KILLER INSTINCT | WHO'S THE STRONGEST | BATTLES VS EVERY MUTANT BRUTAL CAGE FIGHT.
KILLER INSTINCT | WHO'S THE STRONGEST | BATTLES VS EVERY MUTANT BRUTAL CAGE FIGHT.
KILLER INSTINCT | AGANOS VS EVERY MUTANT + BRUTAL CAGE FIGHT | KNOCK OUT.
Killer Instinct is a Series of Fighting video games originally created by Rare and published by Nintendo, Midway and Microsoft Studios. The original Killer Instinct was released for arcades in 1994.
Killer Instinct's combat is fluid, deep, and well informed by the mistakes of its predecessors. Double Helix has done a great job of staying true to KI’s roots while also solving the problem of long-form combos being one-way interactions where one person plays while the other watches. Killer Instinct employs an intelligent system of interlocking mechanics to instead make combos a natural extension of the neutral game.
It starts with the ever-familiar combo breaker, which has been modified to reward both good reads and sharp reactions. Learning what every character’s linkers and auto-doubles (KI’s combo building blocks) look like is essential since you have to match them with the appropriate combo breaker input. Choosing the wrong input, or even mistiming the right one temporarily “locks” you out from any further attempts, giving your attacker time to go nuts. This makes choosing whether or not to break a meaningful decision while giving the attacker further reason to switch up their combos instead of using the same bread and butter every time.
The new counter-breaker adds another layer of tactics, giving smart attackers a way to bait out and punish predictable break attempts for big damage. Of course, a smarter defender could sniff the trap out, refrain from breaking, and punish the whiffed counter breaker. But then, a still-smarter attacker might drop out of the combo intentionally before any of that happens and go for a reset, starting a brand new combo with the built-up potential damage from the original one. It’s a non-stop cycle of mind games that keeps both players dialed into the match, regardless of who’s hitting who. And for as combo-centric as it can be, KI's neutral game is remarkably sound. Footsies are entirely viable, anti-airs are threatening, and smart meter-management can win matches.
Each of KI’s six characters feels distinctive and fully developed: Jago offers players with strong fundamentals an option for every situation; Sabrewulf dominates with a speedy high-low mixup game but makes you work to get in close enough to use it; Glacius is the exact opposite, controlling large amounts of space from medium and long ranges but struggling once opponents get in his face. Rounding out the cast are Orchid, Thunder, and finally Sadira – a series newcomer with incredible aerial mixup options. The one upshot of having such a small cast is that it's easier to balance, but at the end of the day, it's still only six characters - it's hard not to feel a bit limited by that.
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