Kilgore tech/strategy thread

I’m guessing the intent is that after you heat up and hit some fire shots to stack some PD, you cash out either by rushing down with wacky ball mixups…

OR back off, then use a cooldown cancel to confirm off of a long-range gun…

OR use a cooldown cancel to punish Projectile Invulnerable moves (or I guess a jump!), which is shown here:

What sucks is that I wanted to be able to phase through the Shadow with KKK and punish, but that just won’t happen because KKK has too much recovery. You either have to spend meter on a Shadow Counter or DP to punish. What also sucks is that if you DP here (you’re guaranteed to be cooled down), your only juggle for a Shadow cashout has to go through a light normal or light DP.

What doesn’t suck as much is that with a good bait, Kilgore never has to block a projectile invulnerable Shadow. If you have those old-school reactions, you can react to the Shadow freeze and heavy DP, because it has such a long startup and moves so far forward. IF you can pull this off, you’re not bound to your level 1 spin juggle opportunities. Even at level 2 spin, it’s opened up to mediums and heavies, which gives you access to Shadow Metal Ball recaps:

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