Killer Instinct (2013)/Sadira

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Introduction

Sadira PLACEHOLDER CHARACTER STORY

Sadira PLACEHOLDER GAMEPLAY OVERVIEW

Strengths Weaknesses
  • Jumping Spider: Sadira can use her excellent jump arc and suite of anti-anti-airs to make anti-airing her a difficult task and turn matches kind of a mess with how much stress the task of anti-airing exherts on the mental stack of the opponent.
  • Widow's Edge: Sadira's face-to-foot style gameplan is supported by one of the better instinct's in the game. Web traps enable Sadira with safe and multi-layered mixups and advantage after Demon Blade and she get swaggy hard to break jump cancel combos and the very practical Auto Double jc Damage loop
  • Going Up: Sadira has a lot of launchers so at any point in her mixup she can go into her signature juggles to build PD or setup an oki situation
  • StLK jc Goated: StLK is a jump cancellable normal that gives access to tricky combos that are useful and hard to break
  • Hate to See Her Whiff, Love to See Her Recover: ASW Game Legend Lord Knight has 2 famous pieces of advice. "You should want to hug your main" and "Look at the entire screen". Sadira players seem to do well at the prior, at the expense of the later
  • Delicate on defense: Sadira has a pretty poor defensive toolkit. Her backdash is among the slowest in the game at 31 frames and she lacks a true reversal attack either spending a bar on shadow web cling, guessing with H Blade Demon/H recluse/Shadow Counter or booking up on Under Night Throw Tech Option Selects, blocking and praying
  • Anti-Anti Airs are risky: There is usually an answer to challenge every single anti-anti air move Sadira has. Sadira ability to mix up these options to make it confusing to guess the right answer,but when the defender is right, they can often bring the hurt to Sadira
  • What goes up,Must come down: Sadira reliance on juggles can sometimes be a hinderance since juggles build pd slower than grounded combos with auto doubles and getting combo broken causes a soft KD i.e. the risk becomes higher while the reward is lower than staying on the ground.
  • Instinct Reliant: Sadira Instinct being such a vital trump card means clever opponent will do their best to circumvent the impact of instinct. Aggressively fishing for counter breaks after winning round 1 with a sliver of health, desperation DP/SC/backdash to get out of blocking crazy mix, disengaging for as long as possible. Sadira not getting enough value from Instinct can put her on the back foot often
KI2013 Sadira CSS.png
Character Data
Forward Walk Speed 41f to cross two large training mode squares
Backwards Walk Speed 49f to cross two large training mode squares
Forward Dash Duration 18f
Backdash Duration 31f
Pre-Jump Frames 5f
Jump Duration 40f
Landing Recovery 4f
Advantage Post Grounded Combo Breaker 0


Universal Mechanics

Instinct

Widow's Edge: Can activate in air. Sadira can jump cancel moves on hit or block. She can press Hp.png+Hk.png to place a web trap during most moves. The web trap inflicts hitstun/blockstun on contact with the enemy.

Combat Trait

Air Combos: Sadira can target combo any j.L attack into any j.M. She can cancel air attacks into Widow's Bite, Shadow Widow's Bite, and Web Cling.


Normal Moves

Standing Normals

Standing Light Punch
Stand LP/5LP
Sadira 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 5 2 7 13f +5 +7 +2 Chain

To Do


Far Medium Punch
Stand MP/5MP
Sadira 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
20(5%) 26(7%) -- 2.4 4 Mid 7 3 11 20f +4 +7 +1 --

To Do


Far Heavy Punch
Stand HP/5HP
Sadira 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
30(8%) 38(10%) -- 4 4.5 Mid 8 3 18 38f +1 +5 -2 --

To Do


Far Light Kick
Stand LK/5LK
Sadira SLKhb.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 4 12 21f +4 +6 +1 Chain, Flipout, Jump Cancel on Hit

To Do

Far Medium Kick
Stand MK/5MK
Sadira SMKhb.png
Test
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(4%) 26(7%) -- 2.4 4 Mid 8 2 14 23f +1 +3 -2 --

To Do


KI2013 Navigation

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