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Killer Instinct (2013)/Spinal

From SuperCombo Wiki


Introduction

Spinal was once a human (duh), a bandit in ancient Babylon. Caught by the King while disrupting the city's supply lines, Spinal's flesh was burned off and his soul locked to the Mask of the Ancients as punishment. In the modern day, Spinal takes up the life of a pirate as he searches endlessly for the Mask, eventually becoming a pawn of Ultratech in the process.

Spinal PLACEHOLDER GAMEPLAY OVERVIEW

Strengths Weaknesses
  • Resource Denial: With his Searing Skull projectile, Spinal can stem the flow of shadow for his opponent, and even take away an entire Instinct.
  • Anti-Zoning: Hate spamming? Power Devour forces opponents to come to you, and Heavy Skeleport completely bypasses their zoning wall.
  • Potent rushdown: Spinal is able to keep himself at frame advantage almost constantly thanks to run cancels and M Searing Skull, allowing him to run a barrage of frame traps and mixups. This is further bolstered by his ability to turn the match into a bullet hell while he's in instinct.
  • Vortex McGee: Thanks to skull setups, Spinal has simple and effective okizeme, especially off back throw and the 2MK HKD bug. Through these setups, Spinal gets access to dirty left/right and overhead/low mixups which can put the opponent back into the blender.
  • The Cackle: Spinal lets out a hearty "Ya Ha Haa" with every run, teleport, and taunt.
  • In Progress
  • Starts out every match at a disadvantage: Spinal needs skulls in order to access his potent rushdown and setplay that make his vortex so strong. Unfortunately, he starts every match at his weakest: with NO SKULLS.
  • Horrible Anti-Airs: Spinal's anti-airs are stubby, awkward, and unreliable. This makes any matchup against characters with strong air mobility very difficult for him.
  • In Progress
KI2013 Spinal CSS.png
Character Data
Forward Walk Speed 79f to cross two large training mode squares
Backwards Walk Speed 110f to cross two large training mode squares
Forward Dash Duration Has a forward run
  • Cancellable into attacks after 12f
Backdash Duration 24f
Pre-Jump Frames 5f
Jump Duration 37f
Landing Recovery 4f
Advantage Post Grounded Combo Breaker +1

Universal Mechanics

Instinct

Agent of Chaos: Spinal gets 3 skulls upfront and earns extra skulls off throws, Cr. HP, and Spectral Manuals. Searing Skulls bounce off walls, floors, and blocks. Spinal can recycle these bouncing Skulls with Power Devour. All of Spinal's specials have increased advantage.

Combat Traits

Spectral Manuals: Spinal can follow up any auto-double with a manual of the same strength. These manuals give Spinal a bonus skull and add a fair bit of Potential Damage.


Normal Moves

Standing Normals

Standing Light Punch
Stand LP/5LP
Spinal SLPhb.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%) 12(3%) -- 1.6 2.4 Mid 5 2 8 14f +4 +6 +1 Chain

To Do


Crouching Normals

Crouching Light Punch
Stand LP/5LP
Spinal CLPhb.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%) 12(3%) -- 1.6 2.4 Mid 5 2 9 15f +4 +6 +1 Chain

To Do


Crouching Heavy Punch
Crouch HP/2HP
Spinal 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
30(8%) 38(10%) -- 4 4.5 Mid 10 4 16 29f -3 +1 -6 Earns Skull

Spinal's primary anti-air with the best reward on hit (1 skull). Cancel into Shadow Searing Skull for guaranteed Instinct lock; make them really suffer for their poor jump-in!


Crouching Heavy Kick (Slide Kick)
Crouch HK/5HK
Spinal 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
30(8%) 38(10%) -- 4 4.5 Low 11 10 24 47f +5 +9 -15 Opener

Spinal slides a short distance forward. This is an opener that goes directly into autos and linkers (and ultras). Death on block, but can be cancelled into any shadow move.


Command Normals

Power Devour
Back LP/4LP
Spinal 4LPhb.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
-- -- -- -- -- -- 6 While button is held 11 16+f -- -- -- Earns Skulls

On contact, converts all specials, shadow moves, and projectile attacks (like Riptor's flame breath) into skulls. Loses to strikes and throws. Absorbed attacks act as if they whiffed while still doing hitstop, letting Spinal prepare a huge punish on reaction.


Shield Crush
Back HP/4HP
Spinal 4HPhb.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%) 38(10%) -- 4 4.5 High 18 2 27 16+f -3 +1 -7 Overhead

Spinal drops his shield on your dome in this rather fast overhead. Run-cancelable.

Air Normals

Jumping Medium Kick
Jump MK/8MK
Spinal 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
24(6%) 30(8%) -- 2.4 4 Mid 10 Until landing 11 20+f +12 +22 +3 Ground bounce vs. airborne

Spinal's divekick. Not an overhead, and unsafe if performed high.

Special Moves

Boneshaker
QCF+K/236K
Spinal 236KShb.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
Skull HK 30(8%) 42(11%) -- ?? ?? Mid 10 8 23 40f +4/+6 (Instinct) +5/+7 -2/0 Projectile invul 1-40f

As if Spinal didn't have enough anti-zoning tools, now he's got a meter-free ram attack that's immune to projectiles through recovery!

Shadow Moves

Shadow Searing Skull
QCF+PP/236PP
Spinal 236PPhb.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 13.2(3%) 13.2(3%) 2.4(0.6%) 0 0 Mid 5+2(7) -- 31 37f +14 +14 -2 Instinct Curse

Spinal launches a golden skull to tickle the opponent and stop them from gaining Instinct. Keeps them standing and is a totally unbreakable linker.


Shadow Boneshaker
QCF+KK/236KK
Spinal 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 33.6(9%) 33.6(9%) 12(3%) 0 0 Mid 3+3(6) 10 27 42f +5 +5 +2 Throw invul 1-15f, Projectile invul 1-16f

Throw invul, projectile invul, and plus OB? Yeah, it's pretty good.


KI2013 Navigation

General
Controls and Notation
HUD
System
FAQ
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