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

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{{ProConTable
{{ProConTable
| pros=
| pros=
*'''Resilient''': Arbiter has the highest effective health in the game due to his rechargable Energy Shield which, when active, letts 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
*In Progress
| cons=
| cons=
*'''Fragile Resources''': Energy Shield can be depleted almost instantaniously from a few strikes or a throw, as well as plasma grenade being a on a reffiling 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 reacher 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''': Arbitoer 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
*In Progress
}}
}}

Revision as of 20:02, 27 June 2024

Introduction

Arbiter PLACEHOLDER CHARACTER STORY

Arbiter PLACEHOLDER GAMEPLAY OVERVIEW

Strengths Weaknesses
  • Resilient: Arbiter has the highest effective health in the game due to his rechargable Energy Shield which, when active, letts 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 instantaniously from a few strikes or a throw, as well as plasma grenade being a on a reffiling 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 reacher 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: Arbitoer 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