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Old 01-30-2014, 01:02 PM   #81
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Dat laugh.
Dat Skeleport.
Dat shield.
Dat dash.

DAT FULGORE
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Old 01-30-2014, 04:08 PM   #82
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Stoked for Fulgore.
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Old 01-31-2014, 05:02 PM   #83
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Double Helix Games working on a special "jail" punishment towards rage quit players if their disconnection rates with ranked matches hits 15%. The punishment itself also scales up every time a person is "jailed."

Quote:
Players whose disconnect percentage rises above 15 percent in ranked multiplayer matches will be sent to "jail," after which point they'll need to wait 24 hours before they can restart their life as a decent member of society.

While locked away, these players will only be matched against other jailed members. Every time a player gets sent back -- for instance, their disconnect percentage returns to 15 percent or higher and they quit early again -- the amount of jail time increases by 24 hours, up to a cap of 120 hours. And to make this all clear, quitters will get a special icon while jailed.
http://www.destructoid.com/killer-in...--269788.phtml
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Old 02-03-2014, 11:12 PM   #84
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Spinal is hilarious.
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Old 02-05-2014, 09:25 PM   #85
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good thing this is "free." I've never been a big fan of fighting games....combos, yikes
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Old 02-05-2014, 09:45 PM   #86
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These combos aren't what you think they are.
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Old 02-05-2014, 10:05 PM   #87
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This game is easily the most user-friendly fighting game i've ever played. There is some structure to those combos, but not any way you may think.
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Old 02-05-2014, 10:06 PM   #88
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On a side note, Amazon bought Double Helix? Yes, THAT Amazon.
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Old 02-05-2014, 10:10 PM   #89
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lol wut
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Old 02-05-2014, 10:17 PM   #90
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http://kotaku.com/amazon-just-bought...dio-1517101698

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Well, this is interesting. According to a report on TechCrunch, online shopping giant Amazon has bought Double Helix Studios, the video game developer behind games like the Xbox One's Killer Instinct and the upcoming Strider.
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Old 02-05-2014, 10:46 PM   #91
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Wow. That refreshingly unexpected.
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Old 02-06-2014, 05:01 PM   #92
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Amazon stated Double Helix will be allowed to finish up working on their current projects and deals before they take full control of the studio.

Microsoft themselves have stated the core team for the game won't be affected since it wasn't from Double Helix and do expect a new studio to be named soon to take over Double Helix's duties.
http://www.destructoid.com/microsoft...t-270116.phtml
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Old 03-27-2014, 03:54 PM   #93
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Microsoft announces Divekick's developer Iron Galaxy studio will replace Double Helix as the developer for Season Two. A few new details regarding the rest of Season One was also announced as well.

Quote:
Double Helix is wrapping up Killer Instinct’s first season of content with the release of Fulgore on April 9.

Along with the new character comes an arcade mode, eight-player lobbies, and an ability to spectate matches. Season two will be coming from Iron Galaxy, but what that might entail is yet unknown.
http://www.gameinformer.com/b/news/a...ease-date.aspx
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Old 03-27-2014, 04:19 PM   #94
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Dammit fuck stupid ass WE CAN'T HAVE NICE THINGS fucking knew it fuck

Anyway, here's the trailer for the grand finale of the best fighting game of 2014:

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Old 03-27-2014, 05:53 PM   #95
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Surprised MS didnt snatch up Double Helix. KI is their property, and DH did a great job with it.
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Old 03-27-2014, 06:35 PM   #96
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Yeah, the Amazon thing is an infuriating wtf.
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Old 03-28-2014, 02:32 AM   #97
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Definitely disappointing, but not gonna get too upset til I see how IG does with it.
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Old 03-28-2014, 01:33 PM   #98
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Kalyx, do you not have faith in Iron Galaxy? If not, why not?
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Old 03-28-2014, 04:56 PM   #99
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Hasnt Iron Galaxy pretty much done ports of fighting games? Thought they brought over Darkstalkers and MvC, but I could be mistaken.

They may do great, who knows. I mean, Double Helix wasnt known for doing ANY fighting game up until KI, and they nailed it. Only thing I remember DH did was Silent Hill Homecoming
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Old 03-29-2014, 01:53 AM   #100
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They've done ports of a bunch of games, but they haven't done much themselves. That said, I scoffed at Divekick at first, but after watching a bunch of videos, I was surprised at how much depth they were able to get into such a simple concept.
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Old 03-29-2014, 04:54 AM   #101
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Quote:
Originally Posted by RoXer View Post
Kalyx, do you not have faith in Iron Galaxy? If not, why not?
Here's the thing; I have no faith in them. They did ports most their history, and the one fighting game they did was Dive Kick - and games based on punchlines don't do shit for me.

