Killer Instinct (2013)/TJ Combo: Difference between revisions

From SuperCombo Wiki
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{{MoveData
{{MoveData
|image= TJ SLKhb.png|thumb
|image= TJ SLKhb.png|thumb
|caption= Test Caption
|caption= (Shin Kick)
|name= Standing Light Kick
|name= Standing Light Kick
|linkname= 5LK
|linkname= 5LK
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   |special properties= Flipout
   |special properties= Flipout
   |description= To Do
   |description= To Do
}}
}}
{{MoveData
|image= TJ SMKhb.png|thumb
|caption= Test Caption
|name= Far Medium Kick
|linkname= 5MK
|input= Stand MK/5MK
|data=
{{AttackData-KI2013
  |damage= 20(5%)
  |counter-hit damage= 26(7%)
  |potential damage= --
  |shadow on hit= 2.4
  |shadow on block= 4
  |guard= Mid
  |startup= 11/9
  |active= 2/1
  |recovery= 24/17
  |total duration= 36f/26f
  |on hit= -1/+7
  |on counter-hit= +2/+10
  |on block= -2/+6
  |special properties= --
  |description= To Do
}}
}}
{{MoveData
|image= TJ SHKhb.png|thumb
|caption= Test Caption
|name= Standing Heavy Kick
|linkname= 5HK
|input= Stand HK/5HK
|data=
{{AttackData-KI2013
  |damage= 36(10%)
  |counter-hit damage= 44(12%)
  |potential damage= --
  |shadow on hit= 4
  |shadow on block= 4.5
  |guard= Mid
  |startup= 17/13
  |active= 6/5
  |recovery= 19/14
  |total duration= 41f/31f
  |on hit= +1/+7
  |on counter-hit= +7/+13
  |on block= +2/+8
  |special properties= --
  |description= A slow boot to the face.  Juggle filler.
}}
}}
=== Crouching Normals ===
{{MoveData
|image= TJ CHKhb.png|thumb
|caption= Test Caption
|name= Crouching Heavy Kick
|linkname= 2HK
|input= Crouch HK/5HK
|data=
{{AttackData-KI2013
  |damage= 36(10%)
  |counter-hit damage= 44(12%)
  |potential damage= --
  |shadow on hit= 4
  |shadow on block= 4.5
  |guard= Low
  |startup= 13/10
  |active= 2
  |recovery= 23/16
  |total duration= 37f/27f
  |on hit= +47/+54
  |on counter-hit= +47/+54
  |on block= -3/+4
  |special properties= Hard knockdown
  |description= Standard sweep. 
  }}
  }}
}}
}}

Revision as of 16:04, 1 September 2023


Introduction

TJ Combo PLACEHOLDER CHARACTER STORY

TJ Combo PLACEHOLDER GAMEPLAY OVERVIEW

Strengths Weaknesses
  • In Progress
  • In Progress
KI2013 TJ Combo CSS.png
Character Data
Forward Walk Speed 59f to cross two large training mode squares
  • 45f in Instinct
Backwards Walk Speed 84f to cross two large training mode squares
  • 62f in Instinct
Forward Dash Duration 21f
  • 15f in Instinct
Backdash Duration 25f
  • 18f in Instinct
Pre-Jump Frames 5f
Jump Duration 38f
Landing Recovery 4f
Advantage Post Grounded Combo Breaker +1

Universal Mechanics

Instinct

Glory Days: TJ's attacks start and end quicker, increasing his advantage and making his mixups harder to defend against. His overall movement speed is also buffed.

Last Breath: If TJ loses his last life bar with full Instinct, he will get back up again with a small chunk of health and Instinct activated for half the usual time.

Standing Normals

Frame data is listed as "Normal Value / Instinct Value"

Standing Light Punch
Stand LP/5LP
TJ SLP1hb.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 2 13/8 18f/13f +2/+6 +8/+12 0/+4 --

To Do


Far Medium Punch
Stand MP/5MP
TJ SMPhb.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%) 26(7%) -- 2.4 4 Mid 9/7 2 24/17 21f -4/+3 +1/+7 -5/+2 --

To Do


Far Heavy Punch
Stand HP/5HP
TJ SHPhb.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 11/9 4/3 27/19 41f/30f +10/+19 +10/+19 -4/+5 Stagger

To Do


Standing Light Kick
Stand LK/5LK
TJ SLKhb.png
(Shin Kick)
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 6/5 3/2 14/10 22f/16f +1/+6 +5/+10 -2/+3 Flipout

To Do


Far Medium Kick
Stand MK/5MK
TJ SMKhb.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%) 26(7%) -- 2.4 4 Mid 11/9 2/1 24/17 36f/26f -1/+7 +2/+10 -2/+6 --

To Do


Standing Heavy Kick
Stand HK/5HK
TJ SHKhb.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
36(10%) 44(12%) -- 4 4.5 Mid 17/13 6/5 19/14 41f/31f +1/+7 +7/+13 +2/+8 --

A slow boot to the face. Juggle filler.


Crouching Normals

Crouching Heavy Kick
Crouch HK/5HK
TJ 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
36(10%) 44(12%) -- 4 4.5 Low 13/10 2 23/16 37f/27f +47/+54 +47/+54 -3/+4 Hard knockdown

Standard sweep.


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