/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | | | KILLER | | I N S T I N C T | | The Super NES FAQ | | | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ v1.10 Contents 1. Introduction 2. General Information a) What's new in v1.1? b) What is this FAQ about, really? c) What are fighting games? d) Ok, so what's Killer Instinct? e) So how do I play? 3. Terminology a) What are all these numbers? b) Basic terminology c) Advanced terminology 4. Combo Stuff a) Guide to Basic Combos b) Advanced combo stuff c) Combo names 5. High Scores 6. Miscellaneous Secrets a) High Scores b) While picking your character c) Selecting stages d) "Fight On" codes e) The Eyedol code! 7. Secrets during the fight a) Top attacks b) Knocking your opponent off a rooftop stage c) Dizzying d) Last Breath e) Powering Up f) Humiliations g) "Supreme Victory" and "Awesome Victory" h) PERFECT!! i) Spinal's combo Endings 8. Character Profiles explanation a) Description b) Special Moves c) Autoseconds d) Openers e) Linkers f) Endings g) Ultimate h) Ultra i) Air Juggle j) Danger Moves k) Humiliation l) Combo Breaker m) Recovery Move n) Air Combo o) Stuff p) Combos 9. Character Profiles a) Black Orchid b) Chief Thunder c) Cinder d) Eyedol e) Fulgore f) Glacius g) Jago h) Riptor i) Sabrewulf j) Spinal k) T.J. Combo 10. Killer Cuts 11. Credits ------------------------------------------------------------------------------ 1. Introduction Hello everyone, and welcome to the Killer Instinct Super NES FAQ! I'm Derek Kisman, and I'll be your host for the trip. Please watch your head; the management apologizes for the shoddy appearance of the entrance. Anybody wishing to donate some original ASCII art would be most welcome and, would get their name hung up in lights (er, pixels) in thousands of homes! That aside, please allow me to introduce the attractions of the day. For beginners and aspiring show-offs, we have the complete selection of special moves, Danger Moves, and other finishing moves. It is our sincere hope that you find these useful. Once you've learned enough to impress all your friends and whomp the computer, we hope you'll come again for our more advanced tours. For those who have already mastered the moves, know a few combos, and wish to know more (and avoid the dreaded C-C-C-Combo Breaker), you may skip the rudiments and go directly to one of our main events: a guide to putting together ALL elementary combos for a character. Learn to vary your autoseconds, figure out where the linkers and endings may go, and generally stop being too predictable (read: beatable) in your combos. Pretty soon the other guys'll be begging you to sit still and let them break ya'. And, for our visitors of professional interest, who basically have nothing that I could possibly tell them about strategy that they don't already know, we have lists of combos: unusual, uncanny, and unstoppable (and, of course, unbelievable). We have the maximum known Ultras for you greedy high-score table hoggers, (including the never-before-seen Chief Thunder 38, Sabrewulf 34, Fulgore 32, and Riptor 34!), the maximum normal combos for those wishing to try, some strange and wonderful Slow-Motion combos, missing Ultras and combo enders, and other weirdness. In addition, our combos will also teach you some more advanced techniques of adding in some extra or cool-looking hits (not that you didn't already know them, right?), which you can apply to almost any other combos of your own design. And, finally, we have combos chosen merely for their challenge. Attempt to master these, and you'll be practicing some very advanced techniques! Not to mention that many of them are unbreakable, or very close to it... Good luck... We assure you that we have taken every pain to be sure that our information is 100% accurate. Everything you shall see has been confirmed by us, and we would surely slap a guarantee on this FAQ if... well, if you'd actually paid any money for it. (Hopefully you didn't. :) ) With luck our only sins shall be omission; I assure you, we have properly made our animal sacrifices to the God of Typos... Of course, should one of you anno... er, helpful people find an error which my secretaries, the fools that they be, have made, please don't hesitate to point it out to me. My e-mail address is at the end of this FAQ, and I assure you those responsible shall be dealt with. ------------------------------------------------------------------------------ 2. General Information ****************************************************************************** 2a) What's new in v1.1? Various typos were corrected from 1.0. Please send me any more that you find, however! Apparently I'd missed Cinder's description in his profile; that has now been corrected. Whoops. ;) Game Genie codes have been added. There are always more being developed, however, so I will be a few days behind... sue me. :P As far as combos go, one or two new miscellaneous combos, and the following Maximums have been improved: Cinder's Normal by 2 and Ultra by 4, Glacius' Normal by 3 and Ultra by 2, Jago's Normal by 2, Spinal's Ultra by 1, and Fulgore's Normal by 3. Finally, I have a new section describing all of the possible endings to the game. Hopefully, in v1.2, I'll be able to include Shadow moves and a section compiling together how exactly to do all these crazy combos; I've had lots of people asking me for timing. Also, a few moves sent in which I couldn't cover here will appear next version. ****************************************************************************** 2b) What is this FAQ about, anyway? This is a compilation of information on the Super Nintendo game Killer Instinct, by Rare. It is basically all the moves, secrets and that Rare intends you to find (usually), but doesn't bother to include in the instructions. After all, what fun would THAT be? Remember, countless people have spent countless hours figuring this stuff out, so treat this with the reverence you'd treat any other repository of great wisdom. None of this stuff is guaranteed to work on Killer Instinct the Arcade game, Mario Brothers, mashed potatoes, your annoying little brother, or in fact anything much OTHER than the SNES game. Also, I do not endorse doing Danger Moves on living people, without practicing on dummies at least a little bit first. And if you become addicted to the thing, it's your own darn fault. ****************************************************************************** 2c) What are fighting games? Fighting games are a fad that people have been predicting will die out "any day now", but haven't. They involve, at their simplest, two people on-screen, fighting in some sort of arena. The people are either controlled by one player and the arcade game, or by two players going head to head. The goal is to make your opponent's guy lose all of his/her energy before he/she does the same to you, at which point the opponent will fall down, or (in some games) remain standing and wait for you to do something very nasty to them. The players set off toward this goal by pushing buttons to make their characters punch, kick, throw, smash, etc. Special moves usually exist, as well, which go beyond, and are usually more powerful than the standard hand-to-hand fighting moves. These special moves require more than just the push of a button to execute, and in many cases aren't told you by the game designers. Admittedly, this doesn't have as much depth as, say, a good book, a role-playing game, or even counting your toes, but as one of the poor, stupid masses I can attest to the fact that they are ADDICTING. :) ****************************************************************************** 2d) Ok, so what's Killer Instinct? Killer Instinct is a very recent fighting game that arrived in arcades around the beginning of the year. It was designed by Rare, came in a casing built by Midway, and was the first arcade game to store information on a hard drive. Because of this, its graphics revolutionized the industry; one glance at the details in the game (even if you aren't a fan of the silicon graphics characters) is enough to tell you that. On August 31, only one day late, Killer Instinct was officially released to Super Nintendo systems everywhere. Now slavering zombies can neglect their social life for free, and in the comfort of their own home! Not to scare you or anything, but this is a very addictive game. ****************************************************************************** 2e) So how do I play? Well, you might be surprised to hear that there is a product out on the market that is tailored just perfectly for your needs! You may have heard of it. It's called an instruction manual, and if you were one of the lucky first 2-billion buyers of the game, you got one included free! I'm not here to tell you controller operations and stuff like that; I'm just here to tell you all the stuff conveniently left out of the manual. And a little bit more. Before you head off, though, I must warn you. Have I mentioned that this is a very addictive game? ------------------------------------------------------------------------------ 3. Terminology ****************************************************************************** 3a) What are all these numbers? When looking at all of these combos, you might notice that there isn't a WK or a MP in sight. Instead, we have 1-6. Well, in most cases I've tried to remain in accordance with the instructions given in the manual, but I made an exception in using numbers for the buttons. I did this because, well, everybody uses them these days. You'll see the numbers a lot more often than MK, FP, FK, etc. So what do 1-6 stand for? Well, in the days of the arcade, the console was set up like this: | O O O | (QP) (MP) (FP) ---O--- | (joystick) O O O | (QK) (MK) (FK) So just number them 1-6 from left to right and up to down, and you have our system. Thus, 1=QP, 2=MP, 3=FP, 4=QK, 5=MK, 6=FK. You'll get used to it. Trust me. ****************************************************************************** 3b) Basic terminology Ok, now what we are defining here is exactly how I tell you to move the control pad and push the buttons to achieve something. So I'll be pretty exact in what my symbols mean; on the plus side, this lets me do some VERY advanced movements in the same symbols as the novice movements. On the minus side, occasionally I'm a little stricter than I need to be. You can always just do things your way with guidance from my information, but be warned that there will be some combos you'll HAVE to do my way. For a basic control pad direction, I simply have a letter (B=back, F=forward, U=up, D=down). Back means AWAY from your opponent, and Forward means TOWARD your opponent. DF would mean diagonally Down and Forward. Sometimes there needs to be a control pad MOVEMENT. In this case, I have two directions linked by a hyphen (-). This means you should ROLL from one direction to the other, not missing any directions in between. A smooth thumb motion should do it for you. So, for example, D-F means push down, down and towards, and then toward your opponent. In the case F-B or B-F, you should always roll in the downwards direction (F-B=F,DF,D,DB,B). I use this rather than HCB because of a) its simplicity, b) it's more like the manual, and c) it's necessary for some of the advanced motions. Now, sometimes you need to charge (hold the joystick for a second) in a certain direction. To show this, I preface the direction with a c. So cF means to charge the joystick forward a second. c3F, however, means to charge forward for THREE seconds. I don't do this often, but that's what it means. Buttons I simply have as 1-6. See the previous section for what they mean. When I show a 3, for example, push FP. What could be simpler than that? :) Also, when, occasionally, you have several choices of button to use, I'll put either the choices in brackets separated by a slash (5/6), or I'll use P for ANY punch, K for ANY kick, and A for ANY button. I connect motions and buttons using , and +. , means you can wait until you've finished the previous motion before going to the next. + means you should HOLD the previous motion before quickly pushing or doing the next. In other words, D-F,3 means you can push 3 after releasing forward. D-F+3 means you should quickly push 3 while STILL holding forward. ****************************************************************************** 3c) Advanced terminology Ok. Occasionally you'll need to hold a button down while you do a motion. I show holding the button down by either #h or h#. h3 means that the PUSHING of 3 isn't really important, just as long as you're holding it at the time of h3. 