Killer Instinct (2013)/Kilgore/Character Intro: Difference between revisions

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(Replaced content with "==Introduction== '''Kilgore''' PLACEHOLDER CHARACTER STORY '''Kilgore''' PLACEHOLDER GAMEPLAY OVERVIEW frameless|center|Character {{ProConTable | pros= *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 th...")
Tag: Replaced
 
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*'''Poor mixup''':Its just mids, pal (TO DO)
*'''Poor mixup''':Its just mids, pal (TO DO)
}}
}}
== 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 ===
{{MoveData
|image=
|caption= Test Caption
|name= Standing Light Punch
|linkname= 5LP
|input= Stand LP/5LP
|data=
{{AttackData-KI2013
  |damage= 10(2%)
  |counter-hit damage= 14(3%)
  |potential damage= --
  |shadow on hit= --
  |shadow on block= --
  |guard= Mid
  |startup= 5
  |active= 2
  |recovery= 10
  |total duration= 16f
  |on hit= +3
  |on counter-hit= +5
  |on block= -1
  |special properties= Chain
  |description= * Whiffs on crouchers (except RAAM, Aganos and Arbiter)
* Situational Anti-Air
* A suprise juggle tool
}}
}}
{{MoveData
|image=
|caption= Test Caption
|name= Standing Medium Punch
|linkname= 5MP
|input= Stand MP/5MP
|data=
{{AttackData-KI2013
  |damage= 20(5%)
  |counter-hit damage= 26(7%)
  |potential damage= --
  |shadow on hit= --
  |shadow on block= --
  |guard= Mid
  |startup= 7
  |active= 2
  |recovery= 19
  |total duration= 27f
  |on hit= +1
  |on counter-hit= +4
  |on block= -2
  |special properties= --
  |description= * Poke
* Slight backswing on startup; used in spacing traps
* leads to a small strike-throw situation on point blank hits
* Weak to low profile
}}
}}
{{MoveData
|image=
|caption= Test Caption
|name= Standing Heavy Punch
|linkname= 5HP
|input= Stand HP/5HP
|data=
{{AttackData-KI2013
  |damage= 11.5(3%)
  |counter-hit damage= 11.5(3%)
  |potential damage= 1.8(0.3%)
  |shadow on hit=
  |shadow on block=
  |guard= Mid
  |startup= 10
  |active= --
  |recovery= 48
  |total duration= 58f
  |on hit= -7
  |on counter-hit= -7
  |on block= -21
  |special properties= --
  |description=* Head level anti air
* crouchable (but not while blocking it)
* can confirm into a combo with bar
* very negative on block
}}
}}
{{MoveData
|image=
|caption= Test Caption
|name= Standing Light Kick
|linkname= 5LK
|input= Stand LK/5LK
|data=
{{AttackData-KI2013
  |damage= 10(2%)
  |counter-hit damage= 14(3%)
  |potential damage= --
  |shadow on hit= --
  |shadow on block= --
  |guard= Mid
  |startup= 5
  |active= 3
  |recovery= 10
  |total duration= 17f
  |on hit= +5
  |on counter-hit= +10
  |on block= +1
  |special properties=
  |description= * 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
}}
}}
{{MoveData
|image=
|caption= Test Caption
|name= Standing Medium Kick
|linkname= 5MK
|input= Stand MK/5MK
|data=
{{AttackData-KI2013
  |damage= 20(5%)
  |counter-hit damage= 26(7%)
  |potential damage= --
  |shadow on hit= --
  |shadow on block= --
  |guard= Mid
  |startup= 8
  |active= 4
  |recovery= 19
  |total duration= 31f
  |on hit= +5
  |on counter-hit= +8
  |on block= 0
  |special properties= --
  |description= * 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
}}
}}
{{MoveData
|image=
|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= --
  |shadow on block= --
  |guard= Mid
  |startup= 12
  |active= 4
  |recovery= 19
  |total duration= 34f
  |on hit= 0
  |on counter-hit= +4
  |on block= +1
  |special properties= --
  |description= * 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 ===
{{MoveData
|image=
|caption= Test Caption
|name= Crouching Light Punch
|linkname= 2LP
|input= Crouch LP/2LP
|data=
{{AttackData-KI2013
  |damage= 10(2%)
  |counter-hit damage= 14(3%)
  |potential damage= --
  |shadow on hit= 1.6
  |shadow on block= 2.4
  |guard= Mid
  |startup= 5
  |active= 2
  |recovery= 8
  |total duration= 14f
  |on hit= +4
  |on counter-hit= +6
  |on block= -1
  |special properties= Chain
