Nuhar escribió:La verdad que ghost girl tiene su atractivo, seguro que a chinito le molan las cosas raras y esta vez si que juega con el personaje
Tiene pinta de moverse lento pero luego tener ataques muy rapidos y sobretodo puñeteros.
La primera temporada me dió la sensación de personajes más normales, salvo por sabrewulf y spinal. En la segunda temporada es como la de los bichos raros, kanra, riptor, aganos, omen, ghostgirl...
Quedan 3 personajes, alguien me refresca los rumores? Aria va a ser jugable?
Nuhar escribió:Asi que de los 3 personajes, dos son chicas? buffff, que putada, no? jajajaja
A ver que tal hacen a Cinder porque el viejo es un glacius de fuego...
Feeder18 escribió:Nuhar escribió:Asi que de los 3 personajes, dos son chicas? buffff, que putada, no? jajajaja
A ver que tal hacen a Cinder porque el viejo es un glacius de fuego...
Pues lo de Cinder miedo me da... Porque de entrada ya sabemos que va a tener una especie de garras... A ver qué pasa y esperemos que no la líen con un personaje clave de la saga.
O Dae_soo escribió:Feeder18 escribió:Nuhar escribió:Asi que de los 3 personajes, dos son chicas? buffff, que putada, no? jajajaja
A ver que tal hacen a Cinder porque el viejo es un glacius de fuego...
Pues lo de Cinder miedo me da... Porque de entrada ya sabemos que va a tener una especie de garras... A ver qué pasa y esperemos que no la líen con un personaje clave de la saga.
Garras? , la han cagado. Que vuelva DH.
...
Ahora en serio, por qué tanto miedo? Yo creo que se han ganado el hecho de estar con ganas de más en vez de con miedo a lo que vayan a hacer.
Sacado de el Q&A de ayer
What has been the most challenging aspect of Cinder’s design?
Making everyone happy.
P.D: En la PaxEast aparte de Ghost Girl enseñarán nuevo(s) modos de juego y está confirmado que añadirán una voz femenina como opción aparte de las 2 actuales
evilkainn_ escribió:
Ghost girl sale cuando el MK , me mola el personaje , pero para mi y para muchos el ki habrá muerto en esas fechas.
evilkainn_ escribió:Cinder con garras? Pero que coño! xD
Como sea así, aprovechan el skin de Omen o algo. Me parecería cutrisimo.
Ghost girl sale cuando el MK , me mola el personaje , pero para mi y para muchos el ki habrá muerto en esas fechas.
evilkainn_ escribió:A ver...
Simplemente porq mk sale en mas plataformas ya tendrá mas comunidad.
No digo q muera el juego a la salida de mk, pero sin duda mucha gente migrara a este nuevo mk.
Y esto lo digo de corazón, q me compre la Juan por el ki, pero el mundo de los fightgame es así, sale nuevo juego y la peña cambia. Ha escepcion de ciertos juegos q siempre se juegan (SF,smash,etc) porq tienen una comunidad brutal.
Chino, Ghost Girl saldrá a finales de marzo , y a media de abril tenemos el mk. Jugaremos 15 días y a darle al mk... Y lo sabes...
evilkainn_ escribió:A ver...
Simplemente porq mk sale en mas plataformas ya tendrá mas comunidad.
No digo q muera el juego a la salida de mk, pero sin duda mucha gente migrara a este nuevo mk.
Y esto lo digo de corazón, q me compre la Juan por el ki, pero el mundo de los fightgame es así, sale nuevo juego y la peña cambia. Ha escepcion de ciertos juegos q siempre se juegan (SF,smash,etc) porq tienen una comunidad brutal.
Chino, Ghost Girl saldrá a finales de marzo , y a media de abril tenemos el mk. Jugaremos 15 días y a darle al mk... Y lo sabes...
nino1980ac escribió:Me lo has vendido jeje.en serio ando detras del juego desde hace tiempo y ahora q esta rebajado a 31e en la store húngara mas.no soy hardcore de juegos de lucha pero de vez en cuando me apetece.que tal el nivel de aprendizaje?
O Dae_soo escribió:evilkainn_ escribió:A ver...
Simplemente porq mk sale en mas plataformas ya tendrá mas comunidad.
No digo q muera el juego a la salida de mk, pero sin duda mucha gente migrara a este nuevo mk.
