Killer Instinct Arcade

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  • Опубликовано: 10 фев 2025
  • Ultratech is a very powerful megacorporation which organizes a tournament called Killer Instinct. Along with regular participants, experimental creatures created by Ultratech also fight in the tournament so their strength can be tested. Ultratech also discovers a technology to make bridges between dimensions, and releases a two-headed cyclops, satyr-like monster called Eyedol from his dimensional prison in Limbo.
    Cinder is a convicted criminal who participated in Ultratech's chemical weapons test known as "Project Cinder" and was mutated into a being of living flame due to a failed experiment. He was entered in the tournament with the promise of freedom.
    Killer Instinct plays similarly to other 2D fighting games at the time, with a six-button control layout similar to Street Fighter II (three punches and three kicks, organized into Quick, Middle, and Fierce strengths). However, its gameplay expands on the genre in several ways:
    Rather than traditional round-based matches, where the positions and vitality of both fighters reset after one player wins the round, the game uses two-stage life bars. The first time a combatant's life bar is depleted, it regenerates and the game continues after a quick pause.
    Its attack combo system is extensive and fine-tuned, with several types of attacks that can be used as the combo's "Opener", "Auto-Double", "Linker", and/or "Finisher". These can generate a large amount of hits with minimal button presses.
    To help counter repeat combo abuse, the game introduces "Combo Breaker" counter-attacks that, with proper timing and attack reading, can interrupt the combo with a damaging attack. Successful combo breaks also unlock enhanced variations of certain special moves.
    Along with cinematic end-of-match finishing moves (similar to the Mortal Kombat series), the game allows players to end their combo with one of two special match-ending Finishers once their opponent's life bar is flashing red (at less then 10% of their last vitality): the "Ultra Combo" (which ends with an flashy long-running sequence of attacks) and the "Ultimate Combo" (which ends with one of their violent "No Mercy" finishing moves).
    Similar to Mortal Kombat, fighters are put into a dizzied state once they lose all of their vitality, giving the opponent time to perform a finishing move. Successsfully recovering from the dizzy state (by wiggling the joystick and mashing buttons) puts the fighter in a special "Last Breath" state where they deal increased damage, although any damage to them (even chip damage) ends the match.
    Killer Instinct features a multi-sequence attack combo system whose structure encourages experimentation and mastery of both normal attacks and special moves, with specific button combinations extending the combo successfully. Each part of the combo follows one of four sequences:
    Openers are initial attacks that, if successful against a grounded opponent, leaves the opponent "open" to the combo. Along with certain special moves, these include jumping and overhead attacks.
    Auto-Doubles are normal attacks that, when performed successfully, automatically extend the combo with 2-4 additional attacks. These serve as the "glue" between Openers and Linkers, as well as between Linkers and Finishers. Certain attacks can only link from certain Openers and Linkers, with the general rule being QP to QK, MP to FK, and FP to MK.
    Linkers are extended special moves that can be performed after an Auto-Double, which can be linked back into the combo using another Auto-Double.
    Finishers, also known as "End Specials", are extended special moves that can be peformed after an Auto-Double to end the combo while either knocking opponents down or launching them into the air for additional juggling.
    Each character has their own assortment of attacks that follow the above four, with a general combo being Opener then Auto-Double then Linker yhen Auto-Double then Finisher.
    On the defensive side, players can use their fighter's specific Combo Breaker special combination to attempt a counter-attack that can end the opposing combo and knock the attacker back. These can only be performed at the start of any Auto-Double, Linker, or Finisher, and the strength used against most of them must be of the next sequential strength the opponent used in a "rock-paper-scissors" fashion. Successfully doing this also enables enhanced special moves, shown by the player's life bar showing a "spark" on it.
    Similar to the Mortal Kombat series, the game has finishing moves that can only be performed with a specific joystick and button combination during a quick time window once the opposing fighter drains their last life bar. Each combatant has two violent "No Mercy" finishers to choose from, although if the victor is still on their first life bar, they can opt to perform a "Humiliation" finisher instead.
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