Meter
Shadow Meter
Killer Instinct has two resource gauges that are central to the game. The first is your shadow meter, a blue bar on the lower-left and lower-right of the screen.
You build shadow meter primarily by attacking, but also by playing defense. All normals and special moves that hit your opponent or are blocked will award you with a move-specific amount of shadow meter. Interestingly enough, a blocked move gains more meter than a move that connects. Similarly, when you are on the receiving end of a hit or blocked attack, you will build shadow meter, though generally less than when attacking. You do not build shadow meter for whiffed moves, including normals and special moves, and you do not build shadow meter for combo breakers, either on offense or defense.
There are two primary ways to spend your shadow meter.
Shadow Moves
Shadow moves are powered-up versions of your special moves. To activate a shadow move, perform the normal special move input, but instead of pressing one punch or kick, press two punches or two kicks. It does not matter which of the two punches or kicks you press, as there are no shadow moves which gain different properties or trajectories depending on the buttons used. You can also use three punches or three kicks to execute shadow moves if you prefer, which is helpful for players using an Xbox One controller's macro buttons. Each shadow move consumes one stock of shadow meter; if you do not have a stock of shadow meter available, attempting to input one will execute a normal special move instead. KI uses an input buffer to execute shadow moves even if the buttons are not pressed on the same frame.
Because you spend a stock of shadow meter to perform shadow moves, you might think they are basically like SFIV’s EX moves. In reality, they are more like a combination of SFIV’s EX and super moves. Like EX moves, shadow moves often gain strong additional properties, like added invincibility, faster startup speed, fewer recovery frames, more damage, or added range. Like super moves, shadow moves announce their activation by temporarily freezing the screen, giving the opponent time to plan his defense.
+MP Ice Lance, which is -8 on block. (sound)
There are two important points to note about shadow moves that do not apply to EX moves or super moves in SFIV. First, all shadow moves hit 5 times on hit or block with only two exceptionsTJ Combo's shadow Powerline can be stopped on the 4th hit, and Kan-Ra's shadow Whirl hits 10 times., and each shadow move will hit with a different rhythm and timing that is important to learn.
If special moves in KI are good, then shadow moves are even better. Unless a move is fully invincible, like Jago’s shadow Tiger Fury uppercut, it is almost always safe on block at the very least, and will likely have some combination of upper body, lower body, throw, or projectile invincibility added to whatever invincibility the base special move has. Most shadow moves execute so fast after the freeze that they hit you grounded in prejump if you try to jump away from them, so you're forced to block. For example, Jago's shadow Wind Kick is lower body invincible, throw invincible, projectile invincible, travels about 60% of the screen in 5 frames, and is +1 on block. Shadow moves also have some unique properties when used in the middle of a combo, which will be discussed in the Combo Breakers section.