KI boss also marks another interesting milestone for the reboot -- every original character from the franchise has officially made a return.
From Jago to Gargos, all of the familiar Killer Instinct faces can be selected in the current version of 2013's Xbox One reboot.
This raises an interesting question for Microsoft and Iron Galaxy Studios -- the companies at the helm of Killer Instinct's development. Without a handful of familiar characters to rope in fans of the series, will a potential season 4 have as much appeal as its predecessors?
Let's discuss what the future may hold for the Killer Instinct franchise. Killer Instinct's third season isn't quite finished with content just yet. In September, the game's new Shadow Lords mode will be added, aiming to bring an extensive new playing experience and much replay value to the already strong KI foundation.
Despite this upcoming addition, we have already seen a leak for the Killer Instinct: Definitive Edition -- a complete version of the game that includes all three seasons and content in one bundle -- which is also set for a September release. An "absolute" version of the game and no more returning characters seems to point in the direction of the end for the franchise, content-wise.
Without any classic characters playing the nostalgia card in a potential fourth season, it might be difficult for Microsoft and Iron Galaxy to draw players in before launch -- players other than the already dedicated hardcore fan base, of course.
In Killer Instinct Season 1, we had Jago, Sabrewulf, Thunder, Orchid, and Glacius. Season 2 had TJ Combo and Cinder, while Season 3 used Tusk and Kim Wu to build the hype. So, what can be done in Season 4?
The latest season of Killer Instinct introduced a handful of guest characters from some of Microsoft's most well-known IPs. Fortunately, these characters have been well received, and rightfully so. Battletoads' Rash, Halo's Arbiter, and Gears of War's General RAAM all look and play excellently, and each fits well into Killer Instinct's trademark "over-the-top" universe.
Microsoft IPs still hold a few hidden gem characters that could make it into the next season of Killer Instinct. One of the most highly requested is Perfect Dark's Johanna Dark, who we saw as a choice in the recent Killer Instinct character poll.
But guest characters shouldn't make up an entire roster. And that's where the creative team behind Killer Instinct's new character designs will have to come in.
Each brand new fighter to enter the Killer Instinct ring so far has been well thought out, both in aesthetically and in play-style. Spooky ghost girl Hisako became a quick fan-favorite seemingly over night, and with character designs such as the towering war golem Aganos -- who alters the boundaries of the stage by creating his own walls -- the dev team continues to impress fans and cause stream chats to declare "OP" status upon reveal.
It is no secret that the folks behind KI are more then capable of making fresh fighters interesting and unique. This makes the thought of another season quite promising.
Back in June, Mortal Kombat co-creator Ed Boon shared his admiration for Killer Instinct via Twitter, saying that if there were to be a crossover between games, it would have to be an Xbox One exclusive. Though it might be a bit of a long shot, securing a guest character spot for one of the popular Mortal Kombat warriors and putting them front and center for launch could draw in more interest for season 4.
Regardless, Killer Instinct has shown no signs of slowing down. Back in March, we learned that 6 million unique players booted up to get in some game time throughout the month, and this was even before Season 3 officially dropped.
Killer Instinct has also remained one of the main games at the world's largest fighting game tournament, EVO, over the past few years. We've seen an increase in entrant numbers from 2015 to 2016, with nearly 150 more players having competed this year.
The future looks bright for Killer Instinct, and though Iron Galaxy and Microsoft are going to have to bring out the big guns if they decide to launch a fourth season, they have already proven that they can hit hard with exceptional character designs, engrossing gameplay mechanics, and one of the best content release systems in the fighting game community to date.
Source: eventhubs
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Post by Nyu Nozomi Hyuga on Aug 17, 2016 15:36:48 GMT -5
ARIA and Kan-Ra rated the most difficult characters in Killer Instinct, Rash takes the title as most fun - check out the Textual Stream from 8/5 The Killer Instinct Textual Stream is one of the many ways that Iron Galaxy keeps their player base in the know when it comes to development of the game. After a bit of an absence, the Textual Stream returned, this time around covering some info gathered from the survey they held last month. One of the things the development team had a close eye on was how the player base felt about the characters; the survey asked players who they thought of each character's difficulty level, and which character was the most fun. When it comes to who the voters thought was the most fun character in the game, it "wasn't even close." Rash came out on top as the clear fan favorite of the survey. Beyond the character coverage, you'll find a Q&A session where the developers respond directly to some featured questions. Within, there are a few hints of what players can expect as far as the upcoming Shadow Lords DLC goes. @earthravenous16 Will we get a story mode for Season 3 like Season 2? It’s called ‘Shadow Lords’ and it’s definitely not like Season 2’s @tastyrc Is there a chance we could get new accessories for old characters? The team discusses this all the time, and my guess is that it will eventually happen. Our first priority was making sure the new ones got all the fixin’s. @laynewross I just wanna know if there will be a Season 4 so I can give you more money. You’re my kind of fan. @jmeek1812 after Shadow Lords what is the future of Killer Instinct? The future is what you make it! If I were to tell you there was a master plan, I would be lying. We’re in the business of making stuff people play. If you play, then it’s more likely for us to keep making it. It really is that simple. @rcont024 Will Shadow Jago get accessories? I hope so. @waffleyman When Killer Instinct is all said and done, would Iron Galaxy move onto another old school fighting game? @thekeits and I were talking like a month ago. He said (paraphrased) that he would be fine with working on Killer Instinct for life. Maybe I would be too. It’s been a great gig and really fun to be a part of this. @dooms_eye Can we expect any kind of announcement about Shadow Lords this month? Not my field, but probably! SirRadG – Do you have an estimate on when early access to Shadow Lords will be happening and what criteria for acceptance will be? Let’s bring in @rukizzel to shed some light on both of these questions: From @rukizzel Early access for Shadow Lords is coming, and we can’t wait to share more with you! As it stands you’ve more than likely noticed a few of the Iron Galaxy or Microsoft employees online protecting the earth from the threat of Gargos, earning Achievements along the way, and soon you will be able to join us. We’ve been lurking in the shadows (no pun intended, I swear) gathering names of those willing to participate, and will begin rollout to said folks in the coming weeks. The goal is to have a sizeable group of you playing later this month, but the exact date remains a little fuzzy. We’ll be sharing more details on this process and how you can be a part of Shadow Lords at a later time, but for now stay active in the forums, and keep your eyes on ultra-combo.com for the juicy details. MandrillManiac – Who was the magnificent guy/gal who created the character design for Gargos? It’s not any one person. It really is a collaboration between MS/IG. Design, concept, art, combat. The biggest sticking point on that character was how much his wings should be weathered. On one hand, he’s a badass, on the other, he’s a badass who’s been through a lot. Ultimately we went with weathered. Filemoncio – DEFINE KI POST SEASON 3 WITH ONE WORD – Hopeful xMasterStonex – Any news on Shadow Lords release? I would think so. It’s such a massive mode. We’re taking our time with it and getting it right. Remember how in Season 2, it was sad that the last character was a wrap? I love this because we’re saving our best for last. What a season. DiagnolSpy07 – For Shadow Lords, how much time in the spotlight would you estimate the S1 and 2 characters will have as far as relevancy goes? 50% CausingThought6 – If you could have one guest character in KI that is not owned by Microsoft, regardless of whether or not it