As excited as I was for Spinal originally, I am just not jiving with him at all. I'm having a hell of a time opening people up and not getting my ass punished. I pretty much know which moves of his are unsafe, but I feel like it leaves him lacking in options.
There's a certain type of opponent I have a hard time fighting with him (those who strongly assert their frame and poke dominance, basically), but otherwise, I'm really gel'n with him. Dash up into throw is so very KoF, and works if you can make people fear button presses. Crouching HP is a pretty nice anti-air, and it'll frustrate people into using specials to cross the screen / close the gap, which can all be shield absorbed to your advantage.
Medium -> Searing skull -> Medium -> Searing skull is a nice frametrap series that people seem to fall for often, especially if you take the risk to launch the low projectile every once in a while. Noone expects to block low in such a situation, and if they do, you toss in an overhead... if that's blocked, cancel into shield bash to remain safe, and if it lands, you're starting a combo!
Dash up Crouching weak kick is also a nice "SURPRISE, I'M IN!" way to open up the ones you've spooked. then Directly up-back Jump, and if they do anything Non-DP (which will get you), it's time to use that divekick to start those combos.
Anyone discover any kara throws in KI yet?
The devs seemed pretty safe in saying there were none back when the game was releasing. Since moves only seem cancellable on hit (besides instinct cancelling?), there seems to be very little ability to cancel the movement of normal into specials / throws.
I've been posting spinal tips off and on in this thread but no one seems to take mind to them and just talk about amazon buying DH.
If you or anyone else actually reads those tips, I'll post more. I just felt like I was talking to myself.
There's so little talk of the game as it is, and so much complaining and speculation, that the thread's not really worth reading as is, until things are back to normal. So it's really easy to see past an informative post, due to the other clutter.
I will say thanks to you and Dogg though, for talkin' a good amount about Spinal. I have enjoyed seeing the emerging ideas whenever visiting.
You using light skeleport and slide kicks to get in close and then overhead/low mix ups? Also use heavies cancelled into things like searing skull, boneshaker, etc. to start building up your skulls.
Once you have skulls then start whiff punishing, using heavy skeleport cancelled into any special attack for the cost of one skull. Continue using mix ups to keep your opponent on a blocking guessing game. Also steal their shadow meter. Once you have meter you can use a shadow skeleport, which is invulnerable to everything (even throws). It's all about confusing your opponent's defense and putting the pressure on, so if you're not great at reading your opponent's strategy and varying your game on the fly then he may not be a great fit for you.
I'm pretty sure I've been thrown out of Shadow Skeleport,startup unfortunately.
One thing to add is that the amount of meter Spinal can steal really allows him to use Instinct much more freely than other characters. It's not unlikely to pop 2 instincts + in rounds where you can land enough breakers.
However, the fact his lvl 4 Skeleport ender leaves them grounded for SO long also makes it a prime candidate to instinct cancel out of to start another combo.
Other ender tricks:
- Lvl 4 shadow searing skull ender in corner: Crouch HP cancel into Medium Searing skull. Nice way to tag on shadow depletion after round end.
- After high level spectral sword ender, if you insta-slide, you'll end up on the opposite side of the opponent, in point-blank range. Just another aggressive tool besides using skulls on wakeup,
- Of course, Wall bounce ender into Run up and throw. Also a good way to end a round with resource strengthening.
- Don't forget curses can be stuck between rounds. It's the polar opposite of Jago popping instinct on a dying opponent so he can safely do long combos in order to regain life.
- I personally suggest using those heavy Ghostly Manuals to cross an opponent around the screen if they die mid combo in round 1. They really make it easy for you to dictate the opponents position, and corner enders offer nice options.