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

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Line 34: Line 34:
|data=
|data=
  {{AttackData-KI2013
  {{AttackData-KI2013
   |damage= 10(2%)
   |damage= 10 (2%)
   |counter-hit damage= 14(3%)
   |counter-hit damage= 14 (3%)
   |potential damage= --
   |potential damage= --
   |shadow on hit= 1.6
   |shadow on hit= 1.6
Line 48: Line 48:
   |on block= 0/+4
   |on block= 0/+4
   |special properties= --
   |special properties= --
   |description= To Do
   |description= 5LP is a quick head level jab that serves as low commitment juggle fluff and an occasional anti air
*Whiffs vs most crouchers so not a strong meaty tool on its own
*Excellent juggle tool. 5LP has low pushback and low gravity which makes it a quick juggle extender that goads the defender to guess break light
*Has a target combo, Speed Bag (5LP>LP>LP>LP).
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-KI2013
  {{AttackData-KI2013
   |damage= 20(5%)
   |damage= 20 (5%)
   |counter-hit damage= 26(7%)
   |counter-hit damage= 26 (7%)
   |potential damage= --
   |potential damage= --
   |shadow on hit= 2.4
   |shadow on hit= 2.4
Line 75: Line 78:
   |on block= -5/+2
   |on block= -5/+2
   |special properties= --
   |special properties= --
   |description= Can be canceled into Far HP or Far MK.
   |description= Far MP is TJs main normal poke and grants him big damage and a normal that is scary to whiff punish due to his signature target combo
*Hits on shoulder level, may be countered by low profile pokes and specials
*Has two target combos in Far MP>HP and Far MP>MK
**Far MP>HP adds a giant heavy with mad blockstun and hitstun to the end of any far MP that hits, is blocked or whiffs. It is almost always a good idea to do the HP combo extension since TJ is getting  so much reward on hit and on block.Also it makes Far MP difficult to whiff punish 
**Far MP>MK is a less spectacular version of target combo that does the same thing but slightly safer on block nominally and on whiff
**Both Hook Combinations are countered by shadow countering the 2nd hit or Neutral jumping to avoid both hits and punishing the long recovery. TJ avoids this by not autopiloting the target combo and hit confirming far MP>HP and accepting worse situations when blocked and whiff punishing far MP to be possible.
 
  }}
  }}
}}
}}
Line 88: Line 97:
|data=
|data=
  {{AttackData-KI2013
  {{AttackData-KI2013
   |damage= 30(8%)
   |damage= 30 (8%)
   |counter-hit damage= 38(10%)
   |counter-hit damage= 38 (10%)
   |potential damage= --
   |potential damage= --
   |shadow on hit= 4
   |shadow on hit= 4
Line 102: Line 111:
   |on block= -4/+5
   |on block= -4/+5
   |special properties= Stagger
   |special properties= Stagger
   |description= To Do
   |description= Far HP is a big staggering heavy poke with a lot of advantage on hit and block but a lot of recovery
*Really Scary Heavy stagger normal that absolutely clobbers opponents in front of TJ
*+10 on Hit;-4 on block but when cancelled into back step its +15 on hit and +1 on block which is marginal frame advantage
*manuals into far MP/2MP/2MK/Lights/2HP/any version of vortex;Far HP>Back Step is plus enough that any move faster than far HK can manual
*Has 27 frames of recovery which is really bad if this move ever whiffs.
 
