Combos & Shadow Linkers: The Complete KI Guide
After a Soul Sword opener, Spinal alternates between light autos and light linkers , then This back-and-forth relationship forms the core of the Killer Instinct combo However, they follow linker rules at the end, meaning if you don't want to do. Subscribe ▻ Click that LIKE button ✅ Twitter ▻ pugliablog.info ✅ Instagram ▻ pugliablog.info ✅ Facebook. In the first Killer Instinct and 2/Gold, Jago wears a torn blue bodysuit with a red sash His relationship with his sister, Orchid, often helps him push the darkness . Endings. Kill Fulgore Don't Kill Orchid. Jago's task is complete he has risen to .
Back, Toward, Toward, MP Chances are that enemy is suffering from some back pain; why not fix it by breaking his spine with this move!
This projectile is good for keeping your enemy away from you.
This will make your opponent die happy. Lets just say that Orchid shows some, em, things to the opponent, apparently resulting in a fatal heart attack.
BackToward, any punch This can be used as an opener, usually as a Fierce Triplax which is slow and predictable. Back, Down, Down-Back, Any button This lets you teleport towards your enemy; pressing a kick puts you behind him, and pushing a punch will put you in front of him. BackToward, Any punch This lets you charge at your enemy and knock your enemy of his feet. TowardsBack, QK This move works as an opener or a linker.
Back, Back, MK Use this to reduce your enemy, thanks to acidic projectiles. BackToward, FK This is a good attack, but it is easily countered. BackTowards, MK Sabreroll: BackTowards, QK This works best at close range.
BackTowards, Any punch This opener is good for beginners.
TowardsBack, MP This is another good opener. Back, Back, MK This move is used at close quarters, and lets you sharpen your claws on your opponent.
Spinal Spinal is an incredibly hard player to master, but he can be great once you do. Toward, Toward, Any punch This attack is easy to use, and easy for the enemy to spot.
Fulgore | Killer Instinct Wiki | FANDOM powered by Wikia
BackToward, MP This is effective at close range. Back, Back, Towards, QK A long spike appears from your shield, and turns your enemy into shish kabob. BackTowards, Any punch This charge move is easily blocked. This looks like a rip-off of one of the attacks the T in T2 used. Cinder Cinder is probably the easiest character to master, and is good for beginners.
Toward, Toward, Any punch This attack makes it ridiculously easy to string together combos.
Back, Back, QP This works only at close range. Toward, Toward, Any kick This will leave you open to attacks after you register a few hits. Eyedol Eyedol can only be gained with a code, and is horribly slow unless you learn to master his special moves. Back, Toward, FP This works well for deflecting most air attacks. Back, Toward, QP This is fast, powerful, and predictable.
Another finisher is the Humiliationthat forces the opponent to dance the dance style depends on the characterbut this can only be used if the player has his or her first life bar. Similar to the ultra combo, but is unique to the fighting stage and positioning of fighters. When performed correctly it can be as simple as knocking a player out of or off a building to sealing them away in a magical book. The player who is being caught in a combo may break out of it by performing a combo breaker move.
The combo breaker is a designated special move of the player's character.
A combo can be broken at either the auto-double or linker stage. To successfully break an auto-double, the player must use the breaker move at a strength lower than the auto-double itself i. The combo can also be broken at the linker stage. At this stage the player can use any strength of breaker, making long combos a risky affair. Also, after performing a combo breaker, a white starburst will appear at the tip of the breaker's health bar, enabling advanced versions of some special moves that require a different command.
If successful, the player knocks away his opponent but does no damage. If the strength of the break or the timing of the break are not correct, the breaking player is locked out from attempting another break for 3 seconds. Introduced in the title, combo attacks deplete very little health as they are executed, instead building up a damage potential indicated by a white haze over the health meter that must be banked with a finisher attack.
While a combo is executed, the knockdown value meter fills. Command Attacks Double Roundhouse: Must be blocked high. Special Moves Wind Kick: Does two with a Fierce Punch. He can also fire two during Instinct Mode. Shadow Moves Shadow Wind Kick: Combo Openers Wind Kick: Combo Linkers Laser Blade: Combo Enders Wind Kick: Tiger's Lair Similar to both the Tiger Shrine KI and Bridge KI2 During an Ultra Combo, the lair will collapse, and the rope that holds the bell in place collapse, causing the bell to crash onto the bridge which leads the entrance to the lair.
During the slow music due to characters not moving, the samples from his classic theme, " Do It Now " will play.
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Having defeated the strongest of his opponents, Jago failed to purge Gargos' corruptive force. Waging a constant internal battle, he resolves to return of the abandoned Tiger Temple to wrestle through his crisis of faith, and pursue his destiny to become the Master of the Tiger Spirit.
Gargos' corruption strengthens, crushing the monk's iron discipline. Jago is consumed by flames of hatred, and is reborn as a weapon of chaos. His battle at an end, Jago feels the demons within begin to subside.
His glimpse of peace is short lived, as the memory of his lost sister burns like an ember. Tortured by the unending spiritual battle he wages, Jago enters self-imposed exile in the abandoned Tiger Temple. Signature Moves Wind Kick: Jago hops forward with his leg extended and crushes low attacks.
The Shadow form goes through projectiles.