Killer Instinct (2013)/Arbiter

From SuperCombo Wiki


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

Can cancel into 5LK.


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 -

Can cancel into Medium or Heavy Target Combo.


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 -

Can cancel into Medium or Heavy Target Combo.


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

Can cancel into 5LK.


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 -

Can cancel into Medium or Heavy Target Combo.


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 -

Can cancel into Medium or Heavy Target Combo.


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


Close Normals

Close Standing Medium Kick
Close 5MK / cl.MK
Arbiter NMKhb.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 Low 9 6 19 33f +9 +12 +3 -

Arbiter has one proximity normal like he has one low.

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
Down-Forward+HK / 3HK
Arbiter 3HKhb.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 Mid 13 6 12 30 +12 +17 +6 -

To Do


No Regret
Jump > Forward +HK / J 6HK
Arbiter J6HKhb.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%) 28 (7%) -- ?? ?? High 14 7 4 24+f +25 +29 +14 -

To Do


Plasma Grenade
LMHP
Arbiter XPhb.png
"Cleansing Flame!"
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%) 16 (4%) -- ?? ?? Mid 13 -- 22 35f +68 +68 +26 Stagger, Recapture

To Do


Self-Detonating Grenade
Crouch LMHP / 2 LMHP
Arbiter 2XPhb.png
--
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
32 (8%) 32 (8%) -- ?? ?? Mid 13 1 59 35f +68 +68 -42 Invul 1-9f, Stagger
  • Recovery with shield up is 11 frames.
    • Block advantage with shield up is +15.


Target Combos

Mark of Shame
MP>MP / HP>MP
Arbiter MTChb.png
--
Base damage is 12 (3%)
Version 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
MP>MP 22 (6%) 26 (7%) 1.3 (0.3%) ?? ?? Mid 9 1 20 29f +2 +2 -1 --

To Do

Version 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
HP>MP 32 (8%) 36 (10%) 1.3 (0.3%) ?? ?? Mid 9 1 20 29f +2 +2 -1 --

To Do


Honor and Respect
MP>HP / HP>HP
Arbiter HTChb.png
--
Base damage is 16 (4%)
Version 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
MP>HP 23.4 (6%) 27.4 (7%) 1.8 (0.5%) ?? ?? Mid 11 4 23 37f -2 -2 -2 --

To Do

Version 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
HP>HP 33.4 (9%) 37.4 (10%) 1.8 (0.5%) ?? ?? Mid 11 4 23 37f -2 -2 -2 --

To Do


Throws

Throw
5LP+LK / 4LP+LK
Arbiter LPLKhb.png
Test Caption
Version 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
0 shots 31.5 (8%) 31.5 (8%) -- ?? ?? Throw 5 2 29 35f +75 +75 -- Hard Knockdown

A bit of a stubby grab but the Carbine / Grenade followups are quite powerful.

Version 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
1 shot 40.9 (11%) 40.9 (11%) 3.1 (0.8%) ?? ?? Throw 5 2 29 35f +30 +30 -- Soft Knockdown
  • You should probably only spend 1 bullet if it will kill.
  • Press HK at any time on hit to buffer a bullet.
Version 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
2 shots 50.4 (14%) 50.4 (14%) 6.3 (1.7%) ?? ?? Throw 5 2 29 35f +53 +53 -- Hard Knockdown

The sweetspot of more damage, a hard knockdown, and not spending too many bullets.

Version 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
3 shots 59.8 (16%) 59.8 (16%) 9.4 (2.6%) ?? ?? Throw 5 2 29 35f +54 +54 -- Hard Knockdown
  • The most damaging normal throw in KI, if you spend the resources.
  • You should probably only spend 3 bullets if they will kill.
Version 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
Grenade 31.5 (8%) 31.5 (8%) -- ?? ?? Throw 5 2 29 35f +78 +78 -- Hard Knockdown

Tack on a grenade and still get the HKD.

  • Jugglable for 7 frames.

Arbiter Special Moves

Mercy's Demise
QCF+P/236P
Arbiter 236Phb.png
a.k.a. "Lunge"
Version 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
LP 28 (7%) 32 (8%) -- ?? ?? Mid 14 2 38 53f 0 +4 -3 --

To Do

Version 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
MP 28 (7%) 32 (8%) -- ?? ?? Mid 13 2 38 52f +2 +6 -6 --

To Do

Version 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
HP 28 (7%) 32 (8%) -- ?? ?? Mid 14 2 38 53f +2 +6 -6 --

Arbiter lunges very far at high speed.