  }}
  }}
}}
}}
Line 115: Line 129:
|data=
|data=
  {{AttackData-KI2013
  {{AttackData-KI2013
   |damage= 10(2%)
   |damage= 10 (2%)
   |counter-hit damage= 14(3%)
   |counter-hit damage= 14 (3%)
   |potential damage= --
   |potential damage= --
   |shadow on hit= 1.6
   |shadow on hit= 1.6
Line 129: Line 143:
   |on block= -2/+3
   |on block= -2/+3
   |special properties= Flipout
   |special properties= Flipout
   |description= To Do
   |description= TJs 5LK is a quickish light attack and juggle flipout
*It does a lot of things that 2LP also does a little worse but it has less pushback than 2LP
*It is a juggle flipout which offers TJ a highly potent strike throw mixup that is '''''VERY TOUGH''''' for the defender to backdash or reversal out of it
  }}
  }}
}}
}}
Line 142: Line 158:
|data=
|data=
  {{AttackData-KI2013
  {{AttackData-KI2013
   |damage= 20(5%)
   |damage= 20 (5%)
   |counter-hit damage= 26(7%)
   |counter-hit damage= 26 (7%)
   |potential damage= --
   |potential damage= --
   |shadow on hit= 2.4
   |shadow on hit= 2.4
Line 156: Line 172:
   |on block= -2/+6
   |on block= -2/+6
   |special properties= --
   |special properties= --
   |description= To Do
   |description= Average poke with more range than 5MP and decent frame data but not much else going for it
  }}
  }}
}}
}}
Line 164: Line 180:
|image= TJ SHKhb.png|thumb
|image= TJ SHKhb.png|thumb
|caption= Test Caption
|caption= Test Caption
|name= Standing Heavy Kick
|name= Far Heavy Kick
|linkname= 5HK
|linkname= 5HK
|input= Stand HK/5HK
|input= Stand HK/5HK
|data=
|data=
  {{AttackData-KI2013
  {{AttackData-KI2013
   |damage= 36(10%)
   |damage= 36 (10%)
   |counter-hit damage= 44(12%)
   |counter-hit damage= 44 (12%)
   |potential damage= --
   |potential damage= --
   |shadow on hit= 4
   |shadow on hit= 4
Line 183: Line 199:
   |on block= +2/+8
   |on block= +2/+8
   |special properties= --
   |special properties= --
   |description= A slow boot to the face. Juggle filler.
   |description= A slow boot to the face. Counter Breaker bait in juggles and a ok pressure extender
*+2 on block. TJ can frame trap into 2LP>2LP after a blocked far 5HK
*Hit confirmable into backfist
*Has a lot of active frames. Can be used as a strong backdash catcher or as a slow super plus meaty
  }}
  }}
}}
}}
Line 210: Line 229:
   |on block= 0/+4
   |on block= 0/+4
   |special properties= Chain
   |special properties= Chain
   |description= To Do
   |description= 2LP is a chainable jab that is vital to TJs frame traps, offense and juggles
*Chainable and active on frame 5
*High pushback on hit and block. Tick throws are not really a thing after 2LP and jab confirms can whiff if TJ is too far away
*In Juggles, 2LP has low gravity and high pushback. This makes it slightly annoying to extend juggles but gives corner carry
  }}
  }}
}}
}}
Line 237: Line 259:
   |on block= -4/+3
   |on block= -4/+3
   |special properties= --
   |special properties= --
   |description= Can be canceled into Close HP or Close MK.
   |description= 2MP is a slightly stubby poke that hit lower than far MP and leads into the close version of the "Hook Combinations" Target combo
*Chains into the close version of hook combinations 2MP>HP and 2MP>MK
**2MP>HP and 2MP>MK both do not reach after a spaced 2MP hits and TJ must hit confirm into spin fist
  }}
  }}
}}
}}
Line 264: Line 288:
   |on block= -2/+4
   |on block= -2/+4
   |special properties= --
   |special properties= --
   |description= To Do
   |description= 2HP is a giant hit confirmable poke
*Reaches pretty far and recovers kinda fast so this is a good low medium risk heavy TJ can use to poke
  }}
  }}
}}
}}
Line 291: Line 316:
   |on block= -2/+2
   |on block= -2/+2
   |special properties= --
   |special properties= --
   |description= To Do
   |description= 2LK is a low hitting light attack
*Fastest recovery on a TJ normal. 10 frames recovery is just fast enough to be used in a sf4 backdash/hitstop os vs some of the slower backdashes in ki
  }}
  }}
}}
}}
Line 318: Line 344:
   |on block= -3/+2
   |on block= -3/+2
   |special properties= --
   |special properties= --
   |description= To Do
   |description= 2MK is a low hitting medium attack
*Has a late cancel window, Maybe hit confirmable if you are playing offline.
*Has the lowest recovery of any TJ poke
  }}
  }}
}}
}}
Line 345: Line 373:
   |on block= -3/+4
   |on block= -3/+4
   |special properties= Hard knockdown
   |special properties= Hard knockdown
   |description= Standard sweep.   
   |description= Standard sweep.
*2HK hits just outside of far MPs range and serves as a safe long range low
*slow startup  
  }}
  }}
}}
}}


