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Killer Instinct eGuide
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Contents

  • TRAINING
    • COMBAT BASICS
    • THE COMBO SYSTEM
    • COMBO FLOWCHART
    • COMBO BREAKER SYSTEM
    • COMBO STRATEGY
  • JAGO
    • INTRODUCTION
    • NORMAL ATTACKS
    • COMMAND NORMAL ATTACKS
    • SPECIAL MOVES
    • STRATEGY
    • C-C-C-COMBO BREAKERS!
    • COMBO FLOWCHART
    • COMBOS
  • SABREWULF
    • INTRODUCTION
    • NORMAL ATTACKS
    • COMMAND NORMAL ATTACKS
    • SPECIAL MOVES
    • STRATEGY
    • C-C-C-COMBO BREAKERS!
    • COMBO FLOWCHART
    • COMBOS
  • SADIRA
    • INTRODUCTION
    • NORMAL ATTACKS
    • COMMAND NORMAL ATTACKS
    • SPECIAL MOVES
    • STRATEGY
    • C-C-C-COMBO BREAKERS!
    • COMBO FLOWCHART
    • COMBOS
  • GLACIUS
    • INTRODUCTION
    • NORMAL ATTACKS
    • COMMAND NORMAL ATTACKS
    • SPECIAL MOVES
    • STRATEGY
    • C-C-C-COMBO BREAKERS!
    • COMBO FLOWCHART
    • COMBOS
  • THUNDER
    • INTRODUCTION
    • NORMAL ATTACKS
    • COMMAND NORMAL ATTACKS
    • SPECIAL MOVES
    • STRATEGY
    • C-C-C-COMBO BREAKERS!
    • COMBO FLOWCHART
    • COMBOS
  • ORCHID
    • INTRODUCTION
    • NORMAL ATTACKS
    • COMMAND NORMAL ATTACKS
    • SPECIAL MOVES
    • STRATEGY
    • C-C-C-COMBO BREAKERS!
    • COMBO FLOWCHART
    • COMBOS
  • SPINAL
    • INTRODUCTION
    • NORMAL ATTACKS
    • COMMAND NORMAL ATTACKS
    • SPECIAL MOVES
    • STRATEGY
    • C-C-C-COMBO BREAKERS!
    • COMBO FLOWCHART
    • COMBOS
  • FULGORE
    • COMMAND NORMAL ATTACKS
    • STRATEGY
    • COMBOS
    • C-C-C-COMBO BREAKERS!
    • SPECIAL MOVES
    • COMBO FLOWCHART
    • NORMAL ATTACKS
    • INTRODUCTION
  • PATCH NOTES
    • PATCH NOTES

Killer Instinct Guide › THUNDER

COMMAND NORMAL ATTACKS

#Attack NameHit LocationDamageStartupActive FramesRecovery after Impact FrameFrame Advantage on HitFrame Advantage on BlockNotes
1 Horn Breaker Overhead 12, 12 19 2 27 -2 -6
2 Sky Fall (During Sammamish, ) Overhead 20 20 NA 32 KD -13

HORN BREAKER

Command:

Hit Level: Overhead

Range: Sweep

Description: Horn Breaker is a double overhead attack string in which Thunder swings his tomahawk downward twice while walking forward. The hitbox on each hit is massive, making this move even better thanks to the limb priority system. It is unsafe on block, so cancel it into a Special attack like Light Triplax to make it safer on block. Since the move is fairly slow to startup, you will want to use it from sweep range to prevent getting interrupted. Use this on your opponent after a hard knockdown to prevent him or her from jumping away. It's also useful to use as a high/low mix-up with Ankle Slicer. As with all multi-hit attacks, though, you have to be aware of your opponent's Shadow Meter to avoid getting Shadow Countered.

SKY FALL

Command: (During Sammamish/Shadow Sammamish)

Hit Level: Mid

Range: Vertical

Description:

Sky Fall is Thunder’s extension to his Sammamish uppercut. This move is primarily used for combo damage or to try to save yourself from whiffed or blocked Sammamish attempts. Because this move is extremely punishable on block, it isn’t much of a saving grace from a whiffed Sammamish. Also use this attack as a crossup knockdown tool. If you are next to your opponent and do a Light Sammamish and immediately hit the button, Thunder will crossup your opponent with Sky Fall. If you do a Light Sammamish and delay the Sky Fall, you will attack on the same side. Since this is a risky option, you will only want to exercise this option if you are very confident in your wake-up game. Note that this attack can be delayed significantly to catch your opponent off guard, potentially making him or her hesitate before punishing Sammamish.

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