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Throw canceled into a Shadow Move starts with less KV for increased juggle opportunities. This makes it slightly easier to juggle with as well.
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Adjusted the crouching HK attack box so it better matches his foot. Healing amount per hit during Instinct reduced by 25%. Double Roundhouse (F+HK) starts up 1 frame slower so that you can’t use this heavy move as a medium manual. Reduced Laser Sword Ender damage by ~10%
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Fixed a bug that allowed you to perform Shadow Tigers Fury the frame before landing after a blocked or hit Tigers Fury. If a bug fix effected balance, for the most part, it is on this list. They only get rid of odd, unwanted behavior. Unlisted Character Changes – Many, many bugs have been fixed that are unlisted, but these do not effect game balance. Meter Ender < Splat Ender < Launcher Ender < Exchange or Hardknockdown Ender < Damage Ender Generally, damage from worst to best goes: You can expect better consistency in the relative damage output from different ender types. Throw breaking no longer causes 3 fully vulnerable frames on your opponent, and instead causes 3 projectile invulnerable frames. LK+HP is now available as an alternate input for Instinct Activation and Heavy Combo Breakers. LK+MP is now available as an alternate input for Shadow Counter activation, Counter Breaker activation, and Medium Combo Breakers. Normalized pre-jump frames to 4 across the cast. A 5 frame buffer window is on all characters, rather than just some, so that your next move is easier to time. Light Doubles leave you +2, Medium Doubles leave you +3, and Heavy Doubles leave you +5. Normalized the frame advantage and buffer check on all characters after auto doubles.
KILLER INSTINCT SEASON 3 KIM WINDOWS
Increased the cancel windows from Linkers into Auto Doubles across all characters to match Jago and S2 standard, so that if you are too early for a manual, you get an auto double instead of nothing. Grounded Heavy Normal attacks now ignore Armor.
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Increased the window during which a Shadow Counter can catch an incoming attack by 7 frames, and also added 10 additional frames of recovery on whiff. They start up in 8 frames now, making everyone’s better except Aganos’, which got 1 frame worse. Unified Shadow Counter startup time across the entire cast. The KV penalty has been removed from Ground Bounce for increased juggle opportunities. Most juggle moves add much less KV than before, opening up new juggle paths to much of the cast. Corrected an issue preventing you from ever being Timing-Locked-Out while in the air. Forced quick-rise will occur if your opponent uses a counter breaker, leaving them punishable as expected. Sweeps are now breakable and counter breakable. Hits that blow out a combo are now Breakable and Counter Breakable. You can no longer cancel into Instinct from a Combo Breaker. This makes it impossible in all cases to combo off of an Air Combo Breaker. This also makes it impossible in all cases to combo off of a Ground Combo Breaker. Ground Combo Breakers cause Flipout and are between -1 and +2 (Previously they caused soft knockdown and were between +30 and +60). Opener->Ender now remove lockouts, so that Opener->Ender is always breakable. If you do not hit your opponent with anything breakable during your combo at any point, your Ender will not cash out and will be breakable. Instead of putting them into a juggle state, they flip and land on their feet, allowing you a surprise mixup opportunity. Some characters now have attacks that can cause a new “Flip Out” reaction against airborne opponents. You can still tech throws here so long as you are not locked out, just like a Wall Splat. Opponents are vulnerable to throws during Stagger, just like after a Wall Splat, and cannot escape early in any way. Some characters now have attacks that inflict a new “Stagger” reaction on the opponent.