Killer Instinct (2013)/Gargos

From SuperCombo Wiki


Introduction

Gargos PLACEHOLDER CHARACTER STORY

Gargos PLACEHOLDER GAMEPLAY OVERVIEW

Strengths Weaknesses
  • Master of the Skies: Great aerial mobility, with 3 midair jumps and Reckoning to change his trajectory on a dime.
  • Despicable Me: For a bar of shadow, Gargos can summon a minion to lock down his opponent on defense and interrupt their offense.
  • Excellent Zoning: Portal Punches are great at keeping most characters from walking forward, build a lot of meter and allow him to combo at range.
  • Snowball Factor: When Gargos gets the minions out and has instinct up he is almost impossible to stop.
  • Bad defense: Without his buddies, Gargos has no easy way to take his turn back when pressured.
  • Poor Grounded Mobility: Gargos has a sluggish forward dash and one of the lowest walk speeds in the game.
  • Low-Mid Damage: Gargos's damage is below average, particularly during portal punch combos.
  • Weak Comeback Factor: Gargos's instinct is not particularly good at helping you recover from a deficit, and it has major drawbacks.
KI2013 Gargos CSS.png
Character Data
Forward Walk Speed 124f to cross two large training mode squares
  • Instinct Forward Walk Speed= 179f
Backwards Walk Speed 158f to cross two large training mode squares
  • Instinct Backwards Walk Speed= 160f
Forward Dash Duration 29f
Backdash Duration 22f
Pre-Jump Frames 5f
Jump Duration 41f
  • Can jump 3 extra times while in the air
Landing Recovery 4f
Advantage Post Grounded Combo Breaker +4

Universal Mechanics

Instinct

Stoneskin: Gargos sacrifices movement speed, dashes, extra jumps, and the ability to block for infinite armor. At any time, he can perform Eruption to remove the armor and keep half of his remaining Instinct meter.

Combat Traits

Ranged Autos & Linkers: Gargos can start a combo from any distance after a long-range L Oblivion opener.

Normal Moves

Standing Normals

Standing Light Punch
Stand LP/5LP
Gargos SLPhb2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
8(2%) 10(2%) -- 1.6 2.4 Mid 6 2 9 16f +4 +6 +2 Chain
  • Gargos' 5LP fills various roles in his offense
  • 5LP being chainable makes its one of gargos fastest hit confirmable attacks
  • Low recovery so Advanced KI players can use it for backdash OS
  • 5LP is used tick throws with L Devil's Divide and can pseudo-frame trap into 2MP
  • Weak to upper body invulnerable attacks and is one frame slower than "average" jabs


Standing Medium Punch
Stand MP/5MP
Gargos SMPhb2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
18(5%) 22(6%) -- 2.4 4 Mid 8 2 19 28f +5 +8 +0 --
  • Secondary poke for bullying opponents low pokes
  • Has the lowest range of all of Gargos' mediums
  • Has low pushback


Standing Heavy Punch
Stand HP/5HP
Gargos SHPhb2.png
(Scorn)
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
28(7%) 32(8%) -- 4 4.5 Mid 14 5 21 39f +15 +33 -1 Stagger
  • High Yield stagger with a crazy +15 on Hit
  • can be used as a delay meaty to hit jumps and backdash on oki
  • 5HP>Minion Command is +7 on hit comboing into all of gargos' lights,2MP and Light(/ Shadow) Devil's Divide


Standing Light Kick
Stand LK/5LK
Gargos SLKhb2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
10(2%) 14(3%) -- 1.6 2.4 Mid 5 4 16 24f 0 +2 -1 --
  • Gargos fastest move which is important for defense
  • Gargos has poor reversals options
  • Used as an interrupt to attack overextending offensive string
    • not confirmable so Gargos is either just getting the interrupt or letting L portal punch rip raw
  • Has slightly more range that 2LP


Standing Medium Kick
Stand MK/5MK
Gargos SMKhb2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
18(5%) 22(6%) -- 2.4 4 Mid 10 2 26 37f -1 +2 -4 --
  • long-range long recovery poke for hitting just past 2MP range


Standing Heavy Kick
Stand HK/5HK
Gargos SHKhb.png
(Insolence)
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
20(5%) 14(3%) -- 4 4.5 Mid 17 8 23 47f +33 +33 -22 --
  • Utterly enormous anti-air.
  • Has a moderate upper body invul hurtbox so can be used to blow through certain pokes
    • probably shouldn't be though

