Posthuman
Where's TJ Combo?
Yesterday during Microsoft's Killer Instinct stream (yes, there was another) more details were finally revealed for the returning Killer Instinct skeleton character, Spinal. Although, no gameplay was shown the developers did give out lots of details regarding Spinal's moves and mechanics. Below, we have a collaborated effort between the folks over at EventHubs as well as a video breakdown by Maximilian that will help you get up to speed in case you missed it!
Source: EventHubs, Miles923
Edited/promoted by STORMS*
Killer Instinct Spinal notes
• Spinal's unique combo trait is called, "Ghostly Manuals."
- After hitting a normal Auto Double, you hit the same button again, and an extra third hit will come out.
- That third hit deals a nice chunk of potential damage.
- Timing on breaking the third hit is tight, like a regular manual.
• Currently equipped with the most tools out of any character on the roster.
• Spinal's entry level to play is not quite as high as Glacius'.
• Spinal can acquire skulls in this iteration of Killer Instinct.
- Most common way to do so right now is using a particular Combo Ender.
- Skulls give him a powered up version of each special move.
- They allow him to shoot a bunch of skulls as well.
• Spinal has three types of skull fireballs: One hits low, one recovers very fast, and one is an overhead that comes from the top of the screen. Each of the fireballs reportedly recovers quite quickly.
• If skulls hit you, they will attach to you and work like a status ailment, draining Shadow meter, and granting it to Spinal.
- The skulls also have a stacking function, so if you hit the opponent with multiple skulls, you can potentially drain all of their meter.
• Regular skull fireballs drain Shadow meter, super skull fireballs, (which you don't need summoned skulls to perform), drains Instinct meter.
• Spinal is a momentum based character, with a "varying archetype".
• Another way to acquire skulls is by using his shield absorb special move.
- This attack can absorb physical attacks. (The stream used the example of Spinal absorbing Jago's Wind Kick, gaining 1 skull, then punishing Jago even though he'd normally have frame advantage in that situation. They also mentioning being able to absorb a full Shadow Wind Kick from Jago.)
• Spinal does not morph into other characters in this game.
• He still has his Skeleport move. Has three versions of it, and the MS team compared it to that of Dr. Strange or Phoenix from UMvC3.
- When he has a summoned skull, he can cancel one of the teleports directly into a special move.
- Skeleport can be used in the air, but only when using the Shadow version.
• Spinal has a run, a dive kick, and a slide.
• When Spinal activates Instinct mode, he immediately acquires 5 skulls (which is the maximum number right now.)
- He also quickly regenerates skulls during Instinct mode.
• His dive kick is very unsafe on block, but can be made safer when aiming at the opponent's ankles.
- Leads into a full combo on hit.
• Spinal does not have a dash, but his run can be used instead.
- Run can be cancelled into any of Spinal's moves, and is reported to be one of the most mobile characters in the game.
- He is incredibly slow when he's not running.
• Spinal retains his classic laugh, and can do keep reading over at EventHubs.com!
Source: EventHubs, Miles923
Edited/promoted by STORMS*
Attachments
-
154.3 KB Views: 0
Last edited by a moderator: