OFFICIAL Killer Instinct(2013) Thread || ULTRA COMBO!!!!

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 3 years ago '04        #761
ddash 1 heat pts
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 SPG said:
Me neither
This n*gga called out my ghost.
 07-18-2014, 12:19 PM         #762
LaRy BLanco 
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 SPG said:
Me neither
This n*gga called out my ghost.
 2 years ago '04        #763
One-O-One 11 heat pts11
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KI season 2 drops October 15th!



For those wondering when the second season*of k!ller Instinct content will drop on Xbox One, wonder no more. In their Gamescom press release, Microsoft has revealed that Iron Galaxy Studios’ work will be available on October 15.

Season two of k!ller Instinct will come with eight f!ghters, starting with*TJ Combo and Maya,*as well as a revamped interface for the game. Additional f!ghters will be added each month after that.

Those interested in getting all the characters can choose between*two packages. First off, the*Ultra Edition, which will set players back*$39.99, is planned to*come with the eight f!ghters as well as select costumes and accessories for these f!ghters and*a copy of k!ller Instinct 2 Classic. Additionally, those who purchase this version*between September 23 and October 14 will be able to get TJ Combo early. Meanwhile, the Combo Breaker*Pack*will cost $19.99 *and come with the eight new f!ghters only.

For those who aren’t willing to purchase*the whole package, each individual f!ghter will be available*for $4.99 each upon their subsequent releases.
 2 years ago '07        #764
Barnone254 1 heat pts
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 One-O-One said:
KI season 2 drops October 15th!


Damn so the full game costs $80. You should at least get a discount if you bought the first Ultra Edition.
 2 years ago '04        #765
One-O-One 11 heat pts11
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 Barnone254 said:
Damn so the full game costs $80. You should at least get a discount if you bought the first Ultra Edition.
I think the pricing & options are reasonable. They're not forcing you to buy the Ultra Edition of Season 2 characters. Buy them one by one if you want to.

8 new characters, 8 new stages, all the accessories, and KI2 is worth $40 in my opinion. It's the same amount of content I bought for Season 1.
 2 years ago '08        #766
Kewop Decam 72 heat pts72
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 One-O-One said:
I think the pricing & options are reasonable. They're not forcing you to buy the Ultra Edition of Season 2 characters. Buy them one by one if you want to.

8 new characters, 8 new stages, all the accessories, and KI2 is worth $40 in my opinion. It's the same amount of content I bought for Season 1.
not only that, old characters are probably getting some stuff also.


If a f!ghting game came out with 8 new characters, you'd be paying another $60, thus being $120 so it's fair I think like you said.


Hell, how much was Capcom charging for all these SF4s?
 2 years ago '04        #767
SpyDa 179 heat pts179
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these n*ggaz man...



only game I play on xbox anyway so...... 40 dollar edition Copped





Ya'll garbage a.ss boyz cant see me.


n*ggas giong to be buying the 19 dollar bundle getting destroyed.
 2 years ago '08        #768
Kewop Decam 72 heat pts72
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 SpyDa said:
these n*ggaz man...



only game I play on xbox anyway so...... 40 dollar edition Copped





Ya'll garbage a.ss boyz cant see me.


n*ggas giong to be buying the 19 dollar bundle getting destroyed.
Yea, you pretty much own an k!ller Instinct One gaming system. Nothing else gets any playtime from you, lol
 2 years ago '04        #769
SpyDa 179 heat pts179
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 Kewop Decam said:
Yea, you pretty much own an k!ller Instinct One gaming system. Nothing else gets any playtime from you, lol
lol I know. Titanfall was decent. I'll be buying Tomb Raider on it. Oh and that Halo HD.

Only new game i'm really looking forward too is Ori. game looks really cool.
 2 years ago '08        #770
Kewop Decam 72 heat pts72
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 SpyDa said:
lol I know. Titanfall was decent. I'll be buying Tomb Raider on it. Oh and that Halo HD.