=== Close Normals ===
=== Close Normals ===
Line 373: Line 402:
   |on block= -6/+2
   |on block= -6/+2
   |special properties= --
   |special properties= --
   |description= *Can be canceled into Close MK or Close HP.
   |description= Close MP is a pressure normal that allows TJ to get to the extra dangerous close version of Hook Combinations
*Active on frame 8 making this the quickest normal that goes into Hook Combination.
**TJ can frame trap into close MP>HP;ClMP>MK after meaty 5LP>LP(>LP) or Far HK
  }}
  }}
}}
}}
Line 400: Line 431:
   |on block= -3/+6
   |on block= -3/+6
   |special properties= Stagger
   |special properties= Stagger
   |description= To Do
   |description= Close 5HP is a heavy stagger normal that generates a lot of plus frames on block
*Close 5HP > Back Step is +6 which is a massive amount of frame advantage and lead to a pretty oppressive frame trap situation
*Cl 5HP> Tumble roll is +4 which is still mad plus and lead to an up close oppressive frane trap
  }}
  }}
}}
}}
Line 427: Line 460:
   |on block= -7/+2
   |on block= -7/+2
   |special properties= --
   |special properties= --
   |description= To Do
   |description= Close 5MK is medium proximity normal that does more damage than a medium usually does
  }}
  }}
}}
}}
Line 454: Line 487:
   |on block= -9/+1
   |on block= -9/+1
   |special properties= --
   |special properties= --
   |description= To Do
   |description= Close 5HK is a janky pressure normal with surprisingly good frane data when cancelled into backstep
*has a lot of recovery and is very minus on block. this move is kinda horrible if not cancelled into backstep
**Close 5HK's high recovery makes this move a sometimes normal since this move dies if the opponent manages to backdash it
*when cancelled into backstep leaves TJ slightly plus on block and normal hit and +6 on counterhit which leads to counter hit conversions that lead into a 3 hit rule breakable opener
*when cancelled into powerline, TJ can mixup between unmashable shoot toss, delayed spinfist and backstep to fake the defender out and punish their anti strike throw option
  }}
  }}
}}
}}


=== Command Normals ===
=== Command Normals ===
{{MoveData
{{MoveData
|image=  
|image= TJ 3MPhbV2.png|thumb
[[File:TJ 3MKhb.png|thumb]]
[[File:TJ 3MPhb.png|thumb]]
|caption= Test Caption
|caption= Test Caption
|name= Rollercoaster
|name= Rollercoaster
Line 470: Line 504:
|data=
|data=
  {{AttackData-KI2013
  {{AttackData-KI2013
   |damage= 16.8(4%)
   |damage= 16.8 (4%)
   |counter-hit damage= 16.8(4%)
   |counter-hit damage= 16.8 (4%)
   |potential damage= 2.3(0.6%)
   |potential damage= 2.3 (0.6%)
   |shadow on hit= ??
   |shadow on hit= ??
   |shadow on block= ??
   |shadow on block= ??
Line 484: Line 518:
   |on block= -2/+5
   |on block= -2/+5
   |special properties= Opener
   |special properties= Opener
   |description= To Do
   |description= Technically a special as it starts a combo can cancel from normals.
  }}
  }}
}}
}}
Line 490: Line 524:


{{MoveData
{{MoveData
|image= TJ 3HPhb.png|thumb
|image= TJ 3HPhbV2.png|thumb
|caption= Test Caption
|caption= Test Caption
|name= Superman Punch
|name= Superman Punch
Line 497: Line 531:
|data=
|data=
  {{AttackData-KI2013
  {{AttackData-KI2013
   |damage= 24(6%)
   |damage= 24 (6%)
   |counter-hit damage= 24(6%)
   |counter-hit damage= 24 (6%)
   |potential damage= --
   |potential damage= --
   |shadow on hit= ??
   |shadow on hit= ??
Line 725: Line 759:


== Special Moves ==
== Special Moves ==
{{MoveData
|image= TJ 28Phb.png|thumb
|caption= --
|name= Cyclone
|linkname= 28P
|input= Up-Down+P/28P
|data=
{{AttackData-KI2013
  |version= LP
  |damage= 21.4 (5%)
  |counter-hit damage= 25.4 (7%)
  |potential damage= 1.8 (0.5%)
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 7
  |active= 2[43]4
  |recovery= 20
  |total duration= 75f
  |on hit= +57
  |on counter-hit= +57
  |on block= -9
  |special properties= --
  |description= *Push the button to deploy the 2nd punch sooner.
*Jugglable for 27 frames.
*No change in Instinct.
}}
{{AttackData-KI2013
  |version= MP
  |damage= 31.6 (8%)
  |counter-hit damage= 35.6 (9%)
  |potential damage= 3.9 (1%)
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 8
  |active= 5[41]4
  |recovery= 20
  |total duration= 77f
  |on hit= +55
  |on counter-hit= +55
  |on block= -9
  |special properties= --
  |description= *Push the button to deploy the 2nd punch sooner.
*Jugglable for 25 frames.
*No change in Instinct.
}}
{{AttackData-KI2013
  |version= HP
  |damage= 43.8 (12%)
  |counter-hit damage= 47.8 (13%)
  |potential damage= 6.6 (1%)
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 9
  |active= 6[39]4
  |recovery= 20
  |total duration= 77f
  |on hit= +59
  |on counter-hit= +59
  |on block= -9
  |special properties= --
  |description= *Push the button to deploy the 2nd punch sooner.
*Jugglable for 29 frames.
*No change in Instinct.
}}
}}
{{MoveData
|image= TJ 28KhbV2.png|thumb
|caption= --
|name= Tremor
|linkname= 28K
|input= Up-Down+K/28K
|data=
{{AttackData-KI2013
  |version= LK
  |damage= 24(6%)
  |counter-hit damage= 24(6%)
  |potential damage= --
  |shadow on hit= ??
  |shadow on block= ??
  |guard= High/Low
  |startup= 24
  |active= 3
  |recovery= 35
  |total duration= 61f
  |on hit= +11
  |on counter-hit= +11
  |on block= -6
  |special properties= Throw Invul 1-f, Recapture
  |description= *On whiff, launches a shockwave projectile that hits low and HKDs.
*No change in Instinct.
}}
{{AttackData-KI2013
  |version= MK
  |damage= 24(6%)
  |counter-hit damage= 24(6%)
  |potential damage= --
  |shadow on hit= ??
  |shadow on block= ??
  |guard= High/Low
  |startup= 23
  |active= 4
  |recovery= 35
  |total duration= 61f
  |on hit= +8
  |on counter-hit= +8
  |on block= -8
  |special properties= Throw Invul 1-f, Recapture
  |description= *On whiff, launches a shockwave projectile that hits low and HKDs.
*No change in Instinct.
}}
{{AttackData-KI2013
  |version= HK
  |damage= 24(6%)
  |counter-hit damage= 24(6%)
  |potential damage= --
  |shadow on hit= ??
  |shadow on block= ??
  |guard= High/Low
  |startup= 22
  |active= 6
  |recovery= 35
  |total duration= 62f
  |on hit= +4
  |on counter-hit= +5
  |on block= -10
  |special properties= Throw Invul 1-f, Recapture
  |description= *On whiff, launches a shockwave projectile that hits low and HKDs.
*No change in Instinct.
}}
}}
{{MoveData
{{MoveData
|image= TJ 46LPhb.png|thumb
|image= TJ 46LPhb.png|thumb
Line 802: Line 973:
   |special properties= Wall Splat, Armor from F12/F8 onward
   |special properties= Wall Splat, Armor from F12/F8 onward
   |description= *Can punch and destroy projectiles (hence the off-colour hitbox).
   |description= *Can punch and destroy projectiles (hence the off-colour hitbox).
*No change in Instinct.
  }}
  }}
}}
}}
Line 885: Line 1,057:
  }}
  }}
}}
}}


== Shadow Moves ==
== Shadow Moves ==
Line 968: Line 1,139:
   |on counter-hit= +6
   |on counter-hit= +6
   |on block= 0
   |on block= 0
   |special properties= Low Invul 1-19f
   |special properties= Invul 2-7f, Low Invul 1-19f
  |description= To Do
}}
}}
 
