Killer Instinct (2013)/Spinal

From SuperCombo Wiki


Introduction

Spinal was once a human (duh), a bandit in ancient Babylon. Caught by the King while disrupting the city's supply lines, Spinal's flesh was burned off and his soul locked to the Mask of the Ancients as punishment. In the modern day, Spinal takes up the life of a pirate as he searches endlessly for the Mask, eventually becoming a pawn of Ultratech in the process.

Spinal PLACEHOLDER GAMEPLAY OVERVIEW

Strengths Weaknesses
  • Resource Denial: With his Searing Skull projectile, Spinal can stem the flow of shadow for his opponent, and even take away an entire Instinct.
  • Anti-Zoning: Hate spamming? Power Devour forces opponents to come to you, and Heavy Skeleport completely bypasses their zoning wall.
  • Potent rushdown: Spinal is able to keep himself at frame advantage almost constantly thanks to run cancels and M Searing Skull, allowing him to run a barrage of frame traps and mixups. This is further bolstered by his ability to turn the match into a bullet hell while he's in instinct.
  • Vortex McGee: Thanks to skull setups, Spinal has simple and effective okizeme, especially off back throw and the 2MK HKD bug. Through these setups, Spinal gets access to dirty left/right and overhead/low mixups which can put the opponent back into the blender.
  • The Cackle: Spinal lets out a hearty "Ya Ha Haa" with every run, teleport, and taunt.
  • In Progress
  • Starts out every match at a disadvantage: Spinal needs skulls in order to access his potent rushdown and setplay that make his vortex so strong. Unfortunately, he starts every match at his weakest: with NO SKULLS.
  • Horrible Anti-Airs: Spinal's anti-airs are stubby, awkward, and unreliable. This makes any matchup against characters with strong air mobility very difficult for him.
  • In Progress
KI2013 Spinal CSS.png
Character Data
Forward Walk Speed 79f to cross two large training mode squares
Backwards Walk Speed 110f to cross two large training mode squares
Forward Dash Duration Has a forward run
  • Cancellable into attacks after 12f
Backdash Duration 24f
Pre-Jump Frames 5f
Jump Duration 37f
Landing Recovery 4f
Advantage Post Grounded Combo Breaker +1

Universal Mechanics

Instinct

Agent of Chaos: Spinal gets 3 skulls upfront and earns extra skulls off throws, Cr. HP, and Spectral Manuals. Searing Skulls bounce off walls, floors, and blocks. Spinal can recycle these bouncing Skulls with Power Devour. All of Spinal's specials have increased advantage.

Combat Traits

Spectral Manuals: Spinal can follow up any auto-double with a manual of the same strength. These manuals give Spinal a bonus skull and add a fair bit of Potential Damage.


Normal Moves

Far Normals

Standing Light Punch
Stand LP/5LP
Spinal SLPhb2.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 8 14f +4 +6 +1 Chain

To Do


Far Medium Punch
Stand MP/5MP
Spinal 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 8 3 15 25f +2 +5 -1 --

To Do


Far Heavy Punch
Stand HP/5HP
Spinal 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 12 5 14 30f -2 +2 -6 --

To Do


Standing Light Kick
Stand LK/5LK
Spinal 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 3 11 20f +5 +7 +2 --

To Do


Far Medium Kick
Stand MK/5MK
Spinal 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
20(5%) 26(7%) -- 2.4 4 Mid 8 4 17 28f +3 +6 0 --

To Do


Far Heavy Kick
Stand HK/5HK
Spinal SHKhb.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 11 6 19 35f -1 +3 -5 Stagger

To Do


Close Normals

Close Medium Punch
Stand MP/5MP
Spinal NMPhb.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 10 19f +3 +6 +1 --

To Do


Close Heavy Punch
Stand HP/5HP
Spinal NHPhb.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 9 3 17 28f -1 +3 -4 --

To Do

Crouching Normals

Crouching Light Punch
Stand LP/5LP
Spinal CLPhb2.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 9 15f +4 +6 +1 Chain

To Do


Crouching Medium Punch
Crouch MP/2MP
Spinal 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
20(5%) 26(7%) -- 2.4 4 Mid 7 3 15 24f +1 -3 +4 --

To Do


Crouching Heavy Punch
Crouch HP/2HP
Spinal CHPhb2.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 10 4 16 29f -3 +1 -6 Earns Skull

Spinal's primary anti-air with the best reward on hit (1 skull). Cancel into Shadow Searing Skull for guaranteed Instinct lock; make them really suffer for their poor jump-in!


