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- The KI WEB Presents: The Killer Instinct Gold FAQ
- =======================================================================
- Version 1.35 Date: 04/12/97
- E-Mail: hardcore@gil.net Author: HardCore
- =======================================================================
-
- I recommend you view this file with Microsoft's Write Program for
- Windows 3.1 or Microsoft's Word Pad for Windows 95. Font "Courier New"
- with a 09 size is the default font. This font will allow you to view
- the counter charts properly. MAC users that wish to view the FAQ pro-
- perly on your word processor set the margins to .44 inches, and use
- Courier 12. If you are having trouble viewing this FAQ
- please e-mail meat: hardcore@gil.net
-
- ========================================================================
- Table of Contents
- ========================================================================
-
- I. Introduction
- II. About This Version of the FAQ.
- III. The Killer Instinct Gold Review.
- IV. Killer Instinct Gold Modes of Play.
- V. Guide to Understand the FAQ.
- VI. Definitions/Explanations.
- VII. The Killer Instinct Gold Combo Theory.
- VIII. Character Profiles.
- IX. Codes and Cheats.
- X. Glitches.
- XI. Fun Things to Do In Killer Instinct Gold.
- XII. Differences between KI2 and KI Gold.
- XIII. Where to find the latest version of the FAQ?
- XIV. Great Killer Instinct Gold Links.
- XV. Credits and Special Thanks.
- XVI. Disclaimer (Legal Crap Nobody Reads).
-
- ========================================================================
- I. Introduction
- ========================================================================
-
- Killer Instinct Gold was released for the Nintendo 64 Entertainment
- System on November 25, 1996. The game features 11 characters that were
- found on the arcade counterpart, Killer Instinct 2. Gargos is the master
- mind behind UltraTech operations and final boss of the game (also hidden
- in the game via a code - see codes section). The game has the following
- specs:
-
- +-----------------------------------------------------------+
- |Developer: | Rare Ltd. |
- -------------------------------------------------------------
- |Publisher: | Nintendo of America |
- -------------------------------------------------------------
- |Release Date: | November 25, 1996. |
- -------------------------------------------------------------
- |Retail Price: | $67.00-$79.99 U.S dollars |
- -------------------------------------------------------------
- |Players: | 2 Player Simultaneous |
- -------------------------------------------------------------
- |Type of Game: | 2 Dimensional Fighting Game |
- -------------------------------------------------------------
- |Frames Speed: | 60 frames per second (fps) |
- -------------------------------------------------------------
- |Character Line Up: | 11 characters |
- -------------------------------------------------------------
- |Hidden Characters: | None |
- -------------------------------------------------------------
- |Stages: | 13 stages |
- -------------------------------------------------------------
- |Combo Limit: | 90 Hits |
- -------------------------------------------------------------
- |Controller Support: | Analog and Digital |
- -------------------------------------------------------------
- |Save Feature: | Yes, EPROM |
- +-----------------------------------------------------------+
-
- ========================================================================
- II. About this Version of the FAQ
- ========================================================================
-
- Please read the credits and thanks to find out who did what for this
- FAQ. If you would like to add some information drop me a line at:
- hardcore@gil.net Any information not found on this FAQ is welcomed.
-
- Version 1.35:
- -------------
-
- * New combos added.
- * Even MORE places where you can find this FAQ.
- * Added a few more things to the Combo Theory.
- * Fixed some spelling errors.
- * Added help to those viewing the FAQ with a MAC.
-
- Version 1.30:
- -------------
-
- * Lots of glitches in the glitch section.
- * More places where you can find my FAQ.
-
- >>>> I will be adding many more combos on Version 1.40!!! <<<<
-
- Version 1.25a:
- -------------
-
- * Added TJ Combo (left out accidently)
-
- Version 1.25:
- -------------
-
- * Wrote entire FAQ all over.
- * Added combo categories.
- * Added 2-3 combos per character.
-
- Version 1.10 or less:
-
- * Beta version.
-
- ========================================================================
- III. The Killer Instinct Gold Review.
- ========================================================================
-
- Nintendo 64 owners have been yearning for an excellent fighting game
- for the system... the wait is over. Killer Instinct Gold was designed by
- the same team that produced Killer Instinct 2 at the arcade and it
- shows. Featuring 11 HUGE (and I mean huge) characters KI Gold will leave
- you playing until your thumbs become sore... and even that will not stop
- you!
-
- Graphics:
- ---------
-
- Killer Instinct Gold is the most beautiful game to have been released
- for the Nintendo 64. Thus far is the only game that does not have
- polygonal characters, but it uses one of the most unique graphic
- techniques available, rendering. The characters are huge when really
- close to each other and really small when the are far apart (scrolling).
- The detail that went into the characters is just amazing! The animation
- is fluid at a sweet 60 frames per second, with lots of frames of
- animation per character, NO swap characters here. The combos will leave
- you with your jaws open in amazement thanks to the beautiful camera work
- which Rare accomplished on Killer Instinct Gold.
-
- Which brings us to the levels. When you play Killer Instinct Gold you
- will automatically comprehend why Nintendo took the time that it did
- to finish the game. The levels are the best I have ever seen, not only
- are they interactive, but they are graphically impressive. If you play
- KIG and then play Tekken 2 on your playstation you will feel like your
- playing in a boxing ring... Take TJ's level as an example: The Street
- as the level is called takes place in a ghetto street but unlike those
- side scrolling levels you find on many 2D games or the repetitive
- backgrounds you find in 3D games ala Tekken 2 or Virtual Fighter,
- TJ's level is completely different as you move around in 360 degrees.
- Let me explain. The level begins off with the camera moving into the
- level and the announcer says "Ready" then the music (which I will talk
- about later) starts and you begin fighting. Now the background is
- a graffiti on a brick wall as you move to the right you will find a
- train track which every 10-20 seconds a train passes by and the lights
- begin to flicker and turn red. If your character is standing below
- the lights their hue will change accordingly. As you move to the left
- you come across an old fence which the camera is slightly above it
- and your fighters are viewed through the holes. This camera view is
- certainly amazing! It feels very realistic to play with such a camera
- view. As you move into the left and knock down garbage cans on your
- way; which remain on the level for further beating, you come across
- another fence this time metallic... well you get the idea! Other stages
- feature details such as in your face wall smashing (sabrewulf) in which
- you brake the left side of the castle wall and you can actually see
- the bricks hit the screen and then it flashes! The levels have too much
- detail to explain here, you simply have to experience it yourself.
-
- There are a few things that the arcade version had that Killer Instinct
- Gold does not have. The most obvious is the Full Motion scenes that the
- arcade had. While I most admit that the arcade full motion scenes were
- amazing, they do not enhance the game play one bit. The FMV does add to
- the storyline as I am well aware, but game play is what matter here.
- Also the fall outs is another "disappointment" for some people who loved
- to watch the characters fall into a very beautiful digitized lava pit
- or water, and are now treated with some awesome camera work. Do not get
- me wrong, but I think that the fall outs are not as bad as some of the
- people think. They are not terrible or really disturbing like the Super
- Nintendo fallouts, Nintendo did manage to get some interesting camera
- work going for the fall outs. The endings are not like the arcade which
- used a combination of full motion video (FMV) along with 3-4 fully
- rendered art! Now the N64 version makes use of "recycled animation"
- which is really not that bad. There is so much you can do on a cart and
- Nintendo saved all the memory they could for the 3D stages. Oh and also
- the other Spinal stage (the docks) is missing. The graphics definitely
- deserve a 10.
-
- Graphics Rating: [10/10]
-
- Sound and Music:
- ----------------
-
- Without a doubt Killer Instinct has the best music for the Nintendo 64
- and any other game out there! The music for every level is completely
- different from one another. There is Rap, Techno, Heavy Metal, Asian(?),
- heroic, and mid evil music, this game has it all. Some of the levels
- like Orchid's and Combo's even have lyrics to the music "Hey... yeah...
- hey... yeah" and so forth. I would go as far as to say that they are
- even better than the arcade... maybe the volume on the music should have
- been greater in order to enjoy it completely. The sounds are right on.
- You will hear every hit and grunt by all the players which is very
- important in KI Gold. The grotesque growl of Saberwulf, the "tings and
- tongs" of metal hitting the floor, the "chings and changs" of the swords
- clashing against each other. Also the train in TJ's level causes an
- earth quaking sound every time it passes by. The announcers says all the
- character names, ultra, ultimate, supreme victory etc... The game gets a
- very high plus again on this section!
-
- Sound and Music Rating: [10/10]
-
- The PlayControl:
- ----------------
-
- The most complex combo system of any video game to date (when was the
- last time you saw a fighting game that featured a combo theory?)!
- The types of things you can do in this game are almost endless, needless
- to say that every character has over 2 million combos! Its really
- amazing and funny to hear KI nonbelievers blast about how simply the
- combo system is yet they are not able to even pull off a 12-Killer
- combo! KI Gold has specials, supers, openers, linkers, endspecials
- (which you can build up), autodoubles, manual autodoubles, super
- linkers, parrys, counters (rock, paper, scissors), shadows,
- slo-mos, speed up combos, ultras, ultimates, mini ultras, no
- mercies, ultra breakers, juggles, juggle breakers... and the list
- goes on and on and on. The moves are done very easily with the
- D-Pad but are a little difficult with the analog stick. I guess Im
- just used to playing fighting games with the D-Pad... The background
- graphics at times get in the way, but I guess Rare intended it to be
- this way for added realism. Also the Combo system nows goes all the way
- up to 90 HIT an extra 10 hit from the KI2 arcade machine. Also the
- small buttons on the Nintendo 64 controller get on the way, this is
- perhaps the biggest drawback and Rare is NOT to be blamed.
-
- Play Control Rating: [10/10]
-
- Game Play:
- ----------
-
- Killer Instinct Gold gives you more options that you can shake a
- stick at. At the beginning it gives you basic options such as camera
- views, control setup, time limit, etc. As you defeat the computer in
- different difficulty levels it allows access to more options. Medium
- offers level 2 options, hard offers level 3 options, very hard offers
- level 4 options, and master offers level 5 options. Among the new 20+
- options there are easy juggles, supers, early ultimates, etc.. this
- really lets you have fun while you play the game. Warning I recommend
- you only use this things once in a while because they could hurt your
- skills. The good thing is that s that if you play the game in arcade
- it will NOT allow you to enter your initials on the top 10! Your combos
- scores, speed and fatals can be saved by pressing the "Z" trigger on
- your controller! In order to make fighting the computer more enjoyable
- and lasting you receive different options as you beat the computer
- (options mentioned above). In addition to that beating it in very hard
- opens the gate to master difficulty which allows you to access level 5
- options with the juiciest of all the options!
-
- What's more you in order to access other different colored characters
- you have to beat the training levels in easy, medium and hard. Also
- there is focus training in which you can master your weakness such
- as combo breakers etc...
-
- In addition to all that there are various 2 player options. Team
- will pit 2 different teams (2-11 characters) and the fight ends
- once all the characters have been defeated. Team elimination is
- the same as Team but you must finish your opponent with an Ultra,
- Ultimate, or knock off or else the character will disappear, but later
- reappear as an extra enemy! This is fun to play as it last very very
- long. With early ultimates turn on this really gets into a massacre
- and scream fest! The tournament mode is one in which the winner stays
- loser rotates. Aside from these you have the standard 2 player
- arcade mode which is exactly like the arcade.
-
- Game Play Rating: [10/10]
-
- Overall:
- --------
-
- Killer Instinct Gold is definitely the BEST fighting game available
- for the Nintendo 64 or any other system. The graphics are step above
- its predecessor and any of the rest of the fighting crowd. The music
- is right on with different a variety of different beats that add to
- the level! The options available are endless which means you will be
- playing the game well into the next version of Killer Instinct Gold
- is released and if XBAND ever arrives to the Nintendo 64, it will
- be well beyond that. Mortal Kombat Trilogy does not come even close
- to what has been accomplished by Rare Ltd and Nintendo. Killer Instinct
- Gold is a blast to play, a mission to master, and a hella of a lot of
- thumb sores, if you had one choice for a video game this christmas
- and you are a fighting game fan you just wont go wrong with Killer
- Instinct Gold. We await Killer Instinct 3 with very high standards, lets
- just hope Rare can deliver! FIGHT ON!
-
- Overall Rating: [10/10]
-
- ========================================================================
- IV. Killer Instinct Gold Modes of Play.
- ========================================================================
-
- The beauty of Killer Instinct Gold is the great variety of options
- available to the player. First and the most obvious of options are the
- mode of play.
-
- Arcade: allows you to play exactly like the arcade 1 or 2 players. Two
- players will be pit against each other and one player will pit you
- against computer controlled opponents on the road to Gargos.
-
- Team: each player selects a team of 2-11 characters and the fight is
- over when all the players from one team are completely perished.
-
- Team Elimination: very similar to Team mode but the characters will
- only be eliminated when they are killed by either an Ultra, an Ultimate
- or a No Mercy. Knock offs can also be used, but only on the last
- character.
-
- Tournament: two to eight players will be pit in a tournament setting in
- which winner stays losers rotate.
-
- Practice: allows you to practice all the combos with the exceptions of
- Ultras and Ultimates. Two players can practice at the same time, but the
- move marker (arrows at the bottom of the screen) will only show for the
- first player.
-
- Training: the master will teach you how to do moves, counters, combo
- breakers, and even combos. For those of you who are elites at KI Gold
- Nintendo made use of hidden colors so you too will enjoy the option.
-
- Focused Training: choose the level you are weak at and learn from the
- master.
-
- Options: allows you to configure your game accordingly.
-
- ========================================================================
- V. Guide to Understanding the FAQ
- ========================================================================
-
- I make use of the abbreviations in order to write this FAQ faster.
- Please take a minute or two to study the basics of this FAQ so you dont
- waste time coming back to refer to this portion often.
-
- B = Back DF = Down Forward
- F = Forward DB = Down Back
- D = Down UF = Up Forward
- U = Up UB = Up Back
-
- QP = Quick Punch QK = Quick Kick
- MP = Medium Punch MK = Medium Kick
- FP = Fierce Punch FK = Fierce Kick
-
- 1 = Quick Punch 4 = Quick Kick
- 2 = Medium Punch 5 = Medium Kick
- 3 = Fierce Punch 6 = Fierce Kick
-
- [P] = Press any Punch [K] = Press any Kick
-
- DP = Dragon Punch Motion [F,DF,F]
- QCB = Quater Circle Back [D,DB,B]
- QCF = Quater Circle Forward [D,DF,F]
- HQCB = Half Quater Circle Back [DF,D,DB]
- HQCF = Half Quater Circle Forward [DB,D,DF]
- HCB = Half Circle Back [F,DF,D,DB,B]
- HCF = Half Circle Forward [B,DB,D,DF,DF]
- FCB = Full Circle Back [U,UF,F,DF,D,DB,B,UB,U] (360 Degrees)
- FCB = Full Circle Forward [U,UB,B,DB,D,DF,F,UF,U] (360 Degrees)
-
- [] = Press
- () = Hold
-
- "+" = Add press the button (this only comes out on Combos)
- "-" = Continuos motion (For Example: QCB-F+[5])
- "/" = or
- AD = Auto Double
-
- ========================================================================
- VI. Definitions/Explanations
- ========================================================================
-
- Since Killer Instinct Gold is such as complex game you will need to
- learn a few terms. Please try to remember these definitions because you
- will need them throughout the FAQ.
-
- ------------------------------------------------------------------------
- Simple Definitions
- ------------------------------------------------------------------------
-
- Timer - the clock on the middle of the screen which counts down from
- 99 to 00. If the clock reaches the 00 figure before any of
- the characters have died, the character with the MOST life
- will win the battle. If both charactes have an equal amount
- of life, it will be considered a "draw".
-
- Life Bar - the color bar on top of the screen. If you inflict damage on
- your opponent their life bar will decrease, if your opponent
- hits you, your life bar will decrease. There are 2 life bars
- one green and the other red. If you deplete your opponent's
- green life bar it will turn red and the fight will continue.
- Once he has low red life it will start flashing something
- we call "Red Flashing Power".
-
- Red Flashing Power - when the red life bar starts flashing. When your
- opponent's life is flashing red, this is the time when you
- are able to perform your ultras, ultimates, & No Mercies
- (which Nintendo changed to Out of Combo Ultimates). Also the
- character in red flashing power will cause double the damage
- he normally would.
