This thread is all about S-Kill. Post strats, grievances, etc.
S-kill is one of the two double jump characters, meaning he can't attack until his jumps are used up. On the other hand, he can do aerial kickbacks which only double jump characters (and Markman with meter) can do. S-Kill's unique skill is the ability to teleport. This is useful because you can use it to make the opponent guess where you're going to end up. And with meter, the guessing game is extended further with the Trick ability. His ground special is the parry. If you parry correctly, S-Kill will end up behind the opponent for a (potentially) easy kill.
Air Special - Trick
A teleport that brings you closer to the opponent, usually placing you in position for an easy headshot.
Ground Special - Parry
Blocks the opponent's kick, and puts you in a position behind your opponent. NOTE: Parry does not work against Baz.
A note about how to read the meter data
In the game, I count the number of kicks it takes to activate kick factor. Since I don't have access to the code, I assume that each kick adds 10 points.
Meter or Kick
Pros & Cons
+Teleport creates mind games
+Shortest meter in the game
+Trick can position you for an easy headshot
+Kick can be cancelled with Trick
+Parry protects against headshots
-Sometimes kicks in the wrong direction, putting you at a disadvantage
-Follow-up attack after parry isn't guaranteed vs. all characters, might have to time your attack a bit*
-Trick doesn't always put you in front of the opponent, so you need to be somewhat smart with it
-Teleport animation is not invincible at all
*Against CPU S-Kill, if he parries your attack, his powered-up state causes him
to get KOed. His kick speed puts him in a position where he ends up getting hit. I don't know if this kind of thing happens in vs. play. Need confirmation on this.
How do you guys feel about Mr. N? I personally have a hard time fighting him. I think the problem is his high jump, which S-Kill can't match. Not sure how useful the dive gem would be here.