  |description= * 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)
}}
}}
{{MoveData
|image=
|caption= Test Caption
|name= Crouching Medium Punch
|linkname= 2MP
|input= Crouch MP/2MP
|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= 7
  |active= 2
  |recovery= 13
  |total duration= 21f
  |on hit= +84
  |on counter-hit= +84
  |on block= +2
  |special properties= Hard knockdown(+first launcher bug)
  |description= * 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
}}
}}
{{MoveData
|image=
|caption= Test Caption
|name= Crouching Heavy Punch
|linkname= 2HP
|input= Crouch HP/2HP
|data=
{{AttackData-KI2013
  |damage= 11.5(3%)
  |counter-hit damage= 11.5(10%)
  |potential damage= --
  |shadow on hit= 4
  |shadow on block= 4.5
  |guard= Mid
  |startup= 10
  |active= --
  |recovery= 43
  |total duration= 53f
  |on hit= -2
  |on counter-hit= -2
  |on block= -16
  |special properties= --
  |description= * 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
}}
}}
{{MoveData
|image=
|caption= Test Caption
|name= Crouching Light Kick
|linkname= 2LK
|input= Crouch LK/2LK
|data=
{{AttackData-KI2013
  |damage= 10(2%)
  |counter-hit damage= 14(3%)
  |potential damage= --
  |shadow on hit= 1.6
  |shadow on block= 2.4
  |guard= Low
  |startup= 5
  |active= 2
  |recovery= 10
  |total duration= 16f
  |on hit= +4
  |on counter-hit= +6
  |on block= -2
  |special properties= chain
  |description=* 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
}}
}}
{{MoveData
|image=
|caption= Test Caption
|name= Crouching Medium Kick
|linkname= 2MK
|input= Crouch MK/2MK
|data=
{{AttackData-KI2013
  |damage= 20(5%)
  |counter-hit damage= 26(7%)
  |potential damage= --
  |shadow on hit= 2.4
  |shadow on block= 4
  |guard= Low
  |startup= 7
  |active= = 4
  |recovery= 16
  |total duration= 26f
  |on hit= +2
  |on counter-hit= +5
  |on block= -1
  |special properties= --
  |description= * 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
}}
}}
{{MoveData
|image=
|caption= Test Caption
|name= Crouching Heavy Kick
|linkname= 2HK
|input= Crouch HK/5HK
|data=
{{AttackData-KI2013
  |damage= 30(8%)
  |counter-hit damage= 38(10%)
  |potential damage= --
  |shadow on hit=
  |shadow on block=
  |guard= Low
  |startup= 9
  |active= 3
  |recovery= 21
  |total duration= 33f
  |on hit= +76
  |on counter-hit= +76
  |on block= -9
  |special properties= Hard knockdown
  |description=* Low hitting sweep attack
** Goes into oki or L barrage
* Farthest reaching non chain gun normal
* Unsafe
* modest low profile
}}
}}
=== Command Normals ===
{{MoveData
|image=
|caption=  "In the Soviet army it takes more courage to retreat than advance."- Joesph Stalin
|name= Chain Gun Sweep
|linkname= 4HP
|input= Back HP/4HP
|data=
{{AttackData-KI2013
  |damage= 8(2%)
  |counter-hit damage= 8(2%)
  |potential damage= 0.7
  |shadow on hit= --
  |shadow on block= --
  |guard= High
  |startup= 10
  |active= --
  |recovery= 42
  |total duration= 52f
  |on hit= -3
  |on counter-hit= -3
  |on block= -17
  |special properties=
  |description=* Its like 5HP but moves backwards which is good for the zoner character
* Not cancelable into shadows
}}
}}
{{MoveData
|image=
|caption= "If an injury has to be done to a man it should be so severe that his vengeance need not be feared." — Machiavelli
|name= Wreck
|linkname= 6HP
|input= Towards HP/4HP
|data=
{{AttackData-KI2013
  |damage= 38(10%)
  |counter-hit damage= 44(12%)
  |potential damage= --
  |shadow on hit= --
  |shadow on block= --
  |guard= Mid
  |startup= 9
  |active= 2
  |recovery= 22
  |total duration= 32f
  |on hit= +18
  |on counter-hit= +22
  |on block= -2
  |special properties= Stagger
  |description= * '''''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
}}
}}
{{MoveData
|image=
|caption= "Incoming fire has the right of way."- Unknown
|name= Short Circuit
|linkname= KKK
|input= 3K/KKK
|data=
{{AttackData-KI2013
  |damage= 0(0%)
  |counter-hit damage= 0(0%)
  |potential damage= --
  |shadow on hit= ??
