
A move that is 0 after the flash is not blockable/avoidable unless you already are blocking/avoiding. The first number is the amount of startup frames before the “flash” of the shadow move and the second number after the comma is the amount of startup frames after the “flash” of the shadow move. NOTE: For Shadow Moves only, you will see two separate values for the Startup Frame. Take for example a basic Jago combo of Heavy Windkick, Heavy HP auto double, DP ender.Īs you’ll see it does 0% damage and inflicts 100% Potential Damage which is correctly identified in the Combo Damage section as 0.0/360.0 (0% actual and 100% Potential)Īttack Speed: The values found here represent the amount of frames it take for a move to come out (Startup), how long the attack stays on screen (Active), and finally how long it takes for you to attack again (Recovery). Normally, when you do a combo, you see directly on screen how many hits it was and the % of damage dealt, but oftentimes this % of damage is a rounded number based off of the same formula above being out of 360 Health Points. For those that weren’t aware, the first normal you do prior to your opener in a combo receives a bonus of double the damage, that’s why it shows 200% and that’s why it’s always optimal to start your combo with your strongest normal attack!Ĭombo Damage: Same principle as basic damage but this time focusing on combos specifically. The 200% represents the amount this move’s damage is scaled. This means it does a total of 30/360 damage points on your opponent or 8.33% damage. Attack your opponent and it shows a value of 30.0 (200%). Each health bar in Killer Instinct has a total of 360 Damage (Health) Points. This information help tell you valuable information such as the damage output of your moves, their speed, frame advantage, and any additional attack properties the move may have.Īttack Data option is located in the Practice Option Menu once you pause the game in Practice Mode:Īs you attack your training dummy you’ll see all these values change depending on the attack you’re doing, but what do they all mean? Let’s break it down!ĭamage: Damage Of This Hit (% Scaled) / Potential damage of this hit (% Scaled)Ĭombo Damage: Total Damage of This combo / Total Potential Damage of this comboĪttack Speed: Startup / Active / Recovery (Frames)Īttack Properties: Any special properties not found on all movesĭamage: First off, it’s important to understand that the damage values of moves in Killer Instinct are calculate based off of Damage Points. Light Green Boxes - You’ll see these on projectiles, but you may also see a Projectile Destroy box attached to a character that is a similar color.Īnother great tool that is available in Practice Mode is the ability to turn on Attack Data. They are active Attack boxes that you cannot trade with, so they don’t double as vulnerable boxes. Solid Pink boxes - Kan-Ra has a bunch of these. You may also see Solid Tan boxes – these force the opponent to block if they are holding back, and are known as Force Block or Proximity Guard boxes. If an Attack box touches another Attack box, OR if both characters touch Attack to Vulnerable boxes on the same frame, the priority system is checked to see who wins or if there is a trade.įor throws, A Throw box must touch a Throw Vulnerable for a throw to trigger. If an Attack box touches a Vulnerable box, you hit your opponent. These are why you cannot walk through your opponent’s character.



Solid Yellow boxes cannot pass through eachother. Hollow Blue boxes are vulnerable only to throws. Hollow Red boxes are vulnerable too, but are immune to projectiles Hollow Green boxes are vulnerable to strikes and projectiles But what do they all mean and how do they interact with each other? If you were to put numbers on it, a grounded shadow would be a 5 and an aerial light attack would be a 0, but a grounded medium attack and an aerial heavy attack would both be 2.Īlso, you may find in your time practicing in Training Mode that there are a lot of different color boxes all depending on what move you’re doing. Light < Medium < Heavy < Special Move < Shadow Move (Aerial attacks receive a -1 value).
#Let it die pc hitboxes full
To further expand on this, the full Priority System breaks down the following way:
