The Killer Instinct Web Presents: The Killer Instinct Gold FAQ ======================================================================= Version 1.35a Date: 11/29/97 E-Mail: hardcore@bellsouth.net Author: HardCore "The Killer Instinct Web" http://fighters.simplenet.com/kiweb/ ======================================================================= 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 properly 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 me at: hardcore@bellsouth.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, EEPROM | +-----------------------------------------------------------+ ======================================================================== 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 1.35a: -------------- * Changed my e-mail address all over the FAQ. * Changed the URL to the KI Web all over the FAQ too ;). 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@bellsouth.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://fighters.simplenet.com/kiweb/ Rare Ltd. http://www.rare.co.uk The Rare Network: http://www.rwn.com/ High Voltage Online: http://fighters.simplenet.com/hv/ GamePro Magazine Online: http://www.gamepro.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/ If you would like to support my FAQ, send e-mail to: hardcore@bellsouth.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://fighters.simplenet.com/kiweb/ * 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 Rare Network: http://www.rwn.com/ * A page dedicated to ALL of the games put forth by Rareware Ltd. Trevor was also responsible for bringing forth the Killer Instinct Center which was an excellent web page; this page I highly recommend to all KI and Rare fans alike. 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. 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. 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