Only new game i'm really looking forward too is Ori. game looks really cool.
I need you one of these days to hop on with my friend and I. He's a designer at Iron Galaxy working on k!ller Instinct now. Actually, TJ Combo was built kind of off him because he does MMA and stand up. I actually had a chance to work on the game but it just wasn't the right move since I got a great job now. I could have been making the characters for this and TJ wouldn't have looked like Patrick Ewing, lol.
 2 years ago '04        #771
SpyDa 179 heat pts179
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 Kewop Decam said:
I need you one of these days to hop on with my friend and I. He's a designer at Iron Galaxy working on k!ller Instinct now. Actually, TJ Combo was built kind of off him because he does MMA and stand up. I actually had a chance to work on the game but it just wasn't the right move since I got a great job now. I could have been making the characters for this and TJ wouldn't have looked like Patrick Ewing, lol.
brah just give word. im on vacation starting friday for 7 days. if you message me on xbox it goes to my phone. I'll respond and get on if i can.
 2 years ago '04        #772
TheProtege9020 52 heat pts52
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About time they announce this sh*t. My skills are basically Untouchable now. Tired of making people rage quit. Where is the challenge.
 2 years ago '04        #773
SpyDa 179 heat pts179
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 TheProtege9020 said:
About time they announce this sh*t. My skills are basically Untouchable now. Tired of making people rage quit. Where is the challenge.
Negro plz!!!
 2 years ago '04        #774
TheProtege9020 52 heat pts52
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 SpyDa said:
Negro plz!!!
Ill be on this weekend.
 2 years ago '04        #775
SpyDa 179 heat pts179
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 TheProtege9020 said:
Ill be on this weekend.
Its over. Hope you been practicing.


[video - click to view]

 2 years ago '04        #776
One-O-One 11 heat pts11
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BIG UPDATE!!! SEPT. 23RD



NEW MOVES! NERFS! FULGORE SWITCHED THE STYLE UP. ETC.
@
@ @ @ @ @ @
@ @ @ @ @ @ @ @ @

System Changes

• Non-combo hits (pokes) and the 1st hit of combos now deal additional damage.
• Shadow Meter gain rates have decreased 20% overall.
• Shadow Enders now scale damage based on current Ender Level.
• Potential (white) damage decays slower than before.
• New system extension: Air breakers & Air counter breakers
• The breaker system has been expanded to cover Air to Air and Air to Ground interactions.
• Additionally, all Counter Breaker attempts now will leave you vulnerable to punishment if you fail no matter what the situation or character.
• After the 3rd non-chained move, combos that are not part of the Linker/Double ruleset are now breakable via Manual rules.
• This includes juggled manuals and non-projectile special moves.
• Combo Breakers no longer cause a Hard Knockdown.
• Juggled Shadow Enders are now subject to Opener-Ender breaker rules, but can cash out a juggled opponent.
• Projectiles no longer darken the screen.
• Removed the ability to Instinct Cancel during an Ender
• Removed the ability to perform Ultra Enders from the air.
• Fixed a bug preventing the 4 frame Manual Breaker window from actually working. As a result, you now have 4 additional frames to break Manuals.

New linker rules:
• The rules for performing Manuals after Linkers are now consistent across the cast.
• Doing a Light Linker gives you access to a difficult Light Manual.
• Doing a Medium Linker gives you access to a difficult Medium Manual or slightly less difficult Light Manual.
• Doing a Heavy Linker gives you access to a difficult Heavy Manual, less difficult Medium Manual, and even less difficult Light Manual.
• Exceptions still exist but for the most part you can count on these rules for all characters.

Jago

• Shadow Wind Kick travels 60% as far as before.
• Heavy Wind Kick does not push back as far and is more negative on block.
• Can no longer Counter Break from Opener - > Ender situations.

Updated Instinct:
• Jago no longer heals automatically during instinct.
• Jago now throws Double Endokukens during instinct.
• During instinct, all Endokukens (Double, Enders, and Shadow) that hit the opponent heal Jago.
• Jago maintains his frame advantages during instinct.

Sabrewulf

• The final hit of Shadow Leaping Slash now recaptures an airborne opponent into a ground combo.
• While the forward Dash is the same duration as before, Sabrewulf gets behind his opponent quicker now so that properly timed punish attempts are less likely to come out facing the wrong way.
• One additional frame has been added after the Super Flash before Shadow Eclipse hits.
• Backdash distance reduced.
• Crouching Light Punch pushes the opponent back further.
• Fixed a bug that let Sabrewulf cancel Crouching Medium Punch into his Heavy Chain during Hitstop, which also prevented Manual Breakers from firing correctly.

