Killer Instinct (2013)/Arbiter: Difference between revisions

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|advantage post grounded combo breaker= +4
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==Normal Moves==
{{MoveData
|image=
|caption= Test Caption
|name= Standing Light Punch
|linkname= 5LP
|input= Stand LP/5LP
|data=
{{AttackData-KI2013
  |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= Chain
  |description=
}}
}}
==Throws==
==Arbiter Special Moves==
==Shadow Moves==
==Instinct==
==Enders==


{{KI2013_Navbox}}
{{KI2013_Navbox}}

Revision as of 20:13, 27 June 2024


Introduction

An Arbiter is is a ceremonial, religious, and political rank bestowed upon Covenant Elites. Thel ‘Vadam was given this rank by the Covenant leadership, the High Prophets, to atone for past failures. Having survived a mission that was meant to be his death, Arbiter learned of the plans of the High Prophets that would doom all sentient life in the galaxy, and subsequently allied himself with humanity, the Covenants enemies, to stop the High Prophets and save the galaxy.

GAMEPLAY

Arbiter is a character made to dominate the midrange with long range normals and specials, in addition to having specific tools taylor made for both close and long ranges to round out his toolkit. These tools let arbiter swap from a midrange gameplan to an effective setup game once he takes the lead, as well as play a hit and run strategy when the opponent is close to death. As a tradeoff for his varied toolkit, Arbiter struggles defensively, lacking a meterless reversal, as well as lacking solid buttons for abare. With all this in mind, Arbiter is able to effeciently bully his opponent and keep his lead going with setups, while unfortunatley needing to gamble a bit more then others may when put on the backfoot.

Strengths Weaknesses
  • Resilient: Arbiter has some of the highest effective health in the game due to his rechargeable Energy Shield which, when active, lets him brute force his way through projectiles.
  • Midrange Menace: Arbiter has a multitude of midrange tools at his disposal. From great buttons such as 2/5MP, 5HP, and fast gap closers like 236P and 214PP, Arbiter can dominate at midrange.
  • Useful Unique Resources: Plasma Grenade and Type-51 Carbine give Arbiter great space control, punish opportunities, and set ups after combos.
  • Effortless Corner Carry: Off of anything that leads into Crouching Type-51 Carbine, Arbiter can force the opponent quite the distance with a full 3 shots.
  • In Progress
  • Fragile Resources: Energy Shield can be depleted almost instantaneously from a few strikes or a throw, as well as plasma grenade being a on a refilling charge system and his Type-51 Carbine having only 18 shots for the entire match. Arbiter must carefully manage his resouces lest he leave himself missing a key tool.
  • Bad on the Back Foot: Lacking a meterless reversal in combination with most of his buttons being too slow for upclose, Arbiter can struggle against characters that have a more pronounced offence then him in terms of range, speed, or pressure.
  • Lackluster Combo Game: Arbiter can have issues reaching the higher levels of his enders which, when combined with lacking a good Shadow Move for damage cash out, can cause combos to not always reach their full potential. Damaging combos will usually require Meter usage or a recapture setup from a Plasma Grenade.
  • Lacking Lows: Arbiter has only one low in 2MK, which on hit causes a soft knockdown and while it leads into 236P, extending the combo any further will require resources.
  • In Progress
KI2013 Arbiter CSS.png
Character Data
Forward Walk Speed 68f to cross two large training mode squares
Backwards Walk Speed 78f to cross two large training mode squares
Forward Dash Duration 24f
Backdash Duration 22f
Pre-Jump Frames 5f
Jump Duration 38f
Landing Recovery 4f
Advantage Post Grounded Combo Breaker +4

Normal Moves

Standing Light Punch
Stand LP/5LP
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
- - -- - - - - - - - - - - Chain

Throws

Arbiter Special Moves

Shadow Moves

Instinct

Enders

KI2013 Navigation

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