3h means that you've gotta use it, just like a regular 3, except that you also need to hold it. So DF-DB+3h means roll from down- toward to down-away, then push AND HOLD 3 while holding down-away. When you need to release the button, I use r#. So h1, DF-DB+r1 means hold 1 (whenever you wish), then roll down-toward to down-away, and release 1 while still holding down-away. At the end of combos where you need to juggle your opponent, I put either a "...juggle" or a "juggle". "...juggle" means you need to do the air juggle after a while (waiting for your opponent to come back into orbit). "juggle" means to do the air juggle RIGHT AWAY. The reason I use juggle is that in some cases, characters (like Fulgore) might have different powered- up or non-powered-up Juggles. In some very few cases, there will be moves that set up a combo, but are not actually part of the combo. This is always to "fool" the CPU into doing a linker at the start of a combo. In this case I will have a | to separate the beginning portion from the rest of the combo. You must make sure that the first part does NOT count in the combo (sometimes if you follow the | too quickly, then the beginning WILL count), or you will find the combo will end much more quickly than it should. Now, you know everything about how to do my combos, but I need to reiterate one very important type of move. Sometimes I will show a 5+F or something like that rather than F+5. This means just what I've told you above - push the 5, and then push forward while still holding 5, and then release 5! This is NECESSARY to string some regular hits together with special moves! So D-5+F means to push down, then push 5 while still holding down, roll to forward quickly, and release 5! Tricky, huh? Yup. :) Also, we might have things like D+3-F+1, which means: push down. Push and release 3 while still holding down. Roll forward. Push 1 while still holding forward. Release either at your leisure (sometimes) :) ------------------------------------------------------------------------------ 4. Combo Stuff ****************************************************************************** 4a) Guide to Basic Combos Ok, this is what you've been waiting for! This is the guide that will tell you how to use the information in the character profile to put together ALL basic combos for a specific character. Eventually, you'll learn to mix up the basic combos at random, and your opponent won't know how to Combo Break them! First, the all-important concept of an autosecond. An autosecond is a normal move used in a combo. However, as a reward for using this normal move in a combo, you get an extra one or two hits from it. In addition, you can add a combo ending or a linker after the autosecond to extend the combo further. However, here's the trick: only CERTAIN autoseconds work at any given time. I'll tell you in a second how to figure out which ones do work. First, though, in the character profiles I list all the autoseconds and how many hits they give you. For example, 3 - (3) means that using button 3 as an autosecond will give you 3 hits rather than 1. A very few autoseconds also require a direction to be pushed with the button. So, D+6 - (2) in the profile means that you can push down and 6 to do a 2-hit autosecond in a combo. There are exactly 6 autoseconds for each character - one with every button. All the basic combinations in Killer Instinct start with an opening move. Now, this may be a jump-in attack (an attack from you, in the air, to an opponent, on the ground), or it may be a special move (but only certain ones). In the character profiles, under Openings, I list all the SPECIAL MOVES that may open a combo. However, I don't list the redundant jump-in openings, so I'll explain them here. Which autoseconds you may do depends on what immediately precedes them in the combo. At the very beginning, this means that the combo Opening determines what autoseconds can follow it. Now, in the character profile, you'll see the opening move, the number of hits it does, and then an arrow pointing to some numbers. These numbers are the autoseconds that may follow the move. So, for example, after doing Orchid's Fire Cat with 2, you can push either 3, 4, or 5 to get a multiple-hit autosecond to follow it. ALWAYS vary the autoseconds that you use from the choices given, however; this will make breaking your combo that much harder. With jump-in attacks, it's a whole lot simpler to determine the autosecond to use. The buttons are linked 1-4, 3-5, and 2-6. After doing a jump-in attack with one of those buttons, on the ground you may push the other button to do the autosecond. This, of course, eventually leads to an entire combo from one jumpkick, which can be very nice. :) So after jumping in to attack with a 5, you may autosecond with 3 (and, of course, an autosecond direction, if required). Sometimes you must be fairly close to do a particular autosecond, however; be warned. Ok, you've done your opening move and you've gotten your first autosecond. Now what? Well, you've got a choice. For a shorter, but much less breakable combo, you can add on a combo Ending now. Endings are regular special moves that do... well, a VERY cool ending to the combo. The combo's over (almost) once you've done it, but your opponent will feel bashed, bruised, battered and beaten. In the character profiles you'll find the section Endings, where I list all the special moves that are done as special combo Endings. So after you've done your opening and autosecond, then follow it up with the Ending for a very satisfying combo. (Note: sometimes the endings requires charging back to do the move. You should charge back while the previous autosecond is still going). So, is that it? Nope. Now I'm going to tell you a way to nearly double the size of your combos. It's called a linker. What the linker is is a move done in the MIDDLE of a combo that does NOT end it. Instead, you can follow the linker up with ANOTHER autosecond, or an ending. So you've just added even more to your combo! In the character profiles, I list every character's linker, and the autoseconds that can follow it. So now your combos may become Opening, autosecond, linker, autosecond, and Ending!! (Though some characters have more than one linker, you can't normally do two linkers in a combo. Also, remember, if you need to charge a direction, do it WHILE the previous autosecond is going). Ok, that MUST be it, right? Wrong. There's one final embarassment to be thrown your opponent's way after a combo. Look again at the Endings section. You'll notice that, after them, they have a number and then "air" or "end". The number is the number of hits that they do. But what do the "air"s and "end"s mean? Well, if you do a combo Ending that "end"s, then the combo's over. Kaput. However, if you do one with "air", then you can do another special move to hit the opponent as he comes down! In each character profile you'll notice a section called Air Juggle. This is the special move that a character may do to hit the opponent as he comes down. You have to time it right, but the end result will be an even COOLER combo! This'll add one more hit to your combo; or, if you are powered up (which I'll speak of in a later section), you'll normally get THREE more tres-cool looking hits! So overall: with regard to combo Endings, they can be put in after ANY autosecond, the opening moves with "end" after them in the autosecond list, and linkers with "end" after them in the autosecond list. Linkers may be done after the first autosecond, or an opening with "linker" after it in the autosecond list. Autoseconds may be done after anything but other autoseconds, if you know which ones to use. In closing, here's the basic (longest) combo sequence we have so far: Opening, autosecond, linker, autosecond, Ending, juggle. You can also shift this a little by bringing the Ending up earlier or doing the linker right after the Opening (sometimes). Using this, you can do ALL the basic combos of any character! At first learn only a few combos, but as you get better with practice, learn to vary what you do so your opponent NEVER knows how to break! Ah, yes, there are two more types of Endings that are a little more secret. One is an Ultra, the other is an Ultimate. Both may ONLY be done when your opponent's on his second life bar and it's flashing. (It doesn't need to be flashing when you start the combo, only when you do the Ultra or Ultimate Ending). Both end not only the combo, but your opponent. The Ultimate does a Danger Move right at the end of the combo. The Ultra, however, is a whopping 18-hit Ending that looks AWESOME! Nothing makes your opponent look more beat than a good, swift kick... then another one... then a flip kick into 5 jabs, a slam, another few kicks, a sword slash or two, and an uppercut. :) Ultras are what make this game... well, Killer Instinct. You'll find the Ultra and Ultimate moves in the character profiles. Enjoy, and remember: Practice makes perfect. ****************************************************************************** 4b) Advanced combo stuff Now, I can't tell you like I did above how to put together your own advanced combos. They are VERY irregular; certainly not subject to any pattern I could name. But here are a few tips to reduce the breakability of your combos and do other weirdness. 1) Sometimes you can hit a person with a normal move before doing your Opening. You might have to do the Opening fast; and, also, if you do this the combo will often end on the coming autosecond or linker. But it's a good way to start combos, especially against the computer. 2) You can start combos with Top Attacks, too. Do the Top Attack, then an Opening. The same problems as above apply, however. 