could actually happen, what would it be? Honestly, Scorpion. I hesitate to say that because it might give everyone the wrong idea. Keep in mind I did work at Midway Yperdaimonious – Is it bad to ask for 3 more seasons? Not bad at all. I hope so too! Is there any bonus character? Season 3’s slate of characters is finished. Any early Shadow Lords release for common people like me? It’s entirely possible. oTigerSpirit – Aside from Shadow Lords and the new Multiplayer Mode, will there be additional content to the game? Shadow Lords and its multiplayer will conclude Season 3 – with a bang. AJmon- Are Holiday colors and accessory colors no longer a thing outside of the already existing Christmas set? What prompted the original incarnation and later dropping of the idea? Yeah, we would love to make a lot more of those. The original idea wasn’t very dramatic… I think we literally just finished KanRa and it came up in a production call. it was literally just a ‘hey we think Candy Canes would be great – who could wield those?” We almost made bunny ears for Easter too. Maybe some day. FallofSeraphs76 – Is it possible to integrate Shadow Lab AI into the other generated modes in game? Yes it is 😉 CriticalSix4677 – Since Eyedol was already being made during the Community Surveys, can we assume that the #2 ranked among the most wanted characters is now #1. Also can we expect to see the highest-voted characters sometime in KIs future? I think that’s a reasonable assumption to make. As an aside, Eyedol crushed everyone. You all love you some Eyedol! Eastyy – You did a great job with lighting upgrade.. any chance of other graphical tweaks? Thanks! It’s pretty hard to basically change the complete look of a game from the ground up, but man, @theartbutton and his team killed it.. That said, we’re always looking for ways to visually improve the game, big and small. But maybe not that big again 😉 Darkfoxinvid – Many members of the community have expressed their desire to purchase more accessories, costumes, skins, colors, etc. What are the developers thoughts on the subject. Yep we hear you and definitely want more out there. I think Shadow Lords will address some of this. You were all also very vocal in the community survey – Ultimates, Colors and Costumes fared top 3 in the voting… Bearcave05 – How many unlockables will Shadow Lords have. Rough number. I don’t really have a number, but if you count all of skins, dossiers, consumables, artifacts, and Guardians, it’s easily over a hundred. Lago407 – What survey results surprised you guys the most – Good question – everyone’s different I guess. I was genuinely amazed by how much everyone wanted Eyedol. We were also surprised that Rash was voted #1 most fun. Was there a general theme? A lot of you seem to really want more Ultimates. People wrote those in and check marked them in the survey. Truecarnage08 – How do you guys decide colors for characters? It’s really a collaboration between @theartbutton ‘s team and @djamesgoddard. James pours a ton of energy into those things and it shows.. Oppyz666 – Will some KI character appear in Divekick? Maybe one day! BrrDub – Regarding the Reimagined characters mentioned in the polls, will they be “evolutions” of existing characters? When we said ‘Reimagined’, it’s just as you suspected. It would be a twist on a current character that makes them feel new. We learned a lot about what everyone wants, and part of the way we learn is to throw ideas out there and see if something lights a spark. To some extent, we’re all along for the ride like you all are. C88Zeromancer – Is KI finished after Shadow Lords? Never. Keep playing. To the 28 of you that asked about a Community Fund – I hope so – we’ve been hearing you loud and clear. The previous one was very successful. Ping @rukizzel and let him know what you’re thinking. RyuHayabusaX – Does the Astral Plane have a Stage Ultra? No way, the Astral Plane is impervious to puny Earthly destruction! Do you plan on further unlockables for Shadow Lords? We’d love to do more. The great thing about the mode is that it is very expandable and we hope to keep adding more and more stuff to it. This is one of the core reasons why we thought it would be so much better to go this way than the usual story mode. Ironflame – If offered character suggestions, would you be willing to view suggestions? I really appreciate your passion for this game. Unfortunately, we can’t formerly accept or review submissions for a number of reasons. The best thing to do would be to post them in these forums and there’s a good chance we’ll read and see them, and potentially take inspiration from them, just like anyone else. Do you guys also think @thekeits current twitter profile pic looks like a miniature Terminator? Yep… which seems very fitting for him actually. Sightless Kombat – Is Shadow Lords the only way to unlock the Astral Plane and anything else to come out of that mode after you complete it? Yes, you have to beat Shadow Lords to unlock the Astral Plane for now. There may be other options in the future. I can’t speak to other stuff. But there are a lot of unlockables in the mode, including new skins! Also any chance of a new announcer? It’s something we’d like to do for sure. Epsilon – I’m first time I’m here. Talking about Dialogue, KI needs that on your story. Welcome! Glad to see we’re continuing to grow. Yep, I hear ya. The story sequences will visually be akin to S2, but im happy to say that there are brief sections of dialogue peppered throughout the mode. So were getting there. J Player094872771 – I know that yall talk about or hinted at Shadow Orchid. Is yall still thinking about pursuing that vision – @ishmae1 is always a strong proponent of Shadow Orchid, so you never know! Gundrill – What is everyone’s thoughts on Loot Drops – Who isn’t in favor of loot drops?!?! I think Shadow Lords will be right up your alley….. Supermariofan20 – Will the guest characters have any relevance to the story? I know that’s a weird question. We don’t think that’s weird at all – the guest characters are really that – ‘guests’, and as such are non-canon. They will be playable in Shadow Lords mode. I use Rash a lot in playthroughs, myself. BblackOrchidd – What exactly is the KI Gold for? I know a lot of you have KI Gold stored up over the year or so and you’ll be happy to know there will be plenty of other uses for it in the near-future, including SL mode. And now some Combat Words from Adam Heart (@thekeits) and the KI Combat Team! @epicgamenights Where did the inspiration for Gargos portal punches come from? We knew that Gargos had to come through a portal to get to KI’s world, so from there we assumed that as the god of his realm, he could manipulate these portals to travel great distances. He also looks at his opponents as a pitiful joke, and seems to enjoy toying with them. From there it was pretty natural to have him punch you through a portal like a big jerk. @born4gaming1 which character out of s3 was the hardest to create? Gargos by far. Creating his minions in the KI system and getting them to work on their own, and then having Gargos grab and interact with them… it was very challenging. Gargos also is not like any other character we’ve ever played, so we couldn’t really take lessons from other games or previous characters when making him fun and trying to balance him for competition. @dayv0 Do you consider Gargos as a puppeteer? Not at all. Puppeteer characters have direct control over their puppets. Gargos minions kind of do what they want most of the time and will even mess up your combos. @vergovan Conceive a moveset for a giant chicken. Peck. @fwufikuns – Favorite character? Of the KI characters, Gargos. Of the original new KI characters, Aganos. Of the guests, Rash. @truecarnage08 How difficult was it designing gameplay for Arbiter and General RAAM since both characters came out in shooters and really don’t fight with their fists? Pretty easy, honestly. Both characters have rich backstories and cool technology or abilities to explore. Coming up with a fighting game moveset to highlight the characters wasn’t too hard at all. We hope we did a great job! Source: eventhubs & ultra-combo
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Post by Nyu Nozomi Hyuga on Aug 17, 2016 15:38:43 GMT -5
Killer Instinct Shows Off “Shadow Lords” Story Mode at Gamescom 2016
Killer Instinct showed off its upcoming mode at Gamescom 2016 in Cologne, Germany. According to the official website, “Shadow Lords is part ladder, part arcade mode, part story mode, and part roguelike, all rolled up into one unique experience.” Shadow Lords was first announced back in March of this year after leaking prior to an official announcement. The additional mode will be released by the end of Killer Instinct’s third season of content.