-
- Power Bar - the power bar are little square type things that appear
- beneath your life bar. As you attack and your opponent
- blocks the power bar will begin to get filled up - meaning
- more blocks will appear. You can tell how much power you have
- by following the example below:
-
- 1 black block > 1 pink block > 6 pink blocks > 6 yellow
- blocks
-
- Meaning that for every black block it will turn pink, then a
- second black block will appear which will turn pink all the
- way up to 6. Then the same will happen to the pink which will
- then start turning yellow. The only way to see whether or not
- your bar has arrived at its maximum, is by the flashing power
- bar in yellow! There are many ways to power up the life bar.
- Below are just some:
-
- Combo breaking, getting hit, opponent blocks combo, perform
- 4 super linkers in a combo, pressure combos and more.
- Some characters are capable of taking your power into theirs
- one example is Spinal.
-
- Profile Screen - very valuable for the codes. This screen is the one
- where they display the character's height, weight, storyline,
- etc...
-
- ------------------------------------------------------------------------
- Complex Definitions
- ------------------------------------------------------------------------
-
- ---==|Special Moves|==---
-
- Every character in the game has 5 or more special moves. These moves
- require that you perform a motion on your controller or a charge motion.
- Special moves do not deplete your super bar and can be done many times
- during a match. Some special moves serve as 4 of the 5 endspecials.
- Special moves will cause a mere 1/10th of damage to a blocking opponent
-
- ---==|Super Moves|==---
-
- Super moves are moves that require "blocks" from the power bar. Each
- different super move takes away different amount of blocks, it all
- depends on the move you are performing. The maximum amount of blocks a
- super move takes away is 6! These move are usually linkers or Ultra
- buffers (more info on combo theory). Super Moves perform the following
- purposes:
-
- * Damage Factor * Linker
- * Recovery Moves * Starters
- * Ultra Buffer * Enders
- * Ultra Breaker * Life replenisher
-
- While the super move has the functions mentioned above, each character
- is NOT capable of performing all. More of this will be explained on
- each character profile.
-
- ---==|Shadow Moves|==---
-
- Shadow moves are super moves which when executed leave a trail of
- shadows behind the character. All shadow moves are linkers and openers
- and take away 6 power blocks from the super power meter. When a shadow
- move is performed and the combo is continued, the shadow will trail all
- throughout the combo. Also, if you perform a shadow at the beginning of
- a combo the super linker which corresponds to the same button and motion
- (generally speaking of Jago) can be done by the simple special motion,
- not the super motion. For Example:
-
- Jago:
- Shadow Move, AD, WINDKICK LINKER, AD, Ender.
-
- The "WINDKICK LINKER" is the normal Windkick with MK but because of the
- shadows, your character will perform the Super Windkick instead, which
- will give you 5 free hits for the linker.
-
- ---==|Recovery Move|==---
-
- Whenever your opponent knocks you down you will be able to perform a
- recovery move. What the recovery move will allow you to do is, knock
- the opponent down if they attempt to attack you as you are getting up.
- Each character's Recovery Move is different from the other, so you
- will need to remember each and everyone for the characters. These moves
- can be very useful, specially when you are in a jam. One warning though
- the recover moves can also be countered... there is a "small window
- of opportunity" as GameFan calls it, that will leave you open from an
- opponents attack. This, again, varies from move to move.
-
- ---==|Pressure Moves|==----
-
- Pressure moves are two automatic hits that all opponents have. These
- move can be used to juggle the opponent or to begin "Pressure Combos",
- and also as autodoubles.
-
- ---==|Transition Moves|==---
-
- Transition moves are moves that can be executed while the character is
- still on his initial move animation. Example:
-
- TJ Combo:
- Powerline and while he is running you perform the Rollercoaster.
-
- TJ will begin running and then drop to the floor and do the roller
- coaster in one smooth animation.
-
- ---==|Throws|==---
-
- Every character in KI Gold has a throw, with the exception of Fulgore.
- The throw button differs from character to character. This move is
- performed when you are extremely close to your opponent. You may also
- perform a throw in your combo after your autodouble which will set your
- opponent up for an easy air juggle. Warning, throws can be reversed and
- combo reversal can also be reversed!
-
- ---==|Combo Breaker|==---
-
- Combo Breakers allow you to break an opponent's combo by performing
- a special motion or charge on your controller. The combo breaker chart
- below, will help you understand how to break combos:
-
- Punch Breaks Kick
- Kick Breaks Punch
-
- The only thing you can NOT combo break are super linkers, super enders,
- slo-mos and ultimates.
-
- ---==|Ultra Breaker|==---
-
- In order to perform an Ultra breaker you must have 6 super power
- block in your super power bar. During the first 4 hits of the ultra
- perform your opponent's Ultra Breaker and you will be able to break the
- Ultra! This move is devastating because it has the damage of a normal
- super and also the double damage from the flashing power.
-
- ---==|Ultra Combo|==---
-
- The Ultra is performed on the opponent's red flashing power. If you
- perform different enders in your match the Ultra combo will extend.
- All of the Ultra combo hits are computer controlled. Remember that
- one of the character's super can buffer the ultra. For more information
- refer to the Combo Theory Section of this FAQ.
-
- ---==|Mini Ultra Combo|==---
-
- Mini Ultra combos are performed when your opponent's life bar is green.
- Do a move that will take the last little drop of their green life bar,
- continue with the combo and then do the mini ultra motion. You must
- have done at least 1 ender during the green life bar to be able to
- perform the mini ultra.
-
- ---==|Ultimate Combo|==---
-
- Ultimate combos are also moves which are done during a combo, and like
- the Ultra, it can only be done during the opponent's red flashing
- power. The character will do a move which will take away the rest of
- the opponents's life by a special death sequence. This move can not be
- combo breaked.
-
- ---==|No Mercy|=---
-
- Nintendo changed the name of the No Mercy to Out of Combo Ultimate,
- but in this FAQ I will refer to it as a No Mercy. The No Mercy is done
- anywhere on the screen during the opponent's red flashing power. The
- character will perform a special move which can automatically kill the
- opponent. No Mercies can be blocked, and will usually leave your
- character stuck in the animation for a couple of seconds. No Mercies
- can NOT be blocked if done during a combo.
-
- ---==|Counters|==---
-
- Counter move works just as the old game "Rock-Paper-Scissors" does.
- If a character perform's a special you can counter it by performing
- another special. To further explain this "RPS Theory" we must use an
- example:
-
- TJ Tremor Move (Scissors) > Counters > Spinal's Skull Skrape (Paper)
-
- This could be used to generalize the counter "RPS Counter Theory"
-
- Rock > Counters > Scissors > Counters > Paper > Counters > Rock
-
- To make things simpler I have included a chart on each of the profiles
- for each character. A sample chart is provided below with explanations
- as how to read the chart.
-
- ---------------------------------------------------------
- |You! |ROCK |PAPER |SCISSORS |
- ---------------------------------------------------------
- |Opponent |Scissor |Rock |Paper |
- ---------------------------------------------------------
-
- ROCK - this is your character's ROCK move. This move will counter
- any scissor move your opponent does.
-
- PAPER - this is your character's PAPER move. This move will counter
- any rock move your opponent does.
-
- SCISSORS - this is your character's SCISSORS move. This move will
- counter any paper move you opponent does.
-
- If you do a rock move and your opponent does a rock move the person
- who did the move first will win the toss up. This is one of the most
- beautiful elements of KI Gold that sets it aside from any other game
- out there!
-
- ---==|Parry Moves|==---
-
- Parry moves will stop your opponent's over the head attack or just
- about any fierce punch or kick they do. By simply pressing Back and
- quick punch you will activate your character's parry. There will be a
- slight pause and there will be a Yellow spark which will be your visual
- cue that you did it right. You may move to an opener or an instant dizzy
- from here. Refer to the Combo Theory Section of this FAQ for more info
- on how to perform the BIG hit combos in Killer Instinct Gold.
-
- ---==|Stage Knockoffs|==---
-
- In most of the level in Killer Instinct Gold you will be able to knock
- your opponent into a portion of the background and something special
- will happen. The last move of the combo most send the character
- flying into the air.
-
- ========================================================================
- VII. The Killer Instinct Gold Combo Theory.
- ========================================================================
-
- I would like to thank Scooby for providing me with the background
- information as to how the Combo Theory works. Thanks Scooby!
-
- This is used to begin a combo. A starter can be a number of moves,
- as seen below:
-
- ╖ Almost every Special Move
- ╖ Some super moves.
- ╖ Ducking attacks (Ducking 6 or Ducking 3.
- ╖ Mid-Air attacks (Jumpkick while opponent is in the air)
- ╖ Overhead attacks (B + 3..when opponent is ducking)
- ╖ Jump kicks
- ╖ Throws...Yes, you can combo off of throws.
- ╖ Parry attacks (B + 1 while opponent attempts to hit you with a
- punch or kick).
-
- The Auto Double (AD):
- Auto-Double...Single button press in a combo that adds 2 hits.
-
- The Linker:
- Special move done in a combo to keep the chain goin. You have to do a
- linker to go to your next AD. It goes: AD -- Linker -- AD and so on. You
- can't go AD -- AD -- AD. Supers can also be linkers, REALLY maxing your
- combo out.
-
- The Auto Double (AD):
- Auto-Double...Single button press in a combo that adds 2 hits.
- Whatever your current button is, you just degrade one power. A medium
- (5 & 2) is one less power than fierce(3 & 6), therefore, after hitting
- any fierce(3 & 6) your next button would be any medium (5 & 2). It's
- easy!! If you hit a quick (1 & 4) you just start over and go to any
- fierce (3 & 6). I'm sure you'll cath on. With this material it's easy
- to build combos. Use this easy to read table for better explanations.
-
- AD TABLE
- +------------------------------------------------------+
- |Current Button is: | Next Button will be: |
- ------------------------------------------------------
- | Button 1 or 4 | Button 3 or 6 |
- ------------------------------------------------------
- | Button 2 or 5 | Button 1 or 4 |
- ------------------------------------------------------
- | Button 3 or 6 | Button 2 or 5 |
- +------------------------------------------------------+
-
- Manual Auto Doubles:
- These auto double allot only one hit per button pressed. Meaning if you
- hit FP once you only get 1 hit. But like the auto double table there is
- table you must also follow.
-
- Fierce P/K ---> Medium P/K
-
- Manual auto doubles can be used after an opener, a linker, an AD, as
- openers but never before an auto double.
-
- The Linker:
- Special move done in a combo to keep the chain goin. You have to do a
- linker to go to your next AD. It goes: AD -- Linker -- AD and so on. You
- can't go AD -- AD -- AD. Supers can also be linkers, REALLY maxing your
- combo out.
-
- Supers Can be Linkers:
-
- You have to have the super power to be able to do a super, so watch
- out for that. Replace any or all of your linkers in a combo with a
- super and you get 5 hits! That's how you can pull off 50 hitters. You
- can also add hits a number of other ways, so read on.
-
- Correct Counter Attack (CCA):
-
- If after performing a counter attack (B+1., you do the right CCA, you
- will get 3 hits instead of one. Only one CCA per character. A CCA is
- just a special move... but, doing the right one will get you 3 hits
- instead of one.
-
- Overhead:
-
- An overhead is one way you can attack your opponent while they are
- ducking. Do this by B+3. After hitting them you can do an AD or a
- Special move then combo off of that.
-
- Air Juggle Combo:
-
- Performing different type of moves and specials will keep your
- opponent in the air! Throwing is the key to air juggle combos. There
- will be a lot of examples below.
-
- Jump Kicks:
-
- Jump in with any punch or kick and then there is a coordinated AD for
- each character. The order is Dropkick -- AD -- Special Move.
-
- Mid Air Attacks:
-
- This is where you jump towards an opponent while they are jumping
- towards you and juggle them with moves for a manual combo. If they jump
- towards you, jump right back at them in the air with 6, a do their air
- juggle special move to juggle your opponent and get a combo while your
- at it.
-
- Ducking Attacks:
-
- You can do a low attack and then it opens the opportunity to use a
- special move starter to begin a combo. To do a ducking attack, just do:
- D + 3 for a punch then do a special starter move OR D + 6 to do a low
- kicking attack and you can do an AD only on the D + 6 attack. And then
- bring out the rest of your combo.
-
- Combo Ender Factor (CEF):
-
- This is the extra hit system. If you end each combo with a different
- ender in every combo. You do one combo ender, the next ender wil be 2
- hits instead of one (as long as the ender is different) then the next
- will be 3 and the next will be 4.
-
- Every character's highest CEF is 4. It also adds hits to your ultra.
- The Ultra Combo addition goes like this:
-
- 1. ( C E F = 1 --- U l t r a = 1 4 )
- 2. ( C E F = 2 --- U l t r a = 1 8 )
- 3. ( C E F = 3 --- U l t r a = 2 2 )
- 4. ( C E F = 4 --- U l t r a = 2 6 )
- 5. ( C E F = 5 --- U l t r a = 3 0 )
-
- Say you do a 10 hit combo and you CEF is 3 and you slip the Ultra
- movement in there.
-
- 10 + 22 = 32. Your total is 32....Duh?
-
- There is a 5th Combo ender! But, you must preform ALL of the combo
- enders in order to be able to do the 5th Combo Ender. This gives you
- 5 hits and it also adds those extra hits to the ultra.
-
- Enders:
-
- Special moves you do to finish a combo. To get the most hits out of a
- combo, you would put an ender at the end of a combo. Remember, the
- CEF will give you extra hits to add to your combo.
-
- Supers as Enders:
-
- You can end your combo with a super if you wish. By doin' a super in
- a combo you get 3 to 5 extra hits. But, (this is a BIG but, so listen).
- Why do a Super and drain your meter, and also loose a chance to
- accomplish a higher CEF? However, If you do a super at during the
- first four hits of an Ultra (before the animation starts to recycle),
- and you raised your CEF by not doing the super earlier, you get 4 extra
- hits! Super meter is precious, so keep it.
-
- Slo Motion Combos:
-
- Slo Motion combos are enders in slow motion! These combos are amazing,
- and just look great! In order to do the slo-mos you must do the motion
- of the ender twice. For charge characters like Maya you must do the
- following: Charge Back, Tap Forward, Tap Back press the button. Try
- it, specially after speed up combos.
-
- Speed-Up Combos:
-
- There are two basic ways to speed up your combo:
-
- 1rst: This one works only with combo enders. Hold the button of the
- ender and then do the motion and release. Your character will move
- through the animation twice as fast.
-
- 2nd: The second way is a little harder because it requires that you
- speed yourself up. You must press the autodouble button immediately
- as the opener hits the opponent. Speed up combos are harder to break
- but not unbreakable. Try it out!
-
- ------------------------------------------------------------------------
- Combo Evaluation
- ------------------------------------------------------------------------
-
- We'll pick apart a combo to show you how many hits, and what the ADs,
- starters, linkers and enders are.There are many ways to do combos in KI
- its up to you to experiment! So, let's take a look:
-
- --=|BEGINNER COMBOS|=--
-
- Beginner combos will make use of: Starters, Auto Doubles, Linkers, and
- Enders. As we move up the combo master ladder we will build up on other
- type of moves including manuals and supers. Ultras and understanding of
- the CEF system is required for optimum performance. There will be more
- detail added to the Ultra Combos system in the advance section of this
- FAQ.
-
- The Basic Beginner Combo Flow:
-
- [Starter] -- [AD] -- [Linker] -- [AD] -- [Ender]
-
- Maya 9 Hit Blaster:
-
- [cB, F + 2] -- [cB + 1] -- [F + 2] -- [cB + 1] -- [F + 5]
-
- Translates to:
-
- ╖ cB - F+2 (Starter)2 hits (Since this starter, hits twice)
-
- ╖ cB+1 (AD) 2 hits (ADs are 2 hits)
-
- ╖ F+2 (Linker) 2 hits (This linker is the same move as the starter)
-
- ╖ cB+1 (AD) 2 hits (ADs are 2 hits)
-
- ╖ F+5 (Ender) 1 hit (If your CEF was 2 it would be 2 hits)
-
- This is the basic combo system format. And that's how you accomplish
- the hit total. Remeber with the CEF you can add extra hits. This
- combo's CEF is 1. Meaning the last hit will hit only once.
-
- Here is another example but this time with a CEF of 5. We will use
- the same character and combo to keep things simple.
