AK L0rdoftheFLY
I hatelove this game
The way that Killer Instinct has approached their overhaul has my utmost respect and I want to tell you why and how NRS can apply this to the next MK.
What Double Helix did was remain true to the basic fundamentals of fighting games. This is something NRS tends to overlook. Their intentions are pure as they wish to create a new experience for their customers but we can't deny the way these things tend to be overpowering. In game gimmicks like instant death traps, super weapons, Interactables etc. These things can be more accessible if the core gameplay is set in stone first. By this I mean how the game plays without the gimmicks in its most pure version.
Really to cut to the chase I'm referring to Character Archetypes. Killer Instinct is broken down as follows:
Rushdown: Sabrewulf
Zoner: Glacius
Vortex: Sadira
Grapple: Thunder
Balanced: Jago, Orchid
Varied: Spinal, Fulgore
The depth of KI besides the unique combo system falls in its instinct mode. Instinct can take a character and completely change its archetype for a short time while other become better versions of the same archetype with increased abilities. For Example:
Spinal becomes a zoner/rushdown/vortex character that sucks your abilities from you
Fulgore becomes a zoner/rushdown/vortex character who's speed is also increased
Orchid's grants safer options in both the rushdown and vortex game with safe 50 50s
Thunder can rush down more effectively
Sadira becomes pre patch sub zero for a short time
But have you ever tried to place MK characters in an archetype system? Here is my best shot at it. Keep in mind I'm placing characters in the place of what their playstyle ended up being in high level tournament play. I am also going to define the category based on traditional views. High tiers are highlighted RED
Rushdown - Plus frames and pressure to catch your opponent pressing buttons. Quick movement and walk speed but very limited ranged options. Strong footsies and mid to high damage.
Sub Zero - via @Qwark28
BAraka
Jax
Johnny Cage
Sonya
Grapple - Not pure rushdown but needs to get in to be effective. Strong footsies and great damage but limited speed and ranged options. One could argue that their are no Grapplers in MK. Cyrax was the only one with an unblockable command grab...should he go here?
Sheeva (Low Grab was unblockable but still wasn't cyrax command grab)
Turtle - Plays a ranged game and relies on whiff punishing and superior normals to get damage. Medium to high damage but lacks rushdown plus frames, mixups, and zoning options. Best in the neutral game)
Apparently their are no turtle characters
Thinker - This is a setup based character like Lex Luthor that relies on setups to bait mistakes from their opponent. Momentum is key and can be very dangerous on just a couple right reads.
Cyber Sub Zero
Cyrax
Zoner - Typically wants to stay full screen and throw stuff. Has great keep away options but lacks forward mobility and speed. Required good anti air skills and reactions to be successful. Well placed projectiles and normals can make these characters seem over powered when they actually aren't.
Sindel
Shang (Ended up being both rushdown and a zoner)
Noob
Kenshi
Kitana
Kano
Freddy
Ermac
Stryker
Balanced - Can play either upclose or at full screen. These characters tend to always be viable and have no lopsided MU but should never be the best at anything.
Liu Kang
Kabal
Reptile
Vortex - Relies on mixups for damage above all else. Low damage but great mobility and normals make these characters deadly if they can guess your patterns.
Scorpion
Counter Zoner - This Archetype is built to get around zoners tools. They typically don't have rush down options but capitalize on zoners getting predictable. Very patient play and smart reads are critical. I think of hit and run and would use Smoke as the best example of the archetype in the list.
Kung Lao
Mileena
Nightwolf
Jade
Sektor
Raiden
Smoke
Rain
Varied - Change their style of play dependent on meter and other variables. Typically are very difficult to use and have high execution barriers. Some of the most depth in fighting games can be found in this Archetype. Also very well rounded and can deal great damage.
Quan Chi
Skarlet
Many of thee characters could be placed in many different catagories because developer intent of archetype doesn't always stay accurate. Did NRS intend Kabal to have be the best zoner and the best rushdown? Did they intend for him to be so good at each that you can't even place him? No but if you know the basic fundamentals of each archetype and stick to that then balance and surprises become less of an issue.
