Just got done reading this thread. Fantastic stuff, and brings up a few of the points I’ve been ruminating on for a while. Note that none of what I say here is aimed at anyone in particular, I’m just rattling off thoughts.
I’m new to the KI scene. Only started playing with the release of S3, but I feel like I’ve advanced pretty far in such a short time compared to the rest of the scene.
I won’t say much in regards to Jago and Fulgore, other than the fact that they’re two of Riptor’s worst matchups to begin with. My feelings on them are likely obvious.
On optimization, that’s the one thing I’ve been striving for most. When Juicebox first started playing KI, I jumped on his stream like a ■■■■■ in heat, because I had heard he saw things differently, and I knew I could use the perspective. I taught him what I knew of Riptor and he turned right around and taught me a few new things that day. Since then, I’ve been dedicated to the lab. There was a passing interest here and there before (I think I was the first person to find you could use the recent b.HP juggle buff to get an easier recapture), but I hadn’t taken it all that seriously. Now I think the last 20 or so videos I’ve recorded have been for frame analysis, not for dank combos. Please, for the love of god, turn on attack data and hitboxes, and spend some time in the lab. Learn what you can and can’t do. What’s safe on block that you can frame trap with, what kinds of meaty setups you can utilize, what spacing you can safely punish from. More importantly, take the characters you have trouble with in and learn what they do, and how you can counter it. I learned that Clever Girl’s upper body invulnerability means she goes right under Cinder’s light DP. That was a huge moment for me, because I had felt it was one of Cinder’s most troublesome tools, and that meant it became one less thing for me to worry about so I could start focusing on other things. (No, it can’t be done on reaction, but it’s great for those Cinders that spam it on wakeup or after heavy Trailblazer.)
I also agree with LCD on one key point. Fierce xx shadow opener may be optimal for raw damage/punishment, but it’s not optimal for mindgames. Often, my opponent will whiff a counter break, I’ll start a basic non-metered combo and throw my own counter break. The frustration that can result from a whiffed CB can lead people to make their own mistake and try to break early, in an attempt to make up for the potentially lost ground. Using a shadow move for the opener to that combo gives them time to recollect themselves. This all still falls under the idea of risk assessment. How confident am I that they will take a risk, and am I willing to take a risk in response?
On the community and tournament scene: I came from Smash, Project M specifically. I came from a game that Nintendo deliberately tried (and basically succeeded) to push under the rug, yet they still attend tournaments in droves, even if they have to do it in secret. I’ve talked to the best of them. None of them are in it for the money, because they have already accepted there’s virtually no money to be made. They’re in it for the wonderful experience that attending major tournaments can be, and the fuzzy feeling of supporting the game that they love, and constantly improving at it and challenging each other to keep improving. And that’s the mindset that I’ve had coming in to KI, and I was almost shocked to see that it wasn’t a fully shared sentiment. I won’t say it doesn’t exist, but too many times I’ve seen people say they’re not attending a tournament because they’ll just go 0-2 and there’s no money in it. If you want a way to “make KI great again” and keep tournaments fresh and exciting, you need to start with the mindset. People need to commit to improvement. Play to learn, not to win. Or just play to have fun.
I’ll give one anecdotal example: GUTS 4, the CT tournament that I organized the KI portion of, happened last month. We had 22 entrants for KI, more than anyone expected me to get, and I was proud of myself for that. Project M had 80+. And these weren’t people that just signed up at the door because “why not”. They were for the most part seasoned players that I had come to know in my two plus years in the scene. Playing a game that will no longer get any updates because the dev team was literally shut down, just because it’s fun and they all wanted to learn and improve. Every fighting game scene should strive to be like Project M’s. Killer Instinct is my favorite game right now. Not just my favorite fighting game, my favorite game overall. And I want more than anything to see it succeed.
Side note: https://twitter.com/Kranged/status/807231011281141760
Textual stream tonight with details about Fulgore and Jago. So that’ll be fun.