Crouching Normals

Crouching Light Punch
Crouch LP/2LP
Gargos CLPhb2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
8(2%) 10(2%) -- 1.6 2.4 Mid 6 2 9 16f +4 +6 +1 Chain
  • Chainable jab that hits upper body invul moves (unlike 5LP)
  • less plus than 5LP ,losing the frame trap into 2MP, but does has pushback allowing tick throws with gargos normal throw


Crouching Medium Punch
Crouch MP/2MP
Gargos CMPhb2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
18(5%) 22(6%) -- 2.4 4 Mid 7 3 17 26f +5 +8 +1 --
  • the god poke with meh offense


Crouching Heavy Punch
Crouch HP/2HP
Gargos CHPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
24(6%) 28(7%) -- 4 4.5 Mid 13 5 17 34f +5 +8 -3 --
  • gigantic, slow Anti air


Crouching Light Kick
Crouch LK/2LK
Gargos CLKhb2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
12(3%) 16(4%) -- 1.6 2.4 Low 6 5 7 17f +2 +4 -2 --
  • fast low
  • combos into L portal punch on hit


Crouching Medium Kick
Crouch MK/2MK
Gargos CMKhb2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
24(6%) 30(8%) -- 2.4 4 Low 11 2 24 36f -1 +2 -4 --
  • slower,high reward low
  • combos into Light reckoning on hit (and Light Portal Punch)


Crouching Heavy Kick
Crouch HK/5HK
Gargos CHKhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
28(7%) 32(8%) -- 4 4.5 Low 18 2 28 47f +53 +53 -10 Hard knockdown

Full Screen low sweep/zoning tool

Air Normals

Jumping Light Punch
Jump LP/8LP
Gargos JLPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
16(4%) 20(5%) -- 1.6 2.4 High 7 5 4 15+f +15 +17 +8 --
  • Modest Air to Air
  • can be used on oki to fastfall as gargos by whiffing it rising


Jumping Medium Punch
Jump MP/8MP
Gargos JMPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
20(5%) 24(6%) -- 2.4 4 High 7 5 4 17+f +3 +2 -4 Crossup
  • used as overhead that doesnt lead to anything without minion


Jumping Heavy Punch
Jump HP/8HP
Gargos JHPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
28(7%) 32(8%) -- 4 4.5 Mid 22 3/17 4/42 28+f/80+f +61/+15 +61/+15 0/-58 Launcher
  • Mid Launcher that can combo into Air Devil's divide and other things
  • used low to the ground to snipe defensive options from the opponent while airborne; Not used much high in the air due to long recovery


Jumping Light Kick
Jump LK/8LK
Gargos JLKhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
16(4%) 20(5%) -- 1.6 2.4 High 8 8 4 19+f +15 +17 +8 --
  • jump in with aggressive air to ground hitbox
  • used in dj mixups to hit defenders same side with the consistent neutral double jump/ndjLK to hit people same side and finnicky yet ambiguous forward double jump LK/fdjLK


Jumping Medium Kick
Jump MK/8MK
Gargos JMKhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
20(5%) 24(6%) -- 2.4 4 High 13 7 4 23+f +16 +19 +8 Cross-up
  • Gargos primary crossup jump in
  • moves his push box higher;
    • you can double jump at a perfect height and hit an opponent crossup when doing fdjMK at an arc where fdjLK would hit same side
    • you can jump and whiff jMK to land crossup at a distance that empty jump usually lands sameside


Jumping Heavy Kick
Jump HK/8HK
Gargos JHKhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
10(2%) 14(3%) -- 4 4.5 Mid 21 4 23 47+f +40 +40 -1 Soft knockdown
  • very minus on block pushback tool
  • you hope that they get hit and sent fullscreen to zone
  • On block, most characters can dash in after you due to the meh frame data and some characters can punish for a full combo
  • Has a massive crouchable deadzone inside the wing tips

Throws

Throw
5LPLK/4LPLK
Gargos LPLKhb2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
30.4 (8%) - 10.1(2%) - - - - - - 36f - - - Hard Knockdown
  • Lets you set up a minion summon if you have meter
  • gives good oki
  • does an ender level of pd
    • successfully incorporating normal throw into Gargos' attack boosts his ability to get high ender level cashouts.

