Killer Instinct (2013)/Kilgore

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Introduction

Kilgore PLACEHOLDER CHARACTER STORY

Kilgore PLACEHOLDER GAMEPLAY OVERVIEW

Strengths Weaknesses
  • In Progress
  • Bullet Heck: Kilgore's primary strength in neutral is his ability fill the screen with a bunch of junk. In the time other characters would throw one projectile, Kilgore throws 3-12 projectiles. This ability to consistently pollute the screen overwhelms most of the other casts' zoning kits and forces almost every character to try to get in vs Kilgore.
  • "Armed Robbery writ large": While zoning is cool and Kilgore is by definition a zoner, the real best feature of Kilgore is the conditional but extreme burst damage he has access to. Kilgore rounds are more often won with a series of catastrophes than the zoner usual, by attrition.
  • Gigantic Arsenal of Invulnerable Moves: Kilgore is very formidable on defense thanks to his wide selection of invincible moves. All of which are good by themselves but are improved by using them together in unpredictable ways, forcing offense to not only determine when Kilgore is going to try to escape but with what he will use too.
  • Exhaust: Exhaust is a unique corrective tool that can turn bad fireballs into beefy anti airs at the cost of a bar.
  • Limited chip: None of Kilgore's bullet normals or specials do damage on block.
  • Zoning tools suffer from high total duration: Kilgore shoots more projectiles than the average zoner but he takes more time to do so. Making Kilgore whiff his zoning and be forced to spend meter to not get hit is go to anti Kilgore strat (TO DO)
  • Meter Guzzler:Kilgore has to spend meter to do any damage and to fix his zoning mistakes that happen often due to having slow to finish fireball (TO DO)
  • Poor mixup:Its just mids, pal (TO DO)
KI2013 Kilgore CSS.png
Character Data
Forward Walk Speed 76f to cross two large training mode squares
Backwards Walk Speed 127f to cross two large training mode squares
Forward Dash Duration 18f
Backdash Duration 18f
Pre-Jump Frames 5f
Jump Duration 38f
Landing Recovery 4f
Advantage Post Grounded Combo Breaker -1


Universal Mechanics

Instinct

Quality Assurance: Kilgore's spin speed is maxed out, while combining the benefits of overheating without the drawbacks.

Combat Traits

Spin Speed: Each chain gun attack increases the potency of the next one, up to 5 times before Kilgore overheats.

Ground Normals

Standing Normals

Standing Light Punch
Stand LP/5LP
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%) -- -- -- Mid 5 2 10 16f +3 +5 -1 Chain
  • Whiffs on crouchers (except RAAM, Aganos and Arbiter)
  • Situational Anti-Air
  • A suprise juggle tool


Standing Medium Punch
Stand MP/5MP
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%) 26(7%) -- -- -- Mid 7 2 19 27f +1 +4 -2 --
  • Poke
  • Slight backswing on startup; used in spacing traps
  • leads to a small strike-throw situation on point blank hits
  • Weak to low profile


Standing Heavy Punch
Stand HP/5HP
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
11.5(3%) 11.5(3%) 1.8(0.3%) - - Mid 10 -- 48 58f -7 -7 -21 --
  • Head level anti air
  • crouchable (but not while blocking it)
  • can confirm into a combo with bar
  • very negative on block


Standing Light Kick
Stand LK/5LK
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%) -- -- -- Mid 5 3 10 17f +5 +10 +1 -
  • Plus on block and high pushback
  • +10 on counter hit! 5LK(CH),6HPxx214LK leads to outlier damage from a Jab
  • Moves Kilgore forward in cancel which can be useful for positioning Kilgore during blockstrings
  • Can use Hitstop OS to confirm normal hits at the cost of giving up juicy CH starters


Standing Medium Kick
Stand MK/5MK
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%) 26(7%) -- -- -- Mid 8 4 19 31f +5 +8 0 --
  • Combos into 214LK on hit & 236LK on hit vs crouchers
    • one frame faster than 6HP and still goes into missile pod which is a gigantic upgrade from gun dash so optimized those -8 punishes
  • 5MKxx214LK frame traps


Standing Heavy Kick
Stand HK/5HK
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%) 44(12%) -- -- -- Mid 12 4 19 34f 0 +4 +1 --
  • High damage mid
  • Lower KV build than 6HP
  • Hit confirmable via Hitstop OS so let those unsafe openers rip (Not metal ball that will get you killed)