-
- Maya 13 Hit Killer:
-
- [cB, F + 2] -- [cB + 1] -- [F + 2] -- [cB + 1] -- [F + 5]
-
- Translates to:
-
- ╖ cB - F+2 (Starter)2 hits (Since this starter, hits twice)
-
- ╖ cB+1 (AD) 2 hits (ADs are 2 hits)
-
- ╖ F+2 (Linker) 2 hits (This linker is the same move as the starter)
-
- ╖ cF+1 (AD) 2 hits (ADs are 2 hits)
-
- ╖ B+1 (Ender) 5 hits (5th hidden ender adds 5 hits!)
-
- As you can see from this example the 5th hidden ender will add 5 hits
- instead of 1 giving you more opportunity to add more hits. From now on
- this FAQ will use the 5th hidden because it adds more hits to the
- combo. Most combos found on this FAQ will use the 5th ender.
-
- --=|INTERMEDIATE COMBOS|=--
-
- When we have the beginner combos mastered, we move up to intermediate
- combos. Intermediate Combos will take advantage of Manuals which is
- considered one of the game's toughest thing to master, specially if
- you have to connect the combos with linkers. Lets get down to business,
- this time with Jago a character which uses motions for the moves.
-
- The Basic Intermediate Combo Flow:
-
- [Starter] -- [AD] -- [Manual] -- [Manual] -- [Linker] -- [AD] --
- [Manual] -- [Manual] -- [Ender]
-
- Jago 16 Hit Killer:
-
- [HQCB + 3] -- [2] -- [6] -- [5] -- [HQCB + 5] -- [1] -- [6] -- [5] --
- [DP + 2]
-
- Translates to:
-
- ╖ HQCB+3(start) 2 hit (The fierce blade hits twice)
-
- ╖ 2 (AD) 2 hits (ADs are two hits)
-
- ╖ 6 (Manual) 1 hit (Manuals are worth 1 hit each)
-
- ╖ 5 (Manual) 1 hit (Notice this is MK! The above was FK)
-
- ╖ HQCB+5(linker)1 hit (This linker is 1 hit)
-
- ╖ 1 (AD) 2 hits (ADs are two hits)
-
- ╖ 6 (Manual) 1 hit (Manuals are 1 hit each)
-
- ╖ 2 (Manual) 1 hit (Manuals are 1 hit each)
-
- ╖ DP+2 (Ender) 5 hits (5th Ender awards 5 hits!)
-
- After looking over the combo you will notice the 4 extra steps added
- into the combo for a total of 4 hits. The manuals act as an extra
- hit and were carefully place after an autodouble for the extra hits.
- Remember that you may do manuals after everything (except for enders)
- but auto doubles will NOT work after manuals. Also notice that I
- used the two ways you can move down the ladder with manuals. On the
- first set of manuals I used FK > MK and on the second I used FK > MP.
-
- Manuals are a bit tricky to pull off as you have to press them just
- as the first auto hit reaches the opponent. Manuals are alot like
- buffering combos (explained later).
-
- --=|ADVANCED COMBOS|=--
-
- Advanced Combos will require you to understand everything that was
- explained above aside from also as skills to do super moves. Advanced
- combos require a lot of practice. Also included in the advance section
- are throw combos and make use of parries. Read em and weep em!
-
- The Basic Advanced Combo Flow:
-
- [Parry] -- [Parry Opener] -- [AD] -- [Manual] -- [Manual] -- [Super
- Linker] -- [AD] -- [Manual] -- [Manual] -- [Super Linker] -- [AD]
- [Manual] -- [Manual] -- [Ender]
-
- Orchid 30 Hit Killer:
-
- [Parry (B+1)] -- [HQCB+2] -- [4] -- [3] -- [5] -- [HCT,F+3] -- [5]
- -- [6] -- [5] -- [HCB,B+5] -- [1] -- [3] -- [5] -- [DP+1] wait...
- [HQCT+3]
-
- Translates to:
-
- ╖ Parry(B+1) 0 hit (Sets them up for the combo)
-
- ╖ HQCB+2 (open) 3 hits (This is the opener)
-
- ╖ 4 (AD) 2 hits (This is the Auto Double)
-
- ╖ 3 (Manual) 1 hit (Manuals are worth 1 hit each)
-
- ╖ 5 (Manual) 1 hit (Manuals are worth 1 hit each)
-
- ╖ HCT,F+3 (Link)5 hits (Super Linker 5 hits!!!)
-
- ╖ 5 (AD) 2 hits (This is the 2nd Auto Double)
-
- ╖ 6 (Manual) 1 hit (Manuals are worth 1 hit each)
-
- ╖ 5 (Manual) 1 hit (Manuals are worth 1 hit each)
-
- ╖ HCB,F+5 (open)5 hits (Super Linker 5 hits!!!)
-
- ╖ 1 (AD) 2 hits (This is the Auto Double)
-
- ╖ 6 (Manual) 1 hit (Manuals are worth 1 hit each)
-
- ╖ 2 (Manual) 1 hit (Manuals are worth 1 hit each)
-
- ╖ DP+1 (ender) 5 hits (5th Ender, 5 hits!)
-
- ╖ HQCT+3(Juggle)1 hit (Juggles them for 1 extra hit)
-
- As you might be able to notice I have added supers and at the same
- time added the parry. The parry itself its not too hard to master, but
- the things you can achieve with it are fenomenal! I highly recommend
- you practice getting the supers to work right after the manuals.
-
- Now we are going to add an ultra to this baby for some 70 hit action!
- Same character a beast of a combo!
-
- Orchid 73 Hit Ultra:
-
- [Parry(B+1) -- [HQCB+2] -- [4] -- [3] -- [2] -- [HCT,B+3] -- [5] --
- [6] -- [2] -- [HCB,F+5] -- [1] -- [6] -- [5] -- [HCT,B+3] -- [F+6]
- -- [HCB,F+5] -- [F+6] -- [HQCB+4]...[QCB,HCT+6]
-
- Translates to:
-
- ╖ Parry(B+1) 0 hit (Sets them up for the combo)
-
- ╖ HQCB+2 (open) 3 hits (This is the opener)
-
- ╖ 4 (AD) 2 hits (This is the Auto Double)
-
- ╖ 3 (Manual) 1 hit (Manuals are worth 1 hit each)
-
- ╖ 2 (Manual) 1 hit (Manuals are worth 1 hit each)
-
- ╖ HCT,B+3 (Link)5 hits (Super Linker 5 hits!!!)
-
- ╖ 5 (AD) 2 hits (This is the Auto Double)
-
- ╖ 6 (Manual) 1 hit (Manuals are worth 1 hit each)
-
- ╖ 2 (Manual) 1 hit (Manuals are worth 1 hit each)
-
- ╖ HCB,F+5 (link)5 hits (Super Linker 5 hits!!!)
-
- ╖ 1 (AD) 2 hits (This is the Auto Double)
-
- ╖ 6 (Manual) 1 hit (Manuals are worth 1 hit each)
-
- ╖ 5 (Manual) 1 hit (Manuals are worth 1 hit each)
-
- ╖ HCT,B+3 (Link)5 hits (Super Linker 5 hits!!!)
-
- ╖ F+6 (AD) 2 hits (The Pressure move at work, 2 hits)
-
- ╖ HCB,F+5 (link)5 hits (Super Linker 5 hits!!!)
-
- ╖ F+6 (AD) 2 hits (The Pressure move at work, 2 hits)
-
- ╖ HQCB+4(Ultra) 30hits (Ultra with a CEF of 5 = 30 hits)
-
- ╖QCB,HCT+6 4 hits (This will buffer the ultra with 4 extra hits)
-
- This is the best way to see the CEF at work. The Ultra will register
- 30 hits to your combo easily! Aside from that we have seen the Ultra
- buffering at work also. The buffer must be done before the first 4 hits
- of the ultra in order to work. Sounds easy? Well reality check, its one
- heck of a mission trying to get the supers to actually come out after
- the manuals!
-
- Now we can move on to throw combos. While these combos are not so
- difficult to execute, speed and timing can make the quite difficult!
- You must know when to throw and since there are only slight chances to
- do so, you must plan your combo ahead of time. That's something masters
- should always do, plan your combos ahead of time. Ok, lets now put
- everything we know to work:
-
- Orchid 33 Hit Killer: *Juggle*
-
- [Parry(B+1] -- [HQCB+2] -- [4] -- [3] -- [2] -- [HCB,F+5] -- [1] -- [6]
- [2] -- [HCB,F+5] -- [4] -- [F+3] -- [Jump+6] -- [HQCB+5] -- [F+6] --
- [QCB,HCT+6]
-
- Translates to:
-
- ╖ Parry(B+1) 0 hit (Sets them up for the combo)
-
- ╖ HQCB+2 (open) 3 hits (This is the opener)
-
- ╖ 4 (AD) 2 hits (This is the Auto Double)
-
- ╖ 3 (Manual) 1 hit (Manuals are worth 1 hit each)
-
- ╖ 2 (Manual) 1 hit (Manuals are worth 1 hit each)
-
- ╖ HCB,F+5 (Link)5 hits (Super Linker 5 hits!!!)
-
- ╖ 1 (AD) 2 hits (This is the Auto Double)
-
- ╖ 6 (Manual) 1 hit (Manuals are worth 1 hit each)
-
- ╖ 2 (Manual) 1 hit (Manuals are worth 1 hit each)
-
- ╖ HCB,F+5 (link)5 hits (Super Linker 5 hits!!!)
-
- ╖ 4 (AD) 2 hits (This is the Auto Double)
-
- ╖ [F+3](throw) 1 hit (Throws count as 1 hit)
-
- ╖ [Jump+6] 1 hit (Jump kick at the opponent for 1 hit)
-
- ╖ [HQCB+5] 1 hit (This is Orchid's air juggle, you will need timing)
-
- ╖ [F+6] 2 hits (The Pressure move adds 2 hits!)
-
- ╖ QCB,HCT+6 5 hits (Effective, but at times you will miss it)
-
- This move takes excellent timing, specially for the Air Juggle and for
- the last super move, the Gyro Kyaku. This is the reason why I place them
- here. Remember though even beginners can pull off air juggles so they
- too can perform air combos. That ends our combo lesson... hold on....
- there is more.... READ ON!
-
- --=|MASTER COMBOS|=--
-
- Just what the hell can get any more difficult than the combos above? Well
- Master Combos takes this section. If you did not know already the combo
- gauge in Killer Instinct Gold reaches the 90 HIT margin, so I figure there
- must be a way to do these combos! The master combo section will appear
- soon. You can bet on it!
-
- You can also do a combination:
-
- Put, the shadows in, add the ultra movement at the end. So, you can create
- a nice combo just by simply applying some thought to it and doin'
- a little math.
-
- ========================================================================
- VIII. Character Profiles.
- ========================================================================
-
- |---------====|FULGORE|====-----------|
-
-
- Height: 6'5"
- Weight: 560lbs
- Age: Unknown
-
- Story: The advanced and deadlier successor to the original Fulgore
- cyborg destroyed by Jago. Activated after the time jump, its final
- Ultratech commands are executed... find Jago and kill him.
-
- =Special Moves=
-
- Cyber Dash: DB,D,DF [MK/FK]
- Eye Laser: DF,D,DB [MP/FP]
- Laser Storm: D,DF,F [P]
- Fake Laser Storm: D,DB,B [QP]
- Plasma Slice: F,D,DF [P]
- Electro Reflect: D,DB,B [Hold QK]
- Air Juggle: F,D,DF [P]
- Parry Move: B+[QP]
- Pressure Move: B+FP
- Combo Braker: F,D,DF [P/K]
- Ultra Braker: D,DB,B,DB,D,DF,F [FP] -+ 6 Bar Blocks +-
- Recovery Move: F,D,DF [P]
-
- =Super Moves=
-
- Super Plasma Slice: D,DB,B,DB,D,DF,F [FP] -+ 6 Bar Blocks +-
- Cloak: D,DB,B [FK] (repeat to uncloak) Drains Super Bar Block...
- Lock-On: B,DB,D,DF,F [QK] -+ 1 Bar Block +-
- Triple Laser Storm: D,DB,D,DF,F [QP] (Once Locked On)
- Air Eye Laser: DF,D,DB [FP] -+ 1 Bar Block +-
- PlasmaPort: B,D,DB [P/K] -+ 1 Bar Block +-
-
- =Super Linkers=
-
- Electro Reflect: DF,D,DB,F [QK] -+ 3 Bar Blocks +-
- Super Cyber Dash: DB,D,DF,B [FK] -+ 3 Bar Blocks +-
-
- =Finishers=
-
- Mini Ultra: F,D,DF [QP]
- Ultra Combo: F,D,DF [QK]
- Ultimate Heavy Artillery: (F),B,DB,D,DF,F [MK]
- No Mercy Lazer: B,DB,D,DF,F,B [MP]
-
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- /\COMBOS/\
- ------
-
- =Combo Starters=
-
- 1: Cyber Dash: DB,D,DF [MK/FK]
- 2: Eye Laser: DF,D,DB [MP/FP]
- CCA: Cyber Dash: DB,D,DF [FK]
-
- =Combo Linkers=
-
- 1: Eye Laser: DF,D,DB [MP]
- 2: Cyber Dash: DB,D,DF [MK]
-
- =Super Linkers=
-
- Electro Reflect: DF,D,DB,F [QK] -+ 3 Bar Blocks +-
- Super Cyber Dash: DB,D,DF,B [FK] -+ 3 Bar Blocks +-
-
- =Combo Enders=
-
- 1: Cyber Dash: DB,D,DF [FK]
- 2: Eye Laser: DF,D,DB [FP]
- 3: Laser Storm: D,DF,F [MP]
- 4: PlasmaSlice: F,D,DF [FP]
- 5: Hidden: D,DF,F [QP]
- Ultra Buffer: D,DB,B,DB,D,DF,F [FP]
-
- --==\17 Hit Killer/==--
- *Must have 5 enders*
-
- [Eyelaser + MP] -- [QP] -- [FK] -- [MK] -- [Eyelaser + MP] -- [QP] --
- [FK] -- [MK] -- [5th Ender] -- [Eyelaser Juggle]
-
- --==\16 Hit Killer/==--
- *Must have 6 Power Bars*
-
- [Cyber Dash + FK] -- [MK] -- [FK] -- [MP] -- [Eyelaser + MP] -- [QK]
- -- [FK] -- [MK] -- [Super Plasma Slice]
-
- --==\38 Hit Mini-Ultra/==--
- *Must have 6 Power Bars*
-
- [Parry(B+1)] -- [Cyberdash + MK] -- [QP] -- [FK] -- [MP] -- [Super
- Cyberdash] -- [MK] -- [FK] -- [MP] -- [Super Cyberdash] -- [MK] --
- [FP] -- [MP] -- [Mini Ultra] -- [Eyelaser] -- [Eyelaser] -- [Eyelaser]
- -- [Eyelaser] -- [Eyelaser]
-
- --==\77 Hit Ultra/==--
- *Must have a FULL super power bar, 5 Enders*
-
- [Parry(B+1)] -- [CyberDash + MK] -- [QP] -- [FP] -- [MP] -- [Super
- Cyber Dash] -- [MK] -- [FP] -- [MP] -- [Super Cyber Dash] -- [MP]
- [FP] -- [MK] -- [Super Electro Reflect] -- [B+FP] -- [Ultra] --
- [Ultra Buffer]
-
- --==\Air Ultra/==--
- *Ultra Motion MUST be done fast!*
-
- [Eyelaser + MP] -- [QP] -- [Eyelaser + MP] -- [QP] -- [Eyelaser + MP]
- -- [Ultra]
-
- *******************************
- ********** COUNTERS ***********
- ************************************************************************
-
- ---------------------------------------------------------
- | |Plasma Shield |Eye Laser |CyberDash |
- ---------------------------------------------------------
- |Fulgore |Cyber Dash |Eye Laser |
- |Kim-Wu |Tornado Kick / Firecracker |Split Kick |
- |Maya |Flip Kick |Savage Blades |Mantis |
- |B. Orchid |Flik Flak |San |Tiger Slide |
- |Jago |Windkick |Laser Blade |Ninja Slide |
- |Glacius |Cold Shoulder |Liquidize |Icy Grip |
- |COMBO* |TJ Tremor |Spinfist /Rollercoaster |
- |Sabrewulf |Sabrewheel |Sabrespin |Sabrepounce |
- |Spinal |Skeleskewer |Flame Blade |Skull Skrape |
- |Tusk |Boot Kick |Web of Death |Skull Splitter|
- ---------------------------------------------------------
- * -> Fulgore can counter the Spinfist and Rollercoaster with the
- Cyberdash NOT the Eyelaser.