However, I similar wrote off Double Helix at first.

Thing is, let's say IG comes in with Season 2, it will be a different tone. New characters will have a different art style (though honestly that may be an improvement).

I'm more worried about them fucking with the gameplay. And not going through with a female announcer or other classic attire. balls in their court, but me and the guys already consider Season 1 to be definitive KI right now. Low hopes for Season 2, but we'd love to be wrong.
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Old 03-29-2014, 05:00 AM   #102
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I will smash you all.
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Old 03-29-2014, 05:13 AM   #103
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How did KI do saleswise?

If it tanked I could see IG changing a lot, but I'm pretty sure it did well.
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Old 03-29-2014, 05:26 AM   #104
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Best selling fighter on X1.
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Old 04-09-2014, 06:09 AM   #105
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Fulgore and more drop today. Can't wait to get home and destroy shit.

http://www.eventhubs.com/news/2014/a...mode-and-more/
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Old 04-09-2014, 06:14 AM   #106
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Some interesting info about Fulgore. His meter differs from everyone else. This is going to be fun xD

Quote:
Fulgore information from MS Studios' stream


• Fulgore's Shadow Meter is different than every other character's in the game. It doesn't build up from performing attacks or blocking.

• He can charge his meter manually with a special move, QCB + kick. The amount of meter built, and recovery time, is relative to the strength of the button:

- LK = 1 small stock.
- MK = 2 small stocks.
- HK = 3 small stocks, can also be held to continue building meter.

• With full meter, Fulgore gets increased movement, jump, and dash speed. His dash receives a significant increase in range, and can be cancelled into attacks and throw.

With the use of meter, Fulgore can cancel special and shadow moves into other special moves, (with some limitations).

• Cancelling a special move into another special move costs 1 small stock of meter, (a full bar consists of 10 small stocks). Shadow moves cost 4 small stocks, and Fulgore's meter, when fully charged, has enough for 2 shadow moves, but leaves him with 2 remaining small stocks.

• While in Instinct Mode, Fulgore's meter regenerates automatically over time.

With full meter and Instinct Mode activated, Fulgore can perform his giant chest laser beam attack. This move hits 10 times, deals 41% of raw damage, generates potential damage, but scales very heavily when used in a combo.

• Fulgore's unique auto double trait also builds meter for him. After an auto double, holding the button down will result in a third hit, (much like Spinal's spectral manuals), that builds 1 small stock of meter.

• His standing heavy kick sends the opponent flying across screen and causes a hard knockdown. On block, it pushes the opponent away, and this attack is special cancel-able, which can lead into various mix ups and pressure.

• Forward + heavy punch is a two hit command normal, much like Jago's forward + heavy kick. The MS Studios team notes that since this attack hits fairly high up, it can be beaten out by certain low attacks.

• He also has a command overhead that is 18 frames of start up, which is quite fast in Killer Instinct.

• Fulgore's sweep moves forward, starts up very fast, and has great range.

• Jumping medium kick is a strong cross up attack, and jumping heavy punch is also notably good.

• Fulgore also has one of the best crouching medium kicks in the game.

• Fulgore's fireball special move has returned, and the number of fireballs thrown is relative to the strength of the button pressed:

- LP = 1 fireball
- MP = 2 fireballs
- HP = 3 fireballs

The HP version is great for chip damage due to its multi-hitting function. Each fireball can also be followed up with a manual from close range, but they are not + on block, only hit.

The MS Studios team mentions that using the LP fireball for teleport mix ups is better than HP because the special move cancel window is larger for the former rather than the latter.

• Fulgore's eye laser attack (QCB + punch) is also back, and each button strength performs a different version:

- LP = laser fired down. This attack is +1 on block and an opener.
- MP = straight laser. This is a fast, long ranged poke/opener.
- HP = diagonal-upward laser. Works well as an anti-air.

All of the eye lasers can be cancelled into and cancelled out of other special moves.

The shadow version of eye lasers pushes the opponent fairly far away on block. It can also be performed in the air.

Fulgore is a "meter character" and can be played as a zoner. The MS Studios team feels he isn't as difficult to learn as Sadira or Glacius.

• His rush-punch special move can be charged. The longer the charge is held, the more hit-stun/block-stun it will have. It can also be cancelled into an uppercut, even on whiff, at the cost of 1 small stock of meter.

• Fulgore's uppercut has a 2 frame start up.

• His teleport move is performed like an uppercut: DP+K. Fulgore's teleport differs from Spinal's in that it is screen relative:

- LK teleport = left side of screen.
- MK teleport = middle of screen.
- HK teleport - right side of screen.