3) Instead of using an autosecond, you can very often use just one normal attack. It'll only give you one hit, but that portion of the combo is not breakable. In a VERY FEW cases, you can put 2 or even more normal moves together as a combo! (Jago and Eyedol) 4) If your combo DOES end on an autosecond or linker, often you can still do an air juggle! This actually ends up looking as neat as Endings in some cases! I'll tell you which air juggles can be done like this in the Air Juggle profile section. These special air juggles are sometimes in slow motion, too... 5) End your combos with regular moves or non-Ending special moves rather than Endings. Again, you can sometimes Air Juggle after these. Also, these can't be broken. 6) Sometimes you CAN put more than one linker into a combo. Notable cases are T.J. Combo and Cinder. 7) Sometimes you can put another Opening right into the middle of the combo! Orchid, Riptor and Combo are very good at this. You normally can't have as long a combo follow, however, or it'll end suddenly on another autosecond or linker. (It's like there's a counter determining how many portions of a combo of whatever type you may have.) 8) Sometimes you can just insert a normal move or two between two portions of a combo! Often VERY hard, this is how you get a few extra hits like in Jago's 30-hitter. In Orchid's case, you can even insert some SPECIAL moves! Timing is critical here... normally, you must push the button exactly when you want the hit to happen. 9) Almost any combo Endings (not just Jago's!) may become Turbo if you hold the button down while doing the motion, and then release, rather than doing the motion and pushing the button. Sometimes the difference is small, sometimes great. (Glacius's h3,D-F+r3 Ending comes to mind) 10) When an autosecond is going to end a combo, if you do the Turbo version of an Ending motion BETWEEN the 1st and 2nd hits of the autosecond, you'll usually get either: a missed combo Ending (still does the ending, but misses the opponent with it), or a Slow-Motion combo Ending (only a few Endings do this, but the ones that do look awesome!). Also, you can put an Ultra in there for either a missed Ultra (neat!) or an Air Ultra (for Thunder and Combo - MEGA neat!), where the opponent is being hit in the air. 11) Sometimes after a very strange normal hit put into a combo, if you delay the ending until the last second, you'll also get a Slow-Motion or missed Ending. I have one such combo for Glacius. 12) If you miss by about a 10th of a second for a linker, it'll do the linker move as the BEGINNING of a combo for many characters! This adds a few extra hits, and is how combos like Thunder's 38 are achieved. In my Combo section I show small combos that are easy to miss the linker with at the beginning of the missed-linker combos. However, note that if you do the linker too quickly, you WILL accidentally keep the combo together - be careful not to. ****************************************************************************** 4c) Combo names This is what the announcer calls out after you've done a combo of a certain number of hits. 3 hit - Triple Combo 8 hit - Awesome Combo 4 hit - Super Combo 9 hit - Blaster Combo 5 hit - Hyper Combo 10 hit - Monster Combo 6 hit - Brutal Combo 11 hit - King Combo 7 hit - Master Combo 12+ hit - Killer Combo xx hit - Ultra (echoing) (After doing an Ultra) xx hit - Ultimate (echoing) (after doing an Ultimate) ------------------------------------------------------------------------------ 5. High Scores These are the high scores that the SNES version comes with automatically. If you want to get your name in first, this is what you'll have to beat! (Push left and select at any point in the title sequences to get to the high scores). Sadly, every time you reset or turn off the power, your high scores are lost... Speed Demons (fastest win): SJP 0:15.00 Winning Streak (most consecutive wins): MB 25 Killer Kings (highest score): MRY 500000 Combo City (highest combo for each character): Jago LOU 30 T.J.Combo CTS 36 Spinal GAV 27 Thunder RSR 33 Glacius GN 29 Fulgore DEB 30 Cinder FAY 33 Sabrewulf JAN 31 Orchid TIM 48 Riptor KAL 30 Eyedol JMH, SH , JR , EIL, CAR 03 ------------------------------------------------------------------------------ 6. Miscellaneous Secrets ****************************************************************************** 6a) High Scores To get to the high scores, either wait for 30 seconds at the title screen after you've got an entry in it, considerably longer if you don't, or simply push left and select at any point in the title sequence. :) ****************************************************************************** 6b) While picking your character You can choose your character by pushing left and right. You can choose his COLOR, however, by pushing up and down. There are 8 different color schemes for each character. To do Random Select, where the computer randomly picks your character for you, push up and start. To select the stage you wish to fight on (can't be done in 1-Player mode), push up or down and a certain button to select your character. Which button you used and direction you pushed to select him determines where you'll go. (See next section for which go where). In 2-Player or Tournament mode, the first person to choose picks the stage. The second player chooses the stage MUSIC. (ie, you can get to the Lava Pit with the music of Glacius's stage if the first person to choose does D+3 and the second U+1) If the first player to pick does NOT choose a stage, it is random (and you could get one of the 3 non-selectable stages, too). If the second player does not pick music, the music matches the stage (obviously). Unfortunately, if you choose Random Select you cannot pick a stage. In Tournament mode, push select while choosing characters to get a menu that lets you modify options, change the Tournament players, or leave Tournament mode. ****************************************************************************** 6c) Selecting stages These are the selectable stages and the button/direction you use to get there: U+1 - Glacius's stage D+1 - Chief Thunder's stage U+2 - Dungeon stage (secret!) D+2 - Riptor's stage U+3 - Ice Shrine stage D+3 - Eyedol Lava Pit stage U+4 - Spinal's rooftop stage D+4 - Street stage U+5 - Orchid's rooftop stage D+5 - Sabrewulf's stage U+6 - Cinder's rooftop stage D+6 - Fulgore's stage BOTH players D+5: Sky rooftop stage (secret!) The two secret stages may ONLY be arrived at by selecting the stage - they'll never come up randomly. The Sky Rooftop stage may only be reached from 2-player or Tournament mode; BOTH players must use D+5 to select their character. This is the most fun stage in the game because you can knock your opponent off the edge at ANY time!! :) Unfortunately, these stages are unselectable: Jago's stage, T.J. Combo's stage, and Eyedol's Castle stage. ****************************************************************************** 6d) "Fight On" codes These are codes that are entered on the screen showing the two characters' pictures. You should do them only AFTER the announcer says "Fight On", so that you don't end the screen accidentally. You can't do any of these in Practice mode. You can do all or some of these at a time, if you're fast enough. :) "C-C-C-Combo Breaker!" This code makes combo breakers easier; after you've entered the code you can break combos with ANY of the 3 buttons, rather than having to be concerned about what your opponent's using. To do it, push down and start. Only one player needs to do it, and the change affects both people. This is the same as temporarily setting "Easy Combo Breakers" to On in the Options screen. Different speeds of play. These let you speed up or slow down the rate at which the game is played. In 2-player or Tournament, both players must enter the code for a specific speed (so agree on it ahead of time), while in 1-player mode you only need to do it yourself. For slow motion, hold left and all three kicks. For slight turbo, hold right and all three punches. For turbo, hold right and all three kicks. For MEGA turbo, hold left and all three punches. You'll hear a swish or hit sound if you've done it properly. "Eyedol!" Yup, you can play as him! If you've got Cinder, you can hold right and push 1,4,3,5,2,6 to become Eyedol! Only the player changing needs to do the code. Both players can become Eyedol if they want... Oooooh boy... :) Options screen. If you push select, you'll get to go to the options screen to change your controller configuration and options just before the fight starts. Only the player who pushed select can change the options; the other player can only change his controller configuration. The nice thing about this is that in Tournament mode the game remembers the configuration for each player! ****************************************************************************** 6e) The Eyedol code! I already said it, but I don't want anyone asking again, so it bears repeating. Pick Cinder, and when the announcer says "Fight On!", hold right and push 1,4,3,5,2,6. ------------------------------------------------------------------------------ 7. Secrets during the fight ****************************************************************************** 7a) Top attacks Top attacks are attacks that will hit your opponent if they're crouching, even if they're blocking. This is to prevent people from holding down and block the entire fight. You can start combos out of a top attack by doing the Opening right after, but the combo sometimes can't be as long. To do a top attack, push B+3 when your opponent is crouching. To FAKE a top attack (to lure your opponent into trying a quick move), push B+2 when your opponent is crouching. ****************************************************************************** 7b) Knocking your opponent off a rooftop stage Yes, on the 4 rooftop stages, you can knock your opponent off the edge at the end of the match! There are a few ways to do this: 1) Do a combo that takes the last bit of the person's energy and sends 'em forward a bit. If they fly off the edge, well, arrivaderci. :) 2) If they're standing near the edge when the announcer says "Danger", do a special move that knocks them backwards a little, and, well, sayonara. :) 3) Of course, the best way is to end with an Ultra. Some Ultras don't push the character forward very much, so must be done near the edge; some, like Cinder's, can be started from ANYWHERE, and, well, au revoir. :) Note that in the secret Sky rooftop stage (see 6b and 6c) you can knock them off in the ways above at ANY time, not just the end!!! Fun!! ****************************************************************************** 7c) Dizzying If you hit your opponent with several normal moves (not part of a combo) in a row with you doing practically nil to them, then he may become dizzied. When this happens you'll see him convulse and he won't be able to move. Set up your best combo opening and let him have it! If YOU'RE the unlucky one who's been dizzied, you can speed up your recovery by spinning the control pad and pushing buttons rapidly. You'll see the character begin to convulse faster when you do this. It takes about 8 convulses before you recover from dizzying. ****************************************************************************** 7d) Last Breath Hooooo-boy. If you really want to get your friends to hate you, read on. :) After the announcer says "Danger", you might think that you are dead. Well, do nothing, or get hit by your opponent (or have him do a Danger Move) and you are. However, if your opponent takes too long to set up a Danger Move or hit you, you can break out of the Danger state for one last try at killing them! To do this, as soon as you start convulsing in "Danger", rotate the control pad and push buttons rapidly (just like a dizzy). If you do it fast enough, you'll break out of the Danger state! (I think it takes 7 convulses in this case). When you have this "Last Breath", you only have enough energy to barely survive. If your opponent hits you once, or you block a special move, you're REALLY toast this time. (However, he doesn't get the pleasure of a Danger Move :) ) So what use is it? Well, you do over TWICE your normal damage when in the "Last Breath" state! Fulgore's standing close 6 takes away half their bar! ONE combo is normally enough to obliterate the poor guy! However, if the person you're playing with is a) stronger than you, b) bigger than you, or c) your boss, I don't recomment doing "Last Breath". It tends to turn people homicidal if you beat them after "dying"... ****************************************************************************** 7e) Powering Up You can become powered up in several ways during the fight. If you do this, then the white bit at the end of your life bar will start flashing. You'll then have several special moves that are new and improved. To do the powered-up versions, hold the button down as you do the motion (ie, do h2,DF-DB+r2 rather than DF-DB+2). These are usually faster, and do more damage than the regular moves. (These are followed by a shadow in the arcade version, but alas, not here) In this version I don't show any moves that require powering up (except Sabrewulf's and Spinal's...) Every character except Eyedol can get powered up. To become powered up, all you have to do is break a combo. Easy, huh? (ha ha) :) Sabrewulf's Howl powers him up, as well, and Spinal's Power Devour gives him Skulls to power him up. (More on Spinal in his profile) These two are the only characters that can LOSE their powered-up status. Sabrewulf does it by connecting with a powered-up Sabreroll or Sabrespin. Spinal does it by throwing projectiles. One more thing: when a character is powered up, air juggles do 3 hits rather than 1! This happens for everyone except Spinal; you simply throw as many Skulls as you can to juggle your opponent with him. This is how you do many of the maximum Ultra combos... ****************************************************************************** 7f) Humiliations Well, we all know how to do a Danger Move when the announcer yells "Danger!" (if not, read the manual). However, you can do a special type of Danger Move called a Humiliation if and ONLY if you are still on your first bar of life after killing the opponent! They are done as a Danger Move (though they require no specific distance to work) Your opponent will start dancing, and you'll get a big "HUMILIATION" at the character win screen... just to rub it in... ****************************************************************************** 7g) "Supreme Victory" and "Awesome Victory" If you do a Danger Move, a Humiliation, or an Ultimate combo to finish off your opponent, you'll get an "Awesome victory" at the character win screen. If you do an Ultra, or nothing but you're still on your first energy bar after killing your opponent, you'll get a "Supreme victory". If you don't do anything to your opponent and you're in your second bar of life, you won't even GET a character win screen. :( ****************************************************************************** 7h) PERFECT!! If you absolutely rule at the game, and have lost absolutely NO energy when you toasted your opponent, at the character win screen the announcer will shout out "PERFECT!" for the world to hear. People's entire reputations have been created or destroyed by the utterance of a single "PERFECT!". Really. I'm serious. ****************************************************************************** 7i) Spinal's combo Endings Spinal has 6 combo Endings with each character. He temporarily morphs into the opponent and delivers one of his endings. His morph Endings are D,D+A: and here I'll show you the button pushed, what ending it corresponds to for the character, and how many hits the ending is (plus "end" or "air", depending on whether or not you may juggle afterwards). Note: If you do the Turbo version of Spinal's Ending (ie, h5,D,D+r5), it will do the Turbo combo Ending for the character. Also, if you use any of these Turbo endings in Spinal's slow-motion combo, you'll get either that character's slow-motion ending, or a missed ending. vs. Fulgore: 1: F-D-DF+3 (4+end) 2: B-D-DB+1 (4+end) 3: cB,F+5 (3+air) 4,5,6: D-F+2 (4+end) vs. Cinder: 1: F,F+2 (4+air) 2: F-D-DF+6 (4+air) 3: F-D-DF+5 (4+air) 4,5,6: F-D-DF+4 (4+air) vs. Sabrewulf: 1: cB,F+1 (3+air) 2: cB,F+4 (4+end) 3: cB,F+5 (4+air) 4,5,6: cB,F+6 (3+air) vs. Orchid: 1,5,6: D-F+3 (4+end) 2: cB,F+4 (4+air) 3: cB,F+5 (3+air) 4: DF-DB+3 (4+air) vs. Riptor: 1: D-B+3 (4+end) 2: DF-DB+1 (4+air) 3: DF-DB+5 (3+end) 4,5,6: cB,F+6 (3+air) vs. Jago: 1: F-D-DF+1 (2+end) 2: F-D-DF+2 (3+end) 3: F-D-DF+3 (4+end) 4: D-F+1 (3+end) 5: DF-DB+5 (3+end) 6: F-D-DF+3 (3+end) vs. Combo: 1: cB,F+2 (3+air) 2: c3B,F+2 (4+end) 3: cB,F+3 (4+end) 4,5: cB,F+6 (3+air) 6: cB,F+1 (4+air) vs. Spinal: 1,4: F,F+1 (3+end) 2,5: F,F+2 (3+end) 3,6: F,F+3 (4+end) vs. Thunder: 1: cB,F+3 (3+air) 2: D-B+2 (4+air) 3: D-B+3 (4+air) 4,5,6: D-F+6 (3+end) vs. Glacius: 1: D-F+3 (4+air) 2: DF-DB+1 (4+air) 3: D-F+6 (3+air) 4,5,6: D-F+5 (3+end) vs. Eyedol: 1,2,3,4,5,6: cB,F+3 (4+air) ------------------------------------------------------------------------------ 8. Character Profiles explanation ****************************************************************************** 8a) Description This gives you a description of the character, taken from the SNES attract mode profiles. ****************************************************************************** 8b) Special Moves These will give you the motions for all the special moves of a character. Many of them give you the choice of ANY punch or ANY kick to do a move... which one you use normally dictates the speed or distance of the move (as well as the autoseconds which can follow the Openings). In addition, there are what are called Transition Moves. These are Special Moves that START as one move but end as another. This can often really surprise your opponent! This is shown by an indented dash just below the move, then the name of the move it's being turned into. After that will be a description of the full move to do the transition, if it's non-standard. If the starting move can be followed by the regular motions of the transition move, I'll just leave it at the name or listing of names. There are a few things I'll tell you about the moves, as well. Some of the moves are projectiles, which are basically objects you create that move across the screen and damage your opponent. There are normal projectiles, and two special projectiles. I'll tell you whether a move is either a projectile, or a special projectile. In addition, some moves go THROUGH normal projectiles, some special projectiles only, and some all projectiles. I'll tell you if they do this, too. If I don't tell you, assume they can be hit by projectiles. Oh yeah, and two of the special moves reflect projectiles, too. Finally, some moves are done in the air. I'll tell you this, too. ****************************************************************************** 8c) Autoseconds Here I'll tell you how many hits the autosecond with each button does. In addition I specify the directions that must be held with certain of the autoseconds. You can use this to count up the hits you'll estimate a combo has, too. The number of hits are in brackets. ****************************************************************************** 8d) Openers These are the special moves (given as motions, not by name) that can begin a combo. I show the special move, followed by the number of hits that it does in brackets. Then an arrow points to the autoseconds that can be done out of the move. Also, I list "end" or "linker" if you can do an Ending or linker out of that Opening. Remember, though, that you can also use jump-ins to begin a combo. ****************************************************************************** 8e) Linkers This is where I show the person's combo linker(s). Same format as the Openers, really - I list the number of hits, the autoseconds that may follow, and whether you can do an ending. ****************************************************************************** 8f) Endings Here's where I show all of the combo Ending moves for the character. I have, in the brackets, the number of hits the Ending adds, followed by "end" if it knocks the opponent down right away, or "air" if it's possible to air juggle the person after. Note that the turbo versions of the Endings are done by holding the button down through the motion. Also, note that Jago's F-D-DF+3 ending can do EITHER 3 or 4 hits, depending on circumstances. ****************************************************************************** 8g) Ultimate The Ultimate motion for the character. You do this as a combo Ending, and only when your opponent's life is on its second bar and flashing. This will do a Danger Move in place of a combo Ending. A description of the Danger Move follows the movement. ****************************************************************************** 8h) Ultra The Ultra motion for the character. You do this as a combo Ending, and only when your opponent's life is on its second bar and flashing. This will do a whopping 18-hit ending! It also fries your opponent. I give the number of hits (18), followed by whether it knocks you into the air or ends the combo, in the brackets. ****************************************************************************** 8i) Air Juggle The motion for the character that will juggle the person after having done a combo Ending with "air" in it. It will add 1 hit to the combo, or 3 (normally) if the character is powered up. These require timing and practice to hit! Some of them may follow autoseconds that end the combo, too; I'll tell you which ones. ****************************************************************************** 8j) Danger Moves Tells you the two or three Danger Move motions for each character. In brackets is the distance that you must be, in terms of a fraction of the screen. 