 
{{MoveData
|image= TJ 28KKhb.png|thumb
|caption= Test Caption
|name= Shadow Tremor
|linkname= 28KK
|input= Up-Down+PP/28KK
|data=
{{AttackData-KI2013
  |version= S
  |damage= 35.2 (12%)
  |counter-hit damage= 35.2 (12%)
  |potential damage= 6.4(1.7%)
  |shadow on hit= 0
  |shadow on block= 0
  |guard= High
  |startup= 3+20(23)
  |active= 4
  |recovery= 35
  |total duration= 61f
  |on hit= +12
  |on counter-hit= +12
  |on block= -4
  |special properties= Recapture
   |description= To Do
   |description= To Do
}}
}}
== Enders ==
{{MoveData
|image= TJ 46Pnv.png|thumb
|caption= Test Caption
|name= Powerline Ender
|linkname= 46HP
|input= Back-Forward+HP/46HP
|data=
{{KI2013_EnderData
  |version= Level 1
  |ender type= Wall Splat
  |on hit= -4/+12 (Splat)
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 2
  |ender type= Wall Splat
  |on hit= -4/+24 (Splat)
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 3
  |ender type= Wall Splat
  |on hit= +2/+28 (Splat)
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 4
  |ender type= Wall Splat
  |on hit= +2/+33 (Splat)
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Shadow
  |ender type= Wall Splat
  |on hit= +8/+17 (Splat)
  |special properties= --
  |description=
}}
}}
{{MoveData
|image= TJ 28Pnv.png|thumb
|caption= Test Caption
|name= Cyclone Ender
|linkname= 28HP
|input= Up-Down+HP/28HP
|data=
{{KI2013_EnderData
  |version= Level 1
  |ender type= Launcher
  |on hit= +47
  |special properties= --
  |description= Jugglable for 17 frames.
}}
{{KI2013_EnderData
  |version= Level 2
  |ender type= Launcher
  |on hit= +39
  |special properties= --
  |description= Jugglable for 9 frames.
}}
{{KI2013_EnderData
  |version= Level 3
  |ender type= Launcher
  |on hit= +40
  |special properties= --
  |description= Jugglable for 10 frames.
}}
{{KI2013_EnderData
  |version= Level 4
  |ender type= Launcher
  |on hit= +40
  |special properties= --
  |description= Jugglable for 10 frames.
}}
{{KI2013_EnderData
  |version= Shadow
  |ender type= Launcher
  |on hit= +42
  |special properties= --
  |description= Jugglable for 12 frames.
}}
}}
{{MoveData
|image= TJ 46Knv.png|thumb
|caption= Test Caption
|name= Flying Knee Ender
|linkname= 46HK
|input= Back-Forward+HK/46HK
|data=
{{KI2013_EnderData
  |version= Level 1
  |ender type= Exchange
  |on hit= +12
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 2
  |ender type= Exchange
  |on hit= +11
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 3
  |ender type= Exchange
  |on hit= +11
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 4
  |ender type= Exchange
  |on hit= +11
  |special properties= --
  |description= TJ's most damaging ender besides Auto-Barrage.
}}
}}
{{MoveData
|image= TJ 28Knv.png|thumb
|caption= Test Caption
|name= Tremor Ender
|linkname= 28K
|input= Up-Down+K/28K
|data=
{{KI2013_EnderData
  |version= Level 1
  |ender type= Battery
  |on hit= +37
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 2
  |ender type= Battery
  |on hit= +37
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 3
  |ender type= Battery
  |on hit= +37
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 4
  |ender type= Battery
  |on hit= +37
  |special properties= --
  |description=
}}
}}
{{MoveData
|image= TJ AB1nv.png|thumb
|caption= Test Caption
|name= Auto-Barrage Ender (Damage)
|linkname= ??
|input= ??
|data=
{{KI2013_EnderData
  |version= Level 1
  |ender type= Damage
  |on hit= +65
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 2
  |ender type= Damage
  |on hit= +65
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 3
  |ender type= Damage
  |on hit= +65
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 4
  |ender type= Damage
  |on hit= +65
  |special properties= --
  |description=
}}
}}
{{MoveData
|image= TJ AB2nv.png|thumb
|caption= Test Caption
|name= Auto-Barrage Ender (Reset)
|linkname= ??
|input= ??
|data=
{{KI2013_EnderData
  |version= Level 1
  |ender type= Advantage
  |on hit= +4
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 2
  |ender type= Advantage
  |on hit= +4
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 3
  |ender type= Advantage
  |on hit= +4
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 4
  |ender type= Advantage
  |on hit= +4
  |special properties= --
  |description=
  }}
  }}
}}
}}

Revision as of 00:33, 6 June 2025


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.

Normal Moves

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 --

5LP is a quick head level jab that serves as low commitment juggle fluff and an occasional anti air

  • Whiffs vs most crouchers so not a strong meaty tool on its own
  • Excellent juggle tool. 5LP has low pushback and low gravity which makes it a quick juggle extender that goads the defender to guess break light
  • Has a target combo, Speed Bag (5LP>LP>LP>LP).


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 --

Far MP is TJs main normal poke and grants him big damage and a normal that is scary to whiff punish due to his signature target combo

  • Hits on shoulder level, may be countered by low profile pokes and specials
  • Has two target combos in Far MP>HP and Far MP>MK
    • Far MP>HP adds a giant heavy with mad blockstun and hitstun to the end of any far MP that hits, is blocked or whiffs. It is almost always a good idea to do the HP combo extension since TJ is getting so much reward on hit and on block.Also it makes Far MP difficult to whiff punish
    • Far MP>MK is a less spectacular version of target combo that does the same thing but slightly safer on block nominally and on whiff
    • Both Hook Combinations are countered by shadow countering the 2nd hit or Neutral jumping to avoid both hits and punishing the long recovery. TJ avoids this by not autopiloting the target combo and hit confirming far MP>HP and accepting worse situations when blocked and whiff punishing far MP to be possible.


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

Far HP is a big staggering heavy poke with a lot of advantage on hit and block but a lot of recovery

  • Really Scary Heavy stagger normal that absolutely clobbers opponents in front of TJ
  • +10 on Hit;-4 on block but when cancelled into back step its +15 on hit and +1 on block which is marginal frame advantage
  • manuals into far MP/2MP/2MK/Lights/2HP/any version of vortex;Far HP>Back Step is plus enough that any move faster than far HK can manual
  • Has 27 frames of recovery which is really bad if this move ever whiffs.