Y esto lo digo de corazón, q me compre la Juan por el ki, pero el mundo de los fightgame es así, sale nuevo juego y la peña cambia. Ha escepcion de ciertos juegos q siempre se juegan (SF,smash,etc) porq tienen una comunidad brutal.
Chino, Ghost Girl saldrá a finales de marzo , y a media de abril tenemos el mk. Jugaremos 15 días y a darle al mk... Y lo sabes...
A ver...
Primero: Si cumplen lo que dicen Ghost Girl saldrá antes que finales de Marzo.
Segundo: El tema yo lo veo así, el KI es un fightgame y tiene una comunidad propia de jugadores de la saga (pocos)
O Dae_soo escribió:Aganos ultra vs RetroKanRa http://youtu.be/uxnnYdOt64c
Aunque no compres nada puedes jugar contra todos.pedrada14 escribió:Aunke tu compres solo la primera temporada en el online puedes seguir luchando contra gente que elija luchadores de otras temporadas aunke tu no los tengas ???
Como no pagues al otro para que pierda, no. Si a mi me mandas un mensaje que por un módico precio te dejo ganar, por mi encantado.pedrada14 escribió:Y al ser free to play los luchadores van rotando al mes y no hay ningun tipo o modo k lo haga pay to win verdad ??
pedrada14 escribió:Que tal esta el balanceo de los personajes que por ahora estan disponibles para escoger
josedavidqp escribió:La canción de aganos es brutal
pedrada14 escribió:AGANOS Vs. CYBER RIPTOR - Killer Instinct Season 2 (1080p/60fps)
https://www.youtube.com/watch?v=ncjxrSqh4EE
oilyjarl escribió:pedrada14 escribió:AGANOS Vs. CYBER RIPTOR - Killer Instinct Season 2 (1080p/60fps)
https://www.youtube.com/watch?v=ncjxrSqh4EE
Es mi impresión o aganos a ganado en velocidad desde la última vez?
roly82 escribió:Sabeis si IG va a contrarreloj con la season 2 o ya esta mas que desarrollada y estan con la S3? Lo digo por si esperar un anuncio de esa S3 en el E3 o no.
roldanjo88 escribió:Hola. Tengo la consola con el killer desde enero y la verdad que estoy mas que conforme con el juego. Con mis compas le aplicamos y mas al online que funciona sin problemas. Dejo mi id ROLDANJO88 por si alguien se suma a jugar partidas. saludos y espero que se sume gente
O Dae_soo escribió:No me gusta ir de hater y por éso lo pongo aquí, pero viendo el trailer de hoy del SFV ,comparándolo con los del KI (o los del MKX) , y pensando en la season3... estoy contentísimo de tener una One. Que sería mejor que todos tuviéramos todas las sagas en nuestras consolas? Pues claro. Pero si tengo que elegir...es que no hay color
esilvan escribió:O Dae_soo escribió:No me gusta ir de hater y por éso lo pongo aquí, pero viendo el trailer de hoy del SFV ,comparándolo con los del KI (o los del MKX) , y pensando en la season3... estoy contentísimo de tener una One. Que sería mejor que todos tuviéramos todas las sagas en nuestras consolas? Pues claro. Pero si tengo que elegir...es que no hay color
Desde luego.... Yo me quedaba con el sf de cabeza
System Changes:
Opener-Ender situations are no longer capable of cashing out Potential Damage. They can still be broken as usual, though. Nothing else about them has changed.
Fixed a bug that allowed characters to block during forward or backward dashes after landing from a neutral jump.
Fixed an issue that could cause a Shadow Opener to act as a Shadow Ender if the opponent was in a knockdown/getup state.
Counterbreakers are supposed to remove hitstop on your opponent and enforce a maximum number of hitstun frames to ensure they are punishable. A bug was causing the grounded version of Counterbreaker to not remove hitstop, leading to a few safe Counterbreaker setups across the cast. This is now fixed.
Jago:
No changes
Sabrewulf:
Overpower damage reduced by about 20%
Instinct Damage Bonus reduced from 20% to 10%
Greatly enlarged the attack boxes on the Claw Uppercut Enders to ensure that it works against all opponents, even when crouching.
Glacius:
No changes
Thunder:
No changes
Sadira:
No changes
Orchid:
No changes
Spinal:
Damage reduced on Searing Skulls by about 20%
Damage reduced on Shadow Searing Skull by about 30%
Fulgore:
Damage dealt has been reduced by 10-15% on Special Moves, Linkers, Auto Doubles, Shadow Moves (excluding Devastation Beam), and Enders.