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- * NOTE * More on Gargos will be added shortly.
-
- |---------====|GARGOS|====-----------|
-
-
- Height: Unknown
- Weight: Unknown
- Age: Unknown
-
- Story: ??
-
- =Special Moves=
-
- Flame: D,DF,F [QP]
- Fly: U [FP]
- Air Fireball: D,DF,F [P]
- Shoulder Dash: DF,D,DB [MK/FK]
- Jumping Overhead Slam: DB,D,DF [K]
- Air Jumping Overhead Slam: DB,D,DF [K]
- Laugh: DF,D,DB [FP] -=Reflects fireball attacks=-
- Uppercut: F,D,DF [FP]
- Air Juggle: D,DF,F [P]
- Parry Move: B+[QP]
- Throw: F+ [FP]
- Throw Reversal: B+ [FP]
- Pressure Move: F [FK]
- Combo Breaker: D,DF,F [P/K]
- Recovery Move: D,DF,F [P]
-
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- /\COMBOS/\
- ------
-
- =Combo Starters=
-
- 1: Jumping Overhead Slam: D,DF,F [FP]
- 3: Shoulder Dash: D,DB,B [K]
-
- =Combo Enders=
-
- 1: F,D,F [FP]
- 2: F,D,F [FP]
- 3: F,D,F [FP]
- 4: F,D,F [FP]
- 5: B,DB,D,DF,F,B [QK]
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- |---------====|GLACIUS|====-----------|
-
-
- Height: Variable
- Weight: Variable
- Age: Unknown
-
- Story: 2 millenia from now a captured relative earns freedom by slaying
- a fire being and escaping home. But now in the past, a distress call has
- been answered. Glacius must free his stranded kin.
-
- =Special Moves=
-
- Cold Shoulder: D,DF,F,[MP]
- Icy Grip: D,DF,F,[QP]
- Liquidize: D,DF,F [MK/FK] -=Can be done in the air=-
- Energy Gain: D,DF,F hold [QK] -=You gain more the longer you hold=-
- Ice Lance: D,DB,F,[FP]
- Arctic Blast: D,DB,B,[P]
- Air Juggle: D,DF,F [K]
- Throw: F+ [FP]
- Reversal: B+ [FP]
- Parry Move: B [QP]
- Pressure Move: F [FK]
- Combo Braker: D,DF,F,[P/K]
- Ultra Braker: B,DB,D,DF,F,B [QP] -+ 6 Bar Blocks +-
- Recovery Move: D,DF,F [MK/FK]
-
- =Super Moves=
-
- Arctic Slam: B,DB,D,DF,F,B [QP] -+ 6 Bar Blocks +-
- Super Arctic Breath: F,DF,D,DB,B,F, [FP] -+ 4 Bar Blocks +-
- Reverse Uppercut: F,DF,D,DB,B [FK] -+ 3 Bar Blocks +-
-
- =Super Linker=
-
- Super Uppercut: DB,D,DF,B [FK] -+ 3 Bar Blocks +-
- Super Cold Shoulder: DB,D,DF,B [MP] -+ 3 Bar Blocks +-
-
- =Finishers=
-
- Mini Ultra: D,DB,B [QK]
- Ultra Combo: D,DF,F [QK]
- Ultimate Ice Spear: F,DF,D,DB,B,F [MK]
- No Mercy Killer Breath: D,DB,B [QK]
-
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- /\COMBOS/\
- ------
-
- =Combo Starters=
-
- 1: Icy Grip: D,DF,F [QP]
- 2: Liquidize: D,DF,F [MK]
- 3: Cold Shoulder: D,DF,F [MP]
- CCA: Liquidize: D,DF,F [MK]
-
- =Linkers=
-
- 1: Liquidize: D,DF,F [MK]
- 2: Cold Shoulder: D,DF,F [MP]
-
- =Super Linker=
-
- Super Uppercut: DB,D,DF,B [FK] -+ 3 Bar Blocks +-
- Super Cold Shoulder: DB,D,DF,B [MP] -+ 3 Bar Blocks +-
-
- =Combo Enders=
-
- 1: Icy Grip: D,DF,F,[QP]
- 2: Liquidize: D,DF,F [FK]
- 3: Ice Lance: D,DB,F,[FP]
- 4: Arctic Blast: D,DB,B,[FP]
- 5: Hidden: D,DF,F [QK]
- Ultra Buffer: B,DB,D,DF,F,B, [MP]
-
- --==\14 Hit Killer Throw/==--
-
- [Icy Grip + QP] -- [FP] -- [FK] -- [MK] -- [Liquidize + MK] -- [QP] --
- [F+FP] -- [Jump+FK] -- [Air Juggle] -- [F+FK] -- [Liquidize + FK]
-
- --==\31 Hit Killer/==--
- *6 Power Bars, 5 Enders*
-
- [Parry(B+1)] -- [Liquidize + MK] -- [QK] -- [FK] -- [MK] -- [Super Cold
- [Shoulder] -- [QP] -- [FP] -- [MP] -- [Super Uppercut] -- [MK] -- [FP]
- -- [MK] -- [5th Ender]
-
- --==\32 Hit Mini Ultra/==--
- *Must have 6 Power Bars*
-
- [Parry(B+1)] -- [Liquidize + MK] -- [QP] -- [FK] -- [MK] -- [Super Cold
- Shoulder] -- [QP] -- [FP] -- [MK] -- [Super Liquidize] -- [MK] -- [Mini
- Ultra] -- [Liquidize + FP]
-
- --==\74 Hit Ultra/==--
- *Full Power Bar, 5 Enders*
-
- [Parry(B+1)] -- [Liquidize + MK] -- [QK] -- [FK] -- [MK] -- [Super Cold
- [Shoulder] -- [QP] -- [FP] -- [MP] -- [Super Uppercut] -- [QK] -- [FK]
- -- [MK] -- [Super Uppercut] -- [F+FK] -- [Super Cold Shoulder] -- [F+FK]
- [Ultra] -- [Ultra Buffer]
-
- --==\Air Ultra/==--
- *Ultra Motion MUST be done fast!*
-
- [Cold Shoulder] -- [QP] -- [D+FP] -- [Ultra]
-
- *******************************
- ********** COUNTERS ***********
- ************************************************************************
-
- ---------------------------------------------------------
- | |Liquidize |Icy Grip |Cold Shoulder |
- ---------------------------------------------------------
- |Glacius |Cold Shoulder |Liquidize |Icy Grip |
- |Kim-Wu |Tornado Kick |Firecracker |Split Kick |
- |Maya |Flip Kick |Savage Blades |Mantis |
- |B. Orchid |Flik Flak |San |Tiger Slide |
- |Jago |Windkick |Laser Blade |Ninja Slide |
- |Tusk |Boot Kick |Web of Death |Skull Splitter|
- |COMBO |TJ Tremor |Spinfist |Rollercoaster |
- |Sabrewulf |Sabrewheel |Sabrespin |Sabrepounce |
- |Spinal |Skeleskewer |Flame Blade |Skull Skrape |
- |Fulgore |Cyber Dash |Plasma Shield |Eye Laser |
- ---------------------------------------------------------
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- |---------====|JAGO|====-----------|
-
-
-
- Height: 5'9"
- Weight: 190lbs.
- Age: 22 years
-
- Story: After destroying Fulgore a furious Jago is betrayed by his
- one-time master the Tiger Spirit. The disguised Demon Lord used him to
- escape from the void and now Jago swears vengeance.
-
- =Special Moves=
-
- Laser Blade: DF,D,DB,[FP]
- Windkick: DF,D,DB,[K]
- Ninja Slide: DB,D,DF,[K]
- Endouken: D,DF,F,[P]
- Fake Endouken: D,DF,F [QK]
- Red Endouken: Hold [FP] D,DF,F Release [FP]
- Tiger Fury: F,D,DF [P]
- Air Juggle: DF,D,DB [K]
- Throw: F+ [FP]
- Reversal: B+ [FP]
- Counter Move: B+ [QP]
- Pressure Move: F+ [FK]
- Combo Breaker: F,D,DF, [P/K]
- Ultra Breaker: D,DB,B,DB,D,DF,F [FP] -+ 6 Bar Blocks +-
- Recovery Move: F,D,DF [P]
-
- =Super Moves=
-
- Tiger Trash: D,DB,B,DB,D,DF,F,[FP] -+ 6 Bar Blocks +-
- Shadow Move: DF,D,DB,F [MK] -+ 3 Bar Blocks +-
- Super Endoduken: F,DF,D,DB,B [QP] -+ 4 Bar Blocks +-
-
- =Super Linkers=
-
- Multihit WindKick: DF,F,DB,F [MK] -+ 3 Bar Blocks +-
- Slide Kick: DB,D,DF,B [FK] -+ 3 Bar Blocks +-
-
- =Finishers=
-
- Mini Ultra: DB,D,DF [QK]
- Ultra Combo: DF,D,DB [QK]
- Ultimate Laser Sword Stab: F,D,DF [FK]
- No Mercy Fireball Scorcher: (F),DF,D,DB,B,F [MP]
-
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- /\COMBOS/\
- ------
-
- =Combo Starters=
-
- 1: Wind Kick: DF,D,DB,[K]
- 2: Slide Kick: DB,D,DF [K]
- 3: Laser Sword: DF,D,DB [MP/FP]
- CCA: Wind Kick: DF,D,DB,[MK]
-
- =Linkers=
-
- 1: Laser Sword: DF,D,DB [MP]
- 2: Slide Kick: DB,D,DF [QK/MK]
- 3: Wind Kick: DF,D DB [QK/MK]
-
- =Super Linkers=
-
- Multihit WindKick: DF,F,DB,F [MK] -+ 3 Bar Blocks +-
- Slide Kick: DB,D,DF,B [FK] -+ 3 Bar Blocks +-
-
- =Combo Enders=
-
- 1: Wind Kick: DF,D,DB,[FK]
- 2: Laser Sword: DF,D,DB [FP]
- 3: Tiger Fury: F,D,DF [FP]
- 4: Endouken: D,DF,F,[FP]
- 5: Hidden: F,D,DF [MP]
- Ultra Buffer: D,DB,B,DB,D,DF,F [FP]
-
- --==\16 Hit Killer/==--
- *4 Power Bars, 5 Enders*
-
- [Windkick + MK] -- [QK] -- [FK] -- [MP] -- [Tiger Slide + MK] -- [QP] --
- [FK] -- [MK] -- [5th Ender] -- [Super Red Fireball]
-
- --==\25 Hit Killer Throw/==--
- *9 Power Bars*
-
- [Parry(B+1)] -- [Windkick + MK] -- [QK] -- [FK] -- [MP] -- [Super
- Windkick] -- [QP] -- [F+FP] -- [Jump+FK] -- [Air Juggle] -- [F+FK] --
- [Super Tiger Trash]
-
- --==\32 Hit Mini Ultra/==--
- *Must have 6 Power Bars*
-
- [Parry(B+1)] -- [Windkick + MK] -- [QK] -- [FK] -- [MP] -- [Super
- Windkick] -- [QP] -- [FK] -- [MK] -- [Super Tiger Slide] -- [MK] --
- [Mini Ultra] -- [Tiger Slide]
-
- --==\74 Hit Ultra/==--
- *Full Power Bar, 5 Enders*
-
- [Parry(B+1)] -- [Windkick + MK] -- [QP] -- [FP] -- [MP] -- [Super Tiger
- Slide] -- [MP] -- [FK] -- [MK] -- [Super Windkick] -- [QP] -- [FP] --
- [MK] -- [Super Tiger Slide] -- [F+FK] -- [Super Windkick] -- [F+FK]
- [Ultra] -- [Ultra Buffer]
-
- --==\Air Ultra/==--
- *Ultra Motion MUST be done fast!*
-
- [Windkick + MK] -- [QP] -- [Windkick + MK] -- [QP] -- [Windkick + MK] --
- [Ultra]
-
- *******************************
- ********** COUNTERS ***********
- ************************************************************************
-
- ---------------------------------------------------------
- | |Laser Blade |Ninja Slide |Windkick |
- ---------------------------------------------------------
- |Jago |Windkick |Laser Blade |Ninja Slide |
- |Kim-Wu |Tornado Kick |Firecracker |Split Kick |
- |Maya |Flip Kick |Savage Blades |Mantis |
- |B. Orchid |Flik Flak |San |Tiger Slide |
- |Tusk |Boot Kick |Web of Death |Skull Splitter|
- |Glacius |Cold Shoulder |Liquidize |Icy Grip |
- |COMBO |TJ Tremor |Spinfist |Rollercoaster |
- |Sabrewulf |Sabrewheel |Sabrespin |Sabrepounce |
- |Spinal |Skeleskewer |Flame Blade |Skull Skrape |
- |Fulgore |Cyber Dash |Plasma Shield /Eye Laser |
- ---------------------------------------------------------
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- |---------====|KIM WU|====-----------|
-
-
- Height: 5'4"
- Weight: 130lbs.
- Age: 17 years
-
- Story: Descendant of the heroes who banished Eyedol and Gargos, Kim is
- appointed her people's guardian. With the return of Gargos, Kim must
- fulfill her duty to her homeland and destroy him forever.
-
- =Special Moves=
-
- Tornado Kick: DF,D,DB [K]
- Firecracker: DF,D,DB [MP/FP]
- Split Kick: DB,D,DF [FK]
- Fake Split Kick: DB,D,DF [MK]
- Fireflower: D,DF,F [QP]
- Air Fire: D,DF,F [P]
- Diagonal Air Fireball: D,DB,B [P]
- Air Juggle: D,DF,F [P]
- Roll: F,F
- Throw: F+ [FP]
- Reversal: B+ [FP]
- Parry Move: B+ [QP]
- Pressure Move: F+ [FK]
- Combo Breaker: F,DF,F [P/K]
- Ultra Breaker: D,DB,B,DB,D,DF,F [FP] -+ 6 Bar Blocks +-
- Recovery Move: D,F,DF [P]
-
- =Super Moves=
-
- Snap Dragon: D,DB,B,DB,D,DF,F [FP] -+ 6 Bar Blocks +-
- Super Air Fire: D,DF,F,B [MP] -+ 4 Bar Blocks +-
- Shadow Move: DF,D,DB,F [FK] -+ 3 Bar Blocks +-
-
- =Super Linkers=
-
- Super Firecracker: DF,D,DB,F [FP] -+ 3 Bar Blocks +-
- Multihit Kick: DF,D,DB,F [FK] -+ 3 Bar Blocks +-
-
- =Finishers=
-
- Mini Ultra: DF,D,DB [QK]
- Ultra Combo: DB,D,DF [QK]
- Ultimate Star: B,DB,D,DF,F,B [QK]
- No Mercy Chest Stomp: (B),F,B,DB,D,DF,F [MK]
-
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- /\COMBOS/\
- ------
-
- =Combo Starters=
-
- 1: Firecracker: DF,D,DB [FP]
- 2: Split Kick: DF,D,DB [FK]
- 3: Tornado Kick: DF,D DB [K]
- CCA: Tornado Kick: DF,D DB [MK]
-
- =Linkers=
-
- 1: Firecracker: DF,D,DB [MP/FP]
- 2: Split Kick: DF,D,DB [FK]
- 3: Tornado Kick: DF,D,DB [QK/MK]
-
- =Super Linkers=
-
- Super Firecracker: DF,D,DB,F [FP] -+ 3 Bar Blocks +-
- Multihit Kick: DF,D,DB,F [FK] -+ 3 Bar Blocks +-
-
- =Combo Enders=
-
- 1: Firecracker: DF,D,DB [FP]
- 2: Tornado Kick: DF,D,DB [FK]
- 3: Fireflower: D,DF,F,[QP]
- 4: Split Kick: DF,D,DB [FK]
- 5: Hidden: DB,D,DF [MK]
- Ultra Buffer: D,DB,B,DB,D,DF,F [FP]
-
- --==\16 Hit Killer/==--
- *5 Enders*
-
- [Firecracker + MP] -- [QK] -- [FK] -- [MK] -- [Firecracker + MP] -- [QP]
- [FP] -- [MK] -- [5th Ender]
-
- --==\27 Hit Throw Combo/==--
- *Must have 6 Power Bars*
-
- [Parry(B+1)] -- [Tornado Kick + MK] -- [QK] -- [FP] -- [MK] -- [Super
- Fire Cracker] -- [MK] -- [FP] -- [MP] -- [Super Tornado Kick] -- [MP]
- -- [FP] -- [MP] -- [Super Fire Cracker] -- [F+FP] -- [Jump + FK] --
- [Air Juggle]
-
- --==\36 Hit Mini Ultra/==--
- *Must have 6 Power Bars*
-
- [Parry(B+1)] -- [Tornado Kick + MK] -- [QK] -- [FP] -- [MK] -- [Super
- Fire Cracker] -- [MK] -- [FP] -- [MP] -- [Super Tornado Kick] -- [MP]
- -- [Mini Ultra] -- [Split Kick] -- [Split Kick] -- [Split Kick] --
- [Split Kick] -- [Split Kick]
-
- --==\74 Hit Ultra/==-
- *Full Power Bar, 5 Enders*
-
- [Parry(B+1)] -- [Tornado Kick + MK] -- [QK] -- [FP] -- [MK] -- [Super
- Fire Cracker] -- [MK] -- [FP] -- [MP] -- [Super Tornado Kick] -- [MP]
- -- [FK] -- [MK] -- [Super Firecracker] -- [F+FK] -- [Super Tornado Kick]
- -- [F+FK] -- [Ultra] -- [Ultra Buffer]
-
- --==\Air Ultra/==--
- *Ultra Motion MUST be done fast!*
-
- [Tornado Kick + MK] -- [QK] -- [Tornado Kick + MK] -- [QK] -- [Tornado
- Kick + MK] -- [Ultra]
-
- *******************************
- ********** COUNTERS ***********
- ************************************************************************
-
- ---------------------------------------------------------
- | |Fire Cracker |Split Kick |Tornado Kick |
- ---------------------------------------------------------
- |Kim-Wu |Tornado Kick |Firecracker |Split Kick |
- |Tusk |Boot Kick |Web of Death |Skull Splitter|
- |Maya |Flip Kick |Savage Blades |Mantis |
- |B. Orchid |Flik Flak |San |Tiger Slide |
- |Jago |Windkick |Laser Blade |Ninja Slide |
- |Glacius |Cold Shoulder |Liquidize |Icy Grip |
- |COMBO |TJ Tremor |Spinfist |Rollercoaster |
- |Sabrewulf |Sabrewheel |Sabrespin |Sabrepounce |
- |Spinal |Skeleskewer |Flame Blade |Skull Skrape |
- |Fulgore |Cyber Dash |Plasma Shield /Eye Laser |
- ---------------------------------------------------------
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- |---------====|MAYA|====-----------|
-
-
- Height: 5'10"
- Weight: 140lbs.
- Age: 23 years
-
- Story: Made Queen of Amazonia after her part in banishing the Dark Lord
- Gargos. Cast out by her tribe as Gargos returns, Maya must vanquish him
- to regain her throne.
-
- =Special Moves=
-
- Mantis: B,F [FP]
- Savage Blades: B,F [MP]
- Flip Kick: B,F [MK]
- Air Mantis: F,B [FP] -=Can be Done after Jungle Leap=-
- Jungle Leap: B,F [FK]
- Savage Leap: B,F [QK]
- Air Jungle Leap: F,B [QK]
- Cobra Bite: B,F [QP]
- Air Juggle: F,B [K]
- Throw: F+ [FP]
- Reversal: B+ [FP]
- Counter Move: B+ [QP]
- Pressure Move: F+ [FK]
- Combo Breaker: B,F [P/K]
- Ultra Breaker: F,DF,D,DB,B,B,F [FK] -+ 6 Bar Blocks +-
- Recovery Move: B,F [QP]
-
- =Super Moves=
-
- Super Jungle Leap: F,DF,D,DB,B,F,[FK] -+ 6 Bar Blocks +-
- Shadow Move: F,DF,D,DB,B,F [FP] -+ 3 Bar Blocks +-
-
- =Super Linkers=
-
- Super Flip Kicks: F,DF,D,DB,B,F [MK] -+ 3 Bar Blocks +-
- Super Savage Blades: F,DF,D,DB,B,F [MP] -+ 3 Bar Blocks +-
-
- =Finishers=
-
- Mini Ultra: F,B [FP]
- Ultra Combo: F,B [FK]
- Ultimate Elephant: F,DF,D,DB,B,F [QK]
- No Mercy Shrinker: B,DB,D,DF,F,B [QP]
-
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- /\COMBOS/\
- ------
-
- =Combo Starters=
-
- 1: Savage Blade: B,F [MP]
- 2: Mantis: B,F [FP]
- 3: Air Mantis: F,B [FP]
- 4: Flip Kicks: B,F [MK]
- 5: Jungle Leap: B,F [FK]
- 6: Savage Leap: B,F [QK]
- CCA: Savage Blade: B,F [MP]
-
- =Linkers=
-
- 1: Savage Blade: B,F [MP]
- 2: Flip Kicks: B,F [MK]
-
- =Super Linkers=
-
- Super Flip Kicks: F,DF,D,DB,B,F [MK] -+ 3 Bar Blocks +-
- Super Savage Blades: F,DF,D,DB,B,F [MP] -+ 3 Bar Blocks +-
-
- =Combo Enders=
-
- 1: Cobra Bite: B,F [QP]
- 2: Mantis: B,F [FP]
- 3: Jungle Leap: B,F [FK]
- 4: Savage Leap: B,F [QK]
- 5: Hidden: F,B [QP]
- Ultra Buffer: F,DF,D,DB,B,F [FK]
-
- --==\15 Hit Killer/==--
- *5 Enders*
-
- [Mantis + FP] -- [MK] -- [FP] -- [MK] -- [Flip Kick + MK] -- [QP] --
- [FK] -- [MK] -- [5th Ender]
-
- --==\31 Hit Throw Combo/==--
- *Must have FULL Power Bar*
-
- [Parry(B+1)] -- [Savage Blades] -- [QK] -- [FK] -- [MP] -- [Super
- [Savage Blades] -- [QP] -- [FP] -- [MK] -- [Super Flip Kick] -- [QK]
- -- [F+FP] -- [Jumpkick + FK] -- [Air Juggle + MK] -- [Super Jungle
- Leap]
-
- --==\32 Hit Mini Ultra/==--
- *Must have 6 Power Bars*
-
- [Parry(B+1)] -- [Savage Blades + MP] -- [QK] -- [FK] -- [MP] -- [Super
- Savage Blades] -- [QP] -- [FP] -- [MK] -- [Super Flip Kick] -- [QK] --
- [Mini Ultra] -- [Savage Leap]
-
- --==\74 Ultra Combo/==--
- *Full Power Bar, 5 Enders*
-
- [Parry(B+1)] -- [Savage Blades + MP] -- [QK] -- [FK] -- [FP] -- [Super
- Savage Blades] -- [QP] -- [FK] -- [MK] -- [Super Flip Kick] -- [QK]
- -- [FP] -- [MP] -- [Super Savage Blades] -- [F+FK] -- [Super Flip Kick]
- [F+FK] -- [Ultra] -- [Ultra Buffer]
-
- --==\Air Ultra/==--
- *Ultra Motions MUST be done fast!*
-
- [Savage Blades] -- [QP] -- [Savage Blades] -- [QP] -- [Savage Blades]
- -- [Ultra]
-
- *******************************
- ********** COUNTERS ***********
- ************************************************************************
-
- ---------------------------------------------------------
- | |Savage Blades |Mantis |Flip Kick |
- ---------------------------------------------------------
- |Maya |Flip Kick |Savage Blades |Mantis |
- |Kim-Wu |Tornado Kick |Firecracker |Split Kick |
- |Tusk |Boot Kick |Web of Death |Skull Splitter|
- |B. Orchid |Flik Flak |San |Tiger Slide |
- |Jago |Windkick |Laser Blade |Ninja Slide |
- |Glacius |Cold Shoulder |Liquidize |Icy Grip |
- |COMBO |TJ Tremor |Spinfist |Rollercoaster |
- |Sabrewulf |Sabrewheel |Sabrespin |Sabrepounce |
- |Spinal |Skeleskewer |Flame Blade |Skull Skrape |
- |Fulgore |Cyber Dash |Plasma Shield /Eye Laser |
- ---------------------------------------------------------
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- |---------====|ORCHID|====-----------|
-
-
- Height: 5'7"
- Weight: 125 lbs.
- Age: 24 years
-
- Story: Eyedol's death by Orchid's hand freed massive energies, ripping
- Ultratech back in time. Now 2000 years in the past, Orchid must face a
- new challenge, and an even greater foe.
-
- =Special Moves=
-
- Flik Flak: DF,D,DB,[K]
- Ichi: DF,D,DB,[MP]
- Tiger Slide: DB,D,DF [K]
- Tonfa Fire: D,DF,F,[P]
- Fake Tonfa Fire: D,DF,F [QK]
- San: DF,D,DB [FP]
- Airbuster: F,D,DF,[K]
- Air Juggle: DF,D,DB [K]
- Throw: F+ [FP]
- Reversal: B+ [FP]
- Counter Move: B+ [QP]
- Pressure Move: F+ [FK]
- Combo Breaker: F,D,DF,[P/K]
- Ultra Breaker: D,DB,B,DB,D,DF,F [FK] -+ 6 Bar Blocks +-
- Recovery Move: F,DF,F [K]
-
- =Super Moves=
-
- Gyro Kyaku: D,DB,B,DB,D,DF,F [FK] -+6 Bar Blocks +-
- Tiger: DF,D,DB,F [MK] -+ 3 Bar Blocks +-
-
- =Super Linkers=
-
- Super Ichi: DB,D,DF,B [FP] -+ 3 Bar Blocks +-
- Tiger: DF,D,DB,F [MK] -+ 3 Bar Blocks +-
-
- =Finishers=
-
- Mini Ultra: DB,D,DF [FP]
- Ultra Combo: DF,D,DB [QP]
- Ultimate Fire Cat: F,DF,D,DB,B,F [FP]
- No Mercy Scorcher: B,D,DB [MK]
-
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- /\COMBOS/\
- ------
-
- =Combo Starters=
-
- 1: Flik Flak: DF,D,DB [K]
- 2: Slide: D,DF,F, [K]
- 3: San: D,DB,B [MP]
- CCA: San: D,DB,B [MP]
-
- =Linkers=
-
- 1: Flik Flak: DF,D,DB [QK/MK]
- 2: Slide: D,DF,F [MK]
- 3: San: D,DB,B [MP]
-
- =Super Linkers=
-
- Super Ichi: DB,D,DF,B [FP] -+ 3 Bar Blocks +-
- Tiger: DF,D,DB,F [MK] -+ 3 Bar Blocks +-
-
- =Combo Enders=
-
- 1: Airbuster: F,D,DF [FK]
- 2: Flik Flak: DF,D,DB [FK]
- 3: San: D,DB,B [FP]
- 4: Slide: D,DF,F, [QK]
- 5: Hidden: D,DF,F [QP]
- Ultra Buffer: D,DB,B,DB,D,DF,F [FK]
-
- --==\16 Hit Killer/==--
- *5 Enders*
-
- [Tiger Slide + MK] -- [QP] -- [FP] -- [MP] -- [Flip Kick + MK] -- [QP]
- -- [FP] -- [MK] -- [5th Ender] -- [Tiger Slide]
-
- --==\30 Hit Killer Throw/==--
- *Full Power Bar*
-
- [Parry(B+1)] -- [San + MP] -- [QK] -- [FK] -- [MP] -- [Super Tiger] --
- [QK] -- [FP] -- [MK] -- [Super Tiger] -- [QK] -- [F+FP] -- [Jump+FK] --
- [Air Juggle] -- [F+FK] -- [Gyro Kyaku]
-
- --==\32 Hit Mini Ultra/==--
- *Must have 6 Power Bars*
-
- [Parry(B+1)] -- [San + MP] -- [QK] -- [FK] -- [MK] -- [Super Tiger] --
- [QK] -- [FP] -- [MK] -- [Super San] -- [MP] -- [Mini Ultra] -- [Tiger
- Slide]
-
- --==\74 Hit Ultra/==--
- *Full Power Bar, 5 Enders*
-
- [Parry(B+1)] -- [San + MP] -- [QK] -- [FK] -- [MP] -- [Super San] --
- [MK] -- [FK] - [MK] -- [Super Tiger] -- [QP] -- [FK] -- [MK] --
- [Super San] -- [F+FK] -- [Super Tiger] -- [F+FK] -- [Ultra] -- [Ultra
- Buffer]
-
- --==\Air Ultra/==--
- *Ultra Motion MUST be done fast!*
-
- [Flik Flak + FK] -- [MK] -- [Flik Flak + MK] -- [Flik Flak + FK] --
- [Ultra]
-
- *******************************
- ********** COUNTERS ***********
- ************************************************************************
-
- ---------------------------------------------------------
- | |San |Tiger Slide |Flip Flak |
- ---------------------------------------------------------
- |B. Orchid |Flik Flak |San |Tiger Slide |
- |Kim-Wu |Tornado Kick |Firecracker |Split Kick |
- |Maya |Flip Kick |Savage Blades |Mantis |
- |Tusk |Boot Kick |Web of Death |Skull Splitter|
- |Jago |Windkick |Laser Blade |Ninja Slide |
- |Glacius |Cold Shoulder |Liquidize |Icy Grip |
- |COMBO |TJ Tremor |Spinfist |Rollercoaster |
- |Sabrewulf |Sabrewheel |Sabrespin |Sabrepounce |
- |Spinal |Skeleskewer |Flame Blade |Skull Skrape |
- |Fulgore |Cyber Dash |Plasma Shield /Eye Laser |
- ---------------------------------------------------------
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- |---------====|SABREWULF|====-----------|
-
-
- Height: 5'11"
- Weight: 400lbs.
- Age: 46 years
-
- Story: Unwilling to succumb to the beast within him, Sabrewulf was badly
- beaten in the KI tournament. Captured by Ultratech, he is driven berserk
- by their "repairs" and now has only revenge to live for.
