Prima Games eGuides Killer Instinct eGuide

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

Killer Instinct eGuide SADIRA

SPECIAL MOVES

Blade Demon

#Attack NameHit LocationDamageStartupActive FramesRecovery after Impact FrameFrame Advantage on HitFrame Advantage on BlockNotes
1 Light Blade Demon Mid 10 8 7 15 5 -3 3-16 LOW
Medium Blade Demon Mid 12 9 8 16 3 -4 3-18 LOW
Heavy Blade Demon Mid 15 10 9 18 1 -5 3-22 LOW
2 Shadow Blade Demon Mid 6,6,6,6,18 2,2 6 25 6 -2 1-2 INV, 3-38 PROJ / LOW

Commands

Opener:

Linker: / or HOLD /

Ender:

Shadow Blade Demon: x2

Hit Level: Mid

Range: Depends on Punch Strength

Description: This attack sends Sadira spinning toward her opponent with her bladed arms outstretched. This move has lower-body invulnerability, so it is useful against opponents who favor low pokes. The Heavy version is unsafe, though, so you have to be careful in using it; however, it does cover a lot of range, making it useful for long-range whiff punishing. The Light and Medium versions are generally safe and should be canceled into from crouching Medium Kick or standing Medium Punch.

Shadow Version

In addition to being low invulnerable, Shadow Blade Demon is also projectile invulnerable during its active frames. You may find this particularly useful as an Opener against Jago and Glacius.

Linker

As a Linker, Blade Demon is best used to carry your opponent toward a corner. Sadira does not have a wall splat Ender, but corner pressure with her air mobility can be very frustrating for opponents to deal with, especially with her Instinct activated. For increasing strength Linkers, there are additional spins of the Blade Demon, making it fairly easy to react to and Combo Break.

Ender

When used as an Ender, Blade Demon is a launcher that can be jump canceled by hitting any upward direction. The higher level the Ender, the higher the opponent will be launched.

Recluse

#Attack NameHit LocationDamageStartupActive FramesRecovery after Impact FrameFrame Advantage on HitFrame Advantage on BlockNotes
1 Light Recluse Low 16 7 4 24 2 -5 1-4 PROJ
Medium Recluse Low 19 8 5 38 1 -7 1-5 PROJ
Heavy Recluse Low 26 9 5 44 NA -20 1-8 THROW, 1-10 UPP
2 Shadow Recluse Mid 8,8,8,8,24 4,0 1 37 NA -17 1-2 INV, 3 STRK, 4-9 PROJ

Commands

General:

Opener: or

Linker: / or HOLD /

Ender:

Shadow Recluse: x2

Hit Level: Mid

Range: Close

Description: Recluse is a flip kick, generally used for anti-air purposes and to exchange positions with the opponent during juggles. The Light and Medium versions can be used as an Opener, while the Heavy version always causes a knockdown and position exchange by kicking the opponent over Sadira’s head. The Light and Medium versions have some projectile invulnerability on startup, while the Heavy version is throw and upper-body invulnerable on startup.

Shadow Version

Shadow Recluse has a little bit of invincibility on startup, followed by projectile invulnerability. It is Sadira’s most damaging Shadow attack and primarily functions to add damage in situations where you would use it as an Ender or anti-air.

Linker

As a Linker, Recluse has no special characteristics. Because the extra hits are during one rotation of the backflip, this Linker is a little more difficult to Combo Break on reaction than Blade Demon.

Ender

The primary use of Recluse as an Ender is to exchange positions with the opponent. So, if your back is to the corner and you end a combo with Recluse, your opponent will land in the corner. You can also get additional juggle hits in after ending with Recluse. From higher Ender levels you will get a higher launch, so you can follow up with HK into Blade Demon or another Recluse to control your opponent’s position. Both HK Recluse and Shadow Recluse can be used as an Ender and both are jump cancelable.

Widow’s Bite

#Attack NameHit LocationDamageStartupActive FramesRecovery after Impact FrameFrame Advantage on HitFrame Advantage on BlockNotes
1 Light Widow's Bite Mid 12 6 NA 9 Sends Sadira Downward
2 Medium Widow's Bite Mid 12 6 NA Normal Jump Land rules Sends Sadira up and forward
3 Heavy Widow's Bite Mid 12 6 NA Normal Jump Land rules Sends Sadira up and backward
4 Heavy Widow's Bite Dive Mid 14 11 NA 25
5 Shadow Widow's Bite Mid 9,9,9,9 1,2 NA Sends Sadira up and backward
6 Shadow Widow's Bite Dive Mid 27 11 NA 25

Command

General:  (while in air)

Opener: (while in air)

Shadow Widow’s Bite: x2 (while in air)

Hit Level: Mid

Range: Depends on Punch Strength

Description: Widow’s Bite is an air projectile that is one of the cornerstones of Sadira’s air game. The Light version drops at a sharp angle and quickly drops Sadira directly toward the ground. The Medium version is closer to a 45-degree angle and automatically sends Sadira up and forward with an extra jump. The Heavy version automatically sends Sadira up and backward from the projectile unless it is blocked, in which case Sadira reels herself in toward the opponent before bouncing up and back. Additionally, the Heavy Widow’s Bite is the only variation that can be used as an Opener when it connects on a grounded opponent. If Heavy Widow’s Bite connects with an airborne opponent, it will reel Sadira in for an attack before grounding the opponent.

Shadow Version

Shadow Widow’s Bite throws 5 projectiles at the opponent, and the fifth projectile will pull Sadira in toward the opponent. On hit, this will count as an Opener. On block, Sadira will bounce up and away similar to Heavy Widow’s Bite. Generally, this is useful to add damage to jump cancel combos without adding KV to your combo.

Web Cling

Commands

General: (while in air)

Hit Level: Mid

Range: Depends on Punch Strength

Description: Sadira’s Web Cling is a utility special that ricochets her off the wall behind her from her current height. The strength of the punch attack used will determine how far from the wall Sadira lands; generally, you will want to use the Heavy version if you are trying to reach across the screen. The higher in the air Sadira is when you use it, the further each version will take her horizontally. From a double jump Web Cling, you can still throw out Widow’s Bite or Widow’s Drop to confuse your opponent and bait him or her into making a mistake.