Updated Instinct:
• In addition to its previous properties, while in Instinct Sabre now gains the ability to perform a Feral Cancel (HP+HK) which can cancel any grounded move back to neutral. This has a short cooldown on it but can be performed as much as you want during Instinct.

Glacius

• Medium and Light Hail now bounce along the ground instead of breaking when hitting the floor.
• Shadow Cold Shoulder is slightly less negative on block.
• Shadow Cold Shoulder will now combo from Ice Lance at maximum distance.
• Shadow Puddle Punch is no longer throwable until after the first active frame.
• Startup time on all jumping Kick attacks has increased slightly.
• Shatter has a few additional frames of recovery.
• Fixed a bug that let you cancel out of a Shadow Cold Shoulder early.
• Fixed a bug that let Glacius perform an attack facing the wrong way after going under his opponent with a Cold Shoulder.

New Command Move: Liquidize
• Press all three kicks (hold). Glacius melts into a puddle.
• Can move left or right a bit while in liquid state.
• This is a dodge move. It is immune to projectiles on the way down, but vulnerable to everything else.

Thunder

• Light Sammamish has bit more vertical travel.
• Skyfall is now considered a special move instead of a command normal.
• Every character’s reaction to Back Throw is now identical in duration so that Thunder can manual properly.
• The low crush effect of Ankle Slicer is more reliable now, and it is less negative on block.
• Medium Sammamish now hits 2 frames earlier, in the same number of frames as Light Sammamish.
• When performing a manual after back throw, Thunder automatically moves in a bit to ensure that the intended combo works against all characters.
• Fixed all instances that caused Thunder to miss with Shadow Call of Earth following a Back Throw.
• Opponents who are locked out can no longer tech out of Thunder’s Back Throw.

New command move: Call of Sky
• Press all three punch buttons
• Thunder calls a bolt of lightning from the sky that strikes at his opponent’s current location.
• This move has very long startup and recovery, but hits quickly.

Sadira

• During instinct, using a jump cancel and then canceling into a normal or special during pre-jump frames used to ignore the combo system and skip doubles and linkers in favor of manuals or openers. It now obeys the normal ground combo rules.
• It is no longer possible to avoid the special landing recovery from Web Cling by throwing a Widow’s Bite. • Removed the ability to place a Web Trap from Counter Breaker stance.
• Web Trap’s hold is slightly shorter.
• The cross-up hitbox on Jumping Heavy Kick has been reduced slightly.

New target combo:
• Ground MP->HK or Close MP->HK, chains into launcher.

New Reversal: Shadow Web Cling
• QCB+2P
• This is useable only on the ground, but when used, Sadira is invulnerable until she hits the wall.

Orchid

• Shadow Ich Ni San now sends out a shockwave of energy columns. Charge the move up by holding the buttons to fire additional towers of energy that travel further. The final charge level is not unblockable.
• Danger Zone (Air Throw) causes a recapture when used outside of a combo.
• Flick Flack’s low crush effect now lasts until the first active frame.
• Standing Medium Punch and Standing Heavy Punch become active slightly faster and their hitboxes are a bit larger.
• Shadow Cat (Knee Slide) has a larger hit area and slightly smaller vulnerable area.
• Crouching Medium Punch animation has changed slightly and now hits low.

New Command Move: Grenade Toss
• Back+HP throws the grenade. Hold HP longer to set a longer timer and throw it further.
• The grenade does not explode on contact with the opponent, and is governed only by its timer.
• Colliding with an opponent’s projectile will detonate it immediately.

Spinal

Color and skull logic:
• Spinal’s attacks have been color-coded to more clearly show what does what: Green attacks give you skulls, Blue attacks curse the opponent’s Shadow Meter, and Yellow attacks curse the opponent’s Instinct Meter.
• Any time Spinal hits with a ghostly attack (green) he gains one skull.
• Searing Skull (with skull stock) projectiles are now colored Blue.
• Shadow Searing Skull’s projectile is now colored Yellow.

All of spinal's green attacks now reward one skull. That includes:
• Hitting with Crouching HP
• Hitting with any Spectral Manual
• Searing Skull (no skull stock)
• Spinal’s throw

Other changes:
• Crouching Medium Kick no longer sweeps and is now cancelable.
• Shadow Bone Shaker is now projectile immune.
• Throw Range increased slightly.
• Shadow Searing Skull applies its curse on the 1st hit instead of the 5th.
• Divekick causes a Ground Bounce when hitting an airborne opponent.