Crouching Light Kick
Crouch LK/2LK
Spinal 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
8(2%) 12(3%) -- 1.6 2.4 Low 5 2 10 16f +2 +4 0 --

To Do


Crouching Medium Kick
Crouch MK/2MK
Spinal 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
20(5%) 26(7%) -- 2.4 4 Low 9 2 25 35f -5 -2 -8 --

To Do


Crouching Heavy Kick
Crouch HK/5HK
Spinal CHKhb2.png
(Slide Kick)
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 Low 11 10 24 47f +5 +9 -15 Opener

Spinal slides a short distance forward. This is an opener that goes directly into autos and linkers (and ultras). Death on block, but can be cancelled into any shadow move.

Command Normals

Power Devour
Back LP/4LP
Spinal 4LPhb.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
-- -- -- -- -- -- 6 While button is held 11 16+f -- -- -- Earns Skulls

On contact, converts all specials, shadow moves, and projectile attacks (like Riptor's flame breath) into skulls. Loses to strikes and throws. Absorbed attacks act as if they whiffed while still doing hitstop, letting Spinal prepare a huge punish on reaction.


Shield Crush
Back HP/4HP
Spinal 4HPhb.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 High 18 2 27 16+f -3 +1 -7 Overhead

Spinal drops his shield on your dome in this rather fast overhead. Run-cancelable.

Air Normals

Jumping Light Punch
Jump LP/8LP
Spinal 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
20(5%) 24(6%) -- 1.6 2.4 High 7 10 4 20+f +15 +17 +8 --

To Do


Jumping Medium Punch
Jump MP/8MP
Spinal 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
24(6%) 30(8%) -- 2.4 4 High 8 6 4 17+f +16 +19 +12 --

To Do


Jumping Heavy Punch
Jump HP/8HP
Spinal 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
26(8%) 32(10%) -- 4 4.5 High 12 3 4 18+f +20 +24 +17 --

To Do


Jumping Light Kick
Jump LK/8LK
Spinal 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
20(5%) 24(6%) -- 1.6 2.4 High 8 13 4 24+f +15 +17 +8 --

To Do


Jumping Medium Kick
Jump MK/8MK
Spinal JMKhb2.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 Mid 10 Until landing 11 20+f +12 +22 +3 Ground bounce vs. airborne

Spinal's divekick. Not an overhead, and unsafe if performed high.


Jumping Heavy Kick
Jump HK/8HK
Spinal JHKhb.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 High 11 12 4 26+f +20 +24 +17 --

To Do

Special Moves

Values after the slash are during Instinct.

Soul Sword
QCB+P/214P
Spinal 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%) 36(10%) -- ?? ?? Mid 8 3 29 39f +3/+5 +4/+6 -2/0 --


Boneshaker
QCF+K/236K
Spinal 236KShb.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 20(5%) 32(8%) -- ?? ?? Mid 8 9 24 40f +4/+6 +10/+12 -2/0 --

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
Skull HK 30(8%) 42(11%) -- ?? ?? Mid 10 8 23 40f +4/+6 +10/+12 -2/0 Projectile invul 1-40f

As if Spinal didn't have enough anti-zoning tools, now he's got a meter-free ram attack that's immune to projectiles through recovery!

Shadow Moves

Shadow Searing Skull
QCF+PP/236PP
Spinal 236PPhb.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
S 13.2(3%) 13.2(3%) 2.4(0.6%) 0 0 Mid 5+2(7) -- 31 37f +14 +14 -2 Instinct Curse

Spinal launches a golden skull to tickle the opponent and stop them from gaining Instinct. Keeps them standing and is a totally unbreakable linker.


Shadow Soul Sword
QCB+PP/214PP
Spinal 214PPhb.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
S 44.8(12%) 44.8(12%) 9.6(2%) 0 0 Mid 3+2(5) 3[8]4[7]

4[7]4[7]4

16 72f +6 +6 +2 Upper invul 1-6f

To Do


Shadow Boneshaker
QCF+KK/236KK
Spinal 236KKhb.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
S 33.6(9%) 33.6(9%) 12(3%) 0 0 Mid 3+3(6) 10 27 42f +5 +5 +2 Throw invul 1-15f, Projectile invul 1-16f

Throw invul, projectile invul, and plus OB? Yeah, it's pretty good.


Shadow Skeleport
QCB+KK/214KK
Spinal 214KKhb.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
S 56.0(15%) 56.0(15%) 12(3%) 0 0 Mid 3+14(17) 5 35 56f +39 +39 -20 Invincible 1-21f

Spinal's hard-hitting reversal.


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