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
Chain Gun Speed Several of Kilgore's moves use his chain guns. Kilgore starts with a spin speed of zero, and each chain gun use increases the speed by one. At high speeds they fire more bullets and glow orange. Not using the chain guns slowly decreases spin speed.
Overheat Reaching a chain gun speed of five causes Overheat. In Overheat, all Kilgore's bullets and missiles have reduced range and explode, and some physical attacks have augmented properties. Overheat lasts 12 seconds or until Exhaust is used, resetting the speed to zero.

Command Attacks[]

Name
Input
Description
Chain Gun Discharge [HP] (air OK) Kilgore fires his chain guns horizontally. Can also be used while crouching. Fires diagonally down when used midair. Deals no chip damage and can't hit overhead.
Chain Gun Sweep [← + HP] Kilgore spins backwards while firing his chain guns.
Wreck [→ + HP] Kilgore headbutts down. Causes stagger on grounded opponents, and ground bounce on airborne ones.
Destroy [↓ + MP] Kilgore elbows upward, launching the opponent.
Short Circuit [3P] Kilgore vanishes and reappears in the same spot, invulnerable while invisible. With Overheat, it malfunctions and explodes, causing 7% damage to himself and the opponent.
Throw [→/← + LP+LK] Kilgore launches the opponent with a volley of chain gun bullets.

Special Moves[]

Name
Input
Description
Chain Gun Dash [↓ ↘ → + P] Kilgore dashes forward while firing his chain gun. Button strength determines distance. All versions are unsafe on block.
Chain Gun Barrage [↓ ↙ ← + P] Kilgore aims and fires bullets from his chain guns. Button strength determines target; Light fires down and can hit downed opponents, while Medium and Heavy fire upward at two different angles.
Chain Gun Assault [→ ↓ ↘ + P] Kilgore does a rising uppercut while firing his chain gun. Button strength determines distance. All versions are fully invincible until Kilgore leaves the ground. With high enough chain gun speed, Kilgore can juggle after the uppercut.
Metal Ball [↓ ↘ → + K] Kilgore tucks into a ball and boosts forwards. Button strength determines boost arc. Causes stagger. In Overheat, creates an explosion to make it safe on block.
Missile Pod [↓ ↙ ← + K] Kilgore fires three missiles from his chest. Light version is straight horizontal, Medium can be held and aimed with the stick, while Heavy goes vertically before homing on the opponent.

Shadow Attacks[]

Name
Input
Description
Shadow Chain Gun Dash [↓ ↘ → + 2P] Kilgore dashes forward while firing his chain gun, shooting more bullets than usual.
Exhaust [↓ ↙ ← + 2P] Kilgore ventilates. Ends Overheat and reduces chain gun speed. Can be canceled into from normals or specials.
Shadow Chain Gun Assault [→ ↓ ↘ + 2P] Kilgore does a rising uppercut while firing his chain gun. Invulnerable on startup and launches higher.
Shadow Metal Ball [↓ ↘ → + 2K] Kilgore tucks into a ball and boosts forwards. Can be aimed with [←/→]. Projectile invulnerable, and recaptures airborne opponents.
Shadow Missile Pod [↓ ↙ ← + 2K] Kilgore fires a barrage of homing missiles from his chest. Causes hard knockdown.

Combo Openers[]

Name
Input
Chain Gun Dash (Shadow OK) [↓ ↘ → + P]
Metal Ball (Shadow OK) [↓ ↘ → + K]
Kilgore HeroArt

Combo Linkers[]

Name
Input
Chain Gun Dash (Shadow OK) [↓ ↘ → + LP/MP]
Metal Ball [↓ ↘ → + LK/MK]

Combo Enders[]

Name
Input
Effect
Chain Gun Dash [↓ ↘ → + HP] Wall Splat
Chain Gun Barrage [↓ ↙ ← + P] Battery (+ Exhaust)
Chain Gun Assault (Shadow OK) [→ ↓ ↘ + P] Launcher
Metal Ball (Shadow OK) [↓ ↘ → + HK] Exchange
Missile Pod [↓ ↙ ← + K] Damage

Instinct Mode[]

Name
Input
Description
Quality Assurance [HP+HK] Kilgore gains all the benefits of Overheat while maintaining the use of his ranged chain gun and missile attacks.

Finishers[]

Name
Input
Description
Ultra Combo [→ ↓ ↘ + 3P] Kilgore delivers 29 hits to finish the match.
Ultra Ender [MP+MK] (in Ultra) Kilgore makes an overheated explosion to end the Ultra Combo.
Stage Ultra [→ ↓ ↘ + 3K] Kilgore triggers a stage-specific finishing blow.
Ultimate [LP+LK] (in Ultra) Kilgore launches a giant missile from his chest before jumping behind his opponent, restraining them by the arms. The missile shoots towards both of them, creating a huge explosion. When the light fades, Kilgore is seen lying twisted and broken on the ground before sitting up and rearranging his body properly.

 External Links[]

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