Microsoft is releasing Killer Instinct: Definitive Edition on September 20, 2016 for Xbox One and Windows 10. The title will include all 26 characters from the game’s three seasons along with other bonus content such as an exclusive “Gold Gargos” character skin.
The folks over at IGN have gotten their hands on the most recent build of the new mode and have uploaded a video showing off how the system works. Folks interested in how the story is handled can skip ahead to about 6:50 to view the mode’s cutscenes.
Source: shoryuken
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Post by Nyu Nozomi Hyuga on Aug 24, 2016 17:25:22 GMT -5
Prepare for Gargos’ Imminent Invasion with These 3.3.1 Patch Notes for Killer Instinct With Shadow Lords coming to Killer Instinct in September, Iron Galaxy have released a small balance patch ahead of the grand content update on the 20th. The main targets for the nerf bat have been Eyedol and Gargos, with both these old KI bosses getting toned down just a tad. There has been some tweaking to Eyedol’s jumping heavy punch–so it doesn’t stay out for millennia–and reduces the blockstun so there is some risk to using this as an anti-air normal. Dealing with Gargos’ minions is now easier, as their damage has been toned down, his minions don’t build meter while attacking and all of his Portal Punches build the same amount of meter, in line with the Light Portal Punch. Besides that, the majority of changes are mainly bug fixes, with Kim Wu and Omen getting a look in. There is also a final warning, telling players to prepare Earth’s defenses for Gargos’ imminent arrival. You can read the patch notes below and make sure to discuss your thoughts on the changes over on the Ultra Combos forums. forums.ultra-combo.com/t/3-3-1-patch-notes/13758Omen: Fixed an issue that could prevent some auto doubles from moving close enough to hit after a 1-hit cross-under Shadow Slide. Kim Wu: Fixed an issue that could cause some Enders to drop when cancelled late after certain manuals or doubles. Gargos: Fixed a bug causing HP attacks to build less meter than intended. Fixed a bug causing Minions to build meter back for Gargos when they attack. Medium and Heavy Portal Punches now build the same amount of meter as the Light Portal Punch. Minion normal attack damage reduced by 25% Stoneskin Explosion no longer causes a hard knockdown and the launch velocities have changed to make this closer to even on hit. You won’t get a safe minion summon after landing this anymore. Eyedol: Warrior Jumping HP deals 11 frames less blockstun. (Previously, when used on the way up, this left Eyedol at +6. Now it leaves him at -7 when performed on the way up, making this difficult-to-anti-air normal much more of a risk when used in this way.) Warrior Jumping HP attackbox starts 1 frame later and ends 7 frames sooner. It reaches behind him less far as well. (We never intended this move to be active for so long after the swing, or to be able to cross up in odd situations) During instinct, the Meteor Shower after Shadow Crushing Swing comes out 20 frames later and a bit farther away from Eyedol. It still juggles on hit, but on whiff or block, opponents will have an opportunity to hit you before the Meteor Shower starts, preventing it from ever coming out. Shadow Meteor Shower meteors deal 3 points of damage, down from 7 points of damage. Fixed a bug preventing Shadow Meteor Shower from dealing chip damage. Fixed a bug causing the Shadow Counter in Mage stance to use two meters if they were available. General Prepped Earth defenses and charged up Ultratech defense batteries. Gargos Alert: DEFCON 4 ETA: IMMINENT Source: shoryuken
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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 Aug 27, 2016 10:14:02 GMT -5
If they ever made this available on Steam it would be a welcome and instant buy.
I wonder how the overall balance is.
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Post by Nyu Nozomi Hyuga on Sept 9, 2016 21:24:25 GMT -5
Draw First Blood Against Gargos by Signing Up for Shadow Lords Early Access The forces of darkness are marshaling themselves against Earth, and Gargos is raring to start his invasion. However, due to modern military simulations–and Iron Galaxy’s desire to makes some last minute tweaks–Killer Instinct players can now sign up to get early access to the new single-player Shadow Lords mode, ahead of its September 20th release. By going over to the sign up page over on Ultra Combo, players can get a chance to receive a Shadow Lords token which gives them the ability to play this mode early. This is not a guarantee that you will gain access if you sign up; Iron Galaxy is checking to see if they do need more players to generate extra data to help balance the mode before launch, so don’t be disappointed if you do not receive a token. Also, this sneak peek of Shadow Lords is only available for Xbox One users–and elements of the game will change ahead of its official release. www.ultra-combo.com/signup/You are allowed to stream, make videos or take screenshots of Shadow Lords if you do gain early access but do keep in mind, it’s still subject to change, so don’t go making that tutorial video on how to beat Gargos in two seconds just yet. You can check out some footage of Shadow Lords from back in August at Gamescom, if you are on the fence about signing up for a chance at early access. @aug 17, 2016 at 3:38pm posted by NyuNozomiHyuga Source: shoryuken
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Post by Nyu Nozomi Hyuga on Sept 9, 2016 21:29:11 GMT -5
LCD and UA|Bass Discuss the Current Position of Killer Instinct in the Brand New “State of KI” Podcast
With Killer Instinct barreling towards the KI World Cup in early 2017, it’s only natural for players to want to pump the brakes for a second in order to take stock of the overall meta of Season 3, and see where the game may be heading. Acting as a way for top players to come together and discuss such issues, LCD has started a brand new podcast titled “State of KI” where he and fellow top level Killer Instinct players come to talk about what they feel is good about the current meta, what could be changed for the better, and their ideas on how to make sure that Killer Instinct does not wane in popularity.
For this first episode, LCD chats to one of Ultra Arcade’s leading lights, Kenneth “Bass” Armas about various issues like the problems with Season 3, how they think Killer Instinct could attract big names from other fighting games, and whether a Season 4 of KI is necessarily needed. The recording is in two parts and it is a little quiet, so pump up the volume and have a listen to what these pros think about the current state of Killer Instinct. With Patch 3.4 on the way in the near future, Killer Instinct is at a pivotal moment as the patch may soothe many of the issues raised in the podcast, or it could further alienate players who have fallen out of love with the game. I hope it is the former.
xhttps://www.twitch.tv/gamerlcd/v/88515206
Source: shoryuken
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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 Sept 13, 2016 8:10:09 GMT -5
Is there any news of there being a possible Steam version of this game??
