While I’m mentioning the Cinder issue, Mira has the same problem after her recapture. Trying to ultra after heavy reaping turns into shadow trephine, but she can do all her other enders just fine, meaning that the problem is ultra is out of range.
Reproduce:
Pick Mira vs any character, turn on 20% health.
Do a one chance combo into launcher ender, immediately do heavy reaping recapture, try to do ultra. It will come out as shadow trephine (expected result: ultra). If you instead do any normal ender after recapture, Mira will automatically slide into range and do the ender successfully.
[BUG] - Aganos’ Light and Medium Natural Disaster only hits once during counter hit state despite being a two hitting move. Aganos’ can not cancel the single hit into anything besides Instinct. This leaves him severely disadvataged on hit and punishes him for using Light or Medium Natural Disaster.
[PROOF] -
[REPRODUCTION] - This bug is pretty easy to reproduce as it happens 100% of the time if Aganos’ counter hit’s the opponent with Light or Medium Natural Disaster. For the sake of ease, I just recorded it happening in training mode with the dummy set to always get counter hit.
[EXPECTED OUTCOME] - I believe it is the second hit of this move that has the AD+Linker/Shadow/Etc. cancel window on so fixing this bug will allow Aganos’ to use these versions of Natural Disaster as their intended purpose of being Openers and doesn’t leave him completely defenseless for making a correct read in neutral by using this move.
After combo break, I tried shadow wreckingball as rash, but it was instantly broken as if it was open ender. I don’t think a combo break should count as an opener to the point where my first hit can be broken.
So, maybe I am missing something or it could be that latency is an issue. But am I always meant to mash counter breaker on a tight framed manual?
For example, whenever I open with cyclone and add one manual before recapturing, someone is usually inclined to break. Even when I see it coming, it is usually a timed lockout that comes after my counter break. Am I expected to mash counter break several frames before I even get to the animation? Seems like either a latency issue or design flaw. Maybe just me?
Not a bug I guess but something visual:
I’ve noticed heavies produce a particular visual effect which are not visible in Eyedols medium and heavy punch (warrior stance).
Huh, interesting. My guess is this works with all characters and all shadow cashout moves, because when you combo break you end up being about +1 or +2, and you can break shadow moves before they hit (part of the way opener-enders work). So my guess is you can just take any character, combo break with them, then do their shadow cashout move within the 1 or 2 frames of advantage they have before the opponent lands from the flipout, and the opponent should be able to break it opener-ender.
Combo breakers kind of have to be openers though, just to handle edge cases where you combo out of breakers (into projectiles, etc).
If you want to avoid this behavior you’ll have to do shadow wrecking ball after the opponent lands from breaker, not while they are in the air. I imagine the devs won’t be able to/want to change this behavior.
I was playing to earn my Arbiter Master achievement this week, when I noticed a particularly weird bug that only players aiming to gather more Fight Challenges will notice:
Long story short, the current build of Killer Instinct recognizes the move “Mercy’s Demise” as “Truth Seeker” and vice-versa in Arbiter’s Fight Challenges stat menu. I was so close to getting a new Fight Challenge by performing so many “Mercy’s Demise” moves, but its respective bar refused to move. It was when I unlocked the next Fight Challenge for the “Truth Seeker” move by performing so many “Mercy’s Demise,” I realized that the game mixed up the two when counting them. Wort-wort-wort!
Hello I might have ran into a bug mainly with Orchids color on my main account known as lord Caillou 12.The color isn’t there however I got her candy canes Sabrewulf’s reindeer hat and TJ’s Santa beard but not the color can you help?
In SL If you have a hit of armor and connect with her command grab on a jumping opponent strange things occur. As far as I can tell this is a shadow lords only glitch seeing as how this is the only way she could have armor in the first place.
I anti aired with command grab, got hit, then the command grab connected sending Sadira above and beyond.
@developers Hey team, for the last month my data hasn’t been able to sync during the start up of the game. I can bypass it and it works fine, but I thought it was kind of odd. Also I’m getting a lot of lag in Ranked. My network settings are fine and my connection is very strong. During one set against an Orchid player the match lagged out. I got a Probation notice, but my connection was perfectly fine. As a Sadira main I get raged quit on all the time and it has been that way for years, so I don’t understand why I would be warned about probation when my connection status is perfect and either the match just desynced or the other guy lagged out.
Speaking of Arbiter, here’s a weird one: I’m still playing towards my final Arbiter achievement, “Arbiter Master,” and I was playing an Arbiter vs. Arbiter match. I gave the CPU the full Zealot armor set, and instead of being red & black, my opponent was teal & lavender. I took a few screenshots, and I can repeat the glitch on every level. This IS a glitch, right? CPU Zealot appears red on the character select menu, but turns teal when the fight starts. Weird, huh?
Ah! That’s good to know, thanks for clearing that one up for me. I need to experiment to see all of his alternate color combinations now. Cool!
Still- even though your solution makes total sense, it IS weird that the red version wouldn’t be the default for the CPU when I was using a completely different costume (one of the defaults) for my Arbiter. (Or is that just me?) I’d understand it if the CPU turned teal if I wore the red Zealot set as well, but whatever works!
The last hit of Cinder’s throw can whiff against Mira if you push her really close to the corner.
Duplicate:
Pick Cinder vs Mira
Push Mira into the corner as far as you can, keeping Cinder as close as possible to Mira.
Do forward throw; it is 2 hits instead of 3. The hitbox for the 3rd hit of Cinder’s throw is pushed so far into the corner that it misses Mira’s skinny hitbox. The last “uncombo” hit cannot be blocked, but if Mira is mashing jab, she will interrupt Cinder’s throw for a punish.
Easy fix:
Increase the hitbox of the 3rd hit of Cinder’s throw inwards by 50%. This move’s hitbox can be as large as necessary and it won’t affect balance.
Equip the Owl Guardian to Kilgore, finish a mission, and try to open the treasure chest with any of Kilgore’s missile attacks. … It’s not working, is it?
I’ve tried it multiple times, but when Kilgore fights with the Owl by his side, and attempts to blast the chest open at the end, the missiles clearly explore inside Kilgore’s chest.
It’s clearly a bug, but it’s an interesting-looking bug!
So I played the free to play version of Killer Instinct then bought the supreme edition shortly after. I switched computers to a new/better one and I logged into killer instinct and have lost my KI Gold, Player progression, And my character progressions. I talked with xbox support but they just told me I should make a thread here. Also both computers have the same account.
Xbox is a platform, own by Microsoft, though KI is MS
owned and MS owns many things, and Iron Galaxy is a
branch of MS that makes KI. uhhhh-
Making KI the biggest corporate indie, hu humm,
Im getting dizzy, no really, technically, because
there is money involved Microsoft should be the one
to help you with this because your transactions
are through your MS account. This happened
to me and others. I thinks its a glitch in syncing.
Bottom line, If you “Earned” the gold fighting,
it may be gone, if you pad for it show MS.
But then tracking how and if it was spent would
be on them, they probably don’t have a easy way
of doing this. Good Luck-
Fulgore’s Medium Eye laser isn’t Ultra cancelable at the max range it can hit twice but can confirm into auto double. Just had that cost me a ranked match and I’m wondering if it is intended as I’ve seen other specials not being ultra cancelable while within the range of normals posted recently too.
if sadira hits a widows drop on block and the opponent jumps after the block stun the sadira player can jump cancel the widows drop and jump up into another one the jump canceled widows drop will not ground bounce . like shown in this link : http://xboxclips.com/UA+KALYPSO/368efe27-2660-4771-aefe-630811955b45