New skull use option:
• Spinal can now cancel all normal attacks (except c.HP and c.HK) into his run at the cost of 1 Skull.

Fulgore

• Fulgore’s meter mechanics have been completely reworked to reward aggressive play with faster meter gain. As a result, he can no longer manually charge his meter and the charge command has been removed.

New reactor system:
• Fulgore now gains reactor pips at a pace based on how fast his reactor spinner is turning.
• The reactor always spins, so Fulgore is always gaining pips at a minimum rate at least.
• A new energy bar has been added above the pip display to show you exactly when your next pip will appear based on the current spin rate.
• Any of Fulgore’s physical attacks that make contact (hit or blocked) increase spin speed.
• Auto Triples give a huge spin speed bonus.
• Using energy systems (Energy Bolt, Plasmaport, or Eye Beam) reduces spin speed.
• Getting knocked down reduces spin speed.
• If Fulgore does nothing, spin speed will decay over time, eventually returning to its minimum speed.
• Activating Instinct Mode makes the reactor spin at maximum speed for the duration regardless of what Fulgore does or doesn’t do, or what happens to him.
• Fulgore gains the walk forward speed buff after green pips are full, the walk back buff after yellow pips are full, and his dash buff at full pips.

Energy bolt:
• Energy Bolt has been reworked.
• Light, Medium, and Heavy inputs now all fire a single projectile, speed determined by the button used.
• Tapping LP, MP, or HP while firing will spend 1 pip to fire an additional projectile at that button’s speed.
• This can be done twice for a total of three projectiles traveling at various speeds on the screen.
• You can still spend an additional pip during any of these to cancel into another special move.

Other changes:
• Devastation (hype) Beam does considerably less damage, but is now available outside of Instinct Mode when Fulgore has full pips.
• Plasmaport motion has been moved to QCB+K.
• Auto Triples are now performed by pressing the button again instead of holding it down.
• Medium Cyber Uppercut now hits twice, and Heavy hits three times.
• All versions of Cyber Uppercut can be Shadow Cancelled into Air Shadow Eye Beam.
• Air Shadow Eye Beam no longer hits low and damage has been reduced, but the hitboxes are taller and it now juggles.
• Axis Smash (F+HP) is slightly less positive on hit and block.



 2 years ago '04        #777
SpyDa 179 heat pts179
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oh sh*ttttttt SPINAL!!!!!!!!!!!!!!!!!!!! they phukked Jago. I was enjoying my cancel ultra ender into fireball too
 2 years ago '04        #778
SpyDa 179 heat pts179
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i just read through most. I dont like this sh*t. wtf? sabrewulf still over powered. glacius will be over powered. Liquidizing with a ground bounce projectile. WTF? this n*gga can now drop a light fireball to bounce across the screen, do a shadow move with the spike coming out the ground from across the screen and if you have spinal as an opponent, when he teleports you can liquidize and back dash. thats to much control. If he has any other non teleporting character as an opponent he can just jump kick as his jump kicks are quicker.
 2 years ago '04        #779
cold_young_thug 40 heat pts40
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 One-O-One said:
BIG UPDATE!!! SEPT. 23RD



NEW MOVES! NERFS! FULGORE SWITCHED THE STYLE UP. ETC.
@
@ @ @ @ @ @
@ @ @ @ @ @ @ @ @

System Changes

• Non-combo hits (pokes) and the 1st hit of combos now deal additional damage.
• Shadow Meter gain rates have decreased 20% overall.
• Shadow Enders now scale damage based on current Ender Level.
• Potential (white) damage decays slower than before.
• New system extension: Air breakers & Air counter breakers
• The breaker system has been expanded to cover Air to Air and Air to Ground interactions.
• Additionally, all Counter Breaker attempts now will leave you vulnerable to punishment if you fail no matter what the situation or character.
• After the 3rd non-chained move, combos that are not part of the Linker/Double ruleset are now breakable via Manual rules.
• This includes juggled manuals and non-projectile special moves.
• Combo Breakers no longer cause a Hard Knockdown.
• Juggled Shadow Enders are now subject to Opener-Ender breaker rules, but can cash out a juggled opponent.
• Projectiles no longer darken the screen.
• Removed the ability to Instinct Cancel during an Ender
• Removed the ability to perform Ultra Enders from the air.
• Fixed a bug preventing the 4 frame Manual Breaker window from actually working. As a result, you now have 4 additional frames to break Manuals.

New linker rules:
• The rules for performing Manuals after Linkers are now consistent across the cast.
• Doing a Light Linker gives you access to a difficult Light Manual.
• Doing a Medium Linker gives you access to a difficult Medium Manual or slightly less difficult Light Manual.
• Doing a Heavy Linker gives you access to a difficult Heavy Manual, less difficult Medium Manual, and even less difficult Light Manual.
• Exceptions still exist but for the most part you can count on these rules for all characters.

Jago

• Shadow Wind Kick travels 60% as far as before.
• Heavy Wind Kick does not push back as far and is more negative on block.
• Can no longer Counter Break from Opener - > Ender situations.

Updated Instinct:
• Jago no longer heals automatically during instinct.
• Jago now throws Double Endokukens during instinct.
• During instinct, all Endokukens (Double, Enders, and Shadow) that hit the opponent heal Jago.
• Jago maintains his frame advantages during instinct.

Sabrewulf

• The final hit of Shadow Leaping Slash now recaptures an airborne opponent into a ground combo.
• While the forward Dash is the same duration as before, Sabrewulf gets behind his opponent quicker now so that properly timed punish attempts are less likely to come out facing the wrong way.
• One additional frame has been added after the Super Flash before Shadow Eclipse hits.
• Backdash distance reduced.
• Crouching Light Punch pushes the opponent back further.
• Fixed a bug that let Sabrewulf cancel Crouching Medium Punch into his Heavy Chain during Hitstop, which also prevented Manual Breakers from firing correctly.

Updated Instinct:
• In addition to its previous properties, while in Instinct Sabre now gains the ability to perform a Feral Cancel (HP+HK) which can cancel any grounded move back to neutral. This has a short cooldown on it but can be performed as much as you want during Instinct.

Glacius

• Medium and Light Hail now bounce along the ground instead of breaking when hitting the floor.
• Shadow Cold Shoulder is slightly less negative on block.
• Shadow Cold Shoulder will now combo from Ice Lance at maximum distance.
• Shadow Puddle Punch is no longer throwable until after the first active frame.
• Startup time on all jumping Kick attacks has increased slightly.
• Shatter has a few additional frames of recovery.
• Fixed a bug that let you cancel out of a Shadow Cold Shoulder early.
• Fixed a bug that let Glacius perform an attack facing the wrong way after going under his opponent with a Cold Shoulder.

New Command Move: Liquidize
• Press all three kicks (hold). Glacius melts into a puddle.
• Can move left or right a bit while in liquid state.
• This is a dodge move. It is immune to projectiles on the way down, but vulnerable to everything else.

Thunder

• Light Sammamish has bit more vertical travel.
• Skyfall is now considered a special move instead of a command normal.
• Every character’s reaction to Back Throw is now identical in duration so that Thunder can manual properly.
• The low crush effect of Ankle Slicer is more reliable now, and it is less negative on block.
• Medium Sammamish now hits 2 frames earlier, in the same number of frames as Light Sammamish.
• When performing a manual after back throw, Thunder automatically moves in a bit to ensure that the intended combo works against all characters.
• Fixed all instances that caused Thunder to miss with Shadow Call of Earth following a Back Throw.
• Opponents who are locked out can no longer tech out of Thunder’s Back Throw.

New command move: Call of Sky
• Press all three punch buttons
• Thunder calls a bolt of lightning from the sky that strikes at his opponent’s current location.
• This move has very long startup and recovery, but hits quickly.

Sadira

• During instinct, using a jump cancel and then canceling into a normal or special during pre-jump frames used to ignore the combo system and skip doubles and linkers in favor of manuals or openers. It now obeys the normal ground combo rules.
• It is no longer possible to avoid the special landing recovery from Web Cling by throwing a Widow’s Bite. • Removed the ability to place a Web Trap from Counter Breaker stance.
• Web Trap’s hold is slightly shorter.
• The cross-up hitbox on Jumping Heavy Kick has been reduced slightly.

New target combo:
• Ground MP->HK or Close MP->HK, chains into launcher.

New Reversal: Shadow Web Cling
• QCB+2P
• This is useable only on the ground, but when used, Sadira is invulnerable until she hits the wall.