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Post by Nyu Nozomi Hyuga on Sept 13, 2016 14:26:56 GMT -5
Is there any news of there being a possible Steam version of this game?? Not that I'm aware of, so no.
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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 Sept 13, 2016 15:14:04 GMT -5
I'll keep on hoping and wishing for it to happen I suppose.
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Post by JACK-2 on Sept 14, 2016 12:07:03 GMT -5
I doubt it, because Microsoft has it's own platform own windows 10 it's trying to push.
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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 Sept 16, 2016 11:26:36 GMT -5
Yea I heard some games were coming on there but I wasn't really sure. I'm not gaming much but I didn't feel like going through the hassle of Windows 10 to play.
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Post by Nyu Nozomi Hyuga on Sept 20, 2016 1:34:08 GMT -5
3.4 PATCH NOTES They’re here! Buckle up, because this is going to be one helluva ride. 3.4 Yellow Highlighted changes were released early in an interim patch, version 3.3.1. They’ve been included here in case you haven’t played since then so you can easily find all of the changelog information. SYSTEM CHANGES: Changes to the input system so that after crossing under a character your next move motion is read correctly. (If you notice any bugs possibly related to this change, please report them with full reproduction steps on the forums to help us quickly track down and fix them) JAGO: Shadow Tigers Fury damage reduced by ~27% Tigers Fury Ender damage reduced by ~10% (Jago is a great all around character who doesn’t struggle at all when trying to open the opponent up, especially in season 3. We feel that he can cash out a bit too hard considering his dominant toolset, especially with a few of his 1 chance break combos. This adjustment should help a bit.) Shadow Wind Kick is no longer Throw Invulnerable. (Having a move that crushes lows, is projectile invulnerable, throw invulnerable, and travels nearly it’s full distance in 12 frames, and is +2 on block is a bit too much utility for 1 meter. This move still does all of those things, except it is no longer immune to throws. Jago players will need to use Tiger’s Fury, Backdash, or Jump to avoid throws instead of Shadow Wind Kick going forward.) Fixed a bug where the second Endokukens thrown by Jago in instinct mode would not be destroyed by moves intended to destroy projectiles. SABREWULF: Shadow Eclipse damage increased by ~10% The flipout on crouching LK launches the enemy a little higher, delaying their landing a bit. This leads to better mixup opportunities afterward. (Players will need to adjust the timing of their setups here a bit, so hopefully the increased opportunities make up for that.) When Hamstring hits or is blocked, Sabrewulf will be invulnerable to throws for 11 frames (while sliding past you) to avoid some really nasty bugs in which he could be throw by armored opponents while he was under them, causing the animations to severely break. (You can still punish this move in all the same ways with the same timing, included throws. This only effects the middle of the move, where an armored character could still make a grab attempt.) GLACIUS: Puddle Punch Changes: Light Puddle Punch is now vulnerable from frames 0-3 on startup, but still starts a grounded combo. Medium Puddle Punch now causes a soft knockdown instead of starting a grounded combo. Heavy Puddle Punch has 3 addition frames of invulnerability, making it invulnerable until after the first active frame. (In the end, it seemed pretty odd to have a reversal that starts a full grounded combo so easily. Previously, all three versions of Puddle Punch had similar invulnerability windows. Now the Light version functions more like other opener special moves (though it is still invulnerable for a few frames while underground). Medium’s invulnerability hasn’t changed at all, but it now knocks opponents down. The Heavy version has additional invulnerability when coming up out of the ground, which means he can no longer be thrown out of this version. These changes will require a tiny bit of adjustment from Glacius players, but keep this move a bit more in line with the rest of the game. The heavy version, in particular, will be very reliable anti air at a distance he normally couldn’t reach, and is a much more reliable reversal that hits as hard as a heavy Jago DP!) Fixed a bug causing the opponent to flash as if they were attempting to break a Shadow Linker during Opener Shadow Hail THUNDER: Light Sammamish no longer has full body invulnerability, but all Sammamish followups are once again available after this move. (Having a meterless reversal is proving to be too powerful in Thunder’s hands. It allows him to save meter for juggle cashouts and shadow call of earth much more easily, making not only his wakeup harder to pressure, but his entire toolset more loaded and reliable.) Sammamish and Shadow Sammamish damage reduced by 10% Skyfall damage reduced by 10% (These changes were made because Thunder is getting absolutely monstrous damage from Sammamish loops. The damage after this change may still be too high, so we’ll keep an eye on it and make future adjustments as needed.) Dropkick damage increased by 15% The Call of Sky buff now lasts 10 seconds (up from 8 seconds) SADIRA: Heavy Widows Bite now causes a hard knockdown during juggles. Jumping LK causes a flipout Standing LK causes a flipout Standing LK can be jump canceled on hit Jumping LK has more range and a larger attackbox than before. Standing LK is active for 2 addition frames. (These changes should give Sadira players a few more options for converting juggles into dangerous situations for the opponent should she lack the meter to cash out.) Jumping LP no longer pushes enemies away. (This is to assist with the j.LP xx Widows Drop chain combo that no one really uses because why would you?) Widows Drop now causes a ground bounce against airborne opponents. Widows Drop now hits 1 frame sooner, and the first active frame is wide and near her upperbody. (This will now combo, if well spaced, from jumping LP, leading to new juggle paths.) New Combo Trait – Auto Launcher – Press F+HK during any auto double to automatically perform the Leg Launcher and transition into juggle combos. Opponents can always break the Leg Launcher hit with a heavy breaker. (Sadira was the only character in the game without a real combo/combat trait, as her original one was juggles and now pretty much everyone juggles. This new trait gives her something to call her own and lets her easily transition confirms into difficult to break juggles.) Increased height of Crouching HK attackbox so that juggles into it are a bit more reliable. Fixed a bug that could cause Shadow Widows Bite to be breakable as an opener unexpectedly. Fixed a bug that allowed Sadira to summon an Instinct Mode projectile while in a flipout reaction. ORCHID: Fixed a bug that allowed Orchid to summon an Instinct Mode projectile while in a flipout reaction. Fixed a bug preventing Orchid from starting combos if she whiffed the first two hits of her Rekkas, and then only the 2nd hit of the two-hit overhead connected (or it caused a counterhit). SPINAL: Jumping MK (Divekick) now has 6 frames less landing recovery. Jumping MK (Divekick) now deals 5 less frames of blockstun. (These two changes combined make the Divekick 1 frame better than it was on block, but also lets Spinal move earlier than before, allowing him to use well-spaced Divekicks in pressure or for mobility. ) Fixed a bug causing the recovery from Run to turn and face the opponent inappropriately. Fixed a bug preventing Spinal from cancelling into an Ultra Combo when hitting from near max distance of Soul Sword. FULGORE: Cyber Uppercut no longer auto corrects to face the opponent when you pip cancel into it from any other special move. It will always face the way Fulgore was already traveling. (This technique is very strong, but was proving a bit too strong when Fulgore could change directions on a dime to punish you for jumping over him.) There is now a minimum height restriction on Shadow Air Eye Lasers when cancelling into them from a Cyber Uppercut. (It was never intended for you to be able to do Air Laser so close to the ground that you became safe, let alone advantaged. This move should be properly punishable as intended now.) Increased the Reactor Spin Speed penalty by 33% when performing Teleports. (Repeated teleports are going to have a slightly more noticeable impact on your total number of pips gained per game now, but the strength of Fulgore’s teleport in neutral and during mixups is unaffected.) Ground Shadow Eye Beam pushes opponents away slightly farther and is now +25 on hit, allowing Fulgore to link into Heavy Blade Dash or Heavy Eye Beam from long distance for new combo opportunities. Fixed a bug preventing Fulgore from cancelling Heavy Eye Laser into Devastation Beam. TJ COMBO: Fixed a bug causing the raw/opener version of Shoot Toss to deal the (greatly reduced) damage of the in-combo version of the move. A raw Shoot Toss now deals the intended ~12% (40 pts of damage) up from ~3% (14 pts of damage) (Shoot Toss damage was pretty pitiful due to this bug, making it a lower value option when going for resets. This should increase fear of the move and allow success with other options more often as well.) Raised the damage on the in-combo version of Shoot Toss by ~10% Fixed a bug that could cause Last Breath to not trigger if TJ was hit out of an Armored move. (We were sad to see this bug cost Thrash Heavy a game in Top 8, but we had been working on a fix for this for a while and were able to submit one a few weeks before that event. We know bugs that affect tournament matches suck, but this one took a lot of effort to fix. Sorry it took so long!) TJ was missing a counterhit window on the startup of many of his special moves. These have been added, so you should see counterhits occur against TJ as expected now. MAYA: Dagger Assault Ender now leaves Maya +2 on her opponent (was +0) (We still feel this move as a lot of untapped potential, so hopefully this change encourages players in the wild to try using this ender a bit more.) Previously, when throwing daggers, they had a much larger attackbox for the first 2 frames of flight. The size of this attackbox has been reduced by about 45%. The size of the attackbox for the rest of the flight is unchanged. (Thinking back, we know we made the attackbox on daggers larger for 2 frames to avoid close range whiff situations, but can’t figure out why we made them SO big for those 2 frames. This size is much more reasonable.) KAN RA: Medium and Heavy Clutch have expanded range and are active for 1 frame longer. (This is to help deal with characters who can get up very high, mainly Gargos.) Shadow Swarm, when performed from neutral, now lasts for 9 seconds (up from 6). The duration of the ender versions is unchanged. (While powerful, this move has seen a massive drop in use due to the increased startup time and awesome power of the Shadow Spike for the same meter spent. This change will hopefully see players spending meter on Shadow Swarm once in a while.) Shadow Sand Pit can no longer build meter back for Kan-Ra (As a general guideline, Shadow moves should not build meter back. This puts the move in line philosophically with that idea.) Fixed a bug allowing players to juggle into Shadow Whirl after holding back during Clutch (Kan-Ra was never intended to get grounded combos off of Clutch without recapturing using Antlion. We fixed most of these cases a long while ago, but this one remained until now.) RIPTOR: Made Back+HP Flame chain combo juggle a bit more reliably Moved the manual cancel window up 1 frame on both Medium Linkers to allow crouching medium attacks to manual in these situations. Fixed a bug causing jumping LK to be breakable as a Medium. OMEN: Fixed an issue that could prevent some auto doubles from moving close enough to hit after a 1-hit cross-under Shadow Slide. Throw now has a manual cancel window on frame 54 and has 8 more frames of recovery, leaving it +3 (down from +11). This means that you’ll still be able to combo normal attacks in the corner with the exact same timing, including the 5 frame buffer it used to have, but you will not be able to combo into specials attacks like slide and flurry anymore. Instinct cancels are all still intact as well. (Throw into ambiguous special move of choice in the corner is proving too strong on Omen. We will evaluate a change like this in the future for similar throws on other characters if they prove problematic.) AGANOS: Stomp Walk now crushes lows until the 1st active frame of each step. Stomp Walk 1st hit is now -3 on block (was -10) at zero chunks Stomp Walk 2nd and 3rd hits are now -3 on block (was -5) at zero chunks (Stomp walk was a pretty bad move. Now it’s a pretty good one.) Fixed a bug causing far standing HK to not match the changes last update to close standing HK. Now both versions no longer cause a wall splat when used in a combo to avoid enders afterward breaking. Fixed a bug causing Aganos to continue sliding forward if Spinal absorbed his Ruin or Shadow Ruin attacks. HISAKO: Fixed a bug that could cause followups to On Ryo Zan to be unbreakable if the first hit of On Ryo Zan whiffed. CINDER: Manually detonated Pyrobombs can now hit opponents OTG when they are laying on their back, launching them into the air. (The combat team thought this would be a fun way to make use of some of your pyrobombs that didn’t stick, so we tested it out and loved it. We hope you do too.) Reduced the damage of opener Shadow Fission by 45% (This is to reduce Cinder’s very high one chance break damage) Reduced the chip damage of Shadow Fission from 40 pts of damage to 30 pts of damage. (This takes it from about 11% to about 8%, still very worth doing, but not so great as to force players to want to save meter only for this.) Fixed a bug causing him to land with additional recovery from jumping attacks if he was hit out of a Trailblazer special. ARIA: The bombs from Standing HK, Standing Close HK, Crouching HK, and Jumping HK are now breakable and counter breakable. (This should make her vortex gameplay a bit less guaranteed to setup and maintain) The above change required us to add hitstop to the bombs, making juggles feel slightly different, and requiring us to change the launch velocities on the bombs a bit to allow similar juggles. (Aria players will want to spend a little time in the training mode making a few small adjustments to their bomb juggle timing after this change.) SHADOW JAGO: Fixed an issue preventing Shago from passing through very wide opponents when hitting with the tip of Slide. Fixed a bug that could cause Shago to bounce off of thin air during his Divekicks if the opponent was currently blocking or getting hit by a projectile. Fixed a bug causing characters to fly behind Shago after a Surge Slide When Dark Drift (slide) hits or is blocked, Shago will be invulnerable to throws for 11 frames (while sliding past you) to avoid some really nasty bugs in which he could be throw by armored opponents while he was under them, causing the animations to severely break. (You can still punish this move in all the same ways, included throws. This only effects the middle of the move, where an armored character could still make a grab attempt.) Fixed a bug that could cause Dash to come out the wrong way after juggling with Pushkick in the corner. Fixed a bug that could cause Dark Drift to not change sides with very wide opponents when landed from maximum distance. Fixed a bug that could cause Divekick linkers to whiff from max distance. KIM WU: Fixed an issue that could cause some Enders to drop when cancelled late after certain manuals or doubles. Shadow Firecracker now steps forward like the Heavy Firecracker does. (Hopefully a few less Shadow Counters whiff now, but some still will.) If you have at least 1 Dragon before landing a Dragon Counter, you can now Dragon Cancel out to start a combo. (You cannot spend the Dragon you just earned from the successful Counter to Dragon Cancel. You need to have had one beforehand. This allows her to get a full grounded combo off of a Dragon Counter vs a grounded opponent, so we’ll be keeping an eye on how strong this is and may remove or reduce the damage dealt by the parry itself in the future to compensate.) You gain a Dragon on Frame 2 of a successful Counter instead of Frame 0, so it is possible (though rare) to be hit out of this before you gain a Dragon. (This change was necessary to allow Dragon Cancels from Dragon Counter) Firecracker Ender’s resources granted have changed: Lv1 – Gain 1 Dragon Lv2 – Gain 1 Dragon and some Shadow Meter Lv3 – Gain 1 Dragon, some Shadow Meter, and some Health Lv4 – Gain 1 Dragon, some Shadow Meter, some Health, and some Instinct Meter (This should make higher levels of this ender more appealing) New Command Normal: Dragon Sweep – DF+HK This move is a step forward sweep kick that hits low, causes a hardknockdown, and hits on frame 14. It is -5 on block. You can cancel into this move in most places where you could cancel into a special move. (Use this to add a little high/low mixup to your pressure, alongside light Dragon Dance. Kim having a low threat from a bit farther away will cause opponents to block low pre-emptively more often, preventing people from walking out of range of Kim’s already strong footsies game.) Crouching MK is now -1 on block (was -2) Crouching HK is now -2 on block (was -4) Fixed a bug that could cause Super Flash to get stuck if she was hit out of a Lv2, 3, or 4 Dragon Dance ender just as it started. TUSK Stagger Ender now adds 100 KV instead of 50 KV. You must use a Shadow move or throw if you wish to continue the combo, as any other hit will now blow out. (Tusk’s combo game devolved because of this move, as players used it essentially as an unbreakable linker into pretty respectable damage. We want to keep the midscreen mixups it affords, but we have to say goodbye to the cool looking repeated stagger ender combos in order to do that, as they were too degenerate and frustrating to get hit by.) Shadow Immortal Spirit now triggers a Shadow Front Step that is projectile immune. Pressing any button during the startup or the step portion of this move will trigger the Shadow Shoulder portion at no additional cost. Shadow Shoulder is now immune to projectiles. (Tusk was having just a little too much trouble with characters who have projectiles that cover the ground, preventing him from using the non-shadow Immortal Spirit moves to dip under them. The changes to this move should give him a few more opportunities in those matchups.) Shadow Air Skull Splitter now fires an additional explosion, and all explosions are spaced farther from eachother, coving more of the screen. Air Skull Splitter now spawns explosions on whiff or block when landing. These explosions can destroy incoming projectiles and make this move a bit safer on block than before. The number of explosions is based on the strength used. Air Skull Splitter no longer causes a ground bounce on standing opponents. It instead causes stagger and can go straight into auto doubles. The explosions do not come out on hit. Tusk can now cancel the landing of Air Skull Splitter into Shadow moves on hit, whiff, or block. Try cancelling into the new Shadow Step to approach behind a wave of projectiles outside of instinct mode. (All of these changes combine to give Tusk a few new approach and attack options.) Fixed a bug causing Jumping MP to count as a Heavy Attack, both in priority for trades and for breakability. RASH The size of the VFX trails on Big Bad Boot opener have changed to help the opponent see which strength is being used. (This keeps Boot in line with other moves that juggle easily and have visual tells to help breakability.) Crouching MK is now -2 on block (was -1) Crouching HK is now -4 on block (was -1) Fixed an issue that could cause Rash to try to eat a projectile after being hit out of eating a projectile. Fixed a bug that allowed Rash to summon an Instinct Mode projectile while in a flipout reaction. Fixed a bug that allowed Rash to manually perform a Shadow Ram Horns after his Battlemaniacs combo but stay ‘in’ the combo trait. This lead to instances of the Battlemaniacs ender being blocked. ARBITER: Overshield Recharge is now -11 on block (was -1). (We never intended for this to be unpunishable on block, and it ended up feeling like a bug or oversight to us. Consider it corrected. This move acts the same was as before if it is not blocked.) The window to fire a 2nd and 3rd shot after a jumping Carbine attack has been reduced from 22 frames to 5 frames. This means that you cannot wait for an extended period before firing again on the way down. (Jump gun combos are still possible, but they have much stricter timing and require more ammo.) Gun damage raised by 10% (We lowered it primarily due to the jump gun loop, which is now a lot weaker.) Self Grenade now causes a stagger on grounded characters. This means that if you block it as a reversal and Arbiter doesn’t have Overshield, he will be punishable because he is still standing. This also opens new combo opportunities for Arbiter. This still causes a soft knockdown vs airborne opponents. (The reversal option had some un-exploited weaknesses, but was still proving too frustrating for players. You can simply block and punish this normally now with no crazy tricks.) The size of the VFX trails on Rushing Slash (qcf+P) and Overhead Slash (qcb+P) openers have changed to help the opponent see which strength is being used. Fixed a bug that allowed Arbiter to whiff cancel into Enders during a grenade blast. (This bug lead to huge unbreakable damage.) Fixed an issue that allowed Arbiter to use Tack On: Carbine to cash out combos without performing an ender. This change also required us to change how bullet damage during non-ender Tack On is calculated, so you’ll notice a very slight damage increase in Tack On bullet situations with some additional potential damage left behind on top of that. Fixed a bug preventing him from special canceling his MP HP and HP HP target combos from maximum range. Fixed a bug preventing other characters from properly parrying a grenade. MIRA: The KV inflicted by Bloody Seekers has been increased by 20% and deals the full amount even during low KV juggle states. (While cool, some of the Seeker juggle loops were just too long to ask players to be hit by with nothing breakable happening. This change shortens these combos, but they remain a great option for guaranteed damage.) The potential damage inflicted by Instinct’s Vampire Mist was decreased by 50%. (The use of this in combos dealing absurd damage needed to be reduced. You can still get huge damage with these setups, however.) The recoverable health restored during Instinct’s Vampire Miss has been increased by 25%. (To compensate for dealing less damage, we wanted to try letting her heal back a bit more, letting her go a little more nuts with high-cost moves attempting resets and mixups.) Increase the amount of recoverable health restored from Bite linkers has been increased by 50% (from 10 points per bite up to 15) (Mira now has a more consistent way of recovering her blood health from midscreen without spending shadow meter, and entering the combo system keeps the risk/reward nicely in check. This should both allow Mira to enjoy spending more blood health, and should make using the bite linkers a bit more appealing) Fixed a bug where Mira would not jump to her full height when performing a jump attack after getting hit out of her air dashes. Fixed a bug that let her cancel out of Medium Bloody Seekers early if her opponent was currently in a reaction. Fixed a bug where canceling out of Mira’s air dashes maintained some physics properties of an air dash. This allowed players to perform low to the ground attacks without going through Mira’s full jump height. GARGOS: Fixed a bug causing HP attacks to build less meter than intended. Fixed a bug causing Minions to build meter back for Gargos when they attack. Medium and Heavy Portal Punches now build the same amount of meter as the Light Portal Punch. Minion normal attack damage reduced by 25% Stoneskin Explosion no longer causes a hard knockdown and the launch velocities have changed to make this closer to even on hit. You won’t get a safe minion summon after landing this anymore. If a minion is