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What's after high combos?

STORMS

Co-founder
Administrator
I don't have an Xbox One or obviously the new KI for that matter, but I have a curious question about the combos. In MK and Injustice it seemed like there were multiple ways to get to a damage percentage and often with style.

The question I have is, does KI offer the same thing with the combos? Is the combo style in KI limitless or does it seem limited? @AcidGlow
 

SonicFox5000

The Best.
The more hits you do, the more your combo hit ranges. Its from 1 to 4 and if you cash in an ender early, you can take in a lot of damage. It varies between characters
 

Onilordasmodeus

My GT: UncappedWheel82
The combos in KI are as expansive and stylish as MK9 or Injustice, if not more so. Also, usually the more varied combos in KI are harder pull off, and thus are harder to break, not just giving you more damage. In KI there is much more going on than just land a hit to confirm a combo, you have to pay attention to your opponents tendencies both inside and outside of a combo.

I personally feel that KI's combo/fight system is the best system out there. I love mind games, and KI has them in spades.
 

Pho Cubic

Sérieusement Sabrewulf peut aller en enfer.
There aren't as many swag combos in KI (i.e. 90% Cyrax combos, d1~teleport Scorpion combos, Hawkgirl corner combos, etc. ), but KI's combo system overall is the best there is. The combos are slightly limited, but you won't notice it because of the combo breaker/counter breaker mindgames.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
The style/swag in MK9/IGAU comes from the gravity/juggle system. It makes all kinds of things possible and looks cool due to sending characters bouncing off things of flying through the air.

The combo system in KI is intentionally slow with lots of pauses in the animation, because combos are a metagame -- so the system has to give you lots of chances to recognize something and break out. There's an ABC system that governs what you can link together.

Apples and oranges, because they serve two different purposes.
 

LEGI0N47

I like to play bad characters
Yes the KI system can seem intentionally slow. And you're right, there is a huge meta in the combo system in itself. If you guess/or react right, you can get huge damage or prevent the same from happening to you. The ABC anology is a good way to look at it. Manuals is where you can really break that up for the opponent. I'm still so bad at them.

As far as bouncing off of things every character has a "wall splat" ender. What it does is enable you to end a combo near the corner in which they bounce off the wall. You then typically perform a shadow linker to continue the combo, since otherwise you would drop the combo due to the combo meter, and then finish with a damage ender for some quality damage!

As far as gravity every char also has a launcher ender that enables a juggle of some sort. The gravity seems to vary based on the length and strength, or level, of the combo. Shadow enders also allow a different set of possabilites char dependant. In my short time with the game it does add on a bit of damage, but nothing massive. Most of the damage is done before that point. The bonus being they can do nothing about it once juggled. It is also admitadly swag.
 

SAREDODEVIL

Kombatant
i like more the combo system of mk9, looks cool and i like it, watching evo 2011 mk9 makes me into this beautiful game. is really sad Nrs is done with mk9, that game need a 1 fucking patch
 

LEGI0N47

I like to play bad characters
FALSE! Sadira doesn't :p

(Yes, that's the only thing I got out of that entire good post :))
Damn! I never mess with her because she just doesn't click with me. Since everyone else has one it made sense. Guess I'm exposed there :( but LBSH, she doesn't need one.