Tag Team Mode

I don’t think 2V2 should be an online thing because of balancing issues, but I think it would be amazing as an offline kinda thing. Still having a mode like this would be amazing.

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I would like to post a link here that’s relating to game modes. A 2vs2 in KI might be impossible, but I think the point 2 of the game modes I purposed could be a nice conciliation:

http://forums.ultra-combo.com/t/new-game-modes-ideas-and-how-to-make-them-effective/3525

I have heard this mode requested before and there is still one pretty big problem that not a lot of people talk about. What would the input for tagging in and out be? pretty much every input conceivable already does something for at least one character. The only other solution could maybe be all three punches and all three kicks at the same time, or maybe double fireball motions ala street fighter supers. Assists would be even harder to implement.

Plus, most fighting games with tag team are build with the express purpose of having tag team (with some exceptions). MVC, Skullgirls, and more have tag team as one of the central mechanics and this is usually the only way to insure it will work well.

one trigger is Heavy kick, one is all 3 kicks. so pressing both would just be all 3 kicks (which does things for some characters) with another Heavy kick, which technically shouldn’t be possible.

Why not press two punch buttons? or two kicks? without directional input? like AB combination?

That could work… until they make a character who uses that input :stuck_out_tongue_winking_eye:

2 punch or 2 kick buttons is used in CA for shadow moves.

I’d also like to see how everyone thinks swapping should be implemented. I personally would like to see character swap enders. Maybe the normal version swaps your team mate in like normal and the shadow version of the character swap ender allows you to continue your team mates combo.

Another way of doing it could be that the 1st player uses the first health bar and the 2nd player uses the 2nd health bar, sorta like how team battles worked in KI Gold but with only 2 players per team (unless more than 4 characters could be loaded at one time).

It doesn’t work because the heavy kick and all three kicks are already mapped to both triggers. Since you can’t hit the same button together with itself the game only accepts one input. Plus not everyone uses the macro button, some people have it disabled, some six button fightsticks wouldn’t be able to use it, and fightpad users would have to completely readjust the way they hold the controller to have access to it.

I do not believe that tag team would work for Killer Instinct, but I DO believe that having a team of characters (think of Survival mode, but with a human opponent) would work. I think tag team presents too many problems, like how to trigger a switch, when it’s possible to switch, attacking an opponent on entry etc. All things I hate about MVC and don’t want to have to deal with in KI (admittedly possible by avoiding the mode).

If you select a team of 2-5 characters against another player, I think there are two ways this could work;

  • Losing a normal KI 1v1 fight means your character is beaten, and begins another fight (might require a stage reload) with your second character against your opponent’s current character. The winner could remain at their current health, or gain a bit back like in Survival Mode. First player to run out of characters wins.

  • Each character will fight once, against the character selected by their opponent in order. First fights first, second fights second, etc. The player who wins 3 of 5 matches wins. This way would allow strategy in picking your fights if you see the opponent’s locked in characters after each selection because you know they can’t select that character again.

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Here’s an idea for the tag button: Why not just use the taunt button (in this mode only) as a tag button? Taunting is somewhat superfluous as it is, and are you really going to spend the time to taunt opponents in a mode as frenetic as 2v2 tends to be anyways? If it’s THAT important to you, then perhaps you might also enjoy repetitively crouching on your downed opponent. I hear it’s more fun than a hoola hoop and a stick.

As for the mode itself, I’d be curious to see how that would work in a game that’s not actually built for it. How would characters animate into and out of the match during tags? How would that affect combos? Would you want to start a combo as one character and finish it off with another and if so, could the current fighting system allow for this as well as the immediate switching of characters?

I like @xSkeletalx’s idea of a survival / team battle. I could see a character getting eliminated, they fall to the ground, and that initiates the next character’s normal intro sequence as the announcer chimes in with their name, followed by “Ready,” and the character still left standing from the previous battle has the health they had at the end of it.

It’d be nice to have a screen that showed each team on it before and after the match. Perhaps the ability to randomize the order of your character’s appearance (for funsies) and stuff like that, maybe the ability to choose whether you want two life bars per character or just one, but it feels like the only new in-game asset that might be needed would be a counter that show’s who’s winning the current overall war. They could add a few bells and whistles to make it a uniquely KI mode (which I hope they would, as other games certainly have Team Battle modes).

But yeah, while this seems like a highly doable idea that they can hopefully spin and make their own, I’d be very curious to see how an actual tag mode would work in this game. I imagine some thinking about Fulgore DP-ing an opponent in to the air and tagging Sadira in for a quick air combo to finish them off and I just don’t see how that’d even be possible, online or off.

good idea but i see it more like a MK9 tag mode .u can play with 4 but nope at once, 1 vs 1 then mixtup combo with another player . thats just great

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I doubt they will.

Tag-Team was more or lss the best part of MK9 and one of the reasons I don’t MKX is as good by any means.

I personally love the idea ofbeing to continue a combo with your ally as well.

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This is brilliant, it will create so many interesting possibilities for partners and combos, but it is alot of work for a game and fighting system like KI, imagine mid combo you trigger a swap and continue the same combo, with a different character, that would be the ultimate mode, definitely place KI above the rest at that point… would be easy and predictable relationships like jago/orchid or Maya/Tusk, or Jago/Shago… but the fun would be creating new and unpredictable combinations of characters that compliment reach other… like a big and brutal Aganos with a ranging Kan-Ra, still predictable partnership, but the moveset can be disastrous…

Picture:

Kan-Ra 8 hit mash-up (ending in his wrap grapple holding player in place) - transition into Aganos roll-up, flick or kick into Aganos wall set up splat/bounce for 6 hits, back into - Kan-Ra sand pit launch and alternating slam grapple for 5 hits, and ender is - Aganos mid air heavy punch, breaking the wall set by Aganos for 2 hits… that would end all… and realistically works because each move sets up the next, still within 21 hit combo, ofcourse this would take much practice, but just picture it

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man u made me dream …:heart_eyes:

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