knocked down, he will not get up while Gargos is in a reaction from being hit. (This means that if you strike a minion during a combo, you wont have to worry about that minion getting up and attacking you until your combo is complete, but you’ll still need to worry about minions you haven’t hit. This can also help Gargos sometimes because a minion wont get up to take a 2nd hit from the attacker. We feel this is a good change for the game on both ends; less frustrating for Gargos’ opponent, who gets to complete more combos, but Gargos’ minions will survive in situations where they couldn’t before, allowing them to assist him later.) Reduced the damage dealt by ranged auto doubles by 40% Reduced the damage on Portal Punch Ender by 10% (This change is to reduce the frustration of getting hit by Portal Punches, which Gargos will have a harder time turning into significant damage now.) Reduced the travel distance of the Air Light Crusher to reduce player’s ability to run away using it. (Gargos ability to run away is still present, but this particular move made it far too easy in a few matchups.) Reduced the jump height of Forward and Backward Double Jumps by 20% (Gargos was getting up a bit higher than we intended, even above some of the highest reach anti-airs in the game. This change should stop Gargos from jumping without punishment as often.) Fixed a bug causing the ender version of Izuna Drop to cause a hard knockdown. (We may have fixed this the other way in a previous update, but that was a mistake. This ender is not intended to cause a hard knockdown.) Fixed a bug that allowed Gargos to perform Auto Doubles, Linkers, and Enders against an opponent with no vulnerable boxes if he activated Instinct right after setting someone down from his command grab. GENERAL RAAM: The inputs for his Ultra and Stage Ultra has swapped. QCF+3K is now the Ultra, and QCF+3P is now Stage Ultra. (This is to help players struggling with getting Kryll Shield Cancels when they wanted Ultras) Shadow Kryll Rush moves 50% faster across the screen and is now immune to projectiles. After any successful Kryll Rush, RAAM is now immune to projectiles for the duration of the stab animation. (These two changes makes an absolutely massive difference in battles against zoning characters.) Decreased the potential damage buildup during Instinct mode by 12.5% (We want RAAM to hit hard, and he still absolutely does, but just ever so slightly less now that he can get in a bit easier.) Fixed a bug causing Kryll Shield to think that certain projectile types spawned from normal attacks (such as Eyedol Mage HP) were melee hits, which removed the Kryll Shield. Fixed a bug causing Light Emergence to not have any lower body invulnerability, as it was advertised to have. It still doesn’t have lower body invulnerability on startup, but it does for all of its active frames. Fixed a bug that allowed RAAM to cancel his Dominance stomps into normals on a specific frame. EYEDOL: Warrior Jumping HP deals 11 frames less blockstun. (Previously, when used on the way up, this left Eyedol at +6. Now it leaves him at -7 when performed on the way up, making this difficult to anti air normal much more of a risk when used in this way.) Warrior Jumping HP attackbox starts 1 frame later and ends 7 frames sooner. It reaches behind him less far as well. (We never intended this move to be active for so long after the swing, or to be able to cross up in odd situation) During instinct, the Meteor Shower after Shadow Crushing Swing comes out 20 frames later and a bit farther away from Eyedol. It still juggles on hit, but on whiff or block, opponents will have an opportunity to hit you before the Meteor Shower starts, preventing it from ever coming out. Shadow Meteor Shower meteors deal 3 damage, down from 7 damage. Fixed a bug preventing Shadow Meteor Shower from dealing chip damage. Fixed a bug causing the Shadow Counter in Mage stance to use two meters if they were available. Made adjustments to the chances to switch heads in each mode. Players should automatically switch more often now, but the team will be watching this closely and will make future adjustments as needed if this proves to be too much or too little. Warrior Standing MP is now +1 on block (was +2) Warrior Crouching MP is now +1 on block (was +4) (Crouching MP hits on frame 6 with long range and low pushback, making this move very dominant during Eyedol’s close pressure. The move is still strong at +1, but now the opponent has options to challenge it.) Jumping HP Animation has changed to make it cover much less space, and it starts up 2 frames slower as well. 10 frames more recovery has been added to Telestrike (We wanted to give players a bit more time to punish this move on whiff or block.) LT and MED Bolt strikes are -12 on block (was -9) Throw damage reduced 20% B+MP Blast command normal has 6 addtional frames of startup B+MP Energy Blast command normal is no longer cancelable into special moves (This move is meant to be used as a way to check the opponent’s advancing movement. Allowing him to cancel into a high/low mixup from nearly full screen away made his matches against some characters a little too dominant in Mage mode.) F+MP Overhead command normal has 5 additional frames of startup F+MP Overhead command normal is -4 on block (was -1) F+MP Overhead command normal is no longer lower body invulnerable (Eyedol’s f+MP overhead remains a very strong move due to its long range, recapture ability vs. jumping away, and can be spaced to make even -4 disadvantage difficult to contest.) Medium Crushing Swing launches enemies slightly higher to accommodate the slower Recapture Overhead. Reduced the distance that Eyedol bounces away after using Mage J.MP and J.HP Meteor Enders are now all +2 or +3 on hit, instead of being punishable. (Was -6, -8, -1, and -15 for each level 1 to 4) Additional KV is now added when performing the Lv1, 2, or 3 Crushing Destroyer enders. Fixed a bug causing Bolt Strike to sometimes hit only once, leading to long damaging unbreakable juggles. Fixed a bug causing Medium Stomp Strike to have longer recovery than intended, screwing up its advantage on hit/block as well. It is now +8 on hit, and +2 on block, as originally intended. Fixed a bug preventing the use of Medium and Heavy normals from attempting to switch heads. (Players were not intended to be able to circumvent switching by avoiding the use of special moves. This fix should contribute to seeing Eyedol switch more often, as intended.) Fixed a bug causing the Lv1, 3, and 4 versions of Crushing Shoulder Ender to have less advantage after the wall splat than intended. A sweep should be possible to combo after all versions now. Fixed a bug that allowed Eyedol to cancel into Instinct when landing from a Crushing Swing on hit or block. Fixed a bug preventing enders from cashing out when opening with Back + MP Blast. Fixed a bug causing the Stomp Strike Rage followup to occur even without charges available. The size of the VFX trails on Crushing Destroyer opener have changed to help the opponent see which strength is being used. Fixed a bug causing the Heavy Crushing Swing to not follow up with the 2nd hit if the 1st hit was a counterhit. Fixed a bug causing the Bolt Strike projectile to stay active even when the opponent performed a counter breaker. Fixed a bug preventing Shadow Crushing Destroyer’s ground bounce vs airborne opponents from working. Fixed a bug causing the recovery from Run to turn and face the opponent inappropriately. Fixed a bug that could cause the recapture hit on Heavy Crushing Swing to autocorrect and face the other direction. Fixed a bug causing Wake Up! to come out on downback + HP occasionally. It will only come out with Back+HP now. Fixed a bug that allowed Eyedol to delay round transitions by punching himself in the face. Fixed a bug that could cause lockups if the Stomp Strike Ender connected with a projectile. Fixed a bug that caused Mage mode’s projectiles to push him away from cornered opponents unexpectedly. Fixed a bug that caused Bolts and Meteors to push Eyedol back against a cornered opponent on block. Fixed a bug that could cause the Lv2 and Lv3 Bolt Strike enders to whiff from maximum range.