Truth Seeker
QCB+P/214P
Arbiter 214Phb.png
Test Caption
Version 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
LP 24 (6%) 30 (8%) -- ?? ?? High 24 2 18 43f +9 +13 -2 Low Invul 1-20f

To Do

Version 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
MP 28 (7%) 34 (9%) -- ?? ?? High 32 2 18 51f +15 +19 0 Low Invul 1-23f

To Do

Version 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
HP 32 (8%) 38 (10%) -- ?? ?? High 37 2 18 56f +18 +22 +2 Low Invul 1-27f

To Do


Prophet's Bane
QCB+K/214K
Arbiter 214Khb.png
Test Caption
Version 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
LK 30 (8%) 30 (8%) -- ?? ?? Throw 27 3 69 98f +30 +30 -- Throw Invul 1-26f, Full Invul 27-36f

To Do

Version 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
MK 30 (8%) 30 (8%) -- ?? ?? Throw 27 3 69 98f +30 +30 -- Throw Invul 1-26f, Full Invul 27-36f

To Do

Version 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
HK 30 (8%) 30 (8%) -- ?? ?? Throw 27 3 69 98f +30 +30 -- Throw Invul 1-26f, Full Invul 27-36f

To Do

Shadow Moves

Shadow Mercy's Demise
QCF+PP/236PP
Arbiter 236PPhb.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
39.2 (10%) 51.2 (14%) 8.4 (2.3%) 0 0 Mid 1+12 (13) 3[8]3[13]

3[7]3[18]3

22 85f +10 +10 +2 -
  • Whiff/anti-air recovery is 30 frames.


Shadow Truth Seeker
QCB+PP/214PP
Arbiter 214PPhb.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
35.2 (9%) 39.2 (10%) 6.4 (2.7%) ?? ?? High 2+22 (24) 5 15 41f +15 +15 -1 Proj Invul 1-23f

To Do


Energy Shield
QCF+KK/236KK
Arbiter 236KKhb.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
0 (0%) 0 (0%) -- ?? ?? Mid 2+4 (6) 2 18 25f +22 +22 -11 Invul 1-6f, Soft Knockdown
  • Arbiter activates his overshield, reversaling through pressure and giving him a bonus 25 points of life.
    • Arbiter can tank any single-hit projectile unfettered as long as he has at least 1 point of shield remaining.
      • Projectiles absorbed by the energy shield do not put Arbiter in hitstop like armor would.


Shadow Prophet's Bane
QCB+KK/214KK
Arbiter 214KKhb.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%) 30 (8%) -- -- -- Throw 1+23-145 (24-146) 2 69 94-216f +30 +30 -- Throw Invul 1-12f, Full Invul 13-(32-154)f

To Do

Instinct

Combat Elite
HP+HK (Air OK)
Arbiter Parry.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
- - - - - - 1 11 7 18f -- -- -- --

To Do

Enders

  • Arbiter can follow his enders with a Plasma Grenade or up to three shots from the Carbine.
Mercy's Demise Ender
QCF+HP/236HP
Arbiter 236Pnv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Hard Knockdown +75 -
Version Ender Type On Hit Special Properties
Level 2 Hard Knockdown +74 -
Version Ender Type On Hit Special Properties
Level 3 Hard Knockdown +74 -
Version Ender Type On Hit Special Properties
Level 4 Hard Knockdown +74 -


Truth Seeker Ender
QCB+HP/214HP
Arbiter 214Pnv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Ground Bounce, Hard Knockdown +110 --

Jugglable for 7 frames.

Version Ender Type On Hit Special Properties
Level 2 Ground Bounce, Hard Knockdown +116 --
  • Jugglable for 13 frames.
  • Arbiter can't cancel Level 2 Truth Seeker Ender into Carbine, though he can still hit with 5HK as a manual.
Version Ender Type On Hit Special Properties
Level 3 Ground Bounce, Hard Knockdown +108 --

Jugglable for 7 frames.

Version Ender Type On Hit Special Properties
Level 4 Ground Bounce, Hard Knockdown +110 --

Jugglable for 9 frames.


Prophet's Bane Ender
QCB+K/214K
Arbiter 214Knv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Damage +30 --
Version Ender Type On Hit Special Properties
Level 2 Damage +30 --
Version Ender Type On Hit Special Properties
Level 3 Damage +30 --
Version Ender Type On Hit Special Properties
Level 4 Damage +30 --


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