Fixed a broken “Piano” or Kara input check for Devastation Beam. This move should be much more reliable to input again.
Fixed a broken “Piano” or Kara input check for Power Charge during Instinct. This move should be much more reliable to input now.
Fixed a bug causing Fulgore to misalign with his opponent when performing his throw against a cornered foe.
TJ Combo:
Fixed a bug that caused HK auto double to not combo if pressed later after a Heavy Knee Linker.
Fixed a bug preventing players from inputting auto doubles or shadow moves during Flying Knee linkers until TJ touched the ground.
Maya:
Maya’s Dagger Toss special moves award a little less meter on block, and a lot less meter on hit.
Maya’s Rolling Dagger Toss projectiles now bounce off the opponent on hit instead of falling straight down.
Fixed a bug that caused Maya to become invulnerable completely while turning around to face the other direction for about 4 frames.
Kan Ra:
Sand Spikes launch players ever so slightly less high, so that juggles directly into Whirl are no longer possible against Sabrewulf, Riptor, Omen, and Aganos.
Clutch has more recovery on whiff to avoid option select situations in which even jumping away from the grab successfully leads into a Whirl recapture from a Swarm.
Riptor:
Flame Carpet can no longer hit opponents in their jump or pre-jump frames.
C.HK and Tail Flip Enders cause longer hard knockdowns.
Standing HP and Crouching HP and Back HP have much less hitstun and blockstun to avoid Predator Cancel loops.
Flame Arc (Predator Dashing HP) hit advantage reduced to 8.
Fixed a bug that made Flame Blitz (Dashing HP) unbreakable at all times.
Fixed a bug that made Flame Blitz (Dashing HP) strike 2 times on hit and 4 times on block. This now hits 3 times either way, while damage and hitstun have been adjusted to compensate. Additional recovery has been added to make sure that most Shadow Counters work against this move now that it hits only 3 times on block.
Fixed a bug that made Flame Arc (Predator Dashing HP) unbreakable at all times, and prevented it from tagging Opener, making the next move unbreakable too.
Fixed a bug that caused Riptor to immediately exit out of her intended recovery from Shadow Clever Girl if her opponent was in the air.
Fixed a bug causing Standing Heavy Punch attacks to be missing their counter-hit windows.
Fixed a bug that let Riptor block out of the startup of Run Back LP and MP.
Fixed a bug causing Run Back LP to play the Medium version, and Run Back MP to play the Heavy version.
Fixed a bug preventing Light Talon Rake linker from causing blowouts.
Omen:
Fixed a bug that caused the auto double break window on Medium Punch doubles to end prematurely.
Fixed a bug preventing Shadow Furious Flurry from playing the linker version in many situations.
Removed the camera motion on Omen’s Ultra Ender as it allowed you to see outside of the level geometry in some circumstances.
Fixed a bug that caused Omen’s Stage Ultra on Downtown Demolition to whiff in some situations.
O Dae_soo escribió:Notas del parche 2.4System Changes:
Opener-Ender situations are no longer capable of cashing out Potential Damage. They can still be broken as usual, though. Nothing else about them has changed.
Fixed a bug that allowed characters to block during forward or backward dashes after landing from a neutral jump.
Fixed an issue that could cause a Shadow Opener to act as a Shadow Ender if the opponent was in a knockdown/getup state.
Counterbreakers are supposed to remove hitstop on your opponent and enforce a maximum number of hitstun frames to ensure they are punishable. A bug was causing the grounded version of Counterbreaker to not remove hitstop, leading to a few safe Counterbreaker setups across the cast. This is now fixed.
Jago:
No changes
Sabrewulf:
Overpower damage reduced by about 20%
Instinct Damage Bonus reduced from 20% to 10%
Greatly enlarged the attack boxes on the Claw Uppercut Enders to ensure that it works against all opponents, even when crouching.
Glacius:
No changes
Thunder:
No changes
Sadira:
No changes
Orchid:
No changes
Spinal:
Damage reduced on Searing Skulls by about 20%
Damage reduced on Shadow Searing Skull by about 30%
Fulgore:
Damage dealt has been reduced by 10-15% on Special Moves, Linkers, Auto Doubles, Shadow Moves (excluding Devastation Beam), and Enders.
