However, if Cyclone isn’t used, the Shadow Counter would be wasted. If Vortex gets blocked, the opponent can’t attack because of Cyclone, but the opponent can use a Shadow Counter in this situation. If you hold the punch button after Vortex, Combo starts winding up his fist until you release the button to execute Cyclone (which executes automatically after a set time). While Cyclone works just fine on hit, it’s when Vortex is blocked that Cyclone starts to shine. However, Cyclone is an optional follow-up to Vortex, which knocks an opponent back into the air (once again allowing for an Aerial Recapture follow-up). Vortex is an uppercut that launches an opponent into the air, and can be followed by Tremor for Aerial Recapture. The shockwave covers the entire stage, allowing Combo to cause a hard knockdown on an opponent from across the screen if they’re not blocking low. Basically, if the attack makes contact with the opponent, it’s an overhead, but if Combo hits the ground with the attack, it hits low. Tremor is an overhead attack that’s unsafe when blocked, but creates a shockwave that hits low if the attack misses. It knocks an opponent into the air, which can then be followed by Tremor to start a combo using Aerial Recapture (more on that below). Shoot Toss is a command throw similar to Thunder’s Call of the Earth. Spin Fist is a stand backfist that can be used as a combo Opener or Linker. Both Jago and Fulgore can maintain frame advantage at close range, keeping opponents at bay.Ĭombo’s special moves include the Spin Fist, Shoot Toss, Powerline, Vortex, Cyclone and Tremor. In terms of frame data alone, we imagine this to be a combination of Jago and Fulgore, with plenty of frame advantage on most of his attacks. He is meant to be an in-fighter, keeping constant pressure on his opponent. While Combo’s frame data was not present in the move list, the development team informed us that he will have a considerable amount of frame advantage on most of his attacks. If anything, we’ll see some fine-tuning and a bit more polish added to the character before the Fall 2014 initial season two release. However, after speaking with several members of the development team, it doesn’t sound as though Combo will lose any of his current abilities. Given the fact that Iron Galaxy has only been working on Combo for six weeks, everything we played at E3 is subject to change. The character fits in perfectly with the eight characters developed by Double Helix Games, and after only six weeks of development time, he feels as though he’s complete in almost every way. However, if you didn’t know that Double Helix Games was no longer working on Killer Instinct, playing TJ Combo wouldn’t tip you off at all. TJ Combo is not only the first character revealed for season two of Killer Instinct, but also the first character to come from the new development team at Iron Galaxy.
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