Orchid

• Shadow Ich Ni San now sends out a shockwave of energy columns. Charge the move up by holding the buttons to fire additional towers of energy that travel further. The final charge level is not unblockable.
• Danger Zone (Air Throw) causes a recapture when used outside of a combo.
• Flick Flack’s low crush effect now lasts until the first active frame.
• Standing Medium Punch and Standing Heavy Punch become active slightly faster and their hitboxes are a bit larger.
• Shadow Cat (Knee Slide) has a larger hit area and slightly smaller vulnerable area.
• Crouching Medium Punch animation has changed slightly and now hits low.

New Command Move: Grenade Toss
• Back+HP throws the grenade. Hold HP longer to set a longer timer and throw it further.
• The grenade does not explode on contact with the opponent, and is governed only by its timer.
• Colliding with an opponent’s projectile will detonate it immediately.

Spinal

Color and skull logic:
• Spinal’s attacks have been color-coded to more clearly show what does what: Green attacks give you skulls, Blue attacks curse the opponent’s Shadow Meter, and Yellow attacks curse the opponent’s Instinct Meter.
• Any time Spinal hits with a ghostly attack (green) he gains one skull.
• Searing Skull (with skull stock) projectiles are now colored Blue.
• Shadow Searing Skull’s projectile is now colored Yellow.

All of spinal's green attacks now reward one skull. That includes:
• Hitting with Crouching HP
• Hitting with any Spectral Manual
• Searing Skull (no skull stock)
• Spinal’s throw

Other changes:
• Crouching Medium Kick no longer sweeps and is now cancelable.
• Shadow Bone Shaker is now projectile immune.
• Throw Range increased slightly.
• Shadow Searing Skull applies its curse on the 1st hit instead of the 5th.
• Divekick causes a Ground Bounce when hitting an airborne opponent.

New skull use option:
• Spinal can now cancel all normal attacks (except c.HP and c.HK) into his run at the cost of 1 Skull.

Fulgore

• Fulgore’s meter mechanics have been completely reworked to reward aggressive play with faster meter gain. As a result, he can no longer manually charge his meter and the charge command has been removed.

New reactor system:
• Fulgore now gains reactor pips at a pace based on how fast his reactor spinner is turning.
• The reactor always spins, so Fulgore is always gaining pips at a minimum rate at least.
• A new energy bar has been added above the pip display to show you exactly when your next pip will appear based on the current spin rate.
• Any of Fulgore’s physical attacks that make contact (hit or blocked) increase spin speed.
• Auto Triples give a huge spin speed bonus.
• Using energy systems (Energy Bolt, Plasmaport, or Eye Beam) reduces spin speed.
• Getting knocked down reduces spin speed.
• If Fulgore does nothing, spin speed will decay over time, eventually returning to its minimum speed.
• Activating Instinct Mode makes the reactor spin at maximum speed for the duration regardless of what Fulgore does or doesn’t do, or what happens to him.
• Fulgore gains the walk forward speed buff after green pips are full, the walk back buff after yellow pips are full, and his dash buff at full pips.

Energy bolt:
• Energy Bolt has been reworked.
• Light, Medium, and Heavy inputs now all fire a single projectile, speed determined by the button used.
• Tapping LP, MP, or HP while firing will spend 1 pip to fire an additional projectile at that button’s speed.
• This can be done twice for a total of three projectiles traveling at various speeds on the screen.
• You can still spend an additional pip during any of these to cancel into another special move.

Other changes:
• Devastation (hype) Beam does considerably less damage, but is now available outside of Instinct Mode when Fulgore has full pips.
• Plasmaport motion has been moved to QCB+K.
• Auto Triples are now performed by pressing the button again instead of holding it down.
• Medium Cyber Uppercut now hits twice, and Heavy hits three times.
• All versions of Cyber Uppercut can be Shadow Cancelled into Air Shadow Eye Beam.
• Air Shadow Eye Beam no longer hits low and damage has been reduced, but the hitboxes are taller and it now juggles.
• Axis Smash (F+HP) is slightly less positive on hit and block.



Update dropping on my birthday. no lengths they won't go to to get me to cop. I'm in.













After sunset drops.
 2 years ago '05        #780
thaghost36 23 heat pts23
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need to practice again, been off KI for a while... but im hyped for Season 2!
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