Crouching Normals

Crouching Light Punch
Crouch LP/2LP
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 2 8 14f +4 +6 -1 Chain
  • Longest range 5f normal
  • One of Kilgore's Pressure tool
    • 2LP,Throw (fake tick throw) vs 2LPx2 (CH confirm starter) vs 2LP,5LK (hope for a fat CH)
  • Low recovery; used to target slow reversals and backdashes
  • +6 on CH, 2 frame CH confirms
  • Chains three times (Four times vs some characters)


Crouching Medium Punch
Crouch MP/2MP
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%) 26(7%) -- 2.4 4 Mid 7 2 13 21f +84 +84 +2 Hard knockdown(+first launcher bug)
  • Primary pressure tool;+2 on block,
  • Cancelable launcher that causes a hard knockdown
    • Opener; can go for one chances the opponent may not expect
    • launches for 14 frames
  • Normal throw after 2MP has bugged KV


Crouching Heavy Punch
Crouch HP/2HP
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
11.5(3%) 11.5(10%) -- 4 4.5 Mid 10 -- 43 53f -2 -2 -16 --
  • Hits grounded opponents; grants unrivaled ground control
  • Very negative on block outside of Overheat from -16 at lvl 1 heat to -10 at lvl 5 heat
  • Weak to lower body invulnerable moves


Crouching Light Kick
Crouch LK/2LK
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 Low 5 2 10 16f +4 +6 -2 chain
  • Hits low
  • Short range
    • Call that low short
  • chains 2x (3x in corner)
  • only light that doesn't get blown up by low profile moves


Crouching Medium Kick
Crouch MK/2MK
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%) 26(7%) -- 2.4 4 Low 7 = 4 16 26f +2 +5 -1 --
  • Longest range Kilgore poke (excluding 2HK which is unsafe)
  • Hits mid
  • extends hurtbox forward
  • High pushback; can setup spacing traps
  • weak to lower body invulnerable moves


Crouching Heavy Kick
Crouch HK/5HK
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%) 38(10%) -- - - Low 9 3 21 33f +76 +76 -9 Hard knockdown
  • Low hitting sweep attack
    • Goes into oki or L barrage
  • Farthest reaching non chain gun normal
  • Unsafe
  • modest low profile

Command Normals

Chain Gun Sweep
Back HP/4HP
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%) 8(2%) 0.7 -- -- High 10 -- 42 52f -3 -3 -17 -
  • Its like 5HP but moves backwards which is good for the zoner character
  • Not cancelable into shadows


Wreck
Towards HP/4HP
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
38(10%) 44(12%) -- -- -- Mid 9 2 22 32f +18 +22 -2 Stagger
  • HIGH damage, safe on block, +18 on hit mid
    • A honest mid
    • 6HP,6HPxx214LK>5HK>damage ender does 31%
  • Backswing during startup, can be used for throw baits and spacing traps
  • low pushback
  • 6HPxx214LK frame traps


Short Circuit
3K/KKK
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%) -- ?? ?? N/A 27 -- 6 33f -- -- -- Strike invul
  • Short Circuit is a frame 1 invulnerable spot-dodge type attack that has quirky uses
  • Can be used post shadow freeze to avoid and punish most projectile invulnerable move
  • Can be used to avoid moves in neutral to gain advantage or even punish move
    • For this to be used most effectively, Kilgore has to preform the short circuit very early and the opponent has to whiff an attack with high recovery
  • Opponents can punish Kilgore for whiffing this so Kilgore players should be somewhat sure the opponent will attack with something or miss the dodge punish trying to call another defensive option out

Air Normals

Jumping Light Punch
Jump LP/8LP
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%) -- 1.6 2.4 High 8 11 4 18+f +15 +17 +8 -
  • Has a bunch of active frames
  • Low blockstun jump in used to suprise people oki with a faster tick throw than they'd expect


Jumping Medium Punch
Jump MP/8MP
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 High 8 8 4 15+f +16 +19 +12 --


Jumping Heavy Punch
Jump HP/8HP
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
11.5(3%) 11.5(10%) -- 4 4.5 High 10 - 17 20+f +23 +23 +9 --
  • VERY VERY important to playing Kilgore as this is his safest chaingun tool at the cost of being the only one he can't exhaust cancel
  • Use it because they can't punish you if they block it but don't use it too much because if they avoid it Kilgore is very vulnerable


Jumping Light Kick
Jump LK/8LK
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%) -- 1.6 2.4 High 6 10 4 24+f +15 +17 +8 --
  • cross-up jump in, use it on knockdowns (in tandem with jMK)


Jumping Medium Kick
Jump MK/8MK
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 High 9 9 4 17+f +16 +19 +12 -
  • "same side" jump in. Its expanded lower pushbox makes it so that it lands in front from the same arc that
*Use it on knockdowns (in tandem with jLK but also early on a downed opponent to land same side and meaty them with a grounded normal)
Jumping Heavy Kick
Jump HK/8HK
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%) 38(10%) -- 4 4.5 High 11 7 4 17+f +20 +24 +17 --
  • Sends airborne opponents straight down.
  • High blockstun jump in that is used in safejumps and H missile pod rejump pressure.