0 means right next to the opponent, 1 means as far away as possible. A description is also provided. Note that for those characters with really far fatalities, you can hit the opponent with a projectile just before you start your Danger Move or Humiliation. :) ****************************************************************************** 8k) Humiliation A Danger Move that can only be done if you're still on your first bar of life after wasting your opponent. It'll make them dance, and you'll get a "HUMILIATION" on the character win screen. Distance does not matter, so I haven't provided it. :) ****************************************************************************** 8l) Combo Breaker This is the Combo Breaker move that the character uses. As it says in the instruction book, you must use a Fierce to break if your opponent is currently using a Quick, Medium for Fierce, and Quick for Medium. So if your Combo Breaker move is B,F+P, and your opponent is currently using 5 in his combo, you can break with B,F+1. If you've got "Easy Combo Breakers" turned on in Options, or have done the "C-C-C-Combo Breaker" code, then Combo Breakers can break combos using ANY of the 3 choices. ****************************************************************************** 8m) Recovery Move A move that is done while you are getting up from a fall. VERY useful to get away or retaliate if your opponent is nearby. Just push the movement as you are standing up. If your opponent is standing next to you, he'll be hit. ****************************************************************************** 8n) Air Combo If you are both in the air and you connect with a hit, you can VERY quickly get a second hit in by doing this movement. The button you use in the movement depends on what you connected with. If you used Fierce to hit, use Medium in the Air Combo move. Medium requires Quick, and Quick requires Fierce. So if your Air Combo move is F,B+K, and you connect in the air with a 4, push F,B+6 for a quick second hit. ****************************************************************************** 8o) Stuff Just miscellaneous fun stuff that can be done with a character, that didn't really fit anywhere else. Send me your funny tricks for this section! ****************************************************************************** 8p) Combos The good stuff! Warning: Only try if you consider yourself a VERY advanced player. I can't really convey the timing required, so often you'll have to use your experience and trial and error to get the combos to work. These are basically unusual, weird, and/or tricky combos that will impress your friends but usually are not of much use in regular play. Beginning the section is the maximum Ultra combo and maximum regular combo known for each character. This is how you'll get on the high score list in 1st place! Then follow a bunch of weird combos. Ending the section are some Slow-Motion combos. You can substitute the regular Slow-Motion combo Endings for either other Endings or an Ultra for a missed Ending or Ultra. (The missed Endings are kinda funny. The missed Ultras are a riot!!) Basically I start out with an (in air) if you must be in the air to start the combo (though the second hit will ALWAYS be on the ground). Then I give the combo motion itself for you to slug through. Finally, I give the number of hits in my intended combo (though sometimes if you have improper timing you can end up with a different number. Try to get my given number of hits...) The number may be in two parts. The first is the number of hits you can get normally, and the second is the number of hits you can get if you're powered up. So (15/17 hits) means you can get 15 hits without being powered up, or 17 if you are. Finally, just to sum up: The (known) maximum number of hits that that character can EVER do is the powered-up Maximum Ultra. The (known) maximum number of hits that can be done in Practice mode is the non-powered-up Maximum Normal. (Except Sabrewulf, who can power up in Practice mode) ------------------------------------------------------------------------------ 9. Character Profiles ****************************************************************************** 9a) Black Orchid /-----------------------------------------------------------------\ | Name: B. Orchid Height: 5'6" | | Weight: 125 lbs. Age: 23 | \-----------------------------------------------------------------/ A secret agent sent to investigate the mysterious disappearances that surround the Ultratech contest. Her true identity and abilities are shrouded in secrecy. Special Moves: Lasaken: D-F+P (projectile) Fire Cat: cB,F+P (goes through all projectiles) Turbo Fire Cat: h3,cB,F+r3 (goes through all projectiles) Flick Flak: cB,F+K Ichi: DF-DB+(1/2) Spinning Sword: DF-DB+3 Back Flip: B+6 Autoseconds: 1 - (3) 2 - (2) 3 - (3) 4 - (3) 5 - (3) 6 - (3) Openers: cB,F+1 (2) --> 3,end cB,F+2 (2) --> 3,4,5,end cB,F+3 (far) (1) --> 4,6 cB,F+4 (2) --> end cB,F+5 (3) --> 2,4,end,linker cB,F+6 (3) --> 1,end,linker DF-DB+1 (1) --> 4,5 DF-DB+2 (1) --> 4,5 Linker: cF,B+5 (2) --> 1,2,end Endings: D-F+3 (4+end) cB,F+5 (3+air) cB,F+4 (4+air) DF-DB+3 (4+air) Ultimate: F-B+5 (opens her shirt and flashes opponent, whose eyes bug out) Ultra: cB,F+2 (18+air) Air Juggle: D-F+1 (can be done after Spinning Sword and autosecond ends) Danger Moves: B,F,F+1 (1/3-3/4) (opens shirt and flashes opponent, whose eyes bug out) D,F,B+4 (0-1/6) (turns opponent into frog) (push 6 to jump on them) Humiliation: DF-DB+3 Combo Breaker: B,F+K Recovery Move: B,F+K (goes through all projectiles, combo Opening --> 4,5) Air Combo: F,B+P Stuff: Flash fatality makes opponent's Orchid angry. cB,F+6,D+6,(cB,F+5 or DF-DB+3) does ending AFTER opponent falls down Combos: Max. Normal: cB,F+6,cB+1,F+6,cB+1,F+6,cF+1,cB+5,1,F+6,1,DF-DB+3, ...juggle (32/34 hit) Max. Ultra: cB,F+6,cB+1,F+6,cB+1,F+6,cF+1,cB+5,1,F+6,cB+1,F+2, ...juggle (46/48 hit) (in these combos only the first kick of the first Flick Flak may hit - start about 5/6 of a screen back) (in air) 6,6,B+6 (3 hit) 6,DF-DB+2,F+1,B+1,6,DF-DB+2,juggle (7/9 hit) h3,cB,cF+r3,6,B+5,1,DF-DB+1,F+1,DF-DB+3,...juggle (16/18 hit) cB,F+4,DF-DB+2,F+1,B+1,3,DF-DB+2,F+1,B+1,3,juggle (11/13 hit) cDB,3,F+1,D+1,juggle (5/7 hit) DF-DB+2,F+1,cB+1,4,F+6,B+6,DF-DB+2,F+1,B+1,DF-DB+3,...juggle (20/22 hit) cB,F+5,cB,F+2,cB,F+6,juggle (8/10 hit) (in air) 5,DF-3+DB,...juggle (5/7 hit) (in air) cB,1,5+F,...juggle (6/8 hit) (in air) cB,2,F+6,B+6,DF-DB+3,...juggle (12/14 hit) cB,F+5,cB+6,F+2,DF-DB+2,h3,D-F+r3 (13 hit) cB,F+2,cDB,4+F,...juggle (8/10 hit) cB,F+6,B+6,5,DF-DB+2,4,DF-DB+1,juggle (15/17 hit) DF-DB+1,F+1,B+1,4,DF-DB+1,F+1,B+1,4,h3,DF-DB+r3,...juggle (17/19 hit) DF-DB+1,F+1,B+1,5,DF-DB+1,F+1,B+1,5,DF-DB+1,F+1,B+1,5,juggle (13/15 hit) ****************************************************************************** 9b) Chief Thunder /-----------------------------------------------------------------\ | Name: Chief Thunder Height: 6'2" | | Weight: 280 lbs. Age: 42 | \-----------------------------------------------------------------/ Mystical defender of Native Americans, Thunder enters the contest in order to uncover the mystery surrounding his brother's disappearance in the previous year's tournament. Special Moves: Pheonix: D-F+K (projectile) (push up or down to direct it) Turbo Pheonix: h5,D-F+r5 (projectile) (push up or down to direct it) Triplax: cB,F+P (goes through normal projectiles) Reverse Triplax: cF,B+2 (goes through normal projectiles) Tomahawk: D-B+3 (in air) Sammamish: D-B+(1/2) or F-B+3 (goes through all projectiles) -- Tomahawk: F-cB+3, F+3 or F-B+3, D-B+3 Autoseconds: 1 - (3) 2 - (2) D+3 - (2) 4 - (2) 5 - (2) 6 - (3) Openers: cB,F+1 (3) --> 2,6,end cB,F+2 (3) --> 1,5,end cB,F+3 (3) --> 2,6,end cF,B+2 (3) --> 1,5,end,linker D-B+1 (1) --> 1,6 (in air) D-B+3 (1) --> 2,4 Linker: cF,B+2 (3) --> 1,4,5,6,end Endings: D-B+2 (4+air) D-B+3 (4+air) cB,F+3 (3+air) D-F+6 (3+end) Ultimate: DF-DB+2 (pulls out axe and lightning fries opponent) Ultra: cB,F+1 (18+air) Air Juggle: D-F+4 (can be done after autosecond ends) Danger Moves: D-B+6 (0-1/6) (pulls out axe and uppercuts opponent away. Various items fall in their place) D-F+3 (1/3-1/2) (pulls out axe and lightning fries opponent) Humiliation: D,D,F+4 Combo Breaker: D-B+P Recovery Move: D-B+P Air Combo: D-B+P Combos: Max. Normal: cF,3|B+2,cF,B+2,cF+1,B+2,1,D+4-B+2,...juggle (21/23 hit) Max. Ultra: cF,3|B+2,cF,B+2,cF+1,B+2,cF+1h,cB+2,F+r1,juggle (36/38 hit) (Air Ultra!) 6,D-B+1,D+4-B+2,...juggle (8/10 hit) cB,cF+2,6,D-B+1,juggle (6/8 hit) cF,B+2,cF,2+b,2h,D-B+r2,...juggle (13/15 hit) cB,cF+1,6,cB+2,F+1,juggle (13/15 hit) (in air) D-cB+3,2,cF+2,F+6,D-B+2 (8 hit) D-B+1,cF+6,B+2,cF,cB+2,F+3,...juggle (14/16 hit) (in air) cF+6,3,B+2,D-F+6 (9 hit) (in air) D-B+3,cF+3,B+2,5,h3,D-B+r3,...juggle (13/15 hit) cF,6,B+2,F+3,juggle (7/9 hit) D-B+1,1,D-B+1,juggle (6/8 hit) Slow-Motion: cB,2+cF,6,D-B+2,...juggle (10/12 hit) Missed: cB,2+cF,6,D-F+6 (7 hit) Missed Slow-Motion: cB,cF+3,6,B+2,cF+6,B+2h,D-B+r2 (18 hit) ****************************************************************************** 9c) Cinder /-----------------------------------------------------------------\ | Name: Cinder Height: 6'2" | | Weight: 195 lbs. Age: 31 | \-----------------------------------------------------------------/ A convict, experimented on by Ultratech. A failed chemical weapon test mutated his body, turning him into living flame. Promised freedom if he defeats Glacius, he enters the fray. Special Moves: Trailblazer: F,F+P or cB,F+P Air Trailblazer Dive: F,F+(1/2) (in air) Air Trailblazer: F,F+3 (in air) -- Air Trailblazer Dive: F,F+3,B+3 Inferno: F,F+K or cB,F+K (projectile) Fireflash: F-D-DF+K (goes through all projectiles) Heatfist: B,B+1 Mirage: F-B+2 (all projectiles go through you until you're hit) Heatsink: F-B+3 (invisible until hit; shadow still shows) Autoseconds: 1 - (3) 2 - (3) 3 - (2) 4 - (2) 5 - (2) D+6 - (2) Openers: F,F+2 or cB,F+2 (2) --> 1,5,end,linker cB,F+3 (1) --> 3,4 B,B+1 (1) --> 3,5 (in air) F,F+(1/2) or (in air) F,F+3,B+3 (1) --> 2,4 Linkers: cF,B+1 (2) --> 2,3,4,end F,F+1 (2) --> 1,2,3,5,end Endings: F-D-DF+4 (4+air) F-D-DF+5 (4+air) F-D-DF+6 (4+air) F,F+2 (4+air) Ultimate: F-B+5 (Infernos opponent to ash) Ultra: F,F+3 or cB,F+3 (18+air) Air Juggle: F,F+3 (can be done after 2-hit Fireflash and autosecond ends) Danger Moves: B,B,B+2 (0-2/3) (melts opponent into ground) D-F+4 (1/4-1/2) (Infernos opponent to ash) Humiliation: B,B+6 Combo Breaker: F-D-DF+K Recovery Move: F-D-DF+K (goes through normal projectiles) Air Combo: F,B+P Stuff: F,F-FU+1 for a very funny-looking but useless comet charge cB,F+3,D+6,F-D-DF+(4/5) does ending AFTER opponent falls down Combos: Max. Normal: (in air) F,cF+2,cB,4,F+3,cB,4,cF+3,4,cB+1,2,h5, F-D-DF+r5,...juggle (19/21 hit) (Slow Motion!) Max. Ultra: (in air) F,F+3,cB+3,4,F+3,cB,4,cF+3,4,4,cB+1,4,4,F+3, ...juggle (35/37 hit) (must start when opponent's life bar is high so cB,F+3 doesn't do Ultra until the end) F,F+2,F,F+2,F,F+2,...juggle (9/11 hit) (in air) 2,D+6,F-D-5+DF,...juggle (9/11 hit) (in air) F,F+3,B+3,2,F,F+1,5,F-D-DF+6,...juggle (14/16 hit) B,B+1,F,F+2,cB+5,F+3,juggle (7/9 hit) 5,F-D-DF+5,...juggle (4/6 hit) cB,2+F,F,F+1,3,F-D-DF+4,...juggle (12/14 hit) F,F+2,F,F+2,5,F,F+1,6,juggle (10 hit) (in air) cF,6,5,cB+1,2,F+3,juggle (9/11 hit) F,F+2,F,F+2,F,F+1,cB+2,F+3,juggle (11/13 hit) F,F+2,5,B,B+1,5,juggle (8/10 hit) Slow-Motion: cB,2+cF,1,B+1,h5,2,F-D-DF+r5,...juggle (16/18 hit) Slow-Motion: F,cF+2,1,cB+1,4,F+3,4,F-D-5+DF,...juggle (18/20 hit) ****************************************************************************** 9d) Eyedol /-----------------------------------------------------------------\ | Name: Eyedol Height: too tall | | Weight: really heavy Age: that would be telling | \-----------------------------------------------------------------/ An ultra-powerful warlord from an ancient era, snatched out of Limbo by Ultratech's scientists to do battle with this year's Killer Instinct finalist. Little did they realize what kind of power they were releasing... Special Moves: Evil Fire: D-F+P (special projectile) Dash Frenzy: B,F+1 -- Stop: B,F+1,F,B+1 -- Golfing Goat: B,F+1,F,B+3 Power Stomp: B+2 -- Stop: B+2,2 -- Triple Evil Fire: B+2,D-F+3 -- Mega Dash Frenzy: B+2,B,F+1 Forward Club Pounce: UF or B,F+4 (goes through all projectiles) Vertical Club Pounce: U or B,F+5 (goes through all projectiles) Backward Club Pounce: UB or B,F+6 (goes through all projectiles) Golfing Goat: B,F+3 (reflects all projectiles) (yeah, I made up the names; sue me. :) ) Autoseconds: 1 - (2) 2 - (3) 3 - (3) 4 - (2) 5 - (3) 6 - (3) (There's no difference between his Punch & Kick autoseconds) Openers: UF or B,F+4 (1) --> 1,6 B,F+1 (1) --> 3,5 D+4 or D+1 (1) --> 3,6 D+5 or D+2 (1) --> 1,4 D+6 or D+3 (1) --> 2,5 any normal move (1) --> that move's jump-in autosecond Linker: B,F+1 (1) --> 3,5 Ending: cB,F+3 (4+air) Air Juggle: B,F+1 (can be done after autosecond ends) Combo Breaker:B,F+P Stuff: Stomp when opponent is at Danger. You'll keep doing it for a while. Combos: Max. Normal: 4,4,4,4,4,4,4,4,cB+1,F+3,...juggle (15 hit) DB+1,F+1,3,B,F+1,juggle (7 hit) D+1,4,4,1,B,F+1,3,juggle (10 hit) UF,6,B,F+1,5,juggle (9 hit) 4,4,4,4,4,4,4,4,4,4 (10 hit) 4,4,4,4,4,4,4,4,1,B,F+1,juggle (12 hit) 6,2,B,F+1,4,juggle (9 hit) 4,4,4,4,4,4,1,B,F+1,3,juggle (13 hit) B+2,F+1,3,B,F+1,3,B,F+1,juggle (10 hit) UF,6,B,F+4,juggle (6 hit) 3,5,B,F+4,1,juggle (8 hit) Missed Combo: 4,4,4,4,4,4,1,B,F+1,cB+3h,F+r3 (12 hit) ****************************************************************************** 9e) Fulgore /-----------------------------------------------------------------\ | Name: Fulgore Height: 6'5" | | Weight: 560 lbs. Age: 1 | \-----------------------------------------------------------------/ A prototype cybernetic soldier developed by Ultratech, entered into the contest as a final test of its capabilities before mass production can begin. Special Moves: Laser Storm (single): D-F+P (projectile) Laser Storm (two shots): B,B-F+1 (projectile) Laser Storm (three shots): F,B,B-F+1 (projectile) Plasma-port: B-D-DB+A (1=far, 2=medium, 3=near on your side of enemy 4=far, 5=medium, 6=near on other side) -- any special move except Plasma-port -- Plasma-port: B-D-DB+(1/2/4/5), B-D-DB+(3/6) Plasmaslice: F-D-DF+P (goes through all projectiles) Eyelaser: DF-DB+6 Cyberdash: cB,F+K -- Plasmaslice: cB,F+K,F,D,DF+1 Long Cyberdash: h6,cB,F+r6 -- Plasmaslice: h6,cB,F+r6,F,D,DF+1 Reflect: D-B+P (reflects all fireballs to sender) (hold button for it to last longer) Autoseconds: 1 - (3) 2 - (3) 3 - (2) 4 - (2) 5 - (2) 6 - (3) Openers: cB,F+4 (1) --> 1,2 cB,F+5 (1) --> 2,3 cB,F+6 or h6,cB,F+r6 (1) --> 5,6 6 (2) --> end,linker DF-DB+6 (1) --> 1,5 Linker: DF-DB+6 (2) --> 1,5,6,end Endings: cB,F+5 (3+air) D-F+2 (4+end) F-D-DF+3 (4+end) B-D-DB+1 (4+end) Ultimate: DF-DB+2 (head turns into turret and blows opponent away) Ultra: F-D-DF+1 (18+air) Air Juggle: Laser storm (only 2nd & 3rd shots may hit, if not powered up) (if powered up, D-F+1 automatically fires 3) Danger Moves: D-F+6 (1/3-2/3) (head turns into turret and blows opponent away) D-B+3 (1/3) (fries opponent with a laser) Humiliation: B-F+5 Combo Breaker: F-D-DF+P Recovery Move: F-D-DF+P (goes through normal projectiles) Air Combo: F-D-DF+P Combos: Max. Normal: h1,6|DF-DB+6,cB,6,F+6,6,DF-DB+6,6,B-D-DB+r1,juggle (17/20 hit) (Slow Motion!) Max. Ultra: 6|DF-DB+6,cB,F+6,6,DF-DB+6,6,F-D-DF+1,...juggle (31/32 hit) (in air) 3,6,DF-DB+6,F-D-DF+3 (9 hit) cB,5+F,F-D-DF+1 (3 hit) (in air) 5,2,DF-DB+6,B-D-DB+1 (8 hit) F-6+DB,cB+5,F+5,...juggle (9/10 hit) (in air) 1,4,D-F+1 (4 hit) DF-DB+6,cB,6+F (3 hit) DF-DB+6,6+cB,F+5,...juggle (8/9 hit) Slow-Motion: h1,cB,6+F,6,B-D-DB+r1 (8 hit) ****************************************************************************** 9f) Glacius /-----------------------------------------------------------------\ | Name: Glacius Height: 6'3" | | Weight: 300 lbs. Age: Unknown | \-----------------------------------------------------------------/ An alien being from a distant planet, crash landed on Earth. He was captured by Ultratech. Hoping to prove the alien inferior, they force Glacius to fight for his life. Special Moves: Shockwave: D-F+P (projectile) Cold Shoulder: cB,F+P Ice Lance: DF-DB+1 Liquid Uppercut: D-F+5 (weak) or D-F+6 (strong) (goes under all projectiles) -- Liquid Uppercut (strong): D-F+5,D-F+6 -- Liquid Uppercut (weak): D-F+6,(D-F+5 or D-B+5) -- Liquid Uppercut (strong): D-F+6,(D-F+5 or D-B+5),(wait),D-F+6 -- Liquid Uppercut (weak): D-F+6,D-cF+5 Liquidize: D-F+4 -- any special move except strong teleport uppercut (including Liquidize) -- Liquidize: D-cF+4 Autoseconds: 1 - (2) 2 - (3) 3 - (2) 4 - (3) 5 - (2) 6 - (3) Openers: cB,F+3 (1) --> 1,2 cB,F+2 (1) --> 2,3 cB,F+1 (1) --> 2,6 D-F+5 (1) --> 4,6 Linker: cF,B+2 (2) --> 1,2,6,end Endings: D-F+3 (4+air) D-F+6 (3+air) D-F+5 (3+end) DF-DB+1 (4+air) Ultimate: D-B+1 (liquidizes and slides under opponent, who then melts) Ultra: cB,F+3 (18+air) Air Juggle: D-F+6 Danger Moves: B-F+2 (1/3-1/2) (freezes opponent with a pick of ice) B,B,B+6 (0-1) (liquidizes and slides under opponent, who then melts) Humiliation: F,F,B+4 Combo Breaker: B,F+P Recovery Move: D-F+K Air Combo: F,B+K Stuff: Used to have F-B+5 fatality in Arcade. It may still be here. cB,F+3,D+6,ending does ending AFTER opponent falls down. cB,F+3,D+6,D-F+3 may start opponent sliding backwards by himself! Combos: Max. Normal: cB,F+2|cB,2,cF+2,2,B+2,2,h3,D-F+r3,...juggle (17/19 hit) Max. Ultra: (in air) cF,1,4,DF+4,cB+2,2,DB+4,F+3,...juggle (30/32 hit) cB,3,F+3,3 (3 hit) D-cF+5,4,B+2,D-5+F (10 hit) cB,F+2,6,D-F+2 (3-hit) cB,F+1,D+5-F+3,...juggle (7/9 hit) cB,3+cF,B+2,DF-DB+1,...juggle (9/11 hit) Slow-Motion: cB,3+F,6,D-F+3,...juggle (8/10 hit) Slow-Motion: cB,cF+3,3,B+2,D-3+F,...juggle (10/12 hit) Slow-Motion: cB,3,F+3h,2,D-F+3,...juggle (10/12 hit) ****************************************************************************** 9g) Jago /-----------------------------------------------------------------\ | Name: Jago Height: 5'6" | | Weight: 190 lbs. Age: 21 | \-----------------------------------------------------------------/ A Tibetan warrior monk who calls upon the power of the tiger to discover his destiny. Overseen by the Tiger spirit, Jago must enter the contest and destroy the evil within. Special Moves: Endokuken: D-F+P (projectile) -- Wind Kick: D-F+1,DF-DB+6 Turbo Endokuken: h2,D-F+r2 (projectile) Magic Endokuken: h1,D-F+r1 (special projectile) -- Wind Kick: h1,D-F+r1,DF-DB+6 Wind Kick: DF-DB+K or DB-DF+4 (goes through normal projectiles) -- Stop: DF-DB+6,cB,F+6 -- More Wind Kicks: DF-DB+6,cB,F+6,B,F+6,B,F+6 Turbo Wind Kick: h6,DF-DB+r6 (goes through normal projectiles) Laser Sword: DF-DB+3 Tiger Fury: F-D-DF+P (goes through all projectiles) Long Tiger Fury: cF,D-DF+3 (goes through all projectiles) Autoseconds: 1 - (2) 2 - (2) D+3 - (2) 4 - (2) 5 - (3) 6 - (3) Openers: DF-DB+5 (1) --> 3,4 DF-DB+6 (1) --> 4,5 DF-DB+3 (1) --> 1,3 Linker: DF-DB+3 (2) --> 4,5,6,end Endings: F-D-DF+2 (3+air) F-D-DF+3 (3+end or 4+end) F-D-DF+1 (2+air) D-F+1 (3+end) DF-DB+5 (3+end) Ultimate: B-F+3 (takes out sword and hits three times; last time in crotch) Ultra: DF-DB+4 (18+end) Air Juggle: h2,D-F+r2 (can be done after autosecond ends) Danger Moves: B,F,F+1 (0-1/3) (takes out sword and hits three times; last time in crotch) B,B,F,F+2 (1/2-1) (meditates and eyes glow; car falls on opponent) Humiliation: F-B+5 Combo Breaker: F-D-DF+P Recovery Move: F-D-DF+P (goes through normal projectiles) Air Combo: DF-DB+K Stuff: DF-DB+3,D+6,F-D-DF+2 does a missed combo ending. Combos: Max. Normal: D-F+1,DF-DB+6,cB,F+6h,5,DF-DB+r6,5,DF-DB+3h,5,F-D-DF+r3, juggle (19/20 hit) (Slow Motion!) Max. Ultra: D-F+1,DF-DB+6,cB,F+6,5,DF-DB+3,5,F+1-DB+4 (30 hit) (these two combos must be started from far away) D+3,DF-DB+3,D+3,DF-DB+3,D+3,...juggle (7/9 hit) DF-DB+6,cB,F+6,DF-DB+5 (5 hit) DF-DB+6,cB,F+6,2,2,F-D-DF+1,...juggle (7/9 hit) F-6+DB,2h,F-D-DF+r2,...juggle (8/10 hit) (in air) 5,3,F-D-DF+3 (5 hit) (in air) 2,3,F-D-1+DF,juggle (5/7 hit) DF-DB+3,1,D+3,DF-DB+3,3h,F-D-DF+r3 (10 hit) DF+5-DB+5h,DF-DB+r5 (5 hit) h6,DF-DB+r6,5h,DF-DB+r5 (7 hit) (in air) 6,DF-5+DB (5 hit) 3,DF-DB+3,1,DF-DB+3,D+2h,juggle (8/10 hit) DF,DB+6,cB,F+6,2,2,DF-DB+3,2,juggle (8/10 hit) DF-DB+6,5,D+5,1,1 (7 hit) h6,DF-DB+r6,5,h6,DF-DB+r6,5,h6,DF-DB+r6,juggle (10/12 hit) Partially Missed Combo: 6,DF-DB+5,D+3,DF-DB+3,5h,DF-DB+r5,juggle (12/14 hit) Slow-Motion: 6,DF-DB+5,D+3,DF-DB+3h,5,F-D-DF+r3,juggle (14/16 hit) ****************************************************************************** 9h) Riptor /-----------------------------------------------------------------\ | Name: Riptor Height: 7'0" | | Weight: 700 lbs. Age: 4 | \-----------------------------------------------------------------/ A product of Ultratech's DNA manipulation project. By mixing human and reptilian genes, they hope to cross intelligence and ferocity in a lethal fighting machine. Special Moves: Claw Uppercut: DF-DB+1 Tailflip: DF-DB+K (goes through all projectiles) Air Tailflip: DF-DB+6 (in air) (goes through all projectiles) Flaming Venom: D-B+P (projectile) Air Flaming Venom: D-B+P (in air) (projectile) Dragon Breath: DF-DB+3 Jump Rake: cB,F+K (goes through normal projectiles) -- Air Flaming Venom: cB,F+6, D-B+P -- Air Tailflip: cB,F+6,DF-DB+6 Reverse Jump Rake: cF,B+(4/5) (goes through normal projectiles) Rampage: cB,F+P -- Dragon Breath: cB,cF+(2/3),B+3 -- Tailflip: cB,cF+(2/3),B+4 -- Jump Rake: cB,cF+P,B+5 Autoseconds: 1 - (3) 2 - (2) 3 - (3) 4 - (3) 5 - (3) 6 - (2) Openers: cB,F+1 (1) --> 2,3 cB,F+2 (1) --> 1,5 cB,F+3 (1) --> 5,6 cB,F+4 or cF,B+4 (2) --> 1/6 cB,F+5 or cF,B+5 (2) --> 1,3 DF-DB+4 (2) --> 5,6 DF-DB+5 (2) --> 3,4,6 DF-DB+6 or (in air) DF-DB+6 (2) --> 1,2 DF-DB+3 (1) --> 2,4 Linker: cF,B+4 or cF,B+4 (2) --> 1,5,6,end Endings: DF-DB+5 (3+end) D-B+3 (4+air) DF-DB+1 (4+air) cB,F+6 (3+air) Ultimate: B-F+1 (jumps on enemy and screen black out. When it fades in again, a very fat Riptor burps and farts) Ultra: cB,F+4 (18+air) Air Juggle: D-B+1 (can be done after autosecond ends) Danger Moves: B-F+2 (0-5/6) (jumps on enemy and screen blacks out. When it fades in again, a very fat Riptor burps and farts) B,B+5 (1/4-5/6) (spits acid and melts opponent to ash) F,F,B+6 (1/2) (stabs opponent with tail) Humiliation: D,F,F+3 Combo Breaker: B,F+K Recovery Move: B,F+K Air Combo: F,B+K Combos: Max. Normal: cB,cF+5,2|cB+4,1,cF+4,1,cB+4,4,DF-DB+1,...juggle (18/20 hit) Max. Ultra: cB,cF+5,2|cB+4,1,cF+4,1,cB+4,4+F,...juggle (32/34 hit) cB,F+5,DF-DB+6,2,DF-DB+4,juggle (9/11 hit) DF-DB+3,4,DF-DB+3,DF-DB+6,juggle (8/10 hit) (in air) cB,3,3+F,juggle (4/6 hit) (in air) 6,3,D-B+3 (3 hit) cB,F+5,cB+3,F+4,DF-DB+4,6,juggle (12/14 hit) cB,2+cF,1,B+4,4,D-B+3,juggle (13/15 hit) cB,F+1,2,DF-DB+3,1,juggle (6/8 hit) cF-3+DB-B+5,juggle (5/7 hit) DF+3-cDB+4,F+4,DF-DB+1,...juggle (10/12 hit) h5,cB,cF+3,B+3,2,DF-DB+r5 (7 hit) (in air) DF-DB+6,cB+1,cF+2,B+3,juggle (8/10 hit) cB,F+3,cB+6,cF+2,B+4,juggle (7/9 hit) cB,cF+3,6,B+5,D-B+3 (6 hit) (in air) cB,6,DB+2,F+5,D-B+3 (5 hit) Missed Ultra: cB,cF+5,2|cB+4,1,cF+4,1,cB+4,1+F+4 (15 hit) ****************************************************************************** 9i) Sabrewulf /-----------------------------------------------------------------\ | Name: Sabrewulf Height: 5'11" | | Weight: 400 lbs. Age: 45 | \-----------------------------------------------------------------/ Afflicted with the disease Lycanthropy. Spending most of his life as a