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

TJs 5LK is a quickish light attack and juggle flipout

  • It does a lot of things that 2LP also does a little worse but it has less pushback than 2LP
  • It is a juggle flipout which offers TJ a highly potent strike throw mixup that is VERY TOUGH for the defender to backdash or reversal out of it


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 --

Average poke with more range than 5MP and decent frame data but not much else going for it


Far 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. Counter Breaker bait in juggles and a ok pressure extender

  • +2 on block. TJ can frame trap into 2LP>2LP after a blocked far 5HK
  • Hit confirmable into backfist
  • Has a lot of active frames. Can be used as a strong backdash catcher or as a slow super plus meaty

Crouching Normals

Crouching Light Punch
Crouch LP/2LP
TJ 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
10(2%) 14(3%) -- 1.6 2.4 Mid 5/4 2 12/8 18f/13f +3/+7 +4/+8 0/+4 Chain

2LP is a chainable jab that is vital to TJs frame traps, offense and juggles

  • Chainable and active on frame 5
  • High pushback on hit and block. Tick throws are not really a thing after 2LP and jab confirms can whiff if TJ is too far away
  • In Juggles, 2LP has low gravity and high pushback. This makes it slightly annoying to extend juggles but gives corner carry


Crouching Medium Punch
Crouch MP/2MP
TJ CMPhb.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 22/15 32f/23f -2/+5 +1/+8 -4/+3 --

2MP is a slightly stubby poke that hit lower than far MP and leads into the close version of the "Hook Combinations" Target combo

  • Chains into the close version of hook combinations 2MP>HP and 2MP>MK
    • 2MP>HP and 2MP>MK both do not reach after a spaced 2MP hits and TJ must hit confirm into spin fist


Crouching Heavy Punch
Crouch HP/2HP
TJ 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 10/8 3/2 19/14 31f/23f +1/+7 +3/+9 -2/+4 --

2HP is a giant hit confirmable poke

  • Reaches pretty far and recovers kinda fast so this is a good low medium risk heavy TJ can use to poke


Crouching Light Kick
Crouch LK/2LK
TJ CLKhb.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 Low 6/5 3/2 10/7 18f/13f +3/+7 +3/+7 -2/+2 --

2LK is a low hitting light attack

  • Fastest recovery on a TJ normal. 10 frames recovery is just fast enough to be used in a sf4 backdash/hitstop os vs some of the slower backdashes in ki


Crouching Medium Kick
Crouch MK/2MK
TJ CMKhb.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 Low 9/7 3 17/12 28f/21f -2/+3 0/+5 -3/+2 --

2MK is a low hitting medium attack

  • Has a late cancel window, Maybe hit confirmable if you are playing offline.
  • Has the lowest recovery of any TJ poke


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.

  • 2HK hits just outside of far MPs range and serves as a safe long range low
  • slow startup

Close Normals

Close Standing Medium Punch
Close Stand MP/clMP
TJ NMPhb.png
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 8/7 4/3 23/16 34f/25f -5/3 0/+8 -6/+2 --

Close MP is a pressure normal that allows TJ to get to the extra dangerous close version of Hook Combinations

  • Active on frame 8 making this the quickest normal that goes into Hook Combination.
    • TJ can frame trap into close MP>HP;ClMP>MK after meaty 5LP>LP(>LP) or Far HK


Close Standing Heavy Punch
Close Stand HP/clHP
TJ NHPhb.png
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 10/8 4/3 29/21 42f/31f +8/+17 +8/+17 -3/+6 Stagger

Close 5HP is a heavy stagger normal that generates a lot of plus frames on block

  • Close 5HP > Back Step is +6 which is a massive amount of frame advantage and lead to a pretty oppressive frame trap situation
  • Cl 5HP> Tumble roll is +4 which is still mad plus and lead to an up close oppressive frane trap


Close Standing Medium Kick
Close Stand MK/clMK
TJ NMKhb.png
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%) -- 2.4 4 Mid 8/7 4/3 28/20 39/29f -6/+3 -1/+8 -7/+2 --

Close 5MK is medium proximity normal that does more damage than a medium usually does


Close Standing Heavy Kick
Close Stand HK/clHK
TJ NHKhb.png
--
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%) -- 4 4.5 Mid 11/9 3/2 31/22 44f/32f -8/+2 -4/+6 -9/+1 --

Close 5HK is a janky pressure normal with surprisingly good frane data when cancelled into backstep

  • has a lot of recovery and is very minus on block. this move is kinda horrible if not cancelled into backstep
    • Close 5HK's high recovery makes this move a sometimes normal since this move dies if the opponent manages to backdash it
  • when cancelled into backstep leaves TJ slightly plus on block and normal hit and +6 on counterhit which leads to counter hit conversions that lead into a 3 hit rule breakable opener
  • when cancelled into powerline, TJ can mixup between unmashable shoot toss, delayed spinfist and backstep to fake the defender out and punish their anti strike throw option

Command Normals

Rollercoaster
Down+Forward MP/3MP
TJ 3MPhbV2.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
16.8 (4%) 16.8 (4%) 2.3 (0.6%) ?? ?? Mid 12/10 2[17]3/1[13]2 20/14 53f/39f -2/+5 -2/+5 -2/+5 Opener

Technically a special as it starts a combo can cancel from normals.