-
- =Special Moves=
-
- Sabre Wheel: B,F [MP]
- Double Sabre Wheel: F,F,B [MP]
- Sabre Spin: B,F [MK]
- Reverse Sabre Spin: F,B [MK]
- Sabre Pounce: B,F [FP]
- Sabre Flip: B,F [FK]
- Sabre Howl: B,F [QP] -=Replenishes Power Meter=-
- Fake Howl: B,F [QK]
- Sabre-Hop: F,F or B,B
- Air Juggle: F,B [P]
- Parry Move: B+ [QP]
- Pressure Move: F+ [FK]
- Combo Breaker: B,F [P/K]
- Ultra Breaker: F,DF,D,DB,B,F [FK] -+ 6 Bar Blocks +-
- Recovery Move: B,F [FK]
-
- =Super Moves=
-
- Super Sabre Flip: F,DF,D,DB,B,F [FK] -+ 6 Bar Blocks +-
- Sabre Fireball: F,DF,D,DB,B,F [FP] -+ 4 Bar Blocks +-
- Air Ground Spark: F,DF,D,DB,B [FP] -+ 4 Bar Blocks +- *AUTO DIZZY*
-
- =Super Linkers=
-
- Super Sabre Wheel: F,DF,D,DB,B,F [MP] -+ 3 Bar Blocks +-
- Super Sabre Spin: F,DF,D,DB,B,F [MK] -+ 3 Bar Blocks +-
-
- =Finishers=
-
- Mini Ultra: F,B [QK]
- Ultra Combo: B,F [QK]
- Ultimate Electrocution: Hold [FK] Release [FK]
- No Mercy Bat Attack: Hold [QP] Release [QP]
-
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- /\COMBOS/\
- ------
-
- =Combo Starters=
-
- 1: Sabre Wheel: B,F [MP]
- 2: Sabre Spin: B,F [MK]
- 3: Sabre Pounce: B,F [FP]
- CCA: Sabre Spin: (B),F [MK]
-
- =Linkers=
-
- 1: Sabre Wheel: B,F [MP]
- 2: Reverse Sabre Spin: F,B [MK]
-
- =Super Linkers=
-
- Super Sabre Wheel: F,DF,D,DB,B,F [MP] -+ 3 Bar Blocks +-
- Super Sabre Spin: F,DF,D,DB,B,F [MK] -+ 3 Bar Blocks +-
-
- =Combo Enders=
-
- 1: Sabre Spin: B,F [MK]
- 2: Sabre Flip: B,F [FK]
- 3: Sabre Pounce: B,F [FP]
- 4: Sabre Howl: B,F [QP]
- 5: Hidden: B,F [QK]
- Ultra Buffer: F,DF,D,DB,B,F [FK]
-
- --==\20 Hit Killer/==--
- *5 Enders*
-
- [DoubleSabre Wheel + MP] -- [QP] -- [FK] -- [MK] -- [Sabre Wheel + MP]
- -- [QP] -- [FK] -- [MK] -- [5th Ender] -- [Sabre Pounce]
-
- --==\30 Hit Killer/==--
- *Must have Full Power Bar*
-
- [Parry(B+1)] -- [SabreSpin] -- [QK] -- [FP] -- [MP] -- [Super Sabre-
- Wheel] -- [QK] -- [FK] -- [MP] -- [Super Sabre Wheel] -- [QK] --
- [FK] -- [MK] -- [Super Sabre Flip]
-
- --==\36 Hit Mini Ultra/==--
- *Must have 6 Power Bars*
-
- [Parry(B+1)] -- [SabreSpin] -- [QK] -- [FP] --[MP] -- [Super Sabre-
- Wheel] -- [QK] -- [FP] -- [MP] -- [Super SabreSpin] -- [QP] -- [Mini
- Ultra] -- [SabrePounce] -- [SabrePounce] -- [SabrePounce] -- [Sabre
- Pounce] -- [SabrePounce]
-
- --=\74 Hit Ultra/==--
- *Full Power Bar, 5 Enders*
-
- [Parry(B+1)] -- [SabreSpin] -- [QK] -- [FP] -- [MP] -- [Super Sabre-
- Wheel] -- [QK] -- [FP] -- [MP] -- [Super SabreSpin] -- [QK] -- [FP] --
- [MK] -- [Super SabreWheel] -- [F+FK] -- [Super SabreSpin] -- [F+FK] --
- [Ultra] -- [Ultra Buffer]
-
- --==\Air Ultra/==--
- *Ultra Motion MUST be done fast!*
-
- [Sabre Wheel] -- [QP] -- [Sabre Wheel] -- [QP] -- [Sabre Wheel] --
- [Ultra]
-
- *******************************
- ********** COUNTERS ***********
- ************************************************************************
-
- ---------------------------------------------------------
- | |Sabrespin |Sabrepounce |Sabrewheel |
- ---------------------------------------------------------
- |Sabrewulf |Sabrewheel |Sabrespin |Sabrepounce |
- |Kim-Wu |Tornado Kick |Firecracker |Split Kick |
- |Maya |Flip Kick |Savage Blades |Mantis |
- |B. Orchid |Flik Flak |San |Tiger Slide |
- |Jago |Windkick |Laser Blade |Ninja Slide |
- |Glacius |Cold Shoulder |Liquidize |Icy Grip |
- |COMBO |TJ Tremor |Spinfist |Rollercoaster |
- |Tusk |Boot Kick |Web of Death |Skull Splitter|
- |Spinal |Skeleskewer |Flame Blade |Skull Skrape |
- |Fulgore* |Cyber Dash |Eye Laser |Plasma Shield*|
- ---------------------------------------------------------
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- |---------====|SPINAL|====-----------|
-
-
- Height: 5'5"
- Weight: 110lbs.
- Age: 651 years
-
- Story: Although destroyed by Thunder in the present, a younger Spinal
- still exists in the past. Resurrected by Gargos and forced to serve him,
- he goes up against the tyrant to win his freedom.
-
- =Special Moves=
-
- Skele Skewer: D,DF,F [MP]
- Flame Blade: D,DF,F,[FP]
- Skull Scrape: D+ [FK]
- Skull Spear: D+ [FK] -=In the air=-
- Soul Drain: D,DF,F,[QP]
- Skull Dash: F,F
- Skeleport: D,DB,B,[K] -+ 1 Bar Blocks +-
- Power Devour: B+ [QP]
- 1 Skull Replenisher: D,DB,B [MP] -+ 1 Bar Blocks +-
- All Skull Replenisher: D,DB,B [FP] -+ 6 Bar Blocks +-
- Searing Skull: D,DF,F [K] -+ 1 Bar Blocks +-
- Air Juggle: D+ [FK]
- Throw: F+ [FK]
- Reversal: B+ [FK]
- Parry Move: B+ [QP]
- Pressure Move: F+ [FP]
- Combo Breaker: D,DB,B [P/K]
- Ultra Breaker: D,DB,B,DB,D,DF,F [FK] -+ 6 Bar Blocks +-
- Recovery Move: D [K]
-
- =Super Moves=
-
- Super Grim Reaper: D,DB,B,DB,D,DF,F,[FP] -+ 4 Bar Blocks +-
- Super Searing Skull: D,DB,B,DB,D,DF,F [FK] -+ 6 Bar Blocks +-
- Super Stun Skull: D,DB,B,DB,D,DF,F [MK] -+ 4 Bar Blocks +-
-
- =Super Linkers=
-
- Super Skull Scrape: D,DF,F,B [FK] -+ 3 Bar Blocks +-
- Super Flame Blade: D,DF,F,B [MP] -+ 3 Bar Blocks +-
-
- =Finishers=
-
- Mini Ultra: D,DF,F [FP]
- Ultra Combo: D,DB,B [FP]
- Ultimate Sword Play : D,D [QK]
- No Mercy Skull Drop: D,DF,F,D,DF,F [QP]
-
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- /\COMBOS/\
- ------
-
- =Combo Starters=
-
- 1: Skele Skewer: D,DF,F [MP]
- 2: Flame Blade: D,DF,F[FP]
- 3: Skull Scrape: D+ [FK]
- CCA: Skull Scrape: D+ [FK]
-
- =Linkers=
-
- 1: Flame Blade: D,DF,F [FP]
- 2: Skull Scrape: D+ [FK]
-
- =Super Linkers=
-
- Super Skull Scrape: D,DF,F,B [FK] -+ 3 Bar Blocks +-
- Super Flame Blade: D,DF,F,B [MP] -+ 3 Bar Blocks +-
-
- =Combo Enders=
-
- 1: Skele Skewer: D,DF,F [MP]
- 2: Skeleport: D,DB,B [FK]
- 3: Skeleport: D,DB,B [MK]
- 4: Skeleport: D,DB,B [QK]
- 5: Hidden: D,DF,F [QK]
- Ultra Buffer: D,DB,B,DB,D,DF,F [FK]
-
- --==\15 Hit Killer/==--
- *5 Enders*
-
- [Flame Blade] -- [MP] -- [FK] -- [MK] -- [Flame Blade] -- [MK] -- [FP]
- -- [MP] -- [5th Ender]
-
- --==\22 Hit Mini Ultra/==--
- *Must have 6 Power Bars*
-
- [Super Stun Skull] -- [Skull Scrape] -- [MK] -- [FK] -- [MP] -- [Super
- Skull Scrape] -- [MP] -- [FK] -- [MP] -- [Mini Ultra]
-
- -==\67 Hit Ultra/==--
- *Full Power Bar, 5 Enders*
-
- [Skull Skrape + MP] -- [QP] -- [FP] -- [MP] -- [Super Flame Blade] --
- [F+FP] -- [Super Flame Blade] -- [F+FP] -- [Super Flame Blade] --
- [Super Flame Blade] -- [F+FP] -- [Super Flame Blade] -- [MP] -- [Ultra]
- -- [Ultra Buffer]
-
- --==\Air Ultra/==--
- *Ultra Motion MUST be done fast!*
-
- [Skele Skewer] -- [QP] -- [Skele Skewer] -- [QP] -- [Flame Blade] --
- [Ultra]
-
- *******************************
- ********** COUNTERS ***********
- ************************************************************************
-
- ---------------------------------------------------------
- | |Flame Blade |Skull Skrape |Skeleskewer |
- ---------------------------------------------------------
- |Spinal |Skeleskewer |Flame Blade |Skull Skrape |
- |Kim-Wu |Tornado Kick |Firecracker |Split Kick |
- |Maya |Flip Kick |Savage Blades |Mantis |
- |B. Orchid |Flik Flak |San |Tiger Slide |
- |Jago |Windkick |Laser Blade |Ninja Slide |
- |Glacius |Cold Shoulder |Liquidize |Icy Grip |
- |COMBO |TJ Tremor |Spinfist |Rollercoaster |
- |Sabrewulf |Sabrewheel |Sabrespin |Sabrepounce |
- |Tusk |Boot Kick |Web of Death |Skull Splitter|
- |Fulgore |Cyber Dash |Eye Laser /Plasma Shield |
- ---------------------------------------------------------
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- |---------====|T.J. Combo|====-----------|
-
- Height: 6'1"
- Weight: 220 lbs.
- Age: 26 years
-
- Story: After a decisive victory over Riptor in the tournament, Combo
- attempted to destroy Ultratech HQ. Caught as Ultratech is ripped into
- the past, Combo must escape home before it is too late.
-
- =Special Moves=
-
- TJ Tremor: B,F [MK]
- Roller Coaster: B,F [MP]
- Spinfist: B,F [QP]
- Skull Crusher: B,F [FK]
- Air Tremor: B,DB,D,DF,F [MK]
- Reverse Spinfist: F,B [QP]
- Behind the Back: B,F [QK]
- Cyclone Punch: Hold [FP], Release [FP], Press [FP] to hit
- PowerLine: B,F [FP]
- Stop PowerLine: B [FP]
- Fake Dizzy: F,DF,D,DB,B [QK]
- Air Double: F,B [K]
- Throw: F+ [MP]
- Reversal: B+ [MP]
- Parry Move: B+ [QP]
- Pressure Move: F+ [FK]
- Combo Breaker: B,F [P/K]
- Ultra Breaker: F,DF,D,DB,B [FP]
- Recovery Move: B,F [K]
-
- =Super Moves=
-
- Shadow Move: F,DF,D,DB,B,F [MP]
- Dash Frenzy: F,DF,D,DB,B,F [FP]
- Super Tremor: F,DF,D,DB,B [MK]
-
- =Super Linkers=
-
- Super Roller Coaster: F,DF,D,DB,B,F [MP]
- Super SpinFist: F,DF,D,DB,B,F [QP]
-
- =Finishers=
-
- Mini-Ultra: B,F [FP]
- Ultra: F,B [FP]
- Ultimate To the Moon: Hold [QP], Release [QP]
- No Mercy: Hold F then DF,D,DB,B [FK]
-
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- /\COMBOS/\
- ------
-
- =Combo Starters=
-
- 1: TJ Tremor: B,F [MK]
- 2: Roller Coaster: B,F [MP]
- 3: Spin Fist: B,F [QP]
- 4: Skull Crusher: B,F [FK]
- CCA: Roller Coaster: B,F [MP]
-
- =Linkers=
-
- 1: Reverse Spinfist: F,B [QP]
- 2: Roller Coaster: B,F [MP]
-
- =Super Linkers=
-
- Super Roller Coaster: F,DF,D,DB,B,F [MP]
- Super SpinFist: F,DF,D,DB,B,F [QP]
-
- =Combo Enders=
-
- 1: SpinFist: B,F [QP]
- 2: PowerLine: B,F [FP]
- 3: Run Past: B,F [QK]
- 4: TJ Tremor: B,F [MK]
- 5: Hidden: B,F [FK]
- Ultra Buffer: F,DF,D,DB,B,F [FP]
-
- --==\12 Hit Killer/==--
- *6 Power Blocks*
-
- [Roller Coaster] -- [QP] -- [F+MP] -- [Jump+FP] -- [Air Juggle] --
- [Cyclone Punch] -- [Power Frenzy]
-
- -Note the Power Frenzy hits depending on the distance and timing of the
- dropping opponent.
-
- --==\31 Hit Killer/==--
- *Full Power Bar*
-
- [Parry(B+QP] -- [Roller Coaster] -- [QP] -- [FK] -- [MK] -- [Super Spin
- Fist] -- [FK] -- [FP] -- [MP] -- [Super Roller Coaster] -- [QP] -- [FK]
- -- [MK] -- [Power Frenzy]
-
- --==\31 Hit Mini Ultra/==--
- *Must have 6 Power Bars*
-
- [Parry(B+1)] -- [Roller Coaster] -- [QP] -- [FK] -- [MK] -- [Super Spin
- Fist] -- [FK] -- [FP] -- [MK] -- [Super Roller Coaster] -- [QP] -- [Mini
- Ultra]
-
- --==\74 Hit Killer/==--
- *Full Power Bar, 5 Enders*
-
- [Parry(B+QP)] -- [Roller Coaster] -- [QP] -- [FK] -- [MK] -- [Super Spin
- Fist] -- [FK] -- [FP] -- [MK] -- [Super Roller Coaster] -- [QP] -- [FP]
- -- [MK] -- [Super Spin Fist] -- [F+FK] -- [Super Roller Coaster] -- [F+FK]
- [Ultra] -- [Ultra Buffer]
-
- --==\Air Ultra/==--
- *Ultra Motion MUST be done fast!*
-
- [Roller Coaster] -- [QP] -- [Rolle Coaster (Linker)] -- [QP] -- [Roller
- Coaster (Linker)] -- [Ultra]
-
- *******************************
- ********** COUNTERS ***********
- ************************************************************************
-
- ---------------------------------------------------------
- | |Spinfist |Rollercoaster | TJ Tremor |
- ---------------------------------------------------------
- |COMBO |TJ Tremor |Spinfist |Rollercoaster |
- |Kim-Wu |Tornado Kick |Firecracker |Split Kick |
- |Maya |Flip Kick |Savage Blades |Mantis |
- |B. Orchid |Flik Flak |San |Tiger Slide |
- |Jago |Windkick |Laser Blade |Ninja Slide |
- |Glacius |Cold Shoulder |Liquidize |Icy Grip |
- |Tusk |Boot Kick |Web of Death |Skull Splitter|
- |Sabrewulf |Sabrewheel |Sabrespin |Sabrepounce |
- |Spinal |Skeleskewer |Flame Blade |Skull Skrape |
- |Fulgore |Cyber Dash |Eye Laser |Plasma Shield |
- ---------------------------------------------------------
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- |---------====|TUSK|====-----------|
-
-
- Height: 6'11"
- Weight: 380lbs.
- Age: 31 years
-
- Story: With the return of the Demon Lord to the land, Tusk leaves the
- arena to issue his challenge. Only by defeating all adversaries can a
- hero gain the right to face the evil Gargos.
