Prima Games eGuides Killer Instinct eGuide

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Killer Instinct eGuide THUNDER

SPECIAL MOVES

Triplax

#Attack NameHit LocationDamageStartupActive FramesRecovery after Impact FrameFrame Advantage on HitFrame Advantage on BlockNotes
1 Light Triplax Mid 7,8 9 2 28 4 -1
2 Medium Triplax Mid 8,9 11 2 27 2 -2
3 Heavy Triplax Mid 10,10,10 13 2 26 1 -7
4 Shadow Triplax High/Mid 6,6,6,6,18 3,3 2 28 5 2 1 Hit Super Armor

Commands

Opener:

Linker: / or HOLD /

Ender:

Shadow Triplax: x2

Hit Level: Mid

Range: Depends on Punch Strength

Description:

Triplax is an attack where Thunder spins toward the opponent with his tomahawks out. The Light version travels the least distance forward while the Heavy version travels the most distance. The Light and Medium versions are two hits while the heavy version is three hits. The Light and Medium versions are negative but safe on block while the Heavy version is actually punishable on block. All three options are beat by Shadow Counters, so you will only want to use this in a combo or after a hit confirm.

Shadow Version

Shadow Triplax has one hit of Super Armor. This allows Thunder to absorb one hit from the opponent and continue attacking. It is best used on your opponent's wake-up when he or she does not have meter. This way, if your opponent does a wake-up attack, you can armor through it and start a combo. If your opponent doesn’t do anything on wake-up, then he or she still doesn’t have any meter to Shadow Counter your last hit. Since it only absorbs one hit, quick Shadow attacks can also break through your armor if timed correctly.

Linker

This is Thunder’s Carry Linker. It is used to push someone toward a corner. Use it in conjunction with his Back Throw as a Linker to control positioning. The Light version does two hits, the Medium version does three hits, and the Heavy version does four hits. It is best used with Medium and Light punch Auto Doubles in a combo to confuse your opponent.

Ender

As Thunder’s Carry Ender, this move will push the opponent away and can also cause a wall splat when used in a corner. You may want to use this to get your opponent closer to the corner so you can apply more pressure.

Ankle Slicer

#Attack NameHit LocationDamageStartupActive FramesRecovery after Impact FrameFrame Advantage on HitFrame Advantage on BlockNotes
1 Light Ankle Slicer Low 12 16 2 21 2 -4 1-15 LOW
2 Medium Ankle Slicer Low 16 19 2 21 4 -7 1-18 LOW
3 Heavy Ankle Slicer Low 20 21 2 20 5 -9 1-20 LOW
4 Shadow Ankle Slicer Low 8,8,8,8,24 1,9 5 18 6 -4 1-10 LOW

Commands

General:

Opener: or

Linker: / or HOLD /

Ender:

Shadow Ankle Slicer: x2

Hit Level: Low

Range: Depends on Kick Used

Description:

Ankle Slicer is a low tomahawk attack that begins with Thunder hopping slightly backward before leaping forward. The Light version travels very little in both directions. The Medium version jumps farther in both directions. The Heavy version goes about the same distance back as the Medium version but attacks considerably farther forward. All variations have low invulnerability, making it ideal against opponents who poke with low attacks. It does not have throw or upper-body invulnerability, however, so Thunder can be hit or thrown out of it.

Because Thunder’s movement speed is so slow, you can catch opponents off guard by using the Heavy version to close distance when your opponent least expects it. Unfortunately, only the Light and Medium variations are safe on block, making it risky for Thunder to close large distances with this. Note that when canceling from a normal into Ankle Slicer to start a combo, you will want to go with Light Ankle Slicer for consistency.

Shadow Version

Shadow Ankle Slicer is best used for damage as a long-ranged whiff punish. It has low invulnerability, similar to the regular version of Ankle Slicer, and does more damage when used as a Shadow Linker than Shadow Triplax.