I hope this does not fall on deaf ears.
What Double Helix did was remain true to the basic fundamentals of fighting games. This is something NRS tends to overlook. Their intentions are pure as they wish to create a new experience for their customers but we can't deny the way these things tend to be overpowering. In game gimmicks like instant death traps, super weapons, Interactables etc. These things can be more accessible if the core gameplay is set in stone first. By this I mean how the game plays without the gimmicks in its most pure version.
Really to cut to the chase I'm referring to Character Archetypes. Killer Instinct is broken down as follows:
Rushdown: Sabrewulf
Zoner: Glacius
Vortex: Sadira
Grapple: Thunder
Balanced: Jago, Orchid
Varied: Spinal, Fulgore
The depth of KI besides the unique combo system falls in its instinct mode. Instinct can take a character and completely change its archetype for a short time while other become better versions of the same archetype with increased abilities. For Example:
Spinal becomes a zoner/rushdown/vortex character that sucks your abilities from you
Fulgore becomes a zoner/rushdown/vortex character who's speed is also increased
Orchid's grants safer options in both the rushdown and vortex game with safe 50 50s
Thunder can rush down more effectively
Sadira becomes pre patch sub zero for a short time
But have you ever tried to place MK characters in an archetype system? Here is my best shot at it. Keep in mind I'm placing characters in the place of what their playstyle ended up being in high level tournament play. I am also going to define the category based on traditional views. High tiers are highlighted RED
Rushdown - Plus frames and pressure to catch your opponent pressing buttons. Quick movement and walk speed but very limited ranged options. Strong footsies and mid to high damage.
Sub Zero - via @Qwark28
BAraka
Jax
Johnny Cage
Sonya
Grapple - Not pure rushdown but needs to get in to be effective. Strong footsies and great damage but limited speed and ranged options. One could argue that their are no Grapplers in MK. Cyrax was the only one with an unblockable command grab...should he go here?
Sheeva (Low Grab was unblockable but still wasn't cyrax command grab)
Turtle - Plays a ranged game and relies on whiff punishing and superior normals to get damage. Medium to high damage but lacks rushdown plus frames, mixups, and zoning options. Best in the neutral game)
Apparently their are no turtle characters
Thinker - This is a setup based character like Lex Luthor that relies on setups to bait mistakes from their opponent. Momentum is key and can be very dangerous on just a couple right reads.
Cyber Sub Zero
Cyrax
Zoner - Typically wants to stay full screen and throw stuff. Has great keep away options but lacks forward mobility and speed. Required good anti air skills and reactions to be successful. Well placed projectiles and normals can make these characters seem over powered when they actually aren't.
Sindel
Shang (Ended up being both rushdown and a zoner)
Noob
Kenshi
Kitana
Kano
Freddy
Ermac
Stryker
Balanced - Can play either upclose or at full screen. These characters tend to always be viable and have no lopsided MU but should never be the best at anything.
Liu Kang
Kabal
Reptile
Vortex - Relies on mixups for damage above all else. Low damage but great mobility and normals make these characters deadly if they can guess your patterns.
Scorpion
Counter Zoner - This Archetype is built to get around zoners tools. They typically don't have rush down options but capitalize on zoners getting predictable. Very patient play and smart reads are critical. I think of hit and run and would use Smoke as the best example of the archetype in the list.
Kung Lao
Mileena
Nightwolf
Jade
Sektor
Raiden
Smoke
Rain
Varied - Change their style of play dependent on meter and other variables. Typically are very difficult to use and have high execution barriers. Some of the most depth in fighting games can be found in this Archetype. Also very well rounded and can deal great damage.
Quan Chi
Skarlet
Many of thee characters could be placed in many different catagories because developer intent of archetype doesn't always stay accurate. Did NRS intend Kabal to have be the best zoner and the best rushdown? Did they intend for him to be so good at each that you can't even place him? No but if you know the basic fundamentals of each archetype and stick to that then balance and surprises become less of an issue.
I hope this does not fall on deaf ears.
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