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TYM Killer Instinct Bi-Weekly Casuals

Onilordasmodeus

My GT: UncappedWheel82
I reinvited you when @Trustful_Whale was finished installing and @B W1zZ joined about the same time so the 3 of us played another marathon until about 5am this morning lol

I actually invited everyone here i think but nobody else joined
I work Monday, Wednesday, and Friday evenings, and I'm working from home during the day because of the quarantine. If you'll all are looking to play tonight though (Tuesday) or Thursday evening, I'm down.

5am though? Lol! Not sure about that...
 
There are couple out there. Steam has a built in one. It can be a little weird to figure out. It's probably the most mature and option heavy. You can create game specific custom mappings, or turn it off. You can do things like map your dpad to the analog stick, or really anything to anything. Even end up with wild stuff like pressing and releasing configured to trigger differing things, but I'm not totally clear on what all that stuff is for. I initially used it for a bit in Tekken to map my board's analog only output to the dpad so it would work on menus (because Tekken you can apparently play with either dpad or analog, but the main menu demands the dpad :| )

It's obviously limited to Steam use (which doesn't help you here for KI) and they can create overhead for latency, so you got to watch out for that.

I didn't think I'd ever notice the overhead people talked about on the Steam one, until Windows updates or something jacked up how games were seeing the controller I used. I turned it totally off and noticed things felt snapper, even in menus. I eventually switched controller boards, and was able to just keep it off. I now echo the warning other's have made about it.

There are some that supposedly have very little overhead, but it's something to watch out for. My reactions aren't near as good as yours, so I'd expect you'd be pretty sensitive to that sort of thing. Others also seemed to work for specific things, like DS4's mapped to keyboards only. So, unnecessarily long FYI message here.
I used ScpToolkit to fix my issues to play KI and haven't noticed any latency problems with the controls. I actually hadn't heard about the overhead regarding the Steam wrapper, so that's good to know.

What blows my mind with Combo Assist is the level of hate it seems to get, despite being such a well designed system.
It's because people don't bother to learn what it actually does and how it affects the game. When they first implemented this feature I saw nothing but the typical online bile from people assuming this was UMVC's easy controls, etc. It's somewhat understandable since easy mode controls have been historically bad, but Combo Assist is very well designed as you've said.

Absolutely nobody could look at this, understand how it works, and still say that it's unfair or broken, etc.
 

AREZ God of War

The Crazy BeastMaster
the only thing that im not digging on too much is how forgiving the input window is for specials. I get so many bf inputs on accident. But damn this game crazy fun.
I noticed that too, i seem to end up doing Orchids rising knee when I'm inputting her slide and vice versa, as well as random inputs that are performed "similarly". I wasn't sure if it was just my old and aging hands or what
 

Juxtapose

Master
I noticed that too, i seem to end up doing Orchids rising knee when I'm inputting her slide and vice versa, as well as random inputs that are performed "similarly". I wasn't sure if it was just my old and aging hands or what
If you're getting her Air Buster when you're trying to do her Blockade Runner, you're likely rolling your thumb from holding forward to down and then forward again.

Instead of rolling, you need to release and then press down.
 

Onilordasmodeus

My GT: UncappedWheel82
I noticed that too, i seem to end up doing Orchids rising knee when I'm inputting her slide and vice versa, as well as random inputs that are performed "similarly". I wasn't sure if it was just my old and aging hands or what
Nah, that is just the way the game is. It is VERY forgiving, and I think it was done like that on purpose.

For characters like TJ, who used to be charge characters back in the day, even though you don't have to charge in this game, you CAN if you want to. Back when TJ first came out I was having some trouble mentally adjusting, but as soon as I figured that out he pretty much clicked for me.
 

DeftMonk

Warrior
I have been mainly usinng TJ and Jago atm and when I play jago I get the DP input a lot (f d df) when I dash then fireball. Game is extremely forgiving with inputs. It is honestly quite annoying but oh well great game. As it has been so long since I played...there are some things that I can't tell if they are new or if I just forgot it existed. For instance, with jago you can poke fireball into poke opener and if the first poke lands it all combos. Or tj if you poke bf lk (the fake out) poke opener the two pokes combo as well on hit. Are there lists of characters that have this kinda stuff? seems so much to figure out just by trial and error. Also I am curious what jago's optimal juggle is to get the most hp out of instinct if anyone knows?
 