recluse, Sabrewulf enters the tournament on the promise of a cure if victorious. Special Moves: Sabrespin: cB,F+P Reverse Sabrespin: cF,B+2 Flaming Bat: D-B+P (projectile) Howl: DF-DB+6 (powers you up) Sabreroll: cB,F+4 (goes through all projectiles) Sabreslap: cB,F+5 (strong) or c3B,F+5 (weak) -- Sabreroll: (cB or c3B),F+5,F,B+4 -- Sabrepounce: (cB or c3B),F+5,F,B+6 (not an Opener) -- Slap: (cB or c3B),F+5,F,B+5 -- Sabreroll: (cB or c3B),F+5,F,B+5,F,B+4 -- Sabrepounce: (cB or c3B),F+5,F,B+5,F,B+6 (not an Opener) -- more Sabreslaps: (cB or c3B),F+5,F,B+5,F,B+5,F,B+5,etc. Sabrepounce: cB,F+6 (goes through special projectiles only) Autoseconds: 1 - (3) 2 - (3) 3 - (3) 4 - (2) 5 - (2) 6 - (3) Openers: cB,F+1 (2/4) --> 3,5,end (cB,F+1 only, if not powered up) cB,F+2 (2/4) --> 2,6,end (cB,F+1 only, if not powered up) cB,F+3 (2/4) --> 1,6,end (only if powered up) cB,F+4 (2/4) --> 2,3,end/linker (cB,F+1 only, if not powered up) cB,F+5 (1) --> 1,3 cB,F+6 (1) --> 1,2 cF,B+2 (2) --> 2,6 Linker: cF,B+2 (2) --> 1,2,6,end cB,F+2 (2) --> 1,2,6,end Endings: cB,F+1 (3+air) cB,F+4 (4+end) cB,F+5 (4+air) cB,F+6 (3+air) Ultimate: D-F+3 (stabs his opponent with elongated claw) Ultra: cF,B+4 (18+air) Air Juggle: cB,F+6 (can be done after autosecond endings) Danger Moves: B,B,F+2 (1/3-1/2) (knocks opponent up onto screen) B,B,5 (0-1/6) (stabs his opponent with elongated claw) Humiliation: F,F,F+1 Combo Breaker: B,F+K Recovery Move: B,F+K Air Combo: F,B+K Stuff: Loses power-up status the instant after its successful use in cB,F+(1/2/3/4). Combos: Max. Normal: (in air) cF,1,4|cB+2,6,cF+2,6,B+2,cDB,1,F+5,...juggle (18/20 hit) Max. Ultra: (in air) cF,1,4|cB+2,6,cF+2,6,B+2,cDF,1,B+4,...juggle (32/34 hit) (in air) cF,6,2,cB+2,3,juggle (8/10 hit) (in air) cF,3,6,cB+2,juggle (5/7 hit) c3B,cF+5,cB+5,3,F+2,cB+6,F+6,...juggle (14 hit) (can't be powered up) c3B,cF+5,cB+5,3,F+2,cB+6,juggle (13 hit) (must be powered up) cB,cF+6,5,3,cB+2,F+1,...juggle (11 hit) (can't be powered up) h4,cB,2+F,cB+1,F+r4 (8/10 hit) (in air) cDB,6,6,F+3,juggle (5/7 hit) (in air) cB,6,5+F,juggle (4/6 hit) cDB,6,F+3,cB+5h,3,F+r5,juggle (11/13 hit) UF+2,5,UB+2,5,UF+2,5,juggle (7/9 hit) (in air) 5,UF+2,5,cUB+2,5,F+4 (9 hit) (These last two combos are done entirely in the air, except for the ending or juggle! Start close to the opponent) ****************************************************************************** 9j) Spinal /-----------------------------------------------------------------\ | Name: Spinal Height: 5'5" | | Weight: 110 lbs. Age: 2650 | \-----------------------------------------------------------------/ An unprecedented discovery in cell regeneration. Ultratech has recreated an ancient warrior from the past. Having no memory and lacking in purpose, he fights regardless. Special Moves: Skeleport: D,D+A (P to go in front, K to go behind) -- Searing Skull, Super Searing Skull, Bone Shaker, Soul Sword, Weak Sliding Kick -- Skeleport behind: D,D+A,D,D+1 Air Skeleport: h1,D,D+r1 (in front) or h4,D,D+r4 (in behind) (in air) -- Searing Skull, Super Searing Skull, Bone Shaker, Soul Sword, Weak Sliding Kick Power Devour: B+1h (absorbs special moves as Skulls) Searing Skull: D-F+P (with at least 1 Skull) (projectile) (takes up 1 Skull) Super Searing Skull: B-F+P (with at least 3 Skulls) (projectile) (takes up 2 Skulls) Soul Sword: cB,F+2 (2 swings with at least 1 Skull) Reverse Soul Sword: cF,B+2 Bone Shaker: F,F+P -- Soul Sword: F,cF+(2/3),B+2 Sliding Kick: D+6 (goes through normal projectiles) Weak Sliding Kick: DB-DF+6 (goes through normal projectiles) Autoseconds: 1 - (3) 2 - (3) 3 - (3) 4 - (2) 5 - (2) 6 - (2) Openers: F,F+1 (1) --> 3 F,F+2 (1) --> 5 F,F+3 (1) --> 2,6 DB-DF+6 (1) --> 1,3 cF,B+1 or cB,F+2 (1/2) --> 3,4,end (only if hit twice) Linker: cF,B+2 (2) --> 3,4,5,end Endings: F,F+1 (3+end) F,F+2 (3+end) F,F+3 (4+end) D,D+A (various endings for each opponent. See 7i) Ultimate: DF-DB+1 (calls lightning, which burns opponent to ash) Ultra: D-F+3 (18+end) (if in corner, can be juggled ONCE) Air Juggle: D-F+1 (usually fires 2 at a time) (repeat for up to 6 juggles if you have 5 Skulls) (may be done after autosecond ends) Danger Moves: B,B,B+5 (0-7/8) (calls lightning, which burns opponent to ash) B,B,F+4 (0-1/4) (strikes opponent, then stabs opponent with shield spike 3 times) Humiliation: B-F+6 Combo Breaker: F,F+P Recovery Move: D,D+A Air Combo: F,B+K Stuff: Spinal powers up by getting Skulls, shown just below life bar. If you try absorbing more special moves when you have 5 Skulls, you'll take damage and it'll go down to 1 Skull. Combo Breaker gives 3 Skulls. Combos: Max. Normal: F,cF+2,2|B+2,cF+3,B+2,cF+3,B+2,3,D,D+x,...juggle (up to 18/24 hit) Max. Ultra: F,cF+2,2|B+2,cF+3,B+2,cF+3,B+2,3,D-F+3,juggle (32/33 hit) DB-DF+6,1,DB-DF+6,juggle (5/11 hit) 2,F,F+2,DB-DF+6,3,juggle (6/12 hit) (in air) 3,2,DB-DF+6,juggle (3/9 hit) D+3,F,F+3,F,F+3 (6 hit) (in air) cF,1,5,B+2,cF+6,B+2h,D,D+r2 (10-11/10-17 hit) F,F+2, 2, F,F+2 (6 hit) F,cF+3,cDF+2,B+2,4,D,D+1 (9-10/9-16 hit) (in air) 2,4,F,F+1 (5 hit) (in air) 1,1,F,F+1 (5 hit) F,2+F,6,DB-DF+6,juggle (4/10 hit) F,F+1,1,F,F+1 (5 hit) Slow-Motion: h1,cB,cF+2,3,cB+2,3,cF+2,3,F,F+r1 (15 hit) ****************************************************************************** 9k) T.J. Combo /-----------------------------------------------------------------\ | Name: T.J.Combo Height: 6'1" | | Weight: 220 lbs. Age: 25 | \-----------------------------------------------------------------/ The undisputed heavyweight champion for 5 years. He was stripped of his title when found to be using cybernetically enhanced arms. Now broke, he enters the contest for the love of money. Special Moves: Powerline: cB,F+3 (strong) or c3B,F+3 (weak) -- Rollercoaster: (cB or c3B),cF+3,B+2 -- Turn Around Punch: (cB or c3B),cF+3,B+1 -- Flying Knee: (cB or c3B),cF+3,B+6 -- Stop: (cB or c3B),cF+3,B+3 Rollercoaster: cB,F+2 (1 roll) or c3B,F+2 (2 rolls) (goes through normal projectiles) -- Knee K.O.: (cB or c3B),cF+2,B+5 Flying Knee: cB,F+6 (goes through special projectiles only) Fast Flying Knee: cB,F+4 Knee K.O.: cB,F+5 Turn Around Punch: cF,B+1 Cyclone: h3, r3, 3 Autoseconds: 1 - (3) 2 - (2) 3 - (2) 4 - (2) 5 - (3) 6 - (3) Openers: c3B,F+3 (1) --> 4,5 cB,F+2 (2) --> 4,6,end (except cB,F+3),linker c3B,F+2 (3) --> 4,6,end (except cB,F+2),linker cB,F+4 (1) --> 1,2,5 cB,F+6 (1) --> 1,2,5 cF,B+1 (2) --> 4,5 cB,F+1 (1) --> 1,2 Linker: cF,B+1 (2) --> 1,5,6,end Endings: cB,F+1 (4+air) cB,F+2 (3+air) c3B,F+2 (4+end) cB,F+3 (4+end) cB,F+6 (3+air) Ultimate: D-B+5 (hits opponent twice then knocks 'em up onto screen) Ultra: cF,B+3 (18+air) Air Juggle: cB,F+3 (can be done after autosecond ends) Danger Moves: B,F,F+2 (0) (punches opponent in stomach then breaks their neck) D-F+6 (0-1/4) (hits opponent twice then knocks 'em up onto screen) Humiliation: D,D+1 Combo Breaker: B,F+K Recovery Move: B,F+K Air Combo: F,B+K Combos: Max. Normal: c3B,cF+2,B+1,cF+5,B+1,cF+5,cB+1,5,F+6,...juggle (22/24 hit) (Slow Motion!) Max. Ultra: c3B,cF+2,B+1,cF+5,B+1,cF+5,B+1,cF+h3,5,B+r3,...juggle (37/39 hit) (Air Ultra!) c3B,F+3,cDB,5+F,...juggle (4/6 hit) c3B,F+3,cDB,3+F (3 hit) cF,B+1,cF+4,B+1,cF+6,cB+1,5,juggle (15/17 hit) c3B,F+3,cDF+5,B+1,D+3,...juggle (6/8 hit) cF,2+cB,1,F+3 (7 hit) h3,c3B,2+cF,4,r3,3 (7 hit) c3b,F+2,cB+1,cF+4,5,cB+1,6,F+3 (16 hit) h3, (in air) 1,4,r3,3 (4 hit) cB,F+4,cB+2,2+F (7 hit) cB,F+4,cB+h2,F+r2,...juggle (7/9 hit) cB,6+F,cB+5,F+3 (9 hit) c3B,cF+2,cB+1,cF+4,2,cB+1,5,juggle (14/16 hit) c3B,cF+2,B+1,cF+5,B+1,cF+5,cB+1,F+1,...juggle (20/22 hit) Slow-Motion: c3DB,3+F,6+cB,F+6,...juggle (7/9 hit) ------------------------------------------------------------------------------ 10. Endings ****************************************************************************** 10a) Difficulty Setting Endings After you win the game at each difficulty setting you'll get a different winning sequence. Some of them have the character's ending that you're using; some of them also have the credits. All of them have text. So here are the 6 different difficulty level endings: Difficulty Level 1: You have successfully conquered the training level. There is more to be seen, and more to be done. Return to the option screen and change the difficulty setting to ** Better hurry, a new foe is waiting for your pitiful challenge! Difficulty Level 2: Congratulations, you have defeated Ultratech's low end, garbage, obsolete, floor model, weak, on the verge of extinction, barely mobile, only can do a 5 hit combo, pathetic, yesterday's news end boss. I hope you're happy with yourself! Maybe you should up the stakes for a real challenge. Difficulty Level 3: Excellent job, you have proven yourself as a true KI player. Ultratech has been defeated, and all is well with the world. Right? Wrong of course!?! You don't know anything about your character. What really happens in the end? If you are good enough, these questions will be answered. Same Super NES, same Super NES game, different difficulty level. [CREDITS] Difficulty Level 4: [CHARACTER ENDING] Congratulations, you have earned it! You can play through again with a different character to see what happens to them, or you can prove your skills on a higher level. You're not afraid to get hurt, are you? [CREDITS] Difficulty Level 5: [CHARACTER ENDING] You have finally proven your skills as a true KI master, but you have yet to earn your reward. Your reward will be a secret surprise that will only be given to the best, the elite, the ultimate KI fighter. You know what to do, put the hurt on the next difficulty level. Do you have what it takes, or are you not worthy? [CREDITS] Difficulty Level 6: [CHARACTER ENDING] You are victorious! You've done it all and are ready to battle the best KI players. You beat Eyedol with one hand behind your back, and you crushed everyone else. You can't get any better, you are now the Sensei. The only thing left is to give to the less fortunate and teach your skills to the pathetic, wimpy, clueless KI beginners. You will go down in the record books, become a hero, a legend, be envied by all, people will fear you, people will love you, people will want to be like you, you will reign as the true KI champion forever! Or at least until... Killer Instinct II Well done, you are indeed a true warrior! You are now allowed to possess Killer Instinct's most valuable secret! To become Eyedol: Choose Cinder, hold > & press WP,WK,FP,MK,MP,FK at vs page. [CREDITS] ****************************************************************************** 10b) Character Endings For each character, if you win the game at difficulty setting 4 or higher, you will get a short cinema scene and some text. Here is the text for winning with each character: (NOTE: if you'd like to see all of the endings yourself, don't read on...) EYEDOL: "Billy... Are you my long lost son Billy?..." "Why would I be your son?... My name's Eyedol." "My son was lost in a car crash... I gave him that club for his birthday....." "Somehow.......... we don't think so." BLACK ORCHID: Escaping unscathed with vital information about the corrupt future plans of Ultratech, Orchid rushes back to report. Informing her superiors of Ultratech's evil intentions, they can now act in bringing about the destruction of the corruption presiding there. CINDER: Leaving as the champion of the tournament, a hostile police reception awaits him outside