Killer Instinct (2013)/Spinal: Difference between revisions

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(Spinal Character Infobox)
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Revision as of 21:58, 30 January 2023


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

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