Hiku said:
Goatseye said:
What? In KI you don't combo break back and forth for the flow to be crippled. KI matches are some of the fastest if you're implying that it takes time.
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If you don't enjoy the combo breaking system, then that does indeed interupt the flow of the parts of the game you are interested in, because it has potential to happen often in KI. In Guilty Gear, it can happen around once per player every one or two rounds.
When you DP in KI and get blocked you get punished as well, however it's up to you to be unpredictable in your pusnishment, this is not a turn based game. KI is offensive af. You have to know your opponent to know what kind of moves he/she breaks less. That's another layer to the competitive nature of this complex fighting game. |
Which is what I said as well. But you don't get a guaranteed optimal punish opportunity when your opponent whiffs a high rewarding move, is my point. In KI you can get away with high rewarding moves and potentially get a low punishment for using it incorrectly. Even if you are unpredictable with your punishment combo, the opponent can also guess correctly and get out of it that way. And I don't enjoy that design. Similar to how if you try to open up your opponent for a very long time, and finally succeed, or when you hit someone with a launcher in Tekken, which are usually among the slowest startup moves in the game, I want the reward to match the effort, and not potentially be broken because you have to go through an additional guessing game that can diminish your hard work. Of course there are interesting aspects of KI's breaking system that I enjoy as well. It can lead to some really interesting mindgames, and I guess that is the tradeoff. I just don't like the frequency of it. When it happens as rarely as it does in say Blaz Blue, and someone predicts and baits the burst, that's hype. But the amount of times I enjoy the breaking system in KI is far outweighed by the amount of times I don't, and wish that time was spent on other aspects of the fight.
Then you got a guy (Domi) that doesn't break combos at all and made it to the top 8 at Evo with Cinder. There are so many ways to play this game and there's no way to make a simple description like you did. |
That's nice for those who don't want to see too many breaks, but the majority of players do utilize that system. Even if you don't, your opponent can. In terms of gameplay style, there are usually different ways to play most fighting games. Instead of going for the heavy excecution combos for example, you can stick to the easier ones and it may pay off in the long run because you'll end up dropping fewer. Or you can chose to go for a flashy como that's not optimal, just for show. And choices like that are interesting to see as well. Where did I make a simple decription of KI though?
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Exactly!
As you said yourself in your comment - i want the reward to match the effort.
if your opponent does a mistake and you want to punish him
and if you learned a very complex combo and want to use it
it's very annoying your opponent can easily break your combos.
Don't get me wrong.
i think Killer Instinct should have Combo Breakers.
They simply should put limits on that system.
When you can do it countless times
it causes people to abuse that system.