Superman Punch
Down+Forward HP/3HP
TJ 3HPhbV2.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%) 24 (6%) -- ?? ?? High 23/18 5/4 12/8 39f/29f +8/+13 +8/+13 +1/+6 Low Invul 1-22f/17f

To Do

Air Normals

Jumping Light Punch
Jump LP/8LP
TJ 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
20(5%) 24(6%) -- 1.6 2.4 High 6/5 3/2 4 12+f/10+f +15/+16 +17 +8/+9 --

To Do


Jumping Medium Punch
Jump MP/8MP
TJ 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
24(6%) 30(8%) -- 2.4 4 High 8/7 3/2 4 14+f/12+f +16/+17 +19/+20 +12/+13 --

To Do


Turn Around Punch
Jump+Back+MP/84MP
TJ J4MPhb.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 High 10/8 4/3 4 17+f/14+f +16/+17 +19/+20 +12/+13 Crossup

To Do


Jumping Heavy Punch
Jump HP/8HP
TJ 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
30(8%) 38(10%) -- 4 4.5 High 10/8 6/5 4 19+f/16+f +20/+21 +24/+25 +17/+18 --

To Do


Jumping Light Kick
Jump LK/8LK
TJ JLKhb.png
--
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 8/7 6/4 4 17+f/14+f +15/+17 +17/+19 +8/10 Flipout

To Do


Jumping Medium Kick
Jump MK/8MK
TJ 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 High 8/7 6/4 4 17+f/14+f +16/+18 +19/+21 +12/+14 --

To Do


Jumping Heavy Kick
Jump HK/8HK
TJ 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
30(8%) 38(10%) -- 4 4.5 High 13/10 6/5 4 22+f/18+f +73/+74 +73/+74 +16/+17 Hard Knockdown

A goomba stomp that causes a hard knockdown, even on grounded opponents.

Throws

Throw
5LPLK/4LPLK
TJ LPLKhb.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
40.0 (11%) - - - - - 5 2 29 35f +48 - - Hard Knockdown

No change in Instinct.

Special Moves

Cyclone
Up-Down+P/28P
TJ 28Phb.png
--
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 21.4 (5%) 25.4 (7%) 1.8 (0.5%) ?? ?? Mid 7 2[43]4 20 75f +57 +57 -9 --
  • Push the button to deploy the 2nd punch sooner.
  • Jugglable for 27 frames.
  • No change in Instinct.
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 31.6 (8%) 35.6 (9%) 3.9 (1%) ?? ?? Mid 8 5[41]4 20 77f +55 +55 -9 --
  • Push the button to deploy the 2nd punch sooner.
  • Jugglable for 25 frames.
  • No change in Instinct.
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 43.8 (12%) 47.8 (13%) 6.6 (1%) ?? ?? Mid 9 6[39]4 20 77f +59 +59 -9 --
  • Push the button to deploy the 2nd punch sooner.
  • Jugglable for 29 frames.
  • No change in Instinct.


Tremor
Up-Down+K/28K
TJ 28KhbV2.png
--
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 24(6%) 24(6%) -- ?? ?? High/Low 24 3 35 61f +11 +11 -6 Throw Invul 1-f, Recapture
  • On whiff, launches a shockwave projectile that hits low and HKDs.
  • No change in Instinct.
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 24(6%) 24(6%) -- ?? ?? High/Low 23 4 35 61f +8 +8 -8 Throw Invul 1-f, Recapture
  • On whiff, launches a shockwave projectile that hits low and HKDs.
  • No change in Instinct.
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 24(6%) 24(6%) -- ?? ?? High/Low 22 6 35 62f +4 +5 -10 Throw Invul 1-f, Recapture
  • On whiff, launches a shockwave projectile that hits low and HKDs.
  • No change in Instinct.


Spin Fist
Back+Forward LP/46LP
TJ 46LPhb.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
32(9%) 40(11%) -- 1.6 2.4 Mid 9/7 3 20/14 31f/23f +1/+7 +3/+9 0/+6 Opener

To Do


Shoot Toss
Back+Forward MP/46MP
TJ 46MPhb.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
40(11%) 40(11%) -- ?? -- -- 25/19 2 41/29 67f/49f +40/+39 +40/+39 +40/+39 Launcher

To Do


Powerline
Back+Forward HP/46HP
TJ 46HPhb.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
60(16%) 72(20%) -- ?? ?? Mid 21/17 4/3 27/19 51f/38f +10\+23(Splat)/ +19\+32(Splat) +30\+25(Splat)/ +39\+34(Splat) -3/+6 Wall Splat, Armor from F12/F8 onward
  • Can punch and destroy projectiles (hence the off-colour hitbox).
  • No change in Instinct.