-
- =Special Moves=
-
- Web of Death: DF,D,DB [FP]
- Boot Kick: DF,D,DB [K]
- Skull Splitter: DB,D,DF [FK]
- Back Stab: F,DF,F,DB,B [QP]
- The Conqueror: F,D,DF [P]
- Fake Skull Splitter: D,DF,F [QK]
- Air Juggle: DF,D,DB [K]
- Throw: F+ [FK]
- Reversal: B+ [FK]
- Counter Move: B+ [QP]
- Pressure Move: F+ [FP]
- Combo Braker: F,D,DF,[P/K]
- Ultra Braker: D,DB,B,DB,D,DF,F [FP] -+ 6 Bar Blocks +-
- Recovery Move: F,D,DF [P]
-
- =Super Moves=
-
- The Destroyer: D,DB,B,DB,D,DF,F [FP] -+ 6 Bar Blocks +-
- Pillar of Flames: DB,D,DF,B [K] -+ 4 Bar Blocks +-
- Shadow Move: DB,D,DF,B [FK] -+ 3 Bar Blocks +-
-
- =Super Linkers=
-
- Super Boot Kick: DF,D,DB,F [FK] -+ 3 Bar Blocks +-
- Super Web of Death: D,DF,F,B [FP] -+ 3 Bar Blocks +-
-
- =Finishers=
-
- Mini Ultra: B,DB,D,DF,F [MP]
- Ultra Combo: F,DF,D,DB,B [MP]
- Ultimate Dinosaur Attack: F,D,DF [MK]
- No Mercy Meteor Shower: D,DF,F,D,DF,F [MP]
-
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- /\COMBOS/\
- ------
-
- =Combo Starters=
-
- 1: Boot Kick: DF,D,DB [K]
- 2: Back Stab: F,DF,F,DB,B [QP]
- 3: Web of Death: DF,D,DB [FP]
- 4: Skull Splitter: DB,D,DF [FK]
- CCA: Web of Death: DF,D,DB [FP]
-
- =Linkers=
-
- 1: Web of Death: DF,D,DB [FP]
- 2: Boot Kick: DF,D,DB [QK/MK]
-
- =Super Linkers=
-
- Super Boot Kick: DF,D,DB,F [FK] -+ 3 Bar Blocks +-
- Super Web of Death: D,DF,F,B [FP] -+ 3 Bar Blocks +-
-
- =Combo Enders=
-
- 1: Conqueror: F,D,DF [FP]
- 2: Boot Kick: DF,D,DB [FK]
- 3: Skull Splitter: DB,D,DF [FK]
- 4: Back Stab: F,DF,D,DB,B [QP]
- 5: Hidden: F,D,DF [QP]
- Ultra Buffer: D,DB,B,DB,D,DF,F [FP]
-
- --==\13 Hit Killer Throw/==--
-
- [BootKick + MK] -- [QP] -- [FP] -- [MP] -- [Web of Death] -- [MK] --
- [F+FK] -- [Jump+FP] -- [Air Juggle] -- [Conqueror + QP] -- [Skull
- Splitter]
-
- --==\36 Hit Mini Ultra/==--
- *Must have 6 Power Bars*
-
- [Parry(B+1)] -- [Web of Death] -- [MP] -- [FK] -- [MK] -- [Super Boot
- Kick] -- [MK] -- [FP] -- [MK] -- [Super Web of Death] -- [MP] -- [Mini
- Ultra] -- [Skull Splitter] -- [Skull Splitter] -- [Skull Splitter] --
- [Skull Splitter] -- [Skull Splitter]
-
- --==\56 Hit Ultra/==--
- *Full Power Bar, 5 Enders*
-
- [Parry(B+1)] -- [Web of Death] -- [MP] -- [FK] -- [MK] -- [Super Boot
- Kick] -- [MK] -- [FP] -- [MK] -- [Super Web of Death] -- [Ultra] --
- [Ultra Buffer]
-
- --==\73 Hit Ultra/==--
- *Full Power Bar, 5 Enders*
-
- [Parry(B+1)] -- [Web of Death] -- [MP] -- [FP] -- [MP] -- [Super Boot
- Kick] -- [MK] -- [FP] -- [MP] -- [Super Boot Kick] -- [MK] -- [FP] --
- [MP] -- [Super Boot Kick] -- [MK] -- [FP] -- [MP] -- [Super Boot Kick]
- -- [MK] -- [FP] -- [MP] -- [Ultra] -- [Ultra Buffer]
-
- --==\Air Ultra/==--
- *Ultra Motion MUST be done fast!*
-
- [Boot Kick + MK] -- [QP] -- [D+FP] -- [Ultra]
-
- *******************************
- ********** COUNTERS ***********
- ************************************************************************
-
- ---------------------------------------------------------
- | |Web of Death |Skull Splitter|Boot Kick |
- ---------------------------------------------------------
- |Tusk |Boot Kick |Web of Death |Skull Splitter|
- |Kim-Wu |Tornado Kick |Firecracker |Split Kick |
- |Maya |Flip Kick |Savage Blades |Mantis |
- |B. Orchid |Flik Flak |San |Tiger Slide |
- |Jago |Windkick |Laser Blade |Ninja Slide |
- |Glacius |Cold Shoulder |Liquidize |Icy Grip |
- |COMBO |TJ Tremor |Spinfist |Rollercoaster |
- |Sabrewulf |Sabrewheel |Sabrespin |Sabrepounce |
- |Spinal |Skeleskewer |Flame Blade |Skull Skrape |
- |Fulgore |Cyber Dash |Eye Laser /Plasma Shield |
- ---------------------------------------------------------
-
- ========================================================================
- VII. IX. Codes and Cheats.
- ========================================================================
-
- The following codes must be done while the character profile screen
- a.k.a. biography screen is on.
-
- L = Left Button R = Right Button
-
- Gargos Code: Z,A,R,Z,A,B. Gargos will laugh if you did it correct.
-
- All Character Colors: Z,B,A,Z,A,L. The announcer will say "Welcome" if
- you did the code correctly.
-
- All Option Levels: Z,B,A,L,A,Z. The announcer will say "Perfect" if you
- did the code correctly.
-
- View Credits Without Beating the Game: Z,L,A,Z,A,R. You will see the
- credits if you did the code right.
-
- All of the codes can be saved into your game pak by pressing the "Z"
- button at the main screen. The Credits code and Gargos code will not
- be saved though.
-
- The following Codes will work ONLY on the select screen:
-
- Select the stage and music. First player selects stage, second player
- selects the soundtrack.
-
- Up + QP --------------------------> Wolf Castle
- Up + QK --------------------------> StoneHenge
- Up + MP --------------------------> Jungle
- Up + MK --------------------------> Museum
- Up + FP --------------------------> Space Ship
- Up + FK --------------------------> Helipad
- Down + QP --------------------------> Bridge
- Down + QK --------------------------> Dojo
- Down + MP --------------------------> Dungeon
- Down + MK --------------------------> Spinal's Ship
- Down + FP --------------------------> Street
- Down + FK --------------------------> Random Stage/Music
- Down + MK (Both Players)------------> Sky Stage
-
- Random Select:
-
- Press up before selecting a character a character and press
- the start button on your controller. The computer will choose a
- character for you.
-
- Character Color Select:
-
- Press down or up before choosing a character to cycle through
- that character's color.
-
- In order to get all your character colors you will need to master the
- training mode in any of the levels. Beating the training mode in different
- difficulties will award you with a series of new colors.
-
- White - beat training in easy.
- Gold - beat training in medium.
- Shadow - beat training in hard, with an A+
-
- If you beat the training mode with an A+ you will be awarded all the
- colors automatically.
-
- If you wish to access all the different level of options (5 of them).
-
- Level 1 Options: Awarded at the begining.
- * Throw Damage - Norm/Low/None/High
- * Easy Breaker - Off/On
- * Invisible Tag - Off/On
- * Aerial Camera - Off/On
-
- Level 2 Options: After beating the medium difficulty level.
- * Full Super Power - Off/On
- * Full Breakers - Off/On
- * Powered Finishers - Off/On
-
- Level 3 Options: After beating the hard difficulty level.
- * Missiles - On/Off
- * Fast Fireballs - Off/On
- * Auto Doubles - On/Off
-
- Level 4 Options: After beating the very hard difficulty level.
- * Early Ultimates - Off/On
- * Knockdowns - On/Off
- * Quick Openers - Off/On
- * Cheap Juggles - Off/On
-
- Level 5 Options: After beating the master difficulty level.
- * Blocking - On/Off
-
- ========================================================================
- X. Glitches.
- ========================================================================
-
- The following list of Glitches were provided by Sabrewulf and most of
- them confirmed by myself. If you have any questions regarding these
- glitches please e-mail Saberwulf at: testa@felix.teclink.net or simply
- visit his homepage at http://members.tripod.com/~Sabrewulf01/kigold.html
- any other questions just direct them to: hardcore@gil.net.
-
- I. MISSED ULTRA
- ------------------------------------------------------------------------
-
- PART 1: Ok here is the deal.
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- 1. In the options screen put Quick Openers "On" (If you haven't yet
- achieved that level-see the codes section).
-
- 2. Also in the options-set the game difficulty to "Very Easy" (Harder, if
- you like, but easier on Very Easy)P.S. It is also better to put Full
- Super Bar "On", and "Early Ultimates ON".
-
- 3. Go into Team Elimination Mode.
-
- 4. If this is your first time to do the glitch then pick 11 characters
- ALL - Glacius.
-
- 5. When the fight starts hit your opponent until his life is almost gone.
-
- 6. Jump next to him, take ONE step back and press "1" 6 (SIX) times and
- start the ultra really quick afterwards (You HAVE to hit him 6 times,
- not five, not seven, "6" times for this to work. Else it will lock up!!)
-
- 7. If you did it correctly, your opponent will falldown but you will
- still be doing the ultra!!! On the next round the camera will be zoomed
- in until you do an Ultimate!
-
- PART 2: Here's were things get GOOD!!
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- After you have done the missed ultra glitch you can do some REALLY AWESOME things.
-
- 1. After you miss the person with Glacius' Ultra, the next person will
- drop down and just hang in the air stunned.
-
- 2. Just for fun-look at their face while they are hanging there - looks
- kinda weird and perhaps funny too!
-
- 4. Anyhow, you can now do 90+ combos (but they don't count on the
- records). Keep juggling your opponent.
-
- 5. You can also do distanced Ultimate Combos - just get their energy
- low (P.S. they won't die until you ultimate them), go as far back as
- you can, hit "1" about four times and do the motion for the Ultimate
- Combo (It takes some practice), and BANG! The person is Ultimated
- from a distance.
-
- 6. Now that you know that, get really good at doing the Missed Ultra.
- Once you can do it pretty good, in the character select stage just get
- like 2 or 3 Glacius and pick other characters for the rest! Try out
- their Distanced Ultimates.
-
- PART 3: Getting out of the Glitch.
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- To get out of this glitch you can:
-
- 1. Do an Ultra Combo on the person (some work, some do not).
-
- 2. Do a combo breaker.
-
- 3. Do a super uppercut with Jago or Fulgore.
-
- Now, Wasn't that Fun?
-
- II. SABREWULF's STUN
- ------------------------------------------------------------------------
-
- This is that kind of glitch that isn't really helpful but is kinda cool.
-
- 1. Get into a regular Arcade Mode game.
-
- 2. Pick Sabrewulf as your character.
-
- 3. When you get rid of your opponents first energy bar, before it locks
- the controller to reposition the characters - jump up and do Sabrewulf's
- Stun in the air (Jump, Half Circle Back+3).
-
- 4. This will do the stun and the junk will come out of the ground and
- freeze there.
-
- Not TOO lame was it?
-
- III. WALKING IN THE AIR
- ------------------------------------------------------------------------
-
- This glitch is kinda dull but rather cool if you think about it.
-
- 1. Get into a regular Arcade Mode game.
-
- 2. Pick either Jago or Fulgore as your character.
-
- 3. When you get rid of your opponents first energy bar, before it locks
- the controller to reposition the characters - do the Super Uppercut
- Half Circle Back, Foward+3).
-
- 4. Fulgore or Jago will go flying up and if you watch carefully while
- they are coming down, you can see them walking in the air.
-
- IV. JUGGLE THE DEAD
- ------------------------------------------------------------------------
-
- This is a neat little thing that works with Jago, Fulgore, and
- Sabrewulf.
-
- 1. Get into a regular Arcade Mode game.
-
- 2. Pick either Jago, Fulgore, or Sabrewulf as your character.
-
- 3. When your opponent is almost dead (red bar flashing) do a combo like
- with Sabrewulf - B,F+2,1,F,B+2,1 - but don't do any enders (it should
- also take away the rest of their energy). When they fall down you can
- still move. So, run up and with Sabrewulf Do - Half Circle Back,
- Foward+6 - With Jago Do - Half Circle Back, Foward+3 Or With Fulgore
- Do - Half Circle Back, Foward+3 all of these RIGHT NEXT TO the opponent.
- If you were close enough, you should hit the opponents. If you are near
- the knockoff point on any stage, you should knock them off. It also
- counts as a juggle combo!
-
- V. BAG FULL OF TRICKS IN THE SKY STAGE
- ------------------------------------------------------------------------
-
- These are a few things to do on the sky stage.
-
- 1. Pick Fulgore and do his Fifth Ender (Forward, Quarter-Circle Foward+5)
- near the edge!
-
- 2. Pick Combo and do his Fifth Ender (Charge Back,Foward+6) near the
- edge!
-
- 3. Pick Fulgore and do his Air Ultra (see the kewl ultra section below
- for more ultra tricks).
-
- VI. SABREWULF's NON-ELECTROCUTION
- ------------------------------------------------------------------------
-
- This is particular glitch was sent by Cool Man: kris07@mail.teclink.net
-
- 1. Pick Sabrewulf as you character on a regular Arcade Mode or Team
- Elimination game.
-
- 2. Take away almost all of your opponents energy until their red health
- bar is flashing.
-
- 3. Be sure to hold down "6" (six) while doing this combo - Charge Back,
- Foward+2, 1, Back, Foward+2, 1,Back, Foward+2).
-
- 4. Here is the tricky part -- while doing the last Sabrewheel (Back,
- Foward+2), you have to release "6" (six) in the middle of the roll or
- this will not work.
-
- 5. Now, depending on when you released "6" (six) in the roll it will
- do something different:
-
- a) Lock the game up.
- b) The opponent will stand up in the middle of the electrocution and
- get hit for a "11 hit" Ultimate Combo.
- c) The opponent will stay down and the sparks will shoot up from the
- ground and the opponent will be automatically stood up and shocked
- [you will hear the sound it makes when you do Glacius' No Mercy
- (Back, Quarter Circle Back+4)].
-
- VII. TUSK's MISSED ULTRA
- ------------------------------------------------------------------------
-
- 1. Go to the game options and put game speed to slow.
-
- 2. Pick Tusk as your character in a Arcade Mode or Team Elimination Game.
-
- 3. Okay, you can do this two ways:
- a) Do this combo - (Charge Back, Quarter Circle Down-Forward, Back+6,
- 5, Half Circle Back+1) - He should start the ender with the
- opponent flying up.
-
- b) Take away the your opponent's energy until the health bar is
- flashing red and do this combo - (Charge Back, Quarter Circle
- Down-Forward, Back).
-
- 4. When done right the first way (3a) it will knock the opponent up
- while doing the combo ender, when done right the second way(3b) it will
- miss the opponent all together!
-
- VIII. SPINAL's BACKWARDS ULTRA
- ------------------------------------------------------------------------
-
- 1. Go into a Team Elimination Mode game (a whole lot easier on 2 player
- mode), and pick Spinal as your character.
-
- 2. Take away enough energy to do the ultra (usually good with 2 hits of
- the "Quarter Circle Back, Half Circle Forward+6" Super Move).
-
- 3. Move the opponent right against the edge of the screen so they won't
- move anymore further in the direction then.
-
- 4. Do this combo -"Forward+3, Quarter Circle Back+6, Quarter Circle
- Back+3". Do the Quarter Circle Back+6 RIGHT AFTER you do the "Forward+3",
- then do the "Quarter Circle Back+3" RIGHT AFTER the "Quarter Circle
- Back+6". It should all seem like 1 motion.
-
- 5. If you do it right - Spinal should teleport into the opponent and
- start the Ultra Combo backwards.
-
- IX. SPINAL's BIG HEAD
- ------------------------------------------------------------------------
-
- This glitch is REALLY funny but is kinda hard to do.
-
- 1. Select Spinal in a Team Elimination Mode.
-
- 2. Get the opponent's energy really low.
-
- 3. Do the combo (Quarter Circle Toward+2, 1, Quarter Circle Toward+2, 1,
- Quarter Circle Toward+2, Down,Down+4).
-
- 4. Now the trick is you have to the "Down, Down+4" the instant that you
- do the last "Quarter Circle Toward+2".
-
- 5. If you did it right the Ultimate should miss the opponent (looks
- kinda weird) and on the next opponent if you move back and forth you
- will turn into a HUMONGOUS Spinal Head. If you hit any button it will
- lock up the game.
-
- X. KILL YOUR OPPONENT ON PRACTICE MODE
- ------------------------------------------------------------------------
-
- 1. Go into the options menu and turn Knockdowns OFF, Cheap Juggles ON,
- Full Super Bar ON, and Early Ultimates ON in the level options. (If you
- haven't gained the level go to the codes section).
-
- 2. Go into a Practice Mode Game and select Glacius.
-
- 3. When you get in do this combo - Quarter Circle Toward+2, Half Circle
- Toward, Back+1, Quarter Circle Toward+5, 1, Quarter Circle Toward+5, 1,
- Half Circle Toward, Back+1, Quarter Circle Toward+5, Half Circle Toward,
- Back+1, Quarter Circle Toward+6.
-
- 4.If done right it should take away the opponents health bar and start
- the second round.