  |shadow on block= ??
  |guard= N/A
  |startup= 27
  |active= --
  |recovery= 6
  |total duration= 33f
  |on hit= --
  |on counter-hit= --
  |on block= --
  |special properties= Strike invul
  |description= * 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 ==
{{MoveData
|image=
|caption= Test Caption
|name= Jumping Light Punch
|linkname= 8LP
|input= Jump LP/8LP
|data=
{{AttackData-KI2013
  |damage= 20(5%)
  |counter-hit damage= 24(6%)
  |potential damage= --
  |shadow on hit= 1.6
  |shadow on block= 2.4
  |guard= High
  |startup= 8
  |active= 11
  |recovery= 4
  |total duration= 18+f
  |on hit= +15
  |on counter-hit= +17
  |on block= +8
  |special properties=
  |description= To Do
}}
}}
{{MoveData
|image=
|caption= Test Caption
|name= Jumping Medium Punch
|linkname= 8MP
|input= Jump MP/8MP
|data=
{{AttackData-KI2013
  |damage= 24(6%)
  |counter-hit damage= 30(8%)
  |potential damage= --
  |shadow on hit= 2.4
  |shadow on block= 4
  |guard= High
  |startup= 8
  |active= 8
  |recovery= 4
  |total duration= 15+f
  |on hit= +16
  |on counter-hit= +19
  |on block= +12
  |special properties= --
  |description= To Do
}}
}}
{{MoveData
|image=
|caption= Test Caption
|name= Jumping Heavy Punch
|linkname= 8HP
|input= Jump HP/8HP
|data=
{{AttackData-KI2013
  |damage= 11.5(3%)
  |counter-hit damage= 11.5(10%)
  |potential damage= --
  |shadow on hit= 4
  |shadow on block= 4.5
  |guard= High
  |startup= 10
  |active= -
  |recovery= 17
  |total duration= 20+f
  |on hit= +23
  |on counter-hit= +23
  |on block= +9
  |special properties= --
  |description= To Do
}}
}}
{{MoveData
|image=
|caption= Test Caption
|name= Jumping Light Kick
|linkname= 8LK
|input= Jump LK/8LK
|data=
{{AttackData-KI2013
  |damage= 20(5%)
  |counter-hit damage= 24(6%)
  |potential damage= --
  |shadow on hit= 1.6
  |shadow on block= 2.4
  |guard= High
  |startup= 6
  |active= 10
  |recovery= 4
  |total duration= 24+f
  |on hit= +15
  |on counter-hit= +17
  |on block= +8
  |special properties= --
  |description= To Do
}}
}}
{{MoveData
|image=
|caption= Test Caption
|name= Jumping Medium Kick
|linkname= 8MK
|input= Jump MK/8MK
|data=
{{AttackData-KI2013
  |damage= 24(6%)
  |counter-hit damage= 30(8%)
  |potential damage= --
  |shadow on hit= 2.4
  |shadow on block= 4
  |guard= High
  |startup= 9
  |active= 9
  |recovery= 4
  |total duration= 17+f
  |on hit= +16
  |on counter-hit= +19
  |on block= +12
  |special properties=
  |description= To Do
}}
}}
{{MoveData
|image=
|caption= Test Caption
|name= Jumping Heavy Kick
|linkname= 8HK
|input= Jump HK/8HK
|data=
{{AttackData-KI2013
  |damage= 30(8%)
  |counter-hit damage= 38(10%)
  |potential damage= --
  |shadow on hit= 4
  |shadow on block= 4.5
  |guard= High
  |startup= 11
  |active= 7
  |recovery= 4
  |total duration= 17+f
  |on hit= +20
  |on counter-hit= +24
  |on block= +17
  |special properties= --
  |description= Sends airborne opponents straight down.
