Killer Instinct (2013)/Arbiter: Difference between revisions

From SuperCombo Wiki
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===Command Normals===
===Command Normals===
{{MoveData
{{MoveData
|image=  
|image= Arbiter 6MKhb.png|thumb
|caption= Test Caption
|caption= Test Caption
|name= Cloven Kick
|name= Cloven Kick
|linkname= 6MP
|linkname= 6MK
|input=  
|input= 6MK
|data=
|data= Forward+MK / 6MK
  {{AttackData-KI2013
  {{AttackData-KI2013
   |damage=  
   |damage= 36 (10%)
   |counter-hit damage=  
   |counter-hit damage= 42 (11%)
   |potential damage= --
   |potential damage= --
   |shadow on hit=  
   |shadow on hit= ??
   |shadow on block=  
   |shadow on block= ??
   |guard=  
   |guard= Mid
   |startup=  
   |startup= 19
   |active=  
   |active= 4
   |recovery=  
   |recovery= 26
   |total duration=  
   |total duration= 48f
   |on hit=  
   |on hit= -2 / +15
   |on counter-hit=  
   |on counter-hit= +5 / +15
   |on block=  
   |on block= -14
   |special properties= Chain
   |special properties= Wall Splat
   |description=  
   |description= To Do
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=  
|image= Arbiter 6HKhb.png|thumb
|caption= Test Caption
|caption= Test Caption
|name= Interrogator
|name= Interrogator
|linkname= 6HK
|linkname= 6HK
|input=  
|input= Forward+HK / 6HK
|data=
|data=  
  {{AttackData-KI2013
  {{AttackData-KI2013
   |damage=  
   |damage= 22 (6%)
   |counter-hit damage=  
   |counter-hit damage= 28 (7%)
   |potential damage= --
   |potential damage= --
   |shadow on hit=  
   |shadow on hit= 4
   |shadow on block=  
   |shadow on block= 4.5
   |guard=  
   |guard= High
   |startup=  
   |startup= 17
   |active=  
   |active= 2
   |recovery=  
   |recovery= 25
   |total duration=  
   |total duration= 43
   |on hit=  
   |on hit= +1
   |on counter-hit=  
   |on counter-hit= +3
   |on block=  
   |on block= -3
   |special properties= Chain
   |special properties=  
   |description=  
   |description= To Do
  }}
  }}
}}
}}

Revision as of 18:14, 3 February 2025


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 Moves

Standing Light Punch
Stand LP/5LP
Arbiter SLPhb.png
Test Caption
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
8 (2%) 12 (3%) -- 1.6 2.4 Mid 6 2 9 16f +2 +5 0 Chain

To Do


Standing Medium Punch
Stand MP/5MP
Arbiter SMPhb.png
Test Caption
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
18 (5%) 22 (6%) -- 2.4 4 Mid 11 3 18 31f +4 +7 0 -

To Do


Standing Heavy Punch
Stand HP/5HP
Arbiter SHPhb.png
Test Caption
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
28 (7%) 32 (8%) -- 4 4.5 Mid 15 4 17 35f +4 +8 +4 -

To Do


Standing Light Kick
Stand LK/5LK
Arbiter SLKhb.png
(Slayer)
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
10 (2%) 14 (3%) -- 1.6 2.4 Mid 5 4 16 24f 0 +2 -1 Flipout

To Do


Standing Medium Kick
Stand MK/5MK
Arbiter SMKhb.png
Test Caption
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
18 (5%) 22 (6%) -- 2.4 4 Mid 9 3 20 31f +2 +7 0 -

To Do


Standing Heavy Kick
Stand HK/5HK
Arbiter SHKhb.png
(Fire Weapon [Standing])
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
28 (7%) 28 (7%) -- 2.4 4 Mid 12 -- 41 53f -12 -12 -22 -
  • 2 bullet combo damage is 37.4 (10%) / 3.1 PD.
    • 3 bullet combo damage is 46 (12%) / 6 PD.

Crouching Moves

Crouching Light Punch
Crouch LP/2LP
Arbiter CLPhb.png
Test Caption
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
8 (2%) 12 (3%) -- 1.6 2.4 Mid 6 2 7 13f +2 +10 0 Chain

To Do


Crouching Medium Punch
Crouch MP / 2MP
Arbiter CMPhb.png
Test Caption
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
18 (5%) 22 (6%) -- 2.4 4 Mid 12 3 18 32f +1 +4 -1 -

To Do


Crouching Heavy Punch
Crouch HP / 2HP
Arbiter CHPhb.png
Test Caption
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
28 (7%) 32 (8%) -- 4 4.5 Mid 14 4 17 34f -3 +1 -3 -

To Do


Crouching Light Kick
Crouch LK / 2LK
Arbiter CLKhb.png
Test Caption
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
12 (3%) 16 (4%) -- 1.6 2.4 Mid 7 2 10 18f +3 +13 +1 -


Crouching Medium Kick
Crouch MK / 2MK
Arbiter CMKhb.png
Test Caption
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
24 (6%) 30 (8%) -- 2.4 4 Low 9 3 25 36f +19 +19 -1 Soft Knockdown

Arbiter's sole low.


Crouching Heavy Kick
Crouch HK / 2HK
Arbiter CHKhb.png
(Fire Weapon [Crouching]
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
28 (7%) 28 (7%) -- 2.4 4 Mid 12 -- 42 54f -13 -13 -23 -

To Do

Air Normals

Air Light Punch
Jump LP / 8LP
Arbiter JLPhb.png
Test Caption
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
16 (4%) 20 (5%) -- 1.6 2.4 High 7 6 4 16+f +15 +17 +8 -

To Do


Air Medium Punch
Jump MP / 8MP
Arbiter JMPhb.png
Test Caption
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
20 (5%) 24 (6%) -- 2.4 4 High 9 4 4 16+f +16 +19 +12 -

To Do


Air Heavy Punch
Jump HP / 8HP
Arbiter JHPhb.png
Test Caption
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
28 (7%) 32 (8%) -- 4 4.5 High 11 7 4 21+f +20 +24 +17 -

To Do


Air Light Kick
Jump LK / 8LK
Arbiter JLKhb.png
Test Caption
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
16 (4%) 20 (5%) -- 1.6 2.4 High 8 8 4 19+f +15 +17 +8 -

To Do


Air Medium Kick
Jump MK / 8MK
Arbiter JMKhb.png
Test Caption
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
20 (5%) 24 (6%) -- 2.4 4 High 11 10 4 24+f +16 +19 +12 Crossup

To Do


Air Heavy Kick
Jump HK / 8HK
Arbiter JHKhb.png
(Fire Weapon [Jumping])
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
28 (7%) 28 (7%) -- 2.4 4 Mid 7 -- 4 11+f +25 +25 +15 -

To Do

Command Normals

Cloven Kick
6MK
Arbiter 6MKhb.png
Test Caption
Forward+MK / 6MK
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
36 (10%) 42 (11%) -- ?? ?? Mid 19 4 26 48f -2 / +15 +5 / +15 -14 Wall Splat

To Do


Interrogator
Forward+HK / 6HK
Arbiter 6HKhb.png
Test Caption
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
22 (6%) 28 (7%) -- 4 4.5 High 17 2 25 43 +1 +3 -3 -

To Do


Particular Justice
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


No Regret
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

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