Fixed a broken “Piano” or Kara input check for Devastation Beam. This move should be much more reliable to input again.
Fixed a broken “Piano” or Kara input check for Power Charge during Instinct. This move should be much more reliable to input now.
Fixed a bug causing Fulgore to misalign with his opponent when performing his throw against a cornered foe.
TJ Combo:
Fixed a bug that caused HK auto double to not combo if pressed later after a Heavy Knee Linker.
Fixed a bug preventing players from inputting auto doubles or shadow moves during Flying Knee linkers until TJ touched the ground.
Maya:
Maya’s Dagger Toss special moves award a little less meter on block, and a lot less meter on hit.
Maya’s Rolling Dagger Toss projectiles now bounce off the opponent on hit instead of falling straight down.
Fixed a bug that caused Maya to become invulnerable completely while turning around to face the other direction for about 4 frames.
Kan Ra:
Sand Spikes launch players ever so slightly less high, so that juggles directly into Whirl are no longer possible against Sabrewulf, Riptor, Omen, and Aganos.
Clutch has more recovery on whiff to avoid option select situations in which even jumping away from the grab successfully leads into a Whirl recapture from a Swarm.
Riptor:
Flame Carpet can no longer hit opponents in their jump or pre-jump frames.
C.HK and Tail Flip Enders cause longer hard knockdowns.
Standing HP and Crouching HP and Back HP have much less hitstun and blockstun to avoid Predator Cancel loops.
Flame Arc (Predator Dashing HP) hit advantage reduced to 8.
Fixed a bug that made Flame Blitz (Dashing HP) unbreakable at all times.
Fixed a bug that made Flame Blitz (Dashing HP) strike 2 times on hit and 4 times on block. This now hits 3 times either way, while damage and hitstun have been adjusted to compensate. Additional recovery has been added to make sure that most Shadow Counters work against this move now that it hits only 3 times on block.
Fixed a bug that made Flame Arc (Predator Dashing HP) unbreakable at all times, and prevented it from tagging Opener, making the next move unbreakable too.
Fixed a bug that caused Riptor to immediately exit out of her intended recovery from Shadow Clever Girl if her opponent was in the air.
Fixed a bug causing Standing Heavy Punch attacks to be missing their counter-hit windows.
Fixed a bug that let Riptor block out of the startup of Run Back LP and MP.
Fixed a bug causing Run Back LP to play the Medium version, and Run Back MP to play the Heavy version.
Fixed a bug preventing Light Talon Rake linker from causing blowouts.
Omen:
Fixed a bug that caused the auto double break window on Medium Punch doubles to end prematurely.
Fixed a bug preventing Shadow Furious Flurry from playing the linker version in many situations.
Removed the camera motion on Omen’s Ultra Ender as it allowed you to see outside of the level geometry in some circumstances.
Fixed a bug that caused Omen’s Stage Ultra on Downtown Demolition to whiff in some situations.
http://www.ultra-combo.com/forums/index ... pic=7248.0
diego777 escribió:O Dae_soo escribió:Notas del parche 2.4System Changes:
Opener-Ender situations are no longer capable of cashing out Potential Damage. They can still be broken as usual, though. Nothing else about them has changed.
Fixed a bug that allowed characters to block during forward or backward dashes after landing from a neutral jump.
Fixed an issue that could cause a Shadow Opener to act as a Shadow Ender if the opponent was in a knockdown/getup state.
Counterbreakers are supposed to remove hitstop on your opponent and enforce a maximum number of hitstun frames to ensure they are punishable. A bug was causing the grounded version of Counterbreaker to not remove hitstop, leading to a few safe Counterbreaker setups across the cast. This is now fixed.
Jago:
No changes
Sabrewulf:
Overpower damage reduced by about 20%
Instinct Damage Bonus reduced from 20% to 10%
Greatly enlarged the attack boxes on the Claw Uppercut Enders to ensure that it works against all opponents, even when crouching.
Glacius:
No changes
Thunder:
No changes
Sadira:
No changes
Orchid:
No changes
Spinal:
Damage reduced on Searing Skulls by about 20%
Damage reduced on Shadow Searing Skull by about 30%
Fulgore:
Damage dealt has been reduced by 10-15% on Special Moves, Linkers, Auto Doubles, Shadow Moves (excluding Devastation Beam), and Enders.
Fixed a broken “Piano” or Kara input check for Devastation Beam. This move should be much more reliable to input again.
Fixed a broken “Piano” or Kara input check for Power Charge during Instinct. This move should be much more reliable to input now.
Fixed a bug causing Fulgore to misalign with his opponent when performing his throw against a cornered foe.
TJ Combo:
Fixed a bug that caused HK auto double to not combo if pressed later after a Heavy Knee Linker.
Fixed a bug preventing players from inputting auto doubles or shadow moves during Flying Knee linkers until TJ touched the ground.
Maya:
Maya’s Dagger Toss special moves award a little less meter on block, and a lot less meter on hit.
Maya’s Rolling Dagger Toss projectiles now bounce off the opponent on hit instead of falling straight down.
Fixed a bug that caused Maya to become invulnerable completely while turning around to face the other direction for about 4 frames.
Kan Ra:
Sand Spikes launch players ever so slightly less high, so that juggles directly into Whirl are no longer possible against Sabrewulf, Riptor, Omen, and Aganos.
Clutch has more recovery on whiff to avoid option select situations in which even jumping away from the grab successfully leads into a Whirl recapture from a Swarm.
Riptor:
Flame Carpet can no longer hit opponents in their jump or pre-jump frames.
C.HK and Tail Flip Enders cause longer hard knockdowns.
Standing HP and Crouching HP and Back HP have much less hitstun and blockstun to avoid Predator Cancel loops.
Flame Arc (Predator Dashing HP) hit advantage reduced to 8.
Fixed a bug that made Flame Blitz (Dashing HP) unbreakable at all times.
Fixed a bug that made Flame Blitz (Dashing HP) strike 2 times on hit and 4 times on block. This now hits 3 times either way, while damage and hitstun have been adjusted to compensate. Additional recovery has been added to make sure that most Shadow Counters work against this move now that it hits only 3 times on block.
Fixed a bug that made Flame Arc (Predator Dashing HP) unbreakable at all times, and prevented it from tagging Opener, making the next move unbreakable too.
Fixed a bug that caused Riptor to immediately exit out of her intended recovery from Shadow Clever Girl if her opponent was in the air.
Fixed a bug causing Standing Heavy Punch attacks to be missing their counter-hit windows.
Fixed a bug that let Riptor block out of the startup of Run Back LP and MP.
Fixed a bug causing Run Back LP to play the Medium version, and Run Back MP to play the Heavy version.
Fixed a bug preventing Light Talon Rake linker from causing blowouts.
Omen:
Fixed a bug that caused the auto double break window on Medium Punch doubles to end prematurely.
Fixed a bug preventing Shadow Furious Flurry from playing the linker version in many situations.
Removed the camera motion on Omen’s Ultra Ender as it allowed you to see outside of the level geometry in some circumstances.
Fixed a bug that caused Omen’s Stage Ultra on Downtown Demolition to whiff in some situations.
http://www.ultra-combo.com/forums/index ... pic=7248.0
El nuevo balance es para aplaudir!!!
Sobre todo el nerfeo sabre y riptor!
Van por buen camino,
Gracias por compartir!
roly82 escribió:diego777 escribió:O Dae_soo escribió:Notas del parche 2.4System Changes:
Opener-Ender situations are no longer capable of cashing out Potential Damage. They can still be broken as usual, though. Nothing else about them has changed.
Fixed a bug that allowed characters to block during forward or backward dashes after landing from a neutral jump.
Fixed an issue that could cause a Shadow Opener to act as a Shadow Ender if the opponent was in a knockdown/getup state.
Counterbreakers are supposed to remove hitstop on your opponent and enforce a maximum number of hitstun frames to ensure they are punishable. A bug was causing the grounded version of Counterbreaker to not remove hitstop, leading to a few safe Counterbreaker setups across the cast. This is now fixed.
Jago:
No changes
Sabrewulf:
Overpower damage reduced by about 20%
Instinct Damage Bonus reduced from 20% to 10%
Greatly enlarged the attack boxes on the Claw Uppercut Enders to ensure that it works against all opponents, even when crouching.
Glacius:
No changes
Thunder:
No changes
Sadira:
No changes
Orchid:
No changes
Spinal:
Damage reduced on Searing Skulls by about 20%
Damage reduced on Shadow Searing Skull by about 30%
Fulgore:
Damage dealt has been reduced by 10-15% on Special Moves, Linkers, Auto Doubles, Shadow Moves (excluding Devastation Beam), and Enders.
Fixed a broken “Piano” or Kara input check for Devastation Beam. This move should be much more reliable to input again.
Fixed a broken “Piano” or Kara input check for Power Charge during Instinct. This move should be much more reliable to input now.
Fixed a bug causing Fulgore to misalign with his opponent when performing his throw against a cornered foe.
TJ Combo:
Fixed a bug that caused HK auto double to not combo if pressed later after a Heavy Knee Linker.
Fixed a bug preventing players from inputting auto doubles or shadow moves during Flying Knee linkers until TJ touched the ground.
Maya:
Maya’s Dagger Toss special moves award a little less meter on block, and a lot less meter on hit.
Maya’s Rolling Dagger Toss projectiles now bounce off the opponent on hit instead of falling straight down.
Fixed a bug that caused Maya to become invulnerable completely while turning around to face the other direction for about 4 frames.
Kan Ra:
Sand Spikes launch players ever so slightly less high, so that juggles directly into Whirl are no longer possible against Sabrewulf, Riptor, Omen, and Aganos.
Clutch has more recovery on whiff to avoid option select situations in which even jumping away from the grab successfully leads into a Whirl recapture from a Swarm.
Riptor:
Flame Carpet can no longer hit opponents in their jump or pre-jump frames.
C.HK and Tail Flip Enders cause longer hard knockdowns.
Standing HP and Crouching HP and Back HP have much less hitstun and blockstun to avoid Predator Cancel loops.
Flame Arc (Predator Dashing HP) hit advantage reduced to 8.
Fixed a bug that made Flame Blitz (Dashing HP) unbreakable at all times.
Fixed a bug that made Flame Blitz (Dashing HP) strike 2 times on hit and 4 times on block. This now hits 3 times either way, while damage and hitstun have been adjusted to compensate. Additional recovery has been added to make sure that most Shadow Counters work against this move now that it hits only 3 times on block.
Fixed a bug that made Flame Arc (Predator Dashing HP) unbreakable at all times, and prevented it from tagging Opener, making the next move unbreakable too.
Fixed a bug that caused Riptor to immediately exit out of her intended recovery from Shadow Clever Girl if her opponent was in the air.
Fixed a bug causing Standing Heavy Punch attacks to be missing their counter-hit windows.
Fixed a bug that let Riptor block out of the startup of Run Back LP and MP.
Fixed a bug causing Run Back LP to play the Medium version, and Run Back MP to play the Heavy version.
Fixed a bug preventing Light Talon Rake linker from causing blowouts.
Omen:
Fixed a bug that caused the auto double break window on Medium Punch doubles to end prematurely.
Fixed a bug preventing Shadow Furious Flurry from playing the linker version in many situations.
Removed the camera motion on Omen’s Ultra Ender as it allowed you to see outside of the level geometry in some circumstances.
Fixed a bug that caused Omen’s Stage Ultra on Downtown Demolition to whiff in some situations.
http://www.ultra-combo.com/forums/index ... pic=7248.0
El nuevo balance es para aplaudir!!!
Sobre todo el nerfeo sabre y riptor!
Van por buen camino,
Gracias por compartir!
La verdad es que hace tiempo que no me dan problemas los sabre, de hecho considero que uno de los que mas odio es un amigo del live que lo usa de manera muy cerda
Ironalucard escribió:SEÑOREES!!!
el tio mick gordon a twiteado que solo quedan dos personajes y que ya esta haciendo la siguiente cancion
la cual sigue despues de ghost girl y se llama inferno asi que ya sabeis.
Ironalucard escribió:SEÑOREES!!!
el tio mick gordon a twiteado que solo quedan dos personajes y que ya esta haciendo la siguiente cancion
la cual sigue despues de ghost girl y se llama inferno asi que ya sabeis.
Feeder18 escribió:Ironalucard escribió:SEÑOREES!!!
el tio mick gordon a twiteado que solo quedan dos personajes y que ya esta haciendo la siguiente cancion
la cual sigue despues de ghost girl y se llama inferno asi que ya sabeis.
Pues tiene curro, porque espero qu no decepcione el tema musical... El tema de Cinder era simplemente el mejor tema de KI original... Y para mi gusto el mas característico y potente de KI. Aún recuerdo cuando era un enano y cuando veía el anuncio y escuchaba esa música, alucinaba!