Throws

Throw
5LPLK/4LPLK
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
45.0 (12%) - - - - - 5 2 29 35f - - - Hard Knockdown

To do

Special Moves

Chain Gun Dash
QCF+P/236P
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 8(2%) 8(2%) -- 1.6 2.4 Mid 12 -- 42 54f -5 -5 -18 --
  • Primary Opener
  • low damage and cranks scaling
  • very unsafe (even at higher Non-Overheat heat levels)
    • can be spaced to be less death on block but certain characters with quick long-range punishment will have Kilgore dead to rights
    • L Chain Gun Dash is the least negative version of chain gundash but that is not saying much
  • Shoots multiple times which has the uncanny ability to sequentially trade with other fireball and shoot the opponent
  • weak to low profile
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 8(2%) 8(2%) -- 2.4 4 Mid 12 -- 43 55f -5 -5 -19 --
  • Primary Opener
  • low damage and cranks scaling
  • very unsafe (even at higher Non-Overheat heat levels)
    • can be spaced to be less death on block but certain characters with quick long-range punishment will have Kilgore dead to rights
    • M Chain Gun Dash is less safe than of chain gundash but goes into an opener from a longer range
  • Shoots multiple times which has the uncanny ability to sequentially trade with other fireball and shoot the opponent
  • weak to low profile
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 8(2%) 8(2%) -- 4 4.5 Mid 12 -- 44 56f -6 -6 -20 --
  • Primary Opener
  • low damage and cranks scaling
  • very unsafe (even at higher Non-Overheat heat levels)
    • can be spaced to be less death on block but certain characters with quick long-range punishment will have Kilgore dead to rights
    • H Chain Gun Dash is least safe version of chain gun dash but goes the furthest as an opener, basically confirming into combos everywhere two steps closer than fullsceen
    • H Chain Gun Dash is excellent for confirming from missile pod hits or exhausted stray 2HPs
  • Shoots multiple times which has the uncanny ability to sequentially trade with other fireball and shoot the opponent
  • weak to low profile


Chain Gun Barrage
QCB+P/214P
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 11.5(3%) 11.5(3%) 1.8 -- -- Mid 19 -- 41 60f = +1 -13 +1 OTG

214LP is an Off the Ground move which allows Kilgore to cash out damage on knocked down opponents with 623+PP

  • can also use it to control ground space like a slower 2HP and get gimmicky hits with late cancel shadow gun dash vs approaching opponent who take the minus frames at face value
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 11.5(3%) 11.5(3%) 1.8 -- -- Mid 19 -- 41 60f = +1 -13 +1 --
  • Anti Air/Juggle tool that builds heat levels
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 11.5(3%) 11.5(3%) 1.8 -- -- Mid 19 -- 41 60f = +1 -13 +1 --
  • Anti Air/Juggle tool that builds heat levels but stuff doesnt launch this high yet


Chain Gun Barrage
DP+P/623P
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 33.8(9%) 39.8(9%) 1.3 -- -- Mid 5 7 42 53f = +36(6) -41 +36(6) --
  • Invulnerable Reversal
  • get juggles into 2MP & 6HP on Lv2 Heat; 15%+ a PD level
  • L dp is fast and vertical
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 33.8(9%) 39.8(9%) 1.3 -- -- Mid 10 7 42 57f = +36(6) -41 +36(6) --
  • Invulnerable Reversal
  • get juggles into 2MP & 6HP on Lv2 Heat; 15%+ a PD level
  • M dp is slower but its longer range is useful for hitting jumping opponents L DP cant reach
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 33.8(9%) 39.8(9%) 1.3 -- -- Mid 15 7 41 62f = +36(6) -41 +36(6) --
  • Invulnerable Reversal
  • get juggles into 2MP & 6HP on Lv2 Heat; 15%+ a PD level
  • H dp is the slowest making it difficult to use as a anti air. the slowness can also be a plus and check people who expect L DP


