===== Spinal ===== Updated on Jan. 18, 2011 Spinal from Killer Instinct 2 This revision is a complete rework from the old version. Almost everything has undergone some changes (hitboxes, priorities, added moves, finishers, etc. This version should feel the most complete. Since the idea that Spinal should be able to transform into various characters was not received well, he is given transformations to all Ki2 characters instead. This should give him a more authentic feel. == Move List == Spinal uses the standard 6 button arcade style layout with x:lp y:mp z:hp a:lk b:mk c:hk Spinal has 2000 points of super meter. --- Command Normals --- Overhead: b + hp Roundhouse Kick: b + hk 2 hit double slash: f + hp Skull Scrape: df + hp (hold df to increase distance) Dive Kick: d + hk (in air only) --- Special Moves --- Skele Skewer: d, df, f + mp Flame Blade: d, df, f + hp Soul Drain: d, df, f + lp Skull Charge: d, db, b + mp (1/12th meter) Skull Charge full: d, db, b + hp (1/2 meter) Searing Skull (req. 1 skull): d, df, f + any kick Skeleport (req. 1 skull): d, db, b + any kick --- Super Moves --- Grim Reaper: d, db, b, db, d, df, f + hp (1/4 meter) Stun Skull: d, db, b, db, d, df, f + mk (1/3 meter) Super Searing Skull: d, db, b, db, d, df, f + hk (1/2 meter) --- Super Linkers --- Super Flame Blade: d, df, f, b + mp (1/4 meter) Super Skull Scrape: d, df, f, b + hk (1/4 meter) --- Finishers --- Ultra: d, db, b + hp Ultimate: d, d + lk No Mercy: d, df, f, d, df, f + lp Finishers can be done with at least 1 won round and p2 health less than 150 --- Combo Enders --- Skele Skewer: d, db, b + mp Skeleport LK: d, db, b + lk Skeleport MK: d, db, b + mk Skeleport HK: d, db, b + hk Hidden Ender**: d, df, f + lp ** You must have performed all four enders before the 5th one becomes available -- Misc -- Combo Breaker (high)*: d, db, b + punch Combo Breaker (low)*: d, db, b + kick Tech Hit: b + lp (works on projectiles only) Back Throw: f + hp Juggle Throw: f + hp Air Double d + kick === The Skull Token System === Spinal has a unique skull token system that can change the timings of certain moves. Spinal starts off with 0 tokens but has several ways of getting tokens. Spinal can hold a maximum of 6 tokens. Spinal can gain tokens in two ways: 1. Use the Skull Charge move to gain 1 - 6 tokens. 2. Successfully Tech Hit a Projectile. Each projectile hit is 1 token. Beware of stocking up too many tokens. If spinal successfully techs a projectile but has the maximum number of tokens, he will lose all his tokens and become dizzy. The number of tokens Spinal holds changes the speed of his Skeleports. The more tokens, the faster the animation. Using the Searing Skull move will cost spinal 1 token. However when Spinal holds the maximum number of 6 tokens, Spinal can use the move without any cost. Finally, Spinal will lose 1 token regardless of how many he has, every time he is knocked down. Tokens persist throughout rounds. === Extra Notes (Copied from Tusk Readme) === Tusk uses the combo system from KI2. To link autodoubles, remember that: light attack >> hp or hk medium attack >> lp or lk hard attack >> mp or mk Combos can contain a maximum of 4 linkers before the opponent is forced to fall. Tusk's combo breaker implementation is quite different from KI2 in that you must guess which one to use to break your opponent's combo. To perform this your opponent must have landed at least two consecutive hits. In addition the correct breaker must be performed otherwise nothing will come out... lp -> breaks all mid and high light normal attacks mp -> breaks all mid and high medium normal attacks hp -> breaks all mid and high hard normal attacks lk -> breaks all low light normal attacks mk -> breaks all low medium normal attacks hk -> breaks all low hard normal attacks To perform any finisher, you must win at least one round and your opponent must have 150 or less life remaining. The ultimate and ultra must be linked into, however the no mercy can be done from anywhere on the screen. It has heavy recovery frames if missed. The correct counter attack is only available after a tech hit (b + hp). When performed it will do 3 hits instead of 1. The air-double move can be performed after an air-to-air hit followed by the correct air double. The correct air double is dependent on which attack hits and functions similar to autodoubles with lp/lk -> hk, mp/mk -> lk, hp/hk -> mk. A successful air-double puts your opponent in a floating juggle state. You can follow up with either Skele Skewer or a Searing Skull. --- Usage Policy --- This character is Open-Source. You are free to take/rip anything you need from it. === Credits & Gratitude === The_None - code kofelsalvador10th - sprite and sound ripping tutorials Kong - sprites === Trivia === In the 1985 film "The Goonies", what candy bar did Chunk try to give to Sloth? === Answers === Baby Ruth