Linker

Ankle Slicer is Thunder’s Damage Linker. This will be your go-to Linker option whenever you have a lockout.

Ender

As an Ender, Ankle Slicer is useful as it causes a hard knockdown. Use this to set up a crossup attempt, meaty normals, Back Throw, or Call of the Earth.

Call of the Earth

#Attack NameHit LocationDamageStartupActive FramesRecovery after Impact FrameFrame Advantage on HitFrame Advantage on BlockNotes
1 Light Call of the Earth Grab 60 11 3 49 69 NA 1-13 THROW, Hard Knockdown
2 Medium Call of the Earth Grab 60 14 3 50 69 NA 1-16 THROW, Hard Knockdown
3 Heavy Call of the Earth Grab 60 18 3 50 69 NA 1-20 THROW, Hard Knockdown
4 Shadow Call of the Earth Grab 101 5,0 3 39 103 NA 1-9 THROW, Hard Knockdown, Launch

Command

Opener:

Ender:

Shadow Call of the Earth: x2

Hit Level: Mid

Range: Depends on Punch Strength

Description:

The Call of the Earth command grab is at the core of what makes Thunder a grappler. This grab is not escapable once it connects and causes a hard knockdown. You can and should use traps like close Heavy Kick into Heavy Call of the Earth. If the kick is hit or blocked, your opponent must jump to avoid the grab. Medium Punch into Medium Call of the Earth is another example. Additionally, you can set your opponent up with trick-throw-like setups. Use standing jab to get your opponent to think about blocking, then when he or she least expects it, grab with Call of the Earth!

Shadow Version

Shadow Call of the Earth is significantly faster, as it has a five-frame startup. This means you can use it to punish unsafe attacks for guaranteed damage. This Shadow variation also includes a launcher at the end, so you can create a small juggle for additional damage. As long as you use only Special Moves and no standing attacks, your juggle will be unbreakable. Note that if you do a juggle, it will no longer be a hard knockdown.

Ender

Call of the Earth is Thunder’s damage Ender. Additionally, it gives a hard knockdown with enough space to set up a crossup attempt.

Sammamish

#Attack NameHit LocationDamageStartupActive FramesRecovery after Impact FrameFrame Advantage on HitFrame Advantage on BlockNotes
1 Light Sammamish Mid 16 8 8 45 NA -31 1-8 UPP, 1-18 THR, 1-19 PROJ, 10-37 in air
2 Medium Sammamish Mid 19 10 7 43 NA -32 1-10 UPP, 1-18 THR, 1-20 PROJ, 12-37 in air
3 Heavy Sammamish Mid 22 12 7 52 NA -36 1-12 UPP, 1-22 THR, 1-21 PROJ, 14-48 in air
4 Shadow Sammamish High/Mid 10,10,10,10,30 6,0 5 45 NA -31 1-14 INV

Commands

General:

Ender:

Shadow Sammamish: x2

Hit Level: Mid

Range: Depends on Punch Strength

Description:

Sammamish is Thunder’s classic headbutt uppercut that has a lot of invulnerabilities. All variations are upper-body, throw, and projectile invulnerable during a large chunk of the move's startup and can be canceled into Sky Fall during Thunder’s descent. Note that there is no lower-body invulnerability so it can be stopped by low attacks. Primarily you will use this to avoid projectiles or to stop pressure against you when getting up off the ground. When using it to counter projectiles, you will want to try to use the Heavy version to actually connect with your opponent, not just to avoid the projectile.

Shadow Version

Shadow Sammamish is essentially a damage boost to the regular version. On top of the damage, however, the move does have complete invincibility. This makes it your best bet to avoid dealing with pressure. With its six-frame startup, it is relatively quick and can be used as a punisher as well.

Ender

When used as an Ender, Sammamish launches the opponent into the air, allowing for a small juggle. Unlike Shadow Call of the Earth, this does not give a hard knockdown if you choose not to juggle.