The teleport is not invincible until Fulgore is completely invisible, so it cannot be used on wake up to escape.

Shadow version of teleport is an attack that immediately travels behind the opponent and is an opener. The attack is actually a bit slower on start up than it appears.

• His Ultra is performed by inputting DP + all 3 punches.

• Fulgore's giant chest beam attack does have start up, and he can be hit out of before it fires. This will still deplete Fulgore's entire meter.

• One of the changeable accessories is Fulgore's ponytail; it can be removed. The MS Studios team also notes that his classic costume is "very authentic."
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Old 04-09-2014, 09:24 AM   #107
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Who are you? I like you.
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Old 04-09-2014, 02:07 PM   #108
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Been here for a bit. I used to troll the discussion forum because it was just too easy and entertaining Left for a bit and was too excited about Fulgore to not sign in again and post.

Xbox One is amazing, had mine for about 2 months now and not a single issue. I was a huge KI fan when it was coin-op and SNES. I am hoping to see some faces from KI 2 next season - Maya comes to mind, dual dagger wielding badass that she is.
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Old 04-21-2014, 05:26 PM   #109
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Quote:
New Killer Instinct developer Iron Galaxy Studios plans to add eight more characters to the game with its upcoming season two content.

The developer revealed during a recent Play XBLA livestream that, like season one, season two would add eight characters to the game. Sadly, no details of who these new characters will be were offered.

Iron Galaxy also mentioned that it plans on adding “No Mercy” finishers to the game—a finishing move similar to fatalities in Mortal Kombat.
http://www.egmnow.com/articles/news/...re-characters/
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Old 04-21-2014, 05:32 PM   #110
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Strike 1.
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Old 04-22-2014, 01:52 AM   #111
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Really don't see how.
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Old 04-22-2014, 02:05 AM   #112
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Just a stupid move. I'd love to see where in the meta-game this would work - I'm thinking during 'Danger' moments. Still seems pointless and serves to decay my already low feeling about this team change.
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Old 04-22-2014, 02:16 AM   #113
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I would assume in the danger state, like KI 2.

In which case you may as well argue that Ultras are useless, and should have the same beef with double helix as you do Iron Galaxy.

Fans have wanted them in, and double helix said themselves that if they got enough requests, they'd try to put them in. It's very likely that we would have gotten them anyway, studio change or not.
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Old 04-22-2014, 02:25 AM   #114
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Ultras segue better with KI's chief gimmick than Fatalities.

Go put a bunch of hours into KI like I did. Learn the system, respect the metagame, fall in love; and then come back and tell me where fatalities fit. Fan request or not it's fucking stupid. Ultras and Ultra Enders were fine and dandy.
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Old 04-22-2014, 02:37 AM   #115
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They fit in the same spot that Ultras do, I don't know what you're talking about. You're acting like they are completely changing the systems. They're not. It's a harmless addition, that serves to give something cool to the fanbase. Something to stay true to the original series which DH was all about, and said as much.

Even if you don't agree, it's unfair to take your frustration out on Iron Galaxy, as it was all but confirmed for season 2 before they took over.
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Old 04-22-2014, 02:53 AM   #116
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If they're to be a cinematic on hit like Shadow Jago, I don't mind that. I just fear they'll do something very stupid.

And barring that, I just don't trust IG in general. I'm just so impressed with what DH did that I fear the worst. Like I said way back, team changes rarely happen for the better - hopefully it maintains but usually it dips. There's too many examples of just that.

It's very important who makes these games. I noticed you guys don't seem to care at times, but it's the difference between so-so and Great.
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Old 04-22-2014, 03:05 AM   #117
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It's not that I don't care. As I said I'd always prefer a game stay with one developer, but if it doesn't I just choose to stay optimistic. I'm not naive. I know dev changes are rarely good news, but as much as I love gaming it's not so important to me that I can't look forward to a game that switches teams. If I get let down, fine, not a big deal.

As for IG, they took a joke concept, and gave it more depth than it had any right to have. That alone gives me hope that these guys have some talent, and could do a good job.
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Old 04-22-2014, 03:13 AM   #118
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A punchline fighter with some depth simple doesn't make them qualified for a Double-A fighting game the likes of which DH put together.
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Old 04-22-2014, 07:47 AM   #119
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They existed in the older versions, why not this one?

http://www.youtube.com/watch?v=NEJeu9iAl3Q

You can have the "danger" area for ultras, once that bit finishes, kill them off. Or maybe have an option to end an Ultra with a death. Either way, it has been in the series before and it worked fine.
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Old 04-22-2014, 02:03 PM   #120
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Cause the metagsme is different from before, nor do they need goofy gimmicks anymore.
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