}}
}}
== Throws ==
{{MoveData
|image=
|caption= Test Caption
|name= Throw
|linkname= LPLK
|input= 5LPLK/4LPLK
|data=
{{AttackData-KI2013
  |damage= 45.0 (12%)
  |startup= 5
  |active= 2
  |recovery= 29
  |total duration= 35f
  |special properties= Hard Knockdown
  |description= To do
}}
}}
== Special Moves ==
{{MoveData
|image=
|caption= "Nothing in life is so exhilarating as to be shot at without result." [https://www.goodreads.com/quotes/4611-history-will-be-kind-to-me-for-i-intend-to -some racist dude]
|name= Chain Gun Dash
|linkname= 236P
|input= QCF+P/236P
|data=
{{AttackData-KI2013
  |version= LP
  |damage= 8(2%)
  |counter-hit damage= 8(2%)
  |potential damage= --
  |shadow on hit= 1.6
  |shadow on block= 2.4
  |guard= Mid
  |startup= 12
  |active= --
  |recovery= 42
  |total duration= 54f
  |on hit= -5
  |on counter-hit= -5
  |on block= -18
  |special properties= --
  |description=* 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
}}
{{AttackData-KI2013
  |version= MP
  |damage= 8(2%)
  |counter-hit damage= 8(2%)
  |potential damage= --
  |shadow on hit= 2.4
  |shadow on block= 4
  |guard= Mid
  |startup= 12
  |active= --
  |recovery= 43
  |total duration= 55f
  |on hit= -5
  |on counter-hit= -5
  |on block= -19
  |special properties= --
  |description=* 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
}}
{{AttackData-KI2013
  |version= HP
  |damage= 8(2%)
  |counter-hit damage= 8(2%)
  |potential damage= --
  |shadow on hit= 4
  |shadow on block= 4.5
  |guard= Mid
  |startup= 12
  |active= --
  |recovery= 44
  |total duration= 56f
  |on hit= -6
  |on counter-hit= -6
  |on block= -20
  |special properties= --
  |description=* 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
}}
}}
{{MoveData
|image=
|caption=
|name= Chain Gun Barrage
|linkname= 214P
|input= QCB+P/214P
|data=
{{AttackData-KI2013
  |version= LP
  |damage= 11.5(3%)
  |counter-hit damage= 11.5(3%)
  |potential damage= 1.8
  |shadow on hit= --
  |shadow on block= --
  |guard= Mid
  |startup= 19
  |active= --
  |recovery= 41
  |total duration= 60f
  |on hit= = +1
  |on counter-hit= -13
  |on block= +1
  |special properties= --
  |description* 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
}}
{{AttackData-KI2013
  |version= MP
  |damage= 11.5(3%)
  |counter-hit damage= 11.5(3%)
  |potential damage= 1.8
  |shadow on hit= --
  |shadow on block= --
  |guard= Mid
  |startup= 19
  |active= --
  |recovery= 41
  |total duration= 60f
  |on hit= = +1
  |on counter-hit= -13
  |on block= +1
  |special properties= --
  |description=* Anti Air/Juggle tool that builds heat levels
}}
{{AttackData-KI2013
  |version= HP
  |damage= 11.5(3%)
  |counter-hit damage= 11.5(3%)
  |potential damage= 1.8
  |shadow on hit= --
  |shadow on block= --
  |guard= Mid
  |startup= 19
  |active= --
  |recovery= 41
  |total duration= 60f
  |on hit= = +1
  |on counter-hit= -13
  |on block= +1
  |special properties= --
  |description=* Anti Air/Juggle tool that builds heat levels but stuff doesnt launch this high yet
}}
}}
{{MoveData
|image=
|caption="If your attack is going too well, you're walking into an ambush." — Infantry Journal
|name= Chain Gun Barrage
|linkname= 623P
|input= DP+P/623P
|data=
{{AttackData-KI2013
  |version= LP
  |damage= 33.8(9%)
  |counter-hit damage= 39.8(9%)
  |potential damage= 1.3
  |shadow on hit= --
  |shadow on block= --
  |guard= Mid
  |startup= 5
  |active= 7
  |recovery= 42
  |total duration= 53f
  |on hit= = +36(6)
  |on counter-hit= -41
  |on block= +36(6)
  |special properties= --
  |description=* Invulnerable Reversal
* get juggles into 2MP & 6HP on Lv2 Heat; 15%+ a PD level
* L dp is fast and vertical
}}
{{AttackData-KI2013
  |version= MP
  |damage= 33.8(9%)
  |counter-hit damage= 39.8(9%)
  |potential damage= 1.3
  |shadow on hit= --
  |shadow on block= --
  |guard= Mid
  |startup= 10
  |active= 7
  |recovery= 42
  |total duration= 57f
  |on hit= = +36(6)
  |on counter-hit= -41
  |on block= +36(6)
  |special properties= --
  |description=* 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
}}
{{AttackData-KI2013
  |version= HP
  |damage= 33.8(9%)
  |counter-hit damage= 39.8(9%)
  |potential damage= 1.3