-
- 5. Now you can use the Early Ultimates Option to Ultimate you opponent.
- After the Ultimate the game will automatically reset.
-
- XI. SABREWULF IS INVINCIBLE
- ------------------------------------------------------------------------
-
- This is a glitch that makes Sabrewulf invincible to all attacks except
- throws.
-
- 1. Go into options and turn Early Ultimates ON and set the Game Speed
- to FAST.
-
- 2. Go into a Team Elimination Mode game -2 players(or switch the
- controller from socket to socket if you only have 1 controller).
-
- 3. 1-Player pick all Sabrewulf for characters, and 2-player pick a few
- Spinal's and a few Kim Wu's.
-
- 4. When the match starts have 1-player (Sabrewulf) do this combo -(Hold 1,
- Back, Forward+2, 1, Back, Forward+2, 1, Back, Forward+2+Realease 1).
-
- 5. Be sure to release 1 in the middle of the last Sabrewheel (Back,
- Forward+2).
-
- 6. If you did it right, the bats will fly out and miss them, but it will
- still be doing the ultimate.
-
- 7. While it is doing the missed Ultimate, about 1 second after Sabrewulf
- howls but you can't hear him, 2-player(Spinal or Kim Wu) will be able to
- move IF you press a button and a direction. So, when 2-player can move,
- 2-player has to run up REALLY FAST and throw 1-player(Spinal=Forward+6,
- Kim Wu=Forward+3). This will abort the Ultimate.
-
- 8. Once you have done all this right you will know because Sabrewulf will
- be invincible to all attacks EXCEPT throws!
-
- 9. Also, sometimes the game will lock up if Sabrewulf does a combo!
-
- 10. This Glitch can be done inside itself (Can be done over and over
- without getting out of the previous time you did it).
-
- 11. Plus, Sabrewulf will have NO autodoubles so just use "Forward+6", if
- you do a bunch of hits and then do the ultra it will do a HUGE combo!!!
-
- XII. BOTH PLAYERS HAVE TO CONTINUE AT THE SAME TIME
- ------------------------------------------------------------------------
-
- This is a glitch that can be done with 1 or 2 players (easier on
- 2-player) that will make the "continue" screen countdown on BOTH sides,
- but the winning player continues for both.
-
- 1. Go into options and put "Powered Finishers ON", speed to "Fast".
-
- 2. Go into a Team Elimination Mode game and pick Jago as 1-player,
- anyone else for 2-player, and get the sky stage (Down+5 on both
- controllers, with 1 controller just change controller from socket
- to socket).
-
- 3. When the screen comes on, don't move 2-player, just let 1-player jump
- over him to get on the right side. Take about 2 steps forward to push
- 2-player up 2 spaces.
-
- 4. Then do this combo- [Forward+6, Quarter Circle Forward+3(Ender)].
-
- 5. RIGHT AFTER you do the ender(Quarter Circle Forward+3) do a fireball
- with 3 (Quarter Circle Forward+3).
-
- 6. If done right, the fireball should hit 2-player just as the computer
- changes to knockoff mode. This will trigger the Health Bar and make it
- go down, canceling the Knockoff but the opponent will freeze there and
- fade away. Then the next person in line for 2-player will drop down
- and MISS THE STAGE, thus falling all the way down and killing 2-player.
-
- 7. On the next screen(the continue screen) it should say "Continue"
- on both sides. Cool Huh?
-
- XIII. AIR ULTRAS
- ------------------------------------------------------------------------
-
- Every player has an Air Ultra. An ultra is an ultra that knocks the
- opponent into the air while being done.
-
- *NOTE* The combos must be done very fast!
-
- ******
- *JAGO*
- ******
-
- Quarter Circle Down-Back+5, 1, Quarter Circle Down-Back+5, 1, Quarter
- Circle Down-Back+5, Quarter Circle Down-Back+4.
-
- ************
- *T.J. Combo*
- ************
-
- Charge Forward, Back+2, Charge Forward+1, Back+2, Charge Forward+1,
- Back+2, Charge Foward, Back+3.
-
- *********
- *Glacius*
- *********
-
- Quarter Circle Forward+2, 1, Down+3, Quarter Circle Forward+4.
-
- ********
- *Orchid*
- ********
-
- Quarter Circle Down-Forward+6, 5, Quarter Circle Down-Forward+5,
- Quarter Circle Down-Forward+6, Quarter Circle Down-Back+1.
-
- *********
- *Fulgore*
- *********
-
- Quarter Circle Down-Back+2, 1, Quarter Circle Down-Back+2, 1, Quarter
- Circle Down-Back+2, Forward, Quarter Circle Forward+4.
-
- ********
- *Spinal*
- ********
-
- Quarter Circle Foward+2, 1, Quarter Circle Foward+2, 1, Quarter Circle
- Foward+3, Half Circle Back+3.
-
- ***********
- *Sabrewulf*
- ***********
-
- Quarter Circle Down-Back+2, 1, Quarter Circle Down-Back+2, 1, Quarter
- Circle Down-Back+2, Charge Back, Foward+4.
-
- ******
- *Tusk*
- ******
-
- Quarter Circle Down-Back+5, 1, Down+3, Half Circle Back+2.
-
- ********
- *Kim Wu*
- ********
-
- Quarter Circle Down-Back+5, 4, Quarter Circle Down-Back+5, 4, Quarter
- Circle Down-Back+5, Quarter Circle Forward+4.
-
- ******
- *Maya*
- ******
-
- Quarter Circle Forward+2, 1, Quarter Circle Forward+2, 1, Quarter
- Circle Forward+2, Charge Forward, Back+6.
-
- Again if you have any questions email: testa@felix.teclink.net aka
- Sabrewulf. For the lastest list of glitches make sure you visit
- Sabrewulf's Homepage at:
-
- http://members.tripod.com/~Sabrewulf01/kigold.html
-
- =========================================================================
- XI. Fun Things to Do In Killer Instinct Gold.
- =========================================================================
-
- As some of you know Killer Instinct Gold features the most options in
- any fighting game in history. Nintendo keeps making one of its greatest
- game even better. But of course there are a few things you can do to
- make your gaming experience funner. Now I know that playing the
- computer is fun and all thanks to the cool new options in Killer
- Instinct Gold. This special is just to give you some ideas to have some
- fun with Killer Instinct Gold whenever you grow bored.
-
- Team Elimination Mode:
-
- We all know that the Team Elimination Mode is the funnest thing about
- Killer Instinct Gold. With that in mind there are a few things you can
- do to make the experience even better.
-
- One controller, 2 players - if you have a brother or perhaps a friend
- who usually comes over to your house and you only have one controller
- the Team Elimination Mode is the perfect solution. Choose this option
- and pick 4 characters against 8+ (depending on your skill level). Make
- sure you choose the first and third and he/her (there are female KI
- players out there... I hope) should choose the alternative (2,4).
- Began playing and play the elimation mode as you would normally. Once
- your character dies or is eliminated (to later come back to the game)
- let your friend grab the controller and attempt to destroy the
- computer. I had a lot of fun with my friend the first day I bought
- Killer Instinct Gold! We started 4 on 4 and later into 4 vs 11 in
- master, it was one hell of a challenge. There was even a time when I
- was on the controls for approximately 15 minutes! Fulgore just would
- not give in and allow me to perform an ultra or ultimate.
-
- Two controller, lots of players - if you are lucky enough to have 2
- controllers and are able to gather 4 or more players for a game of
- Killer Instinct Gold you can achieve an even greater level of fun!
- Playing on teams of 4 or more its amazing. Using the same technique
- mentioned above you will be able to have very challenging fights.
- Remember though that your team is counting on you, the pressure is
- on. Also for added fun turn on the early ultimates (no mercies) to
- have an even more challenging match. Warning... this will cause a lot
- of screaming and shouting in your house =)
-
- Conduct Tournaments - team tournaments can be much more exciting than
- single player tournaments. The reason why this is true is because some
- good players usually have a weakness, whether it is a character or
- simply the way the other human opponent plays. To give you a good
- example when I was on the XBAND network Kreat *GeN* (one hell of a
- player) used Cinder a lot. He used to hold down back on the controller
- and pressed fierce punch. What this accomplished was a great level of
- frustation for his opponent. Let me explain...
-
- When you hold down/back and press fierce punch with Cinder he will
- either (a) hit over head (b) hit low. If you are close to your opponent
- and he is blocking, by simply doing this you are guaranteed a hit! If
- he blocks high you hit him low, if you block low you hit him high! You
- had to predict his next move in order to anticipate him and counter.
- ECA (another great player) had a difficult time doing this and
- continuosly lost to Kreat. I on the other hand was great at predicting
- Kreat's move and countering accordingly thanks to my Spinal (boy was I
- cheap =) ) . I used the same technique on him with Spinal and his big
- machete. ECA was an Orchid player so he was not able to use Spinal
- easily. On the other hand I lost badly to ECA when he choosed Orchid
- against my Spinal. The aggresive factor of Spinal is just NOT effective
- against Orchid.
-
- Anyhow... conducting team tournaments is more exciting than single player
- tournaments not only because of the weakness factor but also because once
- again, your team depends on you. If you are out they will be out.
-
- Unique Storylines:
-
- Now you might call me crazy, but if you can create your own storyline
- while playing Killer Instinct Gold you can have a lot of fun. Come up
- with your own setting and pit characters according to these settings.
- Below is an example:
-
- King of the Hill - "Every year a warrior is considered 'The King of the
- Hil'. Hundreds of opponents have opposed him but to no avail. This year
- there is a new batch of opponents ready to send this warrior into
- submission." Now I know this is a very simple idea, but you can come up
- with your own ideas. In order to be the King of the Hill (better with
- more players) there has to be one person who should be choosen the king;
- he will pick his favorite character and both of you pick the special
- level. If you knock him down you gain the title of "King of the Hill",
- the next player attempts to defeat you and so on and so forth. Whoever
- stays on the level the longest(aka more wins) he will be crowned the new
- "King of the Hill".
-
- I know some of you who are reading this are saying this is too damn
- stupid. You are never too old to have fun =) this is specially cool to
- have your own tournament in which you can charge people to enter. With
- a storyline like the one above (you may wish to make it more exiting!)
- you can attract more players. There is a comic book store near my school
- were tournaments of MK3 took place regularly, and believe it or not all
- the tournaments had its own story. The winner usually took home $100 and
- one free comic of choice $20 or less in value. Thanks for reading!
-
- ========================================================================
- XII. Differences between KI2 and KI Gold.
- ========================================================================
-
- What KI 2 has that KI Gold does not:
-
- 1. Jago's Spirit Move
- 2. A moon on Spinal's Level
- 3. Full Motion Video
- 4. Multiple Endings
- 5. Lots of Glitches
- 6. The characters as you fight the computer bleed.
- 7. Fire spitting out of the lava pit in Tusk's Level
- 8. A quater slot that keeps taking quaters from your pocket.
-
-
- Things KI Gold has that KI2 does not:
-
- 1. 3D Levels
- 2. Orchid's Fire Cat Fatality
- 3. Team Elimination
- 4. Team
- 5. Practice
- 6. Options
- 7. New Endings!
- 8. Training
-
- * More detailed things will be added shortly!
-
- ========================================================================
- XIII. Where to find the latest version of the FAQ?
- ========================================================================
-
- In order to keep you up to date, you will need to check out the
- following pages for the latest version of my FAQ:
-
- The Killer Instinct Web:
- http://www.gil.net/~hardcore
-
- Rare Ltd.
- http://www.rare.co.uk
-
- High Voltage Online:
- http://fighters.simplenet.com/hv/
-
- GamePro Magazine Online:
- http://www.gamepro.com
-
- The UnOfficial Nintendo 64 HeadQuaters:
- http://www.n64hq.com
-
- Videogame FAQs:
- http://www.gamefaqs.com
-
- Spawn's Nintendo 64 Page:
- http://www.public.asu.edu/~ispawn/nintendo.htm
-
- KI_MAN's Killer Instinct Page:
- http://ourworld.compuserve.com/homepages/KI_MAN/
-
- Chris KIG WWW Pages:
- http://207.81.20.2/gelinas/kig.htm
-
- If you would like to support my FAQ, send e-mail to: hardcore@gil.net
-
- Just e-mail me and I will add your page or BBS to this list. I would
- appreciate it.
-
- ========================================================================
- XIV. Great Killer Instinct Gold Links.
- ========================================================================
-
- Below are what I consider the best Killer Instinct Gold pages on the
- NET. Yes, I included my own (not to be conceited or anything), just so
- you are aware of where my my page is.
-
- The Killer Instinct Web: http://www.gil.net/~hardcore
-
- * This is my Killer Instinct Page. Im sure must of you know what this
- is, specially if you recieved my FAQ through my page. On this page you
- will find the latest news, pictures, and so much more. Including
- interactive sections, editorials, fan art, fan stories, The KI Game,
- and even Specials such as "Fun things to do with Killer Instinct Gold"
- (also featured on this FAQ), and analyzing the Killer Instinct story-
- line. Also ranked #1 for Killer Instinct Gold information as well as a
- winner of the first JJ's Best Killer Instinct Sites of the Web!
-
- The Killer Instinct Center: http://djo.com/ki
-
- * What started as a mediocre page with a simple web design has turned
- into a behemoth of KI Gold Information, specially in the combo strategy
- and combo department. Trevor, is a very reliable source of information
- expect good solid information.
-
- If you still need more pages then head to my the Killer Instinct Web and
- choose from plenty of links to many KIG pages. All the pages featured
- on the KI Web have descriptions and ratings so you know where you are
- headed.
-
- ========================================================================
- XV. Credits and Special Thanks.
- ========================================================================
-
- Typhoon - my most reliable source for Killer Instinct Gold information.
- Trevor - yet another reliable source for my info.
- Gypac - some information from GameFan magazine which he passed along.
- Kombo - some big hit Kombo help.
- Scooby - for the basics to the Killer Instinct Gold Combo Theory.
- CurtMac - most of the codes you find on this FAQ.
- Depeche - guided me through the "How to" for the hidden characters.
-
- * If I forgot your name, by all means remind me to give you thanks.
- With all the work I have to do its not surprising that I may have
- forgotten to add your name to the thanks.
-
- ========================================================================
- XVI. Disclaimer (Legal Crap Nobody Reads).
- ========================================================================
-
- The Killer Instinct Web Presents: The Killer Instinct Gold FAQ may NOT
- be reproduced in any way, without the written concent (mechanical or
- digital) of the author (in this case me, Hugo Seijas aka HardCore).
- If you fail to do so, you will be concidered the biggest of lamers and
- a shame to the Killer Instinct Community... not to mention you will be
- violating international copyright laws; but thats besides the point.
- A simple thank you at the credit portion of the FAQ will more than
- satisfy the author and will save you the time to have to write to him
- for permssion, as long as you give me thanks its cool. Warning though,
- the Killer Instinct Gold Review featured on this FAQ MAY NOT be copied
- at all, unless the author authorizes it (THIS I WILL ENFORCE!) so make
- sure you dont do it. Anybody know how they cram all that Golden Gram
- into a tiny box of Gold Grams? This FAQ may be printed and distributed
- as long as you keep the price of $0 dollars. If you decide to charge
- money for this FAQ you must pay royalties to the author of 40% of the
- profit. For more information contact me at: hardcore@gil.net I sure do
- wish you DO NOT charge money for this FAQ, though, because I spent way
- too much time writting it for you to make money out of me and charge
- fellow Killer Instinct players money. This may not apply to people
- who play Tekken 2... charge them to death!!! Keep out of reach of
- children, caution slippery when wet, as seen on T.V., do not take this
- product unless directed by doctor, in case of accidental overdose, seek
- professional assistance or contact a Poison Control Center immediately.
-
- Killer Instinct and all related characters are registered trademarks of
- Nintendo and Rare Ltd. Tekken 2 is a registered trademark of Namco
- (what kind of name is Namco anyways?).
-
- HardCore Productions Copyright 1996-97 All Rights Reserved. Microsoft,
- where the hell do you want to go today? This FAQ was written with
- 90+K of recycable bits. Reduce, Reuse, Recycle. No animals were hurt in
- the production of this FAQ. If you printed this BS then well, I guess
- you should have read it before printing. Duh!
-
- Oh one more thing this FAQ may be distributed as long as no modifica-
- tions are made in any way.
-
- Thank You for Reading: Hugo Seijas aka HardCore
-
-