Killer Instinct (2013)/Kilgore: Difference between revisions

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Revision as of 22:00, 30 January 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)
KI2013 Kilgore CSS.png
Character Data
Forward Walk Speed 76f to cross two large training mode squares
Backwards Walk Speed 127f to cross two large training mode squares
Forward Dash Duration 18f
Backdash Duration 18f
Pre-Jump Frames 5f
Jump Duration 38f
Landing Recovery 4f
Advantage Post Grounded Combo Breaker -1

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