Onilordasmodeus

My GT: UncappedWheel82
I have been mainly usinng TJ and Jago atm and when I play jago I get the DP input a lot (f d df) when I dash then fireball. Game is extremely forgiving with inputs. It is honestly quite annoying but oh well great game. As it has been so long since I played...there are some things that I can't tell if they are new or if I just forgot it existed. For instance, with jago you can poke fireball into poke opener and if the first poke lands it all combos. Or tj if you poke bf lk (the fake out) poke opener the two pokes combo as well on hit. Are there lists of characters that have this kinda stuff? seems so much to figure out just by trial and error. Also I am curious what jago's optimal juggle is to get the most hp out of instinct if anyone knows?
KI.Infil.net

It'll tell you everything you need.
 
Anyone want to Play??? also I'm noticing not every character has a crossup???
This is true. You can enable live hitboxes at any time via the pause menu also, so you can see your hitbox data and find out what can cross up or not with any help from the internet. It's pretty sweet.

This doesnt happen in say sf or any other game near as often. Even with a sizable gap in between the dash and d input you still get dp in KI.
I'll admit I haven't run into this issue.
 

DeftMonk

Warrior
can u imagine if this game had mk9 combo breakers on top of all the other counter breaker combo breaker etc. everyone would just have 90% grey damage whole match.
 

Juxtapose

Master
I'll admit I haven't run into this issue.
Same. For me it's usually me fubbing up a quarter circle motion. See me standing there doing a random kick as Orchid? Means I'm screwing up Blockade Runner. Again :p. That's on me, not the game.

can u imagine if this game had mk9 combo breakers on top of all the other counter breaker combo breaker etc. everyone would just have 90% grey damage whole match.
You have Shadow Counters, which use Shadow Meter to, coincidentally, Counter a move or Combo with a Shadow Move.
 

DeftMonk

Warrior
Me and @The Slaj Jazz been running sets daily, i forgot how good this game was. Have to learn a bunch of stuff tho, and with a bunch i mean ALOT, but its really addictive. #bringbackki
honestly there is an absolute assload to learn! It has the depth of a great oldschool fighting game where as you must know frame data for so many moves to not get frame trapped (in a lot of cases instinct mode changes this data so you gotta know more). Even for an oldschool game it has a lot of tech as far as setups/some characters can use traditional throws to combo/juggle. AND on top of this you have to learn the KI combo system which is more depth than mk11 in itself. When i go back to mk11 after playing this lately its like playing a phone game lol. Not knocking mk but damn the depth in ki is not a joke.

It also never feels unapproachable like GG or mvc would if introduced to a new player...and the best net code around STILL + training mode that at the time of release was also best around. Add to all this the fact every character has such a different gameplan and sooo fun makes me hope so much theres a new ki on the horizon.
 

Gooberking

FGC Cannon Fodder
Figured I might drop a link to Jucebox here

He isn't the most obvious KI player, but is basically an eternal lab monster and has been spending a fair amount of his streaming time relearning KI. The KI players tend to find the guys streaming KI and are helping out.

I've spent a fair amount of time listening to him go through KOF stuff, and it can be interesting to hear him give advice to the people he's playing against. I don't know how much value him learning KI will have compared to other sources, but it's a thing out there right now.
 

Juxtapose

Master
honestly there is an absolute assload to learn! It has the depth of a great oldschool fighting game where as you must know frame data for so many moves to not get frame trapped (in a lot of cases instinct mode changes this data so you gotta know more). Even for an oldschool game it has a lot of tech as far as setups/some characters can use traditional throws to combo/juggle. AND on top of this you have to learn the KI combo system which is more depth than mk11 in itself. When i go back to mk11 after playing this lately its like playing a phone game lol. Not knocking mk but damn the depth in ki is not a joke.

It also never feels unapproachable like GG or mvc would if introduced to a new player...and the best net code around STILL + training mode that at the time of release was also best around. Add to all this the fact every character has such a different gameplan and sooo fun makes me hope so much theres a new ki on the horizon.
Yup. The design philosophy behind the game is that you're always playing, that there's always something for you to do. And outside of Locking yourself out, they accomplished that well.

No exaggeration, the game is insanely underrated and there's so much undiscovered stuff in it.

The fact that it catters well to new players, and to veterans alike is also fantastic.
 

Juxtapose

Master
Hey all,

A reminder about the next bi-weekly casual tomorrow at 3:00 pm eastern!

Again, I'll create a Lobby with the following:

Lobby Size: 6
Private Lobby: Off
Min Rank: Qualifiers
Max Rank: Killer
Min Performance: Fail
Allow Crossplay: Yes
Lobby Name: Social Room
Allow Cross-Network: Yes

@Gooberking and @Hellbringer If you guys are going to join via the Steam version, you can search and should find the Lobby. If you guys aren't able to make it, I'll make the Lobby Private to prevent randoms from joining.

For everyone else, when you logon, you should be able to click/select my name and select "Join Game." I'll then create a Party for us so there's group Chat. It'll be text, as I don't have a mic and oddly can't hear anyone else's mic.