Backstep
Back+Forward LK/46LK
TJ 46LKhbV2.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
-- -- -- -- -- -- 23/15 -- -- 23f/15f -- -- -- --

To Do


Tumble
Back+Forward MK/46MK
TJ 46MKhbV2.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
-- -- -- -- -- -- 25/19 -- -- 25f/19f -- -- -- High/Proj Invul 1-25f/19f

To Do


Flying Knee
Back+Forward HP/46HP
TJ 46HKhb.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
32(8%) 40(11%) -- ?? ?? Mid 17 10 17 43f +4 +8 -10 Throw Invul 1-7f, Low Invul 8-27

No change in Instinct.

Shadow Moves

TJ's shadows are unchanged in Instinct.

Shadow Powerline
Back-Forward+PP/46PP
TJ 46PPhb.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 46.8 (13%) 46.8 (13%) 3.6(1%) 0 0 Mid 5+3(8) 22 19 38f +8 +8 +2 Wall Splat, Armored 6-19f

Not projectile invul, but can destroy projectiles.


Shadow Cyclone
Up-Down+PP/28PP
TJ 28PPhb.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 43.9 (12%) 43.9 (12%) 9.3(2%) 0 0 Mid 1+7(8) 4[68]5 21 105f +42 +42 -11 Full invul 1-8f, Juggle Cashout

Jugglable for 12 frames


Shadow Flying Knee
Back-Forward+KK/46KK
TJ 46KKhb.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 42.4 (11%) 42.4 (11%) 8.8(2%) 0 0 Mid 1+12(13) 11 29 52f +6 +6 0 Invul 2-7f, Low Invul 1-19f

To Do


Shadow Tremor
Up-Down+PP/28KK
TJ 28KKhb.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 35.2 (12%) 35.2 (12%) 6.4(1.7%) 0 0 High 3+20(23) 4 35 61f +12 +12 -4 Recapture

To Do


Enders

Powerline Ender
Back-Forward+HP/46HP
TJ 46Pnv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Wall Splat -4/+12 (Splat) --
Version Ender Type On Hit Special Properties
Level 2 Wall Splat -4/+24 (Splat) --
Version Ender Type On Hit Special Properties
Level 3 Wall Splat +2/+28 (Splat) --
Version Ender Type On Hit Special Properties
Level 4 Wall Splat +2/+33 (Splat) --
Version Ender Type On Hit Special Properties
Shadow Wall Splat +8/+17 (Splat) --


Cyclone Ender
Up-Down+HP/28HP
TJ 28Pnv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Launcher +47 --

Jugglable for 17 frames.

Version Ender Type On Hit Special Properties
Level 2 Launcher +39 --

Jugglable for 9 frames.

Version Ender Type On Hit Special Properties
Level 3 Launcher +40 --

Jugglable for 10 frames.

Version Ender Type On Hit Special Properties
Level 4 Launcher +40 --

Jugglable for 10 frames.

Version Ender Type On Hit Special Properties
Shadow Launcher +42 --

Jugglable for 12 frames.


Flying Knee Ender
Back-Forward+HK/46HK
TJ 46Knv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Exchange +12 --
Version Ender Type On Hit Special Properties
Level 2 Exchange +11 --
Version Ender Type On Hit Special Properties
Level 3 Exchange +11 --
Version Ender Type On Hit Special Properties
Level 4 Exchange +11 --

TJ's most damaging ender besides Auto-Barrage.


Tremor Ender
Up-Down+K/28K
TJ 28Knv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Battery +37 --
Version Ender Type On Hit Special Properties
Level 2 Battery +37 --
Version Ender Type On Hit Special Properties
Level 3 Battery +37 --
Version Ender Type On Hit Special Properties
Level 4 Battery +37 --


Auto-Barrage Ender (Damage)
??
TJ AB1nv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Damage +65 --
Version Ender Type On Hit Special Properties
Level 2 Damage +65 --
Version Ender Type On Hit Special Properties
Level 3 Damage +65 --
Version Ender Type On Hit Special Properties
Level 4 Damage +65 --


Auto-Barrage Ender (Reset)
??
TJ AB2nv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Advantage +4 --
Version Ender Type On Hit Special Properties
Level 2 Advantage +4 --
Version Ender Type On Hit Special Properties
Level 3 Advantage +4 --
Version Ender Type On Hit Special Properties
Level 4 Advantage +4 --


KI2013 Navigation

General
Controls and Notation
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Jago
Sabrewulf
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Sadira
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TJ Combo
Maya
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Riptor
Omen
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Cinder
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Eyedol
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