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Killer Instinct Discussion Thread

The PantyChrist

Rest in Pantiez
You can always mist form straight up and whiff punish their jump in with your own. Her cr hp isn't terrible but not great. I have a similar issue with spinals cr hp but I'm getting used to it. Or learn her a2a buttons as well
 

freerf245

11 11 11 11
You can always mist form straight up and whiff punish their jump in with your own. Her cr hp isn't terrible but not great. I have a similar issue with spinals cr hp but I'm getting used to it. Or learn her a2a buttons as well
I'll take a look at her air to air buttons later cause I haven't really tbh. But from what I can tell the reward you get off her more consistent air to airs is minimal and the ones that reward a recapture don't have great priority.
 

The PantyChrist

Rest in Pantiez
Shadow bats are good for juggles, setups, and are unbreakable. The fact that her aa damage isn't that high might be a bit of a trade for her ground damage being insane
 

shaowebb

Get your guns on. Sheriff is back.
I need to study some Shinsako. She's got cobos that have moves with hitboxes so big it can trigger an air spirit orb to pop off during the combo. I'm trying to figure out her stuff and how to maintain pressure. It seems like her teleport is essential and that her main range is the midrange to exploit her reach. Somehow I'm not feeling her as strong as I thought I would but I'm really feeling she's a top character even still.

Any good players with noteworthy footage of her so far?
 

Harlequin969

Always press buttons
I need to study some Shinsako. She's got cobos that have moves with hitboxes so big it can trigger an air spirit orb to pop off during the combo. I'm trying to figure out her stuff and how to maintain pressure. It seems like her teleport is essential and that her main range is the midrange to exploit her reach. Somehow I'm not feeling her as strong as I thought I would but I'm really feeling she's a top character even still.

Any good players with noteworthy footage of her so far?
If you want decent footage check out Bass's channel. He uploads sets between high level players and recently did some Shinsako stuff

 

Harlequin969

Always press buttons
Small pieces of tech:

Heavy spirit slash I think thats the name, won't teleport you to your orb if it's behind you.

Also be careful when orb is front and you go for opener linker. The linker might turn into an ender if you're going for a heavy starter.
 

ShotgunInsanity

Kombatant
Small pieces of tech:

Heavy spirit slash I think thats the name, won't teleport you to your orb if it's behind you.

Also be careful when orb is front and you go for opener linker. The linker might turn into an ender if you're going for a heavy starter.
I'm pretty sure ig is gonna fix that they fixed the same problem with mira
 

EntropicByDesign

It's all so very confusing.
I think it's something I'm gonna just have to deal with. There are times where I'm flat out unlucky. Either that or stop playing shitty ranked.

Dont get me wrong, Im terrible and get broken all the time, but if you feel like its a massive game-killer for you, you can try playing characters who are harder to break possibly? Hisako is an example of one, TJ is supposed to be difficult to break, Cinder is harder to break I've heard, Kim isn't super hard to break but she has a command grab that switches sides that will fuck them if they try to mash a breaker, and so on. Different characters have different manual timings too, so finding a really late manual in your arsenal and using it as the first linker will catch people trying to just mash a breaker.

When i find someone that just guess breaks immediately I try to bait them, but I agree that sometimes its ridiculous. They guess break first frame 8x in a row then you try to call them out with a counter or something and they dont do it, and you eat shit. Its actually my only real issue with the game. I wish breaking took some kind of additional meter or resource that built up during the combo itself, and maybe carried over after but decayed quickly. That would give some guaranteed damage to the player who opened up the other guy since they couldn't break right away and would at least have to wait until around the first linker - but enders are always breakable - to prevent people just doing opener>ender over and over, or something. Make it so an unsuccessful break attempt doesnt consume the meter, it just causes a lockout like normal. But it does heavily suck to successfully open the other guy up numerous times and get no reward because he's lucking in to the correct strength breaker time after time. Obviously this idea would need tweaking and such, its just a theory is all.

Its a frustrating side of an otherwise, nearly perfect fighting game, but there are def ways around it, though I suffered from it myself when I was playing before.. I saw a *ton* of improvement on the problem though when i just slowed down and started to play around the 'tactic'. I haven't actually had time to play any since I re-downloaded the game, so we'll see what happens when I get games, lol.

The real frustration comes when you find someone who really understands how to break correctly.. Its so painful. My desire to change the system comes more from that than guess breakers, I want to reward correct play and defense, sure, but I feel like it's going a little too far when you can open someone up over and over because you're outplaying them in the neutral or whatever, but still lose because they are pro breakers. lol.
 

EntropicByDesign

It's all so very confusing.
If anyone wants to play, hit me up. @ me here or something so I see the notification. I havent played an actual match since whenever Gargos was released, so.. like a year ago? lol. Im also learning pad, Ive decided to make the complete switch to pad, so I have a metric shit-ton of relearning to do.. I say all this to explain how bad Im going to be.
 

ShotgunInsanity

Kombatant
I think it's something I'm gonna just have to deal with. There are times where I'm flat out unlucky. Either that or stop playing shitty ranked.
I noticed while playing you that you play 1 dimensionally in the combo system, you always go for long combos. When you combo someone you should always have it in your mind that the long your combo is the higher the chance you opponent is gonna break. When we played I only the broke on the first opportunity once and you never realized that if you did one chance breakers you could've conditioned me to start guessing, there you could get a higher potential for a lockout into big damage. In the combo system you need to condition your opponent, rather you just did long combos and either hope I locked out somewhere or you would try to read me and get a successful counterbreak, that's a very risky way to play. As a cinder player you shouldn't go for long combos anyway, you should instead go for short combos and rely on pd for damage. Keep in mind that the risk/reward is always in your favor when comboing, if your opponent breaks correctly they get rid of half pd and it's back to neutral (your favor) but if they're wrong you get bigger damage.
Hope it helps :DOGE
 

freerf245

11 11 11 11
I noticed while playing you that you play 1 dimensionally in the combo system, you always go for long combos. When you combo someone you should always have it in your mind that the long your combo is the higher the chance you opponent is gonna break. When we played I only the broke on the first opportunity once and you never realized that if you did one chance breakers you could've conditioned me to start guessing, there you could get a higher potential for a lockout into big damage. In the combo system you need to condition your opponent, rather you just did long combos and either hope I locked out somewhere or you would try to read me and get a successful counterbreak, that's a very risky way to play. As a cinder player you shouldn't go for long combos anyway, you should instead go for short combos and rely on pd for damage. Keep in mind that the risk/reward is always in your favor when comboing, if your opponent breaks correctly they get rid of half pd and it's back to neutral (your favor) but if they're wrong you get bigger damage.
Hope it helps :DOGE
Good advice thanks.
 

freerf245

11 11 11 11
Someone explain to me what I do when Glacius has hail over his head and I have no meter. I feel as though I have 0 options. It's the matchup I've struggled the most with ever since I started playing the game.