Prima Games eGuides Killer Instinct eGuide

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Killer Instinct eGuide SPINAL

COMMAND NORMAL ATTACKS

#

Attack Name

Hit Location

Damage

Startup

Active Frames

Recovery after Impact Frame

Frame Advantage on Hit

Frame Advantage on Block

Notes

1

Bone Runner ( (Hold ))

-

N/A

13

-

-

-

-

Command run

2

Shield Crush ()

Overhead

15

18

2

28

-3

-7

Long range overhead

3

Power Devour ()

Overhead

N/A

5

NA

-

-

-

Absorbs Specials, Gains Skulls

Bone Runner

Command: (Hold )

Description:

Spinal has the ability to extend his forward dash into a full-on run by holding the second forward directional input. Generally, his movement would be considered slow compared to the majority of the cast; however, Bone Runner changes that. Spinal can cancel the recovery of the run into normals or specials, but it is still risky. It is also worth mentioning that Spinal gains a Skull for each successful throw he lands, but his throw range is very limited. This makes using Bone Runner into throw an important part of his game.

Shield Crush

Command:

Hit Location: Overhead

Description:

Shield Crush is a deceivingly long-range overhead attack. Spinal takes a step forward before performing the attack, so it is useful to hide this with his Bone Runner. It is unsafe on block, so you should cancel it into a Special Move like Light Boneshaker or a Soul Sword. This way if it connects you will go straight into a combo without leaving yourself vulnerable. Mix this up with crouching Heavy or Medium Kick.

Power Devour

Command: (Hold )

Hit Location: All

Description:

Power Devour is a move in which Spinal uses his shield to absorb the opponent’s Special Moves and Shadow Attacks. For each hit he absorbs he gains one Skull. He can extend the duration of Power Devour indefinitely by holding the Light Punch button. By extending its duration, Spinal can absorb a full Shadow Move, filling his stock of 5 Skulls. Note that this only absorbs Specials and Shadow Attacks, so Spinal is vulnerable to all normal or command normal attacks. This can be useful against opponents who favor invincible wakeup attacks like Jago’s Tiger Fury, Orchid’s Air Buster, or Sabrewulf’s Eclipse. Note that this is not instant, as it has a 5-frame startup. It also has a 14-frame recovery, so Spinal is punishable if he uses this move recklessly. If you do absorb an attack, you can usually punish with at least a standing Light Punch canceled into Soul Sword or Boneshaker to go into a full combo.