  |shadow on hit= --
  |shadow on block= --
  |guard= Mid
  |startup= 15
  |active= 7
  |recovery= 41
  |total duration= 62f
  |on hit= = +36(6)
  |on counter-hit= -41
  |on block= +36(6)
  |special properties= --
  |description=* 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
}}
}}
{{MoveData
|image=
|caption= "It is generally inadvisable to eject directly over the area you just bombed." - U.S. Air Force Marshall
|name= Metal Ball
|linkname= 236K
|input= QCF+K/236K
|data=
{{AttackData-KI2013
  |version= LK
  |damage= 20(5%)
  |counter-hit damage= 32(8%)
  |potential damage= --
  |shadow on hit= --
  |shadow on block= --
  |guard= Mid
  |startup= 15
  |active= 13
  |recovery= 18
  |total duration= 45f
  |on hit= +5{12}
  |on counter-hit= +5{12}
  |on block= -34
  |special properties= --
  |description=* 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
}}
{{AttackData-KI2013
  |version= MK
  |damage= 20(5%)
  |counter-hit damage= 32(8%)
  |potential damage= --
  |shadow on hit= --
  |shadow on block= --
  |guard= Mid
  |startup= 15
  |active= 18
  |recovery= 16
  |total duration= 48f
  |on hit= +2{12}
  |on counter-hit= +2{12}
  |on block= -36
  |special properties= --
  |description=* dubious mixup tool
}}
{{AttackData-KI2013
  |version= HK
  |damage= 20(5%)
  |counter-hit damage= 32(8%)
  |potential damage= --
  |shadow on hit= --
  |shadow on block= --
  |guard= Mid
  |startup= 15
  |active= 26
  |recovery= 16
  |total duration= 56f
  |on hit= +5{12}
  |on counter-hit= +5{12}
  |on block= -33
  |special properties= --
  |description= * dubious mixup tool
}}
}}
{{MoveData
|image=
|caption= "Aim towards the Enemy."- Instruction printed on US Rocket Launcher
|name= Missile Pod
|linkname= 214K
|input= QCB+K/214K
|data=
{{AttackData-KI2013
  |version= LK
  |damage= 32.8(9%)
  |counter-hit damage= 32.8(9%)
  |potential damage= 4.3
  |shadow on hit= --
  |shadow on block= --
  |guard= Mid
  |startup= 21
  |active= --
  |recovery= 35
  |total duration= 56f
  |on hit= +5{12}
  |on counter-hit= +5{12}
  |on block= -5
  |special properties= 
  |description= * 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 metal pod
* has a manual window
}}
{{AttackData-KI2013
  |version= MK
  |damage= 32.8(9%)
  |counter-hit damage= 32.8(9%)
  |potential damage= --
  |shadow on hit= --
  |shadow on block= --
  |guard= Mid
  |startup= 38
  |active= --
  |recovery= 23
  |total duration= 61f
  |on hit= +17
  |on counter-hit= +17
  |on block= +7
  |special properties= 
  |description=* aims target and sends three rockets directly to targert
* initially aims at the opponet
* 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
}}
{{AttackData-KI2013
  |version= HK
  |damage= 32.8(9%)
  |counter-hit damage= 32.8(9%)
  |potential damage= --
  |shadow on hit= --
  |shadow on block= --
  |guard= Mid
  |startup= 38
  |active= --
  |recovery= 23
  |total duration= 61f
  |on hit= +17
  |on counter-hit= +17
  |on block= +7
  |special properties= 
  |description=* aims target and sends three rockets in the air to fall onto the target
* initially aims in between the opponet
* aiming slightly up makes M missile pod hard to jump
* 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 ==
{{MoveData
|image=
|caption= Test Caption
|name= Shadow Gun Dash
|linkname= 236PP
|input= QCF+PP/236PP
|data=
{{AttackData-KI2013
  |version= S
  |damage= 13.2 (2%)
  |counter-hit damage= 13.2(2%)
  |potential damage= 2.4(1%)
  |shadow on hit= 0
  |shadow on block= 0
  |guard= Mid
  |startup= 3+5(8)
  |active=
  |recovery= 66
  |total duration= 74f
  |on hit= -6
  |on counter-hit= -20
  |on block= -6
  |special properties= 
  |description= To Do
}}
}}
{{MoveData
|image=
|caption= Test Caption
|name= Exhaust
|linkname= 214PP
|input= QCB+PP/214PP
|data=
{{AttackData-KI2013
  |version= S
  |damage= --
  |counter-hit damage= --
  |potential damage= --
  |shadow on hit= 0
  |shadow on block= 0
  |guard= Mid
  |startup= 3+0(3)
  |active= --
  |recovery= --
  |total duration= 3f
  |on hit= --
  |on counter-hit= --
  |on block= --
  |special properties= 
  |description= 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.
}}
}}
{{MoveData
|image=
|caption= Test Caption
|name= Shadow Chain Gun Assault
|linkname= 623PP
|input= DP+PP/623PP
|data=
{{AttackData-KI2013
  |version= S
  |damage= 33.6(9%)
  |counter-hit damage= 49.6(13%)
  |potential damage= 7.2
  |shadow on hit= 0
  |shadow on block= 0
  |guard= Mid
  |startup= 3+3(6)
  |active= 3[2]1[1]1[1]1
  |recovery= 38
  |total duration= 54f
  |on hit= 41(11)
  |on counter-hit= 41(11)
  |on block= -24
  |special properties= 
  |description= To Do
}}
}}
{{MoveData
|image= Rash 236KKhb.png|thumb
|caption= Test Caption
|name= Shadow Metal Ball
|linkname= 236KK
|input= QCF+KK/236KK
|data=
{{AttackData-KI2013
  |version= S
  |damage= 44(12%)
  |counter-hit damage= 50(13%)
  |potential damage= --
  |shadow on hit= 0
  |shadow on block= 0
  |guard= Mid
  |startup= 3+10(13)
  |active= 25
  |recovery= 15
  |total duration= 53f
  |on hit= +7{12}
  |on counter-hit= +7{12}
  |on block= -33
  |special properties= Recapture, Juggle Cashout
  |description= To Do
}}
}}
{{MoveData
|image=
|caption= Test Caption
|name= Shadow Wrecking Ball
|linkname= 214KK
|input= QCB+KK/214KK
|data=
{{AttackData-KI2013
  |version= S
  |damage= 62(17%)
  |counter-hit damage= 62(17%)
  |potential damage= 14
  |shadow on hit= 0
  |shadow on block= 0
  |guard= Mid
  |startup= 5+9(14)
  |active= --
  |recovery= 51
  |total duration= 65f
  |on hit= +81(11)
  |on counter-hit= +81(11)
  |on block= -10
  |special properties=
  |description= To Do
}}
}}
== Enders ==
{{MoveData
|image= Rash 236Pnv.png|thumb
|caption= Test Caption
|name= Chain Gun Dash Ender
|linkname= 236HP
|input= QCF+HP/236HP
|data=
{{KI2013_EnderData
  |version= Level 1
  |ender type= Wallsplat
  |on hit= -1/+15
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 2
  |ender type= Wallsplat
  |on hit= 0/+20
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 3
  |ender type= Wallsplat
  |on hit= 0/+25
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 4
  |ender type= Wallsplat
  |on hit= -2/30
  |special properties= --
  |description=
}}
}}
{{MoveData
|image= Rash 236Knv.png|thumb
|caption= Test Caption
|name= Metal Ball Ender
|linkname= 236HK
|input= QCF+HK/236HK
|data=
{{KI2013_EnderData
  |version= Level 1
  |ender type= Exchange/HKD
  |on hit= +55
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 2
  |ender type= Exchange/HKD
  |on hit= +54
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 3
  |ender type= Exchange/HKD
  |on hit= +54
  |special properties= --
  |description= 
}}
{{KI2013_EnderData
  |version= Level 4
  |ender type= Exchange/HKD
  |on hit= +54
  |special properties= --
  |description= 
}}
{{KI2013_EnderData
  |version= Shadow
  |ender type= Stagger/Recap
  |on hit= --
  |special properties= --
  |description=
}}
}}
{{MoveData
|image= Rash 214Knv.png|thumb
|caption= Test Caption
|name= Missile Pod Ender
|linkname= 214K
|input= QCB+K/214K
|data=
{{KI2013_EnderData
  |version= Level 1
  |ender type= Damage
  |on hit= 27
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 2
  |ender type= Damage
  |on hit= 33
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 3
  |ender type= Damage
  |on hit= 35(5)
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 4
  |ender type= Damage
  |on hit= 35(5)
  |special properties= --
  |description=
}}
}}
{{KI2013_Navbox}}

Latest revision as of 21:40, 16 September 2023

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)