Killer Instinct Wiki
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Gameplay


 Movelist Terminology

Directions are assumed facing to the right [→]
  • P: Any Punch
  • K: Any Kick
  • Charge: Hold the direction for at least 1 second
  • Long Charge: Hold the direction for at least 2 seconds
  • Hold: Hold the button for however long
  • Release: Release a held button

  • QP: Quick Punch
  • QK: Quick Kick
  • MP: Medium Punch
  • MK: Medium Kick
  • FP: Fierce Punch
  • FK: Fierce Kick

  • LP: Light Punch
  • LK: Light Kick
  • MP: Medium Punch
  • MK: Medium Kick
  • HP: Heavy Punch
  • HK: Heavy Kick
  • 2P: Any two Punches together
  • 2K: Any two Kicks together
  • 3P: All three Punches together
  • 3K: All three Kicks together

Killer Instinct (2013)[]

Combat Traits[]

Name
Description
Combat Evolved After launching the enemy with a throw, Prophet's Bane, or any ender, Arbiter can follow up by sticking a Plasma Grenade to the opponent or firing his Type-51 Carbine to deal additional damage.

Command Attacks[]

Name
Input
Description
Plasma Grenade [3P] (air OK) Arbiter throws a sticky Plasma Grenade that detonates after three seconds. Blast causes stagger on the ground or recaptures in the air, and can damage Arbiter too. Pressing [→] or [←] changes throw arc. Up to three grenades can be held in reserve at once, and they automatically regenerate over time.
Self-Detonating Grenade [↓ + 3P] Arbiter instantly detonates a grenade at close range, causing stagger on both himself and his opponent. Causes hard knockdown on airborne opponents.
Type-51 Carbine [HK] (air OK) Arbiter fires up to three consecutive shots from his Type-51 Carbine. The Carbine holds 18 rounds that cannot be regenerated; once all are depleted, Arbiter performs Interrogator and No Regret instead.
Interrogator [→ + HK] (air OK) Arbiter butts with the end of his Carbine. Can be used midair as No Regret.
Particular Justice [↘ + HK] Arbiter swings his Carbine upwards as an anti-air.
Cloven Kick [→ + MK] Arbiter performs a straight kick. Causes wall splat, and can be canceled into special moves.
Slayer [LK] Arbiter kicks, causing flipout on airborne opponents.
Negotiator [LP, LK] Arbiter does a target combo that can chain into Mercy's Demise.
Blood of Our Sons [HP, MP] Arbiter does a target combo ending in a Medium hit.
Blood of Our Fathers [MP, HP] Arbiter does a target combo ending in a Heavy hit.
Throw [→/← + LP+LK] Arbiter grabs the opponent and then slashes them twice. Launches on hit.

Special Moves[]

Name
Input
Description
Mercy's Demise [↓ ↘ → + P] Arbiter performs a standing Energy Sword uppercut. Button strength determines distance.
Truth Seeker [↓ ↙ ← + P] Arbiter spins into a downward Energy Sword slash. Hits overhead. Button strength determines speed.
Prophet's Bane [↓ ↙ ← + K] Arbiter equips active camo and dashes forwards. If he touches the opponent, he stabs them through the chest and then throws them away. Button strength determines distance.

Shadow Attacks[]

Name
Input
Description
Shadow Mercy's Demise [↓ ↘ → + 2P] Arbiter steps forwards and slashes with his Energy Sword five times.
Shadow Truth Seeker [↓ ↙ ← + 2P] Arbiter spins into a downward Energy Sword slash that hits five times. Hits overhead and is invulnerable to projectiles.
Shadow Prophet's Bane [↓ ↙ ← + 2K] Arbiter equips active camo and appears behind the opponent, stabbing them through the chest and throwing them away. Tracks the opponent's location. Holding the Kicks delays the attack.
Energy Shield [↓ ↘ → + 2K] Arbiter activates an Energy Shield. Gives Arbiter extra protection for his life bar that must be depleted before he can actually take damage. Knocks the opponent away on activation, dealing no damage. Nullifies hitstun from projectiles.
Arbiter CharBio

Combo Openers[]

Name
Input
Mercy's Demise (Shadow OK) [↓ ↘ → + P]
Truth Seeker (Shadow OK) [↓ ↙ ← + P]

Combo Linkers[]

Name
Input
Mercy's Demise (Shadow OK) [↓ ↘ → + LP/MP]
Truth Seeker (Shadow OK) [↓ ↙ ← + LP/MP]

Combo Enders[]

Name
Input
Effect
Mercy's Demise [↓ ↘ → + HP] Hard Knockdown
Truth Seeker [↓ ↙ ← + HP] Ground Bounce
Prophet's Bane [↓ ↙ ← + K] Damage

Instinct Mode[]

Name
Input
Description
Judge and Executioner [HP+HK] Arbiter summons an Energy Shield that automatically regenerates for the duration of Instinct Mode.
Combat Elite [HP+HK] (air OK, in Instinct) Arbiter lifts a hand to parry. If attacked, the incoming attack is canceled and all damage is blocked, leaving Arbiter in a position to counterattack.

Finishers[]

Name
Input
Description
Ultra Combo [↓ ↘ → + 3P] Arbiter delivers 31 hits to finish the match.
Ultra Ender [MP+MK] (in Ultra) Arbiter slashes his Energy Sword to end the Ultra Combo.
Stage Ultra [↓ ↘ → + 3K] Arbiter triggers a stage-specific finishing blow.

External Links[]

Navigation[]

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