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 65f to cross two large training mode squares

Run speed: 22f to cross two large training mode squares

Backwards Walk Speed 97f 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


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.

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


Close Medium Kick
Stand MK/5MK
Spinal 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
20(5%) 26(7%) -- 2.4 4 Mid 7 4 11 21f +2 +5 -1 --

To Do


Close Heavy Kick
Stand HK/5HK
Spinal NHKhb.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 4 12 24f +2 +6 -2 --

To Do


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

Throws

Throw
5LPLK/4LPLK
Spinal LPLKhb.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
40.0 (11%) - - - - - 5 2 28 34f +39/+67 - - Hard Knockdown, Earns Skull

To Do

Special Moves

Values after the slash are during Instinct.

Searing Skull
QCF+P/236P
[[File:
Spinal 236P-0Shb.png
Spinal 236LPhb.png
Spinal 236MPhb.png
Spinal 236HPhb.png
|175x250px|center|class=move-image]] 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
No Skulls 24(6%) 24(6%) -- ?? ?? Mid 15 2 25 41f +24 +24 -5/-3 Earns Skull, Soft Knockdown
  • All strengths of the skull-less version act the same.
  • A hit-confirmable way to get a skull.
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%) 28(7%) -- ?? ?? Low 16 -- 25 41f +8 +8 -5/-3 Shadow Curse
  • At point-blank and during Instinct, this low skull will ricochet inside the opponent 3 times, which is +37 on block.
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%) 28(7%) -- ?? ?? Mid 15 -- 23 38f +8 +8 +3/+5 Shadow Curse

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%) 28(7%) -- ?? ?? High 25 -- 28 53f -- -- -- Shadow Curse
  • A skull falls down at the opponent's position,
    • No hitbox on the way up.


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 High Invul 1-3f
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 32(8%) 44(12%) -- ?? ?? Mid 9 3 29 40f +4/+6 +5/+7 -1/+1 High Invul 1-5f
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 40(11%) 52(14%) -- ?? ?? Mid 10 3 29 41f +24 +26 0/+2 --
  • Flings the opponent away.
  • Good damage but can't start a juggle without an Instinct cancel.
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 HP 32.1(8%) 32.1(8%) 2.7(0.7%) ?? ?? Mid 10 3[15]3 18 48f +44 +44 +3/+5 High Invul 1-8f, Launcher
  • Jugglable for 14 frames.
  • Another way to spend a skull for big frame advantage.


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
MK 24(6%) 36(10%) -- ?? ?? Mid 9 9 23 40f +3/+5 +9/+11 -3/-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
HK 30(8%) 42(11%) -- ?? ?? Mid 10 8 23 40f +1/+3 +7/+9 -5/-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
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!


Skeleport
QCB+K/214K
Spinal 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 -- -- -- -- -- -- 9 12 19 39f -- -- -- Strike/Proj Invul 1-8f, Full Invul 9-20f
  • Appears a little bit away from the opponent.
    • Beats jab-mashing.
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 -- -- -- -- -- -- 9 12 19 39f -- -- -- Strike/Proj Invul 1-8f, Full Invul 9-20f
  • Appears right in front of the opponent.
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 -- -- -- -- -- -- 9 12 19 39f -- -- -- Strike/Proj Invul 1-8f, Full Invul 9-20f
  • Appears right behind the opponent.
  • For one skull, Spinal can cancel the recovery into any special move, including another Skeleport.

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.
    • 30 second curse duration if Spinal is not hit.
  • Keeps opponent 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 (15%) 56 (15%) 12 (3%) 0 0 Mid 3+14 (17) 5 35 56f +39 +39 -20 Invincible 1-21f

Spinal's hard-hitting reversal.


Shadow Skull Summon
DownDown+PP/22PP
Spinal 22PPhb.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
-- -- -- -- -- -- -- 13 -- 20 33f -- -- -- Earns 3 Skulls

To Do

Enders

Searing Skull Ender
QCF+P/236P
Spinal 236P-0Snv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Resource +22 Earns 1 Skull
Version Ender Type On Hit Special Properties
Level 2 Resource +34 Earns 2 Skulls
Version Ender Type On Hit Special Properties
Level 3 Resource +32 Earns 3 Skulls
Version Ender Type On Hit Special Properties
Level 4 Resource +33 Earns 4 Skulls


Soul Sword Ender
QCB+HP/214HP
Spinal 214Pnv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Launcher +44 --

Jugglable for 14 frames.

Version Ender Type On Hit Special Properties
Level 2 Launcher +50 --

Jugglable for 20 frames.

Version Ender Type On Hit Special Properties
Level 3 Launcher +51 --

Jugglable for 21 frames.

Version Ender Type On Hit Special Properties
Level 4 Launcher +61 --

Jugglable for 31 frames.


Boneshaker Ender
QCF+HK/236HK
Spinal 236Knv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Wall Splat -6/+14 (Splat) --
Version Ender Type On Hit Special Properties
Level 2 Wall Splat -4/+18 (Splat) --
Version Ender Type On Hit Special Properties
Level 3 Wall Splat -4/+24 (Splat) --
Version Ender Type On Hit Special Properties
Level 4 Wall Splat -4/+29 (Splat) --


Skeleport Ender
QCB+HK/214HK
Spinal 214Knv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Damage +26 --
Version Ender Type On Hit Special Properties
Level 2 Damage +26 --
Version Ender Type On Hit Special Properties
Level 3 Damage +26 --
Version Ender Type On Hit Special Properties
Level 4 Damage +26 --
Version Ender Type On Hit Special Properties
Shadow Damage +26 Exchange, Launcher


Instinct

Agent of Chaos
HP+HK
Killer Instinct-2023 03 04-23 45 46.png
Test Caption
Spinal's Instinct gives him a trio of passive buffs.

A) Soul Sword, Searing Skull, and Boneshaker have increased block advantage.

B) Throws, Spectral Manuals, and Crouching Heavy Punch give you 2 skulls.

C) Searing Skull projectiles will bounce off of blocking opponents and stage boundaries.
Projectiles can touch an opponent's block 4 times before disappearing, and can ricochet off floors and walls forever.


KI2013 Navigation

General
Controls and Notation
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FAQ
Characters
Jago
Sabrewulf
Glacius
Thunder
Shadow Jago
Sadira
Orchid
Spinal
Fulgore
TJ Combo
Maya
Kan-Ra
Riptor
Omen
Aganos
Hisako
Cinder
Aria
Kim Wu
Tusk
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Rash
Mira
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Eyedol
Kilgore
Shin Hisako
Eagle