the gates of Ultratech. As no stranger to confinement from his former life of crime, Cinder has no intention of being imprisoned again. Using his newly acquired power, he easily evades the capture attempt, leaving his potential captors in his wake. Picking a location suitable for his current condition, he ponders his next move. CHIEF THUNDER: After discovering the fate of his brother, Thunder contemplates the future and mourns the loss of Eagle. But, with his death avenged, the soul of Eagle can finally rest in peace forever. Or can it...? FULGORE: The combat test of the Fulgore series assault cyborg has been a success. Mass production can now take place... After years of research, a weapon of awesome power is in the hands of Ultratech. The dawn of a robot-controlled empire will soon begin. The first prototype model, Fulgore 1, is deactivated and placed in a museum. The only humans left to view it are now slaves. GLACIUS: After escaping from the grasp of Ultratech, Glacius finally returns to the site of his crashed spaceship. With the advanced technology present at Ultratech, Glacius takes the materials he needs and repairs his damaged ship. With memories of the evil he faced there fading slowly, Glacius begins the long and arduous trip back to his homeworld. JAGO: Jago returns victorious to his shrine for communion with the Tiger spirit. By defeating the evil that existed at Ultratech, Jago is brought one step closer towards total enlightenment. Granted new powers for his loyal service, Jago strives for self improvement. He must now seek out a greater challenge and fulfill his destiny. RIPTOR: Ultratech's plans at creating a genetically engineered weapon have escalated beyond even their control. By toying with the laws of nature, Ultratech have finally doomed the human race... dinosaurs once again rule the Earth. SABREWULF: With victory, Sabrewulf obtains the cure he sought for so long from the hands of Ultratech. Cured at last of his curse, Count von Sabrewulf can return to leading a normal existence. SPINAL: Tired of constantly being surrounded by death and destruction, Spinal decides on a career break... Although nominated for an Oscar for his first film, Spinal still has great difficulty finding roles that have meat to them. T.J. COMBO: With victory in the tournament, Combo has finally achieved his ambition to regain his lost fortune and popular status. Once a nobody from the ghetto, Combo celebrates his win and new found wealth by parading through those same streets. With money and fame at his side, Combo believes he can achieve anything. ------------------------------------------------------------------------------ 11. Game Genie Codes These were taken from several sources; credit is given at the end of this FAQ to most of the people who created these. *Master Code* 3C61-D4DF - This must be entered for ANY codes to work on KI *Miscellaneous/In Works* 9987-CD61 - Nintendo & Rareware logos don't zoom in at intro F287-C701 - Nintendo logo never zooms out in intro EE87-C4D1 - Nintendo logo zoom-in replaced by neat twinkle effect 0087-C4D1 - Twinkle at start that you can never leave 5B2B-37D2 - Many graphics/sound/fight glitches; eventual blackout 5BE4-CDD2 - Gets weird when selecting character; some game freezes E1E0-34AF - Character Selecting bars don't move (except with Random Select) *Matches* CBEC-37AF, 6DE8-3D0F, 6D64-44D5 - Play as Eyedol without the code (even in Practice Mode!) 3E64-34AF - No score shown during fight 5BE2-3DD2 - Combo hits and points replaced with garbage 1B6E-37D7 - Really screwed up life meters, hard to read EEC1-34AF - Player 1 takes both player's damage. Some weird combos and hits ACB6-44D7 - Player 1 stuck on left of screen - Player 2 can't combo him D082-CDA7 - Player 2 Orchid usually wins if her life meter runs out! D033-17AF - Player 2 invisible - minor glitches 3633-17AF - Player 2 and projectiles invisible - less glitches *Basic Moves & Hits* 33B6-1F6F - Running moves keep running until certain buttons are pushed (like Spinal's F,F+3 or Combo's cB,F+3) 53C8-37AF - Dizzies MUCH easier to do; can even happen on one hit D08C-1D6F - Opponent becomes temporarily invisible whenever hit D08C-1F0F - Opponent invisible or frozen while hit - some Danger Moves are changed slightly 64B6-CFAF - Turn on GG after hit is scored for infinite points. Game may glitch. If no hit made, can dizzy both players *Projectiles* AC2D-44D7 - No projectiles 2B27-44D7 - Invisible projectiles D027-37D7 - Neat effects when projectiles collide 4583-1F67 - Projectiles do weird stuff - some freeze game 45C0-37D7 - Super-fast projectiles, players repel each other or slide on their own, some blood stays on screen, extra hit bursts on left *Jumps* 64B1-17AF - Jump higher and slower B5B0-17AF - All jumps are straight up DDB1-1F6F - Forward & backward jumps bounce, upward jump very high DDB1-170F - Jump forward low, jump up VERY high (be prepared to wait a while) EEB1-1F0F - No jumps (jumps do weird things depending on character) DDB1-140F - No jumps - everyone bounces instead 64B1-1FAF - Up teleports to right side of screen, then characters can walk through each other *Combos* D08C-17A4 - Combos may be extended forever, with some difficulty EDC5-370F - Combos may be extended forever, slightly easier D08C-146F - Combos do more damage, are not announced, and can go forever. Linkers and endings don't work D08C-17AF - Autoseconds no longer work - must link combos with normal hits D08C-170F - Combos don't work 53BF-37AF - Combos can sometimes be blocked while in progress D08C-1FAF - Combos often don't count as combos, though they work properly D08C-176F - NO combos count, though autoseconds work properly. Everything can be blocked *Danger Moves* 64B6-4FAF - Opponent freezes when life meter lost. This can give infinite time to do Danger Moves or Humiliations. Makes some of them weird (opponent always falls down), and gives Ultimate if the opponent was finished off with a combo! D0A3-1F0F - Humiliations last less time 536F-4DA7 - Humiliations & Danger Moves are high-scoring 1-hit Ultimates ACBE-44D7 - No knocking enemy off rooftop, even on sky stage EEB0-1D07 - Screen left-scrolls after opponent knocked off rooftop EEB0-1F07 - Opponent doesn't rise into air when knocked off rooftop with a combo ending or other lifting move EEB0-1DA7 - May be pushed to right after knocking opponent off rooftop EEB0-1FD7 - Opponents may be knocked off rooftop in strange ways *CPU* 53C9-C4AF - CPU inflicts incredible damage on some hits, low on others C265-1467 - Never rise above bottom rung of 1P ladder; use with codes below to ALWAYS fight a certain CPU character 64E6-47D2 - Bottom rung of 1P ladder is Black Orchid 6BE6-47D2 - Bottom rung of 1P ladder is Chief Thunder 6DE6-47D2 - Bottom rung of 1P ladder is Cinder CBE8-4FA2 - Bottom rung of 1P ladder is Eyedol CBE8-4D62 - Bottom rung of 1P ladder is Fulgore 6FE6-47D2 - Bottom rung of 1P ladder is Glacius 60E6-47D2 - Bottom rung of 1P ladder is Jago ????-???? - Bottom rung of 1P ladder is Riptor (does anyone know this one?) CBE6-4702 - Bottom rung of 1P ladder is Sabrewulf CBEC-4702 - Bottom rung of 1P ladder is Spinal 6EE6-47D2 - Bottom rung of 1P ladder is T.J. Combo *Winning* C3E8-47D2 - Win after 5 victories (fight ladder screwed up) C2E8-47D2 - Win after 4 victories (fight ladder screwed up) CAE8-47D2 - Win after 3 victories (fight ladder screwed up) C8E8-47D2 - Win after 2 victories (fight ladder screwed up) CCE8-47D2 - Win after 1 victories (fight ladder screwed up) CB64-4D61 - Pick a character in Practice mode, go to 1P mode, and watch their ending! ------------------------------------------------------------------------------ 12. Killer Cuts The first 2 million cartridges purchased came with a CD containing music from the game, called Killer Cuts. The music includes words, noises, and a few other interesting things not found in the game. Here is a run- down on the tracks on the CD: 1. Orchid's stage 2. "Humiliation" music remix 3. Glacius's stage 4. Chief Thunder's stage 5. New song? 6. Jago's stage 7. Fulgore's stage 8. Killer Instinct theme 9. T.J. Combo's stage 10. Street stage 11. Cinder's stage 12. Sabrewulf's stage 13. Spinal's stage 14. Riptor's stage 15. Ending music 16-29. Empty tracks to hide #30 30. Humiliation music (secret track!) ------------------------------------------------------------------------------ 13. Credits First of all, special thanks to Steven Gilbreath for his very complete Arcade KI FAQ, from which I got most of the special and Danger moves. Also, thanks to Brian L. Smolik for his good (though somewhat inaccurate) Arcade KI FAQ, from which I got the idea of giving basic combo information under all of the characters. Thank you to Charlie Grey for the idea of using some moves before a combo to "fake" the CPU into doing a linker at the start (from which I derived Fulgore's, Chief Thunder's, Riptor's, and Sabrewulf's longest Ultras. He also gave me Spinal's longest). Thanks to Ricky Montoya for the listing of the Killer Cuts tracks. Oh, and thanks to araya@aol.com for most of the given Slow-Motion combos and the Air Ultras to extend Combo's Ultra, and which I used to stretch Thunder's Ultras even further. Here is a listing of some of those I owe credit to, with no particular order (or is there? Mwa ha ha...): Address Name akuma@ripco.com.........................Pete Hahn araya@aol.com...........................???? ycjy54c@prodigy.com.....................Charlie Grey bg468@freenet.carleton.ca...............Paul Belair d.spayre@ix.netcom.com..................Mike Simbre lscott1@netcom.com......................???? doanish@aol.com.........................Daanish Syed rubyhead@aol.com........................RJ Mendoza ricardom@icsi.net.......................Ricky Montoya sgilbreath@cctr.umkc.edu................Steven Gilbreath floyd@ripco.com.........................Brian L. Smolik ypzk93a@prodigy.com.....................Mike Zaimont devon@netcom.com........................Devon Tuck mhirono@leland.stanford.edu.............Masatoshi Hirono mmuir@es.co.nz..........................Max Muir mfarmer@ix.netcom.com...................Michael Farmer klturner@ncat.edu.......................Kevin Turner cbroome@www.gnofn.org...................Chris Broome ........................................Cory Pinel ........................................Hugh Van Dyke -GAME GENIE CODES- thespook@nfinity.nfinity.com............???? ocfernan@mailbox.syr.edu................Orlando C. Fernando neto-san@kaiwan.com.....................Neto-San cedrict@scott.net.......................Cedric Thomas god_@holonet.net........................???? If you're not on this list and feel that you should be, e-mail me. ------------------------------------------------------------------------------ I hereby acknowledge all Trademarks. I know, it's not very formal. Like Nintendo doesn't have better things to do than hunt me down and sue me. Copyright 1995 by Derek Kisman. This means YOU!! This FAQ is also available by FTP, courtesy of GamePro magazine's Andy Eddy. Just ftp to ftp.netcom.com and cd /pub/vi/vidgames/faqs. Please send all comments, criticism, new secrets & combos, and notification of any typos to: kismand@cadvision.com - Derek Kisman SnapDragon of Wyrm Demo group. FAQ provided by Martin Strohmeier - Martin.Strohmeier@T-Online.de