Source: ultra-combo via shoryuken
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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 Sept 20, 2016 3:18:18 GMT -5
Wow that's one hell of a change list.
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Post by Nyu Nozomi Hyuga on Sept 20, 2016 16:11:16 GMT -5
New character skins, colors, Kim Wu gets a new move, and much more: Killer Instinct Definitive Edition, free Shadow Lords mode, and patch released Today is a big day for Killer Instinct fans. Season 3's conclusion is upon us, and with it comes several large releases that will undoubtedly keep you playing for hours on end. Firstly, Killer Instinct's newest mode, Shadow Lords, is now available. This feature allows you to battle through numerous matches on your quest to defeat Gargos and stop him from conquering the world. Players are able to pick up loot along the way that allows them to add power ups, harness the power of guardians, and more to help improve the chances of defeating Season 3's boss character. In Shadow Lords, players can unlock the new Astral Plane stage, as well as new "Mimic" character skins. You can also obtain two new colors for Gargos by purchasing the Killer Instinct Definitive Edition. This physical copy of the game includes everything ever released throughout all three of the game's seasons. This comes along with the new Shadow Lords mode, and runs for $39.99 USD. 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
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Post by The Big Daddy C-Master on Oct 4, 2016 4:05:58 GMT -5
Those images crashed.
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Post by Nyu Nozomi Hyuga on Oct 4, 2016 9:14:14 GMT -5
Every images that were associated with Eventhubs via "copy image address" and "paste in Insert Images" are the ones that went missing including huge amount of SFV content. I do plan on restoring everything back along with revisiting some old posts.
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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 Oct 4, 2016 18:05:01 GMT -5
Sounds good. I just wasn't sure if you had known but I guess you're on it.
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Post by Nyu Nozomi Hyuga on Oct 5, 2016 19:26:32 GMT -5
Killer Instinct Receiving a C-C-C-Comic Book Adaptation through Dynamite Entertainment Now that Killer Instinct Season 3 has finished off it’s narrative offerings with the Shadow Lords update, developer Iron Galaxy has looked to new mediums to continue the game’s lore. Comic book publisher Dynamite Entertainment has powered up its shadow meter and is ready to take on the KI cast within the pages of its books. Set to arrive in late 2017, very little has been released on this partnership. Nick Barrucci, CEO of Dynamite, had this to say “As we continue to expand our line of video game tie-in titles, Killer Instinct is a perfect choice with great characters to explore and expand upon. The comics will be the beginning of a publishing program, which we will announce more details around soon!” The comic publisher has had lots of experience with licensed series such as Turok, Terminator, and Evil Dead/Army of Darkness. Hopefully this will mean good things for any KI character that finds themselves spouting word balloons unless history repeats itself. 4thletter.net/2009/06/eyedol-worship-the-killer-instinct-c-c-comic-book/Source: dualshockers
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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 Oct 6, 2016 2:26:14 GMT -5
I definitely remember the old one ages ago. I might have to check that out when it's made.
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Post by Nyu Nozomi Hyuga on Oct 6, 2016 21:19:39 GMT -5
Sounds good. I just wasn't sure if you had known but I guess you're on it. An update with the whole images crashing, somewhere around yesterday and looking around the nook as of today the eventhubs pics somehow wind up back up and sometimes certain images wind up not showing again. I believe there some sort of issue where they wind up not loading images properly or being bit inconsistent on displaying images.
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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 Oct 7, 2016 4:51:36 GMT -5
That is very odd. Interesting.
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Post by Nyu Nozomi Hyuga on Oct 8, 2016 23:47:54 GMT -5
That is very odd. Interesting. So, do you have ideas on how to get the link images (via insert images) to load up? Just curious
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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 Oct 9, 2016 0:19:39 GMT -5
The images that crashed are no longer hosted from the website so they are essentially "gone" or the address has changed. I looked up the old article for one of them and sometimes they reload it under a different name.
If you want to you can check out the article and see if the images are there. If so they just have a new name and can be uploaded normally.
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Post by Nyu Nozomi Hyuga on Oct 11, 2016 22:35:59 GMT -5
Bugs exterminated for Aria, Sadira, Glacius and Hisako, see all the latest Killer Instinct patch notes here The 3.4.2 patch notes for Killer Instinct are now available to view, and deal solely with bug fixes for specific characters and game modes. The main system change has made it so players no longer accidentally forward dash when trying to back dash, and hiccups for Aria, Hisako, Sadira and Glacius have also been fixed. 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 Oct 15, 2016 1:48:12 GMT -5
I like how they are on top of fixing their stuff quickly. Hopefully Capcom follows step.
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Post by Nyu Nozomi Hyuga on Nov 1, 2016 0:57:03 GMT -5
Iron Galaxy Announce New Balance Survey for Killer Instinct In their most recent Textual Stream, Iron Galaxy have asked Killer Instinct fans to fill out a new balance survey, to help aid their future patches and changes to KI. This survey mainly focuses around combo breaking, with Iron Galaxy asking questions about whether combo breaking is too easy, whether the potential damage cleared by combo breaking is too much or too little and gauging how both attackers and defenders feel when they combo break. www.surveygizmo.com/s3/3135436/KI-Fall2016-FanSurveyOne of the main complaints about Season 3 is the strength of guess breaking compared to actually reading your opponent’s moves and breaking correctly, so it seems Iron Galaxy is attempting to redress the balance by potentially making guess breaking less of a viable option. In addition to this survey, the Textual Stream did hint that some big Killer Instinct related stuff is being revealed in the not too distant future, with it happening after Halloween but before Thanksgiving. With another recent survey asking about potential new characters for Killer Instinct, this may be a hint at an upcoming Season 4 reveal. Make sure to read the whole stream, which also confirms that all input bugs which came with the Shadow Lords update should be fixed upon the release of the next patch. forums.ultra-combo.com/t/textual-stream-the-one-about-when-we-reveal-what-s-next/15856Source: shoryuken
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