Metal Ball
QCF+K/236K
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 20(5%) 32(8%) -- -- -- Mid 15 13 18 45f +5{12} +5{12} -34 --
  • L Metal ball is an opener with better damage than gun dash.
  • whiffs vs most crouching opponents;punish opener
  • can hit crossup in the corner vs some characters
  • does not blowout combos and combos from lv2 splat ender for a stagger
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 20(5%) 32(8%) -- -- -- Mid 15 18 16 48f +2{12} +2{12} -36 --
  • dubious mixup tool
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 20(5%) 32(8%) -- -- -- Mid 15 26 16 56f +5{12} +5{12} -33 --
  • dubious mixup tool


Missile Pod
QCB+K/214K
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 32.8(9%) 32.8(9%) 4.3 -- -- Mid 21 -- 35 56f +5{12} +5{12} -5 -
  • Kilgore slow travelling fireball
    • usually plus on block except up close due to travelling so far
    • Usually safe up close except point bank where characters can jab punish, This is as close as kilgore gets to a safe opener that isn't 2MP
  • 214LK projectiles that an opponent avoids takes a long time to disappear locking kilgore out of using another missile pod
  • has a manual window
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 32.8(9%) 32.8(9%) -- -- -- Mid 38 -- 23 61f +17 +17 +7 -
  • aims target and sends three rockets directly to targert
  • initially aims at the opponent
  • aiming slightly up makes M missile pod hard to jump
  • very plus so can be used in oki as a high damage meaty
  • 1 Missile pod on screen at a time
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 32.8(9%) 32.8(9%) -- -- -- Mid 38 -- 23 61f +17 +17 +7 -
  • aims target and sends three rockets in the air to fall onto the target
  • initially aims in between the opponent
  • used in oki to enhance pressure, grant juggles from throw or go for left rights
  • Ussd in neutral as a delayed space control; coaxing people to move since bombs will be dropping where there are standing
  • 1 Missile pod on screen at a time

Shadow Moves

Shadow Gun Dash
QCF+PP/236PP
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 13.2 (2%) 13.2(2%) 2.4(1%) 0 0 Mid 3+5(8) - 66 74f -6 -20 -6 -

To Do


Exhaust
QCB+PP/214PP
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 3+0(3) -- -- 3f -- -- -- -

Kilgore vents heat, resetting his spin level to 1. Unusually, Kilgore can cancel into this on whiff, letting him bail out of a poorly-timed heavy punch.


Shadow Chain Gun Assault
DP+PP/623PP
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 33.6(9%) 49.6(13%) 7.2 0 0 Mid 3+3(6) 3[2]1[1]1[1]1 38 54f 41(11) 41(11) -24 -

To Do


Shadow Metal Ball
QCF+KK/236KK
Rash 236KKhb.png
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
S 44(12%) 50(13%) -- 0 0 Mid 3+10(13) 25 15 53f +7{12} +7{12} -33 Recapture, Juggle Cashout

To Do


Shadow Wrecking Ball
QCB+KK/214KK
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 62(17%) 62(17%) 14 0 0 Mid 5+9(14) -- 51 65f +81(11) +81(11) -10 -

To Do

Enders

Chain Gun Dash Ender
QCF+HP/236HP
Rash 236Pnv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Wallsplat -1/+15 --
Version Ender Type On Hit Special Properties
Level 2 Wallsplat 0/+20 --
Version Ender Type On Hit Special Properties
Level 3 Wallsplat 0/+25 --
Version Ender Type On Hit Special Properties
Level 4 Wallsplat -2/30 --


Metal Ball Ender
QCF+HK/236HK
Rash 236Knv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Exchange/HKD +55 --
Version Ender Type On Hit Special Properties
Level 2 Exchange/HKD +54 --
Version Ender Type On Hit Special Properties
Level 3 Exchange/HKD +54 --
Version Ender Type On Hit Special Properties
Level 4 Exchange/HKD +54 --
Version Ender Type On Hit Special Properties
Shadow Stagger/Recap -- --


Missile Pod Ender
QCB+K/214K
Rash 214Knv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Damage 27 --
Version Ender Type On Hit Special Properties
Level 2 Damage 33 --
Version Ender Type On Hit Special Properties
Level 3 Damage 35(5) --
Version Ender Type On Hit Special Properties
Level 4 Damage 35(5) --


KI2013 Navigation

General
Controls and Notation
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System
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Characters
Jago
Sabrewulf
Glacius
Thunder
Shadow Jago
Sadira
Orchid
Spinal
Fulgore
TJ Combo
Maya
Kan-Ra
Riptor
Omen
Aganos
Hisako
Cinder
Aria
Kim Wu
Tusk
Arbiter
Rash
Mira
Gargos
General Raam
Eyedol
Kilgore
Shin Hisako
Eagle