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Killer instinct wiki stage ultras
Killer instinct wiki stage ultras













killer instinct wiki stage ultras
  1. #KILLER INSTINCT WIKI STAGE ULTRAS FULL#
  2. #KILLER INSTINCT WIKI STAGE ULTRAS SERIES#

#KILLER INSTINCT WIKI STAGE ULTRAS FULL#

For example, at 50%, Akuma's Wrath of the Raging Demon does around 340 damage with a full Revenge Gauge, the damage goes up to 510 HP. Note that provisional damage still counts towards the Revenge Gauge, regardless of how much of the health was recovered, potentially allowing for more than one or two uses (though this is very unlikely in advanced play).Ī fully charged Ultra Combo does roughly 1.5 times the damage of a half charged-one. If left untouched, the gauge keeps increasing until the player loses 90% of his health, at which point the gauge becomes completely filled. Upon taking around 45% damage, the Revenge Gauge is half filled and an Ultra Combo becomes available. The damage of the Ultra Combo is directly linked to how much of the Revenge Gauge has filled up.

killer instinct wiki stage ultras killer instinct wiki stage ultras

Here due to Ibuki selecting Ultra Combo Double her Hashinsho does 75% damage, which leads to a smaller 355 damage total. However, the increased scaling from both the Focus Attack and the Ultra Combo greatly reduces the damage of these combos, encouraging shorter combos, or even risky reads for maximum damage.

killer instinct wiki stage ultras

The most popular way to land Ultra Combos is canceling a connected special attack with a Focus Attack, or else simply connecting with said Focus Attack either way, the player can then dash cancel and perform the Ultra Combo. For example, Makoto's Seichusen Godanzuki is an exceptionally powerful option that works best when Makoto is in close range on the offensive, while Abare Tosanami's longer startup is better used when Makoto is away from the opponent, where they are trying to keep her out with projectiles. Most characters have the choice between a more combo-friendly Ultra Combo and a specific countering Ultra Combo designed for certain matchups, often a projectile punish. As a result, Ultra Combos are used as counter moves or in very specific juggles. Ultra Combos also take more time to startup than Super Combos, though the general startup invincibility compensates for this. Akuma's Demon Armageddon from his Ashura Senku). Ultra Combos cannot generally be canceled into from normal or special moves, with some exceptions (e.g. For example, Ryu's Metsu Shoryuken and Gouken's Shin Shoryuken become the Forbidden Shoryuken if they do not hit at point-blank range. If an Ultra Combo is blocked, hits at a farther range than normally required, whiffs, or otherwise misses, it may go into a secondary behavior which is much less telegraphed. These cinematic animations are made possible because of the game's transition to 3D character models. The cinematic animation played if an Ultra Combo connects cleanly is highly telegraphed, with appropriate camera angles to accentuate the animation. Generally, when a character performs an Ultra Combo, their opponent's expression becomes surprised and almost fearful. Many Ultra Combos have different behaviors depending on whether or not the move connects. In other cases, they may be moves that the user may have just discovered (often their second Ultra).

#KILLER INSTINCT WIKI STAGE ULTRAS SERIES#

Akuma's Wrath of the Raging Demon) in some cases, the moves are also reprised from earlier appearances in the series (e.g. Once sufficiently filled, the move is activated with a combination that is usually a modified Super Combo combination that involves pressing all three punch or kick buttons at once.įor most characters, their Ultra Combos (usually the first one) are stronger or advanced versions of their respective Super Combos (e.g. To perform an Ultra Combo, a player must have a Revenge Gauge that is filled at least halfway, by receiving and blocking attacks.















Killer instinct wiki stage ultras