Special Moves

Oblivion
QCF+P/236P
[[File:
Killer Instinct-2023 02 04-21 53 04.png
Killer Instinct-2023 02 04-21 53 44.png
Killer Instinct-2023 02 04-21 54 22.png
|175x250px|center|class=moveimg]] Test Caption
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
LP 14(3%) 14(3%) -- ?? ?? Mid 13 5 22 39f +5 +5 -14 Launcher vs. airborne
  • L portal punch is Gargos' primary zoning tool and is omnipresent yet constantly underminable
  • L Portal Punch is AVOIDED by dashing past it AND jumping over it
  • L Portal Punch is -14 on block, allowing most characters to be able to freely dash in after blocking one to claim space and some characters to punish poorly spaced portal punches
  • L Portal Punch is an instant homing attack that cannot be blocked on reaction. walk and react block doesn't have an answer to this version of portal punch (While it is easy to walk and block M and H Portal Punch)
  • also has significant use as a juggle tool being a vacuuming long-range/mid-range Light launcher on a character with meh light attacks
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
MP 24(6%) 24(6%) -- ?? ?? Mid 27 5 22 53f +25 +25 -11 Soft knockdown
  • M Portal Punch tracks horizontal movement well and is intended to be used to blow up dashes
  • M portal punch is avoided by jumping over it
    • M portal punch is slow enough to walk forward and block it on reaction
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
HP 24(6%) 24(6%) -- ?? ?? Mid 32 5 22 58f +48 +48 -11 Ground Bounce
  • H Portal punch is a high reward slow preemptive Anti-Air Ground bounce attack
  • H portal punch is avoided by dashing past it
    • H portal punch is also slow enough to walk forward and block it on reaction


Devil's Divide
QCB+P/214P
[[File:
Gargos 214LPhb2.png
Gargos 214MPhb2.png
Gargos 214HPhb2.png
Gargos 214JPhb2.png
|175x250px|center|class=moveimg]] Test Caption
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
LP -- -- -- ?? ?? -- 5 2 28 34f -- -- -- --
  • Gargos quickly grabs in front of him
  • fast up close version of Devil's Divide used in convention
  • has more range than normal throw; you can tick into Devil's Divide from a single 5LP when normal throw would whiff
  • grabs a minion if a minion is front of him (and a throwable opponent isnt)
  • Has "Possession bug" which can be used to give Gargos HKD Grab Finishers.
    • After a hard knockdown, Gargos can meaty command grab people with L D. Divide into a finisher that causes hard knockdown.
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
MP -- -- -- ?? ?? -- 23 2 36 60f -- -- -- --
  • Gargos steps forward before grabbing. This one was made for ticking from mediums and heavies
    • if Gargos does 5LP xx M D. Divide the opponent can jump OR fuzzy jump to beat the grab and gargos has to guess which one to run his unsafe strike/throw at. this is doable but less ideal than 2MP>M D.Divide vs L Reckoning or (Close) 5LP,L D.Divide vs 2MP
  • grabs a minion if a minion is front of him (and a throwable opponent isnt)
  • Has "Possession bug" which can be used to give Gargos HKD Grab Finishers
    • After a hard knockdown, Gargos can use a late M D.Divide as a high risk read vs backdash (and/or blocking) that causes a HKD
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
HP -- -- -- ?? ?? -- 11 6 20 36f -- -- -- --
  • An anti-air grab, or juggle ender.
  • When used in a juggle it is heavy breakable even in situations where 3 hit rule doesn't apply (eg: 2HP,H D.divide is breakable
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
JP 36.0 (72.0) -- -- ?? ?? -- 11 2 4 16+f +61 -- -- Hard Knockdown
  • Automatically performs a hard knockdown version Sadistic Drop.
  • Raw Air D. Divide does double damage (10%->20%) when a minion is facing gargos and not attacking
  • Ends juggles from jHP and high H portal punches in an unbreakable hard knockdown
  • Has "Possession bug" which can be used to give Gargos HKD Grab Finishers.
    • After a HKD ender in the corner with Dretch minion, Dretch will ground bounce people from the air for gargos to air grab with H D. Divide. Damage Grab finsher here after hkd ender does more damage than shadow damage ender (w/o pummels) and gives you the same setup due to being a hard knockdown with the possession bug


Sadistic Drop
Devil's Divide ↑/214P8
[[File:
Sadistic Drop.png
|175x250px|center|class=moveimg]] Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
36(10%) 36(10%) -- ?? ?? -- -- -- -- ?? +22 +22 -- Has Possession Bug
  • izuna drop
    • if the previous move Gargos did was a hard knockdown the opponent will be izuna dropped for a hard knockdown


Sadistic Hurl
Devil's Divide →/214P6
[[File:
Sadistic Hurl.png
|175x250px|center|class=moveimg]] Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
20(5%) 20(5%) -- ?? ?? -- -- -- -- ?? +11 +11 -- Recapture

A potent part of Gargos' corner pressure, as he scores a free light or medium manual.


Sadistic Appetite
Devil's Divide ←/214P4
[[File:
Sadistic Appetite.png
|175x250px|center|class=moveimg]] Salty!
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
0(0%) 0(0%) -- ?? ?? -- -- -- -- ?? +23 +23 -- Steals Meter;Has Possession Bug
  • Gargos yoinks 20% of the opponent's Shadow and adds it to his own, then drops them for a soft knockdown*.
    • if the previous move Gargos did was a hard knockdown the opponent will be dropped for a hard knockdown


Sadistic Intent
Devil's Divide ↓/214P2
[[File:
Sadistic Intent.png
|175x250px|center|class=moveimg]] Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
0(0%) 0(0%) -- ?? ?? -- -- -- -- ?? +4 +4 -- Recapture
  • advantage grab finisher used for surprise resets and trolling
    • this is bad without pummels; ok with pummels


Reckoning
QCF+K/236K
[[File:
Gargos 236LKhb.png
Gargos 236MKhb.png
Gargos 236HKhb.png
|175x250px|center|class=moveimg]] Test Caption
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
LK 28(7%) 34(9%) -- ?? ?? Mid 23 14 23 59f +20 +20 -38 --
  • Stagger Combo opener
  • backswing which can be used to avoid pokes and whiff punish the opponent especially low pokes
  • bounce recovery on block which is usually unsafe; you get one air action mess up the punish
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
MK 38(10%) 44(12%) -- ?? ?? Mid 8 24 36 67f +4 +4 -44 --

Gargos zips upward at a steep angle for a vicious anti-air.

Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
HK 50(13%) 54(15%) -- ?? ?? Mid 48 11 22 80f +31 +31 -12 Full invul 1-47f

A very slow reversal, if you can even call it that. Instinct cancel this to be plus, armored, and close.

Shadow Moves

Shadow Oblivion
QCF+PP/236PP
Gargos 236PPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
19.6(5%) 19.6(5%) 5.2(1%) 0 0 Mid 7+5 (12) 67 35 113f +2 +2 -16 Tracking projectile
  • Gargos unleashes a barrage of 14 Portal Punches at the opponent's position.
  • Gargos hops backwards during startup which can dodge attacks.
  • Low damage but that's the cost of a move that can't be avoided.


Shadow Devil's Divide
QCB+PP/214PP
Gargos 214PPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
72(20%) 72(20%) 24(6%) 0 0 -- 9+0 (9) 2 44 55f +62 +62 -- Throw invul 1-9f

Gargos steps forward, automatically performing a juiced-up Sadistic Drop on hit. In neutral, this move deals a lot of Potential Damage.


Shadow Reckoning
QCF+KK/236KK
Gargos 236KKhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
30.8(8%) 36.8(10%) 5.6(1%) 0 0 Mid 1+8 (9) 21 16 45f +15 +15 +2 Proj invul 1-28f

To Do

Minions

Minions
QCB+K/214K
Killer Instinct-2023 02 19-19 39 36-min.png
L-R: Izzik, Dretch
Izzik and Dretch, skinny and fatty, stabby and jumpy, Larry and Jerry. Y'know, those two guys.

Izzik (skinny stabby blue one) is slow and frail, but aggressive on offense. His Kill move is a 9x-hitting spin attack that locks opponents in place.
Dretch (jumpy flabby red one) by contrast is a tanky mover, but attacks infrequently. His Kill move is a delayed singe-hit overhead.


Minion Summon
QCB+K/214KK
Gargos 214KKnv.png
This is when the party starts
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
S -- -- -- 0 0 Mid 16+0(16) -- 19 35f -- -- -- --

Tap the buttons for Izzik, hold the buttons for Dretch. Press back to summon in Cover Mode, otherwise they will spawn in Creep Mode.


Izzik Attack
--
[[File:
Izzik Stab.png
Izzik Stab AA.png
|175x250px|center|class=moveimg]] -
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
? 9.0/18.0(2%/5%) 9.0/18.0(2%/5%) -- 0 0 Mid 13 8 10 30f +32 +32 +26 --

Izzik will perform the anti-air version automatically if the opponent is airborne.

Instinct

Stoneskin
HP+HK
Killer Instinct-2023 02 04-22 31 48.png
Test Caption
Gargos is free to blow through all light, medium, and special strikes, in exchange for becoming practically immobile. If Gargos activates with momentum on his side, it can be very difficult to escape or challenge his pressure.


Eruption
3P/LMHP
Killer Instinct-2023 02 04-22 17 58.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
0(0%) 0(0%) -- ?? ?? Mid 11 6 35 51f +23 +23 -35 To Do

Gargos tears off his stone armor in this full-screen reversal. Can be performed in neutral, during knockdowns, even while getting combo'd. If you whiff a Counter Breaker, pop this immediately.


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