Killer Instinct Gold: Sabrewulf Playthrough - Master Difficulty

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What? You thought I was done with KI Gold after I was done with Glacius. Oh how wrong you are. I still have at least one more character to play. Today, I play as Sabrewulf in another Master difficulty run of Killer Instinct Gold, and let me tell you that he's not very happy. Well, considering that he was badly beaten in the first KI tourney, captured by ye olden "evil organization" and was "modified" by said orgainization, you would bet that a "few" men would be upset. This should go double for a man who is trying to maintain what little humanity he has left before completely becoming a bloodthirsty werewolf... just saying. Anyway, compare and contrast this run to my Glacius run and you will find some interesting differences and similarities in playstyle.

So why pick up Sabrewulf? Simple because this guy's a beast (no pun intended). He's vastly improved from the original Killer Instinct. His moves are really fast and quite simple to use (then again so are most of the others, but Sabrewulf feels more natural to me). He's one of a few characters with a stun move, which I will use a bit, and he's the only one to have a "dash" more or less by virtue of very rapid short hops which is good to close in quickly and/or pressure. Sabrewulf is just ruthless, and I wouldn't want him any other way.

As for how I play with Sabrewulf, his Sabre Wheel is a must. It is my primary combo starter as it is very fast and counters some of my opponents most annoying attacks that they tend to use a lot. My secondary starter is the Sabre Spin, while it has slow foward movement, it still has decent melee attack range. The Sabre Flip is the usual anti-air fare in a similar way that I did with Glacius when I played as him. His Sabre Pounce, it's not a good move to use in this mode as it easy for the AI to defend or counter (it seems to have a knack for picking up on some low attacks). This is not to mention the chance of an accidential delay in attack time if you hold down the FP longer than you should. As for the Sabre Howl, I find it bascially useless in this regard: while it does help in bulding meter, I build it faster by dealing chip damage and receiving damage, both of which will be occurring quite a bit thoughout the game.

I still don't make too much use of super linkers, though I do make a couple of attempts this time around. However, since I don't expect them to activate for one reason or another, I don't take advantage when it does hit. In regards to ultras, ultimates and no mercies, you will still see plenty of ultras, but unlike with Glacius, I do use the Ultra Buffer which is the integration of a character's most powerful technique at the very end of an ultra combo. It looks as cool as it sounds. For ultimates, while the command for it is very easy (look it up), with the current button configuration, I find it uncomfortable for my fingers to use in mid-combo transition. Finally, for the No Mercy, with an easy command and the ability to stun opponents, connecting it is a little bit TOO easy than it should be. There's one egregious case for this near the end of the run.

I think I covered all that I need to go over. With this, you know what to do. Sit back, grab a sandwich, whack a mole, and enjoy.




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Tags:
Killer
Instinct
Gold
Sabrewulf
Maya
Orchid
Glacius
Jago
T.J.
Combo
Spinal
Kim-Wu
Tusk
Fulgore
Gargos
Rare
Nintendo
[64]
N64
Playthrough
LordVucious



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