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.
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
i suggest maybemedium punch and heavey punch…or maybe click in the analog stick(although u cant do that on a fight stick)hmm…how about aby A,X,Y,B together no one uses that except as an ultra ender
That could work (both lights and both mediums) seeing as how that isn’t character specific yet, it would just be a little odd. Also, the ultra ender is just Y&B (both mediums)
What if Instinct mode is full or active? both heavies activates instinct and can do things during instinct for some characters. I don